Sourcebook Companion
Sourcebook Companion
JUST ANOTHER DAY 7 Major Capellan Academy/ Major Free Worlds League Academy/
INTRODUCTION 11 St. lves Academy of Martial Allison MechWarrior Institute 65
MechWarrlor Third Edition 11 Sciences 50 Major Free Worlds League Academy/
Abbreviations 11 Major Capellan Academy/ Athene Combat School 65
CHARACTER CREATION 13 Victoria Academy of Arms and Major Free Worlds League Academy/
How to Use the Life Path System 13 Technology 51 Legionary Training Academy 66
Character Creation Basics 13 Major Draconis Combine Academy Major Free Worlds League Academy/
Life Path Basics 14 (Generic) 51 Lloyd Marik-Stanley Aerospace
Character Generation Styles 15 Major Draconis Combine Academy/ School 66
Pre-Generation 15 Aerospace and Interstellar Institute 52 Major Free Worlds League Academy/
Stage 0: Choosing Affiliation 16 Major Draconis Combine Academy/ Princefield Academy 67
Stage 1: Early Childhood 16 An Ting University 53 Major Lyran Alliance Academy
Stage 2: Late Childhood 17 Major Draconis Combine Academy/ (Generic) 68
Stage 3: Higher Education 18 Dieron District Gymnasium 54 Major Lyran Alliance Academy/
Stage 4: Real Life 19 Major Draconis Combine Academy/ Alarion Naval Academy 69
Stage 5: Finishing Touches 20 Dover Institute for Higher Learning 54 Major Lyran Alliance Academy/
Stage 6: Th e Character 21 Major Draconis Combine Academy/ The Melissa Steiner Martial
Life Path Creation 22 Galedon Military Academy 55 Academy of Bolan 70
Make It Unique 22 Major Draconis Combine Academy/ Major Lyran Alliance Academy/
Establish Total Point Value 22 Pagoda for Luthien Officers 55 War College of Buena 70
Affiliations 27 Major Dracon is Combine Academy/ Major Lyran Alliance Academy/
Bandit Kingdom (Pirate) 28 Sun Tzu School of Combat 56 Coventry Military Academy 71
Capellan Confederation Regions 28 Major Draconis Combine Academy; Major Lyran Alliance Academy/
Castilian Princedoms 30 University of Proserpina 56 Nagel ring 71
Chaos March 30 Major Federated Suns Academy Major Lyra n Alliance Academy/
Circinus Federation 30 (Generic) 57 Royal New Capetown Military
ComStar 31 Major Federated Suns Academy/ Academy 71
Draconis Combine Regions 31 Albion Military Academy 58 Major Lyran Alliance Academy/
Federated Suns Regions 31 Major Federated Suns Academy/ Pandora College of Military
Free Worlds League Regions 33 Armstrong Flight Academy 58 Sciences 72
Hanseatic League 34 Major Federated Suns Academy/ Major Lyran Alliance Academy/
Lyran Alliance Regions 34 Filtvelt Military Academy 59 Sanglamore 72
Marian Hegemony 36 Major Federated Suns Academy/ Major Lyran Alliance Academy/
Umayyad Caliphate 36 Kilbourne Academy 59 Flight Academy of Thorin 72
Word of Blake 36 Major Federated Suns Academy/ Major Word of Blake Academy
Additional Paths 36 NAIS College of Military Sciences 59 (Generic) 73
Events 37 Major Federated Suns Academy/ Major Word of Blake Academy/
Stage 2 and 3 37 Point Barrow Military Academy 59 Sandhurst Royal Military College 74
Bl ack Warriors 37 Major Federated Suns Academy/ Major Word of Bl ake Academy/
Paramilitary Service 38 Robinson Battle Academy 59 War Academy of Mars 74
Warrior House Aspirant 40 Major Federated Suns Academy/ Major Word of Blake Academy/
Stage 3: Higher Education 41 Sakhara Academy 60 Military Academy of Aphros 75
Canopian Institute of War 41 Major Federated Suns Academy/ Northwind Military Academy 75
Collegium Bellorum Imperium 42 Tikonov School of Military Discipline 60 Outreach Mercenary Training
Columbia Academy 43 Major Federated Suns Academy/ Command 77
Dragoon Clan Technical Training 44 Warrior's Hall 60 Training Battalion 78
Focht War College 45 Major Federated Suns Academy/ Stage 4 Life Paths 78
Major Capellan Academy War College of Goshen 61 Brotherhood of Randis Training 78
(Generic) 46 Major Free Rasalhague Republic Combat Correspondent 79
Major Capellan Academy/ Academy (Generic) 61 ComStar Service 80
Capella War College 48 Major Free Rasalhague Republic Death Commandos Covert Tour 82
Maj or Capellan Academyj liao AcademyjTyra Miraborg Memorial Deep Periphery Trader 83
Conservatory of Military Arts 49 Academy 62 Tour of Duty: Black Warrior 83
Major Capellan Academy/ Major Free Rasalhague Republic Tour of Duty: Brotherhood of
Sarna Martial Academy 49 Academy/Frihet Training Facility 63 Rand is 84
Major Capellan Academy/Sian Major Free Worlds League Academy Tour of Duty: Draconi s Combine 84
Center for Martial Disciplines 49 (Generic) 63 Tour of Duty: Federated Suns 85
Major Capellan Academy/ Major Free Worlds Leagu e Academy/ Tour of Duty: Free Worlds
Sian University 50 Aitutaki Academy 64 League 85
Tour of Duty: Lyran Alliance 86
2
Tour of Duty: Nueva Castile 87 Reconnaissance 116 Ice Hellion
Tou r of Duty: Piracy 87 Security Systems 116 (Di abolus Glacialis Hectori i) 139
Tour of Duty: Star League Surve illance 116 Jade Falcon
Defense Force 88 CREATURES 117 (Falco Smaragdus Edenopis) 139
Tour of Duty: Tra ining Cadre 89 How t o Use This Sect ion 117 Lesallian Mail sloth
Tour of Duty: Xin Sheng 89 General Concepts and Rules 117 (Bradipodidae Lesallia) 139
Word of Bl ake Service 90 Characteristics 117 'Mech Marten
Additional Occupati onal Fie lds 91 Att ributes 117 (Muste lidae Machinam
Point-Based Character Skills 120 Mart is) 140
Creation System 92 Trait s 122 Mongoose
Overview 92 M ovement 125 (Herpestes Shadowii ) 141
Conce pt 92 Creature Movement 125 Moonwolf
Choose an Affiliation 92 En cumbrance 126 (Lupu s Lun aris Tharkad is) 141
Character Points 92 Creat ures in Combat 126 Nessie
Fini shing Touches 93 Size 126 (Cymatosaurus Lacklandi i) 141
A Note on Life Path s 93 Attack/ Refuge Checks 1 27 No lan
Using Character Points 93 Init iative 1 28 (Horror Verus Engadi neii ) 141
Freebie Traits 94 Ranged and Melee Combat 1 28 Nova Cat
Tra it Mod ifications 94 Damage 1 28 (Pantera Nova Dagdanis) 142
Skill s 94 Armo r 1 28 Odessan Raxx
Difficult Skills 94 Body Shape and Hit Locations (Serpens Raxx Odessaidea) 142
Freebie Points 94 For Creatures (Optional Rules) 1 28 Randall 's Rose
Occu pational Fi eld s (Skill Carnivorous Plants 1 28 (Nepent hes Randa lli i Argyleis) 143
Packages) 94 Creature Creation 1 30 Rock Gila
Finishing Touches 94 Overall Conce pt and (Gila Petra Anta llii ) 143
Other Items 94 Characteristi cs 130 Sea Fox
TRAITS 99 Att ri butes 131 (Vulpes Mariti mus Strana
Al ertness 99 Skills and Traits 131 Mecht is) 143
Altern ate Identity 99 Fini shing Va lues 131 Smoke Jaguar
Anim al Anti pathy 100 Creatures of the Galaxy 132 (Panthera Fuma Strana
Anim al Empathy 100 Common Anim als 132 Mechtis) 144
Clumsy 100 Extraterrestri al Beasts 134 Snow Raven
Dark Secret 100 Bl ood Limpet (Corvus Nixus Strana Mecht is) 144
Fit 100 (Salirius Hirudo Prose rpinis) 134 Space Cat
High En durance 100 Bl ood Spirit (Felis Silvestri s Astralis) 144
Im patient 100 (Spiritus Sanguin is Albionis) 134 Sphinx Rapt or
Low Endura nce 100 Bra nt h (Raptor Sphinx Dagdani s) 145
Madness 100 (Draco Anim alis Lopecis) 134 Sta r Adder
Pat ience 103 Bu rrock (Biti s Astralis Strana Mechtis) 145
Property 103 (Fodere Petra Paradisops) 135 Steel Viper
Pro ud Heritage 103 Cloud Cobra (Biti s Ad amas Arcadianica) 145
Shameful Heritage 103 (Naj a Nebula Arcad ianica) 135 Strana Mechty Wo lf
Tech Empathy 104 Coyote (Canis Lupus Strana Mechti s) 146
Thi ck-Sk inned 104 (Canis Lat rans Tamaron is) 135 Sunset Chi mp
Th in-Skinned 104 Denka ika (Pan Soloccasus
Unhealthy 104 (Ceph alopodus Electricus Th essaloika ia) 146
Unlucky 104 Mat suidanis) 136 Surat
SKILLS 107 Di amond Shark (Simi a Vespert ilis Glorieii) 146
Boxing 107 (Carcharodon Megalodon Syramon Thu nderbird
Computers 107 Strana Mechtis) 1 36 (Al es Tonitrus Syramonis
Cooking 108 Eden Beaver Orient is) 146
Chic 108 (Cast or Fiber Paradi sops) 1 36 T-Rex II
Decept ion 108 Fi re Mandrill (Mega losaurus Tyrannus Rex
El ectronic Counter-Meas ures 108 (Mandrillu s Ignis Edenopi s) 1 37 Parad iseus) 147
Forward Observe r 108 Ghost Bear Tabirant h
Hunting/Tracking 108 (Urs us Lam in a Strana (Felis Caballus Jardin alis) 147
Investigation 108 Mechtis) 1 37 Toorim a
Li nguistics 108 God an (Proj ect X-233234898 a/13) 148
Marti al Arts 109 (Lacertosaurus Caninus Wi dowmaker
Meditation 114 Kitteriei i) 1 38 (Latrodectus Mactans
Poisons and Ant idotes 115 Goliath Scorpion Edenopis) 148
Pugilism 115 (Pan di nus Giga Babylonica) 138 Wolverine
Pi ck Pocket 1 15 Hell 's Horse (Gulo Gulo) 149
Read Lips 115 (Equu s Carnivoru s Circae) 138
3
COMBAT 150 Missile Launchers 177 Title System 206
New Terrain Types 151 Missile Munitions 178 Advanced Contacts and
Jungle 151 Mission Equipment 179 Enemies Rules 209
Magma 151 Modular Equipment Adapter 179 Using the Contact and Enemy
Ultra-Heavy Woods 151 Mortar 179 Templates 209
Tundra 151 Narc 179 Locating Contacts/Enemies 210
Sand 151 Parafoil 180 Using Contacts/Enemies 210
Terrain Conditions 151 Partial Wing 180 Underworld Connections 212
Deep Snow 152 Pop-up Mine 180 Non-Player Characters (NPCs)
Geyser 152 Power Pack 180 Generator Rules 218
Ice 152 Recoilless Rifle 180 The Point-Based System 218
Mud 153 Remote Sensor Dispenser 180 The Template System 218
Rapids 153 Searchlight 180 Generating Encounters 220
Weather Conditions 153 Shotgun Microphone 181 Encounter Modifiers 220
Blizzard 153 Space Operations Adaptation 181 Reaction Modifiers 220
Blowing Sand 153 Squad Support Weapon 182 The Encounters 220
Dusk/ Dawn 153 Light TAG 182 Generic Encounters 220
Earthquake 153 Underwater Maneuvering Units Skill Advancement 224
Fog 153 (UMU) 183 Related Skills 224
Heavy Snowfall 153 VTOL 183 Advancing Skills 226
Rainfall 153 Costs 183 Skill Specialization 227
Winds 153 Chassis 184 Specializing 227
BATTLE ARMOR CONSTRUCTION 155 Motive System 184 Improving Specialized Skills 227
Design the Chassis 155 Armor 184 Adding Skill Specializations 227
Determine Technology Base 155 Manipulators 184 Battle Armor 228
Choose Chassis Type 155 Technology Modifier 184 Development of Battle Armor 228
Choose Weight Class 155 Weapons and Equipment 186 Battle Armor Anatomy 229
Add Other Equipment 157 Classic BattleTech RPG Battle Armor Operations 231
Motive Systems 157 Rules Expansion 187 BattleMechs 233
Determine Jump Capability 158 Vehicle Class Table 187 Keeping a 'Mech Running 233
Determine VTOL Capability 158 Battle Armor Assignment 187 The BattleMech Cockpit 234
Determine Underwater Battle Value 187 Standard BattleMech Start-up
Maneuvering Capability 159 Step 1: Calculate Defensive Procedure 240
Add Armor 159 Battle Rating 187 Systems Operations and
Add Manipulators, Weapons, Step 2: Calculate Offensive Configurations 241
Ammunition and Other Equipment 160 Battle Rating 188 Life in the BattleTech Universe 246
Add Manipulators 160 Step 3: Calculate Final BV 189 Buying a BattleMech (or Vehicle) 246
Add Weapons 160 Skill/Experience Level Multipliers 191 Selling a BattleMech (or Vehicle) 247
Modular Weapon Mounts 162 BattleTech Rules Expansion 191 Stealing a BattleMech (or
Finalize Design 163 Anti-Personnel Weapons 191 Vehicle) 247
Final Details 163 BattleForce 2 Rules Expansion 191 Fuel Costs 249
Elective Modification s 166 Movement 191 INDEX 252
Equipment 166 Armor / Structure 191
Active Probe 166 Base Damage 193
Armor 166 Final Damage Value 193
Bomb Rack 171 Special Equipment and Abilities 194
Camo System 172 Overheat Value 194
Cutting Torch 172 Point Value 194
Detachable Missile Pack 172 RUNNING THE GAME 195
ECM Suite 172 Running Adventures 195
Extended Life Support 172 Creating Adventures 195
Flamers 172 Responsibility as Gamemaster 195
Fuel Tank 172 Types of Campaigns 196
Grenade Launcher 173 Scripted Vs. Freeform
Heat Sensor 173 Adventures 196
Improved Sensors 173 Plot Ideas 197
Jump Booster 173 Keys to a Good Adventure 197
Laser 173 Problem Solving 199
Laser Microphone 174 Rewards 202
Machine Guns 174 Organization and Administration
Magnetic Clamps 174 of a Landhold 202
Manipulators 174 Holdings 203
Manipulator Adaptations 176 Entailment 204
Mine Dispenser 176 Maintaining a Landhold 205
4
CLASSIC 8AJT1EI'ECH COMPANION·'
the CBT forums for what should be
CREDITS Layout
John Bridegroom included in this book!
Illustrations
WRITING Maike Hallmann Acknowledgements
Just Another Day Janine Karbulka Some of the material found in this
Christoffer "Bones" Trossen Chris Lewis book is based on the work of previous
Character Creation Tanja Mi:istel authors.
Herbert Beas Matt Plog William H. Keith, Jr. (Landholding,
Loren Coleman Steve Prescott Titles and Nobility-MechWarrior: The
Chris Hartford BatttleTech Role Playing Game)
Peter Smith Playtesters Bryan Nystul (Terrain and
Christoffer "Bones " Trossen Herbert Beas , Paul Bowman , Movement-Maximum Tech)
Traits Nicholas Campbell, Benjamin Disher, Michael Mulvihill and Steve Kenson
Brant Sponberg Ross "Koga " Hines, Peter Killinger, David (Keys to a Good Adventure-Shadowrun
Herbert Beas L. McCulloch, Michael Miller, Jeffrey Companion)
Skills "Highlander" Morgan, Heiko Oertel, Seth
Brant Sponberg Pena, Rick Raisley, Paul Sjardijn, Alyson © 2003 WizKids LLC. All Rights
Warner Doles Sjardijn, Chris Smith, Roland "Ruger" Reserved. Classic BattleTech
Creatures Thigpen, Frank Tillman , Christoffer Companion, Classic BattleTech ,
Gabriel Zupcan BattleTech, 'Mech , BattleMech ,
"Bones " Trossen, Andreas Zuber, Gabriel
Peter Killinger AeroTech 2 and WK Games are
Zupcan ; Steel City MechWarriors: Rich
Heiko Oertel registered trademarks and/ or
Cencarik, Rich Darr, Ben Rome. trademarks of WizKids , LLC in the
Andreas Zuber The following people have been United States and/ or other countries .
Tanja Mi:istel indispensable in testing and providing No part of this work may be
Combat feedback on an early version of the battle reproduced , stored in a retrieval
Peter Smith armor construction rules: Colin Donnelly, system, or transmitted in any form or by
Battle Armor Construction Rick Raisley, Andrew Lannon , Edward any means, without the prior permission
David L. McCulloch Philips, David Hill , Mike Dowd, Ken in writing of the Copyright Owner, nor be
Running The Game Mullaney, Jonathan Scott, Ryan Gabriel , otherwise circulated in any form other
Herbert Beas Duane Bywaters, Paul Gerwe, Paul than that in which it is published.
Chris Hartford Printed in the USA.
Bowman, Giddeon Garber, Ben Elliot,
David L. McCulloch Frank Vickers, Christopher Perkins and all
Mike Miller Published by FanPro LLC
the people on the DropShip Forum. 1608 N. Milwaukee · Suite 1005
Kevin Stein
Chicago, IL 60647
Christoffer "Bones" Trossen Special Thanks
Congratulations to William Mouat Find us online:
Product Development for winning the CBT Companion Cover [email protected]
Randall N. Bills Contest by submitting the winning m (e-mail address for any Classic
concept idea. BattleTech questions)
Assistant Development To Scott Taylor for having a http:/jwww.mechwarriordarkage.com
Christoffer "Bones " Trossen (official MechWarrior: Dark Age web
decade 's old manuscript on his
pages)
computer and to Michael Miller for his
Product Editing http:/;www.classicbattletech.com
stunning dissertation on BattleMech (official Classic BattleTech web
Diane Piron-Gelman technology that helped 'fix ' so much. pages)
To Chris Hartford for coming to a http:/;www.fanpro.com
BattleTech Line Developer section 's rescue . (FanPro web pages)
Randall N. Bills To Herb Beas for coming to a http:/jwww.wizkidsgames.com
section 's rescue not once , but twice! (WizKids web pages)
PRODUCTION STAFF From the developer to the authors http:/jwww.fastforwardgames.com
Art Direction and playtesters : this was the most (online ordering, sales and
Randall N. Bills distribution)
ambitious and difficult project I've fully
Cover Art developed to date and you helped make
Kevin McCann this product worth every second .
Cover Design To all of the Classic Battle Tech and
John Bridegroom MechWarrior fans, especially those who
provided so many great suggestions on
5
G
.JUST ANOTHER DAY
"Faster!" his machinegun and Torres was having a hard enough time
"''m going as fast as I can, dammit!" Sergeant Rick Ellis holding on for dear life in back to even notice the threat
didn't dare look back over his shoulder. He knew if he did he'd ahead.
regret it. Instead he focused on keeping the hovercraft that he Ellis looked around him and saw one last chance for the
and his team had stolen upright. Corporal Tubbs was on the getaway. It just wasn't going to be fun. He cranked the wheel
heavy machinegun behind him, throwing thousands of rounds back to the right, scooting to the rear of the lighter 'Mech as it
out at the enemy while laser blasts and missile hits threw dirt dashed out from behind the last rock formations. Ellis felt
and debris all over the hovercar's four occupants. Tubbs fall to the floor behind him again. "Sorry!"
"Incoming! Pull right!" "Sorry?! Like hell! " Tubbs pulled himself from the floor of
It took Ellis a second to process Tubbs' shouted warning, the hovercar for the second time in a minute, but once he saw
but when he finally did turn right, he had to crank the wheel what they were heading for, he was caught without a snappy
even harder to avoid the rock formation a short forty meters in retort for the first time since Ellis had met him.
front of them. Amazingly, he pulled the hovercar through "Uhh ... that's a gorge you're heading for."
without flipping the entire vehicle, barely scraping the car's left "Yeah." Ellis didn't see any other alternatives.
side against the rocks. "Just so long as you know." Out of the corner of his eye,
Then he felt the superheated air and the sizzle of a high- Ellis saw Tubbs sit down and strap himself into the hovercar's
energy laser blast over his head. Out of the corner of his eye seat. Securely. "You've been hanging around me too long! "
he saw the ground explode where the hovercar would have "Yeah. I know."
been. Ellis instinctively looked to his right, at the oncoming Ellis threw the hovercar through a few more swerves to
throng. keep the pursuing 'Mechs from locking onto them before they
"Oh, hell!" He knew he shouldn't have looked. could kill themselves. A salvo of missiles from the Toyama fell
A platoon of battle armor and a lance of 'Mechs were hot to their right. Another from the Exterminator dropped just
on their heels. A Toyama was spewing flight after flight of short, peppering the side of the hovercar with shrapnel. The
missiles in their direction, alternating missile fire with its 'Mech chasing them swung back around and tried to skewer
heavy-bore laser while a smaller, faster 'Mech was sprinting them with its lasers but lost them in the cloud of dust and
close to catch them. The handful of battle armor-at least smoke raised by the missile hits. Ellis swung again and burst
Ellis thought they were battle armor, their bulky shapes from the cloud at the 'Mech's feet. The edge of the canyon
seemingly melting into and out of the terrain-were thankfully was less than a hundred meters away.
losing ground. "You 're really doing this?!" That was Tubbs. Yang was still
Ellis felt a hand claw him. He looked back again to see whimpering next to Ellis and Torres was just beginning to
Tubbs pulling himself off the floor of the hovercar. "You okay? " realize what was about to happen.
he yelled back. The closest 'Mech chasing them tried to turn with the
"No, I'm not okay!" the corporal screamed before taking hovercar and fire at the same time. A quadruplet of lasers
control of the machinegun again. "You're damn driving nearly stitched a trail of blasts into the ground, mere meters from
killed me! If I were fine I'd be lying in bed ... " The rest of his the car. Before they could connect, the hovercar disappeared
retort was swallowed by the machinegun's angry burp. over the side.
Tubbs was ranting again . He was fine. With Tubbs screaming a rebel yell in the back of the car,
Ellis swung the car's wheel back to the left, expertly all Ellis could get out as they flew out over the edge was,
sliding between two more rock outcroppings and blocking the "Holy shi. .. "
lighter 'Mech's charge toward them. "Good move!" he heard
Tubbs yell over his shoulder. ***
"Watch it!" That was Private Yang in the seat next to him,
waving frantically ahead of them. It took Ellis a few seconds to "We 've positively identified the 'Mechs and battle armor
pick out what Yang was pointing at, but when he did he wished chasing you as belonging to the Word of Blake, sergeant."
he hadn't. That statement was about the dumbest thing Sergeant
An Exterminator and two Specters were moving slowly Rick Ellis had ever heard, right behind the, "You were lucky,"
toward them, almost invisible against the desert backdrop he'd heard a minute ago. Of course they were Word of Blake,
despite their size, much like the horde of blobs-likely more of Ellis thought. Who the hell else has all that equipment? He
the battle armor that were chasing them-that seemed to managed to keep from speaking his thoughts out loud. He
scramble along the ground like spectral avengers. might have just had a near-death experience, but he didn't
"Oh, God, we're screwed. Oh, God, oh , God, oh ... " Yang want to face a tribunal on charges of insubordination.
had obviously checked out. Tubbs was still blasting away with
7
Not that that particular threat was preventing Tubbs from Yolanda Torres piped in before Ellis had the chance to
going off on another diatribe in the adjoining room. On the finish his thought. "Just 'cuz you're having a bad hair day. No,
other hand, Tubbs always seemed to come out smelling like wait, I forgot. You always look like that. You know, a little crawl
roses. Of course, his luck in that regard likely stemmed from in the hamburger will do wonders for your complexion."
the fact that his father was the Duke of something-or-other. "Hey, it took me two hours to wash that out of my hair
Never mind that he 'd taken his mother's maiden name and his last time! I kept finding bits ... "
father had disowned him years ago. "You learned how to use soap? See? The possibilities are
"You don't say?" That was as close to insubordination as endless!"
Ellis was willing to go. He felt the sarcasm dripping, but either Major Travis was clearly amused , but behind the smirk on
he 'd managed to sound honest or the captain was willing to his face, Ellis knew the crypto module was still his primary
cut him some slack because of the situation they'd just gotten concern .
through. Ellis didn't give him the chance to reconsider. "Tubbs, shut the hell up and climb your ass in there.
"What're they doing here? Now? " He truly was interested . Torres, take the rest of the team and see if you can 't scrounge
"We don't know yet, but we'll get to that in a minute, something useful out of that Apollo over there. Okay? "
sergeant. Let's get through this debrief first. Why don't you Sometimes Ellis had to get testy to get anything done. He
start at the beginning? " received a pair of "rogers" and the team got back to work.
Well, sir, this was the biggest cluster-flop since the day Tubbs climbed up the side of the fallen 'Mech like a
Tommy Marik hit the Sarna March ... No, that wouldn't do. monkey in a jungle and swung into the cockpit through the
"Well, sir, we were attached to the clean-up crew ... " shattered window. Two minutes later he climbed back out,
splattered in blood, but holding a small box in his hand.
*** Complain as he did, he was still the team's best computer
techie. He leaped down and was standing in front of Major
"Incoming!" Travis and Sergeant Ellis thirty seconds later. Obviously, the
It was a day like any other, at least for Sergeant Ellis and blood wasn't his.
his crew. They were recovery specialists. Tech-scavengers. Part "Corporal Tubbs reporting, SIR!" He even saluted right. "I
engineer and part ranger, they were assigned to scour a believe this is what you were looking for," he said, handing
battlefield for weapons, electronics, and any other piece of Travis the electronic device. "I'm sorry for my outburst, sir. It
high-tech equipment that their employers either hadn't seen wasn't nearly as bad as last time. It was actually kind of cool.
before or didn't want to fall into the hands of their enemies, The guy was pretty well toasted and his hands were fused to
or, in many cases, even their allies. the ... "
Today they were in the Chaos March , working for Wolf's "Tubbs! Enough! " When Tubbs got on a rant, he was all
Dragoons, of all people. Sure, the Dragoons had their own but impossible to stop. Ellis turned his attention to the major,
people to do what Ellis and his crew were doing, but most of who had lost the smirk as soon as he grabbed hold of the
those mercenaries were either stuck on other worlds or device. He plugged his noteputer into it and stared at the
assigned to other tasks here. So Ellis and his team were output.
working this graveyard of 'Mechs, tanks and soldiers. The only "This is it. Let's go."
problem was that the battle was still raging less than a Ellis gathered his team and as soon as Torres returned
kilometer away. from the Apollo, they packed into the three hover transports
A dozen men and women dove for cover as a flight of and drove back to the base. The ' Mechs would wait for the
missiles slammed into the ground less than twenty meters salvage teams.
from the fallen Gunslinger Ellis and his crew were working on.
Only Major Travis stayed upright. He was their liaison with the ***
Dragoons. The man had nerves of steel and apparently balls
of titanium. He also had a sardonic wit that only Corporal "We got back to the command post approximately thirty
Tubbs seemed to understand. The man just stood his ground, minutes later. Major Travis took the crypto module directly to
watching the battle unfold through his binoculars, moving only the intel shack while we unloaded and brought the equipment
to brush the falling dirt from his immaculate uniform . we recovered to our own shack." Ellis was trying to recall
"They missed us by a mile. Get that module before it's everything in as much detail as possible. That he had two intel
too late! " majors grilling him didn't help. "Sergeant Urquhart started with
Ellis scrambled up from underneath the ' Mech 's arm . "All the comm systems."
right, people , you heard the man and you know the drill! SoHu, "That's where he found the transmission logs." The
Gill , Yang , you've got the torsos . Tubbs, get up there and get second major, Horrocks , had a terrible habit of interrupting
that computer module. The rest of-" with obvious statements like that, just to keep his subjects off-
" Hey, I went in last time." Tubbs . It was always Tubbs. "It's balance. Ellis figured they taught that in spook school.
Yo's turn."
8
JUST ANOTHER DAY:
"Yes , sir. We already knew some of the code names and "That's where he outlined the plan."
transponder IDs they were using, so Urquhart figured he could "No, sir." Ellis enjoyed saying that. He got to burst
pull some transmissions out of the buffer and ... " Horrocks' little bubble. It was petty, sure , but Ellis had to have
"Why didn 't you take this to intel immediately? " That was his fun somehow. " He issued us all personal weapons as well
Sosabowski. Compared to him, Horrocks was a great as heavy weapons . We didn 't know what we were getting into
conversationalist and had a warm personality. yet. He briefed us in the air twenty minutes later."
"We had a feeling we were on to something and we knew
we didn 't have much time." ***
Major Horrocks came back with another obvious
statement. "And in those transmissions you located .. . " "Okay, here 's the deal." Somehow, Major Travis had gotten
the latest recon photos transmitted to him in the air and he
*** was briefing the team from those. "Gravy Three and Four fly
cover, blowing the hell out of anything that moves while Gravy
" ... Colonel Rand." One and Two insert us , here and here." He pointed to two
The Dragoon lieutenant colonel spat out his coffee and spots on the photographs and the accompanying maps. Each
nearly fell over in his chair. "Say that one more time." were slight depressions that adjoined high points from which
"We 've got a location on Colonel Rand." The commander the team could see the entire command post.
of the Dragoons ' Beta Regiment had been MIA for two days "Any idea how many bad guys will be trying to kill us? "
since he had punched out of his 'Mech during a surprise Tubbs had a way with words .
attack. "They didn't realize who he was until about two hours "It's a forward CP, so there 's about twenty staffers and
ago. Right now they're getting a security detail together to probably a few squads of troops. Intel has positively identified
transport him back to their base in Groton. We 've got about an a platoon of light armor, some APCs and a bunch of
hour window." miscellaneous vehicles."
"Holy hell in a handbasket ... " Lieutenant Colonel James " Intel. .. great. We know they're always right! "
Gavin looked between Ellis, the report in his hand and the "Tubbs! Knock it oft! " Ellis might feel the same way, but
battle maps on the wall of his command shack. " Intel is he couldn 't tell his team that.
verifying this? " The major continued , nonplussed. "One team stays on top
"As we speak , sir." Ellis had sent Uruqhart over to the of each rise . Sergeant Ellis , I want you on top of this hill." He
intel geeks as soon as they'd discovered what they'd stumbled was pointing at the one that provided the best view of the
onto . surrounding terrain . "Corporal Tubbs, you 've got this one.
Gavin looked back at Major Travis. "Can we do it, Bill? " You're our eyes and ears . Take down anything that moves and
Travis stood silent for thirty seconds . Ellis could almost make sure nothing sneaks up on us. The rest of you are with
see the cogwheels in his head spinning at an incredible rate. me. We go in in two fire teams ... "
"We 've got a few choppers here to transport the assault team.
We can be there in forty-five minutes. But I'd need Second ***
Batt to hit them hard in sectors Delta-Five and Six, plus
someone to lay down some ~<?_?d ECM footprints. " " I had Corporal Torres with me and Tubbs had Yang with
Gavin was immediately on the same page as Travis . him. We each had a gyrojet rifle, an SRM launcher and our
"Gotcha . I'll have McClellan and her Riders swing south and personal weapons." Ellis just kept on reporting. As soon as
put some pressure into the Dragan area . If nothing else , that he 'd gotten to the actual operation, the two intel majors shut
oughtta slow their transport convoy." up and started listening. "Gravy Th ree and Four made half a
"Roger that. You know, Jim , we 've still got one more dozen passes, gunning down anything that twitched while
problem." Major Travis and the rest of the team moved in. Eventually
"Yeah." Gavin turned to Ellis with a strange smirk on his Gravy One and Two got back into the air and all four orbited
face. "Good job, sergeant. Now I've got one more assignment the CP.''
for you." "Was there any resistance?" At least Horrocks was finally
asking questions.
*** "Yes , sir. Major Travis was still about two hundred meters
from the CP when I saw two soldiers with rifles come out of
"Yes sir, he had me form the team up and then Major what we later determined was the jail shack. Tubbs and I each
Travis led us to the armory where we drew weapons, put a gyrojet round into one of them and Tubbs followed up
ammunition and armor." Ellis had beat his own head on a with a second shot at the other. A third came out of the
doorjamb a dozen times after that meeting. Stupid, stupid, command tent a second later and I took him down. Thirty
stup~! I shoulda just let intel figure it out. No! I had to open seconds after that, Travis entered the command tent."
my big mouth! " Did you see any of the firefight? "
9
"No, sir, but we heard it. Sergeant Browning hit their intel Yang crack off round after round over their heads while the two
shack first and then their comm shack. Major Travis came out flaming APCs went up in a series of ammunition and fuel
of the command tent with two prisoners in tow and made his explosions.
way to the jail shack. There was scattered fire coming from The two soldiers jumped into the first hovercar they saw
down there." and took off. Torres swung around in the back seat and
Ellis stopped for a second. He shuddered. "Then we squeezed rounds out of her gyrojet rifle as quickly as she
heard the 'Mayday' from Gravy Three. He crashed a few could. Tubbs and Yang fired off their own SRMs and
seconds later. I looked to the west and saw ... " disappeared down the back of the hill.
Ellis zipped around the side of the hill, finally finding cover
*** from the incoming force. He skidded to a stop-as much as a
hovercar can skid , that is-enveloping Tubbs and Yang in a
"Oh, hell! We've got a big problem . Gravy Three is down! cloud of dust. "Get in! "
'Mechs and tanks, coming in!" For the first time in a long "As soon as I can see again!" Tubbs always had a
time, Ellis was so terrified he didn't know what to do. comeback.
"Gravy One, Bolo Six. Exfil in one minute. What do you The two soldiers jumped in, but just as Ellis took off,
have?" Travis almost sounded nervous, even through the three shapes crested the hill, almost blending into the
metallic twang of the radio. landscape, and fired lasers at them.
The three remaining choppers broke formation as missile "Hold on!" Ellis took off before Tubbs could sit.
and laser fire cross-stitched the sky. "Bolo Six, we've got a "Dammit!" Tubbs crumpled into the hovercar's back seat.
tally on at least a lance of 'Mechs, a platoon of light armor "Tubbs, get on that gun and put some rounds into them!"
and another of what looks like AP ... " The rest of his Half a dozen more shapes, and two 'Mechs, crested the
transmission was swallowed by static. Ellis figured a close hill. As Tubbs opened up with the machinegun, he yelled, "Go,
PPC blast had disrupted the transmission, until he saw the go, go!"
flash from the explosion.
"Gravy One is down," Ellis reported. He knew no one ***
could have lived through the flames consuming the crumpled
helicopter. "No survivors." As Sergeant Rick Ellis completed his report, a Dragoons
"Bolo team! Exfil! Exfil!" Major Travis flew out of the jail lieutenant came into the room and handed Major Sosabowski
shack with two more people in tow. The entire team a piece of paper. The major looked it over for a minute and
assembled on the east side of the command post, opposite to showed it to Horrocks before looking back up at Ellis.
the oncoming force. "Gravy Two, we have Beta Six! We need "Thank you, sergeant." Sosabowski almost sounded
exfiltration now!" sincere. "We've gotten some interesting information from the
Good, they've got him. Ellis watched the helicopter come prisoners that Major Travis recovered. You did well."
in as Gravy Four tried to come around and pick up Corporal Then Major Horrocks looked up from the report, a
Tubbs, but more laser fire kept him from landing. Only then did strangely crooked smile on his face. "Yes. Bloody good job!"
Ellis realize just how bad a situation he was in. The first of the Ellis saw the twinkle in Horrocks' eyes. Felt the bottom
APCs was nearly on top of the CP, while the rest of the enemy fall out of his stomach.
company would be there within the minute. He made a quick "You up for some payback?"
decision. "Bolo Six, Bolo One. Get out of here. We'll get out on Just another day ...
our own."
"You sure, Bolo One?" It wasn't so much a question as a
perfunctory statement. He knew the choppers would never last
long enough to pick up Ellis and his three other scouts.
"Roger." He didn't like it, but Ellis knew it was the right
thing to do. All we gotta do is get to one of those vehicles and
we can lose ourselves in the desert. "Tubbs, keep those APCs
off of us. Once Yo and I get a vehicle , give us ten seconds of
cover fire and get the hell off that hill. We 'll pick you up in the
draw."
Ellis barely heard Tubbs' response over the roar of the
weapons fire. "Rock 'n' roll!"
Both Ellis and Torres fired their SRMs at the front two
APCs. The missiles struck, splashing fiery liquid over the
vehicles. The two soldiers dropped their expended SRM
launchers and rushed down to the CP. Ellis heard Tubbs and
10
INTRODUCTION
a rapt audience in CBT:RPG players
as well. The Running Adventures
DEVELOPER'SSRV: IJJHEn IT JUST DOESn'T FIT section provides information on how
No matter what product I'm developing, space is always at a premium. After all, when
to construct and run adventures of
you're dealing with such a vast universe, the amount of information that you can convey is
every type, from one-off spoofs to
almost limitless. In many ways, one of my primary jobs is to set the limits of the focus and
multi-session campaigns.
make sure all of the authors-including myself-stay on track to keep the page count from
Organization and Administration of a
ballooning out of control. In the case of this product, that task proved exceedingly difficult.
Landhold provides background
In an attempt to cover so many bases not touched upon in the base roleplaying rulebook,
information, along with concrete rules
we published a larger product. However, in the end I had to make some hard decisions and
for players and gamemasters to run
cut material. On the other hand, with the strong presence of the internet and in particular
one of the favorite aspects of the
the official Classic BattleTech website, we can still provide such cut sections to the players.
BattleTech universe: feudalism and
Feel free to visit www.classicbaHietech.com, where you'll find material that got cut
the landholds that come with it. The
from the Companion for space reasons. Enjoy!
Title System section is an expansion
of the Title Trait, included in this book
as a crash course on how feudalism
works in the BattleTech universe.
The Classic BattleTech Companion is a companion Advanced Contacts and Enemies Rules drastically expands the
rulebook for the Classic BattleTech RPG (CBT:RPG), which rules for contacts and enemies as presented in CBT:RPG and
encompasses multiple aspects of the Battle Tech universe. contains information on the various underworld organizations
This book is a multi-part rules companion that also includes in the BattleTech universe, giving gamemasters the tools they
sections filling out various aspects of the fictional Battle Tech need to fully integrate these important aspects of a good
universe. Whether you're a gamemaster or a player, you'll find campaign into player adventures. The Non-Player Characters
multiple sections in this book useful for character creation as (NPCs) Generator Rules describes how to construct these
well as long-standing campaigns. important characters. Generating Encounters provides
The Character Creation section is the largest single gamemasters with quick and easy rules for generating random
section of the Companion. It begins with How to Use the Life encounters, as well as providing generic encounters that can
Path System, which provides a blow-by-blow analysis of the Life be used for any situation. Skill Advancement provides an
Path system, how it works and how players can achieve alternate system for advancing characters that is more
maximum enjoyment using it. The Life Path Creation section complex but also more realistic than the system in CBT: RPG.
provides details on how players and gamemasters alike can The Battle Armor and BattleMech sections simply provide in-
construct their own unique Life Paths. Affiliations provides universe information on these two important aspects of
regional variations for those affiliations already presented in BattleTech, allowing gamemasters and players to more fully
CBT:RPG, and some new affiliations as well. Additional Paths immerse themselves in the RPG experience. Finally, the Life in
includes a plethora of paths, both new and compiled from the the BattleTech Universe sections offer a holistic slice of
Field Manual series. The Point-Based Character Creation information, from stealing a vehicle to fuel cost, that both
System provides an alternate character generator for those gamemasters and players will find useful.
who find the Life Path System too inflexible.
The Traits section offers new traits for character creation, MECHWARRIOR
along with expanded rules for previously published traits. The
THIRD EDITION
Skills section provides new skills for character creation, as MechWarrior Third Edition (MW3) was originally published
well as a comprehensive Martial Arts subskills section. The
by FASA Corporation. Upon its reprint by FanPro LLC, the
Creatures section contains detailed rules and information on name was changed to Classic BattleTech RPG (CBT:RPG). This
how to create and use creatures in the BattleTech universe, product references pages in CBT:RPG, but the page numbers
and also provides a sampling of forty alien fauna from across are identical regardless of whether you own CBT:RPG or MW3.
the Inner Sphere and even Clan space. The Combat section
offers expanded rules for terrain and weather ranging from ABBREVIATIONS
swamps and deserts to blizzards and hurricanes. The Battle This rulebook references several other products, which
Armor Construction section provides comprehensive rules for are abbreviated as follows: Classic BattleTech RPG (CBT:RPG),
how to create battle armor for use with either standard Lostech: The MechWarrior Equipment Guide (LT),
BattleTech rules or with CBT:RPG. MechWarrior's Guide to Safaris VII (57), BattleTech Master
Running the Game is the most useful section for Rules, Revised (BMR), Aero Tech 2 (AT2), BattleForce 2 (BF2) .
gamemasters, though some of the information therein will find
11
12
CLASSIC 8ArT1£FECH
CHARACTER CREATION
The following section contains numerous entries that can remembering of an important fact or the advancement of
add variety and depth to the character creation process. skills , or perhaps even deciding the outcome of a sporting
How to Use the Life Path System provides a complete event.
explanation of the best way to maximize the Life Path At the start of the Life Path process, all Attributes have
experience. The Life Path Creation section encourages players an assigned threshold-S for EDG, 6 for all the others-that
to build their own unique Life Paths. A whole section of Life indicates the maximum average level of the character's raw
Paths and affiliations follow (all Life Paths originally published statistics. These may change through the Life Path process
in the Field Manual series have been included in this section, with the assumption of an affiliation, the entering of new path
along with many new paths). If players find that the Life Path or even a random event roll. They may be exceeded during the
system is not for them, the Point Based Character Creation point allocation phase (after the completion of the Life Paths
System uses a more traditional method for character creation. themselves), but only up to the Attribute maximums (defined
Unless otherwise stated in the rules, this section follows on p. 56, CBT:RPG). During the Life Path process, however, no
all the same rules of CBT:RPG character creation beginning on Attribute should fall below 1 or exceed its maximum, and each
p. 21 of CBT:RPG. Attribute should meet the highest of the minimums
established during the paths. Attributes cost 1 point per point
HOW TO USE THE under and up to their threshold value, and 2 points per point
LIFE PATH SYSTEM over the threshold. Attribute threshold modifiers issued at the
The CBT:RPG Life Path character creation system offers a start of a new path, as opposed to awarded in an event roll,
unique advantage over point-based character creation methods do not increase if a path is repeated for any reason.
in that each character generated in this way has an in-depth
background that contributes to who he or she is at the point Traits
where the adventure begins. Done properly, the Life Path Traits are unique characteristics that make one stand out
system yields an abundance of hooks and character traits, among others, defining special abilities or flaws that typical
helps mold the attributes of the character, and even gives the folks rarely possess. Some, such as Attractive , or Addiction,
player a good idea of how to play his or her role. Like real are fairly common, while others, like Land Grant, Title, or the
people , the finished product will have roots in a homeland, will worst form of Poor Vision, are rare. Some Traits accumulate
have an upbringing to reminisce about, perhaps some form of to a certain degree, while others negate-although in the
formal schooling to fall back on, and maybe even some real- latter case, there may be exceptions.
life experiences. Together with events that make him or her In the Life Path process, traits are awarded with the
stand out from others who may have followed the same route assumption of an affiliation, the entering of a new path, and
to get to the same point, the finished character will be an event rolls. After completion of the paths , these traits may be
organic construct, perhaps just barely prepared for the modified as part of the final touches . A variable-level trait may
adventures to come. As with all things, however, there is a accumulate during the Life Path process , but can never exceed
right and a wrong way to use the Life Paths. its maximum value (or cost). The increments by which a trait
may increase or decrease vary between them, and are defined
CHARACTER CREATION BASICS with the trait descriptions. Like Attributes, traits awarded at
What characters are capable of, and what strengths and the start of a new path do not increase if the path is
weaknesses they have, are collectively defined by their repeated, though they may be awarded again in subsequent
Attributes, traits and skills. Each of these categories has its event rolls.
own effect on game play, character advancement, and task
resolution, and each is affected through the Life Path system Skills
in varying ways. Skills are the most commonly used part of a character,
representing his or her proficiency in a multitude of tasks.
Attributes Skill bonuses measure the level of a character's expertise in
Attributes define a character's raw statistics. Muscle resolving an action, and are applied to any skill-based Action
strength is covered by the STR Attribute, resilience and Checks demanded by a situation. Based on the pair of
endurance by the BOD Attribute, speed and reaction time by Attributes that most influence the character's ability to perform
REF, brainpower by INT, willpower by WIL, personal magnetism it, each skill may advance at its own pace over time and
by CHA, social standing by SOC, and pure luck by EDG. In experience.
most game play, these Attributes aren 't rolled on directly, Skills are first learned in the Life Path process, beginning
though their levels may affect various aspects of combat, the with the selection of an affiliation, then increasing throughout
the paths . Event rolls can provide a boon to a character's
13
skills, wh ich accumulate either singly or in skill sets called Traits
Fields. Some skills are highly specialized as well, requiring Like Attribute modifiers, traits are assigned only once
the character to choose between a number of subskills when when awarded automatically by the Life Path , even if the path
the skill is first learned. In the Life Path system, skills is repeated, after which only the path 's event roll can add
accumulate by Skill Points, which translate into bonuses later more. These traits reflect the inevitable character-building
on. Unlike traits and Attributes , Skill Points earned at the results of the path even if nothing out of the ordinary
start of a new path do accumulate when the path is repeated . happens. Variable-level traits will increase or decrease by
Though they may decrease based on an unlucky event roll , a their next level increment, rather than strictly by points , so
skill, once awarded in a previous path or as part of an some (like Poor Vision) increase and decrease only along
affiliation selection, may never fall below 1 Skill Point in value. three levels, while others (like Vehicle) rise and fall in a 10-
point range. EDG has no effect on traits.
LIFE PATH BASICS
The Life Path is the core of the character generation Skills
system. While point-based generation may be quicker, more Unlike Attribute threshold modifiers and traits, Skill Points
streamlined , and invariably generate a character with exactly awarded automatically by a Life Path accumulate even if the
the talents and characteristics a player desires, the Life Path path is repeated, representing the honing of skills during the
system develops a deeper character through the combination time spent in the path rather than any deeper, character-
of history-building phases and life-changing events. The changing factors. Skills are awarded in Skill Points (SPs) that
resulting character thus has a history and a number of are not translated into a skill bonus until the final stages of
interesting traits that a point-constructed character wouldn 't character development. The table for this translation is on
ordinarily pick up. page 58 of CBT:RPG. Some events or paths may reduce the
Though they vary in function , all Life Paths work on a number of Skill Points in a skill previously awarded , but unless
similar structure that helps define them. the skill only appeared in the path where a skill-reducing event
was rolled, a skill, once "learned " cannot be reduced to 0 Skill
Prerequisites Points. EDG has no effect on Skill Point awards.
Prerequisites define basic requirements for taking the
path, often an affiliation , Attribute minimum, or the lack of a Subpaths
trait that would sorely limit the character's development in the Subpaths are tied directly to a main path by requirement
path. In newer paths , the Previous Paths requirement is also or as a player's option. These contain most of the features
a prerequisite . Some path events allow a character to skip common to their parent path and follow the same rules
into a path regardless of prerequisites. Aside from that regarding how many times the subpath 's Attribute threshold
exception , the only way to bypass the prerequisites is through modifiers, traits , and skills may be awarded . However, when
the use of EDG and a solid explanation to the gamemaster as taken as a required follow-up to the main path (such as an AIT
to why a character is making such a divergence. subpath for Military Enlistment or Academy paths), subpaths
do not require an event roll. If a subpath is taken at a player's
Time in Path option (such as Special Training in the Military Enlistment or
Character aging does occur in CBT:RPG , and so it Academy paths}, an event roll is required, at the penalty
becomes important to know how old a character may be by mandated by repeating the path. Subpaths use the same
the time he or she emerges from the Life Path process. After event roll tables as their main paths , and EDG may be applied
Stage 2 Life Paths , all characters are 16 years of age . Stage in them as it applies to the standard paths.
3 and 4 paths all indicate the number of years they will
consume as the character forms . EDG may not be used to Next Paths
alter this number, even if the time in the path is listed as a A Next Path is the flip side of the Previous Path
random roll. prerequisite found in some Life Paths. All Life Paths list a
number of paths that most logically follow, which a character
Attribute Threshold Modifiers may take without burning EDG points. The creation of newer
Threshold modifiers awarded with a path apply only once, Life Paths , however, slightly changes how this part of the Life
even if the path is repeated. Only an event roll can add more Path system works. When a player creates a new Life Path ,
during the same path. These modifiers raise or lower the EDG is only required to skip between paths if neither path
character's Attribute thresholds based on the nature of the allows for it, between the last path's Next Path list and the
path , which help govern how a character's final Attributes tend new path's Previous Path prerequisites.
to develop. No Attribute modifier may drop below 2 or rise
beyond the maximum set on p. 56 , CBT:RPG . EDG has no Event Rolls
effect on Attribute threshold modifiers. The most interesting part of the Life Path , the event roll
allows a character to throw an element of chance into his or
14
her history, with the possibility of great events upon which to counterproductive event or to force the path into a turn not
build a reputation, or terrible tragedies that explain a allowed by prerequisites and Next Path requirements.
character's somber view of the world. The outcomes of the
event roll will always add some additional features to a Uneventful Style
developing character, in the form of additional Skill Points, A variant on the planned character approach, the
Attribute threshold modifiers, or character traits, in addition to uneventful style of character generation using Life Paths takes
hooks for background information. EDG may be used to alter advantage of the option to forego event rolls entirely, saving
the outcome of an event roll, but only to increase or decrease the player from burning away his or her EDG threshold to
the roll result by one point (two points on some 2D10-based maintain the integrity of the character plan. In this version, no
Life Path event tables) or to render a single re-roll. Only one event rolls are made. All Attribute threshold modifiers, traits,
point of EDG may be used in this way, with the final result and Skill Points are those awarded automatically by the path,
standing. Players may not burn EDG for a re-roll and burn and which would normally occur on an average event dice roll
again for a second re-roll or a change in the outcome. (result of 7 for 2D6 paths, 11 on 2D10 paths). The
Likewise, players may not burn more than one EDG point to character's history will have no high points, but he or she will
increase or decrease a roll result by more than the standard make it where the player planned to go and still have a
range . background to play off.
15
CHARACTER' CREAJ'lON
STAGE 0: CHOOSING AFFILIATION in the Skye Province, who joins the unit for the chance
The choice of a starting affiliation is a key element in to visit exotic worlds, meet strange and unusual
character creation, as it can affect a character's interaction people, and fix the broken BattleMechs they leave in
with his fellow teammates in many campaigns. Choosing the their wake. John plans his character's Life Paths in
Federated Suns alignment , for instance , in a campaign based advance, choosing each step based on the character
around a company of Draconis Combine regulars , won't work he has in mind. John's Lyran automatically picks up
out that well, unless the character has denounced all ties to the Negotiation and Appraisal Skills at 2 SPs and 1 SP,
House Davion and is effectively a defecting agent. Such an respectively. He also notes the increased value for the
origin can lead to interesting character interplay, as other Timid and Combat Paralysis Traits, should he elect to
Combine-affiliated characters will look upon the defector with take either one in the finishing stage of character
suspicion that it can take decades of "game time" to get creation.
past-if ever.
If the gamemaster is feeling particularly daring, even STAGE 1: EARLY CHILDHOOD
characters from actively hostile affiliations can come together Typically short on valuable Skill Points but long on
in a group, where some-specifically those with covert Attribute threshold modifiers and traits, the Early Childhood
operations or special forces experience-may act as spies stage is a formative time for the developing character. This
against their fellows . Such a player-character mix is stage sets up factors that will likely impact the rest of the
dangerous to play, however, as the characters may turn on character's life, and should be considered carefully, based on
each other at any moment, turning players in a party into the final result that the player wants.
opponents at each other's throats. Character affiliations
should be carefully weighed against the campaign type when Rei's Free Worlds League native, he decides, will
beginning the creation process, and should be managed with have a rebellious streak that arose from his early
communication and agreement between the players and the childhood. He chooses the Fugitives Life Path for his
game master. character's first stage, but before he makes his event
roll, Rei notes that he has already earned 3 SPs in
Rei is a new player who wants to create a Language/ English, 3 SPs in any other language
character to join a continuing CBT:RPG campaign. The commonly spoken in the Free Worlds League, and 2
gamemaster has informed him that the core of the SPs in Perception. Once more, Rei elects to put his
campaign is a mobile mercenary BattleMech unit with Language SPs into Spanish, bringing that skill's total to
a long history of service to House Steiner and the 5 SPs. In choosing the Fugitives Path-allowed to Free
Lyran state. Because the unit is mercenary, an Worlds League characters without an EOG burn or
affiliation is largely moot, though the gamemaster has gamemaster override-Rei finds his BOO and SOC
specifically forbidden any Clan-affiliated characters. thresholds drop by 1 point, while WIL and EOG
With this in mind, Rei forms the idea of a MechWarrior increase by 1. He also picks up the Poverty Trait, and
character who fled his native realm to live the 1 SP each in StreetwisejFree Worlds League,
seemingly glorious and prosperous life of a mercenary. Language/Any (Rei chooses to hone his English this
As a fan of House Marik's Free Worlds League, he time), and Zero-G Operations. He now has a threshold
chooses that affiliation; for simplicity, he decides to of 5 in BOO and SOC, a 7 threshold in WIL, and a
eschew the several regional League affiliations and go whopping 9 in EOG, while all other Attributes are at 6.
plain-vanilla. Rei will use a free-hand character Rei rolls for his event on the 206 table and gets a
generation style, picking his starting point and final result of 7, indicating he lived outside the League. He
destination, but leaving everything else up to the decides this outcome is perfect and doesn't burn any
whims of the moment. The League affiliation gives EOG to change it. This event grants him yet another
Rei's character 2 Skill Points (SPs) in any secondary Language SP, this time in any language of his choosing.
language used in the League, and 1 SPin ArtjAny. He He puts it into English again, bringing both skills to 5
decides his character will be of Latin American SPs each.
descent, with a penchant for doodling, and so chooses John's Lyran, he has decided, comes from a blue-
Spanish as the Language Skill and Sketch for Art. He collar background, in touch with the working man. Like
also notes that if his character loses a limb and takes Rei's Leaguer, John's character picks up 2 SPs in
a prosthetic, he will automatically get the Stigma Trait Perception and 3 in Language/Eng/ish, and John puts
due to the anti-bionics bias predominant throughout the other 3 SPs into German (his affiliation's primary
the League. language). His Blue Collar life path sets a minimum of
For the same campaign, John decides to introduce 3 for his SOC score after the paths are run , and he
his own character. This one will be a maverick picks up 2 SPs in any Career Skill he can think of plus
technician native to the Lyran Alliance world of Halfway 1 SP in any Interest. To enhance his final plan for a
18
CHAIUlCI'ER CREATION
'
maverick tech, he selects Technician for his career, and skills from a list of Academic, Administration, Appraisal,
loosely defines the interest as Technology. When he Bureaucracy, Negotiation, Pistols, Tactics , Technician ,
rolls his 206 event, John is pleased to get a result of Training, or Brawling. Rei decides his young rebel will
11. This result describes a big promotion in his family, pick up smoking and chooses Interest/Cigars at 1 SP.
grants a 1-point increase to his SOC threshold and He a/so takes the 1 SP offered for the Brawling Skill,
allows him to add Preparatory School to his Next Path anticipating that the rebel will get into a number of
options. Having planned to burn an EDG point to force scrapes along the way. On his event roll, Rei throws
himself into Prep School all along, John is quite happy 206 and gets a result of 6. The text says he was
with this outcome. thought dead and had to work his way back to
civilization, costing him 1 point of his EDG threshold
STAGE 2: LATE CHILDHOOD and earning him 2 SPs in the Scrounge skill. Rei's EDG
Bringing the character through the later stages of his or is down to 8 now, and he is 16 years old.
her childhood, Stage 2 paths offer a mix of Skill Points and John's character takes the Prep School Path
Attribute threshold modifiers, and perhaps a few traits, eagerly, and immediately receives a SOC threshold
marking the years leading up to adulthood and entry into the increase of 1 point, bringing it to 8. He also earns the
real world. Though many characters will go on to higher Well-Connected Trait (one level, worth 2 Character
learning of some sort, some cultures may throw a character Points), and gets 2 SPs in any Academic Skill, 2 in
straight into the workforce-or even the front lines-after this Protocolj Lyran Alliance, and 1 SP each in Computers
critical stage. and any Language Skill. John chooses Physics for his
Academic and French for his Language, reflecting the
Rei's Leaguer, now living on the lam outside his prep school's more cultural and scientific leanings.
native realm, has opted to take the Mercenary Brat When he rolls 206 for his event, John gets a 9, but
Path next. The path awards 1-point increases in both burns a point from his EDG threshold to raise it to 10.
his WIL and EDG Attribute thresholds, but the EDG Though his EDG threshold is now down to 7, John's
increase is wasted since this Attribute is already at 9. character has come through prep school as an honor
His WIL is now a/so at its maximum threshold, with a student. The result has earned him a Level 1 Contact
value of 8 . His /NT threshold, however, decreases by 1 Trait, 2 more SPs each in any Academic Skill (he selects
point, to 5, joining BOD and SOC. He a/so picks up 1 Physics again) and in Computers, and another SP for a
SP in any Interest Skill, as well as his choice of two Language Skill, which he again puts into French.
17
-----
~·
~
18
Interest/Sports Skills. He decides to use the points TechjComms and Tech/Mechanics. He then picks up
to pick up Interest/Chemistry, ArtjPainting, and the 'Mech Technician Field, adding 3 SPs to all skills in
Interest/Darts. He ages one year and picks up 3 SPs that field, remembering that he already has 2 SPs each
in each skill listed under Basic Training, though to John in Tech/Jet and TechjMyomer. John rolls 2D10 for his
his character will be more technician than soldier. next event and gets a 16, which is reduced to 15
Moving on to Advanced Individual Training, John because he is voluntarily taking the path again. The
sees that the basic Academy Path gives him a 1-point 15 result tells him he has picked up a 1-point Contact
Promotion, as he is no MechWarrior or Aerospace Pilot. and 1 SP to any three Military Field Skills. John puts
This suits him fine , and since nothing is said to the the SPs in Tech/Laser, Tech/Missile, and
contrary or in addition under the Point Barrow Tech/Ballistics , rounding out his Point Barrow training
particulars, he notes the Rank increase to 2 (non- days .
commissioned). Aging his character another 2 years
(to 19 now), he notes that the basic path awards 2 SPs STAGE 4: REAL LIFE
to any two Field Skills before awarding a Field for this Generally containing the highest points in a character's
path. An extra 1 SP will be awarded for Tactics/Any, career before he or she finally becomes a playing character,
should he take a combat field, but John ignores this as the final stage of real life is unpredictable and potentially
his goal is technical expertise rather than combat. He dangerous, with all kinds of unusual twists and turns possible.
drops 2 points each in his character's First Aid and Developing characters often take multiple Stage 4 paths
Rifles Skills. John also discovers that under the Point before beginning play, resulting in older characters with more
Barrow description, he gains 4 SPs in Scrounge, 3 experience, and possibly more varied personal histories.
each in Computers and Engineering, and 2 SPs to any
two Technician Skills. Anticipating his future role as a Fresh from the Academy, Rei's character signs on
'Mech Tech, John adds the 2 SPs each to Tech/Jet and with a mercenary unit and serves for a couple of back-
TechjMyomer. Point Barrow also mentions a 2-SP to-back Tours of Duty. As this is only mercenary
increase in any two Military Field Skills, but since John service, the gamemaster allows only the standard Tour
already noted them from the generic path, he ignores of Duty: Inner Sphere Path for the occasion, each hitch
these points. John then moves on to pick the Basic running two years. The newly minted MechWarrior
Technician Field, gaining 3 SPs in each skill there, and picks up a 2-point Vehicle as he starts, representing a
does not roll an event for this mandatory subpath. light BattleMech, which applies only the first time he
John elects to go through Special Training next, to goes through the path. With each pass through the
complete his schooling as a 'Mech Technician. He Tour of Duty Path, he picks up 2 SPs that may be
notes that while the generic Academy calls for a WIL applied to any three of the character's Military Field
minimum of 5, the Point Barrow particulars only require Skills (in his case, the Basic Training and the
a minimum of 4. Because Point Barrow modifies the MechWarrior AfT fields), and an additional 1 SP that
generic, John notes down the lower minimum. Both may be applied to any skill. On the first pass, Rei
the generic and the Point Barrow rules state he may applies the 2-SP bonuses to all three of his
raise an Attribute threshold of his choice, so John Gunnery/Humanoid Skills, and applies the last SP to
raises his character's INT. Both paths a/so award PilotingjBattleMech. He then makes his 2D6 event
another point in Rank through a Promotion, and a Well- roll for the first pass, and gets a lucky result of 12,
Equipped Trait, but Point Barrow's Well-Equipped bonus allowing him to choose one event or roll twice and
is only one level, as opposed to the generic bonus of apply both results. Rei decides to roll twice and gets
two levels. John takes the 1-point Promotion to Rank lucky again with a 10 and an 11. Using a point from
3 (non-commissioned) and increases his Well- his EDG threshold, he nudges the 10 to an 11, which
Equipped Trait by one more level; Point Barrow just is described as the discovery of a /ostech jackpot. The
offers fewer goodies than the norm, he figures. The 11 result gives Rei an option to pick the Owns Vehicle
bonus Skill Points awarded by the generic path offer 1 Trait or choose two of Custom Vehicle (2), Good
SP to any three Basic Training Skills John has, and 1 Reputation (2), Vehicle (2), a level of Well-Equipped, or
SP to half of his AfT (Basic Tech) Skills, but Point Wealth (2). Rei uses the first 11 result to pick Owns
Barrow offers 3 SPs to any three Basic Training and 2 Vehicle, and the edged 11 result to choose another 2
SPs to half his AfT Skills instead. John uses the Point points of Vehicle-added to his existing 2-point Vehicle
Barrow bonuses instead of the generic bonuses, Trait to create a 4-point Vehicle-and the 2-point
noting that Point Barrow replaces them; it does not Custom Vehicle Trait. His EDG threshold is now down
add to them. John puts the 3 SPs each in his to 6, but it's well worth it, as Rei's character is now the
Navigation/Ground, Martial Arts/Military, and First Aid proud owner of a customized medium-class 'Mech.
Skills, while he assigns the 2 SPs to Tech/Electronics, Rei takes a chance on the second pass through the
10
Tour of Duty Path, this time applying his three 2-SP traits may also be purchased using this allotment of Character
bonuses to PilotingjBattleMech, Martial Arts/Military, Points, or negative traits may be "bought off" by them, if the
and Sensor Operations, with the last SP applied to his gamemaster allows . When taking negative traits to increase
Brawling Skill. This time, his event roll is modified by-1, this pool of Character Points, however, only the first two
since he is repeating the path, and the modified result negative traits used in this way will be worth their full value.
of his roll this time is 4. The path description says that Subsequent negative traits will only be worth half their value , a
the character has just survived the most intense combat rule that prevents abuse of this tactic.
he has ever seen, and may add 2 SPs to all skills in one Skills are translated from points to bonuses using the
Military Field, but also must pick from four negative table on page 58, CBT:RPG. To find a skill bonus based on
traits ranging from a 2-point Lost Limb to Combat the points stored in the skill after the paths, simply cross-
Paralysis. Not wishing to burn any more EDG, Rei reference on the table the number of points in the skill,
accepts the result, adds 2 SPs to all of his MechWarrior factoring in any Fast or Slow Learner Traits and whether or not
Field Skills, and chooses a 2-point Addiction. At this the skill is a Natural Aptitude. The highest level of bonus
point, Rei's character is 23 years of age, and has gone attained by the points on hand will be the skill's initial bonus ,
from being a desperate Free Worlds League fugitive to a but points left over after that may be used to raise a skill the
seasoned MechWarrior with his own customized player wants to enhance. For example, a skill with 5 SPs
medium 'Mech. He decides the character is ready for stored in it and no special traits after the Life Paths are done
its final touches to join the game. has a bonus of +1, with 2 points left over that can be shaved
John's Point Barrow-trained Lyran must now take off and pooled for later use.
one Tour of Duty for the sake of the Federated To use the extra points, the player adds enough points to
Commonwealth (remembering that he was schooled reach the next level to the number of points needed to attain
before the split). Having spent three years in military the existing level. Using the above example, the skill bonus of
training, John's character, 21, goes off to the front. He +1, which requires 3 SPs to reach, can be increased to +2 if 4
chooses to take the standard Tour of Duty: Inner Sphere extra SPs are used on the skill, raising its number of SPs to 7.
Path rather than any particular faction-based tour.
Being a non-MechWarrior, John does not get a After completing the Life Paths, Rei has the
vehicle as Rei did when he entered this path. However, following information on his character:
John's character does earn the 2 SPs for any three
Military Field Skills and 1 SP to any other skill. He Rei:
decides to allocate them to Tech/Support, Tech/Fusion, Attributes (Min/Threshold/Max):
and TechjMyomer. John finally makes his last 2D6 STR (2/6/8), BOD (2/8/8), DEX (2/6/8), RFL
event roll for this path and gets a result of 6. The path (2/7/8), /NT (3/5/8), WIL (3/8/8), CHA (2/6/9),
description tells him the character endures heavy EDG (2/6/9), SOC (3/6/9)
combat, resulting in an additional point to all skills in
one Military Field, as well as a 1-point Disability Trait. Traits (Level):
John assigns the SPs to his 'Mech Technician Field, and Addiction (2), Custom Vehicle (2), Lost Limb (1),
notes that his character now has a minor disability, Owns Vehicle, Poverty, Rank (2), Well-Equipped (1),
which results in his service tour ending with an Vehicle (4)
honorable discharge at the tender age of 23.
Skills (Points):
STAGE 5: FINISHING TOUCHES Academic/Military History (2), Art/Sketch (1),
After completing as many paths as desired or allowed, a Brawling (2), Career/Soldier (3), First Aid (4),
character is now a collection of modified Attribute thresholds, Gunnery/Humanoid/Ballistic (7),
assorted traits and a pile of Skill Points allocated to various Gunnery/Humanoid/Laser (7),
skills. Though a history has begun to present itself, the full Gunnery/Humanoid/Missile (7), Interest/Cigars (1),
measure of a character's capabilities are as yet unknown, as Language/English (5), Language/Spanish (5),
is his or her appearance, behaviors, and the details of the Leadership (2), Martial Arts/Military (6),
character's history. The character also needs to purchase Navigation/Ground (4), Perception (2),
gear with whatever funds are available before he or she can Pilotingj'Mech (8), Protocol/Mercenary (2), Rifles (3),
truly join in a campaign. Scrounge (2), Sensor Operations (7), Swimming (2),
Attributes and traits are finalized using 50 Character Tacticsj 'Mech (5)
Points, and negative traits may be purchased if more points
are needed. These Character Points are used to buy In determining his Attributes and traits, Rei takes
Attributes up to the value of their thresholds, but Attribute into account the kind of character he has in mind, and
Points above and beyond the thresholds cost double. Positive weighs it against the thresholds and traits he already
20
has at the end of the Life Path process. Rei wants his use in increasing skills or buying new ones. Doing the
character to be reasonably strong, of a lean build but same with all his skills, Rei finds that they look like
fast, and brash-an eager young .'Mech jock, aching to this:
prove himself in battle. Charisma and social standing
mean little to this man, and Rei decides his new Skills (Bonus):
character will spend most of his 50 points on Academic/ Military History (0), Art/Sketch (0),
Attributes as follows: Brawling (0), Career/ Soldier (+1), First Aid (+1),
Gunnery/ Humanoid/ Ballistic (+2),
STR: 6, BOD: 5, DEX: 6, RFL: 7, /NT: 5, WIL: 7, CHA: 2, Gunneryj Humanoidj Laser (+2),
EDG: 5, SOC:4 Gunnery/ Humanoid/ Missile (+2), lnterestjCigars (0),
Languagej English (+1), Languagej Spanish (+1),
As all of these scores are at or below the Attribute Leadership (0), Martial Arts/ Military (+1),
thresholds, Rei pays only 48 Character Points for Navigation/ Ground (+1), Perception (0),
them. Turning his attention to his traits, Rei decides Pilotingj'Mech (+2), Protocol/ Mercenary (0),
he doesn 't want as severe and expensive an addiction Rifles (+1), Scrounge (0), Sensor Operations (+2),
as he has received. He reduces the level of his Swimming (0), Tacticsj'Mech (+1)
Addiction Trait by 1, using one more character point.
He also offsets his Poverty Trait by buying 1 point of Leftover Points: .19
Wealth with his remaining character point. However,
Rei also decides he wants his character to have a Rei uses his remaining SPs to upgrade his
heavy BattleMech, but doesn't have the 2 Character GunneryjHumanoidj Laser to a +3 bonus, which costs
Points left to get there. Once more diving into his 6 points. He also upgrades his Martial Arts Skill
character concept-that of a brash new MechWarrior- bonus with another 4 points, Tactics with another 4,
Rei decides to pick up a Level 2 quirk, and decides the and Brawling with 2 points. Rei uses the last 3 SPs to
quirk represents his character's arrogance. Taking the buy his character the Pistols Skill at a +1 bonus.
risk of being told at any time during game play to do Rei finally decides to give his character a name,
something extremely foolish in the name of personal Reggie Mendoza, a brash, cigar-smoking MechWarrior
pride, Rei adds the negative trait, gaining back 2 with Latin features and an attitude so cocky, it makes
Character Points, and promptly spends those 2 points almost anyone around want to slug him every time he
on increasing his Vehicle Trait to 6. Suddenly realizing opens his mouth. This young hotshot, however, is
he has a Well-Equipped Trait and no cash to buy almost as good as he believes he is , and with his own
anything with, Rei asks the gamemaster if he can add Star League-era heavy 'Mech, to which his specialty in
a Bad Reputation negative trait so he can get himself laser weaponry seems well suited, Reggie may just live
another point of Wealth . Upon receiving the long enough to knock that smug smirk off his own face
gamemaster's permission, and after tying some of his someday.
new traits into a biography growing in his mind, he Before turning his character sheet over to the
promptly does so. Rei's traits now look like this: gamemaster to finalize his biography and enter the
campaign, Rei decides to spend his character's
Addiction (1)/ Cigars, Bad Reputation (1)/ Northwind, starting C-Bil/s to purchase equipment suitable for his
Custom Vehicle (2), Lost Limb (1 )/Left Pinky, Owns upcoming role.
Vehicle, Quirk (2)/ Arrogant, Rank (2)/ Private, Wealth
(1)/ 2,500 C-Bills, Well-Equipped (1)/ D-C-C, Vehicle STAGE 6:
(6)j GLT-5M Guillotine THE CHARACTER BIOGRAPHY
With all the finishing touches completed, the player
Finally, Rei hones his skills by using the table on should now have a character with detailed statistics, including
page 58, CBT:RPG, translating the Skill Points into skill a name, gender, age, origin, and even a skeletal history, to say
bonuses by first using the table to determine the nothing of Attributes , special traits and skills. At this point the
highest level each one has reached, then shaving off character is playable , but to be thorough, it is recommended
any excess points into a pool for re-use later. that players write out a biography based on the character's
For example, Rei's character has 5 SPs in each of experiences in the Life Paths, so that the character can have a
his Language Skills. As Rei's character possesses distinctive background. The events described in each Life
neither Slow nor Fast Learner Traits, and these skills Path, after all, are generically phrased , allowing for rich and
are not covered by a Natural Aptitude, he finds these creative interpretations. That level 2 enemy, for example , can
skills both translate to a +1 skill bonus, with 2 leftover be more than a faceless nemesis waiting to strike. He or she
points each. These 4 points go into a pool for later should have a name and a reason for his or her intense
21
loathing of the character, beyond the normal rivalries between form of an existing Life Path will not do. For the path to be
enemy factions . unique, it has to give a character who runs through it
The Life Path system provides the basis for deep, well- something that the other paths don't. As a guide , any path
rounded character building. Done properly, a character's ability that covers an era, affiliation, and range of experience a
to come to life might surprise the player who created it. character might face similar to those in an existing path is not
truly unique, even if the specific events differ. For example, a
LIFE PATH CREATION path covering combat duty in service to the Lyran Alliance is
To date, some one hundred and thirty-five Life Paths have redundant; players can already choose from two Tour of Duty
been published for the creation of CBT:RPG characters, Life Paths. However, a tour covering combat duty in service to
allowing players and gamemasters alike a broad range to the Lyran Commonwealth during the First Succession War
choose from. But sometimes, the published paths just don 't would be different enough to warrant its own Life Path.
fit, either because the game master is running a campaign in
a different era , or an alternate timeline, or just because the
feel of the adventure doesn't work with some paths. In ESTABLISH TOTAL POINT VALUE
situations like this , gamemasters, or players with gamemaster All Life Paths in CBT:RPG, have several main features that
approval, may want to try developing a unique Life Path . control when they affect a character's development, when a
Anyone willing to do so, however, should take great care to character may undertake them , how long they take , and what
generate a distinctive and well-balanced path that fits into the gains and hazards they may present. Any path should include
BattleTech universe at large. The point-based system outlined penalties as well as bonuses , rather than too much of one or
below will allow creative players and gamemasters the the other, in order to be fair and balanced. These benefits
freedom to invent a path without worrying about generating an and drawbacks are what give the path spice and can alter the
unbalancing one. course of a character's history, and will have a direct impact
on a character's final form. Of course , the magnitude of these
MAKE IT UNIGUE features should also fit with the path's main purpose. To
The first and most important thing to remember is that establish a fair give-and-take system, Life Paths have a point
any created Life Path must be different from all others, value based on their stage, level of risk and duration.
establishing its purpose for existing. Simply creating a variant
22
Stage of Path fan wants to create a Life Path based on the unique
The stage of life where a character may enter into the career of a combat correspondent, a trained soldier
new Life Path is a critical part of the Life Path construction whose MOS centers on getting the news from the front
process. The amount of points available to the path lines and reporting it for the benefit of his fellow troops
construction process is directly affected by the stage chosen. and the local propaganda office. Deciding that the
Stage 1 paths, which cover a character's early childhood skills for any character wishing to take this path may
years, are comparatively simple, offering a light collection of already be present or learned "on the job ", he decides
Skill Points , Attribute modifiers and traits that merely serve as to create the Combat Correspondent Path as a Stage
a foundation for the character's later adventures. Most of the 4 path. After consulting with the gamemaster, fan
late childhood Stage 2 paths bring a character through the agrees the path is a military one, with a starting Base
formative teenage years , where more skills emerge than traits Point Value of 6.
and the character is set up for higher learning or entry into the
real world. Both Stage 1 and Stage 2 paths are "one-shot" Time in Path
paths only; they cannot be repeated at any point in the The time spent by a character in a given Life Path is
character creation process. partially set by the stage of the path. All Stage 1 paths, for
Stage 3 paths, which cover elective higher education, are instance , bring the character to age 10. Most Stage 2 paths
more skill-intensive paths, where characters will receive a cover the following six years, though event rolls can modify
batch of skills in the process of selecting an ultimate career. this. Stage 3 paths vary in accordance with the amount of
Virtually non-existent in the Clans' more brutal culture , higher higher education the character opts for, but usually run a
education combines with late childhood for the warriors of minimum of one year. Most Stage 4 paths average two years ,
Kerensky. describing a typical tour of duty or set length of service in a
Stage 4 paths , representing the real world, are where the given occupation, but some have random terms if they are
character finally faces the trials and triumphs of real life. more unorthodox than that.
Depending on the purpose of this path, the traits, Attribute The time spent in a path directly affects the amount of
modifiers and skills a character may accumulate vary wildly, as potential gains (and risks) that a character may encounter in
unpredictable as the real world itself. As a general rule, that period. In terms of a path's point value, the actual time
action-oriented military and police paths , where greater risks spent in the path is modified by the number of years a
and correspondingly greater gains are possible, offer more to character may expect to spend in the path . Stages 1 and 2
a character's development than lower-risk civilian paths. have no modifier, as those paths have a fixed age limit. Stage
A distinct variance exists in the base point value of a path 3 and 4 Paths, because they can vary in length , are modified
based on whether it is a Clan Warrior Caste path (for trueborn based on actual time spent in the path , to reflect the added
or freeborn Clan characters, until he or she washes out), or a experience they offer for more time. When figuring out how
standard military path , versus all other paths. This is because long a path will take, include any subpaths in the equation ,
Clan warrior upbringing offers far more intensive training and whether mandatory or elective . Randomly rolled path times
experiences than Inner Sphere military training, and a military should be calculated based on the average roll result, which
life is harder in the BattleTech universe than in other walks of can be computed by adding the highest and lowest possible
life. To use any of the point values, the Life Path creator must rolls and dividing the result by two (rounding normally). The
clearly define the path as that of a Clan warrior caste member, Path Time Table sets the modifiers for the point values.
an Inner Sphere military path, or otherwise.
The Life Stage Table below demonstrates the amount of
Character Points a given path will be worth, based on the
factors described above . PATH TIME TABLE
23
Jan decides his Combat Correspondent Path consideration, Jan decides that three prerequisites
should be limited to a single Tour of Duty's time, and apply: First, the new path requires military training, as
so sets a 2-year duration for the path. As this falls the character he has in mind to use this path can also
within the range of 1 to 4 years, the Base Point Value be an active combatant in a front line position. As any
is not affected (6 x 1.0 = 6). conceivable specialty in the service may be asked to
assume the role of combat correspondent, he requires
Assigning Points that the character possess a Military Field. The
The total points available to a Life Path are expressed in second and third requirements , also born of the fact
terms of a net amount of Character Points. The value of that the combat correspondent's job is on the front
these points is directly equivalent to Attribute and trait points , lines, are that the character possess neither the Timid
as assigned by the player at the end of character creation. In nor the Combat Paralysis Traits. After consultation
the Life Path creation process, these points also cover Skill with the gamemaster, a fourth prerequisite is added,
Points at a ratio of two Skill Points per every character point. limiting the path to non-Clan characters since the
These points are then assigned or modified throughout the Clans do not use their warriors in such a role.
creation process, divided as the path creator sees fit
according to the rules outlined below. Threshold Modifiers and "Free" Traits
In all cases, points used are expressed in terms of net Modifiers to one or more Attribute thresholds are possible
value. In any given path, some skills, Attributes or traits can in any stage of character generation . While some may occur
be raised at the same time others are lowered . during randomly rolled events, others can be automatic ,
coming with the first pass through the Life Path. These
Prerequisites modifiers do not accumulate if a path is repeated, but the
Entry requirements determine who is eligible to take a influence of Attribute modifiers on the overall threshold of a
given path. For the path to be of any value , it should not be given Attribute weighs heavily on the final stages of character
excessively restrictive, allowing more than one character to generation, and every instance counts.
meet the entry requirements and pass through to join the As a general rule, modifiers are not automatically imposed
characters in the gamemaster's adventure . in every path. Some of the more common paths, in fact,
Prerequisites take many forms, from affiliation advance or degrade only one or two Attribute thresholds ,
exclusiveness, to a limited number of previous paths, to a set usually with a net effect of zero on a character's overall
of Attribute minimums or specifically required or disallowed Attribute thresholds. In other words , one Attribute threshold is
traits. In most cases , these prerequisites merely anchor the raised just as much as another is lowered at the same time.
Life Path into its proper place for character development, and More difficult paths, however, can alter this give-and-take
still allow most characters the opportunity to pass through. balance , representing a more thorough test of the character's
Some, however, are so restrictive that the path can only be mettle.
taken by an elite few. The Threshold Modifier and Trait Points Table below
Setting a path prerequisite has no impact on the point provides a guide to how much of a "net effect" the changes to
value of the path, but the path 's point value may suggest it be a character's Attribute thresholds can undergo in a given path.
restricted to fewer characters. For purposes of point value Because any type of path is possible under this system, the
costs, all prerequisites-whether for Attributes, traits, definition of what is a more or less challenging path is purely
affiliation or prior paths taken-are free. subjective. The challenge level is essentially a ratio of how
much risk the path presents that may damage or impair the
character's development compared to any potential benefits
MINIMUM PREREGlUISI'TEB gained. A combat-intensive Life Path, for example , may be
considered highly challenging, where a corporate executive Life
Path Point Value Prerequisites Path might be medium or low on the relative challenge scale.
Less than 5 0 - 1 prerequisites Clan paths , as a byproduct of the Clan culture and "up-or-out"
6 to 17 1 - 4 prerequisites mentality, are generally more difficult than a corresponding
17 and up 6 prerequisites Inner Sphere path . Here, common sense-and the
gamemaster's discretion-prevails.
More challenging paths also tend to be demanding
enough that some characters should be barred from entering
Having decided on the nature and duration of the them. For this reason , prerequisites should be assigned to
Combat Correspondent Life Path, Jan checks the table these paths .
and finds the recommended number of requirements As with threshold modifiers, free Traits are also directly
for the path's point value is 1 to 4. After some influenced by the challenges a Life Path presents, but in the
opposite direction. This reflects the benefits of living a more
24
stable and safer lifestyle, though it does little to enhance the in life, through the character's teenage years and perhaps
body or mind. As with the Attribute thresholds, the amount of through higher education, where the skills that carry one
Trait Points are expressed in the table as a "net effect" on the through real life are reaped. Clan society once more stands
character; the final combination of any negative and positive out, as far as warriors are concerned, by forcing higher
traits should not fall outside these ranges. education upon its people in the teenage years, when most
Inner Sphere children are in high school.
Once into the real life stage, character skills
THRESI!otOLD MODIFIER AND increase through trial and error rather than an
TRAIT POINTS TABLE intensive training regimen, so the ones that stick
are those that the character tends to use on a
Path Challenge Level Net Threshold Effect Net "Free" Traits regular basis. These Skill Points are the only
Low to Nqne -2 to 0 0 to +2 advances a character can accumulate by
Medium -1 to +1 -1 to +1 repeating a path, so their value isn't to be
High * 0 to +2 -2 to 0 downplayed. The time spent in a path also
Excruciating* +1 to +3 -3 to -1 affects the allotment of skills awarded, though
Stage 3 paths have to divide this total among
*Prerequisites are recommended for these paths. the main path and all component subpaths.
The Free Skill Points Table below reflects
this trend and outlines how many total Skill
Jan and the gamemaster agree that the Combat Points should be awarded automatically with a new Life Path.
Correspondent path, while potentially dangerous, does Remember that these are net effects; some skills may
not require as much action on the character's part as decrease as others increase, such as Language Skills when
does the basic infantry trooper or 'Mech jock, so the one is forced to live on the streets . Also, fields awarded to a
challenge level of the path is set at medium. In character (most commonly in Stage 3 paths) are awarded as a
checking the Threshold Modifier and Trait Points Table group, and thus have a cheaper Skill Point cost than normal.
for a guide, Jan finds that a medium-difficulty path The discounted value of a field , when awarded automatically by
should feature a net threshold effect (the final sum of the path, is computed by adding up all the awarded points of
all thresholds changed automatically upon entering the the field- usually 3 points per skill-and multiplying the result
path) of-1 at least and +1 at most. The same applies by 0.75. Finally, each Skill Point awarded counts as half a
to any traits applied upon entering the path. Using this point from the Life Path point value.
guide, Jan decides that the Combat Correspondent
path will increase WIL by 1 point, but that the
stigma of being a reporter rather than a "real
soldier" will likely stick with the character as "FREE!'
well, negating this advantage. After some
additional thought, Jan decides to add a Level Pathtyime Spent Net "Free" Skill Points
1 Contact at this point, reflecting one of the Staget 1: (to age 10) +2 to +4
more permanent, /ow-level connections a Stage 2: (ages 11-16) * +6 to +10
starting reporter in the field might make. The Stage 3 : each 2 full years (max. 6) +15 to +18
net effect is +1 for the Attribute thresholds Stage 4 : under 3 years +6 to +10
and +0 for traits, well within the suggested Stage 4: each 3 full yearst (max. 6) +6 to +10
guidelines. This subtracts one point from the
six that Jan has with which to build the path. *For Clan Warrior Caste, use the value for Stage 3.
tlf random, calculate the time in path based on the average roll result.
Bonus Skills
The skills awarded with a path are the most NOTE: Any awarded fields are calculated at 3/4 of the total Skill Points
telling sign of a character's development in the awarded with the field .
path. All of life is a learning experience , after
all , whether low-risk or high-adventure. The
progression of skills, however, is mainly affected by the stage Once more, Jan notes that his Combat
of life into which the path fits. Correspondent Life Path falls into the category of a
Early childhood teaches the basics everyone has by the Stage 4 path with a duration under 3 years, and sees
time they are ready to join the campaign: reading, writing and that the recommended number of skills awarded upon
basic math. Extra skills , gained through the path, accent each pass through the path before the event roll
these basics a little more , but true learning begins even later should be between 6 and 10. After some thought, he
25
gives 2 Skill Points toward the character's yields average awards and penalties. The table below
Career/Journalist and Art/Writing Skills, and 1 point provides a rough guide to what benefits or drawbacks might be
each to the character's Career/Soldier, Fast Talk and found in a typical Life Path. Players generating their own Life
Protocol Skills. He decides to award 3 more Skill Paths may use this table or work out an equivalent that fits
Points the character may use for the Military Field the guidelines described above. Remember that a character
Skills of his or her choosing. This total of 10 awarded point (CP) is worth one trait, one Attribute modifier, or 2 Skill
Skill Points translates to 5 Character Points, which Points. A reduction in Life Paths may also count as a
uses up the last of fan's 6 available Character Points. character point, counted as negative if the limited paths are
He goes into the final phases of Life Path construction less desirable for the path's goals and positive if they help the
knowing that the remaining points to award or penalize character in some way. If the path limit is set at one, it
must now balance out to zero. counts as 2 Character Points, determined as positive or
negative in the same fashion.
Next Paths At the end of the event roll tables, bear in mind that any
The paths available after the character passes through imbalance in Character Points awarded or taken away should
the created path are just as important as those established be reconciled with the Life Path's value. In other words, if the
as a prerequisite for entering the path. Also like total number of potential character point losses exceeds the
prerequisites, the number of possible paths a character can total number of potential character point gains, the path could
easily move into after departing the completed current path be more dangerous than it's worth, unless the benefits
has no direct impact on the point value of the path. Setting awarded before making the roll mitigate this effect. When
the paths available to follow merely places the new path in its tallying up the character point losses and bonuses offered in
proper context. an event roll table , use the worst possible outcome for any
The same basic rules apply when selecting the paths to negative CP roll that includes an optional or random effect
follow as when assigning prerequisites. More exclusive paths (e.g., choose one result) and the best possible outcome for
tend to narrow a character's options before and after entering, any positive CP roll that does the same.
while more open paths, particularly those of lesser challenge, Even at its worst result, a Life Path must not totally
offer a wider variety to choose from. Common sense prevails cripple or kill a character, though it may derail that character's
again in choosing what paths most naturally follow the new goal by forcing him or her into a different path. At the best
path. For example, most military training paths lead straight result, the player should receive the option to choose one path
into a combat tour of duty, while most civilian paths offer (for generic paths) or two (for advanced paths} or take a
opportunities to go on to the Travel or Ne'er Do Well paths, or chance on multiple events.
even to a repeat of the existing path. For added spice, some events may provide players with
choices, such as which traits, modifiers or skills they can take
fan uses common sense to decide where a on. Some can even offer a dual result option, with a different
combat correspondent might go after a tour covering set of traits, modifiers and skills offered based on a single
the front lines. He decides that the correspondent question posed to the player (such as whether or not to join a
might want to return to active duty in a combat role conspiracy).
again, and so a/lows for whichever Tour of Duty path
applies to the character first. Using the basic Tour of fan decides the Combat Correspondent path is so
Duty: Inner Sphere path as a guide, he also decides generic, the 2D6 event tables will suffice. Using the
that the options of Ne'er Do Well and Travel should be Life Path Event Roll Guide, he carefully picks out his
included, as well as Civilian Job, reflecting the events, ever mindful of the balance of bonuses and
character's transition into the civilian sector as a deficits each roll will make at its worst or best results.
ho/ovid correspondent. For every point of positive CPs the path can award, he
must make sure the same number of negative CPs
Event Rolls may a/so occur. At last, after reaching agreement with
The random event rolls made during a Life Path provide a the gamemaster, fan presents his new Combat
taste of adventure and create some unique hooks that players Correspondent Life Path.
and gamemasters can use during game play. The remaining
points available after the selection of threshold modifiers , STAGE 4: COMBAT CORRESPONDENT
traits and free skills go into the event rolls. Prerequisites: Any non-Clan Affiliation. Any Military
Event roll tables come in either 206 or 2010 formats, Field. Must not have Timid or Combat Paralysis.
representing a standard "generic " Life Path or a more eventful Time in Path: 2 years
"advanced" Life Path , respectively. Higher roll results than the Threshold Modifiers: WIL +1
average signify a greater level of success in the path , while Traits: Stigma/ Reporter, Contact (1)
lower results signify failures. The middle range of results
28
Poor Hearing, or Unattractive] (Cost: 1.5 CP
LIFE PATH _EVENT ROLL GJUIDE at worst applicable results.)
5 Sometimes, getting the story means
RoiiEvent Effects (2D6) Event Effects (2D10} getting dirty. [Scrounge +1, Streetwise +1,
Receive 1 to 4 negative CPs Receive 31o 6 negative CPs Enemy (1), Bad Reputation (1)] (Cost: 1 .0 CP)
Receive 1 to 3 negative CPs Receive 2 to 5 negative CPs 6 Your honest and thorough reporting of
Receive 1 to 2 negative CPs Receive 2 to 4 negative CPs the latest action on the lines sent one of your
Receive 0 to 1 negative CPs Receive 1 to 3 negative CPs fellow soldiers into the stockade. [Enemy (1)]
Receive 0 to l positive GPs Receive 1 to 2 negative CPs (Cost: 1.0 CP)
Receive 1 positive CP R<rceive 1 negative CP 7 Routine action doesn't grab the
Receive 0 to 1 positive CPs Receive 0 to 1 negative CPs headlines. [Career/ Journalist +1] (Bonus:
Receive 1 to 2 positive CPs Receive 0 to 1 positive CPs 0.5 CP)
Receive 1 to 4 positive CPs Receive 0 to 1 positive CPs 8 Your honest and thorough reporting of
Receive 2 to 6 positive CPs Receive 0 to 1 positive CPs the latest action on the lines earned you a
Choose orie event or roll twice Receive 0 to 1 positive CPs commendation. [Career/ Journalist +1, Fast
and apply both results Talk +1, +1 to any other skill] (Bonus: 1.5 CP)
13 Receive 1 positive CP 9 They say reporters shou/dn 't make the
14 Receive 1 to 2 positive CPs news, but when the enemy overran your
15 Receive 1 to 3 positive CPs position, you didn't have much choice, did
16 Receive 2 to 4 positive CPs you? [Good Reputation (1), +2 to any two
17 Receive 2 to 6 positive CPs Military Field Skills, -2 to Career/ Journalist]
18 Receive 3 to 8 positive CPs (Bonus: 2 CP)
19 Choose one event or roll twice 10 You're a celebrity to the troops on a
and apply both results morale-boosting military ho/ovid news
20 Choose two events or roll three program, and some network big shots want to
times and apply each result meet you when you finish your tour. [Good
Reputation (1), Contact (2), -1 to any three
Military Field Skills, may take Safaris Insider
Skills: Career/ Journalist +2, Career/Soldier +1, path next] (Bonus: 2 .5 CP)
Art/Writing +2, Fast Talk +1, Protocol +1, +1 to any 11 You brave the most savage fighting you've ever
three Military Field Skills. seen. Not only do you live to tell about it, your story is
Next Paths: Any applicable Tour of Duty (4), Ne'er-Do- picked up by agencies across your native land! (Good
Well (4), Travel (4), or Civilian Job (4). Reputation (2), Wealth (1), Career/ Journalist +2, add
+1 to any two Military Field Skills, choose either BOD-
Event Roll (206) 1 , Lost Limb, or Addiction) (Bonus: 4.5 CP at best
2 Captured by enemy troops while covering what applicable results)
turned out to be a shocking defeat. You escape, but 12 Choose one event or roll twice and take both
you've seen way more than you bargained for! [Escape results.
Artist +2, Interrogation +1, +2 to any combat or
journalism skill, add 1D6 years to the time spent in Ready at last, Jan goes off to create his next
this path, and choose two: BOD -2, Combat Paralysis, MechWarrior character using the rules he created for
Unattractive, and Glass Jaw.] (Cost: 4.5 CP at worst the new Combat Correspondent Life Path.
results.)
3 A slip of the tongue during a live holocast tips your AFFILIATIONS
position to the enemy. You survive the resulting This section describes additional affiliations that players
carnage, but your career doesn 't survive the court may choose during character creation. These affiliations are
martial for gross incompetence. [Bad Reputation (2), used in the same way as those found in CBT:RPG, with any
notable exceptions included in the text.
Stigma/Incompetent, add +1 to any four military or
journalism-related skills, next path must be Ne'er Do Many of these affiliations were originally published in the
Well] (Cost: 3.0 CP, including the single path Field Manual series or 57; they are included here for
limitation.) completeness.
4 Lost on your way to the front, you come under
enemy fire. You survive, but one of your news crew
doesn't. [First Aid +1, Choose two: BOD -1, Timid,
27
BANDIT KINGDOM [PIRATEl University or Military Academy (Stage 3), Postgraduate Studies
If a more disadvantageous birthright exists, you've never (Stage 4)
heard of it. Even the most backwater Periphery world usually
contains some form of legal livelihood that can lead to better CAPELLAN
choices, even if it means bartering one 's crop for clothing. But CONFEDERATION REGIONS
the pirate bands and bandit kingdoms? You've been brought Thanks to the efforts of Chancellors throughout the years,
up on greed and cruelty, nurtured on the misfortunes of the citizenry of the Capellan Confederation is a relatively
others. You've grown up with the idea that you can rely on just homogeneous lot. There is no balkanization like that which
one person-yourself. has plagued the Free Worlds League for centuries, nor are
That isn 't to say you can 't make something better of there significant regional identities, save for the recently
yourself. But it's an uphill struggle all the way. You will be reabsorbed St. lves Compact.
branded an outlaw and untrustworthy simply because of your Yet there are those who, for one reason or another, have
birthplace. Those hooks set themselves deep. You might never not fully grasped the Capellan way of life. Some Capellans live
shake them free. So watch your back, shoot first, and never on worlds that have just rejoined the Confederation, while
underestimate the treachery of a friend. others live on traditionally Capellan planets under the yoke of
another nation.
Game Material Characters affiliated with the Capellan Confederation may
Primary Language: Any opt to belong to one of these regions or be a "vanilla "
Secondary Languages: Any Confederation character. Non-regional Capellan Confederation
Attribute Thresholds: CHA -1, SOC -3, BOD +1, WIL +2 characters use the affiliation information exactly as presented
Bonus Skills: Language/Any +1, Perception +2, Choose in CBT:RPG. Characters associated with a specific region gain
three : Blades +3, Escape Artist +1, Fast Talk +2, Intimidation the following traits and Skills in addition to those for the
+2, Pistols +2, Rifle +1, Scrounge +2, Seduction +1, Capellan Confederation found on page 28 of CBT:RPG.
Streetwise/Any +1, Survival +2
Bonus Traits: Stigma/Bandit Born; may purchase Pain Citizen Afar
Resistance or Toughness for 1 point less than the usual cost The Succession Wars did far more than ruin the militaries
Path Restrictions: May not take Nobility (Stage 1), High of the Successor States. Those two and a half centuries of
School , Preparatory School or Military School (Stage 2),
28
war cost the Capellan Confederation roughly half of its worlds, Path Restrictions: A character must be a full Capellan
placing them under the control of either the Federated Suns or citizen (minimum SOC of 3) to take part in any of the following
the Free Worlds League. The Fourth Succession War in official Capellan Life Paths: Military School (Stage 2) , all Stage
particular cost the Confederation dearly, though Chancellor 3 paths and all Stage 4 paths except for Ne'er-Do-Well. If a
Sun-Tzu Liao has done much to reverse that damage in the character cannot qualify for any Stage 2 or Stage 3 paths, he
past decade. can go to Stage 4 and directly enter the workforce , taking a
A Citizen Afar is still a son or daughter of the Civilian Job and ignoring the prerequisites. With the approval
Confederation. These citizens may live under the rule of a of t he gamemaster, these characters can enter Life Paths
different nation, but they know where their loyalties lie. They "underground " among others of their status. Unless they
were raised in the traditional Capellan way, and were taught to t ravel to worlds outside the Confederation , however, these
hate their oppressors. They seek only to someday return characters will never enter an Academy, a University or any
"home ", one way or another. While some encourage what legitimate Capellan military Life Paths.
changes they can passively through their way of life, others
become freedom fighters , single-handedly struggling to bring St. lves
their worlds back into the Confederation. Of course , those that With St. lves ' secession three decades ago, relations with
succeed often find that their years of independent action make the Capellan Confederation naturally soured, though for the
it almost impossible to live under the laws of any nation . newly born Compact this was a time of growth. The St. lves
Commonality had long been a nation of traders and
Game Material industrialists , benefiting the Capellan Confederation for many
Primary Language: Mandarin , Russian centuries . Time spent independent from the Confederation
Secondary Languages: English, German , Spanish allowed th is natural disposition to flourish again on many
Attribute Thresholds: WIL +1, EDG +1, SOC -2 worlds . The Compact was able to hold its own as an
Bonus Skills: Academicj Capellan History +6 , independent power.
Language/ Any Secondary +2 Though the St. lves Commonality is again a part of the
Bonus Traits: Good Reputation (3 among other Capellan Capellan Confederation , its people enjoyed some decades of
Nationalists), In for Life, Quirk/Independent-minded, complete independence as well as a close relationship with
StigmajCapellan Nationalist House Davion. In fact, many considered the Compact to be the
Path Restrictions: May not attend an opposing nation 's Federated Suns ' closest ally. The Duchess of St. lves still
military academy without two appropriate Level-2 contacts (three maintains solid relations with elements of the Federated Suns
if attempting to enter a prestigious institution like the NAIS). as well as with ComStar, the Draconis Combine and the Free
Rasalhague Republic . Cordial, if strained , relations exist with
Citizen Anew the Lyran Alliance.
The Confederation has done much in the past decade to
return many of its conquered worlds to the Capellan fold. The Game Material
people of these worlds are no less Capell an than the citizens Primary Language: Mandarin (Chinese)
of any other world, but they have been living under the rule of Secondary Languages: English, Hindi, Russian ,
an enemy nation for decades. As a result, they may have ideas Vietnamese
that are incompatible with the overall good of the Attribute Thresholds: EDG -1
Confederation. These citizens are watched carefully, not Bonus Skills: Language/ Any, St. lves Secondary +2 ;
because the Maskirovka is concerned that they will damage Interest/ Any +1; Pick Two:
the Confederation , but because the Confederation wants to Administration +1 , Negotiation +1, Protocol j Capellan
make sure they are given every opportunity to embrace the Confederation +1, Protocol/ Federated Suns +1, or
Capellan way of life. Academicj Capellan History +1
Bonus Traits: Playec may choose one of the following:
Game Material Natural Aptitude/ Administration, Negotiation or Protocol, or
Primary Language: English, Russian Exceptional Attribute/ Edge. If a bonus trait is selected , the
Secondary Languages: Cantonese, French, German, Hindi, character must also suffer one of the following negative traits:
Mandarin, Spanish, Vietnamese Stigma/ Outspoken St. lves Loyalist (a penalty with pro-
Attribute Thresholds: SOC - 2 Confederation citizens) or Stigma/ Known Capellan
Bonus Skills: Academic/ History (any affiliation other than Sympathizer (difficulty with citizens of St. lves).
Capellan) +2, Academic/ Capellan History +2 , Path Restrictions: St. lves citizens living during the time
Bureaucracyj Capellan +2 , Language/ Any Secondary +2 of the Capellan war exist in an awkward state of
Bonus Traits: Quirk/ Watched, Stigma/ New Capellan Compactj Capellan citizenship. As a former citizen of the St.
Citizen lves Compact, a character may follow any of the unrestricted
paths without penalty.
29
If the player chooses, a character may enter any Life Path roadways, making travel risky for those displaced by the
as a full Capellan citizen, including those paths normally fighting. Few here remember the meaning of the word loyalty,
restricted to the Capellan Confederation affiliation, unless the as the flag overhead changes with the wind. The only sure way
character has Stigma/St. lves Loyalist. The character must to survive is to know which way the nearest gun is pointed.
meet all of the listed prerequisites as stated, except for SOC ,
which must be 1 point higher than any listed minimum. Note: Game Material
most Stage 3 and Stage 4 paths for the Confederation require Most characters created using this affiliation should be
at least a SOC 3, the minimum for a Capellan Confederation relatively young and their stories should be tied to the worlds
citizen (see p. 28, CBT:RPG). and the conflict raging in the Chaos March. If the player has
Additionally, a St. lves character may choose to take any an older character that he wants to place in the Chaos March,
Federated Suns or Lyran Alliance Path as if he or she were a he should choose another appropriate affiliation.
native of that nation, with the following exceptions: any SOC Primary Language: Mandarin (Chinese)
prerequisite must be 1 point higher than the listed minimum Secondary Languages: Russian, English, French, German,
and the character must purchase an appropriate 1-point Gaelic
Contact (such as a Federated Suns or Lyran Alliance noble). Bonus Skills: Scrounge +1, Survival +1, choose one:
Demolitions +1, Pistols +1, Rifles +1
CASTILIAN PRINCEDOMS Bonus Traits: Quirk/Hostile reaction to other affiliations,
Established before the Star League, the nine-world proto- Natural Aptitude/Tactics/ Infantry; Toughness and Sixth Sense
nation of Nueva Castile was an agrarian paradise for many traits cost one Character Point less than normal (2 and 3
centuries. Its people knew no hardship or strife until the respectively).
arrival of the Umayyad invaders, who sought to seize Nueva Path Restrictions: Chaos March characters cannot
Castile for themselves . The Castilians learned the lessons of choose the following paths: Military School (Stage 2);
war on the battlefield and eventually turned the tide on the University or any Military Academy (Stage 3); Postgraduate
invaders. The once-peaceful people of these worlds are now Studies (Stage 4).
dedicated to the liberation of their worlds from the Umayyads,
though internal squabbles threaten to undermine their cause. CIRCINUS FEDERATION
The Circinus Federation is known for one thing to the
Game Material people of the Inner Sphere-piracy. Situated along the
Primary Language: Spanish Periphery border of the Lyran Alliance and the Free Worlds
Secondary Languages: German League, the nation exists solely because neither of its
Attribute Thresholds: DEX +1 neighbors has made the effort to wipe it out. The Circinians do
Bonus Skills: Blade +1, Negotiation +1, ProtocoljCastilian launch frequent raids into both Successor States , however, as
+2 they do into the other two nearby realms-the Rim Collection
Bonus Traits: The Castilian feudal system places and the Marian Hegemony. Of all the Federation 's enemies ,
considerable emphasis on rank and birth status. Characters the latter poses the greatest threat.
may not have a Rank Trait higher than their Title Trait. The Circinian economy is nearly bankrupt. Its people eke
Furthermore , each Castilian has the traits Quirk/ Honor Code out livings primarily though farming, ranching and other simple
and Quirk/ Hate Ummayyads. low-tech endeavors. Education and health care are poor. Only
Path Restrictions: Castilians may not take the University the people's spirit keeps them going in the face of such
(3) Path. hardship.
30
COMSTAR managed to retain its sense of self in the face of the
ComStar is comprised of two distinct groups: the "Combine onslaught" are the Azami of Algedi.
technical personnel who operate much of the interstellar Characters belonging to the Draconis Combine affiliation
communications network and serve as researchers and may opt to belong to the region below or be a "vanilla"
scientists , and the warriors who continue to form the bulwark Combine character. Non-regional Draconis Combine characters
against the Clan threat. Further, Com Star maintains one of the use the affiliation information exactly as presented in
largest and best-equipped fleets in the Inner Sphere, ranging CBT:RPG. Characters associated with the region below gain
from the deep--space exploration vessels of the Explorer Corps the following traits and skills in addition to those for the
to the massive WarShips of the Com Guards. ROM , the order's Draconis Combine found on page 26 of CBT:RPG.
intelligence and special forces agency, is regarded as one of
the best in the Inner Sphere. Azami
Unfortunately, the reforms that followed the removal of One of the few worlds not totally conquered by House
Primus Waterly prompted a schism within the order. ComStar Kurita , the fierce fighting and determination of the Azami
removed many of the religious trappings from their operations warriors in the face of far superior numbers earned them the
and focused on a purely scientific outlook, and also began to respect of the Combine and eventually a peace treaty that
openly disseminate information. Considering this heresy, the allowed them to retain limited autonomy, provided they raised
opposing techno-religious faction fled to the Free Worlds and maintained a fighting force that would serve the Combine .
League and formed the Word of Blake. This force became the famed Arkab Legions
31
leader can easily whip groups of them into a frenzy against the though a significant number of worlds were taken from the
Confederation-something that has been done hundreds of Free Worlds League, the Sarna March was a hodge-podge of
times during the course of the Succession Wars. Somewhat ethnic backgrounds and a hotbed of anti-Davion sentiment.
surprisingly, the past several years have also proven that the Today, the Sarna March is no more. Most of the worlds
people of the Capell an March can place themselves above that once belonged to this region are now part of the Capell an
internal struggles. Indeed, while the Civil War pitted the Confederation, the Free Worlds League and the Chaos March .
citizens and soldiers of the Federated Suns against each Only a few belong to the Federated Suns. The people, however,
other, the people of the Capellan March remained resolutely still retain their fierce independence , which is causing serious
aloof, instead keeping their eyes on the Confederation. That is problems for the Capell an Confederation in particular. Many of
not to say that no one from this region fought on one side of them see individuals like Pavel Ridzik as icons to their cause ,
the Civil War or the other. In fact, some of the worst fighting and while they have no single leader or figurehead, they
happed in the Capellan March. A genuine son or daughter of generally move in the same direction toward their own
the March, however, knows where his or her true loyalties lie. independent existence.
32
CHARACJER ~REAI'IO
Bonus Traits: Brave, Poverty (1) , Stigma/ Outback, may Game Material
purchase Pain Resistance andj or Toughness at two points Primary Language: English
less than the normal cost Secondary Language: Slovak, Romanian
Path Restrictions: None, though any SOC or Contact Bonus Skills: Appraisal +1 , Negotiation+1, Protocol +1
requirements are increased by one point to account for the Bonus Traits: Wealth, Well Equipped, Stigma/ Thomas
character's background Supporter
33
Bordering the Capellan Confederation, Oriente (and its Clans though the League's relationship with the descendants
neighbor Orloff, which shares many Orientian traits) is well of the Kerensky Exodus, particularly the Diamond Sharks and
known for its soldiers , both troops and officers. For all its Jade Falcon Clans , but these overtures have received a frosty
martial experience, however, Oriente's main talents lie reception. The League tightly restricts access to Hanseatic
elsewhere , principally with commerce and technology. The peace worlds (only three are "open " to outsiders) and also acts as a
that has prevailed in the League for the past few decades has clearinghouse for goods and information from the Inner Sphere
allowed these industries to prosper beyond Oriente 's wildest and Clan Space .
dreams, and the products of the province 's engineers and The principal measure of status within the League is
merchants can be seen across the Inner Sphere. wealth; anyone seeking political power must be a master
trader or otherwise wealthy. Those without riches are relegated
Game Material to an underclass with no representation or influence over
Primary Language: English League affairs. These serfs are obligated to work for their
Secondary Language: Greek merchant masters to eke out a subsistence living. Little more
Bonus Skills: Appraisal +1, Negotiation +1, than slaves, these indentured servants have little hope of
Technician / Any +1 gaining their freedom , though occasionally a kind-hearted
Bonus Traits: Good Reputation, Natural Aptitude/Any merchant will free a valued serf and set him up with a
Technical Skill business of his own.
34
: ,;·,..,\
'
'
'
• ;-'$
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}
.
CHARACJ'ER CREAJ'ION
Disdaining the Steiner-Davion alliance and buoyed by its own
MILITARY: ACADEMY: TABLE economic strength-Hesperus is House Steiner's principal
weapons factory and Skye is one of the Inner Sphere's
2D6 Academy principal trade hubs-Skye has seen a strong undercurrent of
2 Sanglamore rebellion since the Fourth Succession War, manifesting in a
3 AI arion series of secession attempts over the past forty years. The
4 Coventry latest attempt, during the recent Civil War, almost succeeded .
5 AI arion Though badly bloodied, the people of Skye know that their
6 Royal New Capetown position in the new politics of the Lyran Alliance gives them
7 Buena immense influence as Archon Peter continues to wrestle with
8 Pandora* the reins of power.
9 Thorin Skye characters are determined and self-reliant, striving
10 Bolan hard to better themselves and win freedom , be it from Kurita
11 Bolan invaders or from the government on Tharkad. While not every
12 Nagel ring resident of the Federation supports Duke Kelswa-Steiner's Free
Skye movement, a distinct sense of "them and us "
* Only if attending before the year 3064. In September predominates among residents and those born there in recent
of 3064, the world of Pandora was captured by Clan decades .
Jade Falcon.
Game Material
Primary Language: English
Secondary Language: Italian , German
Protectorate of Donegal Bonus Skills: Bureaucracy +1, Languages (any) +2
The political and mercantile heart of the Lyran state , the Bonus Traits: Stigma/ Free Skye OR Quirk/ Anti-Steiner-
residents of the Protectorate of Donegal are known for their Davion , Well Connected / Free Skye (2)
determination and desire to dominate their environment. Path Restrictions: May not choose Clan War Orphan
Donegal is the conservative heart of the realm, epitomizing Stage 1 path .
the traits commonly regarded as Lyran: the quest for money,
status, and prosperity. Of course, this is something of an Tamar Pact
exaggeration-many of the Protectorate's worlds are The Tamar Pact bore the brunt of the Clan assault into the
agricultural, with subsistence-level economies-but the former Lyran half of the Federated Commonwealth and its residents
Protectorate contains a number of the richest and most have suffered greatly in the past two decades. Dozens of
economically significant worlds in the Inner Sphere: Tharkad, worlds were lost to the invading Wolves, Jade Falcons and
Donegal , Gallery and Alarion, to name a few. Steel Vipers, including the capital of Tamar (now the Wolf
Though a number of its worlds supported Prince Victor in regional capital) and the key worlds of Twycross and Sudeten.
the Civil War, Donegal was Katherine Steiner-Davion's main Though some planets have since been liberated from the
power base . Even with her removal from power, it remains a invaders, even more have fallen. Grand Duke Morgan Kelt
hotbed of political intrigue directed against Archon Peter. incorporated a number of Tamar worlds in his Arc Royal
Tensions simmer beneath the surface as nobles and Defensive Cordon to foil further Clan gains , but recent losses
businessmen alike seek to help (or more often hinder) Archon have added to the sense that the central government, lost in
Peter. The most significant opposition comes from those who its own disputes , is not doing enough to safeguard the people
claim that the mixed blood of the Steiner-Davions has failed of Tamar. However, with the establishment of their Duke-in-
and it is time to restore a pure-blood Steiner-or even a Exile , Robert Kelswa-Steiner, as the consort of the Duchess of
Marsden-to the Archonship. Skye, Tamar's voice can finally be heard.
Battered by successive Draconis Combine incursions and
Game Material more recently by the Clans , the residents of the former Tamar
Primary Language: German Pact are a doughty folk, inured to the hardships of war. Their
Secondary Language: English , Gaelic physical and mental toughness is well known , as is their
Bonus Skills: Administration +1, Protocol +1, Scrounge +1 burning desire to see their lost worlds return to the Lyran fold.
Bonus Traits: Quirk/ Anti-Steiner-Davion , Stigma/ Greedy ,
Wealth Game Material
Primary Language: German
Federation of Skye Secondary Language: English , Swedenese
Though a willing member of the Lyran state in its early Bonus Skills: Perception +1, Streetwise +1 , Survival +1
history, recent years have seen the Federation of Skye become Bonus Attributes: Edge +1
a major thorn in the side of the Tharkad government.
35
Bonus Traits: Quirk/Hatred of Clans, Quirk/Anti-Steiner- WORD OF BLAKE
Davion , Well Equipped (2) The death of Primus Myndo Waterly and subsequent
radical changes to long-established beliefs in 3052 threw
MARIAN HEGEMONY ComStar into an uproar. Some extremists chose to abandon
Once little more than a bandit kingdom, the Marian this new ComStar altogether and preserve the old quasi-
Hegemony managed to convince itself that it was one of the mystical ways. These true believers fled to the Free Worlds
"big boys" in the Periphery. With no nation willing to commit League seeking shelter with Captain-General Thomas Marik,
the resources to proving the Marians wrong, the Hegemony and founded a factional organization known as the Word of
continued to grow, eventually maturing into the legitimate Blake. Marik let them occupy the planet Gibson, and in return
nation it is today. Taking on the trappings of ancient Rome, the they operated all of the Free Worlds League's hyperpulse
Hegemony evolved into an interesting civilization, a true generators.
cultural and economic power. The only dark spot is the From their base in the Free Worlds League, the Word of
Marians' penchant for looking over their shoulders, always Blake planned and executed an assault on Terra in 3058 and
expecting a punitive raid, a tirade from their Caesar or the succeeded in ousting ComStar from the Sol system.
like-a sense of paranoia that often prevents all but their
most open-minded citizens from truly reaching their full Game Material
potential. Most Word of Blake members begin life outside the order.
Players should select another starting affiliation for their
Game Material characters that will determine Early and Late Childhood and, if
Primary Languages: English and Latin the player chooses, Higher Education and Real Life. The traits
Secondary Language: German, Spanish, Greek, Swedish, and skills from the Word of Blake affiliation are in addition to
French those already obtained through the character's primary
Bonus Skills: History/Marian Hegemony +3, affiliation.
History/Roman Empire +2, Strategy +2 Characters seeking to enter the Word of Blake Training
traits: Toughness, Quirk/Paranoid Subpath must include a Technician Field; t-hose seeking to
Path Restrictions: None enter the Word of Blake Militia Training Subpath must include
a Military Field. All members of the Word of Blake have a
UMAVVAD CALIPHATE rank, represented by the Rank Trait.
The Umayyad people arrived on Nueva Castile in the early All Word of Blake characters must choose a faction with the
tWenty-ninth century. The invaders came within a hair's breadth order. The four largest are the conservative True Believers, the
of subjugating the nine-world association before internal radical Toyamas, the revisionary Counter-Reformists, and the
squabbles among them gave the Castilians a chance to Expatriates, who are recent converts from ComStar. They then
regroup and mount an effective counterattack. Today, the undergo a year of training, which grants the following benefits:
Umayyad Caliphate-ironically, the name was given to invaders Primary Language: Original Affiliation
by their Castilian enemy-struggles to survive. The close-knit Bonus Skills: Academic/Star League History +3,
community's martial traditions and the fractious nature of its CommsjConv. +1
opponents are the only reasons the Caliphate has held out so Bonus Faction Skills: True Believer: Negotiation +3;
long. Toyama: Intimidation +3; Counter-Reformist: Leadership +3;
Expatriates: ProtocoljComStar +3
Game Material Bonus Traits: Well-Equipped (2), Contact (2), In for Life,
Primary Language: Arabic Quirk/Loyalty to Word of Blake, Stigma/Fanatic (2),
Secondary Language: English EnemyjComStar (2) , Rank
Attribute Thresholds: DEX +1 Path Restrictions: Must choose the Word of Blake
Bonus Skills: Academics +1, Art +2, ProtocoljUmayyad +1 Service Real Life Path at least once before ending character
Bonus Traits: Rank and status are central to Umayyad creation.
military life; all Umayyad officers and MechWarriors must have
the Title Trait. Additionally, Umayyad martial culture ADDITIONAL PATHS
discriminates against cowards; any character with the Combat The following section contains a number of Life Paths
Paralysis Trait also receives the Stigma/Coward Trait when designed to expand and flesh out characters. Players and
dealing with other Umayyads. gamemasters can use these paths in conjunction with those
Path Restrictions: All Umayyad warriors must take the presented on page 33-52 of CBT:RPG.
Nobility Path (1). The following paths have some basic prerequisites. In
addition to minimum required Attributes, a few also list
prerequisite paths a character must complete before entering
the particular path.
38
CHARACJ'ER CREAJ'ION
Many of these paths were originally published in the Field STAGE 2 AND 3
Manual series or 57; they are included here for completeness. Unless otherwise stated, these paths follow the rules for
Stage 2 : Late Childhood and Stage 3: Higher Education in the
EVENTS Character Creation section of CBT:RPG (pp . 36 , 40).
Like the paths presented in CBT:RPG, each of the paths
below has a unique list of events . Players and gamemasters
should follow all of the standard rules for determining BLACK WARRIORS
character events (see p. 24, CBT:RPG), with one exception. Any affiliation. Applicants from beyond the Circinus Federation
Instead of rolling 2D6, players should roll 2D10 for most Path must have a relevant Bad Reputation or Stigma (per the
Event Tables to randomly select an event. After rolling dice for gamemaster's judgment). Cannot have Combat Paralysis,
an event, the player can increase or decrease the dice roll Disabled, Glass Jaw, Slow Learner or any of the following traits
results by 1 or 2 , or reroll using the single expenditure of Edge above the lowest possible level: Lost Limb, Poor Vision, Poor
(see Edge and Events, p. 25, CBT:RPG) . Hearing.
The Black Warriors are undoubtedly one of the most cruel
Capellan Confederation Expansion to Basic Paths and sadistic pirate units operating in the Periphery. If that's
This material expands on the Capellan Confederation not bad enough , the Warriors are sponsored by a nation that
affiliation (p. 23, CBT:RPG) . Assume those rules prevail unless continually touts its benevolence in an attempt to gain
specifically stated otherwise here. legitimacy in the eyes of its contemporaries.
Because the Confederation provides free schooling to all Time: 1 year
citizens , regardless of location, the Stage 1 Life Path Attribute Minimums: INT 3
Backwoods (p . 33, CBT:RPG) should allow continuation in the Attribute Thresholds: BOD +1, SOC -5, WIL +2
Stage 2 path High School. (This does not eliminate the need Traits: Toughness, Stigma/ Bandit, Vehicle (2)
for a minimum SOC 3 for a Capellan citizen.) Skills: Scrounge +4, Blades +3, Brawling +3
For Stage 2 Life Paths (p. 36 , CBT:RPG), High School and Fields: Basic Training
Preparatory School should be closed to any character who Events: Do not roll events for Black Warrior Training
chose Affiliation: Capellan Confederation (p. 28, CBT:RPG) but Previous Paths: Any
is not a Capellan citizen . Next Path: Black Warrior Advanced Training (mandatory, part of
The Stage 3 paths of Military Enlistment and Military this pass)
Academy are specifically dealt with in the entry below on
regional training centers. Mandatory Subpath: Black Warrior Advanced Training
Open to Black Warrior Basic Training graduates; Military
Capellan Confederation Regional Training Centers Academy attendees from outside the Circinus Federation who
There are no special Life Paths associated with regional have been disciplined, disgraced, or expelled or who have a
training centers (RTCs). A minor regional training center in the relevant Bad Reputation or Stigma Trait; or Military Enlistees
Confederation (including the St. lves Commonality) is the who have been disciplined, disgraced, or dishonorably
military's basic instruction program. Taking the Military discharged or who have a relevant Bad Reputation or Stigma
Enlistment Path (p . 41, CBT:RPG) without officer training Trait (all prerequisites per the gamemaster's discretion).
implies that the recruit attended a small RTC . Capellan Time: 2 years
characters who select the Military Academy Path (p. 40 , Traits: Promotion
CBT:RPG) or were selected for Officer Candidate School during Skills: Add +1 to three Basic Training Skills and +1 to any
a Military Enlistment Path have attended one of the major single other skill
regional training centers. Fields: Choose one of the following fields, subject to the
For extra variety, gamemasters are encouraged to add listed restrictions :
Academicj Capellan Philosophies +3 to the skills list for some Infantry (minimum BOD 4, STR 4)
RTCs and STR +1 to Attribute thresholds. If these changes are MechWarrior (minimum DEX 4 , RFL 4)
made , apply a penalty of -2 to all Event Rolls or simply note Events: Do not roll events for Black Warrior Advanced
that the character attended the RTC and military advancement Training
will be limited when compared with a graduate of a major Next Path: Black Warrior Hazing (mandatory, part of this
Capellan academy. An officer can correct this deficit by subpath)
returning to Sian University for proper political evaluation and
an OCS "refresher. "
Characters with Affiliation : Magistracy of Canopus or
Affiliation: Taurian Concordat may claim to have attended a
Capellan RTC as long as they acquire a skill in
Academicj Capellan Philosophies. Taurians will not be selected
for Officer Training, regardless of event rolls.
37
Mandatory Subpath: Black Warrior Hazing [+3 to any three field skills, Bad Reputation (3), Vehicle
Open to Black Warrior Advanced Training Graduates or military (2), Wealth (2), Quirk/Hunted and may take no more
personnel from outside the Circinus Federation who have been Black Warrior or Circinus-related paths]
dishonorably discharged or who have a relevant Bad 14 Bandits don't normally work that hard. [ +3 to any two AIT
Reputation or Stigma Trait (prerequisites may be set at the skills, Stigma/Studies Hard]
gamemaster's discretion). 15 Not only do you make it into the Black Warriors, but you
Time: 1 year managed to make a few C-bills on the side. [Contact (2),
Attribute Thresholds: WIL +1 Forgery +1, Gambling +1, Negotiation +1, Owns Vehicle or
Traits: In for Life, Pain Resistance, Poison Resistance Wealth (3)]
Skills: Survival +6, Intimidation +6 16 You are one bad bandit [Perception +3, Quickdraw +3,
Events: Roll on the Black Warrior Hazing events table Stealth +3, Quirk/Daring]
Next Path: Tour of Duty: Black Warrior 17 You impressed someone somewhere in between the
beatings and torture sessions. [BOD -1, Addiction (2),
Black Warrior Hazing Events Contact (2), Custom Vehicle (2), Well-Equipped (2)]
2 You were involved in a major training accident. [May take 18 After your impressive performance, the entire unit knows
no other combat paths, choose three: Amnesia, Combat your name [+4 to any two field skills, Custom Vehicle (2),
Paralysis, Disability, Glass Jaw, Lost Limb, Poor Hearing, Wealth (4), Well-Connected]
Poor Vision, Slow Learner] 19 [Choose one event or roll twice and apply both events]
3 You picked the wrong fight. [May take no other combat 20 [Choose two events or roll three times and apply each
paths in the Circinus Federation, choose two: event]
Disability (1), Glass Jaw, Poor Hearing, Poor Vision,
Slow Learner, Timid, Unattractiveness] PARAMILITARY SERVICE
4 Accused of being an undercover Inner Sphere agent and This Path is open to any affiliation. The character must not
"taught a lesson". [May take no other paths in the have any seriously "questionable" events in his or her history
Circinus Federation, Acting +2, Disabled, Enemy (2), (per the gamemaster's judgement) unless the character has or
Stigma/Spy, BOD -2] purchases an appropriate Contact (1) who can hide the event.
5 You just didn't have the stomach for the bandit lifestyle. This path is unique in that it can be taken as part of either
[Good Reputation, Stigma/Coward, Timid, and may take Stage 3 or Stage 4. If taken in Stage 3, the character may
no more Circinus military paths] also choose to progress through this path simultaneously with
6 You're better off outside the cockpit. [Character loses all another Stage 3 path, adding the time required from both
skills learned in this subpath and may take no more stages together (but may roll for events on both).
Circinus military paths.] Throughout the Successor States and a few of the
7 You graduate but fail the final Black Warrior hazing ritual. Periphery nations, there exist the paramilitary organizations
[Stigma/Failure and may never take the Tour of Duty: that help police worlds, support public works, and otherwise
Black Warriors path, though the character is offered a serve the more trivial needs of the state. For realms that
position in Mcintyre House Guard] require some form of military and/or civil service, serving a
8 You survive training by staying quiet and not standing out. few years with a paramilitary organization often takes care of
That might work in the Lyran Alliance, but not here. [+2 to this duty. House Liao's space scouts and the Taurian
any three skills, but kicked out of the Black Warriors, Concordat's required military service both fall into this area.
though the character may still try to find a position within Time: +2 years
the Mcintyre House Guard] Attribute Minimums: WIL 3 , SOC 2
9 You're good, but not quite as good as everyone else. Skills: Choose two: Arts/Any +3, Interest;Any +3
[Slow Learner and lose half of the skill bonuses learned Language/Any +3, Leadership +3, Protocol/Military +3,
in this subpath (round up)] Running +2, Tracking +2
10 You're a Black Warrior, but you pay the price of Fields: Basic Training (only 2 points per skill)
membership [Addiction (2), Lemon, Streetwise +2] Previous Path: Any
11 You graduate, but only because you owe another Black Next Path: Any
Warrior "big time" [Contact, Poverty, Quirk/Debt of Honor]
12 You're a mean S.O.S. and that's saying a lot compared to Paramilitary Events
some of the other psychos who trained with you. [Bad 2 You were one of the lucky ones. At least you walked away
Reputation (2), Quirk/Sociopath] from the accident. [BOD -1 , Disabled, Unattractive,
13 They nearly killed you and you emerged from their hazing Combat Paralysis]
a changed man-changed so much, in fact, that you said 3 How could you have been so careless? And the governor's
to hell with the Black Warriors and struck out on your son was among the casualties . [Bad Reputation, Introvert,
own, leaving a pile of Black Warrior bodies in your wake. Enemy (2)]
38
4 How do you get thrown out of a voluntary organization? 14 Sent in to help run one of the organization's camps .
[SOC -1, Bad Reputation, lose all bonus skills from this [Choose three: Administration +3, Communications +3 ,
path] First Aid +3, Interest/ Any +3, Leadership +3, Swimming
5 Had to find out the hard way. Sometimes you just +3, Rifles +2, Tracking +2, Training +2]
shouldn 't push back. [Enemy, Glass Jaw, Martial 15 Right place , right time , right training. You saved the life of
Arts/ Military +4] a planetary governor. [Good Reputation, Contact (2),
6 Didn 't anyone ever teach you to stand up to bullies? Climbing +2, First Aid +2, MedTech +1]
[Timid, Running +4] 16 Falcon Scout? Get serious. [Night Vision , Stealth +4 ,
7 You were supposed to be on duty. [WIL -1, Dependent, Survival +4, Tracking +4, Climbing +2, Tactics / Infantry +2]
Seduction +4] 17 You are selected to serve as a liaison between the
8 That brief taste of action was enough to change you. Of organization and the government. Lucky you . [SOC +1,
course , whether for better or worse is still up in the air. Well-Connected (4), Administration / Any +5,
[Choose either Brave and Quirk/Jerk or Introvert, Bureaucracy/ Any +5, Language/ Any +5, Leadership +5,
Quirk/Psychosis and Sixth Sense] Negotiation +5, Protocol/Any +5, Add 2 years to the time
9 Bad cadet. No citation for you. [Bad Reputation, of this path]
Bureaucracy1Any +4] 18 All your Citations of Merit and Certificates of
10 Marching in place. Take your merit badges and be happy. Accomplishment will not fit on one wall. [Fast Learner,
[Administration +3, Career/ Soldier +2] Well Equipped (4), Apply +2 to all field skills and bonus
11 Kiss the dummy. You spend a great deal of time teaching skills learned on this path]
CPR at schools . [First Aid +5, Training +2] 19 [Choose one event or roll twice and apply both]
12 You are a public relations gift to the organization . Good 20 [Choose two events or roll three times and apply each
thing children are so easily impressed . [Gregarious, Good event]
Reputation, Arts/ Any +4]
13 Who would have thought? You're a natural. [Natural
Aptitude/ Any non-combat skill , +5 to this skill]
39
WARRIOR HOUSE ASPIRANT Next Path: Tour of Duty: Xin Sheng (4), Tour of Duty: Inner
Cape/fan Confederation and St. lves Affiliations only. Sphere (4) or Special Training (2/3, part of this pass; an
This Life Path covers Stage 2 and Stage 3, with option if character took Armored Infantry, Scout, Marine or
characters beginning at ten years of age and advancing as far Special Forces in AIT training). After a tour, a character may
as age twenty. take Covert Ops (once) but is then limited to Tour of Duty
It is a special Capellan citizen who gives up his or her Paths, the Special Training Subpath or the Officer Candidate
normal life to become a Warrior House aspirant. He will know School Subpath (attainable by an event roll only).
a lifetime of training and constant preparation for combat.
When called upon, it is guaranteed that no easy task will be Warrior House Aspirant Events
set before him . The rewards are few, but it is never wealth or 2 Was it you, or was it "them?" You flee the House.
fame that draws one into a Warrior House-rather, these [Alternate Identity, Enemy/Unknown, Enemy/Maskirovka
cadets thrive on personal challenge and a strong feeling of (3) , Stigma/Traitor, may take no additional military paths]
duty to the Capellan state. 3 House of cards. No doubt in your mind, it was "them."
Time: 4 years But they don't know you're wise. [Lose all Quirk/Loyalties,
Attribute Minimums: STR 4, BOD 4, DEX 4, RFL 4, INT 4, WIL gain Enemy/Warrior House (2), Quirk/Out for Revenge (2)]
5 , CHA 4, EDG 4, SOC 3 4 Conflict of interests puts you in no-win situation.
Attribute Maximum: SOC is automatically advanced from 3 to [Demotion, Vehicle (-2), Enemy, Bad Reputation, lose one
4 and permanently frozen at 4. Only a House Master rates Quirk/Loyalty]
higher, at a permanent 6 . 5 All work and no play makes warrior far too short-
Attribute Thresholds: BOD +1, CHA -1, DEX +1, WIL +2 tempered. [Demotion, Vehicle (-1), Enemy, Unattractive
Traits: In for Life, Introvert (with others outside Warrior House), (facial scar)]
Quirk/Loyalty to the Warrior House 6 Late start. [ +1 year to the time this path takes, any three
Skills: AcademicjCapellan History +1, Academic/Capellan military skills -1, Vehicle (-2)]
Philosophies +3, Academic/Military History +2, Language/Any 7 It's a Warrior House. Not quite a monastery [Seduction
+1, Protocol/Warrior House +3, Interest/Any +2 +2, any three other skills -1, Dependent]
Fields: Basic Training 8 Theory, yes. Application ... [AcademicjCapellan
Events: Do not roll events during these initial years Philosophies +3, Academic/Any +2, any three military
Previous Paths: Any skills -2]
Next Path: Advanced Infantry Training Subpath (mandatory, 9 Perhaps military school wouldn 't have been as bad.
part of this pass) [Quirk/Dilettante, any three military skills -1]
10 Your Situ is never satisfied with your performance . [BOD-
Mandatory Subpath: Advanced Infantry Training (AIT) 1, WIL +1, Enemy]
Basic Training graduates only 11 You are right where you wanted to be-now you just have
Time: 2 years to survive it. [Any two military skills +1]
Traits: Brave, Well Equipped (3) , Promotion (Rank 6); 12 Are you certain you've never touched one of these before?
Choose a second Quirk/Loyalty to either House Liao, the [Appropriate piloting skill +3, Vehicle]
Chancellor or the Confederation (see Warrior House regimental 13 It's all in the balance of life. [Any two non-military skills
descriptions for possible determination) +2, any other skill +1]
Skills: Add +3 to any skill acquired in Basic Training or 14 If you see it, you can hit it. [Ambidextrous, DEX +1, +1 to
AIT, add +1 to any three other skills all gunnery skills character already possesses]
Fields: Infantry. Also, choose one of the following 15 Maybe five others in the CCAF could have made that shot.
secondary fields and apply +1 to all skills it contains rather [Good Vision, Rifles +4, Stealth +2, Tracking +1]
than the usual +3: 16 Change of the guard, your original Situ retires from active
Armored Infantry (minimum STR 6, BOD 5) combat duty. [Promotion, Vehicle (2), Contact (2), any two
Basic Training (assistant instructor, also gain military skills +1, Quirk/Loyalty to the Warrior House (2)]*
Training +1) 17 To be what we are, and to become what we are capable of
Cavalry (motorized infantry) becoming, is the only end of life. [-1 year to the time this
Infantry (specialist, also gain Strategy +1) path takes, must take Special Training Subpath, any four
Marine (may not have TDS Trait) special training skills +1, Vehicle (2), Custom Vehicle (2)]
Scout (minimum RFL 5) 18 The Death Commandos want you! An honor, to be sure,
Special Forces (minimum DEX 5, RFL 5) but do you wish to leave the House? [Any four military
Events: Events marked with an asterisk(*) may be used skills +1; character may attempt to qualify for the Death
as written or the player may choose to take the Special Commandos Covert Tour Path next; if unable (or unwilling)
Training Subpath instead. to make Death Commando, characters who have not
taken an officer program may immediately take the
Officer Candidate School Subpath below]
40
CHARACFER CREAFION
19 [Choose one event or roll twice and apply both events] CANOPIAN INSTITUTE OF WAR
20 [Choose two events or roll three times and apply each Magistracy of Canopus Affiliation only, though with an
event] appropriate Contact, Capellan Confederation Affiliation (per the
gamemaster's judgement). Cannot have Combat Paralysis,
Subpath: Special Training Disabled, Glass Jaw, Slow Learner or any of the following traits
If a character desires, Tour of Duty may be taken (and above the lowest possible level: Lost Limb, Poor Vision , Poor
repeated) after AIT and before this subpath. A House warrior Hearing
may return to this subpath up to two times for extra training, in Opened only six years ago, the Canopian Institute of War
lieu of taking any events effects that involve a promotion or (CIW) has already become the finest MechWarrior training
commission . The first time through all benefits are applied. academy in the Periphery and has begun to eclipse some of
Upon return, the only benefit is to select a new field and gain +3 the smaller academies of the Inner Sphere. This is due in part
points per new skill. No traits or threshold increases or repeated to the template being used ; the academy's workings, from
skills are gained on the second pass, though events may be curriculum to training practices, are lifted wholesale-or as
rolled again with the standard -1 to the roll for each return . much as could be discovered-from the Sun Zhang
Time: 3 years (if after a Tour of Duty, 2 years) MechWarrior Academy of the Draconis Combine , the largest
Attribute Minimums: WIL 6 and arguably most prestigious MechWarrior Academy in the
Attribute Thresholds: Add +1 to any one threshold of entire Inner Sphere.
player's choice Time: 3 years
Traits: Armored Infantry gain Vehicle (1), Special Forces Attribute Minimums: INT 5, WIL 4, SOC 3
gain Natural Aptitude/ Any, MechWarriors and aerospace pilots Attribute Thresholds: RFL +1, WIL +1, SOC +1
gain Commission (Rank 1) and Vehicle (2) Traits: Contact, Well-Equipped
Skills: Academic/Capellan Philosophies +2, any four other Skills: Academic/ Any Military Science +2, +2 to any two
skills +1 Military Field skills
Fields: Choose one of the following fields based on the Fields: Basic Training
prerequisites: Previous Path: Any path or event roll that would normally allow
Aerospace Pilot (Marine AfT trainees, Houses Dai Da admission to a Military Academy Path
Chi and Kamata only) Next Path: Advanced Individual Training Subpath (mandatory,
Armored Infantry (minimum BOD 5, STR 6) part of this pass)
MechWarrior (Armored Infantry or Special Forces AfT
trainees only) Canopian Institute of War Events
Special Forces (Scout or Special Forces AfT trainees 2 Your "accident" just broke the academy's million C-bill
only) simulator. [Stigma/ Klutz, Bad Reputation (2), loose all
Events: Roll on Warrior House Aspirant Table for events skill bonuses from this path; path only takes 1 year
this time period instead of 3 , may take no additional military paths]
Next Path: Tour of Duty: Xin Sheng (4), Tour of Duty: Inner 3 The local duke will NOT have his son beaten up
Sphere (4) . After a tour, a character may take Covert Ops regardless of what he did. [Demotion , add 1D6 years to
(once) but is then limited to Tour of Duty Paths or the Officer the time this path takes, may take no other legitimate
Candidate School Subpath (attainable by an event roll only) military paths]
4 Your first live-fire exercise could not have gone more
Subpath: Officer Candidate School (OCS) wrong! [Lost Limb (2), Unattractive (scars)]
Attainable by event roll only. If a Tour of Duty event roll later 5 A recruiter from the Magistracy Royal Guards saw your
allows for officer training, Warrior House personnel must return performance ... or lack thereof. [Bad Reputation (3), Timid]
to this subpath. 6 You 've never been on Canopus IV or attended a pleasure
Time: 1 year circus before , or so the story now goes! [lose half (round
Traits: Commission (Rank 1) down) the skill bonuses from this path,
Skills: Academic/ Military History +2 , Strategy +2 , Addiction/ Gambling, Addiction; Any (1)]
Training +3 7 Unexplained fires are a matter for the investigators and
Fields: Officer Training the courts. [Interest/Any +5, Unattractive]
Events: Do not roll events for this subpath 8 The police do not take kindly to rafting drunk down the
Next Path: Per last path followed Thetis River outside the Palace of the Magestrix. [Bad
Reputation (2), Demotion]
STAGE 3: 9 You went to the pleasure circus sober and lost track of
HIGHER EDUCATION time . Now, nine months later, she says it's yours!
Unless otherwise stated, these paths follow the rules for [Dependent]
Stage 3: Higher Education in the Character Creation section of
CBT:RPG (p. 40).
41
10 You coasted through school without even trying. Subpath: Officer Candidate School (OCS)
(Quirk/ Regret Wasting School Years] Entry via event roll only
11 Though uninspiring, you made friends for a lifetime. Time: 1 year
[Contact] Attribute Thresholds: WIL +1
12 Study, study, study. [+3 to any two non-Military Field skills) Traits: Commission (Rank 1)
13 You find that you may not be good in a 'Mech but with a Skills: Leadership +1, Tactics/ Any +2
knife in hand , you're anyone's match [-2 to any two Fields: Officer Training
Military Field skills , Blades +3, Brawling +3] Next Path: Per last path followed
14 You show enough aptitude that you are given the right to
be one of the first to participate in the CIW's first COLLEGIUM BELLORUM IMPERIUM
battlesuit training program. [In place of the MechWarrior Marian Hegemony Affiliation only. Cannot have Combat
or Aerospace Pilot Field, may choose Armored Infantry Paralysis or any of the following traits above the lowest
Field (minimum STR 5, BOD 5)] possible level: Disabled, Lost Limb, Poor Vision , Poor Hearing.
15 The recruiter for the First Canopian Light Horse was The character will not be turned away from the Academy if the
impressed. [+3 to any two skills, Good Reputation (2), character has questionable events in his or her past, so long
Contact (2), Well-Connected) as those events would not reflect badly on the "honor" of the
16 On extended training mission off Canopus IV, you were Hegemony.
struck by bandits .. . but you struck back! [Toughness, +3 to Opened only within the last decade , the Collegium
four Military Field skills , Well-Connected (4)) obviously became the Hegemony's premier university, but
17 With exceptional scores and a disposition for dealing well surprisingly it also soon became known as a competent and
with people, you are chosen as one of the first Magistracy almost prestigious institution . The Caesar has limited
troops to attend the Confederation's Victoria Academy of enrollment to Hegemony citizens , though with the recent
Arms and Technology .. .you better not let them down. addition of the Lothian League and the lllyrian Palatinate to
[Proceed to Stage 3 : Major Capellan Academy/ Victoria the Hegemony's fold, the Collegium will undoubtedly need to
Academy of Arms and Technology (p . 51) and go through soon expand.
the Academy Path , ignoring all skill bonuses, traits, etc. Time: 2 years
earned from this path . Alternatively, may take OCS. Attribute Minimums: INT 3 , WIL 4, SOC 2
Afterward , return to this point in the Life Path and Attribute Thresholds: INT +1, WIL +1
continue on . Traits: Promotion, Well-Equipped , Well Connected , Quirk/ Loyal
18 You 're a military protege. Not only did you graduate at the Skills: Academic/ Marian History +4, Academic/ Roman History
top of your class , they sent you off to fight in the +4, Language/ Latin +4,Tacticsj Raiding +4, Perception +2
Confederation-St. lves War [Combat Sense, Sixth Sense , Fields: Basic Training
+4 to five Military Field skills, Contact (2), may take OCS Previous Paths: Any path or event roll that would normally
andj or the Tour of Duty: Xin Sheng (4) Path next, ignoring allow admission to a Military Academy Path
the path 's prerequisites (p. 89) Next Path: Advanced Individual Training Subpath (mandatory,
19 [Choose one event or roll twice and apply both events] part of this pass)
20 [Choose two events or roll three times and apply each
event) Collegium Bellorum Imperium Events
2 Your first try at command and you blew it. Too bad there
Mandatory Subpath: Advanced Individual Training (AIT) isn't enough of those two guys left to fill a shoe box. [Bad
Basic Training graduates only Reputation , Enemy (2) , Enemy (1) , may take no more
Time: 2 years military paths)
Traits: Promotion 3 Somebody saw what you did. It just happened to be the
Skills: Tactics/ Any +4, +3 to any four Military Field skills wrong guys-ComStar. At least now you theoretically get
Fields: Choose one of the following fields , subject to the two paychecks. [Acting +4, Fast Talk +3, In For Life ,
listed restrictions: Quirk/ Paranoid , Contact (2, ComStar agent))
MechWarrior (minimum DEX 4, RFL 4) 4 Sugar in the gas tank makes it not work . Acetylene , well ,
Aerospace Pilot (minimum DEX 4 , RFL 4) at least the hood ornament survived intact. [Add 1 year to
Events: Do not roll events for Advanced Individual Training the time this path takes, -1 to all AIT skills, Disabled (2)
Next Path: Tour of Duty: Inner Sphere (4) and choose one: Poor Hearing, Poor Vision, Glass Jaw]
5 A serious accident during training has left you scarred
inside and out. [Introvert, Timid, Unattractive]
6 That guy you decided to take out your drunken
aggressions on turned out to be a Patrician. [Enemy (2),
Bad Reputation , -1 to two Basic Training field skills ,
Brawling +5]
42
7 Canopian pleasure circuses usually bring a great number DropShip Pilot (minimum DEX 4)
of things, not all of which are either good or pretty. Infantry (minimum BOD 3, STR 3)
[Streetwise +6, Seduction +3, MedTech +3, Disabled , and MechWarrior (minimum DEX 4, RFL 4)
add a year to the time this path takes] Police Officer
8 Your instructor never liked your attitude, and you hated Events: Do not roll events for Advanced Individual Training
his. [Enemy (1)] Next Path: Tour of Duty: Inner Sphere (4) or Special Training
9 Long hours of training followed by long hours "on the (3, part of this pass; an option if character took Infantry,
town " do not go together well. [Acting +1, Escape Artist MechWarrior, DropShip Pilot or Basic Technician in AIT)
+2, Fast Talk +2, Addiction, -1 to all Basic Training field
skills] Subpath: Special Training
10 Well, now. Spending that extra time on the range was AfT Graduates only
worth it. [Pistols +1, Rifles +1] Time: 4 years
11 "Hail Caesar! We who are about to die salute you!" Attribute Minimums: WIL 5
[Good Reputation] Traits: Promotion, Well Equipped (2)
12 Your training instructor survived some of the worst fighting Skills: +1 to any three Basic Training Skills, +1 to half of
ever, and so will you. [+2 to any three field skills, Brave] the character's AIT skills (rounding up)
13 You have decided there is more to life than being a Fields: Choose one of the following fields, subject to the
soldier. [Interest/Any two +3, Career/Any two +3] listed restrictions:
14 An out-of-control ground car was going to hit a Patrician, Aerospace Technician (Basic Technician Field required)
but you were in the right place at the right time. [Contact JumpShip Pilot (minimum /NT 4, DropShip Pilot Field
(2), Wealth (2), Promotion] required, may not have TDS Trait)
15 Free time? That's for people who want to go nowhere. The 'Mech Technician (Basic Technician Field required)
military is my life, and it should be yours as well. [Combat Military Scientist (minimum /NT 5)
Sense, +3 to half of the Basic Training field skills] Special Forces (minimum BOD 4, RFL 4; Armored Infantry,
16 A quick study of your skills, you are able to refine your Infantry, Marine or MechWarrior Fields required; may not have
leadership abilities. [Fast Learner, Leadership +3, +3 to TDS Trait)
any three other skills , Good Reputation and may take OCS Vehicle Technician (Basic Technician Field required)
next] Next Path: Tour of Duty: Inner Sphere (4), Tour of Duty:
17 Being tapped for Word of Blake service is an incredible Periphery (4) or Covert Ops (4, Special Forces or Military
honor, right? [May take Word of Blake Service Life Path Scientist fields only)
next, but reduce all skill bonuses from all skill fields to
+2; must choose Word of Blake Militia Training and return Subpath: Officer Candidate School (OCS)
immediately after that subpath, forfeiting any Vehicle and Entry via event roll only
Promotion Traits earned in the pass, but then may take Time: 1 year
OCS] Attribute Thresholds: WIL +1
18 Congratulations! You finished Basic Training at the top of Traits: Commission (Rank 1), Quirk/Fanatical Loyalty, In
your class! But do you wish to move on to bigger and for Life
better things or stay here and command the troops? [+4 Skills: Tactics/Any two +4, Leadership +2, Intimidation +2
to any four skills, Vehicle (2), Custom Vehicle and either Fields: Officer Training
Promotion (4) or may take OCS] Next Path: Per last path followed
19 [Choose one event or roll twice and apply both]
20 [Choose two events or roll thrice and apply both] COLUMBIA ACADEMY
Affiliation Outworlds Alliance, Taurian Concordat, Magistracy of
Mandatory Subpath: Advanced Individual Training Canopus, Federated Suns, Draconis Combine, or ComStar.
Basic Training graduates only Cannot have Transit Disorientation Syndrome, Combat
Time: 2 years Paralysis, Poor Vision, or any of the following traits above the
Traits: Promotion lowest level: Disabled, Lost Limb, Poor Hearing.
Skills: Leadership +3, Language/Latin +3, add +2 to The premier aerospace training academy in the Inner
three Basic Training Skills, and +2 to any one other skill Sphere and Periphery, Columbia Academy is where the elite
Fields: Choose one of the following fields, subject to pilots of the Outworlds Alliance and its allies hone their skills,
listed restrictions: as do their technicians.
Aerospace Pilot (minimum DEX 4, RFL 4) Time: 1 year
Armored Infantry (minimum STR 6, BOD 5) Attribute Minimums: INT 5, DEX 4, RFL 4, WIL 3
Basic Technician Attribute Thresholds: RFL +2, DEX +1, SOC +1, CHA -1
Cavalry (minimum RFL 3) Traits: G-Tolerance, Good Reputation (in Outworlds Alliance)
(2), Rank (2)
43
Skills: Academic/ Military History +2, Navigation/ Space +2 , Mandatory Subpath: Advanced Individual Training
Bureaucracyj Outworlds Alliance +2 Time: 2 years
Fields: Basic Training (Naval) (p. 62, AT2 or p. 43 , Traits: Natural Aptitude (any one skill from your AIT Field)
MechWarrior's Guide to the Clans) OR Basic Technician Skills: Zero-G Operations +6, +4 to any three Basic
Previous Path: Military School (2) , Preparatory School (2) , Training [Naval] or Basic Technician Skills and +2 to any two
Spacer Family (2 , see p. 60, AT2) other skills
Next Path: Advanced Individual Training Subpath (mandatory, Fields: Choose one of the following fields, subject to the
part of this pass) listed restrictions :
Aerospace Pilot Specialist (minimum DEX 4, RFL 5,
Columbia Academy Events players can select eight skills from the list, applying +5 points
2 A chance encounter with pirates becomes a nightmare. to one, +4 points to a second, +3 points to two others, and
[DEX -2 , Combat Paralysis , Lost Limb (3)] +2 to the remaining four) (see p. 62 , AT2)
3 A life-support accident causes brain damage. [INT -1 , Sl ow Aerospace Technician (Basic Technician field required)
Learner, TDS] DropShip Pilot Specialist (minimum RFL 5, players
4 Horribly burned in a coolant explosion [Unattractive, can select eight skills from the list, applying +5 points to one,
Addiction (1 - painkillers)] +4 points to a second, +3 points to two others, and +2 to the
5 You take the heat for another student [Bad Reputation , remaining four) (see p. 62, AT2)
thi s path takes one extra year to complete] Events: Do not roll events for Advanced Individual Training
6 You're forced to borrow money to stay in the academy and Next Path: Tour of Duty: Inner Sphere (4)
can 't pay it back on time. [Poverty, BOD -1 , Lost Limb]
7 You catch an unknown illness from a captured bandit, and DRAGOON CLAN
the doctors don 't know what to tell you. [MedTech +3 , TECHNICAL TRAINING
Allergy, Disabled] Must have Basic Technician Field, Contact 2 (Wolf's Dragoons
8 You show up the son of a Parliament member. Technical Branch)
[Bureaucracyj Outworlds Alliance +6 , Enemy (2)] The Wolf's Dragoons have always been one of the best-
9 You constantly get into fights . [Bad Reputation , Brawling equipped mercenary units in the Inner Sphere. Partly because
+4] of their Clan heritage, partly because of their relationship with
10 You don 't seem to pay as much attention as some other Blackwell Industries on Outreach, the results are a formidable
people, at least to the things they were interested in . force. Surprisingly, the training halls in Harlech are open to
[Perception -2 , Interest; Any +4] any able to meet the demands of the coursework, be they
11 The library was pretty much your second home. mercenary technical staff or members of a standing military.
[Academic/Any two +3, Interest/ Any +3] And the prize buried in the puffed rice? A mastery of Clan
12 Those visiting ground-pounders actually had some weapon technology and the requisite knowledge on how to
marketable skills to teach. [Martial Arts/ Military +2, install and repair it.
Rifl es +2, First Aid +2] Time: 1 year
13 A training mishap left you cold , wet and hungry, so you Attribute Minimums: INT 5 , WIL 4
discovered the miracle of fire all by yourself. [Survival +4, Attribute Thresholds: INT +1
Tracking +3, First Aid +2] Traits: Contact 1 (Wolf Dragoons) , Contact 1 (Mercenary) ,
14 Some people think you're fairly talented . [add +3 to any Contact 1 (Great House Military)
three skills from your chosen field] Fields: Basic Technician
15 Foreign students are usually the best to latch on to. Previous Path: Mercenary Brat (2) , Military School (2) , Civilian
[Protocol/Any +4, Language/ Any +3, Interest; Any two +2 , Job (4) , ComStar Service (4), Ne' er-Do-Well (4) , Solaris Insider
Training +2] (4) , Think Tank (4) , Travel (4), Tou r of Duty: Federated Suns (4) ,
16 You supply the other students with some "necessities " Tour of Duty: Free Worlds League (4), Tour of Duty: Inner
[Streetwise +5 , Scrounge +4 , Fast Talk +3 , Wealth (3), Sphere (4), Tour of Duty: Star League (4) , Tour of Duty: Training
Well-Connected] Cadre (4)
17 A pirate attack teaches you some new tricks Next Path: Field Specialization Subpath (mandatory, part of
[Gunnery/ Laser/ Space +4, Gunnery/ Missile/ Space +4, thi s pass)
Gunnery/ Ballistic/ Space +4]
18 A training mission teaches you the value of having eyes in
the back of your head [+6 to any field skill , Perception +4,
Sensor Operations +4 , Sixth Sense]
19 [Choose one event or roll twice and apply both]
20 [Choose two events or roll three times and apply each
event]
44
CHARACI'ER CR~AI'JON
Dragoon Clan Technical Training Events 17 Spending an entire year working in a field repair facility on
2 Severe feedback from a PPC during a combat repair one of the proving grounds would break a normal person.
exercise leaves your face ruined and your confidence You turned the time into a life-changing experience. [WIL
shot. [BOD -1, Disabled, Unattractive, Combat Paralysis] +2, Toughness, Pain Resistance]
3 Normally, being caught in that section of Harlech means a 18 "Well , we broke it out of mothballs on our last supply run,
short trial and long sentence . However, you managed to but nobody has been able to get it to work in the past
impress somebody with your stunt. [Acting +4, Fast Talk forty years. If you can do any better, you can keep it."
+3, In For Life , Quirk/ Paranoid , Contact (2 , WolfNet agent)] [+4 to any four skills, Vehicle (2) and Custom Vehicle (2)]
4 A cruise around Outreach on one of the Dragoons' 19 [Choose one event or roll twice and apply each event]
JumpShips went wrong. Five dead , seven crippled, and 20 [Choose two events or roll thrice and apply each event]
three listed as "other". Every time you jump you wish you
weren 't an "other" . [Transit Disorientation Syndrome, Mandatory Subpath: Field Specialization
Addiction (muscle relaxants), further military career-if Dragoon Clan Technical Training graduates only
any-must be non-space oriented] Time: 1 year
5 "I don 't know who you tricked , boy, but you're not fooling Traits: Contact (Wolf's Dragoon)
me. You are no technician." [-2 to all Basic Technician Fields: Choose one of the following
Skills and may take no further military paths] AeroSpace Technician
6 You're arrested trying to smuggle technical journals back ' Mech Technician
to your home unit. [Bureaucracy/Wolf's Dragoons +2, Bad Vehicle Technician
Reputation, Enemy, -1 to three primary field skills , add 1 Events: Do not roll for Field Specialization
year to the time this path takes] Next Path: Dragoon Clan Technical Training (3 , part of this
7 You snubbed your fellow classmates for time in the pass; characters cannot repeat fields in this pass), Civilian
books. [Introvert, Bad Reputation, any two skills +2] Job (4), ComStar Service (4) , Ne'er-Do-Well (4) , Solaris Insider
8 You had hoped that, by training with the premier technical (4) , Think Tank (4), Travel (4) , Tour of Duty: Federated Suns (4),
team in the Inner Sphere, you could finally learn to fix Tour of Duty: Free Worlds League (4), Tour of Duty: Inner
something properly. [Bad Reputation , Stigma/ Jinx, EDG -1] Sphere (4) , Tour of Duty: Periphery (4) , Tour of Duty: Star
9 Your attitude toward the facility staff gets you in trouble League (4), Tour of Duty: Training Cadre (4)
on more than one occasion . [CHA -1 , lose one Contact]
10 Too much time in the Free Hire Quarter really cut into your FOCHT WAR COLLEGE
study time . [-1 to any two skills learned in this path, Fast Any Inner Sphere and Clan Nova Cat affiliation only. Cannot
Talk +1, Perception +1, Scrounge +2] have Combat Paralysis or any of the following traits above the
11 Class is boring, the instructors are boring, the facilities lowest possible level: Disabled, Lost Limb, Poor Hearing, Poor
are boring. Sadly, the most happening place is the library. Vision . No seriously "questionable " events in character's
Have fun! [+1 to any one skill] history, unless the character has or purchases a Contact (1 ) to
12 Your favorite class was "Alternative Techniques for hide the event (per the gamemaster's judgment).
Acquisition of Material " . [Scrounge +2 , Negotiation +2] After losing Terra to the Word of Blake, the Com Guards
13 Your cousin ran a shop in Harlech , and you promised his needed a new home to train their warriors . At about the same
parents that you would help out whenever he needed it. time, the resurrected Star League was looking for a place to
Unfortunately, Base Security wasn 't accommodating to his establish its training facility. Opening in the latter half of
needs. [Acting +2 , Escape Artist +2, Fast Talk +2 , -1 to 3060 , fulfilling both needs, the FWC had a rocky start.
four of your field skills] However, the kinks were worked out and currently the FWC is
14 Instead of taking the usual group of electives , you spent running along fine. A combination of high standards for
some time with the cadets over at the Mercenary Training enrollment coupled with the advanced technology developed by
Command. [Choose three : Administration +3, ComStar makes for some of the best graduates around. After
Communications +3, First Aid +3, Interest;Any +3, they see a few years of combat, the best of the best return for
Leadership +3, Swimming +3, Rifles +2, Tracking +2, a refresher course entitled "The Gunslinger Program " .
Training +2] Time: 2 year
15 Your roommate was a likeable fellow from another part of Attribute Minimums: INT 4 , WIL 4 , BOD 3
the Inner Sphere . Those two years you roomed together Attribute Thresholds: RFL +1, BOD +1, WIL +1, SOC +1
really paid dividends. [Protocol / Any +4, Language/ Any Traits: Promotion, Well-Equ ipped
+3, Interest;Any two +2, Training +2] Skills: Blades +1, Academic/ Com Guards History +1
16 Your aptitude exams show serious untapped potential. The (Affiliation ComStar only), Bureaucracyj ComStar +1 (Affiliation
Dragoons wish to provide additional training, surprisingly at ComStar only), Academic/Star League History +1 (all other
no cost to you. [Pick one field from Outreach Mercenary affiliations) , Bureaucracy/ Star League +1 (all other affiliations)
Training Command's AIT section , or one Civilian Field ; add Fields: Basic Training (all skills at +1)
one year to the time this path takes]
45
Previous Path: Mercenary Brat (2), Military School (2), 16 "Cadet, you're a sharp one. Let's see how sharp you
Preparatory School (2), Spacer Family (2) really are ." [Fast Learner, Leadership +3, +3 to any three
Next Path: Advanced Individual Training Subpath (mandatory, other skills, Good Reputation and may take OCS next]
part of this pass) 17 You are being given the opportunity to transfer down to a
regional Com Guards training facility, but to go through their
Focht War College Events OCS program. It's your call. [May take ComStar Service Life
2 You carried a grudge all the way through training and into Path next, but reduce all skill bonuses from all skill fields to
your first live-fire exercise. Now the Precentor has a letter +2, must choose Com Guard Training and return
to write to your former rival's family, and a court martial to immediately after that subpath, forfeiting any Vehicle and
convene against you. [Enemy (2), Bad Reputation (2), Promotion Traits earned in the pass, but then may take OCS]
lose all AIT skills, no more legitimate military paths] 18 Everything was going well during the exercise, when
3 Your actions were so heinous that the Com Guards another cadet's BattleMech started overheating without
ignored standard regulations and simply dumped you on a cause. You managed to drag his unconscious body out of
Periphery world. At least they chose one with a human the cockpit, but you couldn 't get off the shoulder before
population. [Bad Reputation (2), Streetwise +2, no more the machine gun ammo cooked off. Command really
legitimate military paths] wants to make it up to you, being the hero that you are.
4 Sunday: party. Monday: party. Tuesday: party. Rest of [Good Reputation (2), Contact (3), Promotion (2), Custom
the week: party. How long until that lifestyle catches up Vehicle, and choose one of the following: Disabled, Lost
with you? [Choose 2: Addiction (2), Bad Reputation (2), Limb, Poor Hearing or Poor Vision, may take OCS next]
Dependent, Enemy (2), SOC -2, Demotion] 19 You truly have what it takes, one of the gifted few who
5 The drug was declared dangerous for a reason . It'll likely does. Maybe you can survive long enough to put that gift
never sink in, but the instructor who caught you probably to work. [Promotion (4), Commission, Well-Connected (3),
saved your life. [-1 to all AIT skills, +3 to any two skills, +3 to all Military Field skills, MechWarriors may enter
Addiction, Quirk/Vow, Quirk/Temper] Gunslinger Subpath]
6 What's life without getting into a few scraps? At least 20 [Choose one event or roll twice and use both results]
they never threw you into the brig. [Add 1 year to the
time this path takes, Enemy] Mandatory Subpath: Advanced Individual Training (AIT)
7 That smooth tongue of yours may have talked you into Basic Training graduates only
something, but it won't talk you out of your Time: 3 years
responsibilities. [WIL -1, Dependent, Seduction +4] Traits: Promotion , Well-Equipped
8 Who knew that old guy you hassled had the ear of a few Skills: Academic/Com Guards History +1 (Affiliation
of your instructors? [Enemy] ComStar only), BureaucracyjComStar +1 (Affiliation ComStar
9 You excelled in combat training. Too bad you had to burn only), Academic/Star League History +1 (all other affiliations),
a little too much karma to get away with it. [+1 to any Bureaucracy/Star League +1 (all other affiliations), Leadership
two field skills, EDG -1, STR +1, choose one: Demotion, +1, +1 to half of Basic Training skills (round down)
Introvert, Unattractive] Fields: choose one of the following
10 And here you thought trading a little simulation time for AeroSpace Pilot (minimum DEX 4, RFL 4)
another elective would have worked in your favor. AeroSpace Pilot Specialist (minimum DEX 5, RFL 4,
[Perception -2, Interest/Any +4] select eight skills from the list, applying +5 to one skill, +4 to
11 Hey, being a four-year intramural champion would work in a second, +3 to two, and +2 to the rest)
anybody's favor. [Acrobatics +1, Good Reputation] Aircraft Pilot
12 If it's used by the Com Guards, or ComStar in general, you Armored Infantry (minimum STR 6, BOO 5)
can get your hands on it. [Scrounge +2 , Negotiation +2] Cavalry
13 Dropped in the wilderness, nothing but a knife and a Infantry
blanket, and they expect you to survive for a whole week? Marine (minimum WIL 4, cannot have TDS Trait)
[Survival +4, Tracking +3, First Aid +2] MechWarrior (minimum DEX 3, RFL 4)
14 Your first field assignment was at a Class A station, and Scout
the local noble wanted to curry as much favor as he could Ship's Crew
with ComStar. [Language/Any +1, Protocol/Any +2, Events: Do not roll for events for Advanced Individual
Contact (1)] Training
15 Before joining up with the Com Guards, your Dl was Next Path: Special Training (3, part of this pass; take if
assigned to the same unit as your older cousin. character enters Armored Infantry, DropShip Pilot, Infantry,
Fortunately for you, the two of them are buddies to this Marine, MechWarrior or Scout Field), ComStar Service/Explorer
day. [Contact (2), +1 to any three Military Field skills] Corps (4), Tour of Duty: Draconis Combine (4), Tour of Duty:
Federated Suns (4), Tour of Duty: Free Worlds League (4) , Tour
48
of Duty: Inner Sphere (4), Tour of Duty: Lyran Alliance (4), Tour the following traits above the lowest possible level: Disabled,
of Duty: Star League (4), Tour of Duty: Xin Sheng (4) Lost Limb, Poor Vision, Poor Hearing. Must be a Cape/Jan
citizen. No seriously "questionable" events in character's
Subpath: Special Training history are allowed (at the gamemaster's judgment) unless
AfT graduates only character has or purchases an appropriate Contact (1) who
Time: 3 years can hide the event.
Attribute Thresholds: +1 to any one threshold of the This is not a full Life Path and should not be taken as
player's choice one. Instead, the write-up below offers the generic information
Skills: Leadership +2, +1 to two Basic Training skills, +1 common to most Capellan Confederation military academies.
to half of the character's AIT skills, +1 to any other skill The entries marked "Major Capellan Confederation Academy"
Traits: Promotion, Wealth followed by a specific academy round out a full and unique Life
Fields: Path as offered by one of the major Capell an Confederation
DropShip Pilot (minimum DEX 4) military academies. Each major academy has its own entry,
DropShip Pilot Specialist (minimum DEX 4, RFL 3, along with its own requirements, skill sets, and so on.
select eight skills from the Jist, applying +5 to one skill, +4 to Requirements, traits and skills listed for each specific
a second, +3 to two, and +2 to the rest) academy entry may be added to or may replace those given
JumpShip Pilot (DropShip Pilot Field, minimum /NT 5, below.
cannot have TDS Trait) Time: 1 year
Special Forces (Armored Infantry, Infantry, Marine, Attribute Minimums: INT 3, WIL 4, SOC 3
MechWarrior or Scout Field, minimum BOD 4, RFL 4, /NT 3, Attribute Thresholds: WIL +1, SOC +1
W/L 5) Traits: Promotion, Well-Equipped
WarShip Pilot (DropShip Pilot or JumpShip Pilot Field, Skills: AcademicjCapellan History +2, AcademicjCapellan
minimum INT 5, cannot have TDS Trait) Philosophies +1, Blades +1, Perception +1
Next Path: ComStar Service/Blake's Wrath Training (4), Fields: Basic Training
ComStar Service/Explorer Corps (4), Covert Ops (4), Tour of Previous Paths: Any path or event roll that would normal allow
Duty: Draconis Combine (4), Tour of Duty: Federated Suns (4), admission to a Military Academy Path, including Mercenary
Tour of Duty: Free Worlds League (4), Tour of Duty: Inner Brat (One of the Converted) and High School
Sphere (4) , Tour of Duty: Lyran Alliance (4), Tour of Duty: Star Next Path: Advanced Individual Training Subpath (mandatory,
League (4) , Tour of Duty: Xin Sheng (4) part of this pass)
47
ArtsjGung Fu +1 , -2 to any one Military Field skill, -1 to character took Infantry, Armored Infantry, MechWarrior,
any two other field skills] DropShip Pilot or Basic Technician in AIT)
11 It's an honor to serve. [Academic/Capellan Philosophies
+1, +2 to any one Military Field skill] Subpath: Special Training
12 "The state always deserves your very best effort." Extra AfT graduates only.
sim time and intense studies pay off. [Add +3 to any one Time: 2 years
Military Field skill and +1 to three others] Attribute Minimums: WI L 5
13 Even a Capellan military academy couldn't keep you from Attribute Thresholds: Add +1 to any threshold of player's
doing your own thing. [Acting +2, Escape Artist +2, Fast choice
Talk +2, -1 to four of your Military Field skills] Traits: Promotion, Well-Equipped (2)
14 The parents of your roommate (and new best friend) turn Skills: AcademicjCapellan Philosophies +2, any three
out to be local nobility. [Language/Any +1, Protocol/Any Basic Training skills +1 , add +1 to half of character's AIT skills
+2, Contact (1)] (rounding up)
15 Your family is known for excellent service to the Capellan Fields: Choose one of the following fields, subject to the
state. You follow in their footsteps and are rewarded. listed restrictions:
[Good Reputation, Vehicle (4), Owns Vehicle] Aerospace Technician (Basic Technician Field
16 Don't worry, this man is here to help you. [Contact required)
Maskirovka (2) , In for Life , Well-Equipped, Well-Connected , JumpShip Pilot (minimum /NT 4, DropShip Pilot Field
+3 to any three skills not related to a primary field, +1 to required, may not have TDS Trait)
five other skills not related to a Military Field. Must take 'Mech Technician (Basic Technician Field required)
Covert Ops after the Academy Path, ignoring any Military Scientist (minimum /NT 5)
prerequisites] Special Forces (minimum BOD 4, RFL 4; Armored
17 You graduated top of your class. [+2 to any four skills, Good Infantry, Infantry, Marine or MechWarrior Fields required; may
Reputation, choose one of the following: Fast Learner, not have TDS Trait)
Vehicle (3) or Combat Sense; may take OCS training next Vehicle Technician (Basic Technician Field required)
and then return and continue Life Path from here] Next Path: Tour of Duty: Xin Sheng (4}, Tour of Duty: Inner
18 Sometimes it's better to be lucky than good, and that's Sphere (4) or Covert Ops (4, Special Forces or Military
karma. [EDG +1, Sixth Sense, +1 to all future event rolls, Scientist fields only)
may take OCS next and then return and continue this
path] Subpath: Officer Candidate School (OCS)
19 [Choose one event or roll twice and apply both events] Attainable by event roll only. No "questionable" events in
20 [Choose two events or roll three times and apply each character's history (per gamemaster's judgment) unless
event] character has an appropriate Contact (2) who can hide the
event. SlAMS characters who qualify for OCS must switch to
Mandatory Subpath: Advanced Individual Training (AIT) the Sian University Officer Candidate Program and then return
Basic Training graduates only to the previous path.
Time: 2 years Time: 1 year
Traits: MechWarriors and aerospace pilots receive Attribute Thresholds: WIL +1
Commission (Rank 1), all others receive Promotion Traits: Commission (Rank 1)
Skills: Combat Fields: Tactics/Any +1, +1 to any two Skills: AcademicjCapellan Philosophies +1,
Military Field skills; Other fields (Basic Technician, DropShip Academic/Military History +2, Strategy +1
Pilot): +2 to any two skills Fields: Officer Training
Fields: Choose one of the following primary fields, subject Next Path: Per last path followed
to the listed restrictions:
Aerospace Pilot (minimum DEX 4, RFL 4) MA.JOR CAPELLAN ACADEMY/
Armored Infantry (minimum STR 6, BOD 5) CAPELLA WAR COLLEGE
Basic Technician No Slow Learners. Characters must have at least one of the
Cavalry (minimum RFL 3) following admissions requirements: Nobility Path (the Barduc),
DropShip Pilot (minimum DEX 4) Military School Path, Mercenary Brat (One of the Converted),
Infantry (minimum BOD 3, STR 3) Contact (CCAF), or add +1 to all Attribute minimums.
Marine (minimum BOD 4, may not have TDS Trait) The heavy workload of the Capella War College promotes
MechWarrior (minimum DEX 3, RFL 4) a "sink or swim" attitude among the students, who are among
Events: Do not roll events for Advanced Individual Training the best the Confederation has to offer. Physical training
Next Path: Tour of Duty: Xin Sheng (4}, Tour of Duty: Inner suffers for the pace, and it is hard for recruits to stand out for
Sphere (4) or Special Training (3, part of this pass; an option if special recognition among their peers. The competition is
48
fierce, with battlefield camaraderie on the training grounds Subpath: Special Training
giving way to jealous rivalries across campus. Despite the Attribute Minimum: WIL 5
pressures, the War College is the most sought after of the Attribute Thresholds: +1 any threshold
Capellan academies for its training regimen. Its graduates Traits: Quirk/ Loyalty to House Liao
rarely hesitate to rub their pedigrees in the face of alumni Skills: Academic/ Military History +1, any skill from AIT
from other academies, especially the Sian Center for Martial Field +2, any three other skills +1
Disciplines.
Attribute Minimums: WIL 5 MA.JOR CAPELLAN ACADEMY/
Attribute Thresholds: BOD -1, WIL +1, RFL +1 SARNA MARTIAL ACADEMY
Traits: Everyone receives one Enemy and Quirk/ Elitism. Unlike other academies, "questionable " events are allowed in
Characters with Fast Learner acquire two additional Enemy a character's past at the Sarna Martial Academy.
Traits (3 total) The academy of last resort for those attempting to gain
Events: Apply a -1 penalty to all event rolls during this path, an extra advantage before military enlistment, the Sarna
unless character has Fast Learner, in which case he receives a Martial Academy is currently fighting for its survival. For the
+1 bonus to event rolls. desperate or determined, enrolling here can be advantageous.
Impressive skills or an above-average drive will stand out
Mandatory Subpath: Advanced Individual Training (AIT) among the regular students , and the chances of being
Traits: Military Fields receive Brave, Civilian Fields receive recognized for advancement are higher than at the RTCS. Of
Contact (1) course, there is that reputation to overcome.
Skills: Academicj Capellan Philosophies +3; Military Fields Attribute Minimums: Replace the usual WIL 4 with WIL 3,
receive Strategy +2, Tactics/ Any +1, Academic/Military History replace SOC 3 whh SOC 2
+3; Civilian Fields receive an additional +1 to all field skills in Attribute Thresholds: SOC -1 , BOD +1, any other +1
AIT Traits: Negate the regular Well-Equipped Trait. Add
Stigmaj Sarna Supremacist (whether or not this is true) and
Subpath: Special Training one of the following: Alternate Identity, Natural Aptitude (2)
Traits: Well-Connected Toughness, Vehicle (3)
Skills: Academic/ Military History +2 , any skills from AIT Skills: Academic/ Capellan Philosophies +1, Perception +1, any
Field +2 two skills not in Basic Training +2, any other three skills +1
49
Attribute Minimums: SOC 4, CHA 4, EDG 3 MA.JOR CAPELLAN ACADEMY/
Attribute Thresholds: CHA +1. EDG +1 ST. IVES ACADEMY OF MARTIAL
Traits: Well-Connected SCIENCES
Skills: Academicj Capellan History +2, Protocol/Military +2 St. lves, Federated Suns or Lyran Alliance affiliations only
prior to the Cape/Jan annexation of St. lves; St. lves or
Mandatory Subpath: Advanced Individual Training (AIT) Cape/Jan Confederation affiliations only after the annexation.
Skills: AcademicjCapellan Philosophies +2, Leadership +1 , The St. lves Academy of Martial Sciences (SlAMS) is St.
Protocol/ Political +3, Perception +1 lves ' only state-run military academy. Attached to the St. lves
Institute of Science (SIIS), the academy provides its officer
Subpath: Special Training cadets an education in dozens of academic fields as well as
Attribute Minimum: EDG 4 the military training they require . In addition to the live-fire
Traits: Well-Equipped combat ranges common to every military training facility,
Skills: +1 to any four AIT skills SlAMS fields a combined-arms training group that gives its
cadets a true taste of combat. All cadets graduate from
Subpath: Officer Candidate School SlAMS as officers .
Must use Academy (Subpath) Sian University below. Following the Capellan Confederation 's annexation of the
St. lves Compact, SlAMS' curriculum received a change,
MA.JOR CAPELLAN ACADEMY/ namely the addition of Capellan political indoctrination . The
SIAN UNIVERSITY rules below indicate where changes have been made post-
Attainable by event roll only from a major Cape/Jan academy or annexation.
Tour of Duty: Xin Sheng. No "questionable " events in the Time: 1 year added to Basic Training
character's past, unless the character has a Contact (3) who Attribute Minimums: INT 5, EDG 4 , no Attribute less than 3
can conceal the event from the Maskirovka. An appropriate Attribute Thresholds: RFL +1 , INT +1, BOD -1, SOC -1 (before
Contact can also waive one of the Attribute minimums. This annexation, drop the SOC -1)
path may be used in place of the OCS program at another Traits: Commission (Rank 1), Well-Equipped
major Cape/Jan academy. Such transfer candidates must meet Skills: Academic/Any +2 , Academic/ Capellan Philosophies +1,
the prerequisites and minimums. Only a Sian Center cadet Computers +1, Language/Any +1, Leadership +1, Strategy +2,
given access to the University on an event roll may bypass the Tactics/ Any +1 (before annexation, drop Academicj Capellan
prerequisites and minimums. History and Philosophies; add Bureaucracy/St. lves +2)
This is a stand-alone subpath that replaces any other OCS Fields: Basic Training and Officer Training
sub path. Events: Apply a -1 to all event rolls for this path unless the
Sian University is the most accredited school in the character has Fast Learner, which negates this penalty. Slow
Confederation . It also hosts the Capellan Armed Forces ' Learners gain an additional -1 to rolls. On the Academy
vaunted Officer Candidate Program. The elite of the officer Events Table, a result of 16 must be substituted for immediate
corps, cadets are chosen as much for their political suitability entry into the mandatory Special Training Subpath below.
as for their combat ability. It takes aptitude , hard work and no
small amount of luck to make it into and through the program. Mandatory Subpath: Advanced Individual Training (AIT)
Skills: Strategy +1, any two field skills +1
Subpath: Officer Candidate Program Fields: In addition to choosing a primary field on the
Time: 1 year regular academy list, choose one of the following secondary
Attribute Minimums: INT 4, WIL 5, SOC 4, CHA 4 , EDG 4 fields and apply +1 to each included skill instead of the
Attribute Thresholds: WIL +1, EDG -1 standard +3 (note: a character may not take the same field as
Traits: Commission (Rank 1 ; if an officer returning from a tour, he or she chose for the primary field): Basic Technician ,
ignore this trait) , Quirk/ Loyalty to Confederation (1) Civilian Tech , Military Scientist, Politician, Scientist
Skills: AcademicjCapellan Philosophies +1, Academic/Military
History +3, Tactics/ Any +1, Strategy +3 Subpath: Special Training
Fields: Officer Training Time: 1 year added to regular Special Training
Next Path: Per last path followed Traits: Well-Connected
Skills: Tactics/Any +1, Strategy +2, Leadership +1 (after
annexation , drop Academicj Capellan Philosophies, add
Academic/St. lves History)
Fields: If the character has entered this subpath with an
event roll, he may choose any listed field. If not, he may only
choose the Technician or Pilot fields.
50
MA..JOR CAPELLAN ACADEMY/ Next Path: Advanced Individual Training Subpath
VICTORIA ACADEMY OF ARMS AND (mandatory, part of this pass)
TECHNOLOGY
Add the following material to the Stage 3: Major Capellan Major Draconis Combine Academy Events
Academy Path to complete a full Life Path for the Victoria AAT. 2 Though the Board of Inquiry cleared you of any charges, the
If the same skill or Attribute bonus is mentioned by both , apply accident still left you in the hospital for a month and three
both effects. cadets never left [DEX -1 , Bad Reputation (2) , lose all
The Academy of Arms and Technology was originally skill bonuses from this path; path only takes 1 year instead
designed to host technicians and engineers, but in late 3061 of 3, may take no additional legitimate mil itary paths]
it began to include military studies. While the academy still 3 Your father was declared ron in after the separation of the
focuses more on the technology side , the AAT is in high Free Rasalhague Republic. However, he was never
demand for its tendency to reward superior cadets with access captured or killed in combat, so now the sins of the father
to some of the Confederation's best technology. are being pinned on the son. [Enemy (3, ISF),
Attribute Minimums: INT 4, RFL 3 Stigma/ Traitor, may take no additional military paths)
Attribute Thresholds: INT +1 4 Though your DropShip managed to detach from its
Skills: Any three skills in the Basic Technician Field +1 JumpShip before the jump core turned itself inside-out,
you still got caught in the jump wave and were seriously
Mandatory Subpath: Advanced Individual Training (AIT) affected by it. [Transit Disorientation Syndrome,
Attribute Thresholds: INT +1, RFL +1 Career/ Soldier -2, further military career-if any-must
Traits: Choose one: Well-Equipped (2), Contact, be non-spa<?e oriented]
Vehicle (3), Custom Vehicle (2) 5 Extended exercises honed your edges. However, the odds
Skills: Scrounge +1, First Aid +2, any skill in appropriate of getting seriously hurt eventually caught up with you .
Technician Field +2, any two other skills in the same [+1 to all AIT skills; Disabled , and choose either Introvert
Technician Field +1 and Combat Sense or Brave and Qui rk/ Psychotic)
6 "Did your mother drop you on your head when you were
Subpath: Special Training young, cadet? I already showed you how to do this. Now
Attribute Thresholds: RFL +1 pay attention so I don 't have to show you again! " [Slow
Traits: Well-Connected; choose either Contact, Custom Learner. Choose one: - 1 to all Basic Training skills , add
Vehicle or Vehicle (2) 1 year to the time this path takes]
Skills: Computers +2, Technician / Support +1 7 Action is better than reaction , but only when action is
tempered with good judgment. Firing on friendly units is
MA..JOR DRACONIS COMBINE not good judgment. [Demotion , Bad Reputation , any two
ACADEMY [GENERIC) skills +2)
Draconis Combine Affiliation only. Cannot have Combat 8 Two things every soldier should know: a military crawls on
Paralysis, Slow Learner, or any of the following traits above the paperwork, and never get on the bad side of anybody in
lowest possible level: Disabled, Lost Limb, Poor Vision , Poor Administration. [Bureaucracy/ Draconis Combine +6,
Hearing. No seriously "questionable" events in character's Enemy (2)]
history, unless the character has or purchases a Contact (1) to 9 It is honorable to care for a parent when the parent
hide the event (per the gamemaster's judgment). cannot care for him- or herself. [Dependent]
This is not a full Life Path and should not be taken as 10 The give-and-take philosophy of schooling. If you wish to
one. Instead, the write-up below offers the generic information give additional time to some of your studies , you must
common to most Draconis Combine military academies . The take away time from elsewhere. [Blades +2 , Martial
entries marked "Major Draconis Combine Academy" followed Arts/ Gung Fu +1, -2 to Military Field skills , -1 to any two
by a specific academy round out a full and unique Life Path as other field skills]
offered by one of the major Draconis Combine military 11 Sometimes just going to do something physical alone is
academies. Each academy has its own entry, along with its the best way to clear your mind. You seemed to get a lot
own requirements , skill sets , and so on . Requirements, traits of mileage out of that excuse, literally and figuratively.
and skills listed for each specific academy entry may be added [Running +3, Swimming +3]
to or may replace those given below. 12 You looked like a standout during Basic Training. Too bad
Time: 1 year you couldn 't parlay that into something impressive.
Attribute Minimums: INT 3 , WIL 3 , SOC 3 [Martial Arts/ Karate +2 , Rifles +2, First Aid +2)
Attribute Thresholds: RFL +1, BOD +1, WIL +1 13 Everybody said you had a knack, but they couldn't pin it
Fields: Basic Training down. The facilities at the academy seem to have
Previous Path: Military School (2) , Preparatory School (2) , provided you with some answers. [Natural Aptitude/ Any
Spacer Family (2) non-combat skill, +5 to this skill)
51
14 Your father's business dealings have been favorably MA..JOR DRACONIS COMBINE
looked on by the District Warlord . His honor is now your ACADEMY/AEROSPACE AND
honor, plus having friends in high places is always a INTERSTELLAR INSTITUTE
bonus . [Contact (2), Wealth (2) , Promotion] Cannot have Transit Disorientation Syndrome.
15 Weekends in the stacks, nights in the simulators, meal A long-standing training facility for interstellar craft, the All
breaks with your nose buried in a book. It paid off, has re-introduced a WarShip curriculum to the DCMS. In
except you still don't know more than a quarter of your addition to the new curriculum, the All has also streamlined its
graduating class. [Introvert, Fast Learner] existing programs . Instead of continuing to allow students to
16 " Normally, these conversations end with you choosing choose their individual classes, a practice that resulted in
your kaishaku. However, in your case , we feel you have students graduating with random coursework in their dossiers,
skills that are useful to us." [Contact ISF (2) , In for Life , the AeroSpace and Interstellar Institute has established
Well-Equipped , Well-Connected, +3 to any three skills not standardized programs of coursework. The competition is
related to a primary field, +1 to five other skills not intense, for good reason . Students who graduate at the top of
related to a Military Field. Must take Covert Ops after the their class land plum assignments. Students who graduate at
Academy Path, ignoring any prerequisites] the other end, however, end up escorting JumpShips running
17 A born leader, you never allowed anything to stand in your waste processing equipment between Ningxia and Thimphu.
honorable path . Not even the burden of command would Attribute Thresholds: SOC +1
give you pause . [Combat Sense, Brave, may take OCS Traits: Promotion, Well-Equipped
Subpath as part of this pass] Skills: Academic/ Military History +2, Academic/ Naval History +2 ,
18 "Cadet Alicea , if you continue to perform as well as you Leadership +1, ProtocoljDraconis Combine +2, Swimming +2
have been, you will definitely be a Tai-sho someday." [Fast
Learner, Well Equipped (4) , apply +2 to all field skills and Mandatory Subpath: Advanced Individual Training (AIT)
bonus skills learned this path, may take OCS Subpath as Basic Training graduates only
part of this pass] Time: 1 year
19 [Choose one event or roll twice and apply each result] Skills: Academic/ Naval History +2, Leadership +1, add
20 [Choose two events or roll three t imes and apply each +1 to three Basic Training skills and +1 to any one other skill
result] Fields:
AeroSpace Pilot (minimum DEX 4 , RFL 4)
Mandatory Subpath: Advanced Individual Training (AIT) AeroSpace Pilot Specialist (minimum DEX 4, RFL 4,
Basic Training graduates only !NT 4 ; character takes one skill at +5, one skill at +4, two
Time: 1 year skills at +3 and four skills at +2)
Traits: Promotion Aircraft Pilot (minimum DEX 4, RFL 3)
Events: Do not roll events for Advanced Individual Training DropShip Pilot (minimum DEX 4)
Next Path: Paramilitary Service (4), Tour of Duty: Draconis DropShip Pilot Specialist (minimum DEX 4 , RFL 4;
Combine (4), Tour of Duty: Inner Sphere (4), Tour of Duty: Star character takes one skill at +5, one skill at +4, two skills at
League (4) +3 and four skills at +2)
Marine (minimum WIL 4)
Subpath: Special Training Ship's Crew
AfT graduates only Next Path: Special Training (3 , part of this pass; an
Time: 2 years. option if the character took DropShip Pilot, DropShip Pilot
Attribute Thresholds: Add +1 to any one threshold of Specialist, or Marine in AIT)
player's choice
Skills: Leadership +1 and +1 to half the character's AIT Subpath: Special Training
skills (round up) Time: 1 year
Traits: Promotion, Well-Equipped Skills: +1 to three Basic Training skills and +1 to any one
Next Path: Paramilitary Service (4), Tour of Duty: Draconis other skill
Combine (4), Tour of Duty: Inner Sphere (4) , Tour of Duty: Star Traits: Wealth
League (4) Fields:
JumpShip Pilot (DropShip Pilot or DropShip Specialist
Subpath: Officer Candidate School (OCS) Field required, minimum /NT 5)
Entry via event roll only Special Forces (Marine Field required, minimum BOD
Time: 1 year 4, RFL 4, /NT 3, WIL 5)
Attribute Thresholds: CHA +1 WarShip Pilot (DropShip Pilot or JumpShip Pilot Field
Traits: Commission (Rank 1) required, minimum /NT 6)
Next Path: Per last path followed. Next Path: Covert Ops (4, Special Force s Field only)
52
Subpath: Officer Candidate School (OCS) Skills: Leadership +1, add +1 to three Basic Training
Fields: Naval Officer Training skills , add +2 to any one other skill and +1 to an additional
skill
MA.JOR DRACONIS COMBINE Fields:
ACADEMY/AN TING UNIVERSITY AeroSpace Pilot (minimum DEX 4, RFL 4)
Reopened after a 40-year hiatus, An Ting is reestablishing AeroSpace Pilot Specialist (minimum DEX 4, RFL 4,
itself as Sun Zhang's primary rival. Considered a liberal !NT 4, choose one skills at +5, one skill at +4, one skill at +3,
academy by the DCMS (though outsiders have a difficult time and four at +2)
figuring out how this is true), ATU has completely embraced Aircraft Pilot (minimum DEX 4, RFL 3)
Theodore Kurita's reforms. The students and instructors have Armored Infantry (minimum STR 6, BOD 5)
taken it upon themselves to show the Dragon that his Cavalry
decision was not in error. The instructors specifically take Infantry
great pains to insure that every single student who should MechWarrior (minimum DEX 3, RFL 4)
pass does. Few students who enter drop out, and the rest Scientist (minimum /NT 3)
are guided to where their strengths lie. Scout
Attribute Thresholds: SOC +1 Next Path: Special Training (3, part of this pass; an
Traits: Promotion , Well-Equipped option if the character took Armored Infantry, Infantry,
Skills: Academic/Military History +2 , Leadership +1, MechWarrior, Scientist or Scout in AIT)
Protocol/Affiliation +2, Swimming +2
Subpath: Special Training
Mandatory Subpath: Advanced Individual Training (AIT) Time: 1 year
Basic Training graduates only Attribute Thresholds: Add +1 to any one threshold of
Time: 1 year player's choice
Traits: Exceptional Attribute/Edge Skills: +1 to three Basic Training skills and +1 to any one
other skill
Traits: Wealth
53
.~ ~
--
0 '
f',;
54
Next Path: Covert Ops (4 , Military Scientist or Special Subpath: Officer Candidate School (OCS)
Forces fields only) Fields: Officer Training
55
MA.JOR DRACONIS COMBINE Fields: Special Forces (Infantry, MechWarrior, Armored
ACADEMY/SUN TZU SCHOOL Infantry or Scout Field required, minimum BOD 4, RFL 4, /NT 3,
OF COMBAT WIL 5)
Overshadowed by schools like the Sun Zhang MechWarrior Next Path: Covert Ops (4)
Academy, the Sun Tzu School of Combat espouses a
philosophy rarely taught across the Draconis Combine: Subpath: Officer Candidate School (OCS)
BattleMechs are simply a part of combat, not the be-all and Fields: Officer Training
end-all unit. Though the DCMS issued a grant to double the
output of the STSC , it is still considered a second-class MA.JOR DRACONIS COMBINE
institution among elitists within the MechWarrior and ACADEMY/UNIVERSITY
AeroSpace Corps. As the academy is dedicated to producing OF PROSERPINA
warriors who work well with the other branches, it is not Still the primary training facility for the Proserpina
surprising to find a sense of cooperation prevalent even in the Hussars, the University of Proserpina needs additional
early stages of training. Instructors provide the basics of equipment to complete its training facilities. The student body
guidance and discipline, allowing the cadets to develop those tends to be a good mix from inside and outside Proserpina
skills within themselves. Another departure the academy Prefecture. This balance extends throughout the university.
makes from the norm is in the graduation ceremony. Students from all the disciplines study the basics together,
Everybody who graduates receives the paired swords normally and though they split the groups for AIT training, that training
reserved for MechWarriors, another source of ire toward balances the need for classroom studies against field
graduates of STSC. learning. Upon graduation, units of the Proserpina Hussars
Attribute Thresholds: SOC +1 comb the ranks of graduates, their price for helping to
Traits: Promotion, Well-Equipped maintain the university.
Skills: Academic/ Military History +2, Leadership +1, Attribute Thresholds: SOC +1
Protocol j Draconis Combine +2, Swimming +2 Traits: Promotion, Well-Equipped. Students may select the
Fields: Basic Training Sixth Sense or Natural Aptitude/Any combat skill at 1 point
Next Path: Advanced Individual Training Subpath (mandatory, less than normal (3 points and 1 point, respectively) .
part of this pass) Skills: Academic/ Military History +2, Leadership +1,
Protocoi/ Draconis Combine +2 , Swimming +2
Mandatory Subpath: Advanced Individual Training (AIT)
Basic Training graduates only Mandatory Subpath: Advanced Individual Training (AIT)
Time: 1 year Basic Training graduates only
Skills: Tactics/Air +1, Tactics/Air Support +1, TacticsjAnti- Time: 1 year
BattleMech +1, Tactics/Ground +1, Tactics/Infantry +1, Skills: Leadership +1, add +1 to three Basic Training
Tacticsj'Mech +1, and add +1 to two Basic Training skills skills , +2 to any one other skill , and +1 to any two other skills
Fields: Fields:
AeroSpace Pilot (minimum DEX 4, RFL 4) AeroSpace Pilot (minimum DEX 4, RFL 4)
AeroSpace Pilot Specialist (minimum DEX 4 , RFL 4, AeroSpace Pilot Specialist (minimum DEX 4, RFL 4,
/NT 4, choose one skill at +5, one skill at +4, two skills at +3 /NT 4 , take one skill at +5, one skill at +4, two skills at +3
and four skills as +2) and four skills at +2)
Aircraft Pilot (minimum DEX 4, RFL 3) Aircraft Pilot (minimum DEX 4, RFL 3)
Armored Infantry (minimum STR 6, BOD 5) Armored Infantry (minimum STR 6, BOD 5)
Cavalry Cavalry
Infantry Infantry
MechWarrior (minimum DEX 3, RFL 4) MechWarrior (minimum DEX 3, RFL 4)
Scout Scout
Next Path: Special Training (3, part of this pass; take if Next Path: Special Training (3, part of this pass; take if
character enters Infantry, MechWarrior, Armored Infantry or character enters Infantry, MechWarrior, Armored Infantry or
Scout fields) Scout fields)
58
Traits: Wealth 7 Though no one can prove it, you were responsible . [Bad
Fields: Speci al Forces (Infantry, MechWarrior, Armored Infantry Reputation, Enemy]
or Scout Field required, minimum BOD 4, RFL 4, /NT 3, WIL 5) 8 That lowerclassman you liked to bully is a general's son!
Next Path: Covert Ops (4) [Enemy (2)]
9 You drifted through the academy without standing out. To
Subpath: Officer Candidate School (OCS) anyone. [CHA -1, lose one Contact]
Fields: Officer Training 10 Selling contraband on the side may not have been the
most responsible extracurricular activity. [-2 to any two
MA.JOR FEDERATED SUNS Military Field or AIT skills , Appraisal +2 , Scrounge +2 ,
ACADEMY [GENERIC] Stigmaj"Go-to Man " ]
Affiliation Federated Suns only (Lyran Alliance may attend prior 11 Lucky you were a morning person. [Running +3, Swimming
to the secession of the Alliance in 3057). Cannot have +3]
Combat Paralysis or any of the following traits above the 12 You lucky dog! You got the girl of your dreams and a
lowest possible level: Disabled, Lost Limb, Poor Vision, Poor career! [EDG +1, Good Reputation, Dependent]
Hearing. The character must not have any seriously 13 You whiled away your free time with extracurriculars . [+2
"questionable " events in his or her history (per the in any three Interest/ Arts or Sports skills]
gamemaster's judgment) unless the character has or 14 Traded weekend passes for extra sim time. [+3 to any two
purchases an appropriate Contact who can hide the event. AIT skills]
This is not a full Life Path and should not be taken as 15 The commandant served with your aunt "in the big one."
one. Instead, the write-up below offers the generic information [Contact (2). +1 to any three Military Field skills]
common to most Federated Suns military academies. The 16 Your scores were high enough to get you into an
entries marked " Major Federated Suns Academy" followed by a accelerated program. [Pick one field from AIT or one
specific academy round out a full and unique Life Path as Civilian Field; add one year to the time this path takes]
offered by one of the major Federated Suns military 17 The sarge barely survived the Clan front, but made it his
academies. Each academy has its own entry, along with its business to insure you would. [WIL +2, Toughness , Pain
own requirements , skill sets , and so on. Requirements, traits Resistance]
and skills listed for each specific academy entry may be added 18 Congratulations, you graduated top in your class! [EDG
to or may replace those given below. +1, Good Reputation, Contact (2) , Wealth (2), Well-
Time: 1 year Equipped or Vehicle (3), may take OCS next, then return
Attribute Minimums: INT 3, WIL 4 , SOC 3 and continue this path]
Attribute Thresholds: WIL +1, SOC +1 19 [Choose one event or roll twice and apply both events]
Traits: Promotion, Well-Equipped 20 [Choose two events or roll three times and apply each
Skills: Academic/ Federated Suns History +2, event]
Protocol/ Federated Suns +2, Perception +1
Fields: Basic Training Mandatory Subpath: Advanced Individual Training (AIT)
Previous Paths: Any path or event roll that would normally Basic Training Graduates only
allow admission to a Military Academy Path. Time: 2 years
Next Path: Advanced Individual Training Subpath (mandatory, Traits: MechWarriors and Aerospace Pilots receive
part of this pass) Promotion to Sergeant (Rank 6). all others receive Promotion
Skills: +2 to any two field skills (combat fields marked
Federated Suns Academy Events with asterisk also gain Tactics/ Any +1)
2 A simple prank went horribly wrong, and at least one Fields: Choose one of the following primary fields, subject
cadet ended up in the morgue. [Enemy (2) , Bad to the listed restrictions:
Reputation (2), lose all AIT skills, no more legitimate Aerospace Pilot* (minimum DEX 4, RFL 4)
military paths] Armored Infantry* (minimum STR 6, BOD 5)
3 A camping trip turns into a life and death struggle . [BOD Basic Technician
-2 , RFL -2, Disabled, Lost Limb (2)] Cavalry* (minimum RFL 3)
4 "We were defending our teammate from a group of armed DropShip Pilot (minimum DEX 4)
civilians, SIR! " [Bad Reputation, Bureaucracy/ Federated Infantry* (minimum BOD 3, STR 3)
Suns +2, Unarmed Combat +2, add 2 years to the time Marine * (minimum BOD 4, may not have TDS Trait)
this path takes] MechWarrior* (minimum DEX 3, RFL 4)
5 It was supposed to be a simple training run. [+1 to all AIT Events: Do not roll events for Advanced Individual Training
skills ; choose either Disabled, Introvert and Combat Next Path: Tour of Duty: Federated Suns (4), Tour of Duty:
Sense or Brave and Quirk/ Psychotic Inner Sphere (4), Special Training (3, part of this pass; an
6 The commandant must not have liked the cut of your jib! option if character took Infantry, Armored Infantry, MechWarrior,
[Add 1 year to the time this path takes , Enemy]
57
DropShip Pilot or Basic Training in AIT) or Tour of Duty: Training Attribute Minimums: INT 3, WIL 5, SOC 5
Cadre (4, an option if the character took a Military Field and Attribute Thresholds: DEX +1, RFL +1, BOD +1, WIL +1
the school fields a training cadre or battalion) Traits: Promotion, Well-Connected/New Avalon, Well-Equipped
Skills: Running +4, Career/Soldier +4, Protocol/Federated
Subpath: Special Training Suns +2, Academic/Federated Suns History +1, Leadership
AIT Graduates only +1, Perception +1
Time: 2 years
Attribute Minimums: WIL 5 Mandatory Subpath: Advanced Individual Training (AIT)
Attribute Thresholds: Add +1 to any one threshold of the Skills: +2 to any two Military Field skills, Leadership +1,
player's choice Survival +1, Interest/Sport (any) +1
Traits: Promotion, Well Equipped (2)
Skills: +1 to any three Basic Training skills, +1 to half of Subpath: Special Training
the character's AIT skills (rounding up) Attribute Minimums: WIL 5, EDG 5
Fields: Choose one of the following fields, subject to the Attribute Thresholds: +1 to BOD, DEX or RFL (player's
listed restrictions: choice)
Aerospace Technician (Basic Technician Field Traits: Promotion, Well-Equipped, Contact (2)
required) Skills: +1 to any three Basic Training skills, +1 to half of
JumpShip Pilot (minimum /NT 4, DropShip Pilot Field the character's AIT skills (rounding up), Career/Soldier +2,
required, may not have TDS Trait) Survival +1
'Mech Technician (Basic Technician Field required) Fields: JumpShip Pilot, Military Scientist or Special Forces
Military Scientist (minimum /NT 5)
Special Forces (minimum BOD 4, RFL 4; Armored MA.JOR FEDERATED SUNS
Infantry, Infantry, Marine or MechWarrior fields required; may ACADEMY/
not have TDS Trait) ARMSTRONG FLIGHT ACADEMY
Vehicle Technician (Basic Technician Field required) No Disabled, Glass Jaw, Night Blindness, Poor Vision, Poor
Next Path: Tour of Duty: Federated Suns (4), Tour of Duty: Hearing or TDS traits, in addition to the requirements above.
Inner Sphere (4) or Covert Ops (4, Special Forces or Military Unquestionably the premier flight school in the Federated
Scientist fields only) Suns, and arguably in the entire Inner Sphere, the Armstrong
Flight Academy is well into its third century of graduating the
Subpath: Officer Candidate School (OCS) AFFC's most talented pilots. Co-located on Galax with
Attainable by event roll only. The character must not have any Federated-Boeing Interstellar, the Inner Sphere's largest
"questionable" events in his or her history (per gamemaster's manufacturer of spacecraft, the academy benefits from the
judgment) unless the character has or purchases an experience of the company's brightest aerospace engineers,
appropriate Contact who can hide the event. physicists and test pilots.
Time: 1 year Time: 2 years
Attribute Thresholds: WIL +1 Attribute Minimums: WIL 3, BOD 5, DEX 6, RFL 6, EDG 4
Traits: Commission (Rank 1) Attribute Thresholds: BOD +1, WIL +1
Skills: Academic/Military History +2, Traits: G-Tolerance, Promotion, Well Equipped, Vehicle (2),
Bureaucracy/Federated Suns +2, Protocol/Federated Suns +1, Custom Vehicle (2)
Strategy +1 Skills: Perception +4, +1 to any five related Technician skills
Fields: Officer Training Fields: Basic Training and either Aircraft Pilot or Basic
Next Path: Return to last path at the same point as left Technician
for OCS
Mandatory Subpath: Advanced Individual Training (AIT)
MA.JOR FEDERATED SUNS Fields: Aerospace Pilot or DropShip Pilot
ACADEMY/
ALBION MILITARY ACADEMY Subpath: Special Training
No Disabled, Glass Jaw, Poor Vision or Poor Hearing traits, in Attribute Minimums: WIL 4
addition to the requirements above. Attribute Thresholds: +1 to BOD, DEX or RFL (player's
The Albion Academy is the oldest and one of the most choice)
respected academies in the Federated Suns, dating back to Traits: Promotion, Well-Equipped (2), Contact (2)
the 25th century. Prior to the foundation of the NAIS, Skills: +1 to any three skills, +1 to any two Technician
graduation from Albion almost assured a cadet success in his skills, +1 to any two Technician skills not already possessed .
or her career. Often considered the most difficult academy in Fields: Aerospace Pilot, DropShip Pilot or Aerospace
the Federated Suns, Albion fields the second largest cadet Technician
corps of any academy in the nation.
58
MA.JOR FECERATEC SUNS Traits: Promotion, Well-Equipped
ACADEMY/ Skills: Academic/ Any +2, Bureaucracy/ Federated Suns +2,
FILTVELT MILITARY ACADEMY Computers +1, Swimming +2
Characters may possess "questionable " events in their past
so long as the event in question is not a conviction for a Mandatory Subpath: Advanced Individual Training (AIT)
serious crime (such as espionage, premeditated murder, etc., Skills: Leadership +1, Strategy +2, +1 to any two relevant
per the gamemaster's best judgment). skills , +1 to any one field skill
As many Filtvelt cadets like to say, their academy is Fields: Aerospace Pilot, Armored Infantry, Basic
located "just this side of nowhere," a phrase that aptly Technician, Cavalry, DropShip Pilot, Infantry, MechWarrior.
describes the academy's position along the Federated Suns '
spinward reaches. Like the academy on Kilbourne, the Filtvelt Subpath: Special Training
Military Academy is devoted to educating military cadets and Time: 3 years
civilian students hailing from the region. Attribute Thresholds: Add +1 to any one threshold of
Traits: Promotion, Stigma/ Graduate of a "Second-Rate " AFFC player's choice
Academy Traits: Promotion, Wealth , Well-Equipped, Well-
Connected/ New Avalon
MA.JOR FECERATEC SUNS Skills: Strategy +2, Tactics/ Any +2 , +1 to three Basic
ACADEMY/ Training skills, +1 to half the character's AIT skills (round up) ,
KILBOURNE ACADEMY +2 to any one other skill
Characters may possess "questionable " events in their past Fields: JumpShip Pilot, Military Scientist or Special Forces
so long as the event in question is not a conviction for a
serious crime (such as espionage, premeditated murder, etc., MA.JOR FECERATEC SUNS
per the gamemaster's best judgment). ACADEMY/
Located in the Draconis March along the Federated Suns ' POINT BARROW MILITARY ACADEMY
border with the Outworlds Alliance, the Kilbourne Academy has Once a flashpoint for terrorist activity, the Point Barrow
never been considered one of the AFFC's premier military Military Academy purged the radical elements from its ranks
academies. It is seen as the people's academy, one of the few and since has undergone a complete facelift. Though the
institutes of higher learning that exists in that region of space. academy was once considered merely adequate , graduating
The academy hosts a civilian university at its site, giving local only technicians and engineers with any skill , it is now a
inhabitants the chance to attain an education and with it a shining example of the changes the AFFC wrought in the
better life. It may not be as flashy as the NAIS or have the Federated Suns and the Lyran Alliance .
long-held traditions of Sakhara, but the Kilbourne Academy Attribute Minimums: INT 4, WIL 4
does provide a well-rounded education to all of its students. Attribute Thresholds: BOD +1, DEX +1
Traits: Promotion , Quirk/ Paranoid (Big Brother is Watching) Traits: Promotion , Well-Equipped
Skills: Academic/ Federated Suns History +2,
MA.JOR FECERATEC SUNS Protocol/Federated Suns +2 , Perception +2
ACADEMY/
NAIS COLLEGE OF MILITARY Mandatory Subpath: Advanced Individual Training (AIT)
SCIENCES Skills: Scrounge +4, Computers +3, Engineering +3, +3 to
No Slow Learners, in addition to the requirements above. any two Technician skills, +2 to any two other Military Field
While the Albion Military Academy is unquestionably the skills
Federated Suns' oldest training institution, the NAIS College of Fields: Aerospace Pilot, Basic Technician, Cavalry, Infantry
Military Sciences comes a close second. The nearly forgotten or MechWarrior
origins of this institution lie with the New Avalon Military
Academy. Subpath: Special Training
Following the raid on Halstead Station , in which a huge Attribute Minimums: WIL 4
Star League library was unearthed, Prince Hanse Davion built Attribute Thresholds: Add +1 to any one threshold of the
the New Avalon Institute of Science around the NAMA, giving player's choice
the institution military and scientific prominence throughout Traits: Promotion , Well-Equipped
the Inner Sphere. Renamed the NAIS College of Military Skills: +2 to half of the character's AIT skills (rounding
Sciences, the NAMA quickly became known as the most up) , +3 to any three other Military Field skills
lavishly equipped military academy in the Inner Sphere, with its Fields: Aerospace Technician , JumpShip Pilot, 'Mech
huge network of advanced simulators , numerous Gauntlets Technician , Vehicle Technician
and expansive live-fire training ranges .
Attribute Minimums: INT 4 , WIL 3 , SOC 3
Attribute Thresholds: RFL +1, INT +1, WIL +1, SOC +1
59
MA.JOR FECERATEC SUNS (2), Natural Aptitude/Strategy, Poverty (4; character cannot
ACACEMV/ have lower than Poverty (1) and must spend Character Points
ROBINSON BATTLE ACACEMV or have sufficient Wealth prior to play to offset any additional
Questionable events in a character's history will not necessarily Poverty), Quirk/Honorable
bar a character from attending the Robinson Battle Academy, so Skills: Academic/Military History +6, Strategy +4, Perception
long as the event did not harm the Draconis March in any way +3, Tactics/Any two +3, Language/ Any two the character does
(or, conversely, if it harmed the Draconis Confederation in some not already possess +2
way). The gamemaster makes the final determination. Fields: Basic Training and Officer Candidate School (OCS)
Located on the capital world of the Draconis March, the
Robinson Battle Academy has seen more than its share of Mandatory Subpath: Advanced Individual Training (All)
good times and bad. Razed and rebuilt three times during the Skills: Career/Soldier +3, +3 to any three Military Field
Succession Wars, the Battle Academy became a center for skills, +1 to any two others
anti-Combine sentiments and a source of support for the Fields: Aerospace Pilot, Cavalry, Infantry, MechWarrior.
ruling Sandoval family. Following Prince Hanse 's building of the
NAIS, the Sandovals poured millions of C-bills into the Battle Mandatory Subpath: Officer Candidate School (OCS)
Academy in hopes of making it the equal of the CMS . Though Traits: Commission (Rank 1)
both the Albion Military Academy and the CMS are still Skills: Bureaucracy/Federated Suns +4,
considered superior schools, the cadets of the Battle Academy Protocol/Federated Suns +4, Leadership +4, Training +3,
have access to an education and facilities equaled by few Protocol/Any two the character does not already possess +2
institutions anywhere in the Inner Sphere. Fields: Officer Training
Attribute Minimums: INT 3, WIL 4, SOC 3
Attribute Thresholds: WIL +1, SOC +1 Subpath: Special Training
Traits: Promotion, Well-Connected, Quirk/Hates Draconis Time: 3 years
Combine Attribute Minimums: INT 6, WIL 5
Skills: Bureaucracy/ Federated Suns +1, Academic/ Federated Attribute Thresholds: EDG +1
Suns History +1, Perception +1 Traits: Promotion, Well-Equipped, Contact (2), Good
Reputation, Natural Aptitude/Tactics (Any), Poverty (2)
Mandatory Subpath: Advanced Individual Training (All) Skills: Leadership +4, +2 to half of the character's AIT
Skills: Strategy +2, Tactics/ Any +2, +2 to any two Military skills (rounding up), +3 to any three other skills
Field skills Fields: Choose one of the following fields, subject to the
above listed restrictions: Military Scientist or Special Forces
Subpath: Special Training
Attribute Minimums: WIL 4 MA.JOR FECERATEC SUNS
Attribute Thresholds: SOC +1 ACACEMV/
Traits: Promotion, Weii-Connected/Draconis March (2), TIKONOV SCHOOL OF MILITARY
Contact (2), Quirk/Loyalty to Sandoval Family (gamemasters DISCIPLINE
may treat this as a lesser form of In for Life) Characters may possess "questionable " events in their past
so long as the event in question is not a conviction for a
MA.JOR FECERATEC SUNS serious crime (such as espionage, premeditated murder, etc. ,
ACACEMV/SAKHARA ACACEMV per the game master's best judgment) or the character has an
No Disabled, Poor Vision or Poor Hearing, in addition to the appropriate Contact who can cover up the event.
requirements above. Character must have at least one 2-point Once known as the Tikonov Martial Academy, one of the
Contact (a graduate of Sakhara who can recommend the Capellan Confederation's several military academies captured
character). during the Fourth Succession War, the AFFS, and later the
Though a small , privately run military academy, Sakhara AFFC , completely rebuilt this academy from the ground up,
nonetheless graduates some of the AFFC's most skilled both physically and academically. The new Tikonov School of
personnel. The academy is devoted to turning out the best Military Discipline became a beacon around which the people
combat soldiers possible, and as a result only teaches a few of the Sarna March could rally, giving any qualified citizen the
specialty fields. All of the instructors are veteran AFFC opportunity to build a new life.
officers; eighty percent are alumni of Sakhara who have come Attribute Thresholds: WIL +2, SOC -2
back to pass on their knowledge to a new generation of Traits: Promotion, Toughness, Stigma/ Tikonov separatist
cadets. (whether or not it is true)
Attribute Minimums: INT 6 , WIL 5, SOC 5, EDG 3 Skills: Streetwise j Tikonov Reaches +6,
Attribute Thresholds: WIL +1, SOC +1 Bureaucracy/ Federated Suns +4, Academic/Federated Suns
Traits: Good Reputation (2), Well-Connected/Federated Suns History +2, Protocol/ Federated Suns +2, Perception +2
GO
j ;;·....,\
.
..
~,
. '
81
to the time this path takes, Prominence -2 and may not 19 [Choose one event or roll twice and apply both events]
take any more legitimate military paths] 20 [Choose two events or roll thrice and apply each event]
3 You tried to set up a smuggling ring on-planet and got
caught. To make matters worse, the local mayor decided Mandatory Subpath: Advanced Individual Training
to make an example out of you, being up for re-election Basic Training graduates only
this year. [Bad Reputation (2), Streetwise +2, no more Time: 2 years
legitimate military paths] Traits: Promotion
4 A heat sink exploded , drenching you in scalding coolant. Skills: Leadership +1, +1 to any three Basic Training
[Unattractive, Addiction (1, painkillers)] skills, add +1 to any other skill
5 No amount of training could overcome the fact that one Fields:
decent shot will knock you flat. [Enemy, Glass Jaw, Basic Technician (minimum DEX 3)
Martial Arts/Military +4] Scientist (minimum /NT 3)
6 You had a chip on your shoulder, which got you into more Events: Do not roll events for Advanced Individual Training
fights than anybody else at the academy. [Enemy (2), Bad Next Path: Paramilitary Service (4), Tour of Duty:
Reputation, -1 to two Basic Training field skills, Brawling Brotherhood of Randis (4, MechWarriors only), Tour of Duty:
+5] Draconis Combine (4), Tour of Duty: Inner Sphere (4), Tour of
7 Training on the other side of the Truce Line was a Duty: Lyran Alliance (4), Tour of Duty: Star League
wonderful experience, until it came to an early end for
you. [Taken as bondsman by a Clan! See Changing Subpath: Special Training
Affiliations, choose from Clan Wolf, Clan Jade Falcon or AIT graduates only
Clan Ghost Bear.] Time: 3 years
8 Twins. It had to be twins. You couldn't find just anybody Attribute Thresholds: +1 to any one threshold of the
to annoy. [Enemy (1), Enemy (1)] player's choice
9 To make ends meet you worked at the local carnival with Skills: Leadership +1, +1 to three Basic Training skills, +1
what little free time you had, and a little more. [Acting to half the character's AIT skills (round up), +1 to any one
+1, Escape Artist +2, Fast Talk +2, Addiction, -1 to all other skill
Basic Training field skills] Traits: Promotion
10 Volunteered for duty in the QM office. [-2 to any two Fields:
Military Field or AIT skills , Appraisal +2, Scrounge +2, Doctor (Scientist Field required, minimum DEX 4,
Stigma/ "Go-to Man "] /NT 5)
11 A couple extra hours a week hitting the books never hurt Military Scientist (minimum /NT 5)
anybody. [+1 to any two skills learned in this path] Events: Do not roll events for Special Training
12 Your father's sister's boyfriend's cousin's next-door Next Path: Paramilitary Service (4), Tour of Duty:
neighbor grew up with the commandant. You're practically Brotherhood of Randis (4, MechWarriors only), Tour of Duty:
family! [Contact] Draconis Combine (4), Tour of Duty: Inner Sphere (4), Tour of
13 Cross-disciplinary training was offered to anybody who Duty: Lyran Alliance (4), Tour of Duty: Star League
wanted it. Guess who the Academy decided on? [Choose
any three skills at +1 from one of the AIT fields that you Subpath: Officer's Candidate School (OCS)
did not choose] Entry via event roll only
14 A stint in the Records office, a period in Procurement, a Time: 1 year
stretch in the Command office. Man, you got around. Attribute Threshold: CHA +1
[Well-Connected] Traits: Commission (Rank 1)
15 Nose in the books, go on a date . Nose in the books, go Fields: Officer Training
on a date. Why did you always go with the former? Next Path: Per last path followed
[Introvert, Fast Learner]
16 Woo! Intramural track and field champion for four years! MAJOR FREE RASALHAGUE
[Choose one: Pain Resistance, Toughness, STR +1, BOD REPUBLIC ACADEMVITVRA
+1] MIRABORG MEMORIAL ACADEMY
17 An impressive showing in General Miraborg's class has Opened in 3056, the Tyra Miraborg Memorial Academy
opened up a new door for you: command. [Combat has already established a name for itself. Most noted for
Sense and take OCS Subpath, as part of this pass] producing top-notch fighter pilots and naval crews, the TMM
18 Having the son/daughter of a Valdherre in your class does also trains MechWarriors and technical personnel. Students
have its advantages, particularly as you've been coaching all try to attend classes taught by the most famed instructor,
him/her to do the assignments ... [Contact (2), Well- General Tor Miraborg, former commander of the Radstadt
Connected (2)] Province and the father of the AeroSpace pilot who lent her
82
name to the academy. Those same students also understand Mandatory Subpath: Advanced Individual Training
that they could be facing the Clans at any time. It is this Fields:
understanding that drives students who would normally be at Armored Infantry (minimum BOD 5, STR 6)
each other's throats to set aside differences in the face of Cavalry
their duties. Infantry
Traits: Promotion, Well-Connected (Free Rasalhague Republic) Scout
Skills: Perception +2 Next Path: Special Training (part of this pass; take if
character took Armored Infantry, Basic Technician, Infantry,
Mandatory Subpath: Advanced Individual Training Scientist or Scout fields)
Traits: Well-Connected (Free Rasalhague Republic)
Fields: Subpath: Special Training
AeroSpace Pilot (minimum DEX 4, RFL 4) AfT graduates only
AeroSpace Pilot Specialist (minimum DEX 4, RFL 4, Traits: Well-Equipped
/NT 3, Players choose eight skills from the list, one at +5, one Fields:
at +4, two at +3 and four at +2) Special Forces (Armored Infantry, Infantry or Scout
Aircraft Pilot (minimum DEX 4, RFL 3) Field required, minimum BOD 4, RFL 4, /NT 3, WIL 5)
DropShip Pilot (minimum DEX 4) Vehicle Technician (Basic Technician Field required)
DropShip Pilot Specialist (minimum DEX 4, RFL 4, Next Path: Covert Ops (4, Military Scientist or Special
Players choose eight skills from the list, one at +5, one at +4, Forces fields required)
two at +3 and four at +2)
Marine (minimum WIL 4, cannot have TDS Trait) MA.JOR FREE WORLDS LEAGUE
MechWarrior (minimum DEX 4, RFL 3) ACADEMY [GENERIC)
Ship's Crew Affiliation Free Worlds League or Word of Blake only. Cannot
Next Path: Special Training (3, part of this pass; take if have Combat Paralysis or Disabled traits. Characters with one
character took AeroSpace Pilot, Basic Technician, DropShip level of Lost Limb, Poor Vision, or Poor Hearing can enter the
Pilot, Marine, MechWarrior or Scientist fields) academy if their SOC value is 4 or higher. Characters with
more than one level of any of the three previous traits cannot
Subpath: Special Training attend.
AfT graduates only This is not a full Life Path and should not be taken as
Traits: Wealth one. Instead, the write-up below offers the generic information
Fields: common to most Free Worlds League military academies. The
JumpShip Pilot (DropShip Pilot Field required, entries marked "Major Free Worlds League Academy" followed
minimum /NT 5, cannot have TDS Trait) by a specific academy round out a full and unique Life Path as
Special Forces (Marine or MechWarrior field required, offered by one of the major Free Worlds League military
minimum BOD 4, RFL 4, /NT 3, W/L 5) academies. Each academy has its own entry, along with its
Next Path: Covert Ops (4 , Military Scientist or own requirements, skill sets, and so on. Requirements, traits
MechWarrior fields required) and skills listed for each specific academy entry may be added
to or may replace those given below.
MA.JOR FREE RASALHAGUE Time: 3 months
REPUBLIC ACADEMY/FRIHET Attribute Minimums: BOD: 4, INT: 3, WIL: 4, SOC: 4
TRAINING FACILITY Attribute Thresholds: RFL +1, BOD +1, WIL +1
Opening the year before the Tyra Miraborg Memorial Traits: Promotion
Academy, the Frihet Training Facility is responsible for training Skills: Academic/Marik Military History +1, Leadership +1,
the infantry, armor and reconnaissance branches. Frihet, Survival +2
which means "Freedom," is also the cornerstone of the Previous Path: Military School (2), Preparatory School (2),
rebuilding of the Republic's military forces. Emphasizing Spacer Family (2)
quality over quantity, the school maintains strict discipline. Next Path: Advanced Individual Training Subpath (mandatory,
Though the pressure causes many cadets to drop out, the part of this pass)
ones who remain will be some of the best in their fields,
serving the 6verbetalhavare to their fullest. Free Worlds League Academy Events
2 "You know, Chirey, the longer you feed me this intel info,
Attribute Minimums: BOD 4 the better you'll end up when your 'mission ' is over."
Attribute Thresholds: BOD +1 [Fast Talking +3, WIL -3, Addiction, In for Life,
Traits: Promotion , Well-Equipped Quirk/Irrational, Contact (2, foreign intel agent)]
Skills: Protocol/Free Rasalhague Republic +1
83
3 You thought the ends would justify the means. Too bad 18 Your fellow cadets regard your awareness of the
too many people ended up getting hurt, including two environment with awe, some claiming it is uncanny. [+6 to
cadets and three officers. [Bad Reputation (2} , any one field skill, Perception +4, Sensor Operations +4,
Streetwise +2 , no more legitimate military paths] Sixth Sense]
4 You broke legs for the local Mafioso as a weekend job. At 19 [Choose one event or roll twice and apply each result]
least, that's what you hoped the limit of your involvement 20 [Choose two events or roll thrice and apply each result]
would have been. [In for Life, Contact (2, Mafia Boss)]
5 Wallflower. That's how everybody describes you, including Mandatory Subpath: Advanced Individual Training
yourself. [Introvert, Timid , Unattractive] Basic Training graduates only
6 You always said it wasn 't a good party unless the cops Time: 3 months
showed up a dozen or so times . Though a good fight Traits: Promotion
tends to get them there that much faster. [Enemy (2) , Skills: Leadership +1, +1 to three Basic Training skills , +1
Bad Reputation , -1 to two Basic Training field skills , to any other skill
Brawling +5] Events: Do not roll events for Advanced Individual Training
7 You had a tendency to slip out for the night, and slip back Next Path: Paramilitary Service (4) , Tour of Duty:
in before dawn. Though the last time you did that, you Brotherhood of Randis (4, MechWarriors only) , Tour of Duty:
came back with something so nasty that even the League Free Worlds League (4), Tour of Duty: Inner Sphere (4), Tour of
doctors had a hard time getting rid of it. [Streetwise +6 , Duty: Star League
Seduction +3, MedTech +3, Disabled , and add a year to
the time this path takes] Subpath: Special Training
8 You never had a problem with people picking on you AfT graduates only
because you weren't that sharp , but this one guy seemed Time: 1 year
to make it his mission to make you look like Amaris. Who Attribute Thresholds: add +1 to any other threshold of
knew he could get that many people to believe him? player's choice
[Enemy, Bad Reputation , Slow Learner] Skills: Leadership +1, +2 to one Basic Training skill , +1 to
9 Maybe it's your face, or maybe your accent, but this guy two other Basic Training skills, +1 to half of the character's AIT
really doesn't like you [Enemy] skills (round up), add +1 to any other skill
10 Though you suffered a head injury in a gymnastics event, Traits: Promotion, Wealth , Well-Equipped
it wasn 't bad enough to do any serious damage. Next Path: Paramilitary Service (4), Tour of Duty:
However, that didn't prevent Command from assigning you Brotherhood of Randis (4 , MechWarriors only), Tour of Duty:
to a non-combat training program. [Administration +3, Free Worlds League (4), Tour of Duty: Inner Sphere (4), Tour of
Career/ Soldier +2] Duty: Star League
11 You spent time building alliances. [Contact]
12 The exercise is harsh but it puts all the theory in context. Subpath: Officer Candidate School (OCS)
[Add +3 to any one Military Field skill and +1 to three Entry via event roll only
others] Time: 1 year
13 A tough instructor puts you under pressure. [WIL +1, +2 Attribute Thresholds: CHA +1
to two Basic Training skills] Fields: Officer Training
14 An assignment to a field-training unit allows you to Next Path: Per last path followed
broaden your skills considerably. [Choose three:
Administration +3, Communications +3, First Aid +3, MA.JOR FREE WORLDS LEAGUE
lnterestjAny +3, Leadership +3, Swimming +3, Rifles +2 , ACADEMV/AITUTAKI ACADEMY
Tracking +2 , Training +2] No seriously "questionable " events in the character's history
15 Your combination of skills and temperament results in your (in the gamemaster's judgment), unless character has or
being asked to oversee the classes of the junior cadets. purchases an appropriate Contact (1 , Regu/an) who can hide
[Leadership +3, Training +3, +2 in any three skills] the event.
16 Recognizing your potential , the instructors assign you Always known for its anti-Marik sentiment, the Aitutaki
additional classes. [Pick one field from AIT or one Civilian academy has been producing warriors for the past 650 years .
Field , add one year to the time this path takes] Regarded as one of the most physically challenging academies
17 It could have been a disaster, but your quick thinking and used by the FWL, the school maintains a Juicio par Combate
practical skills turn it into a heroic endeavor. [+2 to any philosophy. This "trial by combat" mentality usually manifests
four skills , Good Reputation , choose one of the following: itself in swordplay, with upperclassmen having the obvious
Fast Learner, Vehicle (3) or Combat Sense; may take OCS advantage of experience. Ever since the aerospace school
or Field Surgeon training next and then return and was disbanded in 2996, Aitutaki has refocused its programs
continue Life Path from here] on the entire range of ground-based martial teachings as well
84
CHAIUlC'F£11. CREA'IION
as a strong technical school. Though the atmosphere can being hand-selected by Thomas Marik. Located on New
best be described as traditional , graduates tend to find Olympia, the school shares the planet with the Lloyd Marik-
themselves scattered to the winds in an attempt by the LCCC Stanley AeroSpace School. Undoubtedly the premiere
to prevent the academy's anti-Marik leanings from MechWarrior academy in the Free Worlds League , AMI
concentrating in a single group or region. surprises most people with its policy of holding fifteen percent
Time: 9 months of the openings for families that are Dispossessed. The pride
Attribute Thresholds: SOC -1 of being accepted at Allison drives the students there to make
Traits: Well-Equipped , Contact (1 , Regulan) the most of their education. As a result, most graduate with
Fields: FWL Basic Training honors. This same pride fosters a strong esprit de corps
Skills: Academic/Marik Military History +1, Leadership +1, among graduates.
Blades +1 , Navigation/ Ground +3 Time: 9 months
Attribute Thresholds: SOC +1
Mandatory Subpath: Advanced Individual Training Traits: Well-Equipped
Basic Training graduates only Fields: FWL Basic Training
Time: 33 months Skills: Academic/Marik Military History +1, Leadership +1,
Fields: Choose one of the following fields, subject to the Navigation/ Ground +3
listed restrictions:
Basic Technician Mandatory Subpath: Advanced Individual Training
Cavalry Basic Training graduates only
Infantry Time: 21 months
MechWarrior (minimum DEX 3, RFL 4) Attribute Thresholds: BOD +1
Scientist (minimum /NT 3) Skills: +1 to three Basic Training Skills
Scout Fields: MechWarrior (minimum DEX 3 , RFL 4)
Next Path: Special Training (3 , part of this pass ; take if Next Path: Special Training (3, part of this pass)
character enters Basic Technician, Infantry, MechWarrior,
Scientist or Scout fields) Subpath: Special Training
Time: 2 years
Subpath: Special Training Attribute Thresholds: BOD +1
Time: 2 years Skills: +2 to one Basic Training skills
Attribute Thresholds: BOD +1 Fields: Special Forces (minimum BOO 4, RFL 4 , /NT 3 ,
Fields: Choose one of the following fields, subject to the WIL 5)
listed restrictions: Next Path: Covert Ops (4)
Armored Infantry (Infantry Field required, minimum
STR 6 , BOD 5) Subpath: Officer Candidate School (OCS)
Doctor (Scientist Field required, minimum DEX 4 , Fields: Officer Training
/NT 5)
'Mech Technician (Basic Technician Field required, MA.JOR FREE WORLDS LEAGUE
minimum /NT 4) ACADEMV/ATHENE COMBAT SCHOOL
Military Scientist (minimum /NT 5) No seriously "questionable " events in the character's history
Special Forces (Infantry, MechWarrior, Armored (per gamemaster's judgment), unless character has or
Infantry or Scout field required, minimum BOD 4, RFL 4, /NT 3 , purchases an appropriate Contact (2) who can hide the event.
WIL 5) Dedicated to training standard forces, the Athene Combat
Next Path: Special Training (3 , Armored Infantry only) , School is located near the heart of the Free Worlds League
Covert Ops (4, Military Scientist or Special Forces fields only) government on Atreus . The school features some of the most
advanced training and simulation equipment found in the Inner
Subpath: Officer Candidate School (OCS) Sphere, and this equipment allows instructors to train
Fields: Officer Training students in as little as six months. Because of its proximity
to the governing body of the FWL, the Captain-General can
MA.JOR FREE WORLDS LEAGUE often be found on the grounds of the Athene Combat School ,
ACADEMY/ and so strict discipline and exacting social protocols are as
ALLISON MECHWARRIOR INSTITUTE much of the program as actual education.
No seriously "questionable " events in the character's history Attribute Thresholds: SOC -1
(per gamemaster's judgment), unless character has or Fields: FWL Basic Training
purchases an appropriate Contact (1) who can hide the event. Skills: Academicj Marik Military History +1 , Navigation/ Ground
The five hundred students who are accepted into the +3, Survival +1
Allison MechWarrior Institute have the singular honor of all
85
Mandatory Subpath: Advanced Individual Training
Basic Training graduates only
Attribute Thresholds: SOC +1 {
Traits: Toughness /
GG
AeroSpace fighters, DropShips and military JumpShips, it was history (gamemaster's judgment), unless character has or
not until rumors reached the FWL of the Clans fielding purchases an appropriate Contact (2) who can hide the event.
WarShips that the academy revived its WarShip training group. Without a doubt the highest-profile academy in the LCCC,
Though the Captain-General approves all entrants, the overall Princefield has produced warriors for the Grand Duchy of
need for space-borne troops means that political Oriente for over seven hundred and fifty years, with Captain-
considerations take a back seat to abilities. However, this Generals such as Janos and Anton Marik both attending PMI.
does not mean the atmosphere is lax. Quite the contrary, as Who you are, or more specitically, who your parents are, plays
both students and instructors are constantly being monitored. as much of a role as what you are in getting into Princefield.
To prevent large numbers of people from snapping, the If you're one of the unfortunates who got in on the scholarship
academy encourages friendly competition with the Allison program, abuse from the "blue-bloods" is part and parcel of
MechWarrior Institute. the Princefield experience. Unfortunately, since the facility
Time: 21 months favors the elite, the problem will likely never go away.
Attribute Thresholds: SOC -1 Time: 9 months
Fields: Basic Training (Naval) Attribute Thresholds: SOC -1
Skills: Martial Arts/Military +2, Navigation/Space +3, Survival Traits: Well-Equipped, Contact (1)
+1, Zero-G Operations +3 Fields: FWL Basic Training
Skills: Academic/Marik Military History +1, Leadership +1,
Mandatory Subpath: Advanced Individual Training Blades +1, Navigation/Ground +3
Basic Training graduates only
Time: 21 months Mandatory Sub~ath: Advanced Individual Training
Attribute Thresholds: SOC +1 Basic Training graduates only
Skills: Zero-G Operations +2 Time: 33 months
Fields: Choose one of the following fields, subject to the Fields: Choose one of the following fields, subject to the
listed restrictions: listed restrictions:
AeroSpace Pilot (minimum DEX 4, RFL 4) AeroSpace Pilot (minimum DEX 4, RFL 4)
AeroSpace Specialist (minimum DEX 4, RFL 4, !NT 4, Cavalry
choose one skill at +5, one skill at +4, two skills as +3 and Infantry
four skills at +2) MechWarrior (minimum DEX 3, RFL 4)
Aircraft Pilot Scientist (minimum !NT 3)
DropShip Pilot (minimum DEX 4, RFL 4) Scout
Ship's Crew Next Path: Special Training (3, part of this pass; take if
Next Path: Special Training (3, part of this pass; take if character enters Basic Technician, Infantry, MechWarrior,
character enters AeroSpace Fighter Pilot, Ship's Crew or Scientist or Scout fields)
DropShip Pilot fields)
Subpath: Special Training
Subpath: Special Training Time: 2 years
Time: 1 year Attribute Thresholds: BOD +1
Fields: Choose one of the following fields, subject to the Fields: Choose one of the following fields, subject to the
listed restrictions: listed restrictions:
JumpShip Pilot Armored Infantry (Infantry Field required, minimum
Marine (Ship's Crew Field only; minimum STR 6, BOD STR 6, BOO 5)
5, DEX 5) Doctor (Scientist Field required, minimum DEX 4,
WarShip Pilot (OropShip Pilot and JumpShip Pilot /NT 5)
fields only; minimum !NT 4) Military Scientist (minimum /NT 5)
Special Forces (Infantry, MechWarrior, Armored
Subpath: Officer Candidate School (OCS) Infantry or Scout field required, minimum BOO 4, RFL 4, /NT 3,
Fields: Naval Officer Training WIL 5)
Next Path: Special Training (3, Armored Infantry only),
MA.JOR FREE WORLDS LEAGUE Covert Ops (4, Military Scientist or Special Forces fields only)
ACADEMY/PRINCEFIELD
MILITARY ACADEMY Subpath: Officer Candidate Schoo1 (OCS)
Characters with one level of Lost Limb, Poor Vision, or Poor Fields: Officer Training
Hearing can enter the academy if their SOC value is 5 or
higher. No seriously "questionable" events in the character's Subpath: Field Surgeon
Attainable only by event roll from a Major Marik Academy.
Affiliation Free Worlds League or Word of Blake only. Cannot
87
have Combat Paralysis, Transit Disorientation Syndrome or Lyran Alliance Academy Events
Disabled traits . Characters with one level of Lost Limb, Poor 2 Not cut out for military life. [-2 to all Basic Training skills ,
Vision , or Poor Hearing can enter the academy if their SOC may take no additional military paths]
value is 4 or higher. Characters with more than one level of 3 Called before the board of inquiry and expelled. [Bad
any of the three previous traits cannot attend. No seriously Reputation (2), Streetwise +2 , no more legitimate military
"questionable " events in the character's history paths]
(gamemaster's judgment). 4 Your actions bring disgrace on your family. [Choose 2:
The Free Worlds League has always been known for some Addiction, Bad Reputation (2), Dependent, Enemy (2), SOC
of the best medical facilities in the Inner Sphere, rivaled only -2, lose Title Trait]
by the Magistracy of Canopus. The facilities and the people 5 Called before the Honor Board and disciplined . [Bad
who run them are included in pretty much every major military Reputation (1) , Bureaucracy/ LAAF +1, Brawling +2, add 1
unit in the League. Though there is no specific medical year to the time this path takes]
training facility, this Life Path covers the medical training 6 "Don 't make me repeat myself, boy! " You struggle with
necessary to treat injuries suffered on the battlefield . It is an your studies. [Slow Learner, Choose one: -1 to all Basic
optional subpath only open under specific conditions . Training skills, add 1 year to the time this path takes]
7 "Watch out! " Training accident. [Choose one : Disabled ,
Time: 6 years Glass Jaw, Lost Limb , Poor Hearing, Poor Vision]
Attribute Minimums: DEX 4 , INT 5, RFL 4, WIL 4 8 "Oops! " [Bad Reputation , Stigma/ Jinx, EDG - 1]
Attribute Thresholds: DEX +1, CHA +1 9 All work and no play makes Franz a dull boy. [Introvert, +2
Traits: Commission (Rank 3) t o any one skill]
Skills: Computers +3, Sensor Operations +2, pick one of the 10 That general 's kid .. . you 'll show him . (Enemy (2), +1 to all
following piloting skills at +2: Ai rcraft, Hover, VTOL , Wheeled Basic Training skills]
Fields: Officer Training and Doctor 11 You have a friend in the quartermaster corps ...
Next Path: Per last path followed [Stigma/ Fixer, Choose two: Contact (2) , Appraisal +2 ,
Scrounge +2 , Streetwise +2, Wealth]
MA.JOR LVRAN ALLIANCE ACADEMY 12 You sure know how to par-tay! [Gregarious , CHA +1 , Well-
[GENERIC) Connected (2) , all Basic Training skills -1]
Affiliation Lyran Alliance only (Federated Suns may attend prior 13 "When I faced the snakes ... " You benefit from the
to the secession of the Alliance in 3057). Cannot have experience of your grizzled instructor. [WIL +1, +2 to two
Combat Paralysis or any of the following traits above the Basic Training skills]
lowest possible level: Disabled, Lost Limb, Poor Vision , Poor 14 I knew those family connect ions would be useful. [Contact
Hearing. (2)]
This is not a full Life Path and should not be taken as 15 Selected for "special training." [May take the Loki Training
one. Instead , the write-up below offers the generic information Subpath after your AIT]
common to most Lyran Alliance military academies. The 16 A talent for command . [Leadership +2; +3 to 3 Military
entries marked "Major Lyran Alliance Academy" followed by a Field skills. May take Officer Candidate School next]
specific academy round out a full and unique Life Path as 17 Bright kid! The LAAF sponsors further education. [Take
offered by one of the major Lyran Alliance military academies. University Path and a major subpath before returning to
Each academy has its own entry, along with its own this path. Reduce the time spent at the University by two
requirements , skill sets, and so on. Requirements, traits and years]
skills listed for each specific academy entry may be added to 18 You graduate summa cum laude. The universe is yours
or may replace those given below. for the taking! [SOC +1 , Promotion , Good Reputation , Well-
Time: 1 year Connected , Vehicle (5). May take OCS next , then return
Attribute Minimums: INT 3 , WIL 3 , SOC 3 and continue this path]
Attribute Thresholds: WIL +1, SOC +1 19 [Choose one event or roll twice and apply both events]
Traits: Promotion, Well-Connected 20 [Choose two events or roll three times and apply each
Skills: Academicj Lyran Alliance History +2, Protocol j Lyran event]
Alliance +2 , Perception +1
Fields: Basic Training/ Basic Training (Naval) Subpath: Special Training
Previous Paths: Any path or event roll that would normally AfT graduates only
allow admission to a Military Academy Path . Time: 2 years
Next Path: Advanced Individual Training Subpath (mandatory, Attribute Minimums: WIL 4
part of this pass) Attribute Thresholds: Add +1 to any one threshold of the
player's choice.
Traits: Promotion , Wealth (2)
88
Skills: +1 to any three Basic Training skills, +1 to half of Subpath: Naval Training
the character's AIT skills (rounding up), +2 to any one other AIT graduates only
skill. Time: 3 years
Fields: Choose one of the following fields, subject to the Attribute Minimums: INT 4, DEX 4
listed restrictions : Traits: Promotion, Wealth (2)
Aerospace Technician (Basic Technician Field Skills: +1 to any three Basic Training skills, +1 to half of
required) the character's AIT skills (rounding up), Tactics/Space +1,
Doctor (Scientist Field required; minimum DEX 4, Sensor Operations +2 , Leadership +1, +2 to any one other
/NT 5) skill.
'Mech Technician (Basic Technician Field required) Fields: Choose one of the following fields, subject to the
Military Scientist (minimum /NT 5) listed restrictions:
Special Forces (minimum BOD 4, RFL 4; Armored Infantry, DropShip Pilot (minimum DEX 4)
Infantry, Marine, MechWarrior or Scout fields required, may not DropShip Pilot Specialist (minimum DEX 4, RFL 4,
have TDS Trait) choose one skill at +5, one skill at +4, three skills at +3 and
Vehicle Technician (Basic Technician Field required) four skills at +2)
Events: Do not roll events for Special Training JumpShip Pilot (minimum /NT 4, DropShip Pilot Field
Next Path: Tour of Duty: Lyran Alliance (4), Tour of Duty: required, may not have TDS Trait)
Inner Sphere (4) or Covert Ops (4, Special Forces or Military WarShip Pilot (DropShip Pilot or JumpShip Pilot fields
Scientist fields only). required, minimum /NT 6, may not have TDS Trait)
Events: Do not roll events for Naval Training
Mandatory Subpath: Advanced Individual Training (AIT) Next Path: Tour of Duty: Lyran Alliance (4), Tour of Duty:
Basic Training graduates only Inner Sphere (4) or return to Naval Training.
Time: 2 years
Traits: MechWarriors and Aerospace Pilots receive Subpath: Officer Candidate School (OCS)
Promotion to Sergeant (Rank 6); all others receive Promotion. SOC 6+ or by event roll. The character must not have any
Skills: Add +1 to three Basic Training skills, +2 to any other "questionable" events in his or her history (per the
skill gamemaster's judgment) unless the character has or
Fields: Choose one of the following primary fields, subject purchases an appropriate Contact (2) who can hide the event.
to the listed restrictions and the availability of the path at the Time: 1 year
academy: Attribute Thresholds: WIL +1, CHA +1
Aerospace Pilot (minimum DEX 4, RFL 4) Traits: Commission (Rank 1)
Aerospace Pilot Specialist (minimum DEX 4, RFL 4, Skills: Academic/Military History +2, BureaucracyjLyran
choose one skill at +5, one skill at +4, three skills at +3 and Alliance +2, ProtocoljLyran Alliance +2
four skills at +2) Fields: Officer Training/Naval Officer Training
Aircraft Pilot (minimum DEX 4, RFL 3) Next Path: Return to last path at the same point as left
Armored Infantry (minimum STR 6, BOD 5) for OCS or proceed directly to Tour of Duty: Social General
Basic Technician
Cavalry (minimum RFL 3) Subpath: Loki Training
Engineer (minimum /NT 4) By event roll only.
Infantry (minimum BOD 3 , STR 3) Time: 3 years
Marine (minimum WIL 4, may not have TDS Trait) Attribute Minimums: BOD 4, RFL 5 , WIL 6
MechWarrior (minimum DEX 3, RFL 4, SOC 4) Attribute Thresholds: BOD +1, WIL +1, CHA -1
Politician Traits: Pain Resistance , Alternate identity, Well-Equipped
Scientist (minimum /NT 4) (2) , In for Life, Quirk/Loyalty to House Steiner
Scout Skills: Tactics/Any +2, +2 to one Basic Training skill, +1
Ship's Crew to half the character's AIT skills (round up)
Events: Do not roll events for Advanced Individual Training Fields: Special Forces
Next Path: Tour of Duty: Lyran Alliance (4), Tour of Duty: Next Path: Tour of Duty: Lyran Alliance (4), Tour of Duty:
Inner Sphere (4), Special Training (3 , part of this pass; an Inner Sphere (4) or Covert Ops (4)
option if character took Basic Technician , Infantry, Armored
Infantry, MechWarrior, Scientist or Scout in AIT), or Naval MA.JOR LYRAN ALLIANCE ACADEMY/
Training (Aerospace Pilot, Aircraft Pilot, Ship's Crew) . ALARION NAVAL ACADEMY
Standard requirements, plus no Disabled, Glass Jaw, Poor
Vision , Poor Hearing or TDS traits. The character must not
have any seriously "questionable" events in his or her history
89
(per the gamemaster's judgment) unless the character has or given the immense losses suffered by the military. The short-
purchases an appropriate Contact who can hide the event. term solution was to draw troops from militia units and to
The Alarion Naval Academy is the newest school for LAAF accelerate the programs of the three remaining ground-force
personnel and has yet to graduate its first class. The academies . However, it soon became apparent that more was
Alliance's efforts to build a new WarShip fleet, and to crew the needed to rebuild the armed forces , and in 3053 Archon
JumpShips and DropShips inherited from the Federated Melissa Steiner authorized the upgrading of the Bolan militia
Commonwealth with loyal personnel, overtaxed a military training facility to academy status. The work was completed a
education system not geared to supporting a combat navy. year later, and the Bolan Martial Academy graduated its first
Additionally, with the exception of the Nagelring, the existing line troops in mid-3055. The assassination of the Archon later
naval academies-on Thorin and Pandora-were judged at risk that year shocked the academy staff and they petitioned the
from foreign forces. These two circumstances prompted then-AFFC high command to rename the facility, a move quickly
Archon Katherine to order the establishment of a new naval agreed to by Prince Victor.
academy on Alarion, utilizing equipment and personnel from Attribute Minimums: INT 3, WIL 4
the older schools. Construction began in late 3058 and the Attribute Thresholds: WIL -2 , RFL +1, INT +1 , BOD +1
first cadets began their studies in May 3060 , with the first Traits: Promotion , Stigma/New Academy Graduate
graduates expected early next year. Skills: Career/ Soldier +2, Protocol j Lyran Alliance +1,
Attribute Minimums: INT 4 , WIL 4, DEX 4 Academic/ Lyran Alliance History +1, Perception +1, Streetwise
Attribute Thresholds: DEX +1 , RFL +2, BOD -1 , WIL +1 +1, Scrounge +1
Traits: G-Tolerance, Promotion , Well-Equipped, Stigma/ Pro·
Katherine Mandatory Subpath: Advanced Individual Training (AIT)
Skills: Career/ Soldier +4, Protocoi/ Lyran Alliance +3, Skills: Add +1 to three Basic Training skills , +2 to any
Academicj Lyran Alliance History +2 , Zero-G Operations +2, other skill , Bureaucracyj Lyran Alliance +2 , Intimidation +1
Perception +1 Fields: Armored Infantry, Basic Technician, Cavalry,
Events: Roll on either the Lyran Alliance Academy Events Table Engineer, Infantry, Scientist, Scout
or the Naval Academy Events Table (pp. 61-62, AT2).
Subpath: Special Training
Mandatory Subpath: Advanced Individual Training (AIT) Attribute Minimums: INT 4 , WIL 4
Skills: Add +2 to any two Basic Training skills, Leadership Traits: Wealth , Well-Equipped, Contact
+1, Survival +1, Academic/Naval History +2, Tactics/ Space +2 Skills: +1 to any two Basic Training skills , +1 to half of
Fields: Aerospace Pilot, Aerospace Specialist, Basic the character's AIT skills (rounding up) , +3 to any one other
Technician, Marine, Ship 's Crew skill
Fields: Doctor, Military Scientist, Special Forces , Vehicle
Subpath: Special Training Technician
Attribute Thresholds: +1 to DEX, RFL or INT (player's
choice) MA.JOR LYRAN ALLIANCE ACADEMY/
Traits: Promotion WAR COLLEGE OF BUENA
Skills: +2 to any one Basic Training skill, +1 to half of the Established in 3020 , the War College of Buena has gone
character's AIT skills (rounding up), +2 to any two Technical from strength to strength. The Federated Commonwealth
skills alliance led to massive investment in the academy, allowing it
Fields: AeroSpace Technician to expand its facilities and cu rriculum. Though still best known
as a center for training technicians, its MechWarrior and
Subpath: Naval Training aerospace programs have gained considerable respect.
Attribute Minimums: INT 4, DEX4 Though lacking the history and prestige of the Nagelring or
Traits: Promotion, Wealth (2) Sanglamore, graduates of Buena have a reputation as
Skills: +1 to any three Basic Training skills , +1 to half of practical and dedicated warriors. Though rarely rising to high
the character's AIT skills (rounding up), Tactics/ Space +2, command, Buena-trained troops and technicians form the
Sensor Operations +2 , +2 to any one other skill backbone of the LAAF.
Fields: DropShip Pilot, DropShip Pilot Specialist, JumpShip Attribute Minimums: BOD 4, STR 4, DEX 3, INT 4, RFL 4, EDG 4
Pilot, WarShip Pilot Attribute Thresholds: BOD +1, INT +1, WIL +1, CHA -1
Traits: Good Reputation, Toughness, Promotion
MA.JOR LYRAN ALLIANCE ACADEMY/ Skills: Running +2, Swimming +2 , Career/ Soldier +3,
THE MELISSA STEINER Protocoi/ Lyran Alliance +2 , Academic/ Lyran Alliance History
MARTIAL ACADEMY OF BOLAN +2, Tactics +1
The loss of the War College of Tamar to Clan Wolf reduced
the Lyran output of ground forces by a quarter, a major blow
70
Mandatory Subpath: Advanced Individual Training (All) Traits: Promotion, Weii-Connected/Tharkad, Wealth (2),
Skills: Add +1 to three Basic Training skills, +2 to any Quirk/Honorable
other skill, Leadership +2 Skills: AcademicjLyran Alliance History +6, Academic/SLDF
Fields: Aerospace Pilot, Aircraft Pilot, Basic Technician, History +3, ProtocoljLyran Alliance +6, Career/Soldier +4,
MechWarrior Leadership +2, Interest/Winter Sports +2, Strategy +2, Tactics
+2, BureaucracyjLyran Alliance +1
Subpath: Special Training
Attribute Minimums: INT 5, WIL 4 Mandatory Subpath: Advanced Individual Training (AIT)
Attribute Thresholds: +1 to DEX or INT (player's choice) Skills: Add +2 to three Basic Training skills , +1 to any two
Traits: Promotion, Well-Equipped, Contact (2) other skills
Skills: +1 to any three Basic Training skills, +1 to half of Fields: Any AIT Field except Engineer
the character's AIT skills (rounding up), Career/Soldier +2,
Scrounge +2 Subpath: Special Training
Fields: AeroSpace Technician, 'Mech Technician Attribute Minimums: WIL 6, EDG 5
Attribute Thresholds: +1 to BOD, CHA or INT (Player
MA.JOR LYRAN ALLIANCE ACADEMY/ choice)
COVENTRY MILITARY ACADEMY Traits: Promotion, Well-Equipped, Weii-Connected/LAAF,
Originally known simply as the Coventry Academy, the and choose one of the following: Stigma/Pro-Katherine,
Coventry Military Academy has never been a large school, but Stigma/Pro-Victor
the damage sustained in the Jade Falcons' 3058 attack on Skills: +2 to any three Basic Training skills, +1 to half of
the industrial world have further degraded its abilities. Cadets the character's AIT skills (rounding up), Career/Soldier +2,
and instructors fought a bitter engagement against the Protocoi/Lyran Alliance+2, Gambling +1
invaders in the grounds of the academy, deliberately destroying Fields: Any ST Field except WarShip Pilot
several buildings to prevent them falling into Clan hands
before themselves being taken as bondsmen, only to be MA.JOR LYRAN ALLIANCE ACADEMY/
released when the Falcons withdrew. ROYAL NEW CAPETOWN MILITARY
Attribute Minimums: INT 3, WIL 4 ACADEMY
Attribute Thresholds: BOD +1, WIL +1 Standard requirements, The character must not have any
Traits: Well-Equipped, Combat Sense, Well-Connected seriously "questionable" events in his or her history (per the
Skills: AcademicjLyran Alliance History +4, Academic/Clan gamemaster's judgment) unless the character has or
History +2, Protocoi/Lyran Alliance +2, Perception +1 purchases an appropriate Contact who can hide the event.
Once regarded as a problem for the DME, the Royal New
Mandatory Subpath: Advanced Individual Training (All) Capetown Military Academy has become a shining example of
Skills: Add +1 to three Basic Training skills, Rifles +1, reform in the Lyran state. New Capetown was home to
Pistols +1, Survival +1, Tactics +1 endemic racism until Katrina Steiner's efforts to curb the
Fields: MechWarrior influence of the planet's hate philosophy on the academy led
to the creation of a widespread reform movement. After a brief
MA.JOR LYRAN ALLIANCE ACADEMY/ civil war in the early 3030s, the reformers toppled the
NAGELRING extremist planetary government. Pockets of racism still exist
Standard requirements plus one or more of the following: Well- on New Capetown, but today trainees of all creeds and colors
Connected or Contact (any appropriate LAAF or Lyran Alliance), are accepted at the RNCMA.
Title, EDG 6+. The character must not have any seriously Attribute Minimums: INT 4, WIL 4
"questionable" events in his or her history (per the Attribute Thresholds: BOD +1, RFL +1, DEX +1
gamemaster's judgment) unless the character has or Traits: Well-Equipped, Gregarious, Stigma/New Capetown
purchases an appropriate Contact who can hide the event. Graduate, and choose one of the following: Stigma/Pro-
Members of the SLDF may a/so attend the Nage/ring. Katherine, Stigma/Pro-Victor
The oldest and most prestigious academy in the Alliance, Skills: Academic/Lyran Alliance History +2, Protocoi/Lyran
the Nagel ring is the only Alliance training facility to graduate Alliance +3, Perception +2, Academic/Race Relations +3
troops for all arms of the LAAF. Once an SLDF training facility,
House Steiner inherited the facility and its instructors after Mandatory Subpath: Advanced Individual Training (All)
Kerensky's Exodus. Over the centuries, the academy has Skills: Add +1 to three Basic Training skills,
grown to include massive exercise areas and live-fire ranges, Career/Soldier +2, +2 to any other skill
sprawling out across the Bremen continent. Fields: Aerospace Pilot Specialist, Aircraft Pilot, Armored
Attribute Minimums: INT 5, DEX 5, WIL 5, SOC 5 Infantry, Cavalry, Engineer, Infantry, Marine, MechWarrior,
Attribute Thresholds: SOC +1, CHA +1. If SOC under 6, Scientist, Scout
WIL+1
71
Subpath: Special Training Skills: +1 to any three Basic Training skills, +1 to half of
Attribute Minimums: INT 4, WIL 4 the character's AIT skills (rounding up), Tactics/Space +2,
Attribute Thresholds: INT +1 Sensor Operations +2, +2 to any one other skill
Traits: Promotion, Contact (2) Fields: DropShip Pilot
Skills: +2 to any two Basic Training skills, +1 to half of
the character's AIT skills (rounding up) MA.JOR LYRAN ALLIANCE ACADEMY/
Fields: AeroSpace Technician, Doctor, 'Mech Technician, SANGLAMORE
Special Forces, Vehicle Technician Standard requirements plus one or more of the following:
ContactjFree Skye, Well-Connected/Free Skye, Weii-
MA.JOR LYRAN ALLIANCE ACADEMY/ ConnectedjLAAF, SOC 6+. May not have Stigma/Pro-Katherine
PANDORA COLLEGE OF MILITARY or Stigma/Pro-Victor. The character must not have any
SCIENCES seriousjy "questionable" events in his or her history relating
Standard requirements, except may not enter with Stigma/Pro- to Skye (per the gamemaster's judgment) unless the character
Katherine or Stigma/Pro-Victor. The character must not have has or purchases an appropriate Contact who can hide the
any seriously "questionable" events in his or her history (per event.
the gamemaster's judgment) unless the character has or The second most prestigious academy in the Alliance,
purchases an appropriate Contact who can hide the event. Sanglamore on Skye was one of only three academies outside
This Academy Path can only be taken if the character is the Terran Hegemony built to train SLDF troops (the others
attending prior to September 3064; the world was conquered being the Nagelring and Albion on New Avalon). However,
by Clan Jade Falcon in that month. unlike the other two academies, Sanglamore suffered grievous
Originally a school for DropShip pilots , the Pandora damage during the Succession Wars, replacing much of its
College of Military Sciences has seen major investment over Star League-era equipment with less sophisticated
the past three and a half decades, converting it from a equivalents.
specialist school into a fully fledged military university. Attribute Minimums: INT 5, DEX 5, WIL 5, SOC 5
Aerospace and VTOL training courses began on Pandora just Attribute Thresholds: CHA +1, WIL +1
before the Fourth Succession War, followed in the 3030's by Traits: Promotion, Well-Equipped, Well-Connected/Skye,
courses for MechWarriors and armor crews. Courses for Quirk/Honorable. May choose Well-Connected/Free Skye, but
infantry, combat engineers and medical personnel were added then also gains In for Life and Stigma/Free Skye.
in 3045, followed in 3054 by a battle armor elective for the Skills: AcademicjLyran Alliance History +3, Academic/Skye
infantry. History +3, ProtocoljLyran Alliance +4, Career/Soldier +3,
Attribute Minimums: BOD 4 , WIL 5, DEX 4 Leadership +2, Perception +1, Strategy +2, Tactics +2,
Attribute Thresholds: BOD +2, WIL +2 BureaucracyjLyran Alliance + 1, Blade +2
Traits: Toughness, Brave
Skills: Pistol +2, Rifle +2 , Survival +2, Support Weapons +1, Mandatory Subpath: Advanced Individual Training (AIT)
Tracking +1 Skills: Add +2 to two Basic Training skills, +1 to any two
other skills
Mandatory Subpath: Advanced Individual Training (AIT) Fields: Armored Infantry, Basic technician, Cavalry,
Skills: Add +1 to three Basic Training skills, Tactics/Any Engineer, Infantry, MechWarrior, Scientist, Scout
two +2, Training +2, Administration +2, Interest/the Clans +2
Fields: Aerospace Pilot, Aerospace Pilot Specialist, Aircraft Subpath: Special Training
Pilot, Armored Infantry, Cavalry, Infantry, MechWarrior, Scientist, Attribute Minimums: WIL 6, EDG 5
Scout Attribute Thresholds: +1 to STR, WIL or INT (player's
choice)
Subpath: Special Training Traits: Promotion, Weii-Connected/LAAF, Well-
Attribute Minimums: INT 5, WIL 4 Connected/Skye
Attribute Thresholds: INT +1 Skills: +2 to any three Basic Training skills, +1 to half of
Traits: Well-Equipped, Good Reputation, Good Vision the character's AIT skills (rounding up), Career/Soldier +2,
Skills: +1 to any two Basic Training skills, +1 to half of ProtocoljLyran Alliance +2
the character's AIT skills (rounding up) , Tech/Any two +2, Fields: Doctor, 'Mech Technician, Military Scientist,
Engineering +4, Computers +3, Scrounge +3 Special Forces, Vehicle Technician
Fields: AeroSpace Technician, 'Mech Technician, Vehicle
Technician MA.JOR LYRAN ALLIANCE ACADEMY/
Subpath: Naval Training FLIGHT ACADEMY OF THORIN
Age must be at least 22. Standard requirements , plus no Disabled, Glass Jaw, Poor
Attribute Minimums: INT 4, DEX4 Vision, Poor Hearing or TDS traits.
Traits: Promotion , Weii-Connected/ LAAF Navy
72
Founded in 2832, the Thorin Flight Academy gained a or may replace those given below.
reputation for producing excellent aerospace pilots and Time: 2 year
DropShip crews. However, thanks to damage sustained in the Attribute Minimums: INT 4
Succession Wars, the academy has never had a large Attribute Thresholds: WIL +1, SOC +1
enrollment and the cost of repair was prohibitively expensive. Traits: Promotion, Well-Equipped
The school limped on , but even when the demand for naval Skills: Blades +1 , Academic/ Teachings of Blake +1,
crews increased in the '40s and '50s, there was never any Bureaucracy/ Word of Blake +2
likelihood of upgrading the Thorin facility. Instead, the LAAF Previous Path: High School (2), Mercenary Brat (2), Military
chose to build a new facility at Alarion and slowly downgrade School (2) , Preparatory School (2), Spacer Family (2), Civilian
Thorin. The last class entered the academy in summer 3060 Job (4)
and will graduate in June 3063. At that point, the remaining Next Path: Advanced Individual Training (mandatory, part of
equipment will relocate to Alarion , as will most of the this pass)
instructors. Those choosing to retire from the LAAF have been
offered employment with Christofiori Express , a Thorin-based Word of Blake Academy Events
shipping company. 2 Some are ill-suited to doing Blake 's holy work, as you
Attribute Minimums: WIL 4, DEX 5, RFL 5, EDG 4 quickly demonstrate [-2 to all Basic Training skills, may
Attribute Thresholds: DEX +1, RFL +1, BOD -2 take no additional military paths]
Traits: G-Tolerance, Promotion, Well-Equipped 3 Our success requires harsh training, with real risk of injury
Skills: Perception +3, Tech/Any three +2, Tactics/Space +1, and danger. You stand testament to the reality of these
Tactics/ Air +1 techniques. [BOD -2, RFL -2, Disabled, Lost Limb (2)]
Events: Roll on either the Lyran Alliance Academy Events Table 4 Tests are placed in our path and some cannot help but
or the Naval Academy Events Table (pp . 61-62 , AT2). succumb. [Streetwise/ Any +3, Gambling +2, Addiction (2),
-1 to all the skills learned in this path]
Mandatory Subpath: Advanced Individual Training (AIT) 5 You understand the truth in Blake 's wisdom and your
Skills: Add +1 to three Basic Training skills, +2 to any fervor drives you to excel. [ +1 to all AIT skills; choose
other skill either Disabled, Introvert and Combat Sense or Brave and
Fields: Aerospace Pilot, Aerospace Pilot Specialist, Aircraft Quirk/ Psychotic]
Pilot, Ship's Crew 6 The Master has a place for all in his new universe.
[Poverty, BOD -1 , Lost Limb]
Subpath: Naval Training 7 The worst thing about leaving home is all the alien pollens
Attribute Minimums: INT 4, DEX4 and diseases you are exposed to. [MedTech +3, Allergy,
Traits: Promotion , Weii-Connected/ LAAF Navy Disabled]
Skills: +1 to any three Basic Training skills , +1 to half of 8 Not all wars are fought on the battlefield; some are fought
the character's AIT skills (rounding up), Tactics/ Space +2, with words and numbers. [Bureaucracy/ Word of Blake +6,
Sensor Operations +2, +2 to any one other skill Enemy (2)]
Fields: DropShip Pilot, DropShip Pilot Specialist, JumpShip 9 Never lucky, you rely on skill and ability. [+1 to any two
Pilot field skills, EDG -1, STR +1, choose one: Demotion,
Introvert, Unattractive]
MA.JOR WORD OF BLAKE ACADEMY 10 Strength comes from adversity. [+1 to any field skills,
(GENERICJ choose one: Combat Paralysis , Lost Limb]
Free Worlds League and Word of Blake affiliations only. 11 Your profile makes you an ideal medic and you receive
Cannot have Combat Paralysis or any of the following traits advanced training that you are expected to disseminate to
above the lowest possible level: Disabled, Lost Limb, Poor the others in your unit. [First Aid +5, Training +2]
Hearing, Poor Vision. No seriously "questionable " events in 12 The Chaos March holdings offer you a great chance to
character's history, unless the character has or purchases a test your abilities. [+2 to any three field skills , Brave]
Contact (1) to hide the event (gamemaster's judgment). 13 You may be training as one of Blake's holy warriors, but
This is not a full Life Path and should not be taken as your true expertise lies in other directions. [Natural
one . Instead , the write-up below offers the generic information Aptitude/Any non-combat skill, +5 to this skill]
common to most Word of Blake military academies . The 14 Though not yet in the field, you receive training as a
entries marked "Major Word of Blake Academy" followed by a liaison officer. [Language/ Any +1, Protocol/Any +2 ,
specific academy round out a full and unique Life Path as Contact (1)]
offered by one of the major Word of Blake military academies . 15 A Precentor takes you under his wing as his protege.
Each academy has its own entry, along with its own [Contact (2), +1 to any three Military Field skills]
requirements , skill sets , and so on. Requirements, traits and 16 Your natural leadership shows, and the Precentors offer
skills listed for each specific academy entry may be added to you advanced instruction in the art of command.
73
[Leadership +2, may take OCS next, then return and Skills: Blades +1, Academic/Teachings of Blake +1
continue this path] Fields: Basic Training (all skills at +1)
17 Despite your youth, your skill earns you a place in the Next Path: Advanced Individual Training Subpath (mandatory,
vanguard. [Proceed to Word of Blake Service, Light of part of this pass)
Mankind Training Subpath and return to the Life Path at
this point.] Mandatory Subpath: Advanced Individual Training (AIT)
18 The ties to the military hierarchy you established in the Skills: Blades +1, Bureaucracy/Word of Blake +1, +1 to
academy stand you in good stead. [Contact (2), Well- half of Basic Training skills (round down)
connected (2)] Fields: choose one of the following
19 [Choose one event or roll twice and apply both events] Armored Infantry (minimum STR 6, BOD 5)
20 [Choose two events or roll thrice and apply each event] Basic Technician (minimum DEX 3)
Cavalry
Mandatory Subpath: Advanced Individual Training (AIT) Infantry
Basic Training graduates only MechWarrior (minimum DEX 3, RFL 4)
Time: 3 years Scout
Traits: Promotion, Well-Equipped Next Path: Special Training (3, part of this pass; take if
Skills: Academic/Teachings of Blake +1, Leadership +1 character enters Armored Infantry, Basic Technician, Infantry,
Events: Do not roll events for Advanced Individual Training MechWarrior or Scout field)
Next Path: Tour of Duty: Free Worlds League (4), Tour of
Duty: Inner Sphere (4) Subpath: Special Training
Fields:
Subpath: Special Training AeroSpace Technician (Basic Technician Field
AfT graduates only required, minimum /NT 4)
Time: 3 years 'Mech Technician (Basic Technician Field required,
Attribute Thresholds: +1 to any one threshold of the minimum /NT 4)
player's choice Special Forces (Armored Infantry, Infantry,
Skills: Leadership +2 , +1 to two Basic Training skills, +1 MechWarrior or Scout field, minimum BOD 4, RFL 4, /NT 3, WIL
to half of the character's AIT skills, +1 to any other skill 5)
Traits: Promotion, Wealth Vehicle Technician (Basic Technician Field required)
Next Path: Tour of Duty: Free Worlds League (4), Tour of Next Path: Covert Ops (4, Special Forces Field only)
Duty: Inner Sphere (4)
Subpath: Officer's Candidate School (OCS)
Subpath: Officer's Candidate School (OCS) Fields: Officer Training
Entry via event roll only
Time: 1 year MA.JOR WORD OF BLAKE ACADEMY/
Attribute Minimums: INT 5, WIL 4 WAR ACADEMY OF MARS
Traits: Commission (Rank 1) A strategy development center during the days of the Star
Next Path: Per last path followed League Defense Forces, the War Academy of Mars now acts
as the headquarters of ROM. In 3059, the War Academy
MA.JOR WORD OF BLAKE ACADEMY/ opened up to deal with the large number of students denied
SANDHURST ROYAL MILITARY admission to the SRMC for space reasons. Now that the War
COLLEGE Academy has added standard Infantry and armored infantry
Serving as the premier training facility in the Inner programs, it has set itself up as an equal to Sandhurst. A
Sphere, the Sandhurst Royal Military College has maintained friendly rivalry has since developed between the two schools.
that reputation since the days of the Star League. Reclaimed Attribute Minimums: WIL 4, BOD 3
by ComStar in 2788, the SRMC continues to train warriors. Attribute Thresholds: RFL +1, BOD +1
Although the Com Guards held the training facility for many Fields: Basic Training
years, the Word of Blake reopened it after they claimed the
Terra system during Operation Odysseus. Now, in association Mandatory Subpath: Advanced Individual Training (AIT)
with the War Academy of Mars and the Military Academy of Skills: Blades +1, Bureaucracy/Word of Blake +1, +1 to half of
Aphros, the SRMC represents one part of the Word of Blake's Basic Training skills (round down)
training triumvirate. Fields: choose one of the following
Attribute Minimums: WIL 4, BOD 3 Armored Infantry (minimum STR 6, BOD 5)
Attribute Thresholds: RFL +1, BOD +1 Basic Technician (minimum DEX 3)
Traits: Enemy (1, ComStar)
74
CHAIIACI'Eil CIIEAI'ION
Cavalry Subpath: Special Training
Infantry Skills: Strategy +1, Tactics/ Space +1, Leadership +1
MechWarrior (minimum DEX 3, RFL 4) Fields:
Scout AeroSpace Technician (Basic Technician Field
Next Path: Special Training (3, part of this pass; take if required, minimum /NT 4)
character enters Armored Infantry, Basic Technician, Infantry, DropShip Pilot
MechWarrior or Scout field) DropShip Pilot Specialist (minimum RFL 4, Players
select eight skills from the list, applying +5 to one skill, +4 to
Subpath: Special Training one skill, +3 to two skills, and +2 to the remaining four)
Fields: JumpShip Pilot (DropShip Pilot Field required,
AeroSpace Technician (Basic Technician Field minimum /NT 5, may not have TDS Trait)
required, minimum /NT 4) WarShip Pilot (DropShip Pilot or JumpShip Pilot field
'Mech Technician (Basic Technician Field required, required, minimum /NT 6, may not have TDS Trait)
minimum /NT 4)
Special Forces (Armored Infantry, Infantry, Subpath: Officer's Candidate School (OCS)
MechWarrior or Scout field, minimum BOD 4, RFL 4, /NT 3, Fields: Naval Officer Training
WIL 5)
Vehicle Technician (Basic Technician Field required) NORTHWIND MILITARY ACADEMY
Next Path: Covert Ops (4, Special Forces Field only) Character must have been born on Northwind, or his/ her
lineage must be directly traced back to a family on Northwind.
Subpath: Officer's Candidate School (OCS) Characters with the Federated Suns Affiliation can be from
Fields: Officer Training Northwind or take a 2-point Contact Trait (Northwind
Descendent); Capellan Confederation Affiliation can claim this
MA.JOR WORD OF BLAKE ACADEMY/ lineage by taking a 3-point Contact Trait (Northwind
MILITARY ACADEMY OF APHROS Descendent). Cannot have Combat Paralysis or any of the
Home to such programs as the Star League's Gunslinger following traits above the lowest possible level: Disabled, Lost
curriculum , the MAA is situated in the only remaining city on Limb, Poor Hearing, Poor Vision.
Venus. As the planet's terraforming systems have steadily Opening its doors in 2365, the Northwind Military
deteriorated over time , the academy has primarily focused on Academy is one of the oldest academies in known Human
training suited to harsh environments. AeroSpace, DropShip, Space. Primarily used to supply the regiments of the
JumpShip and WarShip training programs have been Northwind Highlanders , a rare few have gone on to other
established at the MAA. A side effect of the training programs commands , usually distinguishing themselves among their
and the local environment, the level of discipline at Aphros peers . Cadets in the program are almost always of higher
exceeds that of most military academies. With death as a stock than other raw recruits , a result of the strict standards
daily possibility, such discipline is a necessity. imposed by the Clan Elders. After their first year, cadets move
Attribute Minimums: WIL 3, RFL 3 on to their chosen specialty. The percentage of cadets who
Attribute Thresholds: DEX +1, INT +1 graduate is surprisingly high compared to academies
Skills: Computers +2, Protocol/Word of Blake +1, Sensor elsewhere throughout the Inner Sphere.
Operations +1 Time: 1 year
Fields: Basic Training [Naval] Attribute Minimums: INT 4, WIL 4, SOC 3
Attribute Thresholds: RFL +1, BOD +1, WIL +1, SOC +1
Mandatory Subpath: Advanced Individual Training Traits: Promotion , Well-Equipped
Skills: Zero-G Operations +2 , add +1 to any three Basic Skills: Academicj Northwind Highlanders History +3,
Training skills, +1 to any other skills Leadership +1, Protocoi/ Northwind Highlanders +2 , Swimming
Fields: +2, Survival +2
AeroSpace Pilot (minimum DEX 4, RFL 3) Fields: Basic Training
AeroSpace Pilot Specialist (minimum DEX 4, RFL 4 , Previous Path: High School (2), Mercenary Brat (2) , Military
Players select eight skills from the list, applying +5 to one School (2), Preparatory School (2) , Spacer Family (2)
skill, +4 to one skill, +3 to two skills, and +2 to the remaining Next Path: Advanced Individual Training Subpath (mandatory,
four) part of this pass)
Aircraft Pilot
Basic Technician Northwind Military Academy Events
Ship's Crew 2 Insulting the Conclave probably wasn 't the smartest thing
Next Path: Special Training (optional , part of this pass) you could 've done ... [Enemy (2) , Enemy (2) , Enemy (2),
character may not continue any further in this Life Path ,
must take Ne'er-Do-Well next]
75
3 There 's a reason why the academy teaches safety drills. Mandatory Subpath: Advanced Individual Training (AIT)
Perhaps if you 'd paid more attention you'd be somewhat Basic Training graduates only
healthier. [BOD -2, RFL -2, Disabled, Lost Limb (2)] Time: 2 years
4 Your time in Kearny City was , ahem, eventful. [Choose 2: Traits: Promotion
Addiction , Bad Reputation (2), Dependent, Enemy (2) , SOC Skills: Leadership +1, +1 to any three Basic Training
-2] skills , Academicj Northwind Highlanders History +1, +1 to any
5 Despite centuries of tradition, the military life is not for one other skill
you. [-2 to all Basic Training/Naval skills and may take no Fields: Choose one of the following, subject to the listed
further military paths] restrictions:
6 It's not that you want to cut class, but there are so many AeroSpace Pilot (minimum DEX 4 , RFL 4)
other things to see and do. [-1 to all Military Field skills , Armored Infantry (minimum DEX 4 , RFL 3)
Escape Artist +1, Gambling +1, Seduction +1] Basic Technician (minimum DEX 3)
7 You 're a sucker for a pretty face, and oh, those bonnie Cavalry
Northwind lasses ... [WIL -1, Dependent, Seduction +4] DropShip Pilot (minimum DEX 4)
8 It's not that you 're dull-witted ; it's just that everyone else MechWarrior (minimum DEX 3 , RFL 4)
goes so quickly. [Slow Learner] Events: Do not roll events for Advanced Individual Training
9 They say if it doesn 't hurt, you 're not doing it right. Pah! Next Path: Special Training (3 , part of this pass; take if
[+1 to any two field skills, EDG -1, STR +1, choose one: character took Basic Technician or DropShip Pilot fields), Tour
Demotion, Introvert, Unattractive] of Duty: Inner Sphere (4), Tour of Duty: Star League (4)
10 Your efforts to avoid the hard work of training develop
your skills in unusual directions. [-1 to any two skills Subpath: Special Training
learned in this path, Fast Talk +1, Perception +1, AfT graduates only
Scrounge +2] Time: 3 years
11 When the guys in the dorm want something, it's you they Attribute Thresholds: +1 to any one threshold of the
come to, and now you have a reputation to live up to. player's choice
[Stigma/ Fixer, Choose two: Contact (2) , Appraisal +2, Skills: Leadership +1, +1 to three Basic Training skills, +1
Scrounge +2, Streetwise +2 , Wealth] to half the character's AIT skills (round up), Protocol j Northwind
12 The commandant regards you favorably and has sought to Highlanders +1 , +1 to any one other skill
guide your training. [Patron, +2 to any two skills learned in Fields: Choose one of the following, subject to the listed
this path] restrictions :
13 The wilderness around The Castle is ideal for the escape- JumpShip Pilot (DropShip Pilot Field required,
and-evasion exercises at which you excel. [Survival +4, minimum /NT 5, cannot have TDS Trait)
Tracking +3, First Aid +2] 'Mech Technician (Basic Technician Field required,
14 Others may think of you as the teacher's pet, but you minimum /NT 4, DEX 3)
know the value of training and preparedness . [ +3 to any AeroSpace Technician (Basic Technician Field
two AIT skills] required, minimum /NT 4 , DEX 3, cannot have TDS Trait)
15 Your part-time work with the New Lanark SAR teams Vehicle Techni cian (Basic Technician Field required,
opens a new world of possibilities. [Good Reputation , minimum /NT 3 , DEX 3)
Contact (2) , Climbing +2 , First Aid +2, MedTech +1] Next Path: Tour of Duty: Inner Sphere (4) , Tour of Duty:
16 The streets of Tara offer a host of possibilities for those Star League (4)
with the skill and knowledge to exploit them. [Streetwise
+5 , Scrounge +4 , Fast Talk +3, Wealth (3) , Well- Subpath: Officer Candidate School (OCS)
Connected] Entry via event roll only
17 Your mix of skill and charisma makes you an ideal cadet- Time: 1 year
troop leader. [Promotion, Leadership +2, Glory +1] Attribute Thresholds: CHA +1
18 Your ties to one of the most powerful Elders aids your Traits: Commission (Rank 1)
career. [Patron (3), Prominence +2] Fields: Officer Training
19 [Choose one event listed above, or roll twice and apply Next Path: Per last path followed
both results]
20 [Finish this pass through the Life Path as normal , go Subpath: Royal Black Watch Company
through one Tour of Duty, then return and enter the Entry via event roll only
Subpath: Royal Black Watch Company] Time: 2 years
Attribute Thresholds: CHA +1, DEX +1
Traits: In fo r Life , Contact (1 , RBW Company), Good
Reputation (3)
78
'
CHARACTER CREATION
Skills: Academic/Royal Black Watch History +4, 10 As any commander will tell you, half the victory is in
Protocol/ Royal Black Watch +4, AcademicjNorthwind logistics and organization , and you are one of the few who
Highlanders +1 takes it seriously. [Administration +3, Career/ Soldier +2]
Fields: MechWarrior 11 Mercenaries always want new "shiny toys ," but you have
Next Path: Per last path followed developed acquiring such trinkets into a fine art.
[Stigma/ Fixer, choose two: Contact (2) , Appraisal +2,
OUTREACH MERCENARY Scrounge +2 , Streetwise +2, Wealth]
TRAINING COMMAND 12 They say you mix with the wrong sort, but they never
Cannot have Combat Paralysis or any of the following traits complain when you deliver what they want. [Bad
above the lowest possible level: Disabled, Lost Limb, Poor Reputation, Contact]
Hearing, Poor Vision 13 The Training Command 's syllabus is a framework for
The Outreach Mercenary Training Command (OMTC) is a education , not a rigid limit on what skills may be learned .
relative newcomer to the list of academic institutions that offer [Natural Aptitude / Any non-combat skill, +5 to this skill]
the training needed for the martial arts. Formed by Wolf's 14 A daring victory against the odds secures your reputation
Dragoons after they moved into their permanent headquarters in Harlech's halls. [+2 to any three Military Field skills ,
in 3037 , Jaime Wolf surprised many when he ordered the Good Reputation , Brave]
doors opened to anybody who could afford entrance. With 15 You find books easier to get on with than people , though
some of the Inner Sphere's most impressive training facilities , most are rather simplistic. [Introvert, Fast Learner]
graduates of the Dragoons' programs are some of the most 16 Your black market connections serve you well in the
respected and feared warriors outside of the Clans. morass of life that is Harlech. [Streetwise +5, Scrounge
Time: 1 year +4, Fast Talk +3, Wealth (3) , Well-Connected]
Attribute Minimums: INT 3, WIL 3 17 The Dragoons like what they see and fast track your career.
Attribute Thresholds: RFL +1, BOD +1, WIL +1 Is it possible they might hire you?. [+2 to any four skills ,
Traits: Promotion, Well-Equipped Good Reputation, choose one of the following: Fast Learner,
Skills: Academic/Military History +2, Leadership +1, Vehicle (3) or Combat Sense; may take OCS training next
Protocol/Affiliation +2, Swimming +2 and then return and continue Life Path from here]
Fields: Basic Training 18 They say it's better to be lucky than good . What if you're
Previous Path: High School (2}, Mercenary Brat (2), Military both? [+6 to any one field skill, Perception +4, EDG +2,
School (2), Preparatory School (2}, Spacer Family (2) Combat Sense]
Next Path: Advanced Individual Training Subpath (mandatory, 19 [Choose one event or roll twice and apply each event]
part of this pass) 20 [Choose two events or roll thrice and apply each event]
Outreach Mercenary Training Command Events Mandatory Subpath: Advanced Individual Training (AIT)
2 You never planned for it to happen but somehow they Basic Training graduates only
found out and have suborned you to their agenda. [Acting Time: 2 years
+3, WIL -2, Addiction , In for Life , Quirk/ Paranoid, Contact Traits: Promotion
(2, foreign intel agent)] Skills: Leadership +1, add +1 to three Basic Training
3 An ordinance explosion batters your body, but you vow not skills and +1 to any one other skill
to give up. [Choose two: Poor Hearing, Poor Vision , Lost Fields:
Limb (2) , -1 BOD, -1 RFL] Aerospace Pilot (minimum DEX 4, RFL 4)
4 Outreach's capital has much to offer the new arrival. Too Aircraft Pilot (minimum DEX 4, RFL 3)
much , in fact. [StreetwisejHarlech +3, Gambling +2 , Armored Infantry (minimum STR 6, BOD 5)
Addiction (2), -1 to all skills learned in this path] Cavalry
5 It was a routine Trial of Position, so what happened? DropShip Pilot (minimum DEX 4)
[Demotion , Stigma/Test Down] Infantry
6 You 're not good in crowds and so spend a lot of time Marine (minimum WIL 4, may not have TDS Trait)
exercising alone. [Timid, Running +4] MechWarrior (minimum DEX 3, RFL 4)
7 You are overly fond of the nightlife and it takes a major Scout
emergency to make you see sense. [Streetwise +6, Ship's Crew
Seduction +3, MedTech +3 , Disabled, and add a year to Events: Do not roll events for Advanced Individual Training
the time this path takes] Next Path: Special Training (3 , part of this pass; take if
8 Mercenaries have a fairly liberal interpretation of character enters DropShip Pilot, Infantry, Marine , MechWarrior,
acceptable behavior, but you still managed to go too far. Armored Infantry or Scout fields} , Tour of Duty: Inner Sphere
[Bad Reputation (2} , Demotion] (4) , Tour of Duty: Piracy (4)
9 Most guys avoid a fight in Harlech's bars. You, on the
other hand , revel in them. [Bad Reputation , Brawling +4]
77
Subpath: Special Training 3 Some fool shot you and your 'Mech up in his first live-fire
AfT graduates only exercise. [Addiction (2-Painkillers), Disabled (as effect of
Time: 3 years serious head wound, p. 125, CBT:RPG), Lost Limb (2)]
Attribute Thresholds: Add +1 to any one threshold of 4 Fell in with the "wrong" crowd. [In for Life, Contact (2
player's choice Mafia Boss)]
Skills: Leadership +1, +1 to three Basic Training skills, +1 5 The battalion was called to service early and your best
to half the character's AIT skills (round up), and +1 to any one friend was killed. [-1 to all AIT skills, +3 to any two skills,
other skill Addiction, Quirk/Vow, Quirk/Temper]
Traits: Promotion, Wealth, Well-Equipped 6 Even a military life couldn 't keep you away from the
Fields: pleasures of youth. [-1 to all Military Field skills, Escape
JumpShip Pilot (DropShip Pilot Field required, Artist +1, Gambling +1, Seduction +1]
minimum /NT 5, may not have TDS Trait) 7 You hold the record for the most safety violations in any
Special Forces (Infantry, Marine, MechWarrior, one year. [Bad Reputation (2)]
Armored Infantry or Scout field required, minimum BOD 4, RFL 8 The sarge liked everyone ... except you. [Choose: WIL -1,
4, /NT 3, WIL 5) Introvert or Timid]
Next Path: Covert Ops (4, Special Forces Field only), Tour 9 Best friends turn to bitter enemies over the smallest
of Duty: Inner Sphere (4), Tour of Duty: Piracy (4) things. [Enemy]
10 It was either helping out at the local soup kitchen or extra
TRAINING BATTALION PT to make up for all those foul-ups. [Bad Reputation and
Affiliation Federated Suns only (Lyran Alliance may attend prior Streetwise +2 or Running +2]
to the secession of the Alliance in 3057). Cannot have 11 You passed; that's all that matters! [ +1 to any one skill]
Combat Paralysis or any of the following traits above the 12 Could've been worse: you might've spent all that time
second lowest possible level: Disabled, Lost Limb, Poor Vision, mopping the floors instead of filing in triplicate!
Poor Hearing. Additionally, characters may possess [Administration +3, Computers +3, Bureaucracy/Federated
"questionable" events in their past so long as the event in Suns +3]
question is not a conviction for a serious crime (such as 13 Your skill with the hydrospanner almost equals your skill
espionage, premeditated murder, etc. per the gamemaster's in the cockpit. [+2 to any three Technician skills]
best judgment), or the character has an appropriate Contact 14 A simple temporary assignment to the supply office
who can cover up the event. uncovered some of your hidden talents. [Negotiation +4,
With the formation of training battalions, the ranks of Appraisal +3, Scrounge +3, Well-Equipped]
MechWarriors were no longer limited solely to the wealthy and 15 The other cadets looked up to you. [Leadership +3,
politically connected. Literally anyone who could prove he or Training +3, +2 in any three skills]
she was capable could finally join the Federated Suns' elite 16 Officer thinking, cadet! [Leadership +2, may take OCS
cadre of modern-day knights. Opportunities for promotion and next, then return and continue this path]
career advancement are often hard to come by for those 17 What are you doing here?! [Good Reputation, Contact;
hailing from a training battalion, as graduation from an spend one year in this path, gaining only +2 to all Basic
academy is virtually required for anyone looking for a Training field skills (no other benefits), but may attend a
command position. Then again, most of these men and Military Academy as next path, may take OCS next]
women want only to serve their nation or to fulfill a lifelong 18 Your actions save the entire battalion from certain doom.
goal of becoming a MechWarrior. [Good Reputation (2), Contact (3), Promotion (2), Custom
Time: 1D6 + 3 years Vehicle, and choose one of the following: Disabled, Lost
Attribute Minimums: DEX 3, RFL 4, EDG 5 Limb, Poor Hearing or Poor Vision, may take OCS next]
Attribute Thresholds: WIL +1, SOC +1 19 [Choose one event or roll twice and apply both events]
Traits: Promotion to Sergeant (Rank 6), Stigma/Second-Rate 20 [Choose two events or roll three times and apply each
MechWarrior (whether or not true) event]
Skills: +2 to all skills in the Basic Technician Field, Scrounge
+1, +1 to any one learned skill for every year spent in the STAGE 4 LIFE PATHS
battalion (this bonus may not be combined with itself) Unless otherwise stated, these paths follow the rules for
Fields: Basic Training, MechWarrior Stage 4: Real Life in the Character Creation section of
Previous Paths: Any CBT:RPG (p. 4 7).
Next Path: Tour of Duty: Federated Suns (4)
BROTHERHOOD
Training Battalion Events OF RANCIS TRAINING
2 You blew up a friendly 'Mech in your first live-fire exercise. The Brotherhood is open to MechWarriors of any affiliation,
[Bad Reputation (2), Poverty (2), No more legitimate though characters must not have any "questionable" events or
military paths]
78
quirks in their past (such as sociopathic or homicidal 10 You find the perfect person for you and start a new life on
tendencies or any other facts that would prevent the character Randis. [Good Reputation , Dependents (2)]
from acting in a kind and charitable way toward his fellow man; 11 You see more of the chapel than you do of the battlefield.
whether or not any potentially questionable characters should [Academic/ Theology +2 , Interest;Any two +2]
be allowed into this path is at the gamemaster's discretion). 12 The Brotherhood attracts all kinds , but that just widens
After successfully completing this path, a character will be a the number of wonderful skills you can pick up. [+2 to any
Knight of Randis. three skills the character does not already possess]
The Brotherhood of Randis is seemingly the sole beacon 13 Having spent most of your time on ships traveling the
of hope and justice in the Periphery. Many MechWarriors find length and breadth of the Periphery, you no longer feel at
their way to the world, but few have the moral and mental home on solid ground. [Zero-G Operations +4, Sensor
mettle to even hope to gain admittance into the Brotherhood Operations +3, G-Tolerance, Night Vision , BOD -1]
as a candidate , let alone be granted the title Knight of Randis. 14 You have been blessed with a gift. [Natural Aptitude/ Any]
Time: 1D6 years 15 You inherit the BattleMech of a fallen Brother. [Vehicle (4) ,
Attribute Minimums: WIL 5 Owns Vehicle]
Traits: Quirk/ Honorable, In for Life, Title (5, Knight of Randis) 16 Even in the worst of times, you willingly take on the
Skills: Academic/ Theology +8, Interest/Meditation +6, mantle of leadership. [Leadership +6, Strategy +4,
Perception +3, +3 to any two field skills Tactics/ Any two +4]
Previous Path: Any, so long as the character is trained as a 17 Any defeat of Fuchida's Fusiliers is a cause for celebration,
MechWarrior but this one deserves illumination in the Brotherhood's
Next Path: Tour of Duty: Brotherhood of Randis sacred annals. [Good Reputation (3), Vehicle (3), Custom
Vehicle (2), Wealth (2) , Well-Equipped (2)]
Brotherhood of Randis Events 18 Having set the bar even higher than before , you are the
2 Your actions prove that not only do you lack the moral example to whom the rest of the Brotherhood looks.
convictions to remain in the Brotherhood, but that you [Leadership +6 , Academic/ Theology +4, +4 to any four
deserve swift and final punishment. [Lose all traits and other skills , Brave, Good Reputation (3), Sixth Sense, Title
half the skills learned in this path, Stigma/ Evil , (+2) , Enemy (2)]
Quirk/ Hunted , Bad Reputation (3) and Enemy (2 -Grand 19 [Choose one event or roll twice and apply both]
Knight Lucas Beckett)] 20 [Choose two events or roll three times and apply each
3 That those pirates captured and tortured you does not event]
bother you, for they will soon be shown the light, one way
or another. [WIL +2 , BOD -1 and choose two: Disabled COMBAT CORRESPONDENT
(2) , Lost Limb (3) , Poor Hearing (3) or Poor Vision (4)] Prerequisites: Any non-Clan affiliation. Any Military Field.
4 You get word that a close relative has passed away, Must not have Timid or Combat Paralysis.
leaving you the only family member to take care of her Time in Path: 2 years
children . Now you must make a choice . [Choose either to Threshold Modifiers: WIL +1
leave the Brotherhood and gain Dependents (3) and Traits: Stigma/ Reporter, Contact (1)
Wealth (2) or stay with the Brotherhood and gain Skills: Career/ Journalist +2 , Career/ Soldier +1 , Art/Writing
Quirk/ Guilt] +2 , Fast Talk +1, +1 Protocol , +1 to any three Military Field
5 You cannot help but feel that Grand Knight Beckett does skills.
not deserve to lead the Brotherhood, so you continually Previous Paths: Any military
look for a way to remove him and his "kind " . [Strategy +6 , Next Paths: Any applicable Tour of Duty (4), Ne'er Do Well (4) ,
Enemy (3) , Quirk/ Hates Clansmen] Travel (4), or Civilian Job (4) .
6 An accident leaves you and a small detachment of
Knights floating dead in space for months until someone Combat Correspondent Events
finally answers your distress call. [Zero-G Operations +6, 2 Captured by enemy troops while covering what turned out
Scrounge +3, TDS , Quirk/ Claustrophobic , STR -1] to be a shocking defeat! You escape, but you've seen
7 An attack by a band of depraved pirates leaves you way more than you bargained for! [Escape Artist +2 ,
wondering if there truly is any hope. [Academic/ Theology Interrogation +1, +2 to any combat or journalism skill , add
+3, Combat Paralysis] 1D6 years to the time spent in this path, and choose two:
8 Every order has its own rapscallion, and you made sure BOD -2, Combat Paralysis, Unattractive, and Glass Jaw]
that was you . [-2 to all skills learned in this path and 3 A slip of the tongue during a live holocast tips your
choose three: Climbing +2 , Free Fall +2, Gambling +2 , position to the enemy. You survive the resulting carnage,
Interest/ Any +2, Seduction +2] but your career doesn't survive the court martial for gross
9 While the Periphery is known for its wild societies, you incompetence. [Bad Reputation (2), Stigma/ Incompetent.
discovered some of its wild animals and their defensive add +1 to any four military or journalism-related skills ,
mechanisms. [Allergy (2)] next path must be Ne 'er-Do-Well]
79
' _r.·~~l
,,
4 Lost on your way to the front, you come under enemy fire. Wealth , Career/Journalist +2, add +1 to any two Military
You survive, but one of your news crew doesn't. [First Aid Field skills, choose either BOD -1, Lost Limb , or Addiction)
+1, choose two: BOD -1, Timid , Poor Hearing, or 12 [Choose one event or roll twice and apply both results]
Unattractive]
5 Sometimes getting the story means getting dirty. COMSTAR SERVICE
[Scrounge +1, Streetwise +1, Enemy, Bad Reputation] ComStar Affiliation only
6 Your honest and thorough reporting of the latest action on Life as a ComStar Acolyte can involve assignment to
the lines sent one of your fellow soldiers into the research stations , HPG compounds or garrison cantonments
stockade. [Enemy] scattered across much of known space. This presents an
7 Routine action doesn't grab the headlines unparalleled opportunity to see the universe firsthand, though
[CareerI Journalist +1] there are many risks .
8 Your honest and thorough reporting of the latest action on Time: 2 years
the lines earned you a commendation. [Career/ Journalist Skills: Academic/ Inner Sphere History +3, Administration +1,
+1 , Fast Talk +1 , +1 to any other skill] Interest;Any +2, Negotiation +1, Perception +1,
9 They say reporters shouldn't make the news , but when Streetwise/ Any +1
the enemy overran your position , you didn't have much Next Path: First time through path only-ComStar Training
choice, did you? [Good Reputation (1), +2 to any two (mandatory, part of this pass), Com Guard Training (mandatory,
Military Field skills , -2 to Career/ Journalist] part of this pass); subsequent times through path-Civilian
10 You 're a celebrity to the troops on a morale-boosting Job (4) , ComStar Service (4) , Deep Periphery Trader (4),
military holovid news program , and some network big Explorer Corps (4, part of this pass) , Ne'er-Do-Well (4) , Tour of
shots want to meet you when you finish your tour. [Good Duty: Piracy (4), Word of Blake Service (4)
Reputation (1), Contact (2), -1 to any three Military Field
skills, may take Solaris Insider Path next] ComStar Service Events
11 You brave the most savage fighting you've ever seen. Not 2 Accused of espionage and imprisoned [Stigma/Traitor,
only do you live to tell about it, your story is picked up by Amnesia and add 1D6 years to this path. Lose all Rank
agencies across your native land! (Good Reputation (2 ), and Commission traits]
80
3 Almost killed when facility attacked by Word of Blake Next Path: University (3), Civilian Job (4), ComStar
agents [Choose two: Poor Vision (3), Combat Paralysis, Service (4), Deep Periphery Trader (4), Explorer Corps (4, part
Poor Hearing (5), Lost limb (2), BOD -1, Slow Learner] of this path), Ne 'er-Do-Well (4), Tour of Duty: Piracy (4)
4 Offered "opportunity" to spy for foreign power [If
accepted: Wealth (4), Enemy (3), In for Life. If refused, Mandatory Subpath: Com Guard Training
choose one: BOD -1, STR -1, DEX -1] ComStar Service required, cannot have Combat Paralysis or
5 Run-in with the local wildlife [BOD -1, Quirk/Scared of the any of the following traits above the lowest possible level:
Wild] Disabled, Lost Limb, Poor Hearing, Poor Vision
6 You hate space travel. I mean, you really hate space travel Time: 5 years
[Transit Disorientation Syndrome, Allergy/Space Travel] Attribute Minimums: INT 4, BOD 4
7 Culture Shock: life here is so different from home that you Attribute Thresholds: RFL +1, BOD +1, WIL +1, SOC +1
spend all your time in the compound [Introvert, Traits: Promotion, Well-Equipped (2), Well-Connected ,
Academics/Any +2, Technical/Any +2] Vehicle (2)
8 Bored by life at this backwater station, you seek out new Skills: Strategy +2, Tactics/Any +2, +1 to three Basic
diversions [Addiction, Streetwise/Any +2] Training skills, +2 to any three other skills, CareerjComStar +1
9 The local food and environment do not agree with you Fields: Basic Training, and choose one of the following
[Allergy (2)] fields, subject to the listed restrictions:
10 Develop contacts with the locals [Language/Any +2, Aerospace Pilot (minimum OEX 4, RFL 4)
Bureaucracy/Any +1, Contact] Aircraft Pilot (minimum DEX 4, RFL 3)
11 Too much time working on the computers. [Computer +1, Armored Infantry (minimum STR 6, BOO 5)
Poor Vision] Cavalry
12 You clash with the facility administrator. [Negotiation +1, DropShip Pilot (minimum DEX 4)
Enemy] Infantry
13 You contract Rockland Fever, but survive. [Poison JumpShip Pilot (OropShip Pilot Field required,
Resistance] minimum /NT 5, may not have TDS Trait)
14 The varied work gives you a chance to hone your abilities. Marine (minimum W/L 4, may not have TDS Trait)
[+1 to any two skills] MechWarrior (minimum DEX 3, RFL 4)
15 Thrown in at the deep end, you are forced to learn or die. Scientist (minimum /NT 3)
[Fast Learner, +2 to any two skills] Scout
16 You're posted to a major station where the workload Ship's Crew
keeps you busy. [Administration +2, CareerjComStar +3, WarShip Pilot (DropShip Pilot or JumpShip Pilot field
Contact (2)] required, minimum /NT 6, may not have TDS Trait)
17 Decorated for heroism during enemy action. [Brave, Good Events: Do not roll events for Com Guard Training
Reputation (2), +2 to any two skills and +2 to any three Next Path: Blake's Wrath Training (4, part of this pass) ,
Military Field skills] Tour of Duty: Federated Suns (4), Tour of Duty: Inner Sphere
18 Promoted! [Administration +1, Leadership +1, Training +1, (4), Tour of Duty: Lyran Alliance (4), Tour of Duty: Piracy (4),
Good Reputation (2), Commission, Promotion Tour of Duty: Xin Sheng (4)
(2),CareerjComStar +2]
19 You earn a reputation as the person to know. [Contact (3) , Subpath: Blake's Wrath Training
Gregarious, StreetwisejAny +3, Fast Talk +2, Scrounge Com Guard Training required (Armored Infantry, Marine and
+2, Well Connected (2)] Mech Warrior only)
20 [Choose one event or roll twice and apply both results] Though not as universally feared as the DEST of the
Draconis Combine-due more to this organization 's secretive
Mandatory Subpath: ComStar Acolyte nature than a lack of ability-the special forces branch of
ComStar Service required ComStar's ROM has the unparalleled resource of ComStar's
Time: 3 years entire communications network at its disposal. Brutal training
Attribute Minimums: INT 4, DEX 4 techniques combined with almost unlimited funding makes
Skills: Comms/Any +3, Administration +1, Technical/Any Blake's Wrath one of the most effective forces of its kind
+1, CareerjComStar +2 operating in the Inner Sphere.
Fields: Time: 4 years
Civilian Tech Attribute Minimums: INT 5, BOD 5, RFL 6
Politician Attribute Thresholds: INT +1, RFL +1, CHA -1
Scientist (minimum /NT 6) Traits: Commission, Brave, Promotion, Vehicle (2), in For
Events: Do not roll an event for ComStar Acolyte Life, Quirk/Loyalty to ComStar
Skills: Acting +1, Disguise +2, Perception +2,
81
StreetwisejAny +3, Tactics/Any appropriate +3, +2 to half the officer), Bad Reputation (5), In for Life . A Death Commando
character's Military Field skills (round up) has the equivalent of Vehicle (10), Well-Equipped (8) and
Fields: Special Forces, MechWarrior, Aerospace Pilot Custom Vehicle (3) traits as long as he or she is in active
Next Path: Covert Ops (4), Tour of Duty: Federated Suns service. The Well-Equipped and Vehicle traits are lost if the
(4), Tour of Duty: Inner Sphere (4), Tour of Duty: Lyran Alliance character leaves active duty. In addition, the character gains
(4), Tour of Duty: Xin Sheng (4) Quirk/Loyal to the Chancellor (2) and Quirk/Loyal to the
Commandos , which may replace other Loyalty Quirks of equal
Subpath: Explorer Corps value already possessed (if any) .
ComStar Service required (Aerospace, DropShip, Marine, Skills: Perception +2, Strategy +1, Tactics/Any +3, Martial
JumpShip, Ship's Crew, WarShip only), cannot have TDS Trait Arts/Any +2; also choose to acquire or improve any one
In 294 7, Primus Adrienne Sims created the Explorer military skill at +3, two military skills at +2 and four military
Corps to expand human knowledge of the universe, explore skills at +1, all chosen from the following fields: Basic
new worlds for colonization and provide an early warning of Training, Marine , MechWarrior, Officer Training.
danger to the Inner Sphere. Little did she know the Clan Next Path: Death Commandos Covert Tour (4); character is in
invasion would be sparked by the discovery of an errant the Commandos until done with character generation, at which
Explorer Corps vessel. Regardless, thanks to the tireless work time he/she may choose to be an active or inactive member.
of the Corps, strides have been made in every field of
astronomy. These discoveries have provided the impetus for Death Commandos Covert Tour Events
further exploration and adventure. 2 Taken alive! Will you keep your mouth shut no matter the
Time: 6 years cost, or will you break? [No skill improvement this pass,
Attribute Minimums: INT 5 , BOD 4 , RFL 4 and choose one of the following: if you don't talk, WIL +1,
Attribute Thresholds: INT +1 , STR -1 Lost Limb, Addiction (2) and add 2D6 years to the time
Skills: Academics/ Any +2, Administration +1, this path takes; if you break down and talk, WIL -2, Enemy
Careerj ComStar +1, Language/Any +2, Language/Any +1, Zero- (3) , Wealth and add 1D6 years to the time this path
G Operations +3 takes]
Fields: 3 Maybe it is getting to you a little. [Introvert, Addiction (2)]
DropShip Pilot (minimum DEX 5) 4 You were supposed to make it off the JumpShip before it
JumpShip Pilot (OropShip Pilot Field required, tried to jump. [Transit Disorientation Syndrome, Glass Jaw,
minimum /NT 6) -1 to all skills improved this pass]
Planetary Surveyor (minimum /NT 6) 5 A nuisance, really. Nothing more. [BOD -1,
Scientist (University Path required, minimum /NT 7) Quirk/Overconfident; choose one: Poor Vision, Poor
Ship 's Crew (minimum RFL 6) Hearing, Lost Limb, Disabled, Night Blindness]
Next Path: Civilian Job (4}, ComStar Service (4}, Deep 6 Paranoia or premonition? Been at this too long?
Periphery Trader (4} , Explorer Corps (4), Free Trader (4), Ne'er- [Quirk/Paranoid, Demotion]
Do-Well (4) , Tour of Duty: Piracy (4), Travel (4) 7 You must have been very good in a previous life, but your
luck may be all used up. [EDG -4]
DEATH COMMANDOS COVERT TOUR 8 Yes, there is a difference between being despised and
Cape/Jan Confederation and St. lves affiliations only. being reviled. Did somebody say Kentares? [Stigma,
MechWarrior-trained personnel only. No Slow Learners. Entry Enemy (2)]
by event roll only. On a regular Tour of Duty: Inner Sphere 9 Friends come and go, but enemies accumulate. [Enemy
from CBT:RPG, any roll of 12 may be replaced with the option (1), Enemy (1), Enemy (1)]
to qualify for the Death Commandos. 10 Convalescent leave forces you to miss several choice
The Death Commandos of the Capellan Confederation are assignments. [-1 to all skills improved this pass]
among the most feared combat units in the universe. Only a 11 All in all, just another few years of "office " work. [Any
fraction of a percentile of the CCAF's elite are admitted into military skill +2, any two skills +1, Enemy]
this prestigious and grueling training program. Three years of 12 Nothing like a well-rounded war! [Any six skills +1]
intense instruction and combat duty with the best gear the 13 Out of the 'Mech and into the action. [Apply +1 to all
Confederation has to offer molds graduates into killing Basic Training and Infantry field skills; choose one :
machines. Allergy, Poor Hearing or Poor Vision]
Time: 3 years 14 Always open for something different. [Choose a field :
Attribute Minimums: WIL 7, EDG 4, STR 5, BOD 6, DEX 5 , RFL Armored Infantry, Cavalry, Pilot]
6, INT 5 15 Sniper duty is your calling, and you enjoy your work. Your
Attribute Thresholds: WIL +2, BOD +1, DEX +1, RFL +1 victims' friends, on the other hand ... [Scout Occupational
Traits: Commission (Rank 3, ignore if already a higher-ranked Field, Rifles +3, Good Vision, Enemy (2)]
82
16 Front-line heroics earn you some powerful enemies. 16 Inroads! You strike a lucrative deal with Clan merchants.
[TacticsjMech +2, apply +2 to all skills in MechWarrior [Protocol/Any Clan +5, Contact (1, any Clan)]
Field, Promotion, Enemy (3)] 17 You discover an abandoned cache of goods. [Well-
17 Paranoia or premonition? Either way, it paid off. [Sixth Equipped (4), Wealth (4)]
Sense, EDG +1, Promotion, Survival +2, Strategy +1, 18 You stumble upon a completely untapped market.
Tactics/Any +1] [Appraisal +5, Negotiation +5, Wealth (5), Good
18 They can rebuild you; they have the technology. All it will Reputation]
cost you is your soul. [Amnesia, BOD +1, STR +2, CHA 19 [Choose one event or roll twice and apply both events]
-1, Exceptional Attribute/Strength, Toughness, Pain 20 [Choose two events or roll three times and apply each
Resistance, Poison Resistance] event]
19 [Choose one event or roll twice and apply both events]
20 [Choose two events or roll three times and apply each TOUR OF DUTY: BLACK WARRIOR
event] Open only to individuals fighting for the Circinus Federation.
Characters possessing the Black Warrior Affiliation gain a +2
DEEP PERIPHERY TRADER bonus to all event rolls during this path.
Any Periphery affiliation. Unlike most other pirate bands, the Black Warriors and its
While its markets may not be as vast as those of the associated units must maintain some level of legitimacy, a
Inner Sphere, the Deep Periphery offers a host of fact that often poses moral and political quandaries for the
opportunities for those willing to risk everything on the long units. While they have many chances to profit, they also have
journey between the stars. many more chances to bring the wrath of a Successor State
Time: 2 years down upon their tiny nation.
Attribute Minimums: CHA 4 Time: 2 years
Skills: Appraisal +3, Fast Talk + 3, Negotiation +3 Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, and
Previous Path: Any Civilian Path Cavalry fields
Next Path: Civilian Job (4), Deep Periphery Trader (4), Free Skills: Add +3 to any three skills from your Military Fields, add
Trader (4), Ne'er-Do-Well (4) +1 to any two other skills
Previous Path: Ne'er-Do-Well (4), Tour of Duty: Black Warrior
Deep Periphery Trader Events (4), Tour of Duty: Piracy (4)
2 Lose your shirt! A business deal goes horribly wrong and Next Path: Tour of Duty: Black Warrior (4)
you lose everything. [Lose all Wealth and Well-Equipped
traits] Black Warrior Training Events
3 Infected! At one of your ports of call you contract a deadly 2 Captured during bandit raid and interrogated by the
disease and barely survive [BOD -1, STR -2, Poison world's defenders. [Lose all Vehicle Traits, choose two:
Resistance, Unattractive] Combat Paralysis, Disability (1), Glass Jaw, Poor Hearing,
4 Pirate raid [Bawling +3, Pistols +3, choose one: Glass Poor Vision, Slow Learner and may only take Ne'er-Do-Well
Jaw, Lost Limb , Poverty] Path next]
5 A clan "customs vessel" boards your ship. [Choose two: 3 You sustained major injuries during a recent raid. [Lose all
BOD -1, Bad Reputation, Poverty, Stigma/Smuggler] Vehicle Traits, choose three: Amnesia, Combat Paralysis,
6 Marooned! Your vessel suffers a mechanical failure and Disability (2), Glass Jaw, Lost Limb, Poor Hearing, Poor
you spend several months awaiting rescue [Poverty, Vision, Slow Learner and may take no other combat
Survival +2, Rifles +1, Navigation/Ground +1. Add one paths]
year to the time this path takes] 4 You attempted mutiny and failed. [Acting +3, Cryptography
7 A rival undercuts your dealings. [Enemy, Poverty] +3, Alternate Identity, Enemy (2), Stigma/Traitor and may
8 Bad year. [Poverty, Bureaucracy/Any +3] take no other paths in the Circinus Federation]
9 A war breaks out on one of your ports of call and you 5 You become sympathetic with the victims of your raids.
decide to make a profit running guns. [Wealth, Contact [Good Reputation, Stigma/Weak-Willed, Timid and may
(2), Stigma/Gun Runner, Streetwise +4] take no other military paths in the Circinus Federation]
10 Smuggling provides a range of opportunities. [Disguise 6 You are on the losing side of a brawl with another Black
+2, Fast Talk +2, Forgery +2] Warrior. [Choose two: BOD -2, Disability, Glass Jaw, Poor
11 A port in every storm, or something like that. [Seduction Hearing, Poor Vision, Timid or Unattractiveness and may
+3, Dependent] take no other combat paths in the Circinus Federation]
12 Routine business. [+3 to any Merchant Field skill] 7 Your commanding officer just doesn't like you.
13 New markets. [Appraisal +3, Negotiation +3] [Bureaucracy/Black Warriors +3, Bad Reputation,
14 Good year. [Wealth (2)] Demotion, Enemy]
15 A contact offers you "favored trader" status. [Good
Reputation, Wealth (4)]
83
8 Not much loot, but you did bring something else back TOUR OF DUTY: DRACONIS COMBINE
from that Periphery outpost. [Allergy (2) and add 1 year to Draconis Combine or Clan Nova Cat affiliations only
the time this path takes] Time: 2 years
9 The stress of the bandit lifestyle is getting to you. Traits: Vehicle (2) for AeroSpace Pilot, Aircraft Pilot, Armored
[Tactics/Any +4, Sensor Operations +2, Perception +2, Infantry Cavalry, and MechWarrior-trained characters only.
Addiction, Quirk/Paranoid] Skills: +2 to any three field skills , +2 to any two other skills
10 You don't get your fair share of the spoils and turn Previous Path: Freeborn Sibko (2), Trueborn Sibko (2) , Military
informant, but someone smells a rat. [Acting +3, Enemy] Academy (3), Military Enlistment (3), Naval Academy (3) , Sun
11 Is there honor among thieves? [Perception +2 , Zhang MechWarrior Academy (3) , University (3, AeroSpace
Quirk/Paranoid , Sixth Sense] School only), ComStar Service (4), Covert Ops (4), Solaris VII
12 You survive another year of hectic bandit raids. [+3 to any Games (4), Tour of Duty: Joint Nova Cat/Combine Exercises
three skills in your Military Field , +2 to two other skills] (4), Yakuza (4)
13 You like being a bandit a little too much . [Interrogation Next Path: Police Academy (3), Covert Ops (4, Military
+3, Intimidation +3, Scrounge +3, Promotion, Quirk/Gung- Scientist, Scout or Special Forces-trained characters only) ,
Ho, Custom Vehicle (3)] Lostech Prospector (4), Ne'er-Do-Well (4), Tour of Duty:
14 Lots of salvage this year. [Choose two: Vehicle (3), Owns Draconis Combine (4) , Tour of Duty: Inner Sphere (4), Tour of
Vehicle, Custom Vehicle (3)] Duty: Piracy (4)
15 Why do you always get "point"? [+5 to any Military Field
skill, add +3 to any three other military skills, Perception Tour of Duty: Draconis Combine Events
+3, EDG +1, Sixth Sense, Stigmaj"Golden Child " ] 2 The horrors of war-either in the Combine or outside-
16 Banditry sure is profitable. [Contact (2) , Forgery +4, affect you badly and force you to reconsider your future.
Gambling +4, Negotiation +4 and either Owns Vehicle or [CHA -2, lose all skill bonuses from this path , cannot take
Wealth (3)] any more legitimate military paths]
17 Your actions in the field earn the respect of your partners 3 To your chagrin, the enemy holds you captive for a
in crime. [Leadership +5, Tactics/Any +5, Brave, protracted period before you escape back to the Combine.
Commission (1), Custom Vehicle, Good Reputation] [-1 to all skills advanced this path, Escape Artist +4,
18 Your exploits make you famous , or is that infamous? Survival +4, BOD -1, WIL -1 and add 1D6 years to the
[Leadership +5, Strategy +5, Tactics/Any +5, Custom time this path takes]
Vehicle (2). Enemy (2), Wealth (3), Well-Connected] 4 The way of the samurai is death, but not all are so lucky.
19 [Choose one event or roll twice and apply both events] [BOD -2; Toughness, choose two: Lost Limb , Poor Vision
20 [Choose two events or roll three times and apply each (2), Poor Hearing (3), Disabled, Unattractive (scarred)]
event] 5 Bad luck dogs your heels. [EDG -1 , Demotion, Enemy,
Enemy, Enemy]
TOUR OF DUTY: 6 A disastrous campaign leaves your body battered and your
BROTHERHOOD OF RANDIS honor in tatters. [Choose two: Enemy (2), Demotion, Poor
Brotherhood of Randis characters only Vision (2), Poor Hearing (3), Custom Vehicle -1]
The Brotherhood, though stationed on Randis, sees action 7 In choosing duty over honor, you saved the day but at
throughout the Periphery against various groups, from former great personal cost. [Strategy +6 , Tactics/ Any +6 , Bad
Smoke Jaguar warriors to ex-military to scum-of-the-earth, all Reputation and choose one: Disabled (2) , Lost Limb (3) ,
turned bandit and preying on their fellow man. The Poor Hearing (3) or Poor Sight (3)]
Brotherhood stands alone in their slice of the Periphery 8 Your hot temper gets you into trouble regularly but you
against those bandits , dealing their own justice and can handle yourself in a tight spot. [Enemy, Enemy, Bad
sometimes making the ultimate sacrifice. Reputation, choose one: Martial Arts / Military +2, Brawling
Time: 2 years +2]
Skills: Academic/Theology +4, +4 to any three skills, +2 to 9 Your penchant for brawling results in disfavor from above
any two additional skills but hones your skills. [Demotion, Martial Arts/ Military +4]
Previous Path: Tour of Duty: Brotherhood of Randis (4) 10 Understanding is the key to wisdom, as your contacts with
Next Path: Tour of Duty: Brotherhood of Randis (4), Travel (4) , the Gaijin have shown. [Contact/ Enemy,
Ne'er-Do-Well (4); once a character leaves the Brotherhood (to Languages/Enemy +2 and remove one Enemy (1) Trait]
take part in a different Life Path, for example) , that character 11 Your tour is somewhat unusual ... [Choose one: Forgery
must reduce his Edge threshold by one point and spend 1D6 +4, Interrogation +4, Whips +4]
years in study if he wants to return to the Brotherhood. 12 Service on one of the new WarShips of the DCA is a
Events: Roll on the Brotherhood of Randis Events Table (p. 79) unique and prestigious experience. [Zero-G Operations +2 ,
Pistols +1, Martial Arts/Any +2]
84
13 Whether against the Bears or the dishonorable Davions , 6 A bad bailout leaves you comatose for weeks. [Amnesia,
your skills have been honed to a fine edge. [Tactics +2, Disabled]
Enemy, +2 to any two Military Field skills] 7 Everyone else was on the take , so you had to at least
14 Though officially a hardship posting, your efforts to take the money or become their patsy. [Player's choice:
improve your lot and those of your comrades is almost either In for Life, Stigma/ On the Take and Wealth (4) or
legendary. [Negotiation +4, Appraisal +3, Scrounge +3, Enemy (3)]
Well-Equipped] 8 You survived the fight that half your unit didn't walk away
15 The battles were hard but the experience has made you a from , but not without some "problems." [+3 to any two
better warrior, internally and in the eyes of others. [EDG Military Field skills , Interest/ Astrology +4,
+1, add +4 to any one military skill, add +2 to any three Addiction / Astrology (must consult a seer before making
other military skills, Promotion; choose Vehicle (2) or Well- any major decisions)]
Equipped (2)] 9 Congratulations! You caught a rare disease in the
16 You may not like the Yakuza, but they make good allies . Periphery and won an all-expenses paid vacation to the
[Contact (2) , Forgery +4, Gambling +4, Negotiation +4 and NAIS. [Bureaucracy/Federated Suns +4, Contact (2}, Well-
either Owns Vehicle or Wealth (3)] Equipped, Allergy (2) or Disabled (player's choice}, and
17 While not as corrupt as the Lyran Alliance, wealth still add 1D6 - 2 years (round up) to the time this path takes]
opens doors in the DCMS. [Good Reputation (3}, Vehicle 10 Here comes the bride ... [Dependent]
(3} , Custom Vehicle (2), Wealth (2), Well-Equipped (2)] 11 Caught in the middle of the growing feud within the AFFC.
18 The spirit of the Dragon is strong in you . [EDG +2, Well- [Bureaucracy/Federated Suns +2, Enemy]
Connected (4), Good Reputation (3), +4 to any four skills] 12 The proverbial cake walk. [+1 to any one Military Field
19 [Choose one event or roll twice and apply both events] skill]
20 [Choose two events or roll three times and apply each 13 Action in the Chaos March leaves you wondering about
event] your place in life. [+2 to any four skills and player's
choice: WIL -2 , Brave and Quirk/ Gung-Ho or WIL +2 , Timid
TOUR OF DUTY: FEDERATED SUNS and Quirk/ Pacifist]
Available to characters who completed training at a Federated 14 You know what assignment to the Outback means? Party
Suns Academy or Training Facility. time! [-1 to all skills advanced this path , Gambling +3,
Time: 2 years Seduction +3, Streetwise +3,]
Traits: Vehicle (2); if taken for a second time in a row, add 15 Saw action in St. lves ... against your supposed "allies."
Contact (2) and Stigma/Victor or Katherine Loyalist (player's [+3 to any two Military Field skills, Stigma/ Victor or
choice) Katherine Loyalist (player's choice)]
Skills: Add +2 to any three Military Field skills, +1 to any three 16 War is hell, and the Smoke Jaguars were its minions. [+3
other skills to any three Military Field skills, Addiction, Combat Sense ,
Previous Paths: Any that would allow entry into a regular Tour Commission (Rank 1-if not an officer) or Promotion (if
of Duty already an officer)]
Next Path: Covert Ops (4, Military Scientist, Scout or Special 17 Those men in the suits and sunglasses say you've got
Forces-trained characters only), Ne'er-Do-Well (4), Police "potential." [Add +3 to any three skills , Contact (2) ,
Academy (3) , Tour of Duty: Federated Suns or Inner Sphere (4) Character may take the Marine , Officer Training or Special
Forces AIT path next]
Tour of Duty: Federated Suns Events 18 You were the right man at the right place-awarded the
2 You 're having strange dreams about another life you never Silver Sunburst for gallantry under fire. [+6 to any one
led .. . or did you?. [Amnesia, Quirk/ Paranoid, gamemaster Military Field skill, EDG +1, Good Reputation (2) ,
should devise a "true" history for the character] Promotion, Vehicle (4) , Custom Vehicle (2}, Well-Equipped,
3 It was a no-brainer, an assignment so simple you and your Wealth (2) ; choose from any Stage 3 Academy Life Path
entire unit were taken prisoner. [-1 to all skills advanced next, applying a +2 to any resulting event rolls]
this path, Escape Artist +4, Survival +4, BOD -1, WIL -1 19 [Choose one event or roll twice and apply both events]
and add 1D6 years to the time this path takes] 20 [Choose two events or roll three times and apply each
4 In the end, you took the coward's way out and watched event]
your unit die, but you also took the hero's identity. [Acting
+3, Alternate Identity, Combat Paralysis, Good Reputation TOUR OF DUTY:
(2} , Quirk/ Self-doubt] FREE WORLDS LEAGUE
5 You were there, and it was worse than anyone could've Free Worlds League and Word of Blake affiliations only
described. [ +4 to any three Military Field skills, and Time: 2 years
choose two of the following: Addiction (2), Combat Traits: Vehicle (2) for AeroSpace Pilot, Aircraft Pilot, Armored
Paralysis Disabled (2), Glass Jaw, Lost Limb (3), Poor Infantry Cavalry, and MechWarrior-trained characters only.
Hearing (2} , Poor Vision (2) or Quirk/ Phobia]
85
Skills: +2 to any three field skills, +2 to any two other skills Contact, +3 to any three skills earned from this path,
Previous Path: Military Academy (3), Military Enlistment (3), ignore standard event roll modifier if this path is
Naval Academy (3), University (3, AeroSpace School only), Covert repeated; another repeat, however, incurs the standard
Ops (4), Solaris VII Games (4), Word of Blake Service (4) modifier unless this event is rolled again]
Next Path: Police Academy (3), Covert Ops (4, Military 17 Mentioned in dispatches. Your performance is exemplary
Scientist, Scout or Special Forces-trained characters only), and draws the attention of a patron who expedites your
Lostech Prospector (4), Ne'er-Do-Well (4), Tour of Duty: Free career. [Add +3 to any three skills, Contact (2), character
Worlds League (4), Tour of Duty: Inner Sphere (4), Tour of Duty: may take the Marine, Officer Training or Special Forces AIT
Piracy (4) path next]
18 Your success in the field-be it Andurien, Gibson or
Tour of Duty: Free Worlds League Events Zion-brings you great glory and prestige, but also
2 You woke in a field hospital. Who are you, how did you get generates enemies among your colleagues and those you
here, and who taught you the skills you have defeated. [Enemy, Enemy, Enemy (2), Combat Sense,
demonstrated? [Amnesia, Quirk/Paranoid, gamemaster Natural Aptitude (Any Military Field skill), Promotion, Well-
should devise a "true" history for the character] Connected (4)]
3 Jinxed! Judging by your recent luck, you must have been 19 [Choose one event or roll twice and apply both events]
really bad in a past life. [Roll on the Events Table twice, 20 [Choose two events or roll three times and apply each
using only 1D10, and apply both results. On a roll of 1, event]
choose any event below 10. On a roll of 3, nothing is
gained] TOUR OF CUTV: LVRAN ALLIANCE
4 A bad judgment call lands you on the wrong side of one of Available to characters who completed training at a Lyran
the League 's many internecine spats. [Vehicle -3, Alliance Academy or Training Facility.
Demotion (2), Bad Reputation (2), lose all skill bonuses Time: 2 years
gained from this path] Traits: Wealth ; if taken for a second consecutive time, add
5 To protect others, you take the fall for something you Stigma/Pro-Victor or Stigma/Pro-Katherine (player's choice)
didn't do, but one day ... [Brave, Bad Reputation, and one of the following: Weii-Connected/LAAF or Vehicle (2)
Demotion, Glory -1, Quirk/Vow of Vengeance] for MechWarrior, Aerospace Pilot, Aircraft Pilot, Cavalry and
6 With the League such a melange of cultures, you'd have Armored Infantry characters only.
thought he'd be more tolerant ... [Stigma, Enemy (2)] Skills: Add +2 to any three Military Field skills, +1 to any two
7 " Better to have loved and lost than never to have loved at other skills
all." What do they know? [Quirk/Lost Love, Enemy] Previous Paths: Any that would allow entry into a regular Tour
8 Politics and warfare make for strange bedfellows. [Contact of Duty
(2), Enemy] Next Path: Covert Ops (4, Military Scientist, Scout or Special
9 "It was a joke, okay?" [Enemy (2), Stigma/Bounty] Forces-trained characters only), Ne 'er-Do-Well (4), Police
10 Helping to forge a unified military from a collection of Academy (3), Tour of Duty: Lyran Alliance (4), Tour of Duty:
provincial forces exercises skills you didn 't expect to use Inner Sphere (4) or Tour of Duty: Social General (4, officers
in the military. [Enemy, Protocol +1, Negotiation +1] only)
11 With the League one of the few realms not at war, things
are safe but boring. [+1 to any one field skill] Tour of Duty: Lyran Alliance Events
12 There's boredom, then there's an assignment to the 2 Captured by the Clans and made a bondsman. [-2 to all
Quartermaster Corps. [Administration +3, Computers +3, skills this path, Protocol/Clan +3, Stigma/Bondsman,
Bureaucracy/Free Worlds League +3] Scrounge +1, add 1D6 years to the time this path takes.
13 Whether a SAFE operative planted to keep an eye on a Roll 1D6. On a result of 5 or 6, accepted as a freebirth
suspect officer, a refugee seeking to escape his roots, or warrior, otherwise may not take further military paths]
the agent of another power, there is more to you than 3 "An offer you can't refuse." Blackmailed into working for
meets the eye. [Alternate Identity, Language/Any the enemy. [Acting +2, Alternate Identity, Cryptography +1,
Appropriate +1, Protocol/ Any Appropriate +2, Acting +3] In for Life, choose one: Addiction, Stigma/Spy, Enemy (2)]
14 Enginehead! With the aid of your buds, you customize to 4 "Military intelligence. Ha!" An operation goes bad. [+2 to
your heart's content. [Choose two: Vehicle (3), Owns three Military Field skills, choose two: STR -1 , BOD -1 ,
Vehicle, Custom Vehicle (3)] Combat Paralysis, Lost Limb, Poor Hearing, Poor Vision,
15 A windfall in the Andurien lottery allows you to realize your Unattractive]
dreams. [Vehicle (4), Owns Vehicle] 5 Sole Survivor. Again. [+1 to all skills in one Military Field,
16 Who needs a Canopian pleasure circus when you're Bad Reputation, choose one: EDG -1, Combat Paralysis,
around to liven things up? [Gregarious, Contact (2), Glass Jaw]
88
6 "The general's kid is off limits, understand?" [Attractive, Tour of Duty: Nueva Castile Events
Seduction +2, Demotion, Enemy, Quirk/Can't resist a 2 The enemy lures you into an ambush. [Any two Military
challenge] Field skills +2, Quirk/Hate Enemy and choose two:
7 "No!" The love of your life dies or is kidnapped and you Amnesia, Combat Paralysis , Demoted, Disabled, Lost
swear vengeance. [Quirk/Lost Love, Enemy] Limb]
8 "There 's a Snake-lover in Alpha Company who needs to be 3 Accused of cowardice. [Bad Reputation, SOC -2]
taught a lesson .. ." The Order of Cincinatus draws you in. 4 Captured by the enemy and ransomed back. Eventually.
[Quirk/Xenophobia , In for Life, Well-Connected (2)/LAAF] [Bad Reputation, BOD -1, Escape Artist +1 ,
9 "Who is THAT?" Whirlwind romance. [Dependent] Languages/Any +2. Add one year to the time this path
10 "All I wanna know, boy, is which side you on? " [Choose takes]
one: Stigma/Pro-Katherine, Stigma/Pro-Victor] 5 eat's paw. You are "persuaded" to assist an outside
11 Garrison duty. BOR-ING! [Choose one: Gambling +2, faction in destabilizing Nueva Castile. [Contact, In for Life,
Seduction +2, Streetwise +2] Wealth]
12 Blood, sweat and tears, but for what? You are involved in 6 Blood, sweat and tears. You didn't think you would survive
a major campaign that makes significant gains for House that battle. [ +2 to all skills in one Military Field . Choose
Steiner, that the politicians squander. [+3 to one Military one: Combat Paralysis , Disabled (3)]
Field skill and +2 to two others, Quirk/Hate Politicians 7 A member of your unit demands a duel to restore a slight
and choose one: Lost Limb (2), Glass Jaw] to his honor. [BOD -1, Choose one: Blade +2, Martial
13 Pirate hunting. [ +2 to two Military Field skills , Perception Arts/Any +2, Pistol +2]
+1, Streetwise +1] 8 You find yourself dragged into the petty politics of the
14 "Information is ammunition." [Perception +1, Computers warrior-nobles. [Contact (2), Enemy]
+2, Sensor Operations +1, Contact (2)] 9 You manage to bring back considerable battlefield
15 Crucible. You see action against the Clans. [+3 to any salvage. [Well-Equipped]
three Military Field skills, choose three: Addiction, 10 Unholy alliance. For some reason, you find yourself
Disabled, Combat Paralysis, EDG +1, Lost Limb, working alongside one of the enemy [ContactjEnemy (1) ,
Promotion, Timid] Languages/Enemy +2 and remove any Quirk/Hate Enemy
16 "You're just the sort of person we're looking for." Selected Traits]
for "special training." [Next path must be Loki Training or 11 Garrison duty. Ah, peace and quiet! [+1 to any three skills]
chose two: Addiction , Bad Reputation (2), Enemy (2), Lost 12 You are involved in dealings with the Hansa.
Limb, lose all ranks, lose commission] [ContactjHanseatic League, Negotiation +3,
17 "We're not against the Alliance, but against the abuse of Protocoi/Hanseatic League +3]
power. A loyal opposition, as it were." Inducted into 13 You are dispatched on a diplomatic mission, either to the
Heimdall. [In for Life , Well-Connected (2)/Lyran Alliance, enemy or to an outside group in search of support for
Contact (2)/Heimdall, Stigma/Pro-Victor] your cause . [Negotiation +4, Protocol/Any +4,Streetwise
18 Courage under fire. Awarded the Alliance Star for valor. +4 and add one year to the time this path takes]
[Promotion, Wealth, Good Reputation (2), EDG +1, Land 14 The highlights of your year are the glittering social
Grant, Title] functions held in the capital. [Protocol/Faction +5,
19 [Choose one event or roll twice and apply both events] Seduction +4, Arts/ Any +4]
20 [Choose two events or roll three times and apply each 15 You are ordered to raid an enemy depot, which you pull off
event] with panache! [Career/Soldier +5, +3 to any four field
skills , Promotion, Good Reputation]
TOUR OF DUTY: NUEVA CASTILE 16 Selected for special duties. [Contact (2), Next path may
Castilian, Umayyad or Mercenary Affiliations only be either Special Training: Special Forces (3, p. 31,
The war in Nueva Castile has raged for more than two CBT:RPG) or Covert Ops (4)]
centuries, fueled by bitter hatred between the Castilians and 17 You are assigned to the General Staff to aid in planning
Umayyads and not a little meddling by the Hanseatic League. the campaign. [Bureaucracy/Any Military +5, Strategy +5,
Time: 2 years Choose one: Promotion (4) and Enemy (1), or Well-
Attribute Minimums: BOD 5 Connected (4) and Timid]
Skills: Career/Soldier +2, Protocol/Faction +1, Tactics/Any +2 18 You lead your troops in a glorious victory over the enemy
Previous Path: Any hordes. [Good Reputation , Promotion (2) , Land Grant,
Next Path: Tour of Duty: Nueva Castile (4), To Serve and Wealth (4) and Well-Equipped (3)]
Protect (4) 19 [Choose one event or roll twice and apply both events]
20 [Choose two events or roll three times and apply each
event]
87
TOUR OF DUTY: PIRACY 12 Easy money. [Wealth (2), Enemy (2), Intimidation +3]
Any affiliation 13 You are one of those fortunate people who enjoy your
Very few set out to be pirates. The pirate lifestyle often work. [Gregarious , add +1 to all skills improved this path]
sneaks up on a person and blindsides them with a cudgel. For 14 Reputations have their ups and their downs. [Pistols +4
others, it reflects a lack of options. Whatever the reason, you or Blades +4, Quickdraw +3, Enemy (2), Unattractive
have embraced a life of banditry and rapine. Take what you (dueling scar)]
need. Watch your back. And always remember to pack an extra 15 It's a lucrative business. Just be careful you don 't become
knife. your own best customer. [Administration +3, Negotiation
Time: 2 years +3, Wealth (5) , Well~onnected (4) , Addiction (1)]
Attribute Minimums: None 16 Something warned you that it was a trap. Always listen to
Attribute Thresholds: BOD +1, WIL +2 (SOC now has a your gut. [Sixth Sense, Escape Artist +4, Perception +4
maximum value of 1, unless player takes alternate identity- and add a year to the time this path takes]
pirates do not rate well on the social ladder) 17 Only the strong survive. [STR +1, BOD +2, WIL +1, and
Traits: Bad Reputation, Enemy, reset any Vehicle Trait to (0) choose either Toughness or Pain Resistance]
unless character has the Owns Vehicle Trait. 18 Out clean! You are handed the chance to start a new life
Skills: Add +3 to any three Military Field skills or to any skill with a full pardon. An opportunity, one way or the other.
listed in the Scout Field , add +1 to any other two skills, [Either take the pardon, Contact (3), Wealth (2), and
including new skills if desired continue with any Life Path you qualify for, or betray that
Previous Path: Any trust and take Enemy (3) , Bad Reputation (5),
Next Path: Civilian Job (4), Ne'er-Do-Well (4), Free Trader (4), Stigma/Large Bounty and either Wealth (6) and Well-
Tour of Duty: Piracy (4), Travel (4) Equipped (6) or Vehicle (6) and Owns Vehicle]
Events: For those coming out of Ne'er-Do-Well or Street paths , 19 [Choose one event or roll twice and apply both events]
or those kicked out of any military path by events, roll events 20 [Choose two events or roll three times and apply each
per normal rules. All others, take a -1 penalty on this first roll event]
(on repeating this path, the penalties remain as normal, -1 for
a second roll , -2 for a third, and so on) . TOUR OF DUTY:
STAR LEAGUE DEFENSE FORCE
Piracy Events Any Inner Sphere or Clan Nova Cat affiliation.
2 You were warned about trusting anyone too much, even a Service to the Star League. It's been the dream of many
childhood friend. You are sold out to the authorities. a warrior ever since the original Star League's inception. Even
[Enemy (2) , Poverty (2) , Introvert, Quirk/Vendetta , add 1D6 after the Amaris Coup and resulting fall of the League, the
years to the time this path takes] desire remained strong. Now that the Star League has been
3 You'll be back. And they'll be sorry. [Combat Paralysis, reborn to face off against the Clans, that longing can be
Lost Limb (2), Quirk/Vendetta] fulfilled. It takes a certain kind of warrior to join up, though,
4 The pirate's life has its traps. [Choose one: Addiction (2), as its members come from all over the Inner Sphere (and not
Lost limb (2) , or add +1D6 years to the time this path always from friendly realms). Can you handle the pressures ,
takes and take Escape Artist +6] not only to perform your duties , but also to portray your home
5 What goes up must come down . Unfortunately, what came in the highest possible regard?
down was almost 5,000 tons of DropShip, and what the Time: 3 years
pieces came down on was you . [Survival +5, First Aid +3 , Traits: Contact, Contact, Vehicle (2)
Scrounge +3 and lose all Wealth and Vehicle traits] Skills: +2 to half character's AIT Field skills, +1 to three other
6 There's something to be said for being top dog. [BOD +2, skills of player's choice
Toughness, Unattractive (scarred) , Lost Limb, Previous Path: ComStar Service (4, Com Guard Training
Quirk/ Unable to refuse fight, Brawling +4, Pistols +2, required), Covert Ops (4) , Tour of Duty: Clan-Sphere Liaison (4),
Blades +5] Tour of Duty: Federated Suns (4), Tour of Duty: Inner Sphere,
7 The weak shall inherit the earth. About ten cubic meters Tour of Duty: Joint Nova Cat;Combine Exercises (4), Tour of
over their coffin. [Enemy, Enemy (2), Stigma/Bounty, Bad Duty: Lyran Alliance (4) , Tour of Duty: "Social General " (4), Tour
Reputation(3), +2 any two military skills] of Duty: Training Cadre (4) , Tour of Duty: Xin Sheng (4)
8 The big score! But who's holding the marker on this one? Next Path: ComStar Service (4) , Covert Ops (4, Special Forces
[Wealth (6), Enemy (3), Quirk/ Paranoid] or Scout-trained characters only), Lostech Prospector (4),
9 Mercy never pays. [Enemy (2), Stigma/Bounty] Ne 'er-Do-Well (4), Tour of Duty: Federated Suns (4), Tour of
10 Slow year and no easy marks. [Poverty, -1 to any two Duty: Joint Nova Cat/Combine Exercises (4), Tour of Duty:
skills improved this path , Scrounge +4] Inner Sphere (4) , Tour of Duty: Lyran Alliance (4), Tour of Duty:
11 Never let it be said that you never try anything new. Piracy (4), Tour of Duty: Xin Sheng (4)
[Choose one : Forgery +4, Interrogation +4, Whips +4]
88
CHAIIACI'ER CREATION
Tour of Duty: Star League Defense Force Events 17 Mustang! An exemplary trooper, you are chosen to be an
2 They called it a "reversal of fortune." You call it hell and officer. [Good Reputation , Contact; spend one year in this
have the physical and mental scars from your ejection to path, gaining only a +2 to all Basic Training field skills (no
prove it. [Lose all Vehicle Traits, choose two: Combat other benefits), but may attend a Military Academy as next
Paralysis, Disability, Glass Jaw, Poor Hearing, Poor Vision , path, may take OCS next]
Slow Learner and may only take Ne 'er-Do-Well Path next] 18 Whether on Huntress, Strana Mechty or in the Inner
3 Your valiant stand saved others in the unit but at the cost Sphere, you are tested in the crucible of war and found
of your own health. [WIL +2, BOD -1 and choose two: worthy. [Leadership +5 , Strategy +5, Tactics / Any +5 ,
Disabled (2), Lost Limb (3), Poor Hearing (3) or Poor Custom Vehicle (2) , Enemy (2), Wealth (3) , Well-
Vision (4)] Connected]
4 Though you always dreamed of being a warrior, now that 19 [Choose one event or roll twice and apply both events]
you are one, you feel much safer piloting a desk. [CHA -1, 20 [Choose two events or roll three times and apply each
Introvert, Timid, Bureaucracy +2] event]
5 The heat of battle is your natural environment, but the
stresses and strains are taking their toll. [+4 to any three TOUR OF DUTY: TRAINING CADRE
Military Field skills , and choose two of the following: Available only to graduates of a Federated Suns Academy that
Addiction (2) , Combat Paralysis, Disabled (2), Glass Jaw, fields a training cadre. This Tour may be taken only as the
Lost Limb(3) , Poor Hearing (2), Poor Vision (2) or first Stage 4 path, and only immediately after a character
Quirk/ Phobia] graduates from an Academy.
6 It was a hellacious crash, but at least you used the Time: 2 years
recuperation time to broaden your horizons. [Vehicle -2, Traits: Promotion, Contact
Custom Vehicle -1, -1 to three Military Field skills , +1 to Skills: Protocol/Federated Suns +2 , +1 to all Basic Training
two non-Military Field skills] skills, +1 to half of primary field skills (round up)
7 Offending this spiteful officer was probably not a good Previous Paths: Any Federated Suns Military Academy with a
career move ... [Enemy, Negotiation -1, next two training cadre
Promotions are ignored] Events: Roll events on the Training Battalion Events Table
8 Boredom sets in; you cruise the streets and bars around Next Path: Tour of Duty: Federated Suns or Inner Sphere (4)
the barracks whenever they grant you a pass. [Choose
two: Addiction , Bad Reputation, Streetwise +1] TOUR OF DUTY: XIN SHENG
9 Survival training is fun, they said , but then most people Capellan Confederation and St. lves affiliations only.
don't react to the foraged berries. [Survival +5, +3 to any Both the Capellan Confederation and the St. lves
three Military Field skills, Allergy, Glass Jaw] Compact/Commonality have been involved in heavy fighting
10 Well, at least you have plenty of time to read. recently. Some warriors chose to play it safe and tried their
[Interest/ Any +1] best to stay out of the fight. Those who put their lives on the
11 The new posting gives you the opportunity to "get back to line found that the bold , not necessarily the victor, get the
nature " and study the local wildlife . [Tracking +2, Survival spoils. Of course, there's always a potential price to pay for
+2, Riding +2] audacity.
12 Your mission was a success , despite the " support" of the Time: 2 years
politicos who sent you. [+3 to one Military Field skill and Traits: Vehicle (2): choose either Quirk/ Confederation Elitist or
+2 to two others, Quirk/ Hate Politicians and choose one : Quirk/ St. lves Loyalist
Lost Limb (2), Glass Jaw] Skills: Add +2 to any three Military Field skills ; add +1 to any
13 Liaising with other member-state militaries is a three other skills or learn one new skill at +2
challenging job, but one at which you excel. [Negotiation Previous Paths: Any that allow entry into a regular Tour of Duty
+4, Protocol/ Any +4, Streetwise +4; add one year to the Next Path: Covert Ops (4, Special Forces or Scout-trained
time this path takes] characters only), Ne 'er-Do-Well (4) , Police Academy (3), Tour of
14 Though a new force, the SLDF has old traditions, including Duty: Inner Sphere or Xin Sheng (4)
maintaining the honor of its members and its units. On
Dieron there are plenty of Dracs willing to call you out. Tour of Duty: Xin Sheng Events
[Pistols +4 or Blades +4, Quickdraw +3, Enemy (2) , 2 Turned by a foreign intelligence agency and made their
Unattractive (dueling scar)] spy. [Acting +3, WIL -2, In for Life, Quirk/Paranoid ,
15 The "trophies " you secure after each battle have become Contact (2, foreign intel agent), Enemy (3) and lose all
a lucrative sideline. [Contact, Glory +2, Contact (2) , Loyalty Quirks)
Gregarious, Appraisal +1, Negotiation +1, Streetwise +1] 3 Captured behind enemy lines and imprisoned . [-1 to all
16 Right time, right place! [SOC +1, Glory, Leadership +2 , +3 skills advanced or learned in this path, Escape Artist +2,
to three Military Field skills] BOD -1 , WIL -1 , add 2 years to the time this path takes]
89
4 A close call wounded you in more than one way. [Addiction 19 [Choose one event or roll twice and apply both events]
(2), Bad Reputation, Quirk/ Bipolar or Schizophrenic] 20 [Choose two events or roll three times and apply each
5 Lucky wang ba dan! At least you have some good stories event]
to tell. [EDG +2, Disabled; choose one: Combat Paralysis,
Lost Limb (2)] WORD OF BLAKE SERVICE
6 A poor showing in your first major battle , now you merely Word of Blake Affiliation only
want revenge. [Demotion, Quirk/ Hatred of Enemy; choose Word of Blake acolytes and Militia members tend and
one: Lost Limb or Disabled] guard HPG stations and research facil ities throughout the Free
7 Your unit was shot up badly in battle. [Perception +2, Worlds League , Capellan Confederation and large sections of
Lemon if the character has a Vehicle or Well-Equipped (-1) the Periphery. These postings can be very educational , and
if the character does not] also extremely dangerous.
8 Activated for riot duty, you became the poster boy for the Time: 2 years
anti-baby killer movement. [Add +3 to any one primary Attribute Thresholds: INT +1
field skill , Bad Reputation (2) , Enemy] Skills: Career/ Word of Blake +1, Administration +1,
9 You married an indig and had a kid. [Dependent, -1 to Computers +2, Interest/Writings of Jerome Blake +3,
half of the skills advanced or learned in this path] Language/ Any +1, Negotiation +1, Academics/Any +1
10 So just how easy is it to go AWOL without getting caught? Next Path: First time through only-Word of Blake training
[Acting +2, Escape Artist +2, Security Systems +2, (mandatory, part of this pass) , Word of Blake Militia Training
Scrounge +2 , EDG -1 , Demotion, -1 to all other skills (mandatory, part of this pass); subsequent times through
advanced or learned in this path] path-Word of Blake Service, Deep
11 An exercise in frustration, or the fabled cake run? Periphery Trader (4) , Ne'er-Do-Well (4) , Civilian Job (4) ,
[Choose one : Academic/Any +3, Arts/Any +3 or ComStar Service (4), Tour of Duty: Piracy (4)
Interest/ Any +3]
12 A position within a training unit left you prepared for next Word of Blake Service Events
year. [Training +4, +2 to half of your primary field skills, 2 Captured and tortured by ComStar ROM agents. [Disabled
Leadership +2] (2), Unattractive, and choose one: Combat Paralysis , Lost
13 If you can 't beat 'em ... Trapped behind enemy lines, you Limb (3) , Addiction (2)]
elude capture by stealing ID and pretending to be the 3 Captured by Great House intelligence agents. [Enemy (3) ,
enemy. [Alternate Identity, Language/Any Appropriate +1, Amnesia]
Protocol/ Any Appropriate +2, Acting +3] 4 You are caught in a horrible HPG accident. [Poor Vision
14 You couldn 't wait to see front-line action . [Brave, (2), Poor Hearing (3)]
Tactics/ Any +2, Strategy +2 , any two other skills +1] 5 ROM investigates you as a possible traitor.
15 When they said "on point," they really meant it. Welcome [Stigma/ Questionable Loyalty (2) , Quirk/ Paranoid]
to the vanguard on a heavy campaign . [EDG +1, add +4 to 6 You cross the wrong member of another faction. [Enemy
any one military skill, add +2 to any three other military (2), Bad Reputation (2)]
skills, Promotion; choose Vehicle (2) or Well-Equipped (2)] 7 The pressures of indoctrination are simply too much.
16 Trial by combat. You have "the gift." [Leadership +2, [Addiction, Introvert]
Good Reputation (2); Commission (Rank 1) or Promotion; 8 You discover something new about yourself when you go
choose either Combat Sense, Vehicle (2) or Well-Equipped to your first assignment. [Transit Disorientation Syndrome]
(2); characters who have not taken an OCS program may 9 You spend too much time under artificial lighting. [Night
immediately take the Sian University Subpath (ignoring Blindness]
Attribute minimums), following next paths for Tour of Duty: 10 In order to avoid rousing ROM suspicions, you kept your
Xin Sheng when finished] head buried in technical manuals . [Technician/ Any +3,
17 Mine, mine, mine, mine, and that one too. Orders did say Poor Vision]
to refit from captured enemy supplies. [Owns Vehicle , 11 Your first assignment brings terrible boredom: HPG repair
Vehicle (4), Well-Equipped (2)] duty. [Technicianj Comms +2]
18 That man who just shook your hand wears the death's- 12 You meet new friends in your travels to different Word of
head emblem. Do you really want to tell him "no?" [Any Blake HPG compounds. [Contact]
four military skills +1; character may attempt to qualify for 13 Heavy HPG traffic kept you busy learning more about your
the Death Commandos Covert Tour Path next; if unable (or chosen craft. [Comms/ HPG +5]
unwilling) to make Death Commando, characters who 14 Chosen by your Word of Blake faction for a special
have not taken an OCS program may immediately take the mission, you are given extra monetary support and
Sian University Subpath (ignoring Attribute minimums), equipped well. [Wealth (2), Vehicle (2)]
following next paths for Tour of Duty: Xin Sheng when 15 You spend considerable time with your friends from the
finished] Militia. [Pistols +3, Rifles +2, Contact]
90
16 You caught the attention of high-ranking faction member. Scout
[Promotion (4), Well-Connected (2). ProtocoljWord of Blake Ship's Crew
+3] WarShip Pilot (DropShip Pilot or JumpShip Pilot,
17 You are chosen for special "torture training." [Pain minimum !NT 6, may not have TDS Trait)
Resistance, Interrogation +2, First Aid +2, BOD +1) Events: Do not roll events for Word of Blake Militia
18 Naturally gifted, you absorb everything they can give and Training
more. [Fast Learner, +3 to all skills gained from this path] Next Path: Light of Mankind Training (3 , part of this
19 Your diligent efforts have caught the attention of a ranking pass), Tour of Duty: Federated Suns (4). Tour of Duty: Inner
Word of Blake official. [Commission, Promotion (6), Sphere (4), Tour of Duty: Lyran Alliance (4) , Tour of Duty: Piracy
Contact (2), Good Reputation (2) , Wealth (4)) (4), Tour of Duty: Xin Sheng (4)
20 [Choose one event or roll twice and apply both results]
Subpath: Light of Mankind Training
Mandatory Subpath: Word of Blake Training Word of Blake Militia Training required (Armored Infantry,
Word of Blake Service required. Marine and MechWarrior fields only)
Time: 3 years When the ComStar schism occurred in 3052, 70 percent
Attribute Minimums: INT 4, DEX 4 of ROM 's operatives fled to join the forming Word of Blake,
Skills: Comms/ HPG +3, Administration +1, Technical / Any which gave them a corps of seasoned personnel that
+1, Career/ Word of Blake +1 , Computers +2 ComStar's ROM has yet to match. As the Word of Blake
Fields: reorganized ROM, its special forces branch received special
Civilian Tech attention. In reference to words spoken by Conrad Toyama
Politician about the ComStar logo, the branch was renamed the Light of
Scientist (minimum !NT 6) Mankind. Staffed by veterans known for their fanaticism
Events: Do not roll events for Word of Blake Acolyte among an organization of fanatics , the Light of Mankind may
Next Path: University (3) , Civilian Job (4), Deep Periphery prove to be one of the most brutal and dangerous special
Trader (4), Ne'er-Do-Well (4), Tour of Duty: Piracy (4), Word of forces units ever to exist.
Blake Service (4) Time: 4 years
Attribute Minimums: WIL 5 , BOD 5, RFL 6
Mandatory Subpath: Word of Blake Militia Training Attribute Thresholds: WIL +1 , RFL +1, CHA -1
Word of Blake Service required, cannot have Combat Paralysis Traits: Poison Resistance , Promotion, Quirk/ Loyalty to
or any of the following traits above the lowest possible level: ROM (2), Commission , Vehicle (2)
Disabled, Lost Limb, Poor Hearing, Poor Vision Skills: Interrogation +2 , Intimidation +2, Perception +2,
Time: 5 years Tactics/ Any appropriate +3, +2 to half the character's Military
Attribute Minimums: INT 4 , BOD 4 Field skills (round up)
Attribute Thresholds: RFL +1 , BOD +1, WIL +1 , SOC +1 Fields: Special Forces, MechWarrior
Traits: Promotion, Well-Equipped (2), Well-Connected, Next Path: Covert Ops (4), Tour of Duty: Federated Suns
Vehicle (2) (4) , Tour of Duty: Inner Sphere (4), Tour of Duty: Lyran Alliance
Skills: Strategy +2 , Tactics/ Any +2, +1 to three Basic (4) , Tour of Duty: Piracy (4) , Tour of Duty: Xin Sheng (4)
Training skills, +2 to any three other skills, Career/ Word of
Blake +1 ADDITIONAL OCCUPATIONAL FIELDS
Fields: Basic Training , and choose one of the following The following is an additional Occupational Field and
fields , subject to the listed restrictions : follows all of the standard rules for OCCs (see p. 53 ,
Aerospace Pilot (minimum DEX 4, RFL 4) CBT:RPG) .
Aircraft Pilot (minimum DEX 4, RFL 3)
Armored Infantry (minimum STR 6, BOD 5) FWL Basic Training
Cavalry Career/ Soldier
DropShip Pilot (minimum DEX 4) First Aid
Infantry Martial Arts/ Military
JumpShip Pilot (DropShip Pilot, minimum /NT 5, may Pistols
not have TDS Trait) Protocoi/ FWL
Marine (minimum WIL 4, may not have TDS Trait) Rifles
MechWarrior (minimum DEX 3 , RFL 4)
Scientist (minimum !NT 3)
91
~;;,'~,
f / /41
OVERVIEW
Clan Warriors
Creating a character is a four-step process: Concept,
Clan characters may choose to take the Elemental
Choose an Affiliation, Character Points and Finishing Touches.
Phenotype, Fighter Pilot Phenotype or MechWarrior Phenotype.
If they do so , they are considered Trueborn but must also take
CONCEPT
the Slow Learner Trait. All Clan warriors-Freeborn or
The concept stage of the points-based rules works the
Trueborn-gain the Quirk/ Clan Honor Trait.
same as in the standard rules: players may (or may not)
decide upon the kind of character they would like to play, be it
CHARACTER POINTS
specific (a cynical Snow Raven aerojock seeking glory and
Step three , Character Points (CPs) , is the major digression
adventure on that Clan 's new holdings) or general (a
between the points-based system and the Life Path system of
MechWarrior). The point-based system works well with
CBT:RPG. The player spends these points to buy Attributes ,
character concepts, allowing the player to tailor almost every
skills and traits . The initial points available depends on the
aspect of the character to meet his or her specific desires .
type of character (old characters get more) and any additional
experience. This difference is handled through Base CPs and
Aging CPs (see Using Character Points , below).
92
FINISHING TOUCHES Attributes
The final stage of character creation is to determine the Every character has a set of nine Attribute scores, the
specifics of any vehicles or personal equipment purchased details of which appear on pages 55-56 of CBT:RPG. Each of
during character creation. Rank and titles should also be the Attributes has a threshold and a maximum, depending on
finalized. Players are encouraged to add the details that bring the character's phenotype. The default threshold value for
the character to life, such as personality, description and each Attribute is 6 (though this may be modified by affiliation;
history, though this is not compulsory and players may ad-lib see below), and raising the Attribute to that level costs 1
such details once play has begun. Character Point per level (so a 1-point raise costs 1 Character
Point and a 5-point raise costs 5 Character Points). Increasing
A NOTE ON LIFE PATHS an Attribute value above the practical limit costs 2 Character
Where reference is made in CBT:RPG to "during a Life Points per point. For example , raising an Attribute to 8 costs
Path," the reference applies to any point of character creation 10 Character Points: 6 Character Points for Attribute levels up
when the player may spend Character Points on his character, to 6 plus 2 Character Points each for levels 7 and 8.
other than the Finishing Touches stage. References to "after a Characters may not increase their Attributes above the
Life Path" apply to modifications made at the Finishing maximums for their phenotype (see p. 56, CBT:RPG) unless
Touches stage. that Attribute has the Exceptional Attribute Trait.
Attributes govern the improvement of skills during
USING CHARACTER POINTS character creation (see below) and game play (see p. 211,
Character Points (CPs) are the core of the point-based CBT:RPG). The Attribute Table (see p. 55, CBT:RPG) gives an
character generation system, each character starting with a indication of the relative value of the Attributes. The minimum
number (usually 100, though that may vary depending on value for each Attribute is 1, though 3+ is suggested,
specific circumstances) to develop the character. This initial particularly given the prerequisites of several Occupational
fixed sum is the character's Base Character Points. This Fields.
number varies depending on the age , experience and nature of Note: Some affiliations modify Attribute thresholds or
the character. Adult characters can also take advantage of have Attribute minimums. In the latter case, the character
Aging to gain additional Character Points. Child and Teen must have at least the indicated value in the appropriate
player characters are subject to the Very Young and Young Attribute at the end of the character generation process.
aging effects as outlined on p. 60 of CBT:RPG. Modifications to Attribute thresholds govern the point at which
the double cost applies to purchase of that Attribute.
Aging Character Points
Adult PCs are, by default, 21 years old. For each A +1 Attribute modifier increases the Attribute
additional year of age added to the character, the character threshold to 7, so the cost per level from 1-7 is 1
gains bonus Character Points to purchase Attributes, skills Character Point. Only at 8 does the cost increase to 2
and traits. This bonus may be modified by the character's Character Points. Conversely, a -1 modifier reduces
existing traits. Most player characters gain 4 Character Points the threshold to 5, requiring the expenditure of 2
per year of aging , but those with the Slow Learner Trait gain Character Points to increase the Attribute from 5 to 6.
only 2 Character Points per year. Characters with the Fast
Learner Trait gain 5 Character Points per year. Characters may Traits
choose any age from 21 to 100 for their characters , though The traits listed on p. 57-58 of CBT:RPG represent
aging effects (see p. 60, CBT:RPG) apply to characters over 30 notable abilities (or flaws) possessed by the character.
years of age and cause major problems for those over 70. Additional positive and negative traits are found in this book
on p. 99. Positive traits may be purchased at the indicated
Character Point cost. If no cost is
indicated, the trait cannot be
purchased; it is either tied to an
BASE CHARACTER POINTS affiliation or else does not apply to
the point-based system. Where a
Character Base CPs Notes variable point cost is indicated , the
Child PC 50 Around 10 years old. May not use Aging. player may choose the cost and
Teen PC 75 Around 16 years old. May not use Aging. strength of the trait. For example, a
• Adult PC 100 Around 21 years old. player can choose to purchase an
Green NPC 90 May not use Aging. See NPC rules, p. 205, CBT: RPG. Alternate Identity (2 CPs) Fast Learner
Regular NPC 120 May not use Aging. See NPC rules, p. 205, CBT: RPG. (3 CPs) and Good Vision (1 CP) for a
Veteran NPC 150 May not use Aging. See NPC rules, p. 205 , CBT: RPG. total cost of 6 Character Points.
Elite NPC 200 May not use Aging. See NPC rules, p. 205, CBT: RPG. If a player chooses a negative trait
93
for his character, the Character Point pool for that character Restricted Traits
increases by a number of CPs equal to the value of the trait. Some traits have limitations on their purchase or
Again, where a variable point cost is indicated, the player is maximum values. They are:
free to choose the value of CPs regained. However, only the Rank: The value of a character's Rank Trait may not
two highest negative traits give their full Character Point exceed that character's SOC Attribute.
rebate. Any others give the character only half their indicated Title : The value of a Title Trait may not be higher than 8. If
CPs (rounded down after adding them up). For example, a the character has the Clan Affiliation, he or she must be
player chooses Combat Paralysis (4 CPs), Enemy at Level 3 (3 Trueborn to purchase a Title (Bioodname).
CPs), Slow Learner (3 CPs) and Night Blindness (1 CP). This Vehicle: The value of a Vehicle trait cannot exceed the
adds up to 11 CPs of flaws, but the character only regains 9 character's EDG Attribute
CPs (only the two highest traits provide a full rebate, with one
of the 3 CP traits and the 1 CP trait halved). SKILLS
Some traits stand in opposition to each other and the Skills determine what a character can and cannot do
purchase of one negates the effects of the other. For example, effectively. A character with a particular skill has a modifier
a character with the Slow Learner negative trait purchases the (which may be 0) when using that skill in an action. If he does
Fast Learner positive trait. As these traits are opposing, he not have a skill required for an action, he must use the
does not get them both; instead, one cancels out the other Untrained Skill Use rules found on p. 16-17 of CBT:RPG.
and neither appears on the character sheet. Characters start with a number of free CPs to spend on
specific skills (see Freebie Points below), but purchasing
additional skills and bonuses costs a variable number of CPs
per level. Buying a skill at its default (+0) value costs 1 CP.
Every +1 increase beyond that costs 2 times the new CP
OPPOSINI3 TRAITS
value. The maximum bonus a skill can grant is +10.
Animal Empathy Animal Antipathy
For example, increasing a skill from 0 to 1 costs 2 CP (1
Attractive Unattractive
x 2), while increasing from 2 to 3 costs 6 CP (3 x 2). As such,
Brave Timid
high values are difficult to obtain with starting characters.
Combat Sense Combat Paralysis
Where a skill has subskills (such as Technician, Piloting,
Fast Learner Slow Learner
Gunnery, and so forth) as indicated in its text or by a asterisk
Good Hearing Poor Hearing
(*) in the skill list, each subskill given to a character must be
Good Reputation Bad Reputation
purchased separately (and counts as a distinct skill). In most
Good Vision Poor Vision
cases, the range of subskills is predefined (such as
Gregarious Introvert
Gunnery/Aero, Gunnery/Space, Pilotingj'Mech,
High Endurance Low Endurance
Piloting/Tracked, and so forth), whereas others (notably Career
Night Vision Night Blindness
Proud Heritage Shameful Heritage
Thick-skinned Thin-skinned
Toughness Glass Jaw CHARACTER POINT COSTS
Wealth Poverty
Normal Difficult
Bonus Skill (Culm.) Skill (Culm.)
+0 1 (1) 1*
FREEBIE TRAITS · +1 2 (3) 4 (4)
Traits gained from a character's affiliation are freebies, +2 4 (7) 8 (12)
neither costing them Character Points nor providing a +3 6 (13) 12 (24)
Character Point rebate. They may, however, still be negated by +4 8 (21) 16 (40)
purchasing opposing traits. In a number of cases, these +5 10 (31) 20 (60)
freebie traits have prerequisites that must be met if the +6 12 (43) 24 (84)
character is to gain the benefit of the trait. +7 14 (57) 28 (112)
+8 16 (73) 32 (144)
TRAIT MODIFICATIONS +9 18 (91) 36 (180)
Some affiliations modify the cost of traits, either up or +10 20 (111) 40 (220)
down. Examples include reduced costs for purchasing Pain
Resistance and Combat Sense for characters with the *May only be acquired via an Occupational Field
Draconis Combine Affiliation, or increased rebates such as for
Timid and Combat Paralysis for Lyran Alliance characters.
94
' *·,e.
. .~ •i'ft
..
"~, ~ ::
CHARA
and Language skills, but also the regional variations of Occupational Field. The Occupational Fields from CBT:RPG,
Streetwise) are open-ended , subject to the gamemaster's Aero Tech 2 and the MechWarrior's Guide to the Clans are
approval. listed here for convenience , including their CP cost and
prerequisites.
DIFFICULT SKILLS
Some skills are flagged as difficult. These cost 2 times Limits
the normal cost to increase (i.e. 4 times the value of the new No skill bonus may exceed +10, nor may it exceed the
level) and cannot be purchased at the default (+0) value save highest Link Attribute or 2 times the value of the lowest Link
though a Skill Package (see Occupational Fields (Skill Attribute.
Packages), below).
A character with DEX 5, RFL 3 may not increase his
FREEBIE POINTS skill bonus for Blade (which uses DEX + RFL) beyond
All characters start with several skill levels in languages. 5, the highest of the Attributes. Were his DEX 6 , he
Before purchasing any other skills, a character must spend 3 could have a Blade skill bonus of +6, as this is not
CPs in his or her Primary and Secondary languages (either 1 more than 2 times the lowest Link Attribute (RFL 3).
at +1 or 3 at +0). Characters also have 3 CPs to spend on However, even were his DEX 7 or higher, he could not
English. increase his Bade skill bonus beyond +6, as that
For example, a character from the Draconis Combine would exceed 2 times his lowest link Attribute.
might spend 1 CP to purchase Japanese, Swedenese and
Arabic each at +0, then spend his 3 dedicated points to FINISHING TOUCHES
acquire English at +1. He could also allocate all 6 CPs to The Finishing Touches step concludes character creation
English, which would give him a +1 bonus and 3 CPs toward and allows the player to add touches that bring the character
raising the bonus to +2 (which costs 4 CPs). to life.
Characters also start with 2 CPs for use with Perception,
granting them at least +0, and 1 CP toward any purchased Skill Point Remainders
increases. Characters may be unable or unwilling to spend all of
Each affiliation also grants a number of CPs for use with their CPs during the main part of character creation. This is
specific skills. These are spent at the start of character particularly the case where Freebie or Occupational Field CPs
creation, before the expenditure of any other CPs, and any apply to a skill-a character's affiliation (or an Occupational
points unspent are carried forward to the main purchasing of Field) might grant him +2 CPs for a skill, enough to purchase
skills. These points need not be used during the main it at +0 but not at +1 unless he spends additional CPs. If he
character creation process; an opportunity for spending chooses not to do so, these "remainder" CPs are collected at
"remainders" takes place in the Finishing Touches step (see the Finishing Touches step (together with any other unspent
below). CPs) and may be used to purchase skills/skill bonuses or
traits (but not Attributes) in the Finishing Touches step. The
OCCUPATIONAL FIELDS costs of doing so are per the main CP-spending stage, save
[SKILL PACKAGES) where modifiers apply to "after the Life Path" (as with some
CBT:RPG and other products list a number of Lyran Alliance traits).
Occupational Fields , grouping several skills linked to a Characters may acquire negative traits (and thus bonus
particular profession. Players may choose to purchase CPs) at this point, but only if they have at least 1 CP carried
Occupational Fields rather than individual skills, sacrificing forward from the main stage of character creation, either as a
choice for bonus points. Each Occupation Field costs 2 CPs remainder freebie point or an unspent CP.
per skill it contains, but each skill purchased in part of the
field increases as if 3 CPs were spent on it. Each OTHER ITEMS
Occupational Field may only be purchased once-additional The remaining items of the Finishing Touches step (such
improvements in the listed skills must be done by spending as BattleMechjVehiclejFighter assignment, Equipment
specific CPs . Any unused CPs from the Occupational Field (for purchases, etc.) are as given on pages 60-61 of CBT:RPG.
example, if a character already had a skill at +0, the 3 CPs
would increase it to +1 with 1 CP left over) carry forward in the
same manner as freebie points.
Many Occupational Fields have prerequisites. These may
be general (for example, all Military Fields require the
character to have at least Rank 1) or specific (a prior
Occupational Field, a specific trait or particular Attribute level).
Only characters with a Clan affiliation may take a Clan
95
OCCUPATIONAL FIELDS
MILITARY FIELDS
Prerequisite: All Military Fields require the character to have at least Rank 1
and the following Attribute minimums-INT 3, WIL 3
Aerospace Fighter Pilot (18 CPs) Basic Training (Naval) (10 CPs) Pistols
Prerequisite: Basic Training, DEX 4, RFL 4 Prerequisite: Cannot suffer Transit Protocol j FWL
Gunnery/ Ballistic/ Aero Disorientation Syndrome, /NT 4, RFL 3 Rifles
Gunnery/ Laser j Aero Career/ Pilot or Ship's Crew
Gunnery/Missile/Aero First Aid Infantry (12 CPs)
Navigation/ Air Navigation/Space Prerequisite: Basic Training
Navigation/Space Shotguns Artillery
Piloting/Aero Zero-G Operations Climbing
Sensors Operations Comms/Conv.
Tactics/ Space Cavalry (14 CPs) Jump Pack
Zero-G Operations Prerequisite: Basic Training, DEX 3 Support Weapons
Artillery Tactics/ Infantry
Aerospace Pilot Specialist (16 CPs) GunneryjBallisticjConv.
Prerequisite: Basic Training (Naval), Gunnery/Laser;conv. Marine (12 CPs)
DEX 4, RFL 4 Gunnery/MissilejConv. Prerequisite: Basic Training, cannot suffer
Note : Choose 8 skills from the list Piloting/choose one* Transit Disorientation Syndrome
Bombing Sensors Operations Demolitions
Gunnery/Ballistic/Aero Technician/ Mechanics Gunnery/Laser /Space
Gunnery / Laser j Aero * Hover, Naval, Sub, Tracked , Wheeled Jump Pack
Gunnery/Missile/Aero Security Systems
Navigation/Air Clan Elemental (14 CPs) Shotguns
Navigation/Space Prerequisite: Clan Affiliation, Elemental Zero-G Operations
Perception Phenotype, BOD 5, DEX 3, RFL 3, WIL 4, SOC 6
Piloting/Aero Gunnery/ Ballistic/ Humanoid MechWarrior (12 CPs)
Sensor Operations Gunnery/Laser/Humanoid Prerequisite: Basic Training, DEX 4, RFL 4
Tactics/Air Gunnery/ Missile/ Humanoid Gunnery/ Ballistic/Humanoid
Tactics/Air Support Martial ArtjBattlesuit Gunnery/Laser/Humanoid
Tactics/S pace Piloting/ Battlesuit Gunnery/Missile/Humanoid
Sensors Operations Piloting/' Mech
Aircraft Pilot (16 CPs) Tactics/ Infantry Sensors Operations
Prerequisite: Basic Training, DEX 4, RFL 3 Tacticsj'Mech
Bombing Clan Fighter Pilot (14 CPs)
Gunnery/Ballistic/Aero Prerequisite: Clan Affiliation, Fighter Pilot 'Mech Technician (8 CPs)
Gunnery/ LaserI Aero Phenotype, DEX 5, RFL 5, WIL 4, SOC 6 Prerequisite: Basic Technician , /NT 4
Gunnery/Missile/Aero Gunnery/ Ballistic/ Aero Technician/ Fusion
Navigation;Air Gunnery/ LaserI Aero Technician/ Jet
Piloting/choose one* Gunnery/ Missile/Aero TechnicianjMyomer
Sensors Operations Navigation/Space Technician/Support
Tactics/Air Piloting/Aero
* Aircraft, VTOL Sensors Operations Military Scientist (12 CPs)
Tactics/Space Prerequisite: Basic Training, /NT 5
Armored Infantry (14 CPs) Academic/Military History
Prerequisite: Non-Clan affiliation, Infantry, Clan MechWarrior (14 CPs) Career/ Military Scientist
STR 6, BOD 5 Prerequisite: Clan Affiliation, MechWarrior Computer
Demolitions Phenotype, BOD 4, DEX 3, RFL 4 , WIL 5, SOC 6 Cryptography
Gunnery/Ballistic/Humanoid Gunnery/ Ballistic/ Humanoid Strategy
Gunnery/ Laser/ Humanoid Gunnery/ Laser/ Humanoid Tactics/Any
Gunnery/Missile/Humanoid Gunnery/Missile/Humanoid
Martial ArtjBattlesuit Leadership Naval Officer Training (12 CPs)
Piloting/ Battlesuit Pilotingj'Mech Prerequisite: Basic Training (Naval),
Sensors Operations Sensors Operations Commission, cannot suffer Transit
Tacticsj'Mech Disorientation Syndrome, !NT 5, WIL 4, SOC 3
Basic Technician (14 CPs) Administration
Prerequisite: Basic Training Clan ProtoMech Pilot (14 CPs) Career/Pilot or Ship's Crew
Gunsmith Prerequisite: Clan Affiliation, Enhanced Imaging, Leadership
Technician/Ballistics Fighter Pilot Phenotype, Stigmaj ProtoMech Pilot Tactics/Any
Technician /Co mms Gunnery/ Ballistic/ Proto Training
Technician/ Electronics Gunnery/Missile/Proto Zero-G Operations
Technician/ Lasers Gunnery/ Laser/ Proto
Technician /Mec hanics Navigation/G round Officer Training (12 CPs)
Technician/Missile Piloting/ Proto Prerequisite: Basic Training, Commission,
Sensor Operations SOC3
Basic Training (10 CPs) Tactics/ Proto Administration
Career/Soldier BureaucracyI Affiliation
First Aid FWL Basic Training (12 CPs) Leadership
Navigation/G round Career;soldier Pistols
Rifles First Aid Tactics/ Any
Martial Art/Military Martial Arts/Military Training
98
Ship's Crew (16 CPs) Doctor (12 CPs) Planetary Surveyor (12 CPs)
Prerequisite: Cannot suffer Transit Prerequisite: Scientist, DEX 4, /NT 5, WIL 3 Prerequisite: Scientist, !NT 6
Disorientation Syndrome, RFL 3 Administration Appraisal
Career/Ship 's Crew Bureaucracy/Any Demolitions
Gunnery/Ballistic/ Space Career/Doctor Navigation/Ground
Gunnery/Laser /Space First Aid Piloting/choose one*
Gunnery/Missile/Space MedTech Survival
Technician/ Ballistics Surgery Tracking
Technician/Lasers *Hover, Naval, Sub, Wheeled
Technician/Missile DropShip Pilot (14 CPs)
Zero-G Operations Prerequisite: Cannot suffer Transit Police Officer (16 CPs)
Disorientation Syndrome, DEX 4, /NT 3, WIL 3, Prerequisite: WIL 3
Special Forces (14 CPs) SOC3 Academic/Law
Prerequisite: Infantry, BOD 4, RFL 4, WIL 5 Career/Pilot Career/Police Officer
Blade Comms/Conv. First Aid
Demolitions Navigation/Space Intimidation
Free Fall Piloting/Aero Martial Art/Military
Stealth Piloting/Spheroid Pistols
Submachine Guns Sensors Operations Shotguns
Survival Zero-G Operations StreetwisejAny
Tracking
DropShip Pilot Specialist (16 CPs) Police Tactical Officer (14 CPs)
WarShip Pilot (8 CPs) Prerequisite: Basic Training (Naval), cannot Prerequisite: Police Officer, RFL 3
Prerequisite: JumpShip Pilot or DropShip Pilot, suffer Transit Disorientation Syndrome, DEX 4, Climbing
cannot suffer Transit Disorientation Syndrome, RFL 4, /NT 4, WIL 3 , SOC 3 Demolitions
DEX 4, /NT 6 Note: Choose 8 skills from the list Rifles
Bureaucracy1Affiliation Career/Pilot Running
Leadership Comms/Conv Submachine Guns
Strategy Computers Support Weapons
Tactics/Space Navigation/Air Tactics/Infantry
Navigation/Space
CIVILIAN FIELCS Perception Politician (14 CPs)
Piloting/Aero Prerequisite: CHA 4
AeroSpace Technician (14 CPs) Piloting/Spheroid Acting
Prerequisite: Basic Technician or Civilian Tech, Sensor Operations Bureaucracy/Any
INT4 Strategy Career/Politician
Technician; Aeronautics Tactics/Space Fast-Talk
Technician/Fusion Zero-G Operations Leadership
Technician/Interplanetary Negotiation
Technician;Jet Engineer (12 CPs) Protocol/Any
Technician/Jump Drive Prerequisite: Civilian Tech or Basic Technician,
Technician/Support INT4 Scientist (14 CPs)
Zero-G Operations Appraisal Prerequisite: /NT 4
Computer Career/Scientist
Civilian Aircraft Pilot (10 CPs) Engineering Computer
Prerequisite: DEX 3, RFL 3 Perception Perception
Career/Pilot Technician/ Fusion Academic/ Any
CommsjConv. Technician/Support Training
Navigation; Air
Piloting/choose one* HPG Tech (8 CPs) Scout (14 CPs)
Sensors Operations Prerequisite: ComStar, Word of Blake or Clan Prerequisite: /NT 3 , WIL 3
*Aircraft, VTOL affiliation, Civilian Tech or Basic Technician, Commsj Conv.
INT3 Disguise
Civilian Tech (8 CPs) Administration Scrounge
Prerequisite: DEX 3, /NT 3 Commsj Conv. Security Systems
Career/Technician CommsjHPG Stealth
TechnicianjComms Cryptography StreetwisejAny
Technician/Electronics Tracking
Technician/Mechanics JumpShip Pilot (8 CPs)
Prerequisite: DropShip Pilot, cannot suffer Vehicle Technician (10 CPs)
Detective (16 CPs) Transit Disorientation Syndrome, /NT 5 Prerequisite: Basic Technician or Civilian Tech ,
Prerequisite: /NT 4. Characters with the Police Administration /NT 3
Officer Occupational Field may ignore the /NT Computer Technician/Fusion
requirement Navigation/ Jump Drive Technician/ICE
Career/Detective Technician/ Jump Drive Technician/ Rotor
Computer Technician/Support
Cryptography Merchant (12 CPs)
Fast-Talk Prerequisite: CHA 3, WIL 3
Interrogation Administration
Perception Appraisal
Scrounge Bureaucracy1Any
Security Systems Career/Merchant
Negotiation
Scrounge
97
"
CI.ASSIC 8An'1EI'.CH\ COM·P ...., ...,
98
CLASSIC 'BATJ'LEJ'ECH COMPANION
TRAITS
The following section contains a selection of new traits assumed role for long periods, the switch becomes almost
and expanded rules for existing traits. Unless otherwise stat- second nature, and the "real" identity may even get lost along
ed, these traits follow the rules in CBT:RPG (p. 78). Note that the way. Characters with the Alternate Identity Trait do not
some of the newer traits are closely enough related to existing need to make any Action Checks when switching between their
traits established in previous rulebooks that they may be true identities and the alternate covered by this trait, but
exchanged at the end of character generation, to give the char- other, temporary identities assumed during game play will
acter more flavor. When making such trait swaps, however, the require such checks.
switch must be between traits of the same point value. Attempting to pierce an Alternate Identity is a much more
daunting task, often involving digging through decades of
ALERTNESS (NEWJ records to uncover enough fraudulent entries and false leads
Cost: 2 to expose the deception. Only those entities that deal with
Characters with the Alertness Trait are naturally aware of sensitive or extremely expensive equipment and personnel
their surroundings and are not easily surprised. Like the Sixth (such as military and high-level government organizations)
Sense Trait (see CBT:RPG, p. 86), the Alertness Trait works in make such extensive checks with any regularity; a normal
conjunction with the Perception Skill. Characters with the employment background check will generally accept an
Alertness Trait modify their target number for Perception Skill Alternate Identity at face value. Such an in-depth investigation
Checks by -3. is time-consuming, taking weeks or even months, but may be
Unlike the Sixth Sense Trait, the Alertness Trait only works covered by a special Opposed Action Check between the inves-
against active threats within range of the character's senses, tigating character and the bearer of the assumed identity (the
such as an assassin sneaking up on the character. The subject). The investigator must roll first, using an appropriate
Alertness Trait provides no modifiers for Perception Skill skill (such as Computers, Interrogation, or Career/Detective),
Checks against passive threats, like the poisoned drink the with the subject's combined WIL and INT as a target number.
assassin may have left behind. The Alertness Trait also pro- The subject then makes an Attribute Check against his own
vides no modifiers for Perception Skill Checks against threats WIL and INT, adding to the result whatever bonus the subject
beyond the range of the character's senses, such as the has in the same skill the investigator used. The Alternate
approach of an enemy force on the character's camp from Identity is compromised only if the investigator's Net Margin of
miles away. Gamemasters must use their discretion in deter- Success is greater than 5 points. If the investigator fails the
mining whether the Alertness Trait applies to Perception Skill roll while the subject succeeds by any margin, the veil of
Checks in cases where it is not clear whether a threat is secrecy holds. If both characters fail, or the investigator does
active or within range of the character's senses. not succeed by a wide enough margin, the investigation is
The Alertness Trait is incompatible with the Poor Hearing, inconclusive and may even tip off the subject to the effort.
Poor Vision, and Night Blindness traits. Characters with these New Alternate Identity Traits may be obtained during game
traits cannot possess the Alertness Trait. play only after extensive preparation, involving a combination
of Forgery, Acting, Computers, and perhaps even a few appro-
ALTERNATE IDENTITY (EXPANDED) priate Career skills to gain access to the medical, legal, or
The Alternate Identity Trait is more than an alter ego the criminal records that will need to be changed. A character
character acts out from time to time. Unlike simpler, tempo- attempting to establish a new Alternate Identity must assume
rary identities, which may be developed and discarded during the intended role for a full month, during which time he must
routine game play by successful Disguise, Acting, and Forgery perform daily Disguise and Acting Action Checks with no
Action Checks, the Alternate Identity Trait covers a lot more. Margins of Failure greater than 3 points. Only after a full
Often the product of the character's involvement with secretive month, and the successful use of all Action Checks appropri-
government or criminal organizations, the Alternate Identity is, ate to establishing false legal, medical, and financial documen-
in effect, a carefully constructed-though still artificial-life, tation, can the character be said to possess a new Alternate
devised to thwart even the most intrusive background checks. Identity. Penalties to these checks may be assigned at the
Characters with an Alternate Identity possess bank accounts, gamemaster's discretion, based on how divergent the real and
medical records, legal documents, personal mementos, and false identities are in appearance, personality and history.
perhaps even a home and family that are all traceable to the Bonuses to all of these checks may be made equal to half the
assumed persona even when one looks back decades. point value of any Well-Connected, Contact, or In for Life traits
Switching between the two identities is no mean feat, and the character already possesses, reflecting support from indi-
involves the Disguise and Acting skills if the different personas viduals or organizations that may benefit from such efforts.
are set apart by appearance and personality. However, as the Characters with the Alternate Identity Trait must also take
character with this trait must often maintain his or her into account all of their other traits not directly tied to their
99
physical condition. Traits of a social nature-such as Enemies , Check result of 3 or 2 counts as a fumbled action for these
Contacts, Well-Connected, Heritage, Prominence, Good or Bad rolls. On actions not involving DEX, these rules do not apply.
Reputation, and the like-must be assigned to one identity or The Clumsy Trait also has no effect on advancement for DEX-
another and marked on the character's sheet. Additional ones related skills.
earned throughout the campaign must also be assigned to the
affected identity, so that holding one identity does not neces- DARK SECRET ENEWl
sarily impart all of the same effects of these traits to both. Value: 1-5
Players of characters with the Alternate Identity Trait should The character with a Dark Secret Trait has committed
designate which of the character's other traits belong to which some past deed that he would rather did not come to light.
identity on their character sheets, after the gamemaster's The level of this trait indicates the severity of the act, ranging
review. On the trait list provided at the end of this section, from a relatively minor infraction (like lying about one's age or
traits that must be assigned to a given identity (real or alter- political views to get into an organization) to a grossly immoral
nate) are shown in italics. crime (such as the cold-blooded murder of a partner who
stood in his way). The level of this trait also describes the
ANIMAL ANTIPATHY ENEWl potential damage the character might suffer should his ene-
Value: 1 mies-or even friends-discover and reveal this secret.
Characters with this trait-the opposite of Animal Enemies would like nothing better than to uncover the
Empathy-seem to draw out the worst in all creatures, great and character's Dark Secret, so that they may expose it or use it
small . Whether or not a character's attitudes toward them are for blackmail. Among other possible effects of such a revela-
likewise , animals will react more negatively toward his (or her) tion, such as prison time or abandonment by close friends and
presence than they normally would. When making Attack/Refuge allies, the unveiling of a Dark Secret reduces the character's
Checks for animals confronted by a character with this trait, dou- SOC score by twice the trait's point value, to a minimum of 1.
ble the effects of the creature's Shy or Aggressive traits (if any), Furthermore, the revealed secret automatically translates to a
and assume any creature with neither trait to have the Bad Reputation Trait of equal level.
Aggressive Trait at its normal level of effect. Furthermore, any
creature with the Aggressive Trait, if provoked into action against FIT ENEWl
the character, wi ll behave as if it had the Blood Rage Trait as long Cost: 3
as the character is present. If a character with this trait inspires Characters with the Fit Trait take care of their bodies by
a violent reaction from the animal in question, the character with eating well, exercising regularly, and getting proper rest. The
this trait will be a first target of attack. Fit Trait confers a +2 modifier to the TN of any Skill Roll using
Animal Antipathy also applies a +2 penalty to all Action a skill with the Body, Reflex , or Strength Link Attributes.
Checks involving animals, such as use of the Animal Handling The Fit Trait is incompatible with the Addiction , Disabled ,
and Riding ski ll s. Glass Jaw, Unattractive , and Unhealthy traits. Characters with
these traits cannot possess the Fit Trait.
ANIMAL EMPATHY ENEWl
Cost: 1 HIGH ENDURANCE ENEWl
Characters with the Animal Empathy Trait have an affinity Cost: 1
with animals. Creatures encountering a character with this A character with this trait is naturally able to maintain
trait will react with less hostility and fear than normal for their physical exertion longer than the norm for average characters
species, reflected by halving the effects of the creature's Shy of the same BOD. In game terms, the character suffers only
or Aggressive traits during any Attack/Refuge Checks. In the half the normal Fatigue effects for strenuous actions, combat
absence of either trait, the creature is assumed to have the damage, sprinting, or any other action that results in the accu-
Shy Trait. Should animals attack a party including a character mulation of Fatigue Points. When attempting to recover from
with this trait, the character will be left alone unless he harms fatigue per the standard rules, characters with High Endurance
the creature . recover an extra 2 points of Fatigue per round.
In add ition to the above, a bonus of -2 applies to all
Action Checks involving animals, such as use of the Animal IMPATIENT
Handling or Riding skills. Value: 1
The opposite of Patience , characters with this negative
CLUMSY ENEWl trait hate to wait and cannot bear investing too much time in
Value: 2 anything. A penalty of +1 applies to Skill or Attribute Checks
Characters cursed with this trait suffer from a lack of for any tasks performed by an impatient character that require
manual dexterity and coordination out of proportion to their a significant amount of time and focus. Additionally, bonuses
actual DEX score. This trait assigns a +1 penalty to all Action for Careful Aim or Extra Time have a maximum of -2 , not -3,
Checks involving the DEX Attribute, and any unmodified Action
100
I'RAII'S
as the impatient character cannot focus for as long as others
may while lining up a shot or working on his action.
MADNESS tNEWl
Value: 1-4
This multiple-level trait means the character is prone to
erratic behavior, determined at random by the gamemaster.
Exchangeable with a Quirk, Disabled , or Combat Paralysis trait
of equivalent level, the Madness Trait reflects a significant
instability in the character's own mind that may surface during
times of stress or other inconvenient moments. Like most
similar traits , the nature of the madness afflicting the charac-
ter should be decided after careful discussion between the
gamemaster and the player, and further based on the charac-
ter's Life Paths. More daring players may allow the gamemas-
ter to randomly determine the nature of the madness, from
the types described below.
In game play, the Madness Trait sets in whenever the
character fails a WIL Check during stressful moments (such as
combat), as determined by the gamemaster. The frequency
and penalty of the check is determined by the value of the
Madness Trait and the roll's Margin of Success (MaS), while
the level and Margin of Failure (MoF) help determine the dura-
tion of any bouts of madness that set in after the roll fails.
Checks for 1-point Madness Traits are made at no penalty,
while 2-, 3- and 4-point Madness Traits assign a +2, +4 , and
+6 penalty, respectively. If the roll succeeds, madness does
not set in and the character behaves normally until the next
check is required. To determine when the next check will be
needed , divide the roll's Margin of Success by the Madness
level. For a 1-point Madness Trait, the result is the number of
hours in which the character maintains self-control.
Characters afflicted with 2-point madness hold out for that
number of minutes, while characters cursed with 3-point mad-
ness will need to check again in that number of rounds.
Characters with 4-point madness will need to make a check
every round to maintain control. No check is needed, however,
if the stressful conditions that provoked the bout are removed
before the time elapses.
101
If a Madness Check fails, the character immediately cumbs to his or her Madness Trait, these alternate personas
begins to suffer the effects of his particular madness type , will surface at random . During the madness bout, the traits
outlined below. The duration of these bouts is equal to the and skills of the alternate personality replace those of the
Margin of Failure on the WIL Check, plus twice the level of the character's "dominant" persona, though his Attributes remain
trait, in combat rounds. After that, if stressful conditions are the same . This will no doubt cause some confusion, as some
still present around the character, the player must make anoth- of the alter egos may resent the "dominant" personality or
er WIL Check to see if the bout continues or if the character other members of the character's party.
may act normally once again. If diagnosed by a character with
a MedTech Skill bonus of +3, or any skill related to psychology Confusion
or psychiatry at +2, medication to control the Madness Trait A character afflicted with Madness/Confusion becomes
may be prescribed . Such medications are not foolproof, and suddenly disoriented and unable to fully grasp all that hap-
will provide a bonus to the character's WIL Checks based on pens around him. The effect in game play is a +3 penalty to
half the afflicted character's WIL. all Action Checks until the confusion passes.
Berserker Paranoia
Bad in combat, worse outside of it, a character with A character in the throes of a Madness/ Paranoia fit trusts
Madness/ Berserker flies into an uncontrolled rage directed at nothing and no one, and believes the entire universe is out to
anyone and anything around him . Unable to distinguish friend get him. Characters succumbing to this form of madness suf-
from foe in this state , the berserker will charge at the most fer all the effects of the Combat Paralysis Trait (even during
recent attacker, or the nearest person or thing that he might non-combat actions), and all actions performed by the charac-
remotely consider threatening-even if the "offender" is on the ter receive a penalty equal to twice the point value of this
same side. Though the berserker can use any weapons on Madness Trait. The character will also believe nothing told to
hand, the goal is to close in enough to use melee attacks on him , even if the truth is blatantly obvious, and may regard even
the hapless target. For the duration of this Madness Trait, the a close friend as an enemy out for blood.
character receives a +2 bonus on Initiative rolls and a -2
bonus to any melee attack skills , but suffers a +1 penalty for Hysteria
all other Action Checks. The character also receives the bene- Characters with this form of madness are gripped with
fits of Toughness and Pain Resistance traits , even if he does extreme feelings of terror, sadness , joy or anger. These feel-
not have them. Other characters may try to "talk down " a ings emerge at random every 1D6 -2 rounds (minimum of 1),
berserk character before the bout of madness would normally after which a new extreme feeling takes over, for the duration
pass, but doing so requires the berserker to make a successful of each bout. The effect in game play depends on the emo-
WIL Check by the rules above, with an additional +4 penalty. tion that surfaces . Intense terror mimics all the effects of
Paranoia, while extreme joy or sadness work just like
Catatonia Confusion. Characters gripped with hysterical rage mimic the
A bout of Madness/Catatonia renders the character help- effects of Berserk until the next emotion takes over. While
less as all mental processes simply shut down for the dura- many often mistaken this form of madness for schizophrenia,
tion. The afflicted character can perform no actions at all for the character maintains all his skills, traits and Attributes dur-
the duration of the bout, and any attack Action Checks made ing bouts of hysteria.
against this character use a base TN of 1. During this time,
the character may perceive events happening nearby, but only Flashbacks
if they happen right before his frozen eyes. Recalling anything A character suffering from Madness/Flashbacks thinks he
that happened during a period of catatonia requires a success- is at a point in his past and acts out events from that
ful check against the character's WIL and INT, at a +4 penalty. moment, for the duration of the bout. He may perceive friends
If the roll fails, the character's mind was too far gone to regis- and foes alike as important people from that past moment,
ter the events that transpired. regardless of who they really are or what they look like. The
event in question is usually somewhat similar to the current
Schizophrenia event (so a combat situation might flash the character's mind
One (or more) completely different personalities surface back to a particularly traumatic battle) , but can be almost any-
during a bout of Madness/ Schizophrenia. To add depth, a thing at the gamemaster's discretion. During a flashback ,
number of alternate character sheets may be generated in however, the character's skills, traits and Attributes remain
advance to define these alternate personalities. These alter unchanged. Attempting to act against or on anything happen-
egos may be generated by the player or the gamemaster, com- ing "in the present" during a flashback incurs a +2 penalty to
plete with everything short of possessions and bearing the the Action Check if it does not closely match the events in the
same Attributes as the "dominant" character. They can only be character's traumatic memory.
used during bouts of this madness. When the character sue-
102
Regressed
AVERAGE PROPERTY SIZE
Not to be confused with Flashback,
this Madness Trait mimics the effect of Property Average Average Annual Example
the character "going back" to a much Level Land Area Personal Income Landhold
younger age. During this type of mad- 1 2 sq. km 20,000 C-bills Small farm
ness bout, all of the character's skill 2 4 sq. km 40,000 C-bills Medium-sized farm
bonuses are reduced by twice the level 3 6 sq. km 60,000 C-bills Large agriplex
of this trait, and any skill reduced below 4 8 sq. km 80,000 C-bills Major industriplex
a bonus of 0 is treated as an Untrained 5 10 sq. km 100,000 C-bills Town-sized factory
Skill. Though regressed to a younger
age, the character may freely act on
events happening in the present.
to more than one state. Proud Heritage is a double-edged
However, the character's thought processes will be those of
sword, opening doors for the character based on his family
his younger self.
background, but also evoking higher expectations and jealousy
from those around him.
PATIENCE [NEWl
While the Proud Heritage Trait can provide a bonus -1
Cost: 1
modifier in situations or checks involving the character's SOC
Characters with this trait have exceptional patience. Able
andjor CHA Attributes, playing on the family name can some-
to concentrate and meticulously careful, these characters are
times backfire, resulting in an equivalent penalty instead. This
better than average at performing acts that require a great
effect is especially pronounced when dealing with enemies or
deal of time and focus. This trait exhibits itself as a -1 TN
those who are jealous of the character's family. Characters
bonus to all skills or Attribute Checks made for all actions that
with Proud Heritage may also receive a free Enemy or Contact
require significant amounts of time and attention. In addition,
trait equivalent to the level of this trait, at the game master's
bonuses for Careful Aim or Extra Time have a maximum of -4,
option.
not -3, as the patient character can benefit from taking even
Trueborn Clan warriors from particularly prestigious gene-
more time lining up a shot or working on his action.
parents may purchase the Proud Heritage Trait, but such is not
normally available to freeborns or members of the lower
PROPERTY [NEWl
castes, who must pay 1 point extra for each level of this trait.
Cost: 1-5
Among Clan characters, Proud Heritage adds 2 points to the
Though most of the rich and powerful in the Inner Sphere
Glory Trait, in addition to all other effects.
are from the nobility, not all characters without noble blood are
landless peasants. While not as imposing as a noble's estate,
SHAMEFUL HERITAGE [NEWl
a character may own some land or other significant properties
Value: 1-2
such as a large building or several high-rises in a major city.
A specialized form of the Stigma Trait and the opposite of
The number of points spent on this trait reflects the amount of
Proud Heritage, the Shameful Heritage Trait reflects a level of
property held by the character in accordance with the table
infamy resulting from heinous deeds or notoriety earned by the
below.
character's family, rather than any deeds done by the charac-
As with the Land Grant Trait for characters closer to the nobili-
ter. The level of a Shameful Heritage Trait, like that of Proud
ty, the number of points in this trait may not exceed the char-
Heritage, determines how widely the character's tainted family
acter's SOC level (or the maximum level of this trait).
name is known. Though the effects of a Shameful Heritage
Whatever the nature of the property, the character is responsi-
are generally negative, closing doors for the character based
ble for its upkeep, and may earn some extra cash yearly per
on the sins of his family, the trait may open doors in other
the standard rules for Maintaining a Landhold (p. 205).
areas, particularly in the presence of the few individuals who
However, unlike the Land Grant Trait, the character receives no
feel sympathetic toward the character's criminal forebears .
modifiers based on Social Status.
The Shameful Heritage Trait applies a penalty of +1 to the
TN of all situations or checks involving the character's SOC
PROUD HERITAGE [NEW]
and/or CHA Attributes, except when the character is among
Cost: 1-2
those who sympathize with his dishonored relations . These
The reverse of the Stigma Trait and similar to Good
modifiers are especially pronounced when dealing with those
Reputation, the Proud Heritage Trait reflects fame inherited
who feel strongly one way or another about the character's
from the character's family, rather than any deeds done by the
family. As with Proud Heritage, characters with the Shameful
character. The level of a Proud Heritage Trait determines how
Heritage Trait may also receive an automatic Enemy at the
widely the character's family name may be known, with a 1-
gamemaster's option.
point Proud Heritage Trait applying to a single Successor
Freeborn Clan warriors, members of the lower castes, or
State or throughout the Clans , and a 2-point Heritage applying
trueborn Clan warriors from failing bloodlines may purchase
103
the Shameful Heritage Trait as easily as any other character. UNHEALTHY
Clan characters also suffer a loss of 2 points from their Glory Value: 3
Trait for having Shameful Heritage. Characters with the Unhealthy Trait suffer physically from
the effects of a sedentary lifestyle, age, addiction , infection,
TECH EMPATHY [NEWl pollution, an incurable genetic disease or other unhealthy influ-
Cost: 3 ences. The Unhealthy Trait confers a -2 modifier to the TN of
Characters with this trait, the opposite of Gremlins (see p. any Skill Roll using a skill with the Body, Reflex, or Strength
11, LT), have a knack for technological gadgets that help them Link Attributes.
grasp the concepts of their operation faster than others. In The Unhealthy Trait is incompatible with the Attractive and
game play, Tech Empathy confers the same effect as the Fast Toughness traits or the Exceptional Attribute Trait for the Body,
Learner Trait to Engineering, Gunsmith, and all Technician Reflex, or Strength Attributes. Characters with these traits can-
Subskills. In addition, characters receive a bonus of -1 to any not possess the Unhealthy Trait.
TNs for using equipment with a Tech rating higher than A.
UNLUCKY [NEWl
THICK-SKINNED [NEWl Value: 2/4/6/8/10
Cost: 1 This devastating trait is the reverse of a player-character's
Characters with this trait are especially resistant to the EDG Attribute. The character with this trait is cursed by such
effects of high and low temperatures. Not quite the same as bad karma that performing even the most mundane tasks can
Pain Resistance (as the character may still suffer the effects go horribly awry without warning. The gamemaster uses the
of Wounds per normal rules), this trait allows characters to Unlucky Trait as an EDG Trait directed against the player char-
reduce by half all damage roll results normally inflicted by acter, forcing a reroll or modifying the result of an Action
extreme cold or heat, such as found in the cockpit of an over- Check by burning one or more points. The amount of this
heating BattleMech. Characters with this trait can also handle "anti-EDG " is equal to half the value of this trait, and regener-
arctic and desert environments better than others, reducing by ates every session. Gamemasters must be careful not to
half all penalties that may be levied due to the inhospitable abuse this trait, especially when the character's roll may mean
conditions. This trait does not protect against fire damage or the difference between life and death. Players who opt to buy
heat-based weaponry, which actually cause harm to human tis- this trait at the end of character generation should also be
sue. aware that, while Unlucky regenerates its full value every game
Thick-skinned characters also receive a bonus of -1 to all session, their own EDG may not follow the same rate of regen-
Action Check TNs based on desert or arctic conditions. eration, putting them in a bad situation indeed.
THIN-SKINNED [NEWl
Value: 1
The opposite of the Thick-Skinned Trait, characters with
this trait are more susceptible than average to the effects of
very high or very low temperatures. Thin-skinned characters
double the heat damage roll result when exposed to extreme
temperatures, and double all penalties from environmental
conditions when performing actions in arctic or desert condi-
tions. These characters also suffer a +1 penalty to all Action
Check TNs based on such environments.
104
Night Blindness
Poor Hearing
"' Poor Vision o,: ,
'. :;;;;•:;';,:;\," .•- ~ o$0.~ ,')i:f;',:: ,' • ' '•"\i;f}h ,-,-
0 , Poorly Equipped
Pov;rty
" Quir-k
~ Shameful Heritage
sJo\\I ·Learn~r
stigm·a ~
Thin~Skirined
0 Tran~itDisorientation -1
Unattractive -1
Unhealthy -3
Unlucky -(2/4/6/8/10)
Sixth Sense
Special Item
Tech Empathy
Thick-Skinned
Title
Toughness
Vehicle
Wealtb 1-10
WelfcConnected ?/4/6
Weli-Equlpped 2/4/6/8 ~. ,,
105
108
SKILLS
The following section contains a selection of new skills. Computer/Operations in order to have either the
Unless otherwise stated, these skills follow the rules in Computer/Programming or Computer/Hacker skills. (INT/WIL)
CBT:RPG (p. 95).
Computer/Programming
BOXING As with computer operations, a character can learn to
This is a specialized form of fist fighting that uses become a programmer-someone who can write a program
dodging movements, jabs and roundhouse style punches in that enhances a computer's ability or functionality. A
order to defeat another person by ultimately knocking them programmer can design, write and modify new or existing
out. Though Boxing is not like Gung Fu or Karate, it is as computer programs. A character can work with mainframe
effective when properly used by one trained to box, and is operating systems and personal computer devices equally
easier to learn than Martial Arts. For each skill bonus point well. A character must have Computer/Operations to gain this
in Boxing, the character may choose to Jearn one of the skill. (INT/WIL)
following maneuvers. See also Special Maneuvers, p. 114,
CBT:RPG. (RFL/BOD) Computer/Hacker
Jab Punch (Attack): A character must have a +2 Skill A character must have Computer/Programming to gain
Bonus or better in Boxing to use this maneuver. When making this skill. Computer/Hacker allows a player to hack into
a jab shot at a specific location, the target number receives a computer systems by making a Computer/Hacker Skill Check.
-3 Modifier. Anyone with this skill is knowledgeable about computer
Roundhouse Punch (Attack): A character must have at security systems. The rules for applying Computer/Security
least a +2 Skill Bonus or better in Boxing to use this (the opposite of Computer/Hacker) work the same way as for
maneuver. It costs 1 Fatigue and adds 2D6 damage; the hacking. If a system operator (sysop) is online when a
opposing character must make a Knockdown Test with a +5 character attempts to hack into a system, an Opposed Action
TN modifier if the punch is successful. If the opponent fails Check is made using the character's Computer/Hacker Skill
the roll, he or she falls down and is stunned for number of against the sysop's Computer/Hacker Skill. If the sysop
rounds by which the opponent missed the roll. doesn 't have that skill, he or she can use
Boxing Dodge (Defense): Otherwise known as a bob-and- Computer/Programming in its place, though at a -2 penalty to
weave, this maneuver allows a character to dodge blows the die roll (-4 if no security programs are available to assist
directed at him. An opponent's TN to hit the character is the sysop). If the sysop wins, the would-be hacker is forced
increased by 2 when the opponent throws a punch or kick. A offline and any further attempts on the same system receive a
TN modifier of 4 is added to an opponent's to-hit number when -2 modifier to the roll.
the opponent uses a special maneuver like Neck Jab (attack) If the hacking character wins , he or she breaks into the
or an aimed punch at the head. system but the sysop is aware of the intrusion. If the hacker's
Margin of Success exceeds the sysop's MoS by 3 or more, the
COMPUTERS intrusion goes unnoticed. Otherwise, the sysop is aware of the
This skill has been revised as a cascading skill that lets a breach and may shut down the system in 1D6 turns.
character choose to specialize in various areas of the Even a successful attempt to hack can leave traces
computer field. For the purpose of roleplaying, the Computer behind. If the hacker is successful and the sysop is not aware
Skill has been broken down into three areas of specialization: or was not online at the time, the hacker must make a Skill
Computer/Operations, Computer/Programming and Check for every round he or she is in the system to keep his
Computer/Hacking. Each skill gives the character a working presence hidden. The success or failure of the hack is
knowledge and a chance to become an expert in the ultimately up to the gamemaster.
specialization they choose. (INT/WIL) Once inside a system, a hacking character can act freely,
though complex tasks may require Action Checks (bad failures
Computer/Operations and fumbles may alert a sysop at the gamemaster's
This skill gives a character the ability to operate discretion). If a system is being shut down, a hacking
computers by utilizing the operating system and associated character can make one Computer/Operations Check per
software. When attempting a complex task, such as searching round in an attempt to extract data. These attempts suffer a
a large database or loading a new program for the computer, +1 modifier to reflect the pressure the hacker is under, in
the character must make an Action Check. The gamemaster addition to all other applicable modifiers. Gamemasters
assigns a difficulty modifier appropriate to the complexity of should note that only the most sensitive data is continually
the task, the time available to complete it and the hardware monitored by live sysops. (INT/WIL)
and software the character is using. A character must have
107
COOKING HUNTING/TRACKING
Cooking is a necessary skill for any character to be able Hunting/Tracking enables a character to locate and track
to eat more than MREs. This skill allows a character to plan, down prey, whether mammal or humanoid, in a wilderness
prepare and cook meals to feed as many people as setting. A character with this skill knows how to look for signs
necessary. A character with this skill at +2 or higher is and tracks that indicate the type of creature they are hunting.
considered a quality chef. (INT/WIL) This cascading skill has two subskills: Hunting/Tracking-
Mammals and Hunting/Tracking-Humanoids. (INT/WIL)
CHIC
This skill makes a character well versed in the latest Hunting/Tracking-Mammals
fashions and trends moving through most social circles. A A character with this subskill can identify certain types of
character with the Chic Skill can tell you what is happening in mammals through the tracks they leave, their droppings and
the social strata that drive the latest raves and fashions. The signs left on trees and bushes as certain mammals mark their
character can blend into these social settings and become territory. With a successful Skill Check, a character can tell
part of the "in-crowd." If a character has Fast Talk, he or she how long it has been since their target has passed through
can add +2 to the TN for the Skill Check when attempting to the area, and eventually can track the prey.
penetrate a clique in a social setting. (CHA/SOC)
Hunting/Tracking-Humanoids
DECEPTION Like their fellow mammals, humans leave signs and
This specialized skill requires a strong WIL Attribute. tracks that can be read by a trained eye. A character with this
Deception is the act of deliberately deceiving someone subskill can identify and track humans in the wilderness. With
through fraud, manipulation, hoaxing, chicanery and outright a successful Skill Check, a character can locate, identify and
lying. A character with this skill can fool , trick and cheat track human prey even if the human in question is trying to
people. A character with a high skill bonus in Deception may hide his or her trail. If the prey has the Stealth/Wilderness
even be able to pass truth tests administered by technological Skill, then hunter and target both make Opposed Action
or chemical means when the character makes a successful Checks, with the higher Margin of Success determining who
Skill Check. (INT/WIL) wins the contest.
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spends on the translation, he gains a -1 bonus to the TN. At this effort, special attacks, such as the Flying Kick maneuver
the gamemaster's discretion, the character making the or the Finger of Death strike, are listed as separate subskills.
translation may not realize whether or not he succeeded. For each skill bonus point in a chosen form of martial arts, the
Gamemasters should set TNs based on whether the character character may choose to learn one of these special
has seen/ translated the language (or one similar) before and maneuvers. See also Special Maneuvers, p. 114, CBT:RPG.
the complexity of the selection being translated. Spoken words For clarity, we use the term "you " when referring to your
should generally be more difficult to translate (+2 to +6 TN character and "your opponent" when referring to the other
modifier) because of the speed at which the words are said character in the melee.
and the presence of accents and varying dialects. House Specific Martial Arts: Listed below are the forms of
A character must know at least three different languages Martial Arts Skill specific to a particular Great House or realm.
before he can take the Linguistics Skill. (INT/WIL) These forms are standardized and their roots are found in
each of the realms that have been part of their histories.
MARTIAL ARTS Some have been adopted from other realms to enhance the
The Martial Arts subskills have been expanded to fighting prowess of a nation's military or Special Forces. Each
represent more forms of martial arts and to show what forms military in every realm teaches its people Military Martial Arts,
are favored in each realm, including their militaries, Special and so that skill will not be addressed here. For information
Forces and civilian sectors . This is not to say that a character on Military Martial Arts or those already listed, see pages
from the Marian Hegemony cannot use a form of martial arts 102-103, CBT:RPG.
predominantly taught in the Draconis Combine ; instead, the
expanded skills give the flavor of each realm . The new House Liao
subskills also represent a greater degree of the many styles Gung FujCrane is the standard Martial Arts Skill taught in
and types of martial arts available . For example, Gung Fu is the civilian sector
also known as Kung Fu , and many styles of this martial art are Warrior Houses: Below are the styles preferred by each
now represented. Warrior House of the Capellan Confederation as the House
The intent of this expansion is not only to give players Master directs.
more choices for their characters, but also to allow the martial House lmarra: Gung Fu/Praying Mantis
arts to retain some of their traditional mysticism . As part of House Kamata: Gung Fujleopard
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House Hiritsu: Gung Fu/Crane Kashima teachings are the core of Budo. The Kashima Shinryu
House Lu Sann: Gung Fu/Tiger style dates form the early sixteenth century, and originated
House Dai Da Chi: Gung FujDragon with Matsumoto Bizen-no-kami and Kunii Kagetsugu
House Fujita: Gung FujSnake ("Genpachiro").
House Ma-Tsu Kai: Gung Fu/Crane Through the years, Kashima Shinryu has been taught to
House ljori : Gung FujPraying Mantis all those seeking the way of the sword. Kashima Shinryu
Death Commandos: Gung Fu/ Wing Chun teaches "no-thought sword ", the tenets of which are reflected
in the following aphorism :
Draconis Combine In sword, no sword-sword becomes one with the body
Aikido, Karate and Brawling are the standard martial arts In body, no body-body becomes one with the Kami (divine
taught in the civilian sector. The DCMS trains its personnel in spirit)
kenjutsu, while D.E.S.T. commandos & Nekakami (Spirit Cats) Like a firefly circling, shining with natural brilliance
are taught ninjitsu. No hesitation, no deception, no thought, no barrier...
Kenjutsu is a weapon style that teaches the student to
Federated Suns master the katana , in an intense and lifelong process . A
Karate, Aikido and Brawling are all standard forms taught character must have +4 or higher in any Martial Arts Skill to
in the civilian sector. Boxing has a big following on many begin studying kenjutsu. This skill allows you to use the
worlds, and like the betting for 'Mech battles on Solaris 7, it katana with deadly precision and accuracy. Every 4 skill bonus
can bring big money for the right person. The Special Forces levels allow the character to cause more damage. At 0-4 , your
personnel known as the Stealthy Foxes and Rabid Foxes are character does normal damage with the katana; at 5-8 you
trained in ninjitsu. inflict a Serious Wound with every cut. A character who
reaches 9-12 in Kenjutsu can inflict Critical Wounds with every
Lyran Alliance swing of his or her sword. The player can choose the type of
Karate, Aikido and Brawling are all standard forms taught damage done if he does not want to make it fatal. If the player
in the civilian sector. Boxing has a big following on all Lyran chooses to stun or knock out an opponent, use the rules for
worlds and can make the right person wealthy beyond their knockout and subduing. At Level 13 or higher, the character
dreams. Loki operatives are proficient in tae kwon do. can cause Deadly Wounds with the katana and is considered a
master. In addition to the severity of wounds inflicted with
Free Worlds League levels 9-12, a master of kenjutsu can kill an opponent
Karate, Aikido and Brawling are all standard forms taught in instantly by striking the opponent's head from the body upon
the civilian sector. Most Leaguers also love to watch a good making a successful Skill Check and applying ail modifiers.
boxing match, so much so that each capital world has its own (BOD/WIL)
champion. These planetary champs fight each other for the
overall Free Worlds League title. As with the Lyran Special Gung Fu/Crane
Forces , the League 's S.A.F.E. personnel are taught tae kwon do. Also known as kung fu, this form of martial arts has been
revised as a cascading skill with seven subskills to represent
Periphery the many styles of Gung Fu. The form of Gung Fu listed in
Brawling and Boxing are the standard forms of civilian CBT:RPG is actually the Gung Fu/ Crane Skill. The second style
fighting. Most Periphery militaries teach either hand-to-hand descended from Shaolinj Gung Fu, the Crane maneuvers trace
fighting (Military Martial Arts) or Aikido. Special Forces their ancestry back to Dr. Hua T'o, a physician during the Han
throughout the Periphery are trained in tae kwon do. dynasty. Dr. Hua developed a series of exercises for improving
health by imitating animal motions , the crane in addition to
Clans others.
Karate, Aikido and Brawling are standard forms of fighting. According to legend, an old man was observing a fight
Elementals are taught the Tae Kwon Do Skill for its powerful between an ape and a crane. He marveled at the bird's ability
strikes and kicks , as well as battlesuit combat maneuvers. to dodge the ape and still make contact with its own blows.
The old man meditated on this conflict every day, and one day
Martial Arts Subskills: Unless otherwise stated, these when some bandits jumped him, he gave them a thrashing by
subskills follow the rules in CBT:RPG (p. 95). using crane-like moves and strikes. Thus a new fighting style
was born. (RFL/WIL)
Kashima Shinryu (Kenjutsu) Crane Dodge (Defense): This maneuver uses the
The sword style known as Kashima Shinryu (divine school character's ability to jump or dance out of the way of an
of Kashima) developed during Japan's turbulent medieval incoming kick or punch using speed . Your opponent's TN to hit
period. Records of sword study associated with the Kashima you is increased by 3, but your character cannot inflict any
shrines, go as far back as the fourteenth century; legend damage this round.
takes them back to the eighth century. It is said that the
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Crane Wing Sweep (Attack): This attack uses your arms but the hand position does not allow for maintaining a strong
or legs to impede your opponent and send him or her grip. The Mantis Hook allows you a "free ride" into a strike as
sprawling. Your TN to hit your opponent is increased by 2, but the opponent withdraws, or you can release the opponent
if you are successful, your opponent is knocked prone in abruptly and send him off-balance. A character must have a
addition to taking normal damage. +4 Skill Bonus in Gung Fu/Praying Mantis to use this
Weapon Style: A character must have a +2 Skill Bonus or maneuver.
better in Gung Fu/Crane to use this maneuver, which allows
you to engage in any of your known Martial Art moves with Gung Fu/Tiger
weapons in which you are skilled. Use the lower of your Having played an integral part in Chinese history and
Weapon Skill bonus or the Martial Arts Skill bonus for that mythology, it is no surprise that the tiger was chosen as a
maneuver to resolve the attack. model for a fighting art. The tiger exhibits ferocity, wisdom and
tenacity, virtues from which the style arose based on tenacity
Gung Fu/Praying Mantis and power. One of the original Gung Fu styles, its roots lie in
Praying Mantis Gung Fu (T'ang L'ang Ch'uan) is a newer Burma and the ancient art of bandasilat. The tiger style
style by martial arts standards, having developed in northern encompasses all aspects of armed and unarmed combat,
China during the latter part of the Ming dynasty. It is generally meeting force with force. Counterattacks in this style can
accepted that the founder of rang L'ang Ch'uan was the maim or kill. (RFL/WIL)
boxer Wang Lang, who developed the method of combat Gung Fu/Tiger focuses on closed-hand strikes, a special
around 1600 C.E. Disappointed with his level of ability, he by Tiger Claw attack and low kicking maneuvers. A character
chance came upon a praying mantis in battle with a much must have a +2 Skill Bonus or better in Gung Fu/Tiger to use
larger cicada. The mantis overcame the adversary, and Wang the special maneuvers listed. The deliberate movements of
decided to study the victorious insect's movements back at this style are detrimental to a user on wet surfaces, and so a
the temple. He then systematized these with his prior character fighting on a slick or wet surface receives a +4
knowledge, integrated the erratic footwork of the monkey style modifier to his or her TN.
and thereby created the basic praying mantis style. (RFL/WIL) Tiger Strikes (Attack): This maneuver delivers such a
The Praying Mantis Subskill focuses on special kicks, fast and devastating punch that those hit by it are said to feel
grappling and bone-breaking techniques. A character must their life force leap out of them. This sensation comes from
have a +2 Skill Bonus or better in Praying Mantis to use the the target's air being forced out of his lungs when he is hit
special maneuvers listed. anywhere in the upper body. This attack can break bones if a
Tan Tui Kick "Detecting Legs" (Attack): This maneuver character takes the necessary time to focus his or her strike.
is used to manipulate your opponent into a position where you After making a successful Action Check, this attack will cause
can unleash a favorable kick strike. The kicks are low and Serious Wounds to your opponent, but you take +2 Fatigue.
fast , each delivered with snap and rarely above the knees. Tiger Bares Its Claws (Attack): This attack showcases
With a successful attack you can knock down a target and the true power of the Tiger style. When you strike an opponent
inflict 206 Fatigue. with this maneuver all your fingertips hit first, and then your
T'ai Chi Punch (Attack): When you use this maneuver, clawed hand grabs so that the area between the tips of the
you deliver all strikes with concentrated internal power to your fingers and the first knuckles breaks the target. Ch'i projection
opponent's torso , using a penetrating strike rather than sub- allows you to tear flesh or shatter bones by putting massive
surface impact. These attacks can be used to break bones amounts of energy into five small areas that can cause Critical
like the ribs, or to break joints in conjunction with the Mantis Wounds with a successful strike. This maneuver requires you
Hook. After you make a successful Action Check, this attack to expend 6 Fatigue because of the amount of energy required
will cause a Serious Wound to your opponent. However, the for the strike. A character must have a +4 Skill Bonus in
nature of this attack inflicts 2 Fatigue on you. Gung Fu/Tiger to use this maneuver.
To break an opponent's joint with this maneuver, such as Tiger at Twilight (Defense): This defensive maneuver
the wrist, elbow or shoulder, you must make a successful allows the character to block or dodge an attack while
Action Check using the Mantis Hook (grapple) to hold your engaged in hand-to-hand combat. The character must first
opponent. A +2 modifier is added to the TN when attempting declare what he or she is doing before taking action. If you
an elbow break , +4 for a shoulder break. The standard TN choose to block, you must make a successful Skill Check at a
applies to a wrist break, the easiest attack to make. Then, +4 modifier to the TN. Upon a successful block, you may make
using leverage and the internal power of a strike, you break one attack against your opponent at a +2 modifier to the TN.
the joint in question against your hold . If your opponent's roll is successful, the attack is blocked and
Mantis Hook (Defense): With this maneuver, the hand is the opponent takes no damage. If you choose to dodge, your
curved to resemble a mantis ' talon and used for blocking and opponent's TN to hit you is increased by 5. You cannot attack
parrying. As an advanced user of this style, you can lock on to while dodging.
your opponent as a prelude to striking or leading techniques,
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Gung Fu/Dragon Viper's Tongue Strike (Attack): This attack is used to
Long before Saint George encountered his legendary intimidate an opponent by striking arteries and veins using two
beast, the dragon played an influential and beneficial role in fingers as the focus of the assault. This attack causes grazing
Chinese culture. Symbolic guardian to the gods, the dragon wounds on a successful Skill Check. For every three
was the source of true wisdom. This latter feature most likely successful strikes, the damage is increased to the next level
resulted from observation of the mythical beast's living until it reaches Critical Wound , at which point the opponent
reptilian counterparts , which appear to be in a near-constant must make an immediate Knockout Test or black out (see p.
state of motionless contemplation. The history of this fighting 116, CBT:RPG) . A character must have a +3 Skill Bonus in
style can be traced back to a Shaolin nun named Wu Mui , who Gung Fu/ Snake to use this special maneuver.
created the style by using moves of deception and melding Cobra's Assault (Attack): This maneuver is less about
with an opponent. The dragon style uses stretching and intimidation and more about power. The cobra strike is aimed
twisting movements to set up an opponent for defeat. at nerves and pressure points. After you make a successful
A character must have a +2 Skill Bonus or better to Skill Check, an opponent must make a Stun Check. If that roll
employ the special maneuvers listed below. (RFL/ WIL) fails , your opponent is stunned (see p. 116, CBT:RPG).
Swaying Dodge (Defense): When using this maneuver, the Python's Grip (Defense): This maneuver is used to
character evades an attack primarily by rotation of the torso. grapple and immobilize an opponent. When you make a
Your opponent's TN to hit you is increased by 4, but you may successful Skill Check against a TN of half your opponent's
only make one strike from this maneuver (see Dragon's Tail RFL, the opponent is locked in a grip that will hold him until he
Sweep, below). can make a STR Check against your character's STR to break
Dragon's Claw (Attack): This is a two-pronged attack the hold. Failure to break free will strengthen your character's
exactly like the one described in the Gung Fu/ Tiger style. All hold . Each time your opponent attempts to break free, the TN
your fingertips strike first, then the clawed hand grabs so that is increased by 2 .
the area between the tips of the finge rs and the first knuckles You can use this maneuver to slowly squeeze an
break the target. Ch'i projection allows you to tear flesh or opponent until the opponent either breaks the hold, must
shatter bones by putting massive amounts of energy into five make a Knockout Test (see p. 116, CBT:RPG ), or blacks out
small areas that can cause Critical Wounds with a successful from lack of oxygen. A character must have a +2 Skill Bonus
strike . This maneuver requires you to expend 6 Fatigue in Gung Fu/ Snake to use this maneuver.
because of the amount of energy required . A character must
have a +4 Skill Bonus in Gung Fu/ Dragon to use this Gung Fujleopard
maneuver. Leopard Gung Fu, the fastest of the tiger fighting styles, is
Dragon's Tail Sweep (Attack): The dragon style regularly a soft style of martial arts based on developing speed and
employs low sweeping techniques , but these are meant to be strength. Leopard was developed by Mot, a gifted choy lay fut
used on an adversary at or near his full strength . Your TN to practitioner. Though it uses the chain and whip on occasion ,
hit your opponent is increased by 3. On a successful roll , your its main focus is the fist. The fist is made in such a way that
opponent is knocked prone and takes normal damage. The it can jab, rake or crush any surface without alteration, striking
Dragon 's Tail Sweep is the only attack that can be used in soft and weak points of the anatomy. The sides of the upper
conjunction with the Swaying Dodge maneuver. torso are frequent targets .
The leopard style requires the practitioner to have fast
Gung Fu/Snake reflexes . A character must have a +3 Skill Bonus in Gung
In the Shaolin Gung Fu system, the snake's position Fu/ Leopard to use the special maneuvers listed below.
between other styles (Crane, Tiger, Mantis and Dragon) (RFL/ WIL)
illustrates its intermediary nature. It is distinguished from the Leopard at Dawn (Defense): This defensive maneuver
other styles by the introduction of circular movement in its allows the character to block or dodge an attack while
parries and attacks, a motion that characterizes the transition engaged in hand-to-hand combat. The player must first declare
to a higher style. The circles can be compared to the dynamic what the character is doing before taking action. If you choose
of yang and yin in Taoism. Circular attacks (viewed as yin) are to block, you must make a successful Skill Check at a +4 TN
countered by direct attacks (yang). Similarly, circular attacks modifier against your opponent. Upon a successful block, you
counter straight techniques. Snakes are predators that have may make one attack against your opponent in response. Your
intrigued humankind for a long time. The snake 's diversity is roll for this attack is at +2 to the TN. If your opponent makes
also reflected in the style itself, which emphasizes hitting the a successful roll , your attack is blocked and your opponent
weak points along the Ch 'i meridians. takes no damage. If you choose to dodge , then the opponent's
Characters who practice this form of martial art must TN to hit you is increased by 5. You cannot attack while
have a +1 Skill Bonus or better to use any of the special dodging.
maneuvers listed below. (RFL/ WIL) Leopard Bares its Claws (Attack): This attack is similar to
that used in the dragon and tiger styles . When you strike an
112
opponent with this maneuver, all your fingertips hit first. Then Hands That Stick (Defense): This maneuver is used for
the claw grabs so that the area between the tips of the fingers blocking, parrying and redirecting incoming attacks. An
and the first knuckles break the target. Ch'i projection will allow advanced user of this style can learn to lock on to the
you to tear flesh or shatter bones by putting massive amounts opponent in order to employ sticking hand techniques that
of energy into five small areas. The attack differs from its take advantage of the physics of swinging objects. Very little
dragon and tiger versions by only causing Serious Wounds with force is generated, but the defending character can
a successful strike, at a lesser cost of 4 Fatigue. This attack nonetheless easily stop an opponent's kick by intercepting it
requires less energy and more speed to execute well. above the knees , nearer to its point of origin. When you use
Leopard Pounces on Its Prey (Attack): This attack allows this maneuver, your opponent's TN to hit you is increased by 3,
you to jump a number of meters equal to your skill bonus from but your character cannot inflict any damage this round.
a standing position. With a successful Skill Check at a +4 TN Wings of Dancing (Defense): This defensive maneuver
modifier, you jump and kick an opponent, requiring them to allows the character to block or dodge an attack while engaged
make a Knockdown Test. In addition, an opponent who was in hand-to-hand combat. The player must first declare what the
not in melee combat at the beginning of the round must make character is doing before taking action. If you choose to block,
a Stun Check. Failure means that your opponent is stunned for you must make a successful Skill Check at a +4 TN modifier
a number of rounds equal to the distance that you leaped to against your opponent. Upon a successful block, you may make
reach him. A stunned opponent cannot make any attacks. one attack against your opponent in response. Your roll for this
attack is at +2 to the TN. If your opponent makes a successful
Gung Fu/Wing Chun roll, your attack is blocked and your opponent takes no damage.
This style was developed by a Shaolin nun , Ng Mui , a If you choose to dodge, then the opponent's TN to hit you is
senior practitioner of Gung Fu. She was interested in combing increased by 5. You cannot attack while dodging.
the best techniques from all the traditional Gung Fu styles into Weapon Style (Attack): This maneuver allows you to use
a simple, master style. The techniques of Wing Chun include any of your known Martial Art maneuvers with weapons in
numerous elements from the snake, crane, dragon and tiger whose use you are skilled. Use the lower of your Weapon Skill
fighting styles, the first two for attack and the latter two for Bonus or the Martial Arts Skill Bonus for that maneuver to
defense. Wing Chun means "Beautiful Springtime." Its three resolve the attack.
forms are Siu Nim Dao ("little imagination"), Chum Kiu
("seeking bridges") and Biu Gee ("thrusting fingers"). When Ninjitsu (Bujinkan)
mastered, a process that takes years, Wing Chun is one of the Budo Taijutsu, translated as "warrior skill with the body,"
most devastating forms of martial arts. Novices often mistake forms the basis for all understanding in the fighting arts of
the small number of moves in the style for ineffectiveness, but bujinkan. By concentrating on developing natural responsive
seasoned martial artists appreciate the streamlined and highly actions with the body during initial ninja training, one can use
simplified combat techniques. these physical lessons as models for psychological and
To reflect levels of mastery, a character can choose one tactical training in advanced studies. Budo Taijutsu is made up
special maneuver for every 2 Skill Bonus points he or she has of methods for striking and grappling in unarmed fighting,
in Wing Chun. At a +10 Skill Bonus, a character can employ all rolling and breakfalls, leaping and climbing, conditioning the
forms of Wing Chun. (RFL/WIL) body and maintaining health, as well as special ways of
Little Imagination (Attack): This maneuver delivers a walking and running.
flurry of powerful punches that are devastating to the human The more popular martial arts have attempted to mold the
body. For every three skill bonus points a character has in student's ways of reacting to fit a stylized set of
Wing Chun, he or she gets an extra attack for a maximum of predetermined movements. Essentially, they are adding to the
three in one round . After making a successful Action Check, personality of the student. Togakure Ryu Ninjitsu, which is
this attack will cause a Minor Wound to your opponent. For used by the Nekakami, works in the opposite manner. Taking
subsequent attacks in the same round, and upon a successful all the movements, it strips away the awkward and unnatural
Skill Check, the damage level is raised by one up to a Critical motions that have accumulated from other styles over the
Wound. The attacking character takes 3 Fatigue per strike. years. The taijutsu system relies on the body's natural
Thrusting Fingers (Attack): This maneuver attacks the strength, resilience, and speed of response and movement. It
opponent's vital locations using two fingers as the focus of the teaches understanding of the principles, construction and
assault. On a successful Skill Check, it causes grazing efficient employment of body dynamics. The ninja does not
wounds. For every three successful strikes, the damage is need to imitate an animal, nor distort or deform the body's
increased to the next level until it reaches Critical Wound, at structure to use taijutsu. Bujinkan also incorporates modern
which point the opponent must make an immediate Knockout and traditional weapons, merging high-tech equipment
Test or black out (see p. 116, CBT:RPG). smoothly with the ancient fighting arts and making the
Nekakami the most deadly of all martial artists.
113
So specialized is bujinkan that it takes years to advance a number of meters equal to the opponent's STR Attribute .
and a lifetime to master. Those of the Nekakami are born into When you make a successful Action Check against a TN of
their station. They begin training as soon as they are old half your opponent's RFL , the opponent is locked in a grip that
enough to understand their purpose in life. Bujinkan (Ninjitsu) will hold until he or she makes a successful STR Check
is taught outside the Draconis Combine as well; the Special against your STR to break the hold. Your opponent's failure to
Forces of the Federated Suns teaches this form of martial arts break free allows you to throw him, causing damage per Falling
to its operators . The Rabid Foxes of Ml6 are the most (see p. 120, CBT:RPG) . Grappling costs 1 Fatigue.
advanced practitioners aside from the Nekakami. Touch of Death (Attack): This attack is the most powerful
In order to qualify for this skill, your character must meet a ninja can make. Preparing for this strike requires total
the following minimum requirements for learning and concentration, and so you cannot make any attacks prior to
mastering it: STR 5, DEX 5, RFL 6, INT 5 and WIL 5. Once a this one. When you hit your opponent, you touch a vital part of
character qualifies to learn Bujinkan (Ninjitsu), he or she gains the opponent's body with such force that the body part
a new special maneuver per every three skill bonus points. ruptures on the cellular level, causing immediate damage to
Tile list below describes the various special maneuvers that that location. A head hit inflicts a Deadly Wound, a torso
characters can learn as they advance. (RFL/WIL) strike a Serious Wound, and other parts of the body a Minor
Karma Punch (Attack): Ninjitsu trains the warrior in all Wound. The Touch of Death is an aimed attack that your
forms of striking with the hand, from an open-palm strike to a character has been concentrating on for a round. The
knife-edge attack. The ninja can hurt with his hands no matter character may subtract his or her skill bonus from the TN
what attack he uses. When a ninja focuses his Karma and modifier for the attack. Touch of Death costs 10 Fatigue and
strikes with a punch, the damage is deadly. This attack causes can only be performed once a day because it drains so much
grazing wounds on a successful Skill Check. For every two from the character.
successful strikes, the damage is increased to the next level Weapons (Attack): This maneuver allows you to use any of
until it reaches Critical Wound, at point which the opponent your known Martial Art maneuvers with weapons in whose use
must make an immediate Knockout Test or black out (see p. you are skilled. Use the lower of your Weapon Skill Bonus or the
116, CBT:RPG). Karma Punch costs 2 Fatigue per punch. Martial Arts Skill Bonus for that maneuver to resolve the attack.
Snap Kick (Attack): The feet of a trained ninja warrior are
more dangerous than his hands. A ninja can be standing with MEDITATION
his weight on both feet less than twelve inches from you and Characters with the Meditation Skill can use the power of
kick you on the side of your head. When a ninja uses a snap their minds to enhance the performance of their bodies for
kick, he focuses his Karma to drive through his target with short periods of time .
such speed and power that the opponent has no idea what hit To use the Meditation Skill, a character must remain
him. With a successful Skill Check at a +4 TN modifier, this undisturbed in a quiet location free of distractions for at least
maneuver causes a Minor Wound and requires the opponent five minutes (60 combat turns). In game terms, the character
to make a Knockdown Test. In addition, if the opponent was must meditate for a minimum of 20 minutes minus the
not in melee combat at the beginning of the round , he must character's skill bonus in the Meditation Skill, with a minimum
make a Stun Check. Failure means that the opponent is of five minutes (for example, a character with a Skill Bonus of
stunned for the same number of rounds as the distance you 5 must meditate for at least 15 minutes). During this time, the
leaped at him . A stunned opponent cannot attack. Snap Kick character will perform an exercise , chant, prayer or other
costs 2 Fatigue per kick. action to gain the benefits of the Meditation Skill. At the end
Restraint (Defense): This special maneuver subdues an of the meditation period, the character makes a Meditation
opponent without causing damage. It is purely defensive, and Skill Check against a TN of 18 (modified by any distractions or
a ninja will use it if killing is not required. When a character interruptions that might prevent a character from completing
makes a successful Skill Check, the opponent must make an the meditation, as determined by the gamemaster on a case-
immediate Knockout Test with a modifier equal to the skill by-case basis). If the roll is successful, the character gains the
bonus of the ninja added to the result of the ninja's Skill benefits of the Meditation Skill. If the roll is not successful,
Check (see p. 120, CBT:RPG). If the opponent's roll succeeds , the character gains no benefits. A character can attempt only
he takes a Minor Wound. one Meditation Skill Check every hour.
Charge (Attack): A trained ninja can close on a target Following a successful Skill Check, a character temporarily
with such speed that he surprises the opponent. When you gains the benefits of one of the following traits: Alertness,
charge an opponent, you move as if you were sprinting (see p. Awareness, Brave, Concentration, Endurance, Pain Resistance,
111, CBT:RPG) . Once you reach your opponent, you may attack Sixth Sense or Toughness. A character can benefit from only
him by making an Action Check at a +4 TN modifier. Charging one trait for each successful Meditation Skill Check, but can
costs 1 Fatigue per round in which you charge. choose a different trait each time a successful Meditation
Grapple (Defense): This maneuver is used to seize and Check is made. The character gains the benefits of that trait
hold an opponent through sheer strength and throw him or her for one hour (720 combat turns) . (WIL/BOD)
114
SKII.~S
PUGILISM
A character with the Pugilism Skill can reduce the effects
of physical blows (whether taken in melee combat, because of
falls , and so on) . In melee combat, a character with Pugilism
may expend a simple action to attempt to "roll with" the
effects of a blow. That character rolls against a base TN of 10,
modified by half the Wound Value of the blow being struck,
rounded up (for example, a Grazing or Minor Wound would add
+1 to the TN, while a Fatal Wound would add +16). If the
character successfully makes the Skill Check, he sustains only
half the usual damage (rounded up). Furthermore, the Wound
Type is reduced by two levels (a Deadly Wound would be
reduced to a Serious Wound, and so on).
When rolling to reduce the effects of a fall, add the
number of levels fallen to the TN . Pugilism will not stop any
type of attack that has armor-piercing effects. (BOD/RFL)
PICK POCKET
This skill is used by less-than-savory characters looking to
earn a C-bill the easy way: by stealing it. Picking pockets is an
ancient craft dating back to the days of knights and kings,
easily accomplished by simply reaching into the back pocket of
a hapless target's pants. A more sophisticated technique is
the bump-and-grab, where the pickpocket intentionally bumps
into the intended victim and lifts their wallet or valuables
during that brief contact. The skill requires a steady hand and
quick reaction time. (DEX/RFL)
READ LIPS
Characters with the Read Lips Skill can rely on their eyes to
understand conversations and do not need to overhear them. A
character must obviously understand the language being spoken
to use Read Lips. Gamemasters should modify Skill Check rolls
based on the difficulty of the attempt. For example, it is easier
for a character with the Read Lips Skill to understand an NPC
who is speaking while facing them than two NPCs whispering in
each other's ears from ten feet away. (INT/EDG)
115
RECONNAISSANCE
This specialized skill is taught by all militaries
of the Inner Sphere, including the Clans, for
gathering information while in the field.
Reconnaissance involves an examination of
surrounding territory, or of an enemy's position, for
the sole purpose of obtaining intelligence needed
to direct military operations against an enemy or
for a preparatory expedition. Characters trained in
this skill can create maps of regions they have
scouted , describing in detail the positions and
strengths of enemy formations, fortifications and
other manmade features. Gamemasters should set
TNs based on how far away the characters are from
the features or objects being observed, whether or
not the characters are working with existing maps
and how detailed those maps are. The better the
Margin of Success, the more accurate the map is .
(INT/ EDG)
SECU R IT Y SYSTEMS
The Security Systems Skill has been revised
into a cascading skill so that a character can have
specific knowledge concerning mechanical and/or
electronic security systems such as locks, alarms,
remote cameras, motion sensors and so on .
Characters must make Security Systems Skill
Checks when attempting to defeat security systems
of which they have knowledge. can find a way to defeat a system that he or she has not
When a character puts a new security system into place, encountered before.
his or her Security System Skill Bonus is added to any Defeating electronic locks and security systems may
interloper's target number to defeat the system. require special equipment. Such equipment can be found in
electronic security bypass kits (Equipment, p. 129, CBT:RPG),
Security Systems/Mechanical or obtained through the use of the Scrounge or Streetwise
A character with this subskill has detailed knowledge of skills. Attempting to open a complicated electronic lock or
the function and operations of mechanical security devices. defeat an advanced security system with no equipment at all
For example , the character can tell the type of lock being used is futile ; the character might as well destroy the door he is
on a safe or security door. For attempts to defeat locks with attempting to get past. Failure in defeating an advanced
Security Systems/ Mechanical Skill Checks , the gamemaster security system automatically activates any defensive
should first assign difficulty ratings to all locks . A lock's rating measures the security system may have and also sounds the
is used to modify the target number of any characters alarm . (DEX/INT)
attempting to defeat the lock. Simple or archaic locks should
be easy (-2), while advanced locks should have higher positive SU R VEILLANC E
ratings. (DEX/ INT) A character uses the Surveillance Skill to observe and
maintain contact with a person through visual observation or
Security Systems/Electronic via mechanical or electronic means. This skill reflects a quality
A charact er with this skill has detailed working knowledge of alertness and/ or training in noticing important information
of most electronic security systems in current use. A character from observing the target. Surveillance can be done through a
can defeat a security system with the proper tools (as powerful telescope for visual observation, or through a
explained below) and with a successful Skill Check. recording device that can be used to bug a room or wiretap a
Additionally, a character can identify new security systems he phone. With the proper equipment, a character with
or she is not familiar with by studying said system. Surveillance can spot and identify when Electronic Counter-
Gamemasters should set the length of time a character needs Measures are being used against him. A successful Skill
to study the new system in order to find a way to defeat it. Check allows the cha ract er to identify the source of the ECM
With sufficient study and a successful Skill Check, a character and act accordingly.
118
CLASSIC BATI'L/Ef/ECH COMPA
CREATURES
What in Blake's name does creature actually mean? Can't After the gamemaster chooses a creature to incorporate
you say just "animal "? into his adventure or campaign, he should review its abilities
Creatures are the ones that don 't fit in the "animal" and outline how the creature might use them in various
category anymore. All those strange, dangerous, exotic and encounters. Keep in mind that unlike characters, creatures are
sometimes uncanny beasts you may encounter in the vast born with their abilities and use them in the most effic ient and
expanse of the Battle Tech universe. What might European deadly fashion necessary, especially in a life-or-death struggle.
adventurers have perceived when they first encountered a Next, the gamemaster should craft a " plan of attack" against
rhinoceros or a pride of lions in darkest Africa? The first the creature, then review the combat rules for creatures as
colonists on other worlds than Earth had similar experiences . they differ from standard character combat. After that, it's time
Out there in the vastness of space they stumbled across life, to sit back and see how the characters react.
nothing of human intelligence, but vastly different from native
Terran species. Most of those creatures were harmless, but GENERAL CONCEPTS
the dangerous ones left the strongest impression on human AND RULES
memory, and so the term creature became a synonym for all The following section provides rules for how to run
unknown and potentially dangerous species humankind creatures in your campaigns. From physical descriptions to
encountered in the depths of space. Attributes to combat, all the rules you need are included.
Extraterrestrial beasts weren 't the only novelties for the
citizens of the newly created planetary realms. Few colonized CHARACTERISTICS
planets had living conditions similar to Earth , so terraforming Like player characters and NPCs, creatures are defined by
measures were applied. These included the resettlement of their statistics, which consist of Attributes, skills and traits.
Terran flora and fauna. Through genetic engineering, scientists Differences exist, however, in the way these statistics work for
modified some animals according to their new home 's creatures. The definitions of Attributes, ski lls and traits, as
environments. Other species developed new abilities and they apply to creatures, appear below. Creature statistics also
strange mutations under foreign suns. contain combat-specific information, like the creature's
Times changed , centuries passed, and to a contemporary damage index, its armor value, and its movement ratings on
inhabitant of the Inner Sphere a raxx is as familiar as an the ground, and if appropriate, in water, air or subterranean
elephant is to you and 1-but he remains a creature. environments. A new addition for combat statistics is size,
Uncounted other alien species roam the planets of the which is explained in the combat rules on p. 126.
BattleTech universe, m<my still waiting to be discovered. Aside from its statistics , every creature is characterized
by certain factors . What is its home planet? Is it a predator or
HOW TO USE THIS SECTION not? Did it develop naturally or was it a product of genetic
This section consists of two major parts: General engineering? What is its size and weight? How does it move?
Concepts and Rules and Creatures of the Galaxy. The first part Obviously none of this information is necessary in combat, but
contains everything a gamemaster needs to bring a creature it does help gamemasters flesh out the creature and provide a
into play. What are its characteristics? How are they background that works with the campaign at hand.
classified? What can the creature do? What can 't it do? The following categories appear in the creature
Creatures of the Galaxy describes selected species in detail. A descriptions.
chart showing the statistics of common Terran animals in
comparison will give you a better idea of the strengths and Name
weaknesses of extraterrestrial beasts. The creature's common name and its scientific name in
Creatures make an exciting addition to any campaign, Latin are listed.
whether as a random encounter in a jungle on some newly
discovered world, or as a guard animal at a secret weapons Homeworld
development research center buried in the depths of the This category lists the world primarily inhabited by the
mountains on a House capital planet, or any other scenario the creature and/or represents the place of its descent.
gamemaster can dream up. The requirements of research
facilities and experimentation (legal and illegal) make creature Environment
smuggling a growth industry, and so a gamemaster can place This classification describes the creature's preferred
almost any creature anywhere in the BattleTech universe. You habitat. Extreme changes in environment often severely affect
don't have to join the Explorer Corps to run into a new species. or even kill the creature . An ice hellion can live in the icy
It just might be running down the streets of Solaris City. wastes on Strana Mechty as well as on the glaciers of Hector,
but putting him in the Babylonian desert gives "breaking a
sweat" a whole new meaning.
117
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118
Type Attributes at a value of 0. If an Attribute has a value of 0, the
Exploring new worlds shocked many zoologists; not only did creature cannot perform Action Checks that refer to this
they find alien creatures out there, but some well-known Terran Attribute and automatically loses corresponding Opposed
creatures developed striking peculiarities under foreign suns. Attribute Checks. For any creature, the Dexterity, Reflexes and
Scientists responded by trying to play god while developing Willpower Attributes must be assigned a value of at least 1.
completely new species designed for the unique living Attribute Checks are performed as stated on p. 15 of
conditions on newly colonized planets. The category Type states CBT:RPG; all standard rules apply. Some creatures will have
whether the species is native, mutated or genetically altered . excessive Attribute values , but remember that a 2 on an
A sub-category of Type is the rare carnivorous plant, noted Action Check is always a fumble. Additionally, at the
as such in parentheses after Type in the creature statistics. gamemaster's discretion a creature's Attributes can serve as a
Specific rules for carnivorous plants are found on p. 129. target number for various Action Checks a character may
perform.
Body Shape Creature skills are not derived from Attributes , and so
How many legs does this beast have , if any? Body Shape Attributes are irrelevant when considering skills. No TN
answers this and other questions about what a creature looks modifiers apply for untrained skill use. Additionally, creatures
like , and shows which Hit Location Table to use (provided the do not have any Exceptional Attributes .
optional Hit Location Rules are in effect).
Strength (STR)
Coloring Strength represents a creature 's raw muscular strength
This category describes the species ' usual color and and power. Strength is mostly derived from the creature's body
appearance . mass, but not always. Some creatures have a Strength
Attribute that far exceeds their size proportionally. To
Length/Wingspan determine the Strength Attribute of a creature, use the
Length typically lists the length of a creature 's head and Expanded Strength Table below. Simply find the weight of the
body along the spine . For creatures with massive tails, like a creature in kilograms and estimate the strength based on the
crocodile or other reptiles , this category includes the tail table.
length . Winged creatures are listed by wingspan, with sizes in Strength values for creatures are not limited, except by
centimeters. plain logic. For example , there are no DropShip-sized creatures
with STR 1,000 (at least, not as far as we know). A doubled
Height/Diameter STR is equivalent to three times the creature's body mass, so
Height lists up to shoulder size for bipeds and that STR 304 implies a monstrous beast with a weight of 33
quadrupeds, or the diameter of legless snake-like creatures. tons.
Height is given in centimeters . Unlike a character's Strength , creature STR doesn 't add to
melee combat damage. Because some creatures posses
Weight extremely high Strength values when compared to humans , the
The weight of the creature is given in kilograms. creature rules use a different method for determining melee
damage inflicted by creatures (see p. 128).
ATTRIBUTES
Creatures, unlike characters, have only seven Attributes:
Strength, Body, Dexterity, Reflexes,
Intelligence, Willpower and Edge.
These describe the creature's .. y
119
Body (BOD) Willpower (WIL)
A creature's Body Attribute represents its stamina, Willpower is a measure of determination, mental strength
physical toughness and mostly sheer mass and size. Some and courage. For creatures, Willpower also represents
small creatures can also have relatively high Body values if instinctive behavior that drives them in every situation and
they are especially tough. Like Strength, within reason, there is thus is a measure of the creature's aggressiveness.
no maximum for a creature's Body value. Body also Willpower is important in combat, where it counts toward
determines how much damage a creature can sustain before it the amount of damage and Fatigue a creature can sustain,
is killed. according to the CBT:RPG combat rules. Willpower is also used
Creatures with Body 0 are mostly tiny or very weak (such when making Attack/Refuge Checks (see p. 127) to determine
as insects). If successfully hit by any attack that normally if a creature will attack.
inflicts at least Fatigue, they are instantly killed regardless of Like a character's Willpower, a creature's is limited to a
the type of attack. maximum of 8.
120
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Ani Melee STR against the target's BOD. If the check fails , the attack
AniMelee is the primary creature combat skill. Most counts as a standard attack. If it succeeds, the creature
creatures engage with their natural weapons in close combat, manages to hold on, inflicting its base damage plus an
so Ani Melee is similar to Martial Arts , Brawling or Blades. additional 106. The creature continues to hold on until the
Some special maneuvers are an exception to this because target is out of action or until the creature is shaken off. To
they use AniMelee for ranged attacks. determine this , the target and the attacker make the same
Predators are not the only creatures that can have a high Opposed Action Check every turn . If the creature is
AniMelee Skill. Herbivores accustomed to defending successful, it holds on and inflicts the listed damage again. If
themselves from predators or fighting rivals can also have a the target is successful, it does not take damage and the
highly developed AniMelee Skill. On the other hand, some attacker falls to the ground, unable to attack again until the
dangerous creatures without natural enemies may lack combat next turn.
practice and therefore have a relatively low AniMelee Skill. Constrict: This special AniMelee maneuver is used by
AniMelee has no need for subskills ; it simply describes snakes like the Terran boa constrictor or the Arcadian steel
general creature combat that differs from animal to animal. A viper. If the Constrict attack is successful , the victim must
wolf will naturally bite, while a falcon attacks with its talons , make a STR Check against the snake's STR plus the MoS of
but in game combat terms they all have the same general the Constrict attack. If this roll fails, the victim's body is
effect. Some creatures use special maneuvers with AniMelee , surrounded by the snake , doing the listed damage each turn
according to the rules for special maneuvers on p. 114 of until the victim is dead or breaks free. Breaking free requires
CBT:RPG. Unlike for characters, the value of the Ani Melee Skill a Complex Action and a successful STR Check against double
Bonus has no effect on the number and type of special the STR Attribute of the snake as a target number.
maneuvers a creature may use . Instead , the special Poison: Certain creatures produce a natural poison to
maneuvers a creature can perform are listed with the intoxicate their enemies or prey. The poison can be delivered
AniMelee Skill in the creature statistics. The various in different ways, such as spraying, spitting or injecting via
maneuvers are briefly described below. fangs , stingers or the like. Usually such poison is built up
For combat where AniMelee Checks are required, see p. slowly over time and stored in bladders or special organs. This
128. Any creature that lacks the AniMelee Skill may make an makes it quickly accessible when needed, but limits the
Untrained AniMelee Skill Check. number of poison attacks.
Bite Grip: The creature bites an opponent in a vulnerable All rules for poisons from p. 114, LT, apply unless
part (preferably throat or belly) and holds on while thrashing , otherwise noted . Unlike attacks with a poisoned blade, which
thereby inflicting horrible tearing wounds. inflict wound damage in addition to the venom , poison attacks
Such an attack incurs a modifier of +3 to represent the by very small creatures-for example, a scorpion stinger's
difficulty of discovering a vulnerable part. If the attack is stitch-typically inflict no wound on much larger targets. Such
successful, roll an Opposed Action Check using the attacker's a creature 's methods of applying poison are nonetheless
effective.
If a poison
attack is
successful and
the rolled hit
location does not
have a higher
level of melee
armor than the
AP of the attack,
the target must
make a
BOD/EDG Check
to resist the
poison . The
check receives a
TN modifier
equal to the
wound value
inflicted by the
attack. If the
check fails , apply
121
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the poison 's effects . Every poison attack by the creature uses Climbing
up one dose of poison, whether or not it successfully poisons This skill allows a creature to climb trees and other
the target. If no dose number is stated, the creature's stock is objects and move through difficult, steep terrain such as rocky
endless for game purposes . cliffs. The Climbing Check should be modified by the difficulty
A venomous creature has a poison statistic block just of the terrain and miscellaneous modifiers for Action Checks .
under its damage value that lists the poison 's effects. Additionally, the gamemaster should use his discretion when
Ram: Ramming an opponent is a favorite attack for determining what types of obstacles a creature may climb
massive creatures that lack talons or fangs and depend on over. A flat wall is no problem for a gecko , but is impossible
horns or similar appendages for self-defense. for a cat.
A creature may ram every character or object in its In most cases a failed Climbing Check results in a fall
Sprinting range , but requires at least 6 meters of free terrain (see p. 120, CBT:RPG).
before striking the target. Resolve the attack with an AniMelee
Check. The character being rammed may not make a Melee Perception
Combat Check, but may attempt to evade the assault. If the Perception governs how aware a creature is of its
creature succeeds, it inflicts standard damage, as well as a surroundings and how well it interprets that information.
number of damage dice equal to its STR divided by the Because creatures possess highly developed senses, this
character's STR (rounded down). Additionally, the character is value is generally higher than it is for humans. Perception
automatically knocked down. Should the ramming attack fail , Checks can be used in a many ways , such as sensing the
the creature begins the next turn one meter behind the presence of another being .
target's position . The ramming creature suffers 1 point of
Fatigue after a successful attack and 106 points if the attack Stealth
failed. This skill allows a creature to move quietly and unseen ,
Spray: A creature with Spray may attack over a distance such as a predator sneaking up on its prey. When using the
by spitting or spraying an acidic , evil-smelling or toxic Stealth Skill to approach another character or creature , make
substance at its opponent. In the latter case, the spray attack an opposed Stealth/ Perception Skill Check.
is combined with the Poison Special Maneuver (Poison Spray).
The poison 's effect is described in the poison stat block. Swimming
Resolve spraying as a ranged attack, where all standard This skill determines how well a creature can swim.
modifiers apply using AniMelee as the appropriate skill. The Swimming Checks should be made if the creature performs
ranges of the spray attack are listed in the creature's difficult or dangerous actions while in water, like swimming
statistics. Spraying spreads the substances, so the rules for through a wild river. Failed Swimming Checks may result in
Splash Damage apply (see p. 119, CBT:RPG) . damage sustained through the water, at the gamemaster's
Stun: The creature can produce paralyzing effects to stun discretion . A creature without the Swimming Skill will always
its target. A Stun attack is treated exactly like a Stunstick try to hold its nose, mouth or other breathing intakes above
attack (see p. 135, CBT:RPG), with the specific damage code the surface and therefore cannot or will not dive. If the water
for each creature listed in its statistics. Stun is normally a is deep enough, the creature eventually drowns.
ranged attack, and all standard modifiers for ranged attacks
apply using AniMelee as the appropriate skill. Tracking
Sudden Strike: A sudden strike is similar to ramming, but Following any type of trail requires the Tracking Skill.
performed with more quickness and agility, relying not on brute Creatures normally use their sense of smell to track, and so
mass but on natural weapons. Birds of prey or leaping the target number for the Tracking Skill should be modified by
predators typically use this maneuver. the appropriate trait bonus , terrain and weather conditions.
A sudden strike brings a creature into melee combat with A creature may not try to cover its trail like a character,
its opponent, even if the opponent does not engage it, up to and so no Opposed Tracking Skill Check is required if the
its maximum jump or flight range . The character may only try characters are in pursuit. Instead, the gamemaster may use
to evade such an attack. If the strike attack fails, the an Opposed Stealth/ Tracking Skill Check.
character is in melee combat with the creature in the next
turn. If the creature succeeds, it inflicts damage as normal TRAITS
and the attacked character must make a Knockdown Check. In Traits are special abilities and characteristics that can 't
the next turn , both are engaged in melee combat. be represented by Attributes or skills. A character's traits
Regardless of whether or not the attack was successful, mostly define his or her story, behavior, look and mentality.
the striking creature suffers 1 point of Fatigue. Creature traits do much the same thing , though on a lesser
scale than with characters. Because every creature of the
same species possesses the same traits, they are not
individually distinct in the same way that people are.
122
Creature traits are not tagged as positive or negative, as Camouflage
these classifications are only relevant for purchasing traits Some species posses natural camouflage that make it
during character creation . However, some traits have different hard to detect them when they are not in motion (the ghost
levels , and so higher numbers in parentheses indicate a bear is a perfect example). The effect is identical to Camo
higher level of the trait. The meaning of the levels can be Sneak Suits (see p. 55 , Ln, but the effects range from Camo
found in the trait's description . Physical traits represent a +1 to +4.
creature's physiognomy. Some creatures may possess adaptive camouflage , but
The following paragraphs describe all creature traits and most have fixed camouflage that is effective in their preferred
their unique rules . terrain, but may make them more obvious in other
environments (A ghost bear will stand out prominently on a
Aggressive dark basalt lava field , for example). In such circumstances , a
Aggressive creatures are more likely to engage characters or character can receive a modifier ranging from +1 to +4 to the
other creatures in combat whether or not provoked, and target number for a Perception Check, and the creature will
continue fighting even when severely wounded. The Aggressive gain no benefit from its Camouflage Trait.
Trait is often paired with the Blood Rage Trait.
Add a +2 TN modifier per level of aggressiveness when Cold-Blooded
rolling the creature's Attack/ Refuge Check (see p. 127). The body temperature of cold-blooded species is equal to
the environmental temperature , which is usually above 30° C,
Bloodsucker as coldness affects the creature 's metabolism and agility. At
Creatures with this trait draw blood from their victims. about 20° C, the typical room temperature preferred by
Though the inflicted wounds might be of no importance, the humans, lower the creature's RFL Attribute and all movement
loss of blood can become life-threatening. Every time a target rates by 1/ 3 (round up) and the Aggressive Trait by one level.
is sucked on by a number of creatures equal to his BOD If the species isn 't aggressive it becomes shy (see the Shy
Attribute divided by the attacker's BOD, his Wound Value and Trait, below). At about 10° C, lower the creature 's RFL Attribute
Fatigue each increase by 1 point. and all movement rates by 2/ 3 (round up) and its
aggressiveness by two levels. At zero or below, the creature is
Blood Rage practically immobile. A higher temperature won 't affect the
Predatory creatures are not usually overly aggressive , but creature 's statistics, because they already reflect a fully active
some species can become extremely dangerous in combat. animal.
When hunting or smelling blood, extremely aggressive
creatures often work themselves into a frenzy and attack Domesticated
everything around them , even their own pack mates. Over the centuries , humans domesticated wild species to
Every time the creature's Wound Value is raised by 4 breed them for use as food , for work , the hunt or simply as
points or more , or if the creature inflicts more than 20 points friendly companions . Creatures with the Domesticated Trait are
of damage in a single turn of combat, make a WIL Check. If mostly found living with humans.
the check fails, the creature immediately enters blood rage, Characters with the Animal Handling Skill command
which lasts 1D10 turns beginning at the start of the following domesticated creatures on a successful Skill Check. They may
turn. The enraged creature will attack its current opponent or also attempt to train a creature with the Domesticated Trait in
the nearest standing creature. However, it will attack creatures one of the training types listed on the Training Table below,
of other species (such as humans) first, rather than other using the method described on p. 96 of CBT:RPG. If t he
creatures of the same species. While in blood rage, the training is successful over an appropriate period , apply skills
creature may ignore all effects of wounds, such as target- and traits in addition to the ones the creature already
number modifiers, the Stunned effect and Knockout Checks. possesses. To remain within the borders of logic, think of what
The blood rage does not stop until the
creature is killed or the period of rage ends.
At the end of the turn in which the rage
TRAINING TABLE
ceases, all wounds immediately take full
effect. Additionally, the creature suffers a
Skills Traits Example ·
number of Fatigue points equal to the
AniMelee +3, Perception +3 Aggressive Dog
duration of the blood rage in turns .
Search/Tracker Perception +4, Tracking +3 Dog
A creature in a blood rage cannot prolong
Show Animal Acrobatics +4 Monkey
its frenzy in any way. Once the creature's
Hunter AniMelee +3, Tracking +3 Dog
blood rage has ended, it can begin a new
Pack Animal Shy Mule
blood rage cycle per the rules above .
Mount Acrobatics + 2 Shy Horse
123
Pack Hunter
Some creatures, like
wolves , hunt in organized
Smell Night VIsion TN
~
124
Shy Toxic Immunity
This trait implies that the species respects, avoids or fears Some creatures developed (or were given by bio-
humans and will be much less likely than creatures without this engineers) the ability to resist poisons and toxins, so that they
trait to engage them in combat. The Shy Trait is opposite to the could survive under difficult conditions or act as natural rivals
Aggressive Trait. Add a -2 TN modifier per level of shyness when to other poisonous species.
rolling the creature 's Attack/Refuge-Check (see p. 127). Should a creature with toxic immunity come in contact
with biological poisons (everything that can be categorized as
Susceptible poisonous), the following effects apply: Lethal poisons become
If the creature is removed from its homeworld or even its Subduing, Subduing Poisons become Incapacitating, and
natural environment, it may not survive for long because of a Incapacitating Poisons have no effect on the creature. The
high susceptibility to alien diseases . If the creature's poison's damage is reduced by 106 and its speed raised by
description contains no specific instructions, successful one level (from 1 turn to 1 minute), according to the tables on
medical treatment skill checks must be made for each day of p. 116, LT.
transport or each week of captivity. A few rare species live in environments where no one
would suspect living organisms exist. These creatures have
Tamed developed immunity to all natural poisons or toxins in their
If a wi ld animal becomes used to humans at a very young ecological niche. Such creatures have Toxic Immunity (2),
age (for example, a wolf pup) and is successfully trained over which enables them to ignore all poison effects.
an appropriate period, the creature gains the Tamed Trait.
Lower its WIL Attribute by 1 to reflect that it has lost Zap per
something of its wild behavior. The creature can produce powerful discharges with its
Animal Handling Skill Checks for tamed creatures gain a electric organs, either to defend itself or to stun prey-for
TN modifier equal to the creature's lowered WIL Attribute-for example, the Terran electric eel (Eiectrophorous electricus) can
example, +3 for a tamed lion. Characters with the Animal produce a discharge of over 500 volts at about one ampere,
Handling Skill can command tamed creatures on a successful enough to kill a human.
Skill Check. They may also attempt to train a creature with the Because of its physical characteristics, a discharge inflicts
Tamed Trait in one of the training types listed on the Training energy-weapon damage and the number of discharges in a
Table (see p. 123}, but this is a difficult task (roll 306 and use short period is limited. In a conductible fluid, a discharge may
the worst two results). hit the nearest standing target over a distance listed in the
Animal Handling Skill Checks resulting in a fumble require creature 's statistics; no modifiers for ranged combat apply.
an Attack/Refuge Check to determine if the tamed creature
attacks its master. MOVEMENT
All standard rules for movement as described on p. 110
Terror of CBT:RPG apply, unless stated otherwise .
Terror marks creatures of gruesome, nightmarish
appearance (and often behavior as well). Regardless of CREATURE MOVEMENT
whether tales the creature's frightening aspect are invented or The movement of creatures cannot be calculated by a
true, the creature will strike pure terror into the hearts of formula, since the movement statistics of creatures depend
those who encounter it. not only on the creature's RFL and STR Attributes, but also to
Because of the creature's terrifying appearance, every a high degree on the beast's body shape and size. For
character (or another creature) must make a Willpower Check example a snake and a cat-like creature with the same
modified by the difference between the creature 's WIL and the Attribute scores would have highly different movement
character's. For example, if the character's WIL is 7 and the characteristics. Therefore, each type of creature has a unique
creature's is 6, the target number would receive a -1 modifier. movement characteristic.
The Brave and Timid traits of characters also apply in such a
situation . Walking
If the check is successful, the characters or other Use the rules for walking on p. 111, CBT:RPG.
creature may act normal. On a failed check, they are shocked
and paralyzed. The characters roll Initiative as though they Running
have Combat Paralysis (see p. 79, CBT:RPG). Characters who Use the rules for running on p. 111, CBT:RPG .
already have Combat Paralysis roll 4010, using the worst two
results. In addition, they may perform no actions except to Sprinting
defend themselves from melee attacks or evade ranged Use the rules for sprinting on p.111 , CBT:RPG.
attacks. In both cases the TNs are modified by +2. The MoF Because creatures do not have the Running Skill, the
determines the number of combat turns that this effect lasts. number of consecutive turns a creature can maintain a
sprinting speed is equal to its Sprinting characteristic. Every
125
Sprint action also inflicts 1 Fatigue on the sprinting creature the situation will frequently turn critical. If the creature doesn't
(see p. 115, CBT:RPG). Some creatures can attack from a attack, the characters likely will if they feel menaced.
sprint using the Sudden Strike AniMelee maneuver. To resolve combat situations that involve creatures, the
following rules apply. Because of the evident differences
Evading between animals and humans-in addition to size and fighting
Because creatures are not sentient enough to recognize technique-some rules concerning creatures differ from the
the threat of ranged weapons, they cannot choose the Evading standard rules for combat found on p. 109 of CBT:RPG . All
action. standard combat rules concerning characters apply unless
otherwise stated.
Jumping Along with Body Shape (see p. 119), creatures have
Jumping is a Simple Action and allows the creature to another new combat statistic: Size. Where Body Shape shows
jump a distance as wide as its Jumping characteristic in which Hit Location Table to use (when the optional Hit
meters or half as high. Location Rules are in effect), Size is critical for resolving
damage.
Water
The Water movement characteristic shows the distance a
creature can cover in the water by spending a Walking (the
first figure) or Running action (the second figure).
Size Ranged
Diving Level TN ·Modifier Example
The Diving movement characteristic is equal to the Monstrous -6 Whale
number of turns a creature can dive, using the Water Veryr!J3'i:g~ *.;~,, -4 Elephant
movement characteristic for locomotion. Creatures without a ,. Large -2 Bear
Diving movement characteristic cannot dive. Medium +0 Human
Smal l +2 Large Dog
Air Very Small. +4 Dog
The Air movement characteristic is equal to the flying Extremely Small -3 +6 Cat
creature 's movement speed while in the air. Flying is an Tiny -4 +8 Mouse
Incidental Action and a flying creature suffers a +1 TN modifier
to attacks while airborne.
Burrowing SIZE
The Burrowing movement characteristic is the length of Size differences between creatures and humans can't be
underground tunnel that a creature can burrow through per accounted for by raising or lowering the BOD Attribute. The
turn. Different creatures use different means of subterranean damage code wouldn 't work as well as in character combat.
travel: a Terran mole uses his paws to dig through soft earth, For that reason, we use several levels of Size to help
while a burrock's secretion dissolves solid rock. determine how tough a creature is, as well as how the same
amount of damage will cause different combat effects on
ENCUMBRANCE various-sized creatures . In addition, the Size Table shows
Under certain circumstances, gamemasters and players which TN modifier to apply for ranged attacks against the
may find it useful to know if a predator can drag away its prey creature (as listed in the Ranged Combat Modifiers Table, p.
or if a beast of burden can carry that load. 112, CBT:RPG).
If a total load ranges between 2/ 3 and 4/ 3 (round up) of Before resolving damage, check the Size Level of the
the creature 's individual body mass, the creature is regarded target listed in its statistics, or estimate it according to the
as encumbered and will suffer all restrictions described under Size Table. Then determine the Damage Factor, including all
Encumbrance (see p. 133, CBT:RPG). If the total load ranges usual effects, and consult the Extended Wound Table for the
from 4/ 3 (round up) to twice the body mass, the creature is resulting Wound Value and Wound Type.
very encumbered. Small to very large creatures may not carry For medium-sized targets, the results are the same as
a load that exceeds twice their body mass. Apply a +1 TN those determined for characters by the Wound Table on p.
modifier to Animal Handling Skill Checks for encumbered 114, CBT:RPG. Wound types are raised or lowered by the
creatures and a +3 modifier for very encumbered creatures. amount of levels by which the target's size differs from
Medium.
CREATURES IN COMBAT
In the BattleTech universe, fights are inevitable. Whenever
the characters face some pretty dangerous-looking creatures,
128
Medium Very Large . Monstrous
Fatigue only No effect No effect
Serious
Critical Serious Grazing Fatigue only No effect No effect
15 Deadly Critical Serious Minor Grazing Fatigue only No effect
20 4 Fatal Fatal Deadly. Critical Serious Minor Grazing Fatigue only
30 8 Fatal Fatal Fatal Deadly Critical Serious Minor Grazing
40 16 Fatal Fatal Fatal Fatal Deadly Critical Serious Minor
60 32 Fatal Fatal Fatal Fatal Fata l Deadly Critical Serious
80 64 Fatal Fatal Fatal Fatal Fatal Fatal Deadly Critical
120 128 Fatal Fatal Fatal Fatal Fatal Fatal Fatal Deadly
* This result only applies to Sm~ll or even smaller creatures.
Andy's character Juan Rodriguez, a big-game to the TN (or his MoF subtracted). Add any appropriate
hunter, messes with a lion amid the savanna on modifiers from the Attack/ Refuge Check Modifiers Table
Atreus. Armed with his machete, he enters melee below.
combat with the beast. Juan is tough and scores a hit On a low MoS, the creature stays lurking. On an average
against the lion with a MaS of 8! His STR value is 8 to high success, the creature engages the characters with
and Andy rolls an additional 206 for his machete increasing ferocity. On a low failure, the creature will hold its
(which counts as a sword), for another 4 points of ground, while a high MoF will make it take refuge or run.
damage. Comparing this to the Extended Wound Table, The Attack/Refuge Check is repeated if the creature is
Andy has a complete OF of 20, inflicting a Minor Wound wounded , if its Fatigue exceeds its WIL, or-if the player
only because the lion is Large. (If Juan had hit a godan characters' next actions considerably change the situation-at
in the jungles of Kittery, the same stroke would have discretion of the gamemaster. Packs are regarded as units,
inflicted a Critical Wound, because godans are Small and so must make only one Attack/ Refuge Check (with the
creatures.) usual WIL +2 bonus) to determine their joint behavior. If the
In the next combat turn, the lion strikes back, with pack leader is killed, the pack must make a new
a MaS of 3 and 10 points of natural weapon damage Attack/Refuge Check.
(creatures do not add STR toward their melee combat
damage; see p. 128). The lion's attack inflicts a
Grazing Wound, so Juan has nothing to laugh about.
ATT~CKIREFUGE- «:;t-tE.C K
ATTACK/REFUGE CHECKS .viPDIFIERS TASI!E
Though the gamemaster is free to use creatures like
NPCs and act out their behavior, the unpredictable outcome of Conpltlon TN Modifiers
an encounter between a character and a creature is usually Aggressive -2 per trait level
determined by the Attack/Refuge Check. Shy +2 per trait level
Strong willpower is needed to suppress instinctive fear Creatures hungry maximum -3
and remain calm in the face of most creatures. Therefore, the Creatures full +2
player must make a WIL Check to simulate his character's • Defending prey -1
mental condition and its effect on the creature. (No matter Defending the young see species' description
how good a character's poker face, a wild creature will smell Fatigue > WIL :-1 per point of Fatigue> WIL
his fear.) Modify the Attribute Check according to any Brave or Provoking action* maximum-3
Timid trait the character may possess and add the creatures' Intimidating action* +2
Size (for example, TN +1 for meeting a grizzly bear, if the Appeasing action* +1
character is aware of the threat). A group of three or more
characters gains a TN -2 modifier and the check is made by *By one of the players
the nearest standing individual.
The gamemaster then rolls an Attribute Check based on
the creature's WIL-which represents the species' basic
aggressiveness and endurance-with the player's MoS added
127
Two Jade Falcon warriors hunting in the jungles of Like characters, creatures suffer from the Fatigue and
Huntress suddenly stumble upon a smoke jaguar. The Wound Effects described on pages 115-117 of CBT:RPG.
gamemaster decides that an Attack/Refuge Check is Healing rules are usually not necessary for creatures, but if
appropriate, and one of the Falcons has to make a WIL the players want to save a creature's life, they may use the
Check. The WIL of the first warrior, a veteran healing rules on p. 123, CBT:RPG. The treating doctor should
Elemental, is 8, while the WIL of the second, a newly have the First Aid/MedTech and Surgery skills when treating a
made MechWarrior, is 6. As the MechWarrior was creature, in addition to Animal Handling or a relevant
breaking trail with his machete, the gamemaster Academics Skill like Zoology. If the doctor lacks knowledge of
decides that he must make the first Attack/Refuge Animal Handling or another relevant skill, apply a +4 modifier
Check because he stands next to the hissing jaguar. for every Wound Treatment Check.
The TN is 15-6 (WIL) + 1 (the smoke jaguar is Large),
for a final Target Number of 10. No -2 modifier is ARMOR
applied as a group bonus because there are only two Many creatures possess natural armor, such as chitin
warriors. The MechWarrior's player rolls a 10, barely plates, thick fur, a layer of fat, scales and so on. This means
making the check. they also have an Armor Value, which works exactly the same
The gamemaster rolls a WIL Check for the smoke way as in the armor rules on p. 115 of CBT:RPG. In the
jaguar, which has WIL 5. The TN is 15 - 5 (WIL) + 0 creature's statistics, natural armor is always displayed in the
(because the Falcon player's MoS was 0) - 2 (the same format as equipment armor [M/B/E/X]. Unless stated
smoke jaguar has the Aggressive Trait) - 1 (the otherwise, the armor provides full coverage to the creature .
gamemaster decides, that the Falcon warrior's Creature armor degradation works the same way as for
upraised arm holding a bladed weapon looks quite standard armor, and a creature's armor may be destroyed.
provocative to the smoke jaguar), for a final Target
Number of 7. The roll result is 7, so the gamemaster BODY SHAPE AND HIT LOCATIONS
decides that the smoke jaguar stays lurking around but FOR CREATURES [OPTIONAL RULESl
can't decide if it should drive away the invaders in its Depending on the body shape of the creature, the
territory or leave them alone. Depending on the standard Hit Location rules found on pp. 122-123 of CBT:RPG
actions of the player characters (for example, drawing may need to be modified with the following rules. The Body hit
a weapon or running away), the gamemaster can location on the tables below is analogous to the chest.
decide to make another Attack/Refuge Check. Of course, some creatures are simply so alien that they
defy categorization. In such cases, use your best judgment. As
INITIATIVE a rule of thumb, if a creature has more than four pairs of
Initiative is rolled as stated on p. 110, CBT:RPG. Roll extremities-for example, an alien plant that is more fauna
2D10 for every creature and add its RFL Attribute value. The than flora-it should be considered snake-like for purposes of
2D10 roll is open-ended. game play.
128
extremities, be it former forelegs or wings, is lost. Use the Plant
Four-legged Hit Table, but re-roll all hits to the Forelegs. Hit points equal to the plant's BOD show the amount of
damage the plant can take .
Winged
All creatures that can glide or fly through the air fall into Tail Wounds
this category. Typically, their wings are vulnerable and therefore Only a massive tail , such as an alligator's , is regarded as
incapacitated by a Hit Location Roll of 4 or 18, if the attack at a relevant Hit Location. If the creature has no such huge tail ,
least inflicts Fatigue, restricting them to ground movement. all tail hits are transferred to the body.
Compared to the body, a creature 's tail usually contains
Snake-Like no important inner organs , so no effects apply except those
These creatures have no extremities, instead using their for a Bleeding Wound. Some two-legged creatures rely on their
whole body for movement. Therefore body wounds affect their tails to balance the body; in this special case a tail wound has
movement rates like leg wounds for humans. the same effects as a human's wounded leg.
129
this damage is reduced by the character's MoS. All additional Need a plant-like creature or one that resembles a hydrogen
effects (such as poisoning) are applied once more. dirigible? Then by all means create it and use your judgment
If the check fails, add the MoF to the eventual damage when applying the optional Body Shape and Hit Locations for
inflicted when the character escapes. You may repeat the Creatures rules.
check, but each attempt inflicts a point of Fatigue. A fumble • What is the creature's coloring? This detail can be fun
results in the nearest helping character becoming trapped, or for the roleplaying experience, and will also have a direct
the loss of precious equipment, at the discretion of the effect on game play.
gamemaster. • What is the creature's general length, height and
weight? These will directly affect the creature's physical
CREATURE CREATION Attributes (STR and BOD). Consult the Strength Table (p. XX) to
Though Creatures of the Galaxy contains more than forty find the appropriate mass of the creature. However, remember
creatures, it is a sure bet that the first time a gamemaster that the table is simply a guideline; you can adapt those
runs a campaign, he will want to take the rules in the previous values to create the creature you desire.
section and create some truly amazing creatures that will · Finally and obviously, the creature needs a cool name;
haunt his player characters ' nightmares for months to come. you may need a Latin dictionary for this part.
With that in mind, the following section provides
guidelines for creating your own alien fauna. Though the rules Gabe wishes to run an adventure in Safaris City
for their use in the game are explicit, the sheer size of the that will contain some horror for the player characters,
universe and the almost infinite possibilities for creatures so he includes a scene in which the characters are
means that there are no hard and fast rules for creature confronted with a mysterious alien beast in an
creation. Instead, gamemasters can use the following general abandoned industrial complex in Kobe .
rules that will allow them to free their imaginations and create First, since he wants it in an abandoned industrial
any creature that comes to mind . complex, he decides that the creature's environment
will be the slums of Safaris City and the riverbed of the
OVERALL CONCEPT ANO Safaris River; or any abandoned city areas near water.
CHARACTERISTICS Second, he needs to determine the creature type.
Before you begin writing down a creature's game As the world of Safaris has been extensively
statistics, think about the creature's characteristics. What documented in multiple BattleTech sourcebooks and
does it look like? Where does it live? What does it eat? Is it novels, with no mention of such a creature, Gabe
important to the inhabitants of its homeworld? A little decides that it cannot be native. Instead, he decides
background never hurts, and it serves as the skeleton of the beast escaped from the lab of a Combine scientist
creature creation. The following specific details need to be who toyed a bit with Nature, so the creature type is
addressed in the creature creation process; they are not in "Introduced, genetically altered."
any order, and gamemasters are encouraged to create their Now he needs to decide what body shape it has.
creatures in any way that they feel most comfortable. This is where Gabe can Jet his imagination run wild!
· What environment does the creature occupy? Examples However, since he already knows its environment-
include jungles, deserts, acidic oceans, human settlements abandoned city areas near water-he has a place to
and even the cold vacuum of space. Though the creature 's start. He decides it has four legs and a pair of
environment does not necessarily have a direct impact on tentacles, so it would have a Six-Legged body shape if
game play, it will affect other areas of the creature that will the Body Shape and Hit Locations for Creatures rules
influence game play; not to mention that it makes for great are being used.
roleplaying flavor. With the body shape determined, he decides that
· What type of creature is it? Is it native to its world, its color is a gleaming black, slippery-looking skin.
genetically altered or mutated? In the case of the latter two Next, he determines the creature's gross
types, the gamemaster can take the standard statistics measurements. Gabe decides it is the size of a large
presented in the Creatures of the Galaxy section and modify human and so gets a height of 100cm, a length of
them to represent a mutation or genetic enhancement. 230cm and a weight of 200kg. According to the
· What body shape does it have? The body shape will be Strength Table, this weight conveys a STR Attribute of
important when describing your new monstrous alien creature 12.
to your player characters. If the optional Body Shape and Hit Finally, Gabe decides to name the creature
Locations for Creatures rules (p. 130) are in effect, body "Toorima, " an appropriately Japanese name. The
shape will have a direct effect on game play. Remember that creature's initial write-up will look like the sample
though we have provided some specific shapes for those creature sheet below.
rules , you as the gamemaster are not limited to those shapes.
130
on the skills and traits. For example, in the case of the
toorima described above, the description already generated
would make it ludicrous for the creature to have the
Vtlue
Domesticated or Pack Hunter traits, but the Terror Trait would
Night Vision
12
Strength
Body
• Ouirklfearol openlire
Ten or
be very appropriate.
Darterlly 3
Rerruu
lnlelllgenu
6 Also, keep in mind the maximum of +10 for skill bonuses
Willpowe r
Edg1 COMBAT INF'DRIIATION mY '-OCH'IO• Dl&IIWI
and use only creature-appropriate skills and traits as
Slu l ne l
:::..."':'~!.!
Type A:. Thick Hidet AV (MIMIXI 2 / I / 0 / 1
described on pages 120 to 125.
SICILLS Type B: - - AV(M/&'EIXI __L_L_L_
Name Bonus
Acrobatics •I
Climbing
Perception ,,,, FINISHING VALUES
Stealth
Swimmina ,, One of the single most important game statistics after
Trackina
Ani Melee +4 GranrogWoun.dl rm ~t. - - the Attributes is a creature 's Size. It determines how much
damage a creature can inflict and how much it can sustain.
The Size Table on p. 126 should be used as a guideline to
'ITiil!ai Woor>:J VIMI> iBOCl<WIL), Oyi"'l determine a specific creature's size. However, though anything
is possible when dealing with alien fauna, logical boundaries
~ - ,.1~
l'·H · ~ """'l"'
....
SI I·ltgged
o!O · ~Jol
1 111~ . ~ ~·'tlo'>
concerning size shouldn't be forgotten. A creature 400cm
\~:;:~·,~
II • ~-·''"''"I
.,., .,f.··~
U • R. fortle()t
~~: : ::t
,~ .... ~~·~It:)
15 · ~ h."l~ long, for example, can hardly be called Small.
10~1~ .. ,~.. ,
···~ · l. ~<'lOll"' 7• 1..fOttlfoa l
Plant
~ · L I.Ii<ll OOJ J • ll%...,
A creature's armor works exactly like armor for player
H•L itm l.OQ
t: ~~~~t:;
00000 00000
00000 00000
'H • l.tl.»!ltJ 'r,:-. '"ll: l<~!t ', ,o~
characters (see p. 115, CBT:RPG). The Creature Armor Table
IIOVDIEJI'I' A'I"''ACKS
Blte. tentactes
AP•Dmg
1•306
t
M - / - / - /-
Range
_
Notn
_ _
below provides a sample of armor types. As always, this is
6/12/22 8 / 16 - -
- -
- -
- -
__L__l_L_
__L__l_L_
-
-
-
--
- simply a guide and can be modified to suit the specific
- - - - __L__l_L_ - --
Potsonoamagt Etlect Vttlor Spud Dosnspant creature being designed.
- - - - - - <=X><=X><=X>
JIOTES The Toorlma can stand up on its l~s . resemblina ahumanoid shape, but usually runs on all lours. t Does not apply. The creature 's Damage Value determines how much
p........,._..,,_,701Xl ...... ~ -Ll.C Cloooo<:-Tocro_,Cioooo<:llolfoTocroAI'G.,.T--or.._,...odt._..aO W- UC ... 1\9'11_
131
c:;::REATURE DAMAGE TABLE
CREATURES
OF THE GALAXY
The following creatures represent a small fraction of the
vast variety of alien fauna that exists in the BattleTech
universe. Many of these creatures have been revised for use
with CBT:RPG. The statistics and abilities provided here
supersede any previously published information.
The sizes and weights given for each creature are typical
of an adult member of the species. Larger (10-30 percent) and
smaller (60-75 percent for both gender and age differences)
individuals are possible. To randomly determine the size of a
creature, use the Random Creature Size Table, p. below
Additionally, the statistics in each description represent a
typical specimen; individuals may vary. The Attributes of an
individual creature may be 50 percent higher than those of an
average specimen. A smaller individual of the species will
always have Attributes of at least half the average unless it is
sick and/ or injured. However, even in the largest and smallest
specimens, the Edge, Willpower, skills and traits remain the
same .
COMMON ANIMALS
The Common Animals Table contains a selection of well- RANDOM ~CREATURE SIZE TABLE
known animals that were put here as a reference guide.
Variations of these creatures are found in nearly every human 2D10 Dice Roll ~ Size (percent larger or smaller)
settlement in known space. Be it the Space Cat, who is a 2-4 - 50
beloved companion for a lot of JumpShip crews , or the Lyran 5-7 -20
Shepherd, a proud Tharkadian dog race , all of them evolved 8-11
out of their ancestors on Terra . 12-14 +10 (+1 randomly assigned to one
Length (Lg.) and Height (Ht) are in em, weight (Wt) is in of the following: STR, BOD, DEX
kg. or RFL)
The attributes are abbreviated in the following way on the 15-18 +20 (+2 randomly assigned to one
table: Strength (S), Body (B) , Dexterity (D), Reflexes (R), of the following: STR, BOD, DEX
Intelligence (1) , Willpower (W) , and Edge (E). or RFL; apply to one or two
The traits are abbreviated in the following way on the Attributes)
table : Hearing (H), Night Vision (N), Vision (V), Smell (S), 19-20 +50 (+5 randomly assigned to one
AniMelee (A), Perception (P}, Stealth (ST) and Tracking (T) of the following: STR, BOD, DEX
or RFL; apply to one or more
Attributes)
132
ATTRIBUTES SENSES
Type LgfHt/Wt S/B/D/R/1/W/E H/N/V/S/A/P/STjT S~e Armor D!lmage Move Spri
DOMESTIC** a
Cat 4-leg 50*/25/9 2/2/2/8/6/4/7 +2/+1/0/+.2/+4/+5/+3/- -3 1/0/0/0 1·106 4/9/30 5
Dog 4-leg 100/50/25 3/4/2/6/5/4/3 +3/+1/-2/+2/+4/+5/+4/+2 -1 1/0/0/0 1;1D6 B/20!70 16
Donkey 4-leg 170/125/250 14/13/1/4/4/3/2 +2/- / - 1/+2/- /+4/- / - +1 1/0/0/0 1·1D6 8/20/40 12
Horse 4-leg 220/170/500 21/20/1/4/4/3/2 +2/~/-1+2/-/+4/-/- +1 iY0/0/0 . t-·1D6 !20/40/ 85 12
V<
Camel 4-leg 345/230/650 25/23/1/4/4/3/2 +2/- /-1/+2/-/+5/-/- +1 - 1·106 8/20/40 5
MAMMALS
Brown Rat 4-leg 26/12/0.4 1/1/3/7/5/4/2 ' +2/-/-1/+2/+1/+4/-/- -4 - 1·106/2 4/9/18 3
Wolf 4-leg 120/60/60 4/5/2/6/6/5/2 +2/+1./-2/+3/+5/+5/+3/+4 -1
'
1/0/0/0
A ·1
1·206 8/18/62 20
Leopard 4-leg 150/85/60 6/5/2/7/5/5/2 +2/t1/--/+2/+~/+5/+5/- 0 1/0/0/0 1'·306 8/20/80•1 2
Lion 4-leg 190/95/200 12/12/2/5/5/5/2 +2/+1/0/+2/+6/ +5/+3/+2 +1 1/P/0/0 1·406 8/20/80 3
'
Siberian Tiger 4-leg 280/100/250 14/13/2/6/5/5/2 +2/+1/0/+2/+5~t5/+3/--;:. +1 1/0/9JO 1·506 8(2.'0/70 4
if .
Grizzly Bear 4-leg 250/150/400 18/20/3/5/6/7/2 Of-,--f-2/+2/+3'/+3!--l-- ' +1 1/0/<Vo 1•506 4/12~3'5, 2J
Polar Bear 4-leg 300/150/650 25/28/3/5/6/,6/2 o;~/-2/+2/+3+3--/- +1 2/0/1/t 1·506 '6/14/40 2
Indian Rhino 4-leg 420/200/2,000 52/50/1/3/4/7/2 o;~J-2!+2!+3/+11~1- +2 2/0/0(1 ~·5D6 6/25/62 4
Afr. Elephant 4-leg 750/400/6,000 104/110/3/5/7/4/4 +2/+1/-2/+2/-/+5/+2/- +2 - 1·406 '6/25;55•' 4
£•
INSECTS ·~
~ 'I
~
-II Widowmaker 8-leg 1/0.3/0.01 II 0/0/5/7/1/2/1 -/~/-2/-/-/+3/+5/- . -5 ' O'·Tt o.s;dy::.._
Tarantula 8-leg 9/2/0.05 0/0/5/6/1/2/1 --/-/-2/--/-/+3/+5/- -5 - 0·1D6/3 0.2/1/--
REPTILES
l
Cobra snake!. 200/10/5 2/1/1/9/3/6/1 -3/-/-2/+2/+4/+4/-/- -2 1·106/2t 4/8/-
Anaconda snake!. 900/25/220 10/10/1/6/2/5/1 -3/--/-2/+3/+4/+4/-/- +1 lr
0·2D6tt 3/6/-'-
',
FISH
White Shark fishlike 1000/100/3,500 74/60/1/6/3/6/1 +2/-/0/+2/+3/+8/--/- +2 2/1/0/1 2·806 ''If I
{ . ..1!
!·
BIRDS H ll
f1 I
Body: Length is normally head and body without tail, or wingspan (winged creatures)
*Length including a massive tail (i.e. reptiles); height is up to shoulder or maximum diametei(snakelike, fis hlike).
** Domesticated Trait is standard
tPoisonous
ttConstricting .
EXTRATERRESTRIAL BEASTS for the Clan of the same name. The Spirits have so far
The following is a sampling of the alien fauna found in the concealed whatever reaction they may have to this unofficial
BattleTech universe. "totem" and open insult.
134
Height: 600 em Attack: 2 · 206 (mandibles)
Weight: 720 kg Spray 6 · 306, 2/ 4/ 5/ 6
Movement: Ground 6/ 10/ 15; Burrowing 0.2/ 0.05
STR BOD DEX RFL INT WIL EDG (earth/ dense rock)
27 18 2 7 6 2 4
Traits: Good Hearing, Good Vision (2), Shy (2), Susceptible
Skills: Acrobatics +4, AniMelee +2 (Poison Spray), (Naja Nebula Arcadianica)
Perception +5 The cloud cobra is a
Size: Large (+1) descendant of the Terran
Armor: Thick hide [3/2/1/2], except wings: [1/0/0/0] cobra, genetically altered by
Attack: 1· 706 (bite, claws) the first Arcadian colonists to
Poison Spray, 5/8/ 10/12 [206 ; Incapacitating: 106 help them limit native wildlife in
turns; Contact; 1 turn, 12 doses] their world's misty equatorial
Movement: Ground 5/15/-; Air 120 jungles. The colonists also
attempted to introduce the cobra
to the temperate grasslands, but
the native steel viper decimated the
cobras ' nests within months of the
cobras' release . The cloud cobra is
one of the most deadly poison
snakes known to humankind .
135
Environment: Moderate climate, plains Attack: 1·1D6 (beak),
Type: Introduced , perhaps genetically altered 0 ·1D6 (constrict)
Body Shape: Four-legged 0 · 8D6 (discharge); E; Range 5 meters; 2 charges
Coloring: Grayish-brown to yellowish-gray fur Movement: Ground 2/-/-; Water 3/15; Diving infinite
Length: 80 em
Height: 50 em Diamond Shark
Weight: 20 kg (Carcharodon Megalodon
Strana Mechtis)
STR BOD DEX RFL INT WIL EDG Driven by his Clan's long-standing
2 3 2 6 7 4 3 feud with Clan Sea Fox , Khan Howell of
Traits: Bad Vision (2) , Good Hearing (2), Good Smell (3) , Night the Snow Ravens ordered his scientists to
Vision , Pack Hunter (4-12), Shy create a deadly maritime predator and
Skills: AniMelee +4, Perception +5, Stealth +4 then released it in the oceans
Size: Very Small (-2) of Strana Mechty. The result
Armor: Furred hide [1/0/ 0/0] was a "great white shark on
Attack: 1·1D6 (bite) steroids " that nearly wiped out
Movement: Ground 8/ 20/ 90 ; Water 1/ 2; Sprinting 3 turns; the sea foxes, Clan totem of the
Jumping 2 meters Snow Ravens ' hated rivals.
Clan Sea Fox triumphed over
Denkaika this staggering loss of face by
(Cephalopodus Electricus Matsuidanis) adopting the superior beast as a new Clan totem, renaming
The denkaika (electrically charged squid) is one of the themselves Clan Diamond Shark.
strange creatures that lives in the clammy oceans of The most important difference between the diamond
Matsuida . Its eight-armed body shape resembles Terran shark and its Terran progenitors is the ridge of sharp spines
squids, but instead of having suckers on its tentacles, it along its sides , which inspired its name. These spines are an
immobilizes prey with strong electric discharges from one of unexpected side effect of genetic material from sawfish , which
its two longer and thinner limbs. The electric organs are enabled the shark to adapt to freshwater environments. The
located in the denkaika 's body. diamond shark uses its spines to slice its prey in its first
Sometimes a specimen gets caught in fishing nets and attack , waiting to attack again until the prey is weakened by
pulled aboard trawlers , where the crews have to clear the nets loss of blood.
knowing that the denkaika's shocks can cause respiratory
paralysis or even cardiac failure. Killing the squid is no real Homeworld: Strana Mechty, the Kerensky Cluster, Clan space
help, as they are known to emit discharges up to twelve hours Environment: Freshwater oceans
after death. Type: Introduced, genetically altered
To support the important Matsuida fishing industry, Body Shape: Fishlike
Combine authorities grant remission of sentences for Coloring: Gray, diamond-like shimmering hide
prisoners who volunteer for this dangerous job, preferably to Length: 1,200 em
outworlders they want to get rid of anyway. Diam: 120 em
Weight: 4 ,000 kg
Homeworld: Matsuida , District of Galedon , Draconis Combine
Environment: Salt water STR BOD DEX RFL INT WIL EDG
Type: Native 80 64 1 6 3 8 1
Body Shape: Squidlike Traits: Blood Rage, Good Hearing (2), Good Smell (2), Night
Coloring: Turquoise hide Vision, Terror
Length: 450 em Skills: AniMelee +5, Perception +8
Diameter: 120 em Size: Large (+1)
Weight: 25 kg Armor: Hard spines [4/2/1/2]
Attack: 2 · 9D6 (bite)
STR BOD DEX RFL INT WIL EDG Movement: Water 5/ 35; Diving infinite
3 5 6 3 3 5 1
Traits: Night Vision (2) , Zapper Eden Beaver
Skills: AniMelee +3, Perception +4, Swimming +8 (Castor Fiber Paradisops)
Size: Small (-1) The Eden beaver can be found in and around the rivers
Armor:- that run through the planet Eden's forest regions. Living in
pairs, the beavers usually consume insects and fish as well as
138
plants. The Eden beaver shapes the rivers ' flow to his liking, Height: 95 em
making dams out of trees cut down by his massive teeth. Weight: 35 kg
Clever and evasive, he avoids open conflict, but dominates his
surroundings nevertheless. Even Eden's human inhabitants STR BOD DEX RFL INT WIL EDG
respect the beaver's territory-not out of fear, but because 6 4 4 7 6 5 3
there is no point in living too near an animal that cuts down Traits: Aggressive , Good Smell (2), Pack Hunter (15-50) ,
everything it doesn't like (such as your home), floods your Showy Coloring
crops and is intelligent enough to ignore your carefully placed Skills: Acrobatics +5, Ani Melee +5, Climbing + 7,
trap (trapping your dog in it instead) . Perception +4
Size: Small (-1)
Homeworld: Eden , Pentagon Worlds, Clan space Armor: Furred hide [1/ 0/ 0/ 0]
Environment: Floodplains , woody river basins Attacks: 2 · 2D6 (bite)
Type: Native Movement: Ground 8/ 20/ 70; Water 1/ 2; Sprinting 5 turns;
Body Shape: Four-legged Jumping 6 meters
Coloring: Golden-brown fur, black scaled tail Note: -5 to all Attack-Refuge Checks if defending infant
Length: 190 em mandrills.
Height: 80 em
Weight: 95 kg Ghost Bear
(Ursus Lamina Strana Mechtis)
STR BOD DEX RFL INT WIL EDG The ghost bear is the largest
5 5 3 3 7 5 4 carnivorous animal native to Strana
Traits: Good Hearing, Good Smell (2) , Night Vision , Shy Mechty, with a shoulder height of
Skills: AniMelee +1, Perception +5 230 centimeters. Standing upright
Size: Medium (+0) on their hind legs, ghost bears
Armor:- tower at an impressive height of
Attack: Damage: 1· 2D6 more than five meters. They hunt by
Movement: Ground 4/ 6/ 8 ; Water 14/ 27 ; Sprinting 2 turns; hiding under the arctic snow and
Jumping 1 meter, Diving 150 waiting for prey to pass by. Then the
ghost bear rises , leaps toward his
Fire Mandrill prey and slays it. A ghost bear can
(Mandrillus Ignis Edenopis) remain hidden for several days; its
The fire mandrill was body enters a form of hibernation,
released on Eden when the while the bear remains aware of its surroundings and can
SLDF exiles under General react within seconds to the presence of potential prey or
Kerensky reached the Pentagon threats. Ghost bears form lifelong partnerships , staying with
Worlds . It lives in the upper each other and even maintaining contact with their
reaches of Eden's jungles, descendants, a rarity among wild beasts.
where it forms family packs Ceremonial coats made of ghost bear leg and paw fur are
that defend their claimed a privilege of Clan Ghost Bear's warrior leaders, all of whom
territory fanatically, but the have either undergone the Clawing ritual-killing a ghost bear
mandrill usually stays away from single-handedly armed only with primitive spears-or are
human settlements. No one knows Bloodnamed warriors whose predecessors did so. To perform
why some packs of these aggressive the Clawing in their new Inner Sphere holdings, Clan Ghost
hunters band together to form Bear has tried to introduce its totem beast on Alshain and
larger groups. The fire mandrill other suitable worlds within the Ghost Bear Dominion , with
is fanatically loyal to its pack and is especially dangerous varying degrees of success. The introduction of the ghost bear
when protecting pack young. to Inner Sphere planets has attracted the interest of a few big-
game hunters and rich collectors.
Homeworld: Eden, Pentagon Worlds , Clan space
Environment: Equatorial jungles Homeworld: Strana Mechty, the Kerensky Cluster, Clan space .
Type: Introduced , genetically altered Environment: Ice plains
Body Shape: Humanoid Type: Native (introduced in the Dominion)
Coloring: Red fur, blue muzzle and yellow beard Body Shape: Four-legged
Length: 100 em Coloring: White fur
Length: 400 em
137
Height: 230 em Goliath Scorpion
Weight: 1,000 kg (Pandinus Giga Babylonica)
The goliath scorpion is perhaps the
STR BOD DEX RFL INT WIL EDG most dangerous native species of Babylon.
34 36 3 6 6 6 2 It is especially feared for its suicidal
Traits: Bad Vision (2), Camouflage (3), Good Smell (3), Terror determination when defending
Skills: AniMelee +4, Perception +5, Stealth +2 , Tracking +1 its nests against any threat.
Size: Large (+1) Hundreds of colonists fell
Armor: Furred hide/layer of fat (M/B/E/X): 2/1/0/1 prey to goliath scorpions until
Attacks: 1 · 6D6 (bite, claws) the settlers learned to identify
Movement: Ground 7/12/ 48; Water 3/5; Sprinting 2 turns, the scorpion's nests in the dry
Jumping 5 meters deserts of Babylon and stay
away from them . The goliath
Godan scorpion's poison is also a
(Lacertosaurus Caninus Kitterieii) strong mind-altering hallucinogen,
After conquering Kittery in 3005, local AFFS commanders leaving the few who survive its sting mentally damaged in
made the mistake of patroling the dense jungles in daylight most cases.
and lost many well-armed soldiers-not to the guerrilla force
known as the Kittery Tong, but to vicious native predators. Homeworld: Babylon, Pentagon Worlds , Clan space
Better acquainted with the planetary fauna , tong members Environment: Desert regions
passed through the jungles at night, knowing that the reptilian Type: Native
carnivore known as the godan hunts primarily by sight and Body Shape: Six-legged
hides at dusk when night blindness becomes a handicap. Coloring: Dark green exoskeleton
The godan is a dog-sized, lizard-like predator that hunts in Length: 25 em
packs of up to 20 creatures. The leader is the eldest female, Height: 7 em
recognizable by her darker green hide. Godans become Weight: 0.25 kg
extremely aggressive when hungry or wounded, in which case
they might stop tracking their prey and tear a male pack mate STR BOD DEX RFL INT WIL EDG
apart. Though generally slower than humans, they pass easily 0 1 1 8 1 3 1
through underbrush and can usually run an intruding human to Traits: Aggressive, Bad Vision (2), Bad Hearing (3), Blood
ground. Rage, Good Smell (2)
Skills: AniMelee +6 (Poison), Climbing +4, Perception +2,
Homeworld: Kittery, Capellan March, Federated Suns Stealth +3
Environment: Dense, tropical jungles Size: Extremely Small (-3)
Type: Native Armor:-
Body Shape: Four-legged with tail Attack: 0 ·1D6 (shears), 0 ·1 (stinger)
Coloring: Light green hide, males: orange crest Stinger [6D6; Lethal; Injected; 1 turn, 3 doses]
Length: 120 em Movement: Ground 2/4/-
Height: 50 em
Weight: 35 kg Hell's Horse
(Equus Carnivorus Circae)
STR BOD DEX RFL INT WIL EDG This genetically altered horse was
4 4 2 5 3 6 1 released on Circe after a failed
Traits: Bad Hearing, Blood Rage , Cold-Blooded , Good Smell experiment by a soldier, before the
(2), Good Vision, Night Blindness, Pack Hunter (7-20) horses could be killed by Clan
Skills: AniMelee +3 (Bite Grip), Perception +4 scientists. Hell's horses are wild,
Size: Small (-1) untamable, carnivorous nightmares
Armor:- that were chosen as a Clan totem
Attack: 2 ·1D6 (bite) for their fury and aggression. They are
Movement: Ground 6/15/ 45; Sprinting 1 turn, especially adapted to the thin air
Jumping 1 meter ~r;;...._ of Niles, a mountainous region
Note: Attack/ Refuge Check modifiers are doubled if the on Circe, where they dwell in the tundras
creature is hungry.
138
CREATURES
and caves of the surrounding highlands. Hell's horses usually Length: 85 em
roam in herds of 5-15 animals, led by the strongest of the Height: 40 em
females. Weight: 20 kg
Homeworld: Circe, Pentagon Worlds, Clan space STR BOD DEX RFL INT WIL EDG
Environment: Mountain/highland regions 4 3 2 7 4 5 2
Type: Introduced, genetically altered, gone wild Traits: Aggressive (2), Bad Vision, Camouflage (2), Good
Body Shape: Four-legged Hearing (2), Good Smell, Pack Hunter (13-40)
Coloring: Dark brown fur, yellowish-red tail and mane Skills: AniMelee +4, Climbing +3, Perception +3 , Stealth +5
Length: 210 em Size: Very Small (-2)
Height: 150 em Armor: Scaled hide with fur [2/ 1/ 0/ 0]
Weight: 500 kg Attack: 2 ·1D6 (bite, claws)
Movement: Ground 10/ 20/ 70; Sprinting 20 turns; Jumping 5
STR BOD DEX RFL INT WIL EDG meters
21 22 1 4 5 5 2
Traits: Aggressive, Bad Vision, Good Hearing (2) , ,;~ Jade Falcon
Good Smell (2) (Falco Smaragdus Edenopis)
Skills: AniMelee +5, Perception +5, Stealth +1 The jade falcon is a heavily modified Terran
Size: Large (+1) predatory bird , capable of engaging
Armor: Furred hide [1/ 0/0/ 0) prey twice as large as itself. Like
Attack: 1· 3D6 (bite, hooves) their smaller counterparts on
Movement: Ground 20/40/98; Water 2/ 3; Sprinting 12 turns; Terra, jade falcons can be
Jumping 6 meters trained and used for
Note: Riding a hell's horse requires a successful Very Difficult falconing-not nearly
Skill Check each turn simply to remain on the beast's back. If as easily, however,
the rider has either the Riding or the Acrobatics skill, he to which quite a few
makes a Difficult Skill Check and adds half of his skill bonus epitaphs stand
(round up) to the roll result. It is impossible to tame a hell's testimony.
horse. The jade falcon was originally engineered by SLDF
scientists to help keep Eden 's population of poisonous aerial
Ice Hellion predators low, and so it has extra resistance to poisons ..
(Diabolus Glacialis Hectorii)
The ice hellion is a Homeworld: Eden, Pentagon Worlds, Clan space
cunning pack predator, Environment: Moderate climate
roaming the snowy Type: Introduced, genetically altered
mountains of the planet Body Shape: Winged
Hector and using its Coloring: Jade-green feathers , golden-yellow beak and eyes
superior speed and Wingspan: 140 em
Height: 70 em
Weight: 1. 7 kg
139
Mailsloth meat is considered a delicacy by many gourmets in Type: Evolved from a marten-like species
the Inner Sphere. Because of the relatively few remaining Body Shape: Four-legged
specimens-mailsloths live mostly alone and reproduce very, Coloring: Nearly every color from white to pitch-black
very slowly-the planetary government of Lesalles issues a Length: 50 em
handful of hunting permits each year. Height: 15 em
Though the creature usually lives up to its slow and dull- Weight: 1.5 kg
sounding name, mailsloths are no easy prey. Their scaly hide
is surprisingly resistant to damage, even from attacks by STR BOD DEX RFL INT WIL EDG
modern weapons . In addition to that, the beasts get an 1 1 3 7 5 5 3
adrenaline boost when agitated, enabling them to flee with Traits: Good Vision, Good Smell (2), Night Vision, Shy
unexpected agility and quickness. Skills: Acrobatics +4, AniMelee +2 (Bite Grip), Climbing +5,
Perception +2
Homeworld: Lesalles, Sarna Commonality, Capellan Size: Extremely Small (-3)
Confederation Armor: Furred hide [1/0/0/0]
Environment: Jungles Attack: 1·106 (bite)
Type: Native Movement: Ground 5/10/40; Sprinting 3 turns; Jumping 2
Body Shape: Four-legged meters
Coloring: Red scales, black tail and paws, yellow blot around
the eyes Mongoose
Length: 300 em (Herpestes Shadowii)
Height: 160 em
Weight: 525 kg
140
CREATURES
141
Homeworld: Engadine, Melissa Theater, Lyran Alliance Coloring: Black fur
Environment: Forests, moderate climate Length: 150 em
Type: Native Height: 80 em
Body Shape: Humanoid (four arms) Weight: 80 kg
Coloring: Adaptive camouflage
Length: - STR BOD DEX RFL INT WIL EDG
Height: 300 em 7 7 2 10 6 8 4
Weight: 185 kg Traits: Camouflage, Good Hearing (2), Night Vision, Poisonous
Skills: Acrobatics +4, AniMelee +6 (Sudden Strike),
STR BOD DEX RFL INT WIL EDG Climbing +4, Perception +5, Stealth +5
11 9 3 7 7 7 1 Size: Medium (+0)
Traits: Bad Smell, Camouflage (Camo +2), Night Blindness, Armor: Fur [1/0/0/0]
Pack Hunter (3-5), Terror Attack: 1· 2D6 (bite)
Skills: AniMelee +4 (Poison), Climbing +3, Perception +2, Mane [4D6; Incapacitating: 1D6 hours; Contact; 1 turn]
Stealth +2 Movement: Ground 8/20/80; Water 1/2; Sprinting 3 turns;
Size: Large (+1) Jumping 8 turns
Armor: Thick hide [3/2/0/2]
Attack: 2 · 2D6 (bite), Odessan Raxx
1· 3D6 (claws) (Serpens Raxx Odessaidea)
Bite [4D6 ; Lethal; Injected; 1 minute, 4 doses] Intelligent, docile and as strong as a pair of oxen, these
Movement: Ground 10/18/52; Water 4/8; Diving 10; massive, six-legged reptiles replaced the sometimes mean-
Sprinting 10 turns; Jumping 5 meters spirited camel in desert regions on countless worlds. An
Note: Antidote is only available on Engadine. Odessan raxx may go without food or water for two weeks,
If the optional Hit Location Rules for Creatures are in double the endurance of camels, and its horned feet are more
effect, modify the Hit Location Table/Humanoid as follows: 14 suitable for rough paths or asphalt streets.
R. Forearm, 15 R. Hind Arm, 8 L. Forearm, 7 L. Hind Arm . Despite their usually gentle nature, raxxen are fiercely
protective of their young and chase anything that threatens
them, including strangers entering their nesting grounds.
(Pantera Nova Dagdanis) Official regulations and insurance clauses require that the
The nova cat, totem of the Clan of the horns of domesticated raxxen be cut off, reducing by one level
visionaries, is a native feline predator on the AP of attacks by a domesticated raxx.
Dagda. It resembles the Terran lion, but is
smaller and skinnier. One of many predators Homeworld: Odessa, District of Donegal, Lyran Alliance
on a planet dominated by predatory species, Environment: Desert regions
the nova cat has developed unique Type: Native, breeded
defensive measures to discourage Body Shape: Six-legged, massive tail
attacks, especially those of the sphinx Coloring: Varies depending on the breed
raptor, its fiercest opponent. When Length: 640 em
threatened, the eat's barbed and Height: 190 em
poisonous mane stands on end. The Weight: 2,400 kg
poison, stored in glands by the hair roots,
causes intense pain through skin contact. The STR BOD DEX RFL INT WIL EDG
same mane gave the cat its name: when the 58 60 1 3 5 3 2
mane is erect, the eat's head looks like a star Traits: Bad Hearing, Domesticated , Good Smell (2), Good
gone nova. Vision, Shy
After Clan Nova Cat was Abjured and forced to leave Clan Skills: Perception +3
space following the Great Refusal on Strana Mechty, Nova Cat Size: Large (+1)
scientists took a small population of nova cats to their new Armor: Thick hide [2/1/0/1]
home on the Combine world of lrece. The nova cats quickly Attack: 1· 5D6 (horns)
adapted to their new environment. Movement: Ground 6/18/48; Sprinting 6 turns
Note: Attack/Refuge Checks receive a -6 modifier when
Homeworld: Dagda, Pentagon Worlds, Clan space raxxen are protecting their young.
Environment: Grasslands
Type: Native
Body Shape: Four-legged
142
Randall's Rose Coloring: Sand-brown chitinous skin with thorns, solid-black eyes
(Nepenthes Randallii Argyleis) Length: 80 em
Residing in the subtropical swamps of Argyle is the giant Height: 35 em
carnivorous plant known as Randall's rose . Its roots and leaves Weight: 24 kg
extend more than six meters from a central trunk with several
small branches full of rose-like, delightful-smelling flowers. The STR BOD DEX RFL INT WIL EDG
bottoms of those tough leaves are impregnated with a strong 3 3 2 8 4 5 2
adhesive substance for up to half their length. If something gets Traits: Bad Vision, Good Smell (2), Night Vision, Tamed
glued to it, the leaf will excrete more glue along with a Subduing Skills: AniMelee +2, Perception +5
poison to prevent the victim's escape attempts; the plant often Size: Very Small (-2)
catches small predators trying to rob it of its prey. Armor: Chitinous skin [2/1/0/0]
Shoots of Randall's rose are exported to many worlds , Attack: 1·1D6 (bite)
where they are used as gag gifts. Commercially sold shoots Movement: Ground 4/10/40; Sprinting 3 turns
are usually 40 to 50 em long; after new leaves come in, the Note: Wild gilas have WIL 3 and the Aggressive Trait.
plants are excellent for capturing neckties or perhaps the
beard of a careless owner. However, if left to grow unchecked , Sea Fox
they can easily become a genuine menace. (Vulpes Maritimus Strana Mechtis)
The sea fox was once the most
Homeworld: Argyle, Crucis March, Federated Suns dangerous maritime predator living in Strana
Environment: Subtropical swamps Mechty's freshwater oceans, until
Type: Native Snow Raven Khan Howell
Body Shape: Plant released the genetically altered
Coloring: Olive-green leaves, rose-like flowers diamond shark in 2984 to
Diameter: 1,200 em extinguish the sea fox. Today
Height: 230 em only one or two colonies of less
Weight: 165 kg than 50 sea foxes survive in
remote bays too shallow for the
STR BOD DEX RFL INT WIL EDG diamond shark. Rumor has it that Clan Diamond Shark's
0 12 0 0 0 0 0 scientist caste holds some sea foxes in captivity, allegedly on
Traits: Poisonous the Clan homeworlds and even in the Inner Sphere, for
Skills:- purposes unknown.
Size: Medium (+0) The amphibious sea fox gives birth to its cubs on land,
Armor: Tough leaves [1/ 0/0/0] but lives and hunts in Strana Mechty's oceans. Before
Attack: 0 • 2D6 attacking, a sea fox stretches its muscles and arches its
Leaves [3D6; Subduing; Contact; 1 minute] back, supposedly to activate energy reserves. The sea fox
Movement:- appears to honor its prey by bellowing and then deeply bowing
before striking, as though in respect for its kill.
Rock Gila
(Gila Petra Antallii) Homeworld: Strana Mechty, the Kerensky Cluster, Clan space
The rock gila is a carnivorous, dog-sized lizard native to Environment: Freshwater oceans
the desert planet Antallos in the Periphery, between the Type: Native (nearly eradicated)
Outworlds Alliance and the Draconis Combine. The gila is Body Shape: Four-legged
excellently adapted to Antallos' arid atmosphere. Many gilas Coloring: Red-brownish oily fur, white underbelly
extend their hunting grounds to the scattered cities and other Length: 120 em
human settlements, where they mostly prey on rats and other Height: 45 em
vermin weaker than they are. Their choice of prey makes them Weight: 40 kg
quite popular among Antallos ' human population.
Gilas are quite aggressive and dangerous, but they can be STR BOD DEX RFL INT WIL EDG
trained to hunt rats or to bite opponents. Some traders in Port 4 4 2 5 4 5 2
Krin even sell rock gilas to visitors as pets. Traits: Bad Vision (1), Bad Hearing (1), Good Smell (3)
Skills: AniMelee +3 (Bite Grip), Perception +3, Swimming +8
Homeworld: Antallos, Spinward Outer Rim , Periphery Size: Small (-1)
Environment: Deserts, Oases, Urban Settlements Armor: Furred hide [1/0/0/1]
Type: Native Attack: 1·1D6 (bite)
Body Shape: Four-legged Movement: Ground 4/8/30; Water 15/30; Diving 450;
Sprinting 5 turns ; Jumping 2 meters
143
Smoke Jaguar Snow Raven
(Panthera Fuma Strana (Corvus Nixus Strana
Mechtis) Mechtis)
The smoke The snow raven
jaguar is one of the is a large snow-white
fiercest animals on Strana bird and one of the
Mechty. Released by -- ~- few non-predator Clan
Nicholas Kerensky's ~- totems. A scavenger
scientists into the jungles of extraordinaire, its
the Clan capital world, the ability to survive even in the hostile environment of Strana
smoke jaguar was created in a lab. Mechty's southern tundras and taigas sets it apart. By living
The scientists chose to design a feline together with larger predators in harmony, feeding on what the
predator capable of becoming the dominant species of other creatures leave behind, it manages to survive . The snow
its hemisphere. The smoke jaguar is heavier and stronger than raven is respected by the Clans because it does not waste
its Terran predecessor and far more aggressive. A jaguar's anything, which fits well with the Clans' waste-not-want-not
eyes are milky white with no visible pupil (though the pupil is mentality.
there), giving it a ghost-like appearance. Smoke jaguars often
kill for sheer satisfaction, even if they don't need food. The Homeworld: Strana Mechty, the Kerensky Cluster, Clan space
jaguar seems to have developed an unnatural taste for blood ; Environment: Tundras
individual beasts have been observed licking the warm blood Type: Native
of freshly slain victims and leaving the rest of the corpse Body Shape: Winged
untouched. Coloring: Snow-white feathers
After the recent SLOF assault on Huntress, the homeworld Wingspan: 200 em
of Clan Smoke Jaguar, all signs of that Clan's warrior caste Height: 75 em
have been destroyed except for their proudest symbol, the Weight: 2.5 kg
mighty cat from which the decimated Clan took its name.
Prince Victor Steiner-Oavion considered extinguishing a whole STR BOD DEX RFL INT WIL EDG
species to be barbaric, and so smoke jaguars still prowl 2 1 2 4 3 6 3
through the jungles of Huntress. Some members of the Inner Traits: Good Vision (1), Toxic Immunity
Sphere garrison in the planetary capital of Lutera developed Skills: Perception +4
superstitious feelings about entering the surrounding jungles Size: Extremely Small (-3)
after a few patrols were found slain; rumor has it that the Armor:-
spirits of fallen Smoke Jaguar warriors manifest themselves in Attack: 1· 106 (beak)
the beasts, waiting to take revenge. Movement: Ground 0.5/-/-; Air 50
Homeworld: Strana Mechty, the Kerensky Cluster, Clan space Space Cat
Environment: Subtropical jungles (Felis Silvestris Astral is)
Type: Introduced , genetically altered Space cats are the only pets common on JumpShips; they
Body Shape: Four-legged are effectively immune to space sickness and useful for
Coloring: Gray fur with black rings and spots preventing the spread of pests. While the domestic cat is
Length: 170 em strong and muscular for its size (9 kg, STR 2), her spacefaring
Height: 85 em cousins living in microgravity are much more slender.
Weight: 120 kg Kittens get small magnets glued to their paws-later
those magnets are implanted permanently-and in a short
STR BOD DEX RFL INT WIL EDG time can shame the best Canopian zero-G artists with their
9 8 2 8 5 5 2 acrobatic movements, easily reorienting in flight by rotating
Traits: Aggressive , Blood Rage, Camouflage, Good Hearing (2), their tails. They are trained to return to their life-support boxes
Good Smell (2), Night Vision , Quirk/Taste for Blood when alert signals are given. Like their seafaring
Skills: Acrobatics +3, Ani Melee + 7 (Sudden Strike), Climbing predecessors, space cats turn up at the third and last signal,
+3, Perception +5, Stealth +4, Swimming +2 which is traditionally named "eat's whistle."
Size: Medium (+0)
Armor: Furred hide [1/ 0/0/0] Homeworld: None (universally common)
Attack: 1· 306 (bite , claws) Environment: Space vessels
Movement: Ground 8/ 20/ 80, Water 2/ 3; Sprinting 2 turns; Type: Evolved from domestic Terran cats
Jumping 10 meters Body Shape: Four-legged
144
CREATURES
Coloring: Varies depending on the breed Star Adder
Length: 45 em (Bitis Astralis Strana
Height: 25 em Mechtis)
Weight: 5 kg The star adder is a
genetically altered snake
STR BOD DEX RFL INT WIL EDG introduced into the northern plains
1 2 2 8 5 5 7 of Strana Mechty to help control
Traits: Domesticated, Good Hearing (2), Good Smell (2), Night the crana, a rodent-sized insect
Vision known as a vector for disease .
Skills: Acrobatics +6, AniMelee +4, Climbing +4, Perception The snake 's shimmering black
+5, Stealth +3 scales, peppered with white
Size: Extremely Small (-3) spots, might be reason enough
Armor: Furred hide [1/0/0/0] to call it the star adder, but the real source of its name is its
Attack: 1·106 (bite, paws) nightly rearing and swaying in response to almost constant
Movement: Ground 2/ 6/ 20; Sprinting 3 turns; Jumping 1 stellar displays that resemble Terra's aurora borealis in Strana
meter Mechty's northern hemisphere.
Note: Extraordinary EDG (special rule), because cats The star adder is a highly aggressive snake, attacking
proverbially have nine lives. everything that enters its territory that looks like prey or a
threat.
Sphinx Raptor
(Raptor Sphinx Dagdanis) Homeworld: Strana Mechty, the Kerensky Cluster, Clan space
The sphinx raptor is one of the most Environment: Steppes
brutal predators in Clan space and Type: Introduced , genetically altered
a natural enemy of the nova cat. It Body Shape: Snakelike
kills everything it encounters, Coloring: Black with small white spots
thus limiting its own survival. Length: 150 em
Nicholas Kerensky considered Diameter: 10 em
the sphinx raptor as a Clan Weight: 10 kg
totem animal, but though he
admired its lethality, he STR BOD DEX RFL INT WIL EDG
regarded the species as a poor role model, too much of 2 2 1 9 3 5 2
a single-minded killer for its own good. Traits: Aggressive (2), Bad Hearing (3), Cold-blooded, Good
Smell (3)
Homeworld: Dagda , Pentagon Worlds, Clan space Skills: AniMelee +4, Perception +3 , Swimming +3
Environment: Grasslands Size: Extremely Small (-3)
Type: Native Armor:-
Body Shape: Four-legged Attack: 1·106 (bite)
Coloring: Blackish patches of long fur on leathery, brown hide Movement: Ground 7 /14/-; Water 2/3
Length: 100 em
Height: 80 em Steel Viper
Weight: 75 kg (Bitis adamas arcadianica)
The steel viper is one of the most
STR BOD DEX RFL INT WIL EDG dangerous creatures in Clan space, a
7 8 2 7 3 6 1 large and venomous boa-constrictor-like
Traits: Bad Hearing, Bad Vision, Blood Rage, Good Smell (2) , snake with an average body length of
Pack Hunter (6-18), Terror more than 6 meters. It is the dominant
Skills: AniMelee +6, Climbing +1, Perception +4 predator of the Arcadian grasslands. An
Size: Medium (+0) attempt to decimate the steel vipers
Armor: Furred, leathery hide [3/1/0/1] using genetically altered cloud cobras failed, as
Attack: 1· 306 (bite) the vipers extinguished the cobras' nests
Movement: Ground 8/18/83; Water 3/5; Sprinting 2 turns; within months.
Jumping 3 meters Two pairs of eyes give this
creature a superior field of vision,
while large thorns protruding
from its scales lend additional
protection against other predators.
145
Homeworld: Arcadia, Pentagon Worlds, Clan space Size: Medium (+0)
Environment: Grasslands Armor: Furred hide [1/0/0/0]
Type: Native Attack: 1· 306 (bite)
Body Shape: Snakelike Movement: Ground 9/20/75; Water 0.5/1; Sprinting 4 turns;
Coloring: Blue scales with dark-green edges and thorns Jumping 4 meters
Length: 650 em
Diameter: 20 em Sunset Chimp
Weight: 200 kg (Pan Soloccasus Thessaloikaia)
The sunset chimp is native to the jungles and woodlands
STR BOD DEX RFL INT WIL EDG on Thessalonika in the Oraconis Combine, a resource-poor
12 10 1 7 3 6 2 world with an abundance of life forms. The chimps are covered
Traits: Aggressive, Bad Hearing (3), Cold-Blooded, with smooth feathers and are known for their intelligence,
Good Smell (3) though they are not as intelligent as some Terran primates.
Skills: AniMelee +5 (Constrict, Poison), Perception +2, Sunset chimps hunt smaller animals in large packs,
Swimming +3 surrounding their prey and forcing it to the ground, where they
Size: Large (+1) intimidate it with a chorus of shrill shrieks and horrible
Armor: Thick scales [1/0/0/1] grimaces until they get what they want. The chimps seldom
Attack: 1·106 (bite), 0 · 606 (Constrict) attack, but when they do, they do it in force.
Bite [506; Subduing; Injected; 1 minute; 3 doses; In recent years, sunset chimps have become popular pets
Continuous effect] for wealthy children, as they never learn aggressiveness when
Movement: Ground 4/7 /-;Water 4/6 raised alone and in captivity.
Note: Antidote common in Clan space, unknown in the Inner
Sphere. Homeworld: Thessalonika, Predlitz Prefecture, Oraconis
Combine
Strana Mechty Wolf Environment: Equatorial jungles and subtropical woodland
(Canis Lupus Strana Mechtis) Type: Native
Nicholas Kerensky considered the Body Shape: Humanoid
Strana Mechty wolf the epitome of the Coloring: Soft, pale feathers (young specimens are pitch
warrior spirit. A descendant of the black, slowly paling during their first year)
terrestrial wolves of North America, the Length: 75 em
Strana Mechty wolf weighs much more Height: 60 em
and is nearly twice as large. The Strana Weight: 18 kg
Mechty wolf is a cunning and
stealthy pack hunter that lives in STR BOD DEX RFL INT WIL EDG
extremely socialized groups of about a 2 3 4 8 5 3 4
dozen adults. Wolf packs roam the Traits: Good Vision (1), Good Hearing (2), Tamed (Show
northern and southern continents of Animal)
. Strana Mechty, where they sometimes Skills: Acrobatics +6, AniMelee +2, Climbing +8, Perception
\ work in union with coyotes to hunt +4
' down their prey. Size: Very Small (-2)
Armor:-
Homeworld: Strana Mechty, the Kerensky Cluster, Clan space Attack: 2 ·106 (bite)
Environment: Moderate climate Movement: Ground 7/20/60; Water 1/2; Sprinting 3 turns;
Type: Introduced, genetically altered Jumping 5 meters
Body Shape: Four-legged Note: Wild, untamed chimps have WIL 4 and Pack Hunter (20-
Coloring: Blackjgrayjbrownish fur 40)
Length: 170 em
Height: 85 em Surat
Weight: 140 kg (Simia Vespertilis Glorieii)
The surat is a small bat-like creature native to the Clan
STR BOD DEX RFL INT WIL EDG world of Glory. Body and face resemble a primate, as does the
10 9 2 6 6 5 2 long grappling tail with which it can easily attach itself to
Traits: Bad Vision (2), Camouflage, Good Hearing (2), Good objects. Surats are mostly friendly creatures and feed on
Smell (3), Night Vision, Pack Hunter (5-15) fruits, insects and whatever they can find; lower-caste
Skills: AniMelee +5, Perception +5, Stealth +2, Tracking +5 Clansmen sometimes keep them as pets. However, their
148
CREATURES
overwhelming cuteness combined with their appetite for and Skills: AniMelee +6 (Sudden Strike), Perception +3
ability to open human food storage cases has turned their Size: Large (+1)
name into an epithet throughout Clan space. Armor: Feathers [0/1/0/0]
Attack: 1· 3D6 (talons)
Homeworld: Glory, the Kerensky Cluster, Clan space Movement: Ground 10/20/75; Sprinting 2 turns; Jumping 5
Environment: Tropical regions, airborne meters
Type: Native Note: Wild specimens have WIL 7.
Body Shape: Winged
Coloring: Dark fur and wings with white and red facial stripes T-Rex II
Wing span: 35 em (Megalosaurus Tyrannus Rex Paradiseus)
Height: 17 em T-Rex II is neither the largest species of "tyrant lizards"
Weight: 0.12 kg found during human exploration of space, nor the deadliest
predator on the world of Hunter's Paradise. It resembles its
STR BOD DEX RFL INT WIL EDG namesake, the popular Terran dinosaur Tyrannosaurus rex, and
1 1 3 6 5 2 4 for this reason is a highly prized trophy.
Traits: Domesticated, Good Hearing (2), Good Smell (2), During the golden age of the Star League, Hunter's
Night Vision Paradise was a favorite attraction for wealthy thrill-seekers.
Skills: AniMelee +0, Perception +4, Stealth +4 The planet was abandoned when the Star League collapsed,
Size: Extremely Small (-3) and only recently rediscovered and reopened by the Rim
Armor:- Collection. The only greater challenge than big-game hunting
Attack: 0 ·1D6 (bite) on this dangerous planet may be to sign on as bodyguard and
Movement: Ground 0.4/-/-; Air 30 bring your rich twits back alive.
147
summarily wiped out in a nuclear assault. Regardless, at least STR BOD DEX RFL INT WIL EDG
one legacy of Jardine survives on numerous other worlds 12 8 3 6 4 6 2
through out the Inner Sphere . Traits: Night Vision , Quirk/Fear of Open Fire , Terror
Skills: AniMelee +4, Perception +2, Stealth +2 , Acrobatics +1
Homeworld: Jardine, Free Worlds League Size: Large (+1)
Environment: Subtropical jungle Armor: Thick hide [2/ 1/ 0/ 1]
Type: Native, breeded Attack: 1· 3D6 (bite , tentacles)
Body Shape: Four-legged Movement: Ground 6/12/22; Water 8/16; Diving 15;
Coloring: Varies depending on the breed Sprinting 5 turns; Jumping 5 meters
Length: 260 em
Height: 130 em Widomaker
Weight: 250 kg (Latrodectus Mactans Edenopis)
During the beginning of the Exodus Civil War, several
STR BOD DEX RFL INT WIL EDG Terran widowmaker spiders
14 13 2 5 5 3 2 escaped into the nearby jungle
Traits: Domesticated, Good Hearing, Good Smell (3), Night from a science outpost
Vision that was raided by rebel
Skills: AniMelee +4, Perception +6, Stealth +3 commandos . The
Size: Large (+1) spiders' descendants
Armor: Furred hide [1/0/0/0] L prospered and quickly grew
Attack: 1· 4D6 (bite, paws) , - to three times the usual
Movement: Ground 20/ 40/ 85 ; Sprinting 15 turns ; Jumping 5 size for their kind. Their
meters aggressiveness and the strength of
their poison increased at the same rate, and so the
Toorima widowmaker is highly dangerous to humans visiting the jungles
(Project X-233234898 a/13) of Eden.
The toorima is the result of a Combine research team's
experiment gone bad . In 3048, the ISF ordered a secret team of Homeworld: Eden, Pentagon Worlds, Clan space
biologists operating out of Kobe, Solaris City, to begin research Environment: Subtropical regions
on a new biological weapon that could liquidate enemy frogmen. Type: Introduced , mutated
The scientists decided to adapt an existing life form for this Body Shape: Eight-legged
task. They took the vodnik, a maritime mammal from Coloring: Black with a red hour-glass shape on the back
Dnepropetrovsk, and began experimenting with it. Length: 3 em
The project, which got the codename Toorima ("phantom Height: 1 em
killer" in Japanese), stalled for years. Then , in 3060 , the ISF Weight: 0.01 kg
"acquired" several ex-Smoke Jaguar scientists rumored to be
bio-engineers, who began work on the project. In record time , STR BOD DEX RFL INT WIL EDG
several breakthroughs were made, but at a horrible cost. 0 0 6 7 1 2 1
Some of the creatures escaped from their containment labs Traits: Aggressive, Bad Hearing (3), Bad Vision (2), Good Smell
and demolished the facility, killing most of the team members . (2)
After that, they disappeared into the Kobe harbor. Skills: AniMelee +3 (Poison) , Climbing +8, Perception +2
The toorima can stand up on hind its legs, resembling a Size: Tiny (-4)
humanoid, but usually it runs on all fours. From its back Armor:-
emerges a pair of slimy tentacles that it uses to grab victims, Attack: 0 ·1 (bite)
which it then rips apart with razor-sharp teeth. Bite [6D6; Lethal; Injected; 1 minute, 2 doses]
Movement: Ground 1/3/-; Jumping 1 meter
Homeworld: Solaris VII, Freedom Theater, Lyran Alliance Note: Antidote common in Clan space, rare in the Inner
Environment: Abandoned city areas near the waterfront Sphere.
Type: Genetically altered, introduced
Body Shape: Six-legged
Coloring: Gleaming, slippery black skin
Length: 230 em
Height: 100 em
Weight: 200 kg
148
....e"'""~""~., Wolverine (Gulo Gulo) Height: 45 em
~ . '~i:;;;J Wolverines are extremely Weight: 35 kg
;;i¥!'f'ifft.,;;;".r,;#~o/llt; ·"'.::r~ aggressive and strong for
ll:l~(f)
rlf#f,a,, q,?ffi(f;;" 1f(,ttrt ''rt r r· th e1r. s1ze,
:r7" . b. . d
nng1ng own STR BOD DEX RFL INT WIL EDG
f~~~~;~RI If~:rdl~! }..!.,.~ ~"--~ prey that is five times bigger
L. 1
5 4 2 6 5 7 2
1(\ril!.~~·t'' 1\\_ \\"-~~ and driving away mu~h larger Traits: Aggressive (2), Bad Vision (2), Good Hearing (2},
\ (/!~ ~-.....1 "\t>;~ predators from the1r kills. They Good Smell (2), Night Vision
spray their food caches with scent gland Skills: AniMelee +6, Climbing +4, Perception +3, Swimming +1
secretions to discourage other animals from raiding them. The Size: Small (-1)
Clans tried to extinguish the totem of the Not-named Clan Armor: Furred hide [1/0/0/0]
after its Trial of Annihilation, but failed. Attack: 1· 206 (bite)
Movement: Ground 4/8/30; Water 2/3; Sprinting 4 turns;
Homeworld: Terra Jumping 3 meters
Environment: Moderate climate
Type: Native
Body Shape: Four-legged
Coloring: Blackish-brown fur with a light brown band
Length: 105 em
149
150
COMBAT
In addition to the rules for personal combat in CBT:RPG begin and end their movement in liquid magma take this dam-
and the vehicular combat rules found in 57, the following rules age twice. Additionally, BattleMechs generate 10 Heat Points
can be used to increase the realism of combat. Unless other- every two turns that they are moving over solid magma (7
wise specified, assume these rules apply to characters and points the first turn, 3 points the second), and 10 points for
battle armor as well as BattleMechs, ProtoMechs and vehi- every turn they are in liquid magma. Should a BattleMech
cles. move out of an area of solid magma, it only gains 2 points of
Heat; moving out of liquid magma raises the heat of a
NEW TERRAIN TYPES BattleMech by 5 points.
Bowing to the stipulations of the Ares Conventions, com-
bat in the Battle Tech universe tends to be held away from civi- ULTRA-HEAVY WOODS
lization or other developed areas. This means that warriors When forest growth is so dense that it approaches levels
often find themselves fighting in and around some very inter- not seen on Terra since pre-industrial times, it earns the desig-
esting terrain . Some of the more exotic areas include jungles, nation Ultra-Heavy. Only infantry units and player characters on
old growth woods , magma fields, desert and frozen tundra. foot can pass through Ultra-Heavy Woods, though if cleared,
The various target numbers and movement costs, along with the area is considered Heavy Woods and can be traversed as
which units can and cannot enter what type of terrain, are such.
found on the Expanded Movement Cost and Terrain Table, p. Ultra-Heavy Woods rise upwards of 18 meters in height,
154. and a single section is enough to block line of sight. A +3 TN
modifier protects targets in Ultra-Heavy Woods, though
.JUNGLE MechWarriors who eject into Ultra-Heavy Woods suffer from an
Though by no means clear, temperate-zone forests tend to additional +4 TN modifier to their ejection roll.
be a relatively clean environment to traverse. Undergrowth
tends to be minimal , trees are usually separate from each TUNDRA
other, and the relative density of growth is not too high. Tundra consists of a layer of black, mucky snow over per-
Jungles are almost always the opposite. Undergrowth is mafrost. The hardy grasses and lichens that grow profusely
extensive; trees are usually huge and closely packed, often on tundra give it the appearance of a grassy glade, but can
with tangles of vines growing amid them. Sometimes the lush make this terrain slippery and treacherous as well. The Tundra
flora is so densely packed that combatants cannot see more modifiers listed in the expanded table may also be used for
than a dozen or so meters away. Some of the oldest jungles movement in moorlands, bogs and quicksand.
even form multiple levels of canopy, shielding the lower layers
from some, if not most, of the sunlight. Combat in such SAND
crowded , dank, hot and humid terrain is frustrating at best. Sandy terrain simulates the deep, shifting sands common
Jungle terrain has three classifications: Light, Heavy and to deserts and beaches throughout known space. Maintaining
Ultra-Heavy. Line of sight and clearing terrain for jungle works steady footing on sand is difficult, so any Piloting Skill Roll or
exactly like those rules for woods of the same density. OEX Checks made in such terrain receive a +1 TN modifier.
The Expanded Movement Cost and Terrain Table lists two
MAGMA movement costs for sand. The first cost applies to all units
Though it appears solid, the ground around an active vol- except wheeled vehicles, characters on foot and infantry; the
cano is not always strong enough or cool enough to fight on. second applies to wheeled vehicles, characters on foot and
In some instances , liquid rock, or magma, can be flowing inch- infantry units. Jump infantry, battle armor with jump capability
es beneath the surface. or characters with a Jump Pack can avoid the increased move-
Whenever a unit (except a hovercraft or VTOL) enters a ment cost by using their Jump movement, and wheeled vehi-
section of magma crust, roll 106. On a result of 6, the crust cles can be modified to move in sand at their normal rates.
breaks. BattleMechs fall into the liquid magma, while other
units are immediately destroyed. Player characters get a OEX TERRAIN CONDITIONS
Check to see if they can get out of the magma or get clear of Terrain conditions represent changes to a given terrain
a sinking vehicle before they are killed. caused by weather, specific geologic conditions or human inter-
A BattleMech that starts a turn in magma, or moves vention.
through magma during a turn, takes 106 damage to every Modifiers and unit prohibitions imposed by terrain condi-
exposed location, with each location getting its own roll. tions are added to modifiers and unit prohibitions imposed by
Normally, the only exposed locations on a BattleMech are the the underlying terrain. For example , a Heavy Woods area that
legs; however, all locations are considered exposed and are is also muddy would slow a character down by a factor of 4 (3
damaged if the 'Mech falls into the magma. BattleMechs that for Heavy Woods +1 for Mud). Shots directed into or through
151
such an area would take a TN Modifier of 2 (the standard TN Before beginning the game, geysers can be placed on the
modifier for Heavy Woods), and any Piloting Skill Rolls or DEX map in set locations. If a gamemaster is overseeing play, he
Checks made in the area would take a +1 TN modifier (the can secretly select the geyser sites and conceal their loca-
standard modifier for Mud conditions). Additionally, ground tions from the players. In any case, a geyser has no effect on
and naval units could not enter the terrain. the underlying terrain until it erupts.
If no underlying terrain is specified for a particular area , To reflect the unpredictable nature of geysers, the
assume the underlying terrain is Clear. gamemaster or players determine geyser activity by rolling 1D6
Road/Bridge, Rubble and Swamp represent terrain condi- for each geyser on the map during the End Phase of each
tions. Rules for these conditions appear in BMR (for turn. On a result of 1, the geyser erupts, creating the effect
Road/Bridge and Rubble, see pp. 12-13; for Swamp, see p. 85). listed on the Expanded Movement Cost and Terrain Table.
The following entries describe rules for new terrain conditions. Treat the erupting geyser as Heavy Woods for the purpose of
determining line of sight into or through the terrain.
DEEP SNOW To determine how many turns a geyser eruption lasts, roll
Deep Snow rules apply to areas covered with loose snow 1D6. By keeping the duration secret from the players, a
that is more than a meter deep. Lesser accumulations of gamemaster can prevent the players from predicting when the
snow have no measurable effect on battlefield units. Deep effects will end.
Snow imposes a +1 movement cost per hex and a +1 TN mod- Geyser rules can also be used to simulate the effects of
ifier to all Piloting Skill Rolls or DEX Checks. small magma eruptions on volcanic planets. In such cases ,
Unless the underlying terrain is specified in the scenario any unit that enters or stands in a hex where a magma erup-
rules, the gamemaster may treat hard-packed snow as Ice or tion occurs suffers the same effects as if it had fallen into liq-
Clear terrain. Deep Snow has no effect on VTOLs and hovercraft. uid magma (see Magma, p. 151). After the eruption , treat the
terrain as Liquid Magma for the remainder of the game.
GEYSER
On some planets, geologic activity creates geysers and mud ICE
spouts that can erupt without warning. Often, the only clues to Standard rules for Ice appear on pages 83-84, BMR. To
a geyser's presence are small holes or cracks in the ground, increase the challenge of fighting on ice, use the following
easily overlooked by troops in combat. When a geyser erupts, it optional rule modification. Under this option, add a +4 modifi-
spews steam and water into the air, obscuring line of sight and er to any Piloting Skill Rolls or DEX Checks made on ice, and
making movement through the terrain more difficult. units and characters must spend extra Movement Points when
moving across Ice hexes or risk falling.
152
COMBAT
MUD When using the optional earthquake rules , assign a
Slick, sticky mud can make any terrain dangerous. The strength value to the tremor, ranging from +1 (mild) to +5
optional Mud rules in this section apply only to mud less than (severe) . Apply this value as a TN modifier to any Weapons
a meter deep; for deeper mud, use standard BattleTech rules Tests made during the same turn as the tremor. Additionally,
for Swamp terrain. players must make a Piloting Skill Roll or DEX Check for each
Under the optional Mud rules, any unit moving into or standing character or 'Mech they control at the start of each
through a Mud hex incurs a +1 movement cost per hex. Movement Phase during the tremor. Apply a TN modifier equal
Additionally, any Piloting Skill Roll or DEX Check made in a to the strength of the tremor. If the roll fails, the character
Mud hex receives a +1 TN modifier. Mud has no effect on falls down and must get up; ' Mechs fall and take damage per
VTOLs and hovercraft. standard rules. If the roll result is 2, a fissure may open up
beneath that 'Mech. Make a second roll and check the
RAPIDS Basements Table (see p. 52, BMR) to determine if a fissure
Swiftly moving currents make traversing water even more opens and the depth of the fissure . A 'Mech will fall into the
difficult and dangerous than usual. To reflect this , Rapids fissure the same way it would fall into a basement, characters
impose a +1 movement cost per hex and a +2 modifier to all fall six meters for every level of "basement " rolled on the
Piloting Skill Rolls or DEX Attribute Checks. Basements Table . Treat the fissure as a permanent map fea-
ture for the remainder of the scenario.
WEATHER CONDITIONS For four-legged 'Mechs, the Piloting modifier equals half
Weather conditions include weather and other environmen- the strength value of the tremor, rounded up (their extra legs
tal conditions such as light and smoke. Weather conditions provide improved stability). The standard -2 modifier for four-
may prevail across the entire playing area or only in certain legged 'Mechs applies as well (see pp. 82-83, BMR).
hexes.
Night is an example of a weather condition covered in the FOG
CBT:RPG rules (see pp. 16-17, CBT:RPG) The Expanded Thick fog greatly reduces visibility on the battlefield and
Movement Cost and Terrain Table, p. 154, lists changes to the forces units to move carefully to avoid hitting each other.
standard rules for some of these conditions; otherwise, stan- Therefore, fog cuts movement rates by 1/3 (round down) per
da rd rules apply. The following entries provide optional rules turn and applies a +1 TN modifier to weapons fire.
for new weather conditions.
HEAVY SNOWFALL
BLIZZARD Normally, falling snow has little effect on combat. Heavy
Heavy snowfall combined with high winds creates blizzard snowfall, however, imposes a +1 TN modifier to all weapons
conditions , which make accurate targeting extremely difficult. fire and a +1 modifier to all Piloting Skill Rolls or DEX Checks.
To reflect this , blizzard conditions impose a +2 TN modifier to When combined with high winds, heavy snowfall creates bliz-
ballistic weapons attacks and a +1 TN modifier to all other zard conditions (see Blizzard for applicable rules) .
weapon attacks. Additionally, all Piloting Skill Rolls or DEX
Checks receive a +1 modifier. RAINFALL
Bliuard conditions also affect rolls on the Missile Hit Table Rain obscures vision, so apply a +1 TN modifier to all
in the same way as high winds (see Winds) . Hovercraft are sub- weapons fire made in rainfall. Additionally, heavy rainfall
ject to skidding in all types of terrain during a bliuard. makes the ground wet and slippery and imposes a +1 modifier
to all Piloting Skill Rolls or DEX Checks.
BLOWING SAND
Under windy conditions, airborne sand or dust can WINDS
obscure vision and make accurate weapons fire difficult. Windy conditions reduce the effectiveness of ballistic
Additionally, sand and dust particles diffuse energy-weapons weapons and the accuracy of missile attacks . Moderate
fire and render these weapons ineffective . To reflect these winds impose a +1 TN modifier on ballistic weapons fire. High
effects, apply a +1 TN modifier to any to-hit test for ballistic winds impose a +2 TN modifier, as well as a +2 TN modifier to
weapons and a +2 TN modifier to all other Weapons Tests. all Piloting Skill Rolls or DEX Checks. When rolling on the
Missile Hits Table, subtract 2 from the die roll for attacks in
DUSK/DAWN moderate winds and subtract 4 for attacks in heavy winds . On
In the half-light of dusk and dawn, units receive a +1 TN a modified result of less than 2 , the missile attack misses the
modifier. Searchlights do not offset this penalty. target.
Hovercraft operating in high winds are subject to skidding
EARTHBUAKE in all terrain (see Skidding, pp. 22-23, BMR).
Many planets in the BattleTech universe are subject to fre-
quent earthquakes that can hinder the mobility of characters
and cause targeting difficulties for everybody.
153
Prohibited Uiilts
Naval
Ground, Naval
Ground, Naval
Battl.eMech, Ground, Naval
+'1* . Wheeled, rni antry, Naval
c.+4* All except VTOL and BattleMech
0 Naval
•4-1 Naval
.o Wheelecl, Naval
+f Naval
,0 Naval
0 Infantry, Ground
0 Infantry, Ground
0 Infantry, Ground
0 Wheeled, Hover, Naval
0 Ground, Naval
0 BattleMech, Ground, Naval
154
BATTLE ARMOR CONSTRUCTION
The following system makes it possible for players to Anti-BattleMech Attacks: Quad chassis may not perform
construct unique battle armor using any legal mix of speed , Anti-BattleMech attacks.
armor and weapons they desire. These designs can then be BattleTech: Quad chassis may not perform Leg or Swarm
pitted against other custom and standard battle armor. attacks. Additionally, quad chassis cannot travel with an
In order to design battle armor, a player will need a piece OmniMech using the Mechanized Battle Armor rules.
of scratch paper and a pencil or pen. During construction, you Clan: Clan units benefit from the installation of HarJel
must keep track of two primary factors: kilograms and slots. emergency repair systems in their battle armor (see p. 58 , LT).
Each battle armor design has a limited amount of these two This does not require additional weight or weapon slots.
things available, and so these factors will govern how much Exoskeleton/Power Armor (Light): PA(L) units may not be
and what kind of equipment you can mount in your battle designed with a quad chassis.
armor. Quad Chassis Ranged Attack Modifier: Quad chassis
These rules can also be used to create battle armor for designs have a lower target profile that gives them a bonus
the BattleTech board game. Unless otherwise stated, all the against ranged attacks as shown on the Quad Chassis Ranged
rules for constructing battle armor for CBT:RPG also apply to Attack Modifiers Table
constructing battle armor for Battle Tech. Where appropriate,
the rules in this section, especially for equipment, will provide
specific and distinct variations for CBT:RPG and BattleTech. GlUAD CHASSIS RANGED ATTACK
MODIFIERS TABLE
DESIGN THE CHASSIS j
This stage creates the battle armor's basic framework, or
Ranged Attack Modifiers
chassis. To start the construction process, the player must
+3 TN for ranged attacks made
make certain choices about his battle armor. These will
against the unit
determine what kind of battle armor it is, and they will restrict
Medium +2 TN for ranged attacks made
the designer's access to certain equipment. The choices to be
against the unit
made are the battle armor's technology base, its chassis type
Heavy +1 TN for ranged attacks made
(whether a humanoid design or a four-legged (quad) design)
against the unit
and its weight class .
Assault None
155
158
BATrLE ARMOR CONSTRUCTION
MOTIVE
t'" WEIGHT CLASS TABLE SYSTEMS
All battle armor
Total BA Clan Chassis Inner Sphere Weapon Slots includes basic
Weight Class Weight (kg) Weight (kg) Chassis Weight (kg) RA/LA/Body (Quad) motive systems as
PA(L) I Exoskeleton 0-400 130 80 21212 (-) an integral part of
Light 401-750 150 100 21214 (5) the chassis.
Medium 751-1000 250 175 31314 (7) Whether battle
Heavy 1001-1500 400 300 31316 (9) armor receives a
Assault 1501-2000 700 550 41416 (11) modifier that
reduces the user's
movement is based
Clan Elemental battle armor uses a medium humanoid on the armor's weight class (see the Weight Class Base
chassis. This weighs in at 250kg. Movement Modifier Tables, below). Additional movement
modifiers, which are cumulative with those found on the table,
ADD OTHER EGUIPMENT may be added through the inclusion of specific weapons and
After the battle armor's framework has been designed, the
equipment (see Equipment, p. 166).
player must choose and add the remaining elements of the
The table below shows the base movement modifiers for
battle armor. These include a variety of options for motive
any given weight class (also dependent on the technology
systems, armor, weapons and other equipment.
base), with the Walking modifier multiplied by 2 and 3 to arrive
The additional elements need not be added in any
at the Running and Sprinting modifiers, respectively. When
particular order, because the design process often involves a
additional modifiers are added to reflect the inclusion of
bit of give-and-take as the battle armor nears completion . For
specific equipment, total all the modifiers to get the final
example, some players always assign armor first, while others
Walking modifier and then multiply by 2 and 3 respectively to
wait to see how many kilograms are left after adding weapons.
generate the final Running and Sprinting modifiers.
Quad units use the vehicle movement rules (see p. 119, L7).
*Regardless of any equipment mounted on Assault class battle armor, Walking, Running and Sprinting movements are divided
in half (round down).
*Regardless of any equipment mounted on Assault class battle armor, Walking, Running and Sprinting movements are divided
in half (round down).
157
(see p. 150, CBT:RPG). The
weight of the jump pack
'; i depends on the weight class of
Minimum Ground MP Max Ground MP Weight Per
the battle armor, as shown on
Class Humanoid/Quad ' Humanoid/Quad additional MP (Kg) the Jump Pack Weight Table.
PA(L)/Exoskeleton 1 I--'- 3/- 25 Quad chassis cannot mount a
Light . 1/2 3/5 30 jump pack.
Medium 1/2 3/5 40
Heavy 1/2 2/4 80 Battle Tech
Assault 1/2 2/4 160 The weight of the jump
jets depends on the weight
class of the battle armor and
Battle Tech the Jumping MP desired, as shown on the Jump Jet Weight
Each battle armor weight class provides a number of Table. Additionally, as shown on the table, each weight class
"free " ground MPs. This base number of MPs can be has a maximum Jump MP allowance. Some equipment can
increased through the allocation of additional kilograms, up to enable the battle armor to exceed this limit; for details, see
the maximum number of MPs allowed per weight class. The Equipment, p. 166.
Weight Class MP Table below shows the minimum (free) and Each jump jet gives the battle armor one Jumping MP, so a
maximum MPs allowed per weight class, along with the battle armor suit with three jump jets would have a Jumping
kilograms required to increase the MP of a battle armor suit by MP of 3.
1.
DETERMINE VTOL CAPABILITY
Clan Elemental battle armor is a medium-weight Humanoid battle armor may be equipped with a special
chassis and suffers no movement modifiers. For integral jump pack that gives it limited VTOL (Vertical Take-Off
Battle Tech , the medium weight class provides 1 MP of and Landing) and flight capabilities similar to a helicopter. This
ground movement. No additional MP is desired, so the piece of equipment functions much like a standard jump pack
running total remains 250kg. (see p. 150, CBT:RPG), but with some important exceptions
(see VTOLs, p. 183). The weight of the VTOL jump pack
DETERMINE .JUMP CAPABILITY depends on the weight class of the battle armor, as shown on
Humanoid battle armor may be equipped with an integral the VTOL Weight Table. Heavy and Assault class battle armor
jump pack, which functions exactly like a standard jump pack cannot mount VTOL-capable packs .
Jump Capability: VTOL capability cannot be combined with
jump capability.
..JUNIP PACK Quads: Quad chassis cannot mount VTOL-capable packs .
WEIGHT TABLE Technology Base: Only Clan battle armor may mount
VTOL-capable packs.
Weight Jump Pack Underwater Maneuvering Capability: VTOL capability
Class Weight (kg) cannot be combined with underwater maneuvering capability.
PA~L)/Exoskeleton 75
Light 75 Battle Tech
Medium 150 The weight of the VTOLs depends on the weight class of
Heavy 250 the battle armor and the VTOL MP desired, as shown on the
Assault 500 VTOL MP Weight Table. Additionally, as shown on the table,
.¥401
.JUMP .JET YWEIGHT TABLE VTOL WEIGHT TABLE
158
BAn'LE ARMOR CONSTRUCTION
each weight class has a maximum VTOL MP allowance. Each have a UMU MP of 3. See p. 183 of the Equipment section for
VTOL gives the battle armor 1 VTOL Movement Point, so that a specific rules concerning Underwater Maneuvering Units.
battle armor with five VTOL-capable packs would have a VTOL Leg Attacks: Units mounting UMUs cannot perform Leg
MP of 5. attacks unless the target is standing in Depth 1 or deeper
water.
Swarm Attacks: Units mounting UMUs cannot perform
VTOL MP WEIGHT TABLE Swarm attacks.
159
MAXIMUM ARMOR TABLE ARMOFI VALUE .TABLE
180
BA'I"''LE ARMOR CONSTRUCTION
ADO WEAPONS
MANIPULATOR TABLE The weapons systems employed by battle armor are not
identical to those employed by BattleMechs. They are modified
Mass (kg) per Mounted versions of Infantry weapons with added shielding, stabilization ,
Manipulator Type Manipulator in pairs cooling and targeting systems. These weapons cannot be
Armored Glove 0 No mounted on 'Mechs or vehicles without additional modifications
Basic Manipulator 0 No to allow them to interact with the systems mounted on those
Basic Manipulator (Mine Clearance) 15 Yes units. Such modifications would raise the weight of the weapon
Battle Claw 15, No to match that of the existing 'Mechjvehicle versions (where
Battle Claw (Magnets) 35 Yes there is a corresponding system).
Battle Claw (Vibro-Ciaws) 50 No The support and sample anti-personnel weapon presented
Heavy Battle Claw 20 No here are for reference only. For complete rules for these
Heavy Battle Claw (Vibro-Ciaws) 60 No weapons (and other equipment), see CBT:RPG and LT.
Salvage Arm 30 No Only certain locations on a suit of battle armor can mount
Cargo Lifter 30/0.5 tons Yes weapons and equipment.
Industrial Drill 30 No BattleTech: Only weapons mounted in the arms can be
used in Swarm attacks , and missiles can never be used in
Swarm or Leg attacks.
David assigns a Battle Claw on the left arm for 15 kg;
the running total is now 665kg. Weapons Slot and Location Restrictions
The amount of space in each body location is strictly
Operational Constraints limited by the available weapons slots. While armor weapons
Depending on the chassis type and the selected slots can be assigned anywhere, weapons and equipment may
manipulator options, the design may be capable of performing not be split between body locations. In addition to this
Anti-BattleMech attacks (see p. 58, 57). restriction, there are limits on the number of weapons that
Battle armor may not perform Anti-BattleMech attacks if: may be mounted on battle armor.
• It is a quad chassis battle armor unit.
• It is an Assault or Heavy weight class battle Humanoid Chassis:
armor unit. • A single anti-BattleMech weapon and a single
• It is equipped with Underwater Maneuvering Units. anti-personnel weapon , or two anti-personnel
Any battle armor that is not disqualified by the above weapons in each arm
criteria must be equipped with one of the following to perform • Two anti-BattleMech weapons and two
Anti-BattleMech attacks: anti-personnel weapons in the body
• PA(L) or Light chassis with 2 Armored Gloves Quad Chassis:
• 2 Basic Manipulators • Up to 4 anti-BattleMech and anti-personnel
• 1 Heavy Battle Claw or 1 Battle Claw weapons in the body
Additionally, any battle armor meeting the above criteria
can travel aboard an OmniMech, or aboard another unit if the Missile Launchers
correct equipment is included in the design (see Equipment Battle armor mounts missile weapons as groups of launch
section p. 166). Heavy battle armor suits can also mount and tubes. The weights of missile launchers vary significantly as
ride another unit. Riders in battle armor must make these are modified infantry weapons, not the systems used on
PilotingjBattlesuit rolls against whatever TN the gamemaster BattleMechs and ProtoMechs.
considers appropriate when the carrying unit jumps, falls, Inner Sphere battle armor equipped with body-mounted
skids or receives heavy damage. Failure requires a Free Fall missile launchers also lacks the mobility required to perform
Check (p. 100, CBT:RPG). Anti-BattleMech attacks unless a detachable missile pack is
BattleTech: The above criteria must be met to perform a employed. The Free Worlds League Longinus , for example, has
Swarm attack, and to perform a Leg attack with the following to detach its SRM 2 launcher before it can jump or perform
exception : Humanoid battle armor equipped with Underwater Swarm or Leg attacks. Detachable missile packs do not
Maneuvering Units may perform Leg attacks against a target prevent battle armor from operating as mechanized battle
standing in Depth 1 or deeper water, regardless of chassis armor, provided all other criteria are met.
size. Finally, battle armor that meets the above criteria, or Missile launchers can be mounted as detachable missile
Heavy battle armor, may ride an OmniMech using the packs on the body of a battle armor suit. This allows the
Mechanized Battle Armor rules . Some equipment can allow a trooper to discard the weapon and gain improved mobility. A
unit to operate in the same way with a vehicle (see detachable launcher weighs 10kg more than a standard
Equipment, p. 166). system but takes up no additional slots.
181
Jump Pack: The Inner Sphere has yet to develop the Humanoid Chassis: Humanoid suits can have four
technology to the same level as the Clans, and as a result any modular weapons mounts, one in each arm and two in the
Inner Sphere battle armor mounting a missile launcher cannot body.
utilize its jump pack (if it mounts one) until the missile pack is Quad Chassis: Quad chassis can only carry a single
detached. modular turret with a number of configurable weapons slots
CBT:RPG: Any humanoid chassis that mounts one or dictated by the type of turret selected.
more missile launchers (SRM, Advanced SRM , MRM, LRM,
Rocket Launcher or NARC) receives a -1 Movement Modifier. Standard Inner Sphere battle armor has a single
This modifier is applied even if the design only includes the modular weapons mount on the right arm, so the suit
launcher in some configurations using modular weapon can mount a single anti-BattleMech weapon that takes
mounts. up to 2 weapons slots andj or masses 200kg (the
BattleTech: Inner Sphere battle armor with a missile pack remaining weight once the design process is
(i.e. not an arm-mounted launcher, but a missile pack in completed). The standard suit can be outfitted with a
addition to any arm-mounted weapon) cannot use Jumping Support Laser (1 weapons slot and 200kg with 1
movement or perform a Swarm or Leg attack until the launcher weapons slot unused), a Heavy Flamer (1 weapons slot
is detached . and 150kg with 1 weapons slot and 50 kg unused}, a
Support MG (with 1 weapons slot and 100 kg unused),
Ammunition a one-shot SRM 2 (all weapons slots used but 125kg
Missile weapons (SRM, Advanced SRM, MRM and LRM) unused), a single-tube SRM launcher and 4 rounds of
can be mounted as one-shot (OS) or multi-shot launchers . ammunition (all weapons slots used, 100kg unused)
One-shot launchers have a single missile salvo integral to or two anti-personnel weapons . Though only one of
them, but standard launchers must have a supply of these options is a missile weapon, the suit receives a
ammunition included in the same location as the launcher. -1 Movement Modifier in all configurations.
This ammunition supply cannot be shared between launchers.
A weapons slot can hold up to 4 rounds of missile
ammunition, so a unit carrying 6 rounds for an SRM 2
launcher would have to set aside 2 weapons slots in the same
location as the launcher for the ammunition .
All other weapons include ammunition and/or power
packs in their weight. Additional ammunition can be carried
and will weigh the amount listed on the appropriate Weapons
Tables and occupy one weapons slot. Unlike 'Mechs, vehicles
or ProtoMechs , the power for energy weapons is not taken
from the main power system used by battle armor to run
internal systems and for movement.
BattleTech: These ammunition limits , with the exception The maximum capacity of the turret is selected at design
of the missile launchers , have no effect in Battle Tech. time for non-fixed weapons. A turret can be designated as
configurable (much like a modular weapons mount) , but to do
MODULAR WEAPON MOUNTS so requires 1 weapons slot and 10 kg of mass in the turret
Some battle armor designs do not carry all their weapons itself. Because these requirements are combined with the
in fixed weapons mounts. Instead, they can be reconfigured regular 1 weapon slot for the turret, whether or not it is
between battles, allowing them to be quickly customized for a configurable, each Modular Turret Mount takes up at least 2
variety of roles . weapons slots (as shown on the Modular Turret Mount Table).
There are four kinds of modular weapons mount: Modular, The turret does not give any additional weapons slots , but the
Anti-Personnel, Squad Support and Modular Turret Mounts. Any number of slots shown on the table are considered integral to
mass remaining after the design is finalized can be used to the Modular Turret Mount.
mount weapons , with the remaining weapons slots in the Quad Chassis: Only quad chassis can carry a single
location of the weapons mount also dictating the size of Modular Turret Mount
weapon that may be placed in that specific location. No Equipment and Weapons: Only weapons may be mounted
additional benefits are gained for "under-loading" a suit. See in a Modular Turret Mount and their combined mass cannot
the Equipment section, starting on p. 166, for more details on exceed the battle armor design's maximum weight. Unlike a
the different kinds of modular weapons mounts. standard Modular Weapon Mount, the turret can carry multiple
weapons.
CBT:RPG: A turret gives the weapons situated there a
nearly 360-degree arc of fire (it cannot fire directly to the rear).
182
Equipment Rating
MODULAR TURRET MOUNT TABLE All battle armor designs are assigned an Equipment
Rating that includes Tech Level , Availability and Legality
Turret Mass (kg) Total Weapons Weapons Slots in Turret
(see p. 129, CBT:RPG). Though some existing designs
( Conflgurable) Slots Used (Conflgurable)
vary from these values , all new designs should adhere to
40 (N/A) 2 1 (N/A)
them . At the gamemaster's discretion , values might be
50 (60) 3 2 (1)
tweaked for an appropriate reason; for example , a new
60 (70) 4 3 (2)
suit that has only entered service may have a lower
70 (80) 5 4 (3)
Availability.
80 (90) 6 5 (4)
Availability and Legality for Clan battle armor in the
90 (100) 7 6 (5)
Inner Sphere will be higher than for Inner Sphere models .
100 (110) 8 7 (6)
The Availability Value will be F (Unique) and Legality will
110 (120) 9 8 (7)
also be F (Highly Restricted) . Such equipment will cost
120 (130) 10 9 (8)
quite a bit and spares will be in short supply or non-
130 (140) 11 10 (9)
existent.
Tech Level
Inner Sphere: E (Advanced Technology)
BattleTech: A Modular Turret Mount has no impact in
Clan: F (Hyper-advanced Technology)
BattleTech, as infantry do not have firing arcs.
Availability
Inner Sphere: E (Very Rare)
Clan Elemental battle armor can mount a support
Clan : D (Rare)
laser, support MG or heavy flamer on the right arm. A
Legality
modular weapons mount (10kg) is thus required on the
Inner Sphere: E or F if equipment unique to a specific
Right Arm location and an anti-personnel weapon (5kg)
Inner Sphere power is used (Restricted or Highly Restricted) .
is fitted to the Left Arm location. The weight remaining
Clan : E or F if the design/ equipment is specific to a
at the end of design time gives the maximum weight of
Clan (Restricted or Highly Restricted).
the weapon that can be mounted on the modular
weapons mount. The detachable SRM 2 is 70kg for
The Clan Elemental is constructed with Clan
the launcher (increased to 80kg as it is detachable)
Technology (F), is reasonably common within the
and 40kg for 4 SRM missiles. All of this weighs 135kg,
Clans, and possession of Clan Elemental battle armor
added to the 665kg already used up for a running total
is restricted to members of the Warrior Caste (E). This
of BOOkg.
gives a final Equipment Rating of F/ C/ E.
FINALIZE DESIGN
Attribute Modifiers
With modular weapons mounts in place, the player now
The myomer musculature of a battle armor suit offsets the
determines the weapons slots and mass remaining. The player
suit's weight. However, the suit's bulk restricts a wearer's
uses these to install weapons in the configurations desired .
movements somewhat, and the claw-like hands reduce manual
dexterity. The resulting Attribute modifiers are applied to a
No other equipment is mounted on Clan Elemental
character's DEX and RFL while the character is wearing the suit.
battle armor, so the final total is 800kg, which gives
They also apply to the result of any Action Check related to those
200kg remaining that can be used to mount a weapon
Attributes . If a single Action Check involves both Attributes , both
on the Right Arm Modular Weapons Mount.
modifiers are applied to the die roll result. These Attribute
The normal load-out for Clan Elemental battle
modifiers do not apply to Pilotingj Battlesuit Checks, Martial
armor is a Support Laser, Support MG or Heavy Flamer,
Artsj Battlesuit Checks , or checks made when using any weapon
in addition to the detachable SRM 2 and anti-
or other equipment mounted directly on the suit.
personnel weapon. There is nothing to prevent the suit
Specific Attribute modifiers are determined by the battle
from carrying a Semi-portable Support Pulse Laser, as
armor chassis and any additional modifiers for equipment
this weapon fits within the remaining mass and space,
mounted on the armor (see the Base Chassis, Manipulators
but a Support or Heavy Support Pulse Laser cannot be
and Equipment Modifiers tables, p. 164). These modifiers are
mounted on the Clan Elemental suit.
cumulative, with the following exceptions:
• Manipulator modifiers are not cumulative . Where two
FINAL DETAILS
different types of manipulator are installed, the Attribute
All battle armor suits have the following statistics:
modifiers used depend on which manipulator is being
Equipment Rating, Attribute Modifiers, Melee AP and Target Size
employed. In situations where an Attribute is not used in
Modifier. The follow section provides details on how to
connection with a specific manipulator, use the highest
determine each of these for every battle armor design created.
183
; j.':;,.\;
"""' l
J! "
,""'
BArTLE ARMOR CONSI'RUCI'ION
* Applied when design may mount any number of missile launchers. Always applied, even when missiles not mounted on
modular weapons mounts.
tHumanoid suits add a +2 Movement Modifier for each Ground MP over 1. Ground speed for quad chassis is from the Inner
Sphere and Clan Weight Class Base Movement Modifier Tables (see p. 157).
§On humanoid chassis the Dispenser may be dropped (detached) to lose the RFL modifier. Quad chassis receive no Attribute
penalties or bonuses when using a Mine or Sensor Dispenser system.
184
8An'1E ARMOR CONSJ'RUCJ'ION
* Applied when design may mount any number of missile launchers. Always applied, even when missiles not mounted on
modular weapons mounts.
tHumanoid suits add a +2 Movement Modifier for each Ground MP over 1. Ground speed for quad chassis is from the Inner
Sphere and Clan Weight Class Base Movement Modifier Tables (see p. 157).
§On humanoid chassis the Dispenser may be dropped (detached) to lose the RFL modifier. Quad chassis receive no Attribute
penalties or bonuses when using a Mine or Sensor Dispenser system.
STR modifier and the lowest DEX modifier. Melee attacks wearing battle armor. Larger battle armor suits are easier to
are always made with a specific manipulator, indicating hit than smaller ones. A particular design's Target Size
the appropriate AP value. Modifier is the cumulative va lue of its base chassis weight
• ECM , IR and Camo modifiers are not cumulative. Use and other modifiers, as determined by the various
the Attribute with the highest value . manipulators and equipment mounted on the design (see the
• DEX and REF modifiers can never be greater than 0; Manipulators and Equipment Modifiers tables , p. 164).
that is, a battle armor suit can never improve the DEX or
REF of the wearer above their natural level. Clan Elemental battle armor is a Clan medium-weight,
• Quad chassis never apply Movement Modifiers. humanoid chassis. This gives it the following values:
Attribute Modifiers: STR +4, RFL -1
Melee AP Melee AP: 2
Melee AP represents the suit's armor penetration value in Target Size Modifier: -1
melee combat, based on its size and the configuration of its Movement Modifier: Full, Jump Capable
manipulators. A particular design's Melee AP is the cumulative However, some of the equipment mounted on the
value of its Melee AP modifiers, as determined by the various Elemental modifies those values as shown:
manipulators and equipment mounted on the design (see the Battle Claw: DEX -1
Manipulators and Equipment Modifiers tables, p. 164). Detachable Missile Pack (Clan): Movement -1
until detached, RFL +1 when detached.
Target Size Modifier Applying the above modifiers gives the final values
The Target Size Modifier is a target number modifier below:
applied to checks made by opponents attacking a MechWarrior
185
Attribute Modifiers: STR +4, DEX -1, RFL -1 until modifier taken to the Walk movement value, the design is given
SRM detached a "credit" of 1 point that can be used to improve another area.
Melee AP: 2 Conversely, a +1 modifier can be applied at the cost of 1 point.
Target Size Modifier: -1 The Run/Evade and Sprint modifiers are recalculated from
Movement Modifier: -1/ -2/ -3 until SRM the final Walk modifier. The Run modifier is twice the Walk
detached, Jump Capable modifier and the Sprint Modifier is three times the Walk modifier.
Assault: Assault class battle armor cannot have its
ELECTIVE MODIFICATIONS movement modified.
Once the final construction process has been finished,
battle armor may have its capabilities tweaked to give it better EGUIPMENT
performance in a given area. Such specialization is not without This section describes and provides rules for all known
cost, however-to improve one aspect of a design , some other weapons and equipment currently in use by Inner Sphere and
element must be sacrificed. Clan forces.
Armor, Attribute Modifiers, Melee AP. and Movement The terms trooper, battle armor or suit are used in
Modifiers can all be upgraded , but at the cost of a downgrade reference to a single person operating a suit of power armor,
to another value. For each item downgraded, the design is while the use of the term unit refers to a group of identical
"credited " a point that can be used to upgrade another item . battle armor-equipped individuals operating together as a
A maximum limit of three (3) elective modifications are Squad of 4 or a Point of 5. All equipment appears in
allowed per design. alphabetical order.
BattleTech: Such modifications have no impact on battle
armor performance in BattleTech. ACTIVE PROBE
The active probe is a complex sensor array, far more
Armor sophisticated and powerful than the standard system installed
Battle armor has four separate armor values , presented on battle armor.
as Melee (M), Ballistic (B), Energy (E) and Explosive (X). One CBT:RPG: The active probe functions as a combined
point can be removed or added to any of these . It is not portable radar sensor and portable heat sensor (p. 107, LT).
possible to change any of these values by more than 1 point, BattleTech: This equipment operates in the same manner
however, or to increase them above 10. as the active probe described on p. 130, BMR. The Clan
version has a greater range than its Inner Sphere counterpart.
Attribute Modifiers
The Attribute (STR, DEX and RFL) modifiers for the battle ARMOR
armor design can also be changed. Unlike armor, there is no The armor used in the construction of battle armor is a
limit to the modifiers that can be applied. Each -1 modifier triumph of research and development in sophisticated zero-G
taken against an Attribute will give a 1-point "credit" that can manufacturing processes. Here the Clans have a significant
be used to improve another area.
Conversely, points can be spent
to add +1 to an Attribute.
CLAS.S IC BATTLETECH RPG TO ··BATTLETECH
Melee AP WEAPON EGlUIVALENCV TABLE
The Melee AP Value can be
CBT:RPG Weapon Corresponding BattleTech Weapon
raised or lowered by 1 point only.
Semi-Portable Machine Gun Light Machine Gun
Any such modifier taken against
Support Machine Gun Machine Gun
Melee AP gives a 1-point "credit"
Semi-Portable Autocannon Heavy Machine Gun
that can be used to improve
Heavy Flamer Flamer
another area. Conversely, 1 point
Heavy Support Laser Medium Laser
of "credit" from elsewhere can be
Support Laser Small Laser
used to improve the Melee AP
Ultra Heavy Support Laser Heavy Medium Laser
Value. Melee AP cannot be
Semi-Portable Heavy Laser Heavy Small Laser
reduced to less than 0.
ER Heavy Support Laser ER Medium Laser
ER Support Laser ER Small Laser
Movement Modifiers
ER Semi-Portable Support Laser ER Micro Laser
The third modification type is
Heavy Support Pulse Laser Medium Pulse Laser
only allowed for humanoid
Support Pulse Laser Small Pulse Laser
designs; quads cannot be
Semi-Portable Support Pulse Laser Micro Pulse Laser
modified in this way. For each -1
1GG
'
:?p
..J. 7...,,
l"
"
0
.
187
BATTLE ARMOR CONSI'RUCI'ION
Weapon
Type Slots Weight
Modular Weapon Mount 1 10 kg
Anti-Personnel Weapon Mount 1 5 kg
Modular Equipment Adapter 2 10/30 kg§
Turret ** **
Bomb Rack 2 100 kg
Remote Sensor Dispenser 1 40 kg
Squad Support Weapon 1 **
ECM Suite 1 75 kg
Active Probe 2 150 kg
Improved Sensors 1 45 kg
Heat Sensor 1 20 kg
Cutting Torch 1 5 kg
Extended Life Support 1 25 kg
Fuel Tank 1 50 kg
Jump Booster 2 125 kg
Laser Microphone 1 5 kg
Parafoil 1 35 kg
Power Pack 1 25 kg
Searchlight 1 5 kg
Shotgun Microphone 1 5 kg
Space Operations Adaptation 1 100 kg
advantage over the Inner Sphere. Extremely sophisticated fielded units with stealth technology, such as the Kage. The
stealth systems have also been integrated into armor now stealth systems built into the armor make it heavier and
being produced in the Inner Sphere and Clan space. Some bulkier.
types of armor are only available to certain groups , a Weapons Slots: The player must allocate 3 weapons slots
restriction noted in the description of each type. to the armor, in any location ..
MechWarrior: The suit has Stealth Modifiers of ECM : +6
Advanced (Inner Sphere only) and IR: +6
Developed by the Free Worlds League in an attempt to BattleTech: Attacks against a unit with basic stealth
copy Clan technology, it is still heavier and more bulky than the technology receive To-Hit Modifiers of +1 at Medium Range
material used by the Clans. and +2 at Long Range. The unit cannot be found by active
Weapons Slots: The player must allocate 5 weapons slots probes when hidden.
to the armor, in any location .
Fire Resistance (Clan only)
Basic Stealth Clan Fire Mandrill developed armor with enhanced fire
While the Clans may have developed modern battle armor, resistance for their incendiary Salamander battle armor. Units
it was "those sneaky barbarians " of the Inner Sphere who first
188
INNER SPHERE WEAPONS [SUPPORT] AND EBUIPMENT TABLE
189
' ,; ' 1''
Weapon
Slots Weight
Modular Weapon Mount . 1 10 kg
Anti-Personnel Weapon Mount 1 5 kg
Modular Equipment Adapter 2 10/ 30 kg§
Turret ** **
Mine Dispenser 2 50 kg
Popup Mine 1 200 kg
Remote Sensor Dispenser 1 40 kg
Squad Support Weapon 1 **
ECM Suite 1 100 kg
Active Probe 2 250 kg
Improved Sensors 1 65 kg
Heat Sensor 1 20 kg
Camo System 2 200 kg
Cutting Torch 1 5 kg
Extended Life Support 1 25 kg
Fuel Tank 1 50 kg
Jump Booster 2 125 kg
Laser Microphone 1 5 kg
Magnetic Clamps 2 30 kg
Parafoil 1 35 kg
Partial Wing 1 200 kg
Power Pack 1 25 kg
Searchlight 1 5 kg
, Shotgun Microphone 1 5 kg
outfitted with this remarkable material can stand up to the full BattleTech: Flamer and inferno attacks do no damage to
fury of a 'Mech flamer or inferno round . This type of armor is the unit; fire likewise has no effect.
currently only available to the Clans.
Weapons Slots: The player must allocate 5 weapons slots Improved Stealth
to the armor, in any location. The Free Worlds League required the assistance of the
CBT:RPG: Fire Resistance Armor has a Value of 10 Word of Blake to develop the most advanced stealth
against fire and fire-based attacks in place of the usual (E) technology seen in battle armor. First deployed on the Achileus
energy value. suit, only the extreme cost has prevented this armor from
becoming the standard for all armored infantry.
170
Weapons Slots: The player must allocate 5 weapons slots Weapons Slots: The player must allocate 4 weapons slots
to the armor, in any location. to the armor, in any location.
CBT:RPG: The suit has Stealth Modifiers of ECM: +6 and CBT:RPG: The suit has Stealth Modifiers of ECM: +6 and
IR: +6. The bulkiness of the armor also gives the suit a -1 IR: +6. Additionally, it suffers for its bulkiness with Target Size:
Target Size Modifier. -1 and RFL: -1.
BattleTech: All to-hit rolls against the unit receive a BattleTech: Attacks against a unit with Basic Stealth
modifier of +1 at Short Range, +2 at Medium Range and +3 at receive to-hit modifiers of +1 at Medium Range and +2 at
Long Range. Active probes cannot detect the unit when Long Range. The unit cannot be found by active probes when
hidden. hidden.
Mimetic Standard
Mimetic armor was under development by ComStar on The standard armor produced throughout the Inner Sphere
Terra when the world fell to the Word of Blake, and the is a triumph of materials technology, overshadowed only by the
Blakists were quick to follow through with this invaluable achievements of the Clans. Clan battlesuit armor is half the
program. A network of sensors controls an array of pigments weight of the Inner Sphere product, but costs more to
imbedded in the composite that makes up the armor, causing produce.
the armor's color and pattern to shift to match the surrounding
environment. This camouflage is most effective when the suit Standard Stealth
is motionless, as the computer system has difficulty matching A more sophisticated stealth system than the Basic
the surroundings when the battle armor moves at full speed. Stealth technology, Standard Stealth is also heavier and more
The armor is also outfitted with impressive ECM and IR bulky.
baffling capability. Weapons Slots: The player must allocate 4 weapons slots
Weapons Slots: Must allocate 7 weapons slots to the to the armor, in any location.
armor, in any location. CBT:RPG: The suit has Stealth Modifiers of ECM : +6 and
CBT:RPG: The suit receives ECM: +6, IR: +6 and Camo: IR: +6.
+4 stealth modifiers, +1 DEX and +1 REF modifiers. BattleTech: Attacks against a unit with Standard Stealth
BattleTech: The to-hit modifier for attacks against the receive a to-hit modifier of +1 at Short Range, +1 at Medium
unit is based on how far the battle armor moves in a turn , as Range and +2 at Long Range. A unit equipped with this armor
shown on the Mimetic Movement Table. cannot be detected by active probes when hidden.
BOMB RACK
MIMETIC MOVEMENT TABLE The Clans were quick to outfit
their new VTOL-capable battle
Hexes Moved Attacker Movement Modifier armor Sylph suits with a bomb
0 +3 rack to rain destruction on
1 +2 their enemies. Only units
2 +1 capable of VTOL movement
3+ 0 may employ bomb racks. More
than one bomb rack can be
mounted.
CBT:RPG: These weapons are
Prototype (Inner Sphere only) dropped onto a target from above and
Used by the Inner Sphere powers at the start of their inflict damage per a satchel charge with
battle armor development program, this armor is significantly a full blast radius. If the Attack Check fails, the bomb scatters
bulkier and heavier than the standard armor used in mass- (p.120, CBT:RPG).
produced designs. BattleTech: A bomb rack may be used once during a
Weapons Slots: The player must allocate 4 weapons slots battle. It has no range and may only be used if the unit's
to the armor, in any location. current altitude is at least 1 level higher than the hex it
occupies (so that the target hex is always the hex the unit
Prototype Stealth (Inner Sphere only) occupies). The base to-hit number for the attack is the
The Inner Sphere's early attempts at constructing power Gunnery Skill of the unit, and the only modifier that applies is
armor resulted in some less efficient designs. The Prototype the standard Attacker Movement modifier. If an attack roll
Stealth armor has the same operational characteristics of the misses, the attack scatters 1 hex per Artillery rules (pp. 73-
Basic Stealth suit, but weighs more. 76, BMR). The bomb attack delivers damage to all units in the
target hex and each adjacent hex. The damage inflicted in the
171
J ,..';,p~
':
~. .,
'}
/'.
BATTLE ARMOR CONSTRUCTION w::
target hex is 2 points per bomb dropped, while units in an above. These modifiers are applied when the suit has
adjacent hex suffer half that. All troopers in a unit drop bombs jettisoned all DMPs.
from a bomb rack simultaneously and the damage is applied BattleTech: Clan units equipped with a DMP receive no
in 5-point groups. benefit in BattleTech, but Inner Sphere units cannot use Jump
movement or perform Swarm or Leg attacks until the launcher
CAMO SYSTEM is jettisoned (which takes place automatically once all
ComStar developed this visual camouflage system from ammunition has been expended). Until all DMPs are ejected,
Star League research discovered on Terra when that the unit can only operate using maximum Ground MP and
organization took possession of the planet just before the move like conventional infantry.
outbreak of the Succession Wars. They included the system in
their Tornado Power Armor (Light) suit and the Word of Blake ECM SUITE
later used it as the basis for the mimetic armor they created While battle armor
for the Purifier suit. This system generates a similar effect to can include stealth
mimetic armor, but without the IR and ECM. It cannot be used technology built into
in conjunction with mimetic armor. the armored "skin,"
CBT:RPG: The camo system gives a Camo: +4 stealth some units (notably
bonus. the Infiltrator Mk II)
BattleTech: Like mimetic armor, the camo system is most have extensive
effective when the unit remains stationary. The more a unit Electronic Countermeasures
moves, the less benefit they receive as a modifier to all to-hit (ECM) that cover an area around
rolls or attacks made against them. the suit, disrupting sensors and communications.
CBT:RPG: The battle armor has ECM: +6, but unlike the
countermeasures provided by stealth armor, this extends to a
CA:MD MOVEMENT TABLE 15-meter radius from the suit.
BattleTech: The battle armor is in an ECM bubble (see p.
Hexes Moved Attacker Movement Modifier 136, BMR), but the bubble only affects the hex in which the
0 +2 unit is located.
1 +1
2+ +0 EXTENDED LIFE SUPPORT
Battle armor is designed to operate as a completely
sealed environmental support system when in hostile
environments. Normal endurance is 12 hours , but fitting extra
CUTTING TORCH life support equipment can extend this. Extra oxygen tanks
This highly adaptable laser cutting tool can also be used and air-scrubbing gear extends the limit from 12 to 24 hours.
to weld metals. While not effective in combat, such as 'Mech CBT:RPG: The suit can maintain life support for 24 hours.
Swarm attacks, it is extremely useful for welding doors shut. BattleTech: This equipment has no effect in BattleTech.
CBT:RPG: This tool is equivalent to a hand-held laser
torch (see p. 148, CBT:RPG). FLAMERS
BattleTech: This equipment has no effect in BattleTech. The flamer is a deadly incendiary weapon feared by all on
the battlefield. Unlike BattleMechs, battle armor lacks the
DETACHABLE MISSILE PACK fusion reactor from which to draw super-hot plasma to fuel
Any missile launcher (SRM , Advanced SRM , MRM, LRM or flamers. Instead, they must mount a version of the weapon
Rocket Launcher) can be mounted as a detachable missile that operates like the vehicle flamer with a reservoir of
pack (DMP) that can be jettisoned by the trooper to improve combustible liquid or gel.
mobility. This is one area where the Clans ' long experience CBT:RPG: Treat flamers like the Heavy Flamer support
with battle armor pays significant dividends; Inner Sphere weapon (see p. 139, CBT:RPG).
attempts to replicate this concept generally work , but so BattleTech: These weapons have the same effect as
unbalance the suit design that a trooper cannot jump or BattleMech weapons of the same name (see p. 137 , BMR).
perform Swarm and Leg attacks until the missile launcher is Fuel expenditure is not tracked in Battle Tech.
jettisoned. Any missile launcher may be converted into a DMP;
doing so increases the weight of the launcher by 10kg. FUEL TANK
CBT:RPG: Units using detachable missile packs receive All battle armor capable of Jump or VTOL movement has a
bonuses when the pack is jettisoned. Clan units receive finite supply of fuel for its jets. Extra fuel tanks can be added
Movement: +1 and RFL: +1, while Inner Sphere units only to the design to extend the supply.
receive Movement: +1 and suffer the other restrictions noted
172
BATrLErARMOR CONSJ'RUCJ'ION
CBT:RPG: Battle armor suits with jump capability have a CBT:RPG: Improved sensors operate as a portable radar
fuel tank with a capacity of 1,000 points. A fuel tank with an sensor (see p. 107 , LT).
additional 1,000 points of fuel can be fitted. BattleTech: Improved sensors operate as an active probe
BattleTech: This equipment _..,.,="-,~~ (see p. 130, BMR) with a range of 2 (3 for the Clans).
has no effect in BattleTech.
.JUMP BOOSTER
Battle armor that has
reached the maximum jumping
performance possible using an
integral jet pack can boost that
GRENADE performance with a "super-charger"
LAUNCHER jump booster to squeeze another 30
Often used as a meters from jumps. The booster allows a suit to
light support weapon by add an additional 1 MP to its Jump movement, even if this
conventional infantry, the grenade launcher is used to takes the unit beyond the normal limitations of the chassis.
project a conventional grenade to greater distances (and with This system cannot be combined with the Partial Wing.
more accuracy) than the more basic hand-delivery method. MechWarrior: The distance a suit of battle armor can
Autoloading grenade launchers have proven very effective for jump in a turn is increased by 30 meters.
battle armor facing large numbers of conventional infantry. BattleTech: The Jump MP of the suit is increased by 1 in
CBT:RPG: See CBT:RPG (p. 137) and LT (pp. 39-40) for the design phase.
full details on grenades and grenade launchers.
BattleTech: Grenade launchers attack in the same
manner as other BattleTech weapons , but are also capable of
indirect fire. When used against conventional infantry, a
launcher will inflict 103 damage (damage is doubled when the
target is in open terrain).
Equipment Cost/
Item Skill Rating Shots Reload Weight Afll Notes
ER Heavy Support Laser SUP E/D/E 20* 80,000/t 250kg FWL Crew: 4
ER Heavy Support Laser (Clan) SUP F/D/E 20* 80,000/t 240kg Clan Crew: 3
Semi-Portable Heavy Laser SUP F/D/E 15* 20,000/t 150 kg Clan Crew 3, +1 TN
Ultra Heavy Support Laser SUP F/D/E 30* 100,000/t 250 kg Clan Crew: 4, +1 TN
173
BattleTech: Laser weapons perform like their BattleTech BattleTech: A unit of battle armor troopers equipped with
equivalents. Energy expenditure is not recorded in BattleTech. magnetic clamps can perform as mechanized battle armor
with normal BattleMechs and vehicles if it satisfies the normal
LASER MICROPHONE criteria for mechanized battle armor (see p. 161).
This item of surveillance equipment is sometimes
incorporated into battle armor for the purpose of covert MANIPULATORS
information gathering. Humanoid battle armor can be designed with a variety of
CBT:RPG: Operates as a laser microphone (see p. 105, manipulators that allow the trooper to interact with his/her
LT). surroundings. Primarily this consists of holding on to speeding
BattleTech: This equipment has no effect in BattleTech. OmniMechs while operating as mechanized battle armor or
tearing away at the armor of an enemy unit in a frenzied anti-
BattleMech attack.
Sometimes battle armor may be used in other roles, such
as a scout or in covert operations requiring more dexterous
manipulators that can still protect the trooper's hands as well
as the armor used in the suit's body. A number of adaptations
h\, MACHINE GUNS have been introduced that can give battle armor additional
~ Not to be confused with the capabilities. The various effects and Attribute modifiers
small-arms weapon used by conventional imparted by manipulators are summarized on the Manipulator
infantry, these support weapons are akin to the anti-infantry Tables (p. 164)
weapons mounted on BattleMechs and vehicles. They possess
a high rate of fire and impressive stopping power that make None
them ideal for dealing with infantry. The suit is not equipped with a manipulator. If none are
CBT:RPG: Machine guns operate as the corresponding used in either arm of a humanoid chassis , that unit cannot
CBT:RPG support weapon, indicated on the Weapons and pick up anything unless the object is prepared with some kind
Equipment tables. of sling through which the whole arm can be thrust.
BattleTech: As with the BattleMech-mounted version, CBT:RPG: The suit receives an Attribute modifier of OEX:
these are excellent weapons for attacking conventional -4 if it has no manipulators on either arm.
infantry. When used on such targets Heavy MGs inflict 206 BattleTech: A unit consisting of battle armor of this type
points of damage, MGs 106 and Light MGs 103 damage (roll will be unable to operate as mechanized infantry or perform
106 and inflict 1 point of damage if a 1 or 2 is rolled, 2 points Swarm and Leg attacks
of damage if the result is 3 or 4 , and 3 points of damage if 5
or 6 is rolled). This damage is doubled if the target infantry is Armored Gloves
in Clear terrain. The unit is not equipped with any enhanced manipulator;
the arms are equipped with an armored covering for the hand.
MAGNETIC CL.~MPS A suit outfitted with an armored glove can carry a single
Normally battle armor can only operate as mechanized standard infantry weapon and operate all standard equipment
battle armor in conjunction with OmniMechs. The Capellan with that hand. PA(L) and Light suits may perform Anti-
Confedei'ation found this a major limitation when it came to BattleMech attacks or ride on an OmniMech if both arms are
fielding their own battle armor troops, as they still had few of so equipped and other criteria are met (see p. 161). The
the advanced designs available. The Capellan solution was to weight of heavier suits requires power assistance provided by
add powerful magnetic clamps to the body of the Fa Shih suit, the other kinds of manipulators available.
allowing it to operate with conventional 'Mechs and with CBT:RPG: There are no modifiers from an armored glove.
vehicles. While effective in this task , the system is too clumsy The wearer of the suit can perform all actions with no
to be of any help when performing anti-BattleMech operations modifiers and can use standard infantry weapons . Unlike
against hostile units. support weapons mounted on the suit, Crew requirements and
The Clans had already introduced the OmniMech when the setup/breakdown times apply.
first battle armor was fielded, and bent much of their creative BattleTech: PA(L) and Light suits may perform Swarm and
energies toward improving what they saw as superior Leg attacks or operate as mechanized battle armor if both
OmniMech technology. They devoted little attention toward arms are so equipped and other criteria are met (see p. 161).
developing equipment to mechanize battle armor, and so If the unit is so equipped, each suit can carry a single anti-
magnetic clamps are only available to the Inner Sphere. personnel weapon. This weapon is not used in a BattleTech
CBT:RPG: The suit can operate as mechanized battle armor game unless it is the only offensive weapon carried by the
with standard 'Mechs and vehicles if it satisfies the normal design. All members of a unit carry the same anti-personnel
criteria for mechanized battle armor (see p. 161). Units weapons.
equipped with magnetic clamps receive a -1 OEX Modifier.
174
BAITLE ,ARMOR CO~STRUCTION
175
. !" ...... ,
j? 't
I' I AA"'.
technician at any one time, though multiple technicians may CBT:RPG: When detecting or disarming minefields with
work on the same 'Mech or vehicle simultaneously provided this equipment, a character receives a -3 TN modifier on
they are not attempting the same task. Demolitions Checks .
BattleTech: The unit follows the standard rules for
MANIPULATOR ADAPTATIONS infantry clearing minefields (pp. 86 BMR), except they clear
A number of special adaptations can be combined with the field on a 206 result of 6 or more. Only on a result of 2
standard manipulators. Unless otherwise stated , all does the minefield explode.
advantages and limitations of the manipulator system with
which the adaptations are combined still apply (this also Claws with Magnets
apples to BattleTech). The manipulators and feet
are enhanced with claws and
magnets to improve the
effectiveness of the battle
armor in making Swarm attacks
and climbing. A matching set
of manipulators must be installed
they are not in use. Can only and can only be effectively used by suits that can perform
be combined with the battle these attacks. Can only be combined with battle claws and
claw or heavy battle claw. heavy battle claws.
CBT:RPG: The vibro-claw allows a physical attack that is CBT:RPG: The suit's clawed arms, legs and integral
resolved like a vibroaxe (see p. 26, L7) . The Martial magnets make climbing almost as easy as walking. Success
Arts/ Battlesuit Skill is used to resolve attacks with vibro- in climbing anything (completely sheer surfaces , upside-down
claws . If two vibro-claws are mounted , then two attacks are and sideways) is virtually assured. The gamemaster should
allowed in a single turn, but an additional +3 TN modifier require a Skill Check only in extreme circumstances, and
applies to both attacks. reduce the target number by 10. In addition to the normal
When vibro-claws are used , the battle armor modifiers, the suit receives Melee AP : +1.
Melee AP is not included in the BattleTech: A unit equipped with two magnet-enhanced
5•406 damage caused by the claws receives a -1 to-hit modifier when making a Swarm
weapon. The battle ~~!!i~; attack. Additionally, the unit inflicts a +1 modifier against any
armor AP will be used in :~~~~~~~!!.- target attempting to remove the unit after a successful Swarm
other attacks. For example , a attack.
surprise attack may be made with the vibro-claws turned off, in
order to eliminate the high-pitched noise generated by the MINE DISPENSER
weapon . The Capellan Confederation was
BattleTech: Vibro-claws allow a battle armor unit to inflict the first House to equip battle armor
1 point of additional damage per claw during Swarm and Leg with specialized mine-laying
attacks. In addition , vibro-claws may be used to make attacks equipment. The mines are carried in
on enemy infantry or battle armor when both units occupy the detachable dispensers that can
same hex. The to-hit number is calculated as normal, but the rapidly deploy a minefield . The
damage is treated like a missile attack with a number of hits simple navigational system built
rolled on the appropriate table. The resulting damage is then into the suit uses available
assigned as single points for units with one vibro-claw, or navigational references to plot
groups of 2 points for those that mount two of these the position of the deployed minefield so the location can be
weapons. transmitted to other friendly units to prevent accidents . While
This attack is in addition to those executed with the other more than one dispenser system can be mounted, only one
weapons mounted on the battle armor. can be activated at a time.
CBT:RPG: The dispenser contains sufficient mines to lay
Mine Clearance Equipment two minefields that cover 350 square meters each. Laying a
Special modifications to minefield is a Complex Action that requires Jumping or Wal king
. the suit make it better at movement over the area to be mined. At the end of the turn ,
detecting and clearing mines. the character may be placed at any edge of the designated
Both arms must be equipped with area , wh ich is now considered a minefield.
the same kind of manipulator. Can only Any humanoid suit equipped with a mine dispenser
be combined with the basic manipulator. receives the modifiers Movement: -1 and RFL -1. The RFL
modifier is lost once all dispensers are jettisoned, but t he
178
BATf'LE ARMOR
Movement modifier is permanent. Quad chassis receive no standard BattleTech Missile Hits Table (see p. 32 , BMR) using
penalties, but also receive no benefit for jettisoning the mine the column that corresponds to the number of missiles in the
dispenser. salvo. For non-standard salvo sizes , use the ProtoMech rules
BattleTech: A unit must have a Jumping MP of at least 1 for missile launchers (see p. 54, BMR). Apply the damage as
to mount this equipment. A single dispenser system allows normal (MRM , LRM and Rocket Launcher damage is applied in
the unit to deploy a 10-point minefield. The mines may be groups of 5 points, but SRMs and Advanced SRMs resolve
Conventional , Command-Detonated, Anti-Jump "Active", or damage for each missile individually, inflicting 2 points of
Vibro-bomb, and each suit in a squad or Point may carry a damage each) .
different kind of mine. Any turn the squad or Point does not These rules may give slightly different results from those
move or attack, up to two members may deploy their mines in published for battle armor created by other methods. For
the current hex. existing battle armor, use the published rules (see pp. 62-71 ,
As with Thunder munitions (see p. 144, BMR) , units BMR). However, if all players agree, then the rules presented
occupying the hex during the same round that the hex is sown here can be used for resolving all battle armor missile attacks.
with conventional mines are not subject to mine attack upon
leaving the hex. Vibro-bombs and Command-Detonated mines Advanced Short Range Missiles
operate as normal. (SRM) Launcher
The maximum damage a minefield (or multiple minefields The Clans have developed
if a mix of mines is used) is 20 points. For example, if a Fa an advanced SRM missile (first
Shih squad were to deploy a 10-point Command-Detonated seen on the Gnome), but have
minefield and two 10-point conventional minefields in the 1 yet to make it as effective as
same hex, then the maximum damage a unit can sustain in a the Streak launchers used by
single turn through attack by these minefields would be 20 BattleMechs. The Inner Sphere
points. has not yet matched the
sophistication of Clan weaponry
MISSILE LAUNCHERS in this field .
Missile launchers are devices used to deliver self- CBT:RPG: Fired in the
propelled and self-guided munitions to inflict damage on a same way as a standard SRM launcher; the TNs for range,
target. Unlike BattleMechs and ProtoMechs, battle armor may visibility and target size are each reduced by 1 (to a minimum
not share ammunition between different launchers, even if of zero).
they are mounted in the same location. There are no BattleTech: When rolling for the number of missiles to hit, if
equivalents of the Artemis IV FCS or ATM for battle armor. the result is odd , then add one missile to the result (unless the
CBT:RPG: Any humanoid suit that includes a missile result is the maximum number of missiles for the salvo). So if 6
launcher of any kind in its design (even if only as a weapon on missiles are fired, but the result gives 3 hits, then the number
a modular weapon mount) receives a one-time Movement: -1 of missiles that hit becomes 4.
modifier, even when not outfitted with that weapon at the time .
Quad units are unaffected. A missile launcher may fire as Corean Farshot Long-Range Missiles (LRM)
many missiles as it has launch tubes (so an SRM 3 could fire
three times in one round) . Each missile is resolved as a single Infantry is often at a disadvantage
attack. in open country where armor and
r,~:~~:;,~~",:~:~E:::~:~~~~::·
The Movement Modifier is not cumulative, so a humanoid
suit mounting more than one missile launcher receives a -1
modifier only.
BattleTech: When resolving a missile attack from a battle an enemy a rude surprise if it is
armor unit, all troopers fire each launcher in a single salvo. equipped with long-range missiles.
For example, a unit with two SRM 2 launchers would make two The greater range comes at the expense of hitting power, as
to-hit rolls, one for each grouped launcher. Multiply the number the increased fuel requirement necessitated decreasing the
of active members in the unit by the result of a roll on the size of the warhead.
Equipment Cost;
Item Skill Rating Shots Reload Weight Afil Notes
Infantry One-shot MRM Launcher SUP D/D/E 1 2,500/- 30kg DC Blast, Encumb.
177
8A'n'1E ARMOR CONSJ'RUCJ'I'f:)N
CBT:RPG: Each missile is fired like a Corean FarShot Single Shot Missile Launcher
Portable LRM (see p. 40, LT). Units sometimes carry
BattleTech: Damage is resolved as normal in groups of 5 a single-shot version of a
points; battle armor can perform indirect fire , provided another standard missile launcher.
unit serves as a spotter. One-shot (OS) missile
launchers carry no ~
Medium Range Missiles (MRM) Launcher additional ammunition to . ;.~
House Kurita introduced reload and so are lighter l
their inexpensive (and than the multi-round
somewhat inaccurate) systems that require a
missile system following the magazine and loading mechanism.
Clan ·invasion. Though
possessing better range than the MISSILE MUNITIONS
SRM, the medium-range missile Some missile launchers can be loaded with special
(MRM) carries a significantly smaller warhead . munitions to obtain a variety of effects. The only special
Following the Ghost Bear-Combine war, House Kurita was quick munitions available to battle armor infantry are inferno SRMs
to build on their frugal medium-range missile system and and torpedoes.
create a launcher suitable for mounting on battle armor or Both Clan and Inner Sphere scientists have failed to
used as an anti-armor support weapon by infantry. produce versions of the other specialized missile, running into
CBT:RPG: Apply a +1 to-hit modifier for each missile problems of warhead stability and gu idance system reliability.
attack .. A one-shot infantry version is also used widely by While some breakthroughs have been made (such as the
House Kurita infantry stationed in hostile border areas. advanced SRM launcher introduced by the Clans) , other
BattleTech: The normal modifiers for MRMs apply (see p. successes have been elusive. Research continues, but many
140, BMR) and damage is resolved in groups of 5 points concede that even if the technical challenges are overcome , the
(with each missile inflicting 1 point of damage). astronomical manufacturing costs of a mere infantry weapon will
keep them off the battlefield for the foreseeable future .
Rocket Launchers
These simple one-shot tube- Infernos
~~~~~L~~A~~ launched weapons lack the All units on the battlefield fear this special (and
dangerous) ammunition for the flaming death it brings. It is
one of the few special types of missile available to battle
armor troops. Inferno rounds can only be used with SRM
launchers.
CBT:RPG: Inferno SRMs (see p. 46, LT) are deadly
incendiary weapons that can be fired from an SRM launcher.
Unless a suit of battle armor uses the Clan Fire Resistant
armor in its construction, there is a chance that any inferno
SRM carried will detonate when any attack penetrates the
BattleTech: The normal modifiers for rocket launchers armor. The TN to avoid this is 5 plus the amount by which the
apply (see p 140, BMR) . Damage is resolved in groups of 5 , attack exceeded the armor value. Failure will result in the
with each missile doing 1 point of damage. detonation of the inferno SRM with the normal area of effect.
Should a character in a suit of battle armor be set alight
Short Range Missile (SRM) Launcher (see p. 119, CBT:RPG), he or she must make a check each
As one of the most destructive weapons available to round to see if the inferno ordinance detonates in the heat.
conventional infantry the short-range missile (SRM) is a The TN is 5 + the AP of the weapon that started the fire in the
reasonably light but bulky weapon that is also mounted on first place (in the case of natural fires , use the man-pack
battle armor. Though the range of this weapon is relatively flamer AP of 2) .
short, it carries a destructive warhead capable of threatening BattleTech: These missiles use the same rules as Inferno
even the mightiest assault 'Mech . SRMs (see pp. 141-142, BMR), but are dangerous for battle
CBT:RPG: The SRM performs identically to the standard armor to carry as they may detonate prematurely when a unit
infantry support weapon (p. 137, CBT:RPG) is exposed to fire or when a member of the unit is killed or
BattleTech: Like standard SRMs, these missiles inflict 2 disabled unless the suit design uses Fire Resistant armor.
points of damage per missile and a separate hit location roll Any battle armor unit not equipped with Fire Resistant
is made for each one. armor that must make a roll to survive fire (see pp. 79-80,
BMR) has the target number increased from 8+ to 10+.
178
BAIT£! ARMOR CONSTRUCTION
When a member of a unit has all of its boxes marked off MODULAR EBUIPMENT ADAPTER
(armor destroyed and the last point representing the trooper The 10kg modular equipment adapter can mount any kind
marked off), there is a chance that any remaining inferno of manipulator and allows the equipment carried to be tailored
ammunition may detonate . A roll of 8+ is required to prevent to mission requirements . If using a manipulator type that
this from happening. Failure will result in the hex occupied by requires both arms to be so equipped, then modular
the unit being set alight automatically, and any surviving unit equipment adapters must be fitted to both arms.
members will perish in the flames . Any BattleMech , ProtoMech CBT:RPG: Any manipulator, salvage arm or industrial drill
or vehicle in the same hex will suffer the effects of having can be attached to the modular equipment adapter
been hit by multiple Inferno SRMs equal to the total number of BattleTech: Aside from the impact on the unit's ability to
inferno missiles the unit would have been carrying at the end operate as mechanized battle armor or perform Leg and
of the Weapons Fire Phase. Infantry must deal with the effects Swarm attacks (depending on what kind of equipment is
of being in a newly ignited hex as normal. mounted), this component has no effect in BattleTech.
179
8An'1E ARMOR CONSI'RUCI'ION
PARAFOIL The base to-hit number for a magnetic mine attack is 8 ,
Power armor equipped with a parafoil makes troop modified for movement and terrain as normal. If the unit is
deployment safer. Units must be able to jump to employ this making a pointblank shot from hiding (see p. 83, BMR), do not
device and it does not work in vacuum or when the air modify the to-hit number for movement or terrain . If the attack
pressure is under half of standard. The parafoil is useful in hits, roll on the Battle Armor Attack Table to determine how
orbital drops, but only because it improves the chances of the many mines have become attached to the target using the
battle armor making a safe landing. A drop pod is still required Members Active column that matches the number of troopers
for the reentry phase. firing mines. The mines hit the Center Torso if the target is a
CBT:RPG: This specially designed parachute allows battle BattleMech, or the Front if the target is a vehicle. The attacker
armor to deploy from higher altitudes like an unencumbered then rolls 2D6 for each mine that is attached and consults the
infantryman (see p. 150, CBT:RPG). Determining Critical Hits Table. If the result is 7 or less, the
BattleTech: When using the Dropping Troops rule, the target takes 4 points of damage from the explosion. If the
squad lands successfully if they roll 3 or better. If a 2 is attack results in one or more critical hits, resolve those
rolled, the unit has failed its landing and each trooper suffers normally.
1D6 damage. Though more than one mine can be carried, each suit can
only launch one per round .
PARTIAL WING
This extendable/ retractable wing POWER PACK
Normally battle armor can operate for twenty-four hours on
increases a battle arm1~o;r~~i ~~~!!~~
suit's jumping -~
capabilities. The partial
2 a full charge. Additional power packs can be mounted , on a
suit, extending the unit's endurance by an additional 12 (Clan)
wing can only be used on Light or PA(L) or 10 (Inner Sphere) hours per extra pack (although life
humanoid chassis . The suit must be capable support is not extended, which can pose a slight problem
of Jumping without the partial wing before it receives this when operating in a hostile environment).
benefit, and the system cannot be used in conjunction with This pack does not power any of the suit's weapons
jump boosters. systems, which are dependent on the ammunition or power
The partial wing is ineffective in vacuum or in cells supplied specifically for them . Power packs can be
environments where the air pressure is under one-half of detached for battle armor and adapted to power other devices
standard . by anybody with technical skills.
CBT:RPG: The partial wing allows the battle armor to jump CBT:RPG: The endurance of a suit of battle armor is
up to an additional 30 meters per round (even if this takes the increased by 12 hours (Clan) or 10 hours (Inner Sphere) for
Jump MP over the normal limit) and clear obstacles up to 24 each additional power pack mounted, so one power pack
meters high, while expending 5 points of fuel. would extend the operating period of a battle armor suit from
BattleTech: The partial wing increases the unit's Jump MP 24 hours to 36 (Clan) or 34 (Inner Sphere). Battle armor
by 1, even if this takes the Jump MP over the normal limit. outfitted with additional power packs can use them one by one
as a source of power until they are depleted. The battle armor
POP-UP MINE then uses its primary power system. The switch from one
This pop-up magnetic mine launcher propels the weapon power pack to another is automatic.
to a height where it can attach itself magnetically to the A suitably skilled person can swap out an exhausted
surface of a ' Mech. The shaped charge has the potential to power pack in 5 minutes using the Technician / Mechanics Skill
penetrate even the best armor and inflict damage on critical and making a standard Skill Check. Availability of suitable
internal systems. tools , the current situation (rushed or under fire) and the
CBT:RPG: This launcher carries a single limpet mine of condition of the battle armor itself will modify the TN as
the desired ordnance (see p. 35, LT). The mine may be determined by the gamemaster. Greater levels of success
attached to the vulnerable underside of a BattleMech at short reduce the time, while failure may indicate that more time is
range or launched at any metallic target, using the range taken, the connections were not secured correctly (with loss of
profile of a standard (compact) grenade launcher. power at an inconvenient moment), or even a short that
BattleTech: If a unit equipped with a pop-up mine begins damages one or more battle armor systems.
the Weapon Attack Phase in the same hex as a BattleMech or Removed power packs can be recharged as normal and
vehicle, it may choose to launch one or more magnetic mines are treated as quick-charge power packs . They can also be
instead of making a standard weapon attack. Unlike missile readily adapted to power other equipment and have a capacity
attacks, the controlling player chooses how many troopers will of 300 points (Clan ) or 250 points (Inner Sphere).
fire mines and marks off the ammunition expenditure against BattleTech: This equipment has no effect in BattleTech.
each suit. If a battle armor suit is destroyed before using any
mines, then they are lost.
180
8AIT1E ARMOR CONSTRUCTION
RECOILLESS RIFLE These active probes only provide information while
The Capellan monitored by a suitably equipped unit within range (effectively
any unit currently in the area of play). Any unit with an active
use of recoilless rifles probe can monitor two sensor hexes, while a mobile HQ
"!i!ii~
11"'1
mounted on battle
•
vehicle, c3 master computer or command console can monitor
armor dunng the 4 sensor hexes. These values are cumulative, so a unit with
fighting in the St. lves Compact. Though intended as an anti- an active probe and two c3 master computers can monitor 10
vehicle weapon, the Capellan troops pressed it into service for sensor hexes at once. While they can be used to detect
clearing light buildings of resistance in the nasty city fighting hidden units (unless that unit is immune to such detection)
that accompanied their campaign . The Warrior House troops these sensors cannot be used to call in indirect fire, paint a
who employed this weapon in squads of Fa Shih suits target for artillery or operate as part of a c3 network.
unofficially referred to such teams as "ghetto blasters". A monitoring unit should declare its selection of sensors
Three types of recoilless rifle are available: light, medium to monitor during the End Phase of a turn. These are the
and heavy. sensors from which data is received during the following turn.
CBT:RPG: These weapons are standard recoilless rifles The area of effect of hostile ECM that encompasses a sensor
(see pp. 40-41, LT) that have been adapted for mounting on hex or crosses the line-of-sight to the monitoring unit will block
battle armor. reception of information from the sensors, but the fact that
BattleTech: Against conventional infantry, light recoilless the transmission is blocked will be evident to the monitoring
rifles do 106 damage and medium and heavy recoilless rifles unit. When used in conjunction with a C3 master computer,
do 206 damage. This damage is doubled if the target infantry each sensor operates as a stationary light active probe
is in Clear terrain). located in that hex (see p. 130, BMR).
If a member of the unit is killed, all undeployed remote
REMOTE SENSOR DISPENSER sensors that trooper was carrying are considered destroyed .
This equipment is normally mounted as a backpack device An enemy unit may destroy a remote sensor by making a
on humanoid chassis. It contains up to 6 remote successful weapon attack on the hex that contains it, or by
sensors that can be deployed as ending movement in the same hex and declaring they are
the battle armor moves across a disabling the sensor. This counts as a Kick for BattleMechs
battlefield or patrol area. Humanoid but requires no attack rolls.
battle armor can jettison the
dispenser once empty to improve SEARCHLIGHT
the suit's freedom of movement. Just like some 'Mechs, battle armor can mount one or
CBT:RPG: The dispenser can more powerful searchlights.
carry any 6 sensors from a selection CBT:RPG: The suit mounts a flashlight to illuminate its
of the following: Heat Sensor, Motion surroundings. It operates like a barrel-mounted flashlight (see
Sensor, Radar Sensor, and Seismic p. 47, LT), but with a range of 270 meters.
Sensor. Suitable monitoring systems are required for data to BattleTech: The battle armor unit operates in night
be gathered from these sensors (see p. 108, LT) . Deploying a combat as if it has a searchlight (see p. 87, BMR), but it can
sensor is a Simple Action in which the wearer of the battle only illuminate up to a range of 9 hexes. As battle armor has
armor selects one of his remaining sensors for deployment. no facing , the controlling player must designate a "facing" for
Humanoid suits carrying the dispenser receive Movement: -1 the unit during weapon attack declaration.
and RFL: -1 modifiers. Once the dispenser is jettisoned, the
RFL: -1 modifier is removed. While quad suits can also use SHOTGUN MICROPHONE
the dispenser, they receive no modifiers to movement. Battle armor units are sometimes called upon to perform
A mobile HQ vehicle, c3 master computer or a command covert operations to gather intelligence. Finding out what the
console can also monitor any 20 sensors (regardless of type) enemy knows (or thinks you know) can be vital in shaping a
within range, while units equipped with an active probe can successful strategy. To this end, it is not unknown for battle
monitor 10 sensors. This is cumulative, so a BattleMech with armor to scout out the enemy camp armed with nothing but
two c3 master computers and an active probe can monitor 50 wits and a sensitive microphone.
sensors simultaneously. CBT:RPG: The audio acuity of a trooper can be enhanced
BattleTech: In any turn that the squad/Point does not through the use of a shotgun microphone (see p. 106, LT).
move or attack, any unit member may deploy all their sensors BattleTech: This equipment has no effect in BattleTech.
in the current hex (so an Inner Sphere squad can deploy
sensors in 4 hexes for each remote sensor dispenser it SPACE OPERATIONS ADAPTATION
carries). Once deployed, these act as a stationary light active While all battle armor suits are outfitted with
probe located in that hex (see p. 130, BMR). electromagnets in the soles of the feet for operating on the
181
hulls of DropShips and JumpShips, other weapons each turn (ammunition allowing) . It is assumed
Clan Snow Raven has developed that the battle armor unit has had prior warning of combat and
more advanced has assembled their squad support weapon .
adaptations for their own
battle armor to provide The Kobold is a light battle armor design produced
better survivability in in the Inner Sphere, which has 275kg of free weight to
deep space mount weapons. A modular weapon mount occupies 1
operations. Additional weapons slot on the right arm, while the support
thrusters and arm-mounted weapon mount occupies 1 weapons slot on the left arm.
electromagnets improve speed and One weapons slot remains on each arm for whatever
agility and an advanced inner lining using weapons are to be mounted there, but no weapon can
HarJel technology prevents the normal overflow into the 1 remaining weapons slot in the body
decompression damage when the suit is breached. This (the suit mounts basic stealth armor, which uses up 3
special adaptation is only available to the Clans. of the 4 weapons slots in that location).
CBT:RPG: The additional thrusters and controls make The primary configuration of this suit mounts a
operating in low-gravity environments easier. Reduce target support laser on the modular weapon mount (1
number penalties for operation in low gravity by 2 . Moving weapons slot and 200kg), and Trooper #1 can use a
around is also easier, with movement rates only reduced to heavy flamer as a support weapon (1 weapons slot
2/3 normal for those with the Zero-G Operations Skill and 75kg - 50 percent of the 150kg weight of the
(unskilled personnel gain no benefit). The thrusters weapon). The combined weight of the two modular
automatically correct for the recoil of any weapons fire (see p. weapons is thus 2 75kg.
120, CBT:RPG). Configuration A of this suit mounts a support
If a suit equipped with space operations adaptation is laser on the modular weapons mount (1 weapons slot
involved in moving cargo , then apply a +2 modifier to the and 200kg), and Trooper #1 can use a Light TAG as a
Career/ Ship 's Crew Skill Check (see p. 59, AT2). support weapon (1 weapons slot and 17.5kg - 50
Under standard rules , any attack against a character percent of the 35kg weight of the weapon). This adds
wearing battle armor in vacuum has its AP increased by +2. If up to a total of 215.5kg, under the available weight of
battle armor is equipped with space operations adaptation, 275kg, but there are no more configurable weapon
this penalty is ignored. Battle armor so equipped receives -1 mounts on which to use the excess, and so
Target Size and -1 Movement modifiers. Configuration A will run underweight (for which it
BattleTech: Units outfitted with this equipment take receives no benefits).
standard damage when operating in vacuum rather than Configuration 8 carries a support pulse laser (1
doubling all damage. Rules for operating battle armor in space weapons slot and 200kg - 50 percent of the 300kg
are beyond the scope of this product. weapon weight) as a support weapon used by Trooper
#1, and an automatic grenade launcher on the modular
SGUAD SUPPORT WEAPON weapon mount (1 weapons slot and 75kg), using up all
When organized into units, such as an Inner Sphere 4-man 275kg of available weight for configurable weapons.
Squad or a Clan 5-man Point, a group of battle armor may be In all cases, Trooper #1 operates the support
equipped with a squad support weapon. weapon in combat while the other squad members
Each member of the unit must allocate 50 percent (Inner carry an anti-personnel weapon instead.
Sphere) or 40 percent (Clan) of the mass of the support
weapon as space to carry the weapon when it is broken down LIGHT TAG
for transport. The excess carrying capacity is included to
accommodate the possibility of casualties . A single suit must
have sufficient weapons slots to carry the complete weapon .
CBT:RPG: One designated member of a squad or Point
can carry a support weapon. When traveling over long
distances, the weapon must be broken down and the load
distributed between all members of the unit. The set-up and designate a single target per turn .
breakdown times are per normal support weapon rules (see p. CBT:RPG: This operates like Target Acquisition Gear (see
39, LT) . p. 44 , LT).
BattleTech: Only one trooper in a unit can use a squad Battle Tech: This operates as a Light TAG (see p. 14 7,
support weapon and is considered to be trooper #1 on the BMR).
record sheet. Until that trooper is eliminated , the unit can
attack with the squad support weapon in addition to their
182
VTOL
The Clans have
demonstrated their
technological advancement by
introducing a practical VTOL
propulsion system for PA(L) ,
light and medium battle armor.
The advanced flight system
works admirably with humanoid
chassis, but the Clans have
abandoned attempts to make a
quad suit fly.
CBT:RPG: The suit can
operate as if it has a standard
jump pack (see p. 150,
CBT:RPG), but is incapable of
standard jump movement and
can only use extended flight.
Because the suit is designed to
make extended flights, such
activity consumes only half as
much fuel as usual (1 point of
fuel per 10 meters flown), with
a minimum of 5 points
expended in a turn . In addition,
the suit may fly up to 50 meters
per VTOL MP per turn while
airborne. Rather than making a
UNDERWATER Jump Pack Skill Check each turn, the wearer makes a
MANEUVERING UNITS [UMUl PilotingjBattlesuit Skill Check. If the character flies 150 meters
The Inner Sphere has yet to match the Clans in creating or less in a turn , apply a -2 TN
battle armor specifically designed to operate underwater. Clan modifier to the check in that turn.
Goliath Scorpion has an undeniable advantage over the other The VTOL system increases the
Clans, as they were the creators of the pressurized diving size of silhouette the suit
suits from which the Wolf Clan developed the first Elementals. presents, and so the suit receives
Special modifications to the Clan HarJel system make a -1 Target Size modifier and is AiirMQ~
battle armor equipped with Underwater Maneuvering Units considered to have an alternative
(UMUs) immune to the effects of a suit breach while movement mode of Jump Capable
submerged. Underwater Maneuvering Units can only be used (Special).
on designs created with a Clan tech base and cannot be BattleTech: The unit can spend
combined with Jump or VTOL systems. VTOL MPs in the same way as standard VTOLs . While
CBT:RPG: A character using a suit has underwater elevation changes cost MPs, facing changes do not. If the unit
capability and can move and act normally while completely lands , it must use Ground MPs and move as standard infantry.
submerged using the rules for Underwater Operations Gear Because they can hover, VTOL battle armor can disembark
(see p. 118, LD. The system is bulky and the suit receives from an airborne VTOL, in which case they disembark in the
Movement: -1, DEX: -1 RFL: -1 Attribute modifiers. same hex and at the same altitude as the carrier.
BattleTech: While submerged, the unit operates as a
submarine with MP equal to the UMU MP. Elevation changes COSTS
cost MP, but as infantry the unit has no facing , and so changes The cost of a single custom-designed battle armor suit is
in direction are free. Out of water, the unit's movement is found by totaling the value of the components used in its
limited to that of normal infantry, but with an MP value equal construction (chassis, motive systems , armor and
to the design 's Ground MP. manipulators). A Technology Modifier then multiplies this base
Hull Breach rules (see p. 88, BMR) do not apply to value before weapons and equipment are added. All costs are
submerged battle armor equipped with UMUs. in C-bills , and Clan and Inner Sphere equipment cost the same
unless noted otherwise .
183
CHASSIS
Start with the basic chassis cost as shown on the
ARMOR COST TABLE
Chassis Cost Table .
Cost Per
Armor Type Armor Point
Standard 10,000
CHASSIS COST TABLE Advanced 12,500
Prototype 10,000
Chassis Cost Basic Stealth 12,000
PA(L) 50 ,000 Prototype Stealth 50,000
Light 50,000 Stealth Standard 15,000
Medium 100,000 Improved Stealth 20,000
Heavy 200,000 Fire Resistant 10,000
Assault 400,000 Mimetic 15,000
The standard Clan Elemental is a Medium The standard Clan Elemental has 10 points of
Chassis, giving us a base cost of 100,000 C-bil/s. Standard armor, giving us 10 X 10,000 = 100,000.
This brings the running total to 425,000 C-bil/s.
MOTIVE SYSTEMS
Each extra point of movement added to the chassis MANIPULATORS
increases the cost of the design as shown on the Cost Per MP Humanoid units can mount a selection of manipulators .
Table (though MechWarrior does not generate a Movement MP, For each manipulator mounted , add the cost to the total cost
to determine the cost of any battle armor the Movement MP of the design as shown on the Manipulator Type Cost Table .
must be known; see p. 184). Don 't include the free movement
that comes with the selected chassis or movement provided
by other equipment, such as a jump booster or partial wing. MAI~IIPULATOR COST TABLE
184
BAIT£1 ARMOR CONSJ'RUCJ'IO
Ammo/Reload
Component Cost Cost Notes
Support Laser 11,250
Heavy Support Laser 40,000
Ultra Heavy Support Laser 100,000
Semi-Portable Heavy Laser 20,000
ER Heavy Support Laser 80,000
ER Support Laser 11,250
ER Semi-Portable Support Laser 10,000
Heavy Support Pulse Laser 60,000
Support Pulse Laser 16,000
Semi-Portable Support Pulse Laser 12,500
Support Particle Cannon 7,000
Heavy Flamer 7,500
Semi-Portable Machine Gun 5,000 500
Support Machine Gun 5,000 1,000
Semi-Portable Autocannon 7,500 1,000
Magshot Gauss Rifle 8,500 10
Tsunami Heavy Gauss Rifle 5,500 20
Grand Mauler Gauss Cannon 5,000 20
Light Recoilless Rifle 1,000 400
Medium Recoilless Rifle 3,000 600
Heavy Recoilless Rifle 5,000 800
Light Mortar 1,400 600
Micro Grenade Launcher 1,500 400
Grenade Launcher 3,00 400
SRM Launcher 5,000 per tube 270/missile
SRM Launcher (OS) 2,500 per tube
MRM Launcher 5,000 per tube 21/missile
MRM Launcher (OS) 2,500 per tube
Corean FarShot LRM Launcher 6,000 per tube 25/missile
Corean FarShot LRM Launcher (OS) 3,000 per tube
Advanced SRM Launcher 15,000 per tube 500/missile
Advanced SRM Launcher (OS) 7,500 per tube
LAW Launcher 1,500 per tube
Compact NARC 50,000 2,000
Improved Sensors 35,000
Active Probe 50,000
Light TAG 40,000
Heat Sensor 15,000
Light TAG 40,000
Modular Weapon Mount 1000
Modular Equipment Adapter 10,000
Anti-Personnel Weapon Mount 500
Turret 2,500/Siot
Configurable Turret 2,500 +2,500/Siot
Detachable Missile Pack +10,000
Magnetic Clamps 2,500
Squad Support Weapon 5,000 + Cost of weapon
ECM 50,000
Parafoil 3,000
Partial Wing 50,000
185
BAn'LE ARMOR
*When designing battle armor, select the standa,rd mine dispenser when calculating cost. The extra cost of specialized mines
is only paid when the unit is outfitted or re-supplied.
** The sensor dispenser comes preloaded with a selection of remote sensors. The cost to reload it is equal to the cost of the
sensors selected. See p. 107-109, LT.
188
BattleTech Trooper Training Costs Shih, Longinus, Gray Death Standard, Infiltrator Mk. II; Light:
In addition to the construction cost of the suit, the cost of Gray Death Scout, Achileus, Kage, Infiltrator
the unit must also factor in the expense of training the trooper
who wears it. The trooper training cost is applied for each BATTLE VALUE
trooper in a formation. For example, a Clan Point will add five The following section only applies to BattleTech.
times the trooper training cost to the base cost of the battle The procedure for calculating a battle armor's BV is similar
armor. to the procedure for calculating the BV for BattleMechs and
vehicles. The Battle Value for any weapons or equipment not
listed here can be found in the Battle Tech Master Rules,
TROOPER TRAINING COSTS Revised, pp. 156-158.
187
Looking up the resulting Target Movement Modifier on the Anti-personnel Weapons: Units lacking any other offensive
Defensive Movement Factors Table gives the final Defensive weapons add the Weapon Battle Rating of anti-personnel
Movement Factor. Do not add the +1 To-Hit penalty used in weapons.
attacks against battle armor units. For units with detachable Squad Support Weapon: The BV of a squad support
missile packs , use the best modifier for movement. weapon is equal to the total BV of the weapon divided by the
The final result is the battle armor's Defensive Battle number of troopers in the unit. Note that squad weapons have
Rating. their BV divided between all units in a squad or Point, so Inner
Sphere units will only use one-quarter of the BV, whereas a
We 'll calculate the Battle Value of the standard Clan unit would use one-fifth of the weapon 's BV.
Clan Elemental. First, we must calculate the Defensive Other Equipment: Add BV for other equipment.
Battle Rating.
The standard Clan Elemental carries an SRM 2
Calculating the Defensive Battle Rating with two rounds of ammunition. Each round of
ammunition weighs 20kg, giving a total of 40kg. To find
Total Armor Points x Armor BV (not including the 1 the BV of the ammunition, divide this weight by 1,000,
point for the warrior) + 1.5: then multiply by the BV of 3 from the Battle Armor
1.0 X 2 : 20 +1..5 = 21..5 Missile Weapons BV Table.
Total BV of all Defensive Equipment:
(40/1,000) X 3 = 0.12
0
21..5 Add up the following values:
Direct Fire Weapons Battle Rating
At a full jump, the Clan Elemental presents a Target Anti-Mech Attack BV
Movement Modifier of +2. That gives the battle armor Missile Weapons Battle Rating
a Defensive Movement Factor of 1.2 Other Equipment BV
188
BAn'LE ARMOR CONSTRUCTION
Now we'll calculate the Clan Elemental's Offensive
BATTLE ARMOR MISSILE Battle Rating.
WEAPONS BV TABLE
Calculating the Offensive Battle Rating
Item BV Ammo BV (per 1000kg)
Advanced SRM 1 15 2
1..) Calculate Direct Fire Weapons
Advanced SRM 2 30 4
Advanced SRM 3 45 6 Small Laser: :.!_9_ _ _ __
Advanced SRM 4
~f
60 8 9
Advanced SRM 5 75 10
Advanced SRM 6 90 12 2.) Calculate the Anti-BattleMech BV
Advanced §J~M 1(0S) 2
Swarm Attack (Small Laser): :.!_9_ _ _ __
Advanced SRM 2(0S) 4v
Advanced SRM 3(0S) 9
Advanced S8M 4(0S) 8
Advanced SRM 5(0S) 10 3.) Calculate Missile Weapons
Advancep SRM 6(0S) 12 SRM 2 Launcher: 21.
LRM 1. (1S) 14 1 2 Shots .1.2
t.:RM 2 (IS) i/ 19 2
21..1.2
LRM 3 (IS) 26 4
LRM 4 (IS) 38 .5
LRM 5 (IS) 45 6 4.) Calculate Other Equipment
LRM 1(SO) (IS) 4 None 0
LRM 2(0S) (IS) 5 0
LRM 3(0S) (IS) 7
LRM 4(0S)' (IS) 8
LRM .5(0S) (IS) 9
5.) Add together the values above
LRM 1 (Clan) 17 Small Laser: 9
LRM 2 (Clan) 25 3 Swarm Attack (Small Laser): 9
LRM 3 (Clan) 35 5 SRM 2 Launcher: 21.
LRM 4 (Clan) 46 6 2 Shots .1.2
LRM 5 (Clan) 55 7
39.1.2
LRM 1(0S) (C lan) 4
LRM 2(0S) (Clan) 6
LRM 3(0S) (C lan) 9 6.) Multiply the Weapons Battle Rating by the Battle
LRM 4(0S) (~lan) 10 Armor's Speed Factor
LRM 5(0S) (Clan) 11 Speed Factor (Jump 3) .077
MRM 1 11 1
lL
MRM 2 13 2
39.1.2
MRM 3 18 2
MRM 4 25 3 30.1.1.24
MRM 5 30 3
MRM 1(0S) 3 STEP 3: CALCULATE FINAL BV
MRM 2(0S) 4 Add the two values together and round to the nearest
MRM 3(0S) 6
whole number (0.5 rounds up), then multiply by the number of
MRM 4(0S) 7
MRM 5(0S) 9 battle armor suits in the formation used (4 for an Inner Sphere
Rocket Launcher 1 3 Squad , 5 for a Clan Point).
Rocket Launcher 2 4
Rocket Launcher 3 5 We end our example by calculating the Clan
Rocket Launcher 4 7 Elemental's Final Battle Value.
Rocket Launcher 5 8
SRM 1 15 2
SRM 2 21 3 CALCULATING THE FINAL BATTLE VALUE
SRM 3 30 4
SRM 4 39 5 Defensive Battle Rating + Weapons Battle Rating x
SRM 5 49 7 Number of individual units
SRM 6 59 7
SRM 1(0S) 2
SRM 2(0S) 4 25.80 + 30.1124 = 55.9224 (rounding to 56) x 5 =
SRM 3(0S) 6 280
SRM 4(0S) 8
SRM 5(0S) 10 Clan Elemental Point BV = 280
SRM 6 (OS) 12
189
BATTLE ARMOR CONSfRUC'fiON
Component BV No~e&
Battle Claw and Magnets 3
Mec.hanized Magnetic Clamps 1
Squad Support Weapon Var. BV is BV of weapon divided by number of suits in the unit
ECM 1 Defensive BV~i nc l ude in Defensive Battle Value
Improved Sensors 1
Improved Sensors (Clan) 2
Active Probe 2
Active Probe (Clan) 3
Bomb Rack 11
Remote Sensor Dispenser 5
Remote Sensor Dispenser (Clan) 7
Mi~e Dispenser, Standard * 5 10 Mines per dispenser
Mine Dispenser, Anti-Jump "Active" Mine * 5 10 Mines per dispenser
Mine Dispenser, Command-Detonated * 5 10 Mines per dispenser
Mine, Dispenser, Vibro-bomb Mine* 5 10 Mines per dispenser
Pop-up Mine 6
PPC 14
Magshot 15
Tsunami 6
Grand Mauler 6
Light Recoilless Rifle 12
Medium Recoilless Rifle 19
Heavy Recoilless Rifle 22
Light Mortar 9
Heavy Mortar 17
Micro Grenade Launcher 1
Grenade Launcher 2
Cpmpact NARC 1
Light TAG A
AAdd 200 points to the final BV of any battlefield unit that meets the following conditions: the unit is equipped with an Arrow IV
system and homing missiles and the unit or its fighting group has one or more units with TAG; or the unit is equipped with TAG
and the unit or its fighting group has one or more Arrow IV systems with homing missiles.
!•
ANTI-PERSONNEL WEAPONS TABLE
190
SKILL/ .'
INFANTRY RANGE MODIFIER TABLE
EXPERIENCE LEVEL
MULTIPLIERS Range In Hexes (To-Hit Modifier)
The BV calculations represent units with a Weapon Type 0 1 ,2 3 4 5 6
Gunnery Skill of 4. For units with different skill levels, Rifle, Infantry -2 0 +2
use the multiplier from the BV Skill Multipliers Table Shotgun, Infantry -2 0
found below to find the BV of the unit. All values are SMG, Infantry -2 0 +2 +4
rounded to the nearest whole number (0.5 rounds Gauss Rifle , Infantry -1 0 0 +2 +4
up). Gyrojet, Infantry -1 0 +2 +4
Heavy Gyrojet, Infantry -1 0 0 +2 +4
David wants Elite Clan Troops for his standard Flamer, Infantry -1 0 +2
Clan Elemental Point, which means a Gunnery Laser, Infantry -2 0 +2 +4
Skill of 1 . From the table, that gives a 1.60 Pulse Laser, Infantry -3 -2 0
modifier. The final BV of this unit is 280 x 1.60 =
448. INFANTRY WEAPONS DAMAGE TABLE
191
BAJTLE ARMOR CONSI'RUCI'ION
*Fired in the same way as a standard SRM launcher; the TNs for range, visibility and target size are each reduced by 1 (to a minimum of zero).
Torpedo versions of the missile launchers are available with the same weight and space requirements for SRM and LRM systems, but not for
advanced SRMs. The Clans also have multi-purpose torpedo/missiles that can be used with SRM and LRM systems (but not advanced SRMs).
The number of salvos carried is reduced to half normal (divide by 2 and round down).
Torpedo versions of the missile launchers are available with the same weight and space requirements for SRM, MRM and LRM systems.
192
BAftLE ARMOR CONSTRUCTION ~
A Point of standard Clan Elementals has five small FINAL DAMAGE VALUE
lasers and five SRM 2 launchers. The small lasers are Total the results for direct-fire and missile weapons at
direct-fire weapons, so the direct-fire total is 3 each range and then divide each by 10. Values under 0.5
(damage) x 3 (average troopers to hit), for a result of 9 round down to zero. This gives the BattleForce Damage Value
at point-blank range, 0 at medium range and 0 at long for each range.
range.
With five Elementa/s firing their SRM 2s, the For Elementals, no other modifiers affect these
average number of missiles to hit will be 6 (for 2 points weapons, so the totals will be 9 + 9 = 18 at point-
of damage each), giving a Missile Attack Value of 12 at blank range , 0 + 9 at medium range and 0 + 0 at long
193
range. These values are then divided by 10 and
rounded to the nearest whole number (0.5 rounds up),
giving 2 at point-blank range, 1 at medium range and
0 at long range.
SPECIAL EQUIPMENT AND ABILITIES A Point of standard Clan Elementals can operate
Certain equipment can give battle armor units special as mechanized battle armor and can be carried in 5
abilities. tons of cargo space. The notation mec, carS is added
Mechanized Infantry [mec]: The battle armor unit can to the unit's Special Equipment and Abilities.
operate as mechanized infantry in conjunction "with OmniMech
units (see p. 34, BF2). OVERHEAT VALUE
Extended Mechanized Infantry [xmec]: Units equipped Battle armor units have no Overheat Value .
with magnetic clamps can operate as mechanized infantry with
non-OmniMech and vehicle units. POINT VALUE
Active Probe [prb]: The unit is equipped with an active The Point Value in BF2 is derived directly from its Battle
probe (see p. 35, BF2). Value, divided by 100 and rounded to the nearest whole
Improved Sensors [srs]: The unit is equipped with number (0.5 rounds up). It is possible to have a unit with a
improved sensors that act like an active probe, but only give a point value of 0.
+2 bonus when the target is within 4 hexes.
Indirect Fire [if]: If at least half the unit's long-range With a BV of 280, the standard Clan Elemental
damage comes from LRMs, then the unit has indirect fire has a BattleForce Value of 3.
ability. This gives the following final BattleForce 2 details
Micro ECM [mecm]: The unit is equipped with battle for the standard Clan Elemental:
armor ECM that acts like normal ECM, but the area of effect is
limited to the hex occupied by the unit. Damage Over- Armor/ Point
Target Acquisition Gear [tag]: The unit is carrying Light MP PB/M/L heat Class Structure Value Specials
TAG equipment. Elemental
Space Operations Adaptation [soa]: The unit is outfitted Sm. Laser 3J 2/1/- 3/ - 3 mec, car5
for space operations.
Cargo [car#]: Battle armor can be transported as cargo
by other units. The cargo space required is 1 ton per trooper
in a unit. An Inner Sphere squad will require 4 tons of cargo
space (car4}, while a Clan Point will require 5 tons of cargo
space (car5). This cargo requirement is not affected by the
weight class of the battle armor being transported.
194
CLASSIC
195
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TYPES OF CAMPAIGNS enemy." You may have come up with the best adventure ever,
No two gaming groups will have exactly the same kind of but if the players don't pick up on those clues and subtle
campaign. In fact, you may find that after some time your play- hints you keep dropping, they may never figure out who has it
ers will want to change the focus of their campaign or even in for them. Or they may think that red herring you planted is a
start a brand new one . Why? For the same reason that some real clue and will end up doing something foolish unless you
people buy a new car every few years or go on vacation to a step in somehow to fix the mess they're about to get them-
new place every year: they need a change of pace. Everyone is selves into. Or they may just not want to do what you want
different, with varying interests and needs. Even if none of them to do. Then what?
your players had known each other before you rolled your char- That's not to say that every time you run a scripted adven-
acters up and had your first gaming session, chances are they ture you will run into problems like that. But you might. Plan
will form into a close-knit group with its own unique wants and for the worst and be prepared to think on your feet. You may
needs. If you want to run a successful game, you've got to have to come up with something on the fly just to get things
cater to those. back on track.
On the bright side, while every group will have its own Or you can try method number two: the freeform adven-
unique focus , most groups will want a campaign that falls into ture. There is no script, no rigid structure to a freeform adven-
one of a few basic types. They are roleplaying in the ture: only some ideas, perhaps some pre-generated encoun-
BattleTech universe, so chances are you 're going to have some ters, you and your imagination. Think of the freeform adven-
sort of a combat-based campaign. After all , you didn 't get ture like improvisational comedy: you reacting to your players
together to roleplay a bunch of janitors, right? as they react to you .
Pages 204 and 205 of CBT:RPG list several of the most Well , almost. For this to work well, you do need to know the
common types of campaigns. Some groups will want to take basics of the adventure. What will the characters be doing? Who
several of these campaign types and blend them together to will they be facing? Where (or why)? Pre-generate what you can;
make their own . That's fine. These are only guidelines, after at the very least you will want to have whatever NPCs the char-
all, some basic ideas to get you started . It is up to you and acters might encounter (and their equipment, vehicles, 'Mechs ,
your players to make the campaign. and so on) pre-made. You need to have an idea of what the
NPCs' motivations are and you need to have an active imagina-
SCRIPTED VS. FREEFORM tion. After all, you've got to keep up with your players.
ADVENTURES The major benefit of a freeform adventure is that there
Generally speaking, there are two different types of are no boundaries. Your players and their characters are com-
gamemasters: those who script out every possibility and those pletely free to make the choices they want to make without
who simply form a basic framework for the adventure and "go you having to worry about how to shoehorn that into your
with the flow." Some combine the two methods into their own adventure. You go where your players take you. This can be
personal style . There is no right or wrong way to do it. It all the most fun and rewarding type of adventure. There 's no frus-
depends on what works best for you. tration in trying to get things back on track because there are
The first type , the scripted adventure , is the kind you will no tracks. Likewise , your players don't feel like you 're leading
find in the game material published by FASA or FanPro. Each of them around on leashes.
the MechWarrior's Guides has an adventure included within it On the other hand , if you're going to pull off a freeform
designed to introduce a group of players and their characters adventure, you've got to be able to think and act on your toes .
to the BattleTech universe. These adventures provide You also can't expect to go "on stage" without any prepara-
gamemasters with everything they need to know and a tion. If you think you can just sit down at the gaming table and
detailed " script" to follow. Just add characters and off you go. pull an entire adventure out of thin air, then you and your play-
These adventures are not only a good place to start, but ers are in for a potentially torturous night. You've got to at
they give you a good idea of how to script your own adven- least consider the different possibilities and think about how
tures. There's no need for you to go into the sheer depth of you're going to handle things. Otherwise, your adventure will
information that we do. You're the one who will be running your be a disaster.
own adventure , so you don't have to go to the extent neces- As we said above, many people combine these two types
sary in writing an adventure for someone else to use. of adventures in one way or another. As a gamemaster, you'll
Of course, the benefit of a scripted adventure is that you find out that you can't just dictate everything that happens to
will have thought of almost every conceivable possibility. You the PC group. You have to take your players' desires into
will have maps for everything already drawn and NPCs rolled account if you want to have a successful adventure that leads
up. Just start at the beginning and go from there. If you 've into a long-term campaign . But at the same time, don't let
thought everything through ahead of time, then you won't be them get away with murder. You've got to find your own happy
put on the spot-so long as you can find the info , that is! balance that will work for you. Hopefully, there 's enough infor-
But this type of adventure has drawbacks, too. Murphy mation here to get you started.
had it right when he said "no plan survives contact with the
198
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PLOT IDEAS
The plot is everything. Well, almost. It's the basis for the
adventure. It gets the characters up in the morning and gives
them something to do. The plot is one of the three key ingredi- Supplication
ents to a good adventure (right next to the players and you). Deliverance
Lose one and you won't have much of an adventure. Crime pursu~d by yengeance
The plot is the basic premise . On the bright side , you Vengeance taken for kindred upon kindred
don 't need to have much of a plot and ideas are all around Pursuit
you: books, newspapers, magazines, TV, movies, and even sto- ,
1
Disaster
ries from your parents' and grandparents ' childhoods. Those Falling prey to cruelty of misfortune
ideas are just that: staring points to help you come up with a Revolt
story to run your players ' characters through. Life in the 31st Daring enterprise
century isn't that much different than today. Nations still fight Abd,uction
wars , crime syndicates still bring mayhem to the streets and The enigma
people still fall prey to the same kinds of vices . The only differ- Obtaining
ence is that it happens a thousand years in the future, a fact Enmity of kinsmen
that brings with it a host of technological wonders but at the Rivalry of kinsmen
same time another millennia of humanity's worst qualities Murderous adultery
embodied. Madness
Just in case you're running into writer's block, here's a bit Fatal imprudence
of help for you. Involuntary crimes of love
Slaying of a kinsman unrecognized
Seven Basic Plots Self-sacrifice for an ideal
Everyone has heard about the theory that there are only Self-sacrifice for .kindred
seven basic plots in literature from which all stories are writ- All sacrificed forpassion
ten. Some people subscribe to that theory and others don't. In Necessity of sacrificing loved ones
any event, here 's that list of seven plots. Rivalry of superior and inferior
Adultery
Crimes of love
Discovery of the dishonor of a loved one
SEVEN BASIC PLOTS
Obstacles to love
An enemy loved
Man''vs. Nature
Ambition
Man vs. Man
Conflict with a god
Man vs. the Environment
Mistaken jealousy
Man vs. Technology
Erroneous judgment
Man vs. Self
Remorse
Man vs. the Supernatural
Recovery of a lost one
Man vs. God/Religion
Loss of loved ones.
Thirty-Six Plots guns with laser pistols, tanks with BattleMechs and cargo
In 1916 a Frenchman named Georges Polti wrote a book, ships with DropShips and you're three-quarters of the way
entitled The Thirty-Six Dramatic Situations, in which, you there.
guessed it, he identified thirty-six basic plot ideas. This list is What you do need to remember is that you must find
a little more descriptive and practical for the gamemaster. some way to personally involve the characters. They, and their
controlling players, won't feel drawn in unless their success or
Turning the Plot into an Adventure failure will have an impact on their lives. Don't just tell them a
Now you 've got an idea. Hopefully. If not, look again at group of terrorists has taken a building hostage, spur them to
those lists, think back to your favorite movie or TV show, or action by telling the group leader that his infant daughter is
find a good book and borrow one of those ideas. Now you inside and needs to be rescued. Now there 's a personal con-
need to figure out how to translate that idea into Battle Tech nection. They won't be as likely to go in with the big guns ,
terms. That shouldn 't be too hard . After all, life in the 31st shooting everything in sight. Now they'll have to think and
century isn't that much different than life today. Replace hand- maybe even talk their way in for once rather than blasting
through the walls.
197
KEYS TO A GOOD ADVENTURE By using a general premise, you can give your players
CBT:RPG is an adventure roleplaying game, and the player more control over the direction of the game or campaign . For
characters take the roles of active figures in the BattleTech example, you might decide that the characters' attempts to
universe. They go out and have the kind of adventures that destroy a particular mercenary company (preferably one they
would make a good action novel or movie. (The point of role- already have reason to hate) will be the general premise of a
playing is to step outside the roles we play in real life. There's campaign. You will need to create some events to get the
not much point in playing a librarian, janitor or even writer in characters involved-perhaps the meres were responsible for
the game.) the deaths of some of their friends-and then provide them
We 've provided this section to help you even more in cre- with information about the meres and their major characters.
ating your own adventures. Each subsection focuses on a sin- From there, the players are free to decide how their characters
gle component of a well-designed adventure. These sugges- will go about their task ; you simply fill in the details as events
tions do work, and not just for CBT:RPG {after all, we lifted unfold.
them wholesale from Shadowrun ... why reinvent the wheel?). For examples of plot premises and how they work within
You can use these ideas to help you craft adventures for any adventures, look at some of the different Battle Tech and
roleplaying game. MechWarrior adventures. Sourcebooks, supplements and nov-
els also provide plenty of information for creating general
The Premise premises for adventures and campaigns.
The premise is the "story behind the story" of the adven-
ture , the basic plot that gets things going before the player char- The Goal
acters get involved. We talked about this above, or at least com- Stealing some 'Mechs , staying one step ahead of a
ing up with the basic idea. This section takes that idea to the Maskirovka hit team-every adventure needs a goal for the
next level. The premise describes the scale of the adventure , player characters. Clear-cut goals give the players something
creates the setting and hints at the adventure's theme. to shoot for and help keep an adventure on track.
The scale of the adventure is the size of the story. A You can set the adventure goals yourself, let the players
large-scale adventure might consist of the characters taking set the goals, or work with the players when creating the
on a conspiracy that could affect the entire Inner Sphere, while goals. In any case, the adventure goals should always reflect
a small-scale adventure might involve taking on a pirate group the personalities and personal goals of the player characters .
threatening a single planet. The scale of an adventure is In fact, the personal goals of the player characters are an
important because taking on SAFE or Clan Wolf will be very dif- excellent basis for the overall premise of an adventure. In the
ferent from taking on a minor mercenary company. mere downfall premise , for example, each player should clearly
The setting is simply where the main action will take define why his or her character wants to see the unit
place . It consists of one or more locations-such as Tukayyid, destroyed. Personal vendettas, a desire for C-bills , a hatred of
or perhaps several worlds across the Free Rasalhague meres in general, a sense of moral outrage at the mere unit's
Republic, or even just a single city-and a milieu . The milieu activities-any of these represent valid personal goals.
of a setting is the surroundings and environment. For example, Player characters' personal goals and motives provide a
the milieu of an adventure centered around efforts to steal a good indication of what kind of actions the characters are
new prototype weapon might be filled with scientists, techs, inclined to take. By noting these motives , you can create
corporate and military middle-managers and lots of imperson- adventure or campaign opportunities for the players to suc-
ating. The milieu of a search-and-rescue mission in the jungles cessfully roleplay their characters' personalities and lifestyles.
of Spica might be filled with strange animals , Special Forces After figuring out the adventure goals, you must provide
personnel , loads of big guns, vicious firefights , narrow escapes some possible ways the players can achieve them . Players
and other action-packed events. often lose interest in an adventure that offers no clear paths
Once you've set the premise , an NPC may hire the charac- to reach the goal. At the same time, don't try to force the play-
ters (or order them into action) or the characters' personal ers into a particular plan. Offer them a few alternate avenues
goals or contacts may prompt them to become involved on so that they can decide for themselves how to achieve the
their own initiative. In any event, the characters become goals. And don 't spell things out for them. The players don 't
involved in the story. need to know exactly how they might accomplish their tasks-
You can make adventure premises as specific or general they simply need to be aware of the possibilities. Prepare for
as you like . For example , you may decide that General Motors the unexpected-your players will devise some very strange
has developed a breakthrough technology for engines. strategies to achieve their objectives.
Defiance Industries wants to steal the research so that it can
complete the design and sell it first. The characters get The Opposition
involved when an NPC from Defiance hires them (or their com- Every story needs one or more antagonists, or "bad
manding officer orders them) to break in and steal the new guys," and CBT:RPG contains a broad range from which to
technology from GM. choose. The antagonist is the main obstacle between the
198
characters and their goals . An adventure antagonist can con- Finally, you can always rely on the old stand-by: the dou-
sist of one or more individuals, a group or organization , a mili- ble-cross. Their military liaison might set them up to be killed ,
tary unit, and so on. not pay them, decide they know too much about his own activi-
Don 't settle for one-dimensional , "cardboard" villains-the ties, steal their equipment or otherwise use them and "screw
antagonist is the main source of conflict and drama in an them over."
adventure , so make your NPC antagonists full-fledged charac- Complications are the main way to inject the unpredictabil-
ters with distinct personalities and motivations. Be thorough ity of real life into adventures , keep them interesting for play-
and careful when creating the antagonist's abilities and goals. ers and provide the intrigue that will keep them coming back
Complex personalities and motives allow antagonists to act in for more. Use these complications judiciously, however. If you
unpredictable and unexpected ways. Additionally, player charac- throw too many at the players , they'll begin to feel like they
ters might be able to exploit an antagonist's personality or have less and less control over their characters' lives, and
motives during their attempts to overcome the opponent. your game may become frustrating and boring rather than
Creating a personality and goals for an antagonist will enjoyably complex.
also help you decide how powerful the opponent is and what
kinds of methods the opponent will use to achieve his or her PROBLEM SOLVING
goals. Some opponents may devise subtle plots and tricks, Okay, you 've come up with a good plot, turned that into an
even brainwashing others to use as tools against the charac- adventure and now you're running your players through that
ters . Other opponents may try to kill the characters outright. A adventure. Everything's going great and everyone is having a
cunning opponent may "befriend " the characters and spare good time . Then all of a sudden the game grinds to a halt.
their lives, so that he can call in his favor in the future when There's a problem, and now you've got to solve it; otherwise
he needs someone to perform a suicide mission or take the the entire night is shot.
rap for a failed mission. No matter how well you and your players know the rules ,
Finally, keep in mind that NPCs represent only the tradi- how well you communicate or how much preparation you put
tional opponents. Anything that acts as an obstacle to the into the adventure , you will run into a problem of some sort at
characters or threatens them can serve as an antagonist- one time or another. It could be something as simple as an
non-sentient beings , computer systems, even nature. A highly obscure rules question that even the game developer has to
sophisticated security system, animals, and even an earth- look up, or it could be as devastating as two of your players
quake can be used as antagonists. Using non-traditional oppo- getting into a shouting match ... or worse .
nents provides you and your players the opportunity to stretch Don 't worry, though. Most of the problems you run into
your skills, abilities and imaginations. will be simple to fix. A quick rules look-up and you're ready to
go. Sometimes, however, the problems won 't go away quickly.
Complications Some will be caused by players and others will happen out of
If all missions were as simple as gathering allies and pure , dumb chance. You 've got to be ready to deal with them
blasting through the opposition, they wouldn't be very exciting right away, before they fester and turn into something you
for long. Complications are unexpected twists and turns that can't easily handle anymore.
help keep things interesting and force the players and their The following subsections describe a few of the most
characters to stay alert. common problems you will run into at one time or another.
Throw one , perhaps two, three or even more complications We'll also give you a few hints for dealing with the problems or
into every adventure. A complication can be as simple as a heading them off at the pass . These are merely guidelines;
piece of equipment failing or as complex as the adventure 's use them if you want to, ignore them if you don't (of course,
goal turning out to be something different from what the play- you don't want to completely ignore the suggestions of the
ers originally believed. For example, a unit executing a raid with masters, do you?) . Unfortunately, we can 't list every single
all the technology and secrecy they can muster might be problem that you might run into, but, you know what? Most of
attacked by a marauding pirate band that just happens to have the other problems you encounter will be an offshoot of one of
the standard-issue 'Mechs and weapons of the player charac- those described here.
ters ' own House military. The characters should realize that Even though your word as gamemaster is final, don't take
something's rotten, and they'll have to change their plans yourself too seriously. It's just a game , after all . You (and your
accordingly. Or perhaps halfway through an extraction, the tar- players) are playing to have fun, so the interaction is the most
geted officer starts mumbling a mysterious name. Just as the important thing. Keep the game running, think on your feet,
characters are about to deliver him to their contact, the offi- and when necessary, " punt."
cer-who was supposed to be a willing party to the extrac-
tion-pops something into his mouth and dies moments later. You Did What???
Time to investigate him , the job and their contact. Maybe the Face it. Your players will make the occasional dumb move.
characters perform a simple objective raid , only to discover that They'll do or say something in character that, in retrospect, isn't
the shipment they "liberated" belongs to Wolf's Dragoons. all that smart. They may not realize it at the time , and it may
199
take them a while to understand what they did and why they at your door in the early dawn. (And if, by some strange
probably shouldn't have done it. The fun part, since this is a chance, you do have one of the developers in your group, why
game and not real life, is watching the player (or players) roll up the heck are you running the game? Make him!) Of course,
to the edge of the cliff and then dive right off. Yeah, you're that means you need to know the rules pretty well. After all ,
probably going to give them the chance to think it through, at there's nothing more annoying than having the guy who was
least the first time, and ask them , "Are you sure you want to do arguing with you be right.
that? " And some of them will still jump right off. If you've got two or more people in your group who are
If they're playing in character, then whatever happens, hap- arguing about the rules , put an end to it. Make a ruling and
pens. In fact, you should be sure to reward them for playing in move on. You're all there to play a game, not to spend the
character and still doing something they know they shouldn't. night debating numbers. If it isn 't a rules dispute, but some-
When that cocky Capellan MechWarrior walks into a FedSuns thing else, then put an end to it as quickly as possible. If nei-
bar alone brandishing his CCAF uniform, knowing full well he 's ther party will budge, then flip a coin or roll a die and move
not going to leave under his own power, then you 've got to give on. Again, the game is supposed to be fun.
him something extra at the end of the adventure. One more comment on the subject of rules. CBT:RPG is a
But if the players do something dumb and don't realize it, game, and every game has to have some rules to govern how
then you have two choices, depending on how nice you want to certain situations, such as combat, are resolved. At the same
be. Your job as gamemaster is to tell an interesting story and time, the story has to take precedence. Don't get bogged
to make sure everyone has fun. That doesn 't mean you have down in the rules. If you feel that a situation would be best
to keep the characters alive despite their best efforts. If you're played out if it happens quickly, but going by the rules means
running an inexperienced or newly formed group, it probably you 'd lose your pacing, then by all means throw the rulebook
wouldn't be a bad idea to give them a break-this time. Hurt out the window. Don't be afraid to break the rules if you think
them and make them realize that they made a dumb move. it would be better to do so . Likewise, feel free to come up with
You can have an NPC intervene, purposely flub a die roll or your own house rules if you think they would make your game
something similar. Of course, the key to making this work is to better. Rules are made to be broken. Just make sure that it's
not tell them you're giving them a break. If they know you went you who's doing the breaking and there's a good reason for it.
easy this time, they'll think you're a pushover and will keep
making less than intelligent choices. Now Can I Fire My ER Pulse
If they know better and yet still do or say something that Ultra Rotary Heavy Naval Gauss Cannon?
will get them into trouble, don't be nice. At the same time, Everyone knows one. The "munchkin." The "power gamer."
don't be cruel. Just don't save them. Let them feel the full The "King of Cheese." There's always at least one in the
consequences of their actions. If that means one or more group, that one person who just has to have the ultimate
characters dies, then so be it. They have Edge. If they're killing machine, that one person who keeps tweaking his char-
smart, they'll burn it to keep themselves alive. If not, then acter during creation so that he can have the maximum bonus-
they'll be rolling up some new characters soon, having learned es during combat. And, of course, you know he's also got to
something from their experiences (and they'll have stories to have the biggest and best guns, no matter the price.
tell about their cruel gamemaster for years to come!) . Is there anything wrong with that? No! That guy definitely
Remember, you are running everything that the players has the character you want backing you up in a firefight. And
aren 't. There's no need to treat them any differently than an you know what? We 're all that way to a point. We all want to
NPC. By definition, a player character has more skills, equip- have a cool character, and we all do plenty of tweaking during
ment and advantages than NPCs do. Don 't go easy on them character creation. It's just that some of us do more than
just because you think your players won't like the game other- pump up our combat skills and traits ...
wise. It's the difficult situations their characters barely survive Now, whether or not this type of player causes a problem
that will keep them talking about that adventure for years- all depends on that individual's personality type. Some just
and keep them coming back for more. want to kick butt and take names. Hey, there aren't many
teams that can't use a pint-sized Atlas. It's when the player
No, I'm Right! wants , needs and demands to have the biggest, baddest
At one time or another, you will run into a situation where guns-you know, the kind that not even the meanest Clan
one or more players argue about the rules. They may squabble Elemental would carry around-that you can run into prob-
among themselves or argue with you. Either way, one person lems. You need to be able to keep a certain balance in your
will interpret the rules one way and another differently. games. If you've got a character carrying around a Federated-
As gamemaster, you are running the game. By default, Barrett Magshot Gauss Rifle and everyone else has slug-throw-
your interpretation is the law. That's it. Unless you happen to ing pistols and rifles ... well, you know who 's going to win that
have one of the developers in your gaming group, you can be fight.
pretty confident that there won't be anyone who can overrule You need to be able to maintain a balance in your game.
your decisions; the FanPro game police will not come knocking The bad guys have to be as smart and powerful as the good
200
RUNNING JHE GAMI
guys if there 's going to be any challenge at all. So you have their weapons confiscated , or maybe they are faced with a
two ways to deal with the "power gamer." Either you run a superior enemy who gives them the choice to surrender or die.
"power campaign " or you limit his access to toys. If they're smart, they'll choose to live another day. Of course, if
There's nothing wrong with running a power campaign. they're Clanners , they'll likely be rolling up new characters
Your characters have access to all the cool toys and so do soon enough ...
their opponents . Things die quickly and you're sure to go Just set the limits, enforce them , and you'll be all right.
through a few characters, but they blow things up real good! Challenge your players. Whether or not they say it, that's what
The only bad thing about power campaigns is that, sooner or they want.
later, your players will get tired of it. You can only go so long
blowing things up with the first or second shots before that You Know, You Did That Wrong ...
gets old. Everyone knows one of these types of people , too . Each
If you want to go the second route, you're going to have to one is different, but ultimately they all seem to exist solely to
set the tone from the get-go. Don't let the characters have be a pain in the neck. Some continuously complain, while oth-
access to anything and everything they want. If they're merce- ers seem to find joy in pointing out every rules hole and then
nary or otherwise not part of a House military, then limit their trying to plug them with their own versions of the rules . And
access to some equipment. The makers of high-tech weaponry then there are those who live to argue and insult.
are not going to sell to just anyone. Governments will make We all know them, and quite frankly, we all probably call at
some weapons and equipment illegal for civilians to own or least one of them "friend." If you can control these people and
use, even if the characters have a contract with one of the keep their natural tendencies in check, then you shouldn 't
Great Houses. If the characters are members of a Successor have much of a problem. But if you have a group of diverse
State 's military, then maybe they simply aren't rated high players, you might find that one of these folks has slipped into
enough to have that equipment issued to them. The militaries your group. Unless you and the rest of the players can rein
are only going to assign their best toys to their best units, and these troublemakers in or they can control their impulses,
then only if there's a good reason. Getting back to that you 'll run into problems. You have a few options at that point.
Federated-Barrett Magshot- the AFFS isn't going to assign The best way to deal with this is to simply call them on it.
those to a BattleMech unit; Infiltrator Mk. II and other special Tell them very matter-of-factly that you and the rest of the
forces units are going to get those before anyone, and even group are having a problem with them. Tell them what they're
the special forces are going to have to justify their issue. doing and what they should do to f ix it, or at least how they
Many weapons and pieces of equipment are also House- can control themselves. Don't be malicious, and don't sling
specific. A character from Rasalhague just isn't going to be back at them what they've been slinging at you . Be polite and
able to got one of those Mags hots without making a trek calm . If they're mature, they'll do their best to be able to work
across the Inner Sphere and taking it from the cold, dead with the rest of the group.
hands of a FedSuns armored infantryman. Likewise, some If that doesn't work, you can try to hit them where it
equipment is era-specific, which means that prior to a specific counts: in their character. Take their toys away or perhaps give
date , it didn't exist, and for quite a while afterward it didn't them a little more opposition than the rest of the group. Make
exist in large numbers. them realize that they're being targeted because they are
You have the power to determine just how available cer- causing a disruption within the gaming group. The game is
tain pieces of equipment are in your game; the codes we've supposed to be fun and they're preventing that from happen-
given you in CBT:RPG and subsequent products are only a ing. Until they shape up , their character will be singled out.
guide for you. If you don 't want something in your game , then The final option should also be the last: ask them to
don 't allow it. Make sure your players know what they can and leave the group. If you have an otherwise close-knit group, but
can't have access to as starting characters. one person is causing so many problems that no one else
If your players want something, make them work for it. If wants to game with him, then the choice is clear. It's unfortu-
that Rasalhagian wants a Magshot, then make him get one. nate if you have to go to that level, but if the game is going to
The hard way. Make the player characters' acquisitions the collapse , then you've got to make the decision that will keep
goal of one or more adventures. Of course, they should also the game, and the fun, going.
realize that even if they get what they're after, whoever they got
it from might want it back. Or someone else will want to take These Dice Suck!
it from them. What goes around, comes around . Luck plays a large part in just about any tabletop or role-
Finally, you may have a character who somehow got his playing game that uses dice. In fact, that's why dice are
hands on something that he really shouldn't have. Take it away used-to best simulate the part that luck and uncertainty play
from him. If one character has a game-buster of some sort, in the real world. Each character has a number of skills, each
don't let him keep it. Sometime during his life , that character with different skill bonuses that represent their relative apti-
must have made some enemies. Use them. Have them take tudes-just how good or bad they are. Add a 2D10 roll to the
the characters' toys away. Maybe they get arrested and have skill bonus and compare that number to the target number to
201
see whether or not the character succeeded. All things being That seems pretty self-evident. After all, there's a table on
equal , the average result of a 2D10 roll is 11 and the TN of an page 209 of CBT:RPG that tells you how many XPs to give
easy task hovers around 8. This means that, far more often out. That's a good place to start, but there's much more you
than not (13 out of 20 times for a character who has been can do.
trained at a mere +1 bonus level in a skill, or about 65 per- Sometimes a player's character will do something
cent of the time) , the character will succeed. Of course, it also absolutely incredible, either coming up with a truly ingenious
means that 35 percent of the time the character is going to plan or accomplishing a marvelous feat. The typical award for
fail. that, according to the chart, is one measly XP. Feel free to
If you've played games, any games, for any period of time, award more if you think the character deserves more. For exam-
you've seen runs of incredibly good luck and runs of pure rot- ple , if a MechWarrior comes up with a good plan to ambush an
ten luck. One night, a person's dice may be so hot that he is oncoming ' Mech company, that might only be worth 1 XP. On
absolutely unstoppable where another night that same person the other hand, if one of the characters comes up with a plan
couldn't hit the broad side of a barn from ten feet away. to use a platoon of techs, medics and other support characters
There's that 35 percent of the time where everyone is going to that successfully takes down the same company of 'Mechs,
fail , and sometimes that 35 percent gets clumped together. that might be worth 7 or even 10 points. Use your judgment.
That's luck for you . Don't give out XPs for every successful weapon hit, but at the
Unfortunately, luck may play such a big factor in the game same time don 't be stingy. XPs are the only way your players'
that the entire group of characters might end up getting shaft- characters are going to advance and get better.
ed through no fault of their own because of an unusual run of Of course, there are other ways to reward them, too. If the
bad die rolls. Now, if they're not in any danger but are simply characters are mercenaries and they do an outstanding job for
having a bad time, you won't have to worry too much-except their employers, they may be rewarded with a hefty bonus,
for the night when they get their luck back and repay you, the additional salvage rights , new and high-tech weapons or
gamemaster, in spades with three dozen high rolls in a row. exceedingly generous terms on their next contract. Maybe one
There will be times , however, when their abysmal luck will of the enemy officers they captured had a bounty on her head
not only depress the players, but will place the characters in that they can collect, or perhaps information about a hidden
serious jeopardy. In these situations , you may want to act. Edge cache falls into their hands .
can go only so far in cases like this, and if the players couldn 't Those aren 't the only options. Be creative. Give them
hit a roll to save their lives, their characters may well be in dan- something interesting. Plunge them into the history of the
ger. If you are the kind-hearted type of gamemaster (whether or BattleTech universe, if you want. As a reward, someone could
not you would ever admit that fact to your players-by the way, give them the first 'Mech that Aleksandr Kerensky ever piloted
don't admit it if you can help it!) , then by all means intercede (whether or not the story is true), or a battle standard carried
on their behalf, subtly. Perhaps the individuals they are fighting by the SLDF in the Liberation of Terra. Or a notepad filled with
suddenly suffer a communications breakdown, or maybe they the scribblings of Kearny or Fuchida. Use your imagination.
have technical difficulties. A friend in high places could lend the The sky's the limit. And if you can use the players' reward to
player characters some covert assistance, or maybe another dovetail into a new adventure, or set the scene for one down
team has been assigned as their backup and comes in to save the road, all the better.
the day-and steal the glory.
The key here is not to pull the characters' fat out of the ORGANIZATION AND
frying pan every time they screw up or find themselves in a ADMINISTRATION OF A
potentially dangerous position. Let them play themselves out.
LANDHOLD
If they get a few bad rolls, they've each got some Edge they
In many places on ancient Terra, particularly in Asia and
can burn. You only want to intercede when they're doing every-
Europe, before the dawn of instantaneous communications
thing right but their dice just turned cold (or, alternatively, when
and powered travel, many empires were run by kings who
yours are just on fire).
needed to delegate their authority to other trusted family mem-
Of course , you could be tl1e type of gamemaster who
bers and friends. Filling this need established the system
wouldn't ever do that. After all, bad luck does rein in the real
known today as feudalism . The nobility, who were granted
world , too , and pure happenstance has caused many a
their own regional fiefs in exchange for an oath of fealty to the
tragedy. Or perhaps your players don't want you to even con-
king, governed in the name of their sovereign, managed their
sider helping them out that way.
assigned land holds and raised troops and taxes for the mutu-
In that case , well, someone might just end up rolling a
al benefit of their holdings and the entire kingdom.
new character. That's not necessarily a bad thing, either.
The feudal system died out in the 20th and 21st cen-
turies on Terra, though many families could still trace their lin-
REWARDS
eage back to those ancient times. Democracies and republics
One last note on creating the scenarios: reward your play-
rose in their place. No one knows for certain how the feudal
ers.
system returned after humanity spread out among the stars,
202
," ,jP4.1>"
:? '
1 ~ ~"' "x
but popular theories Attribute it to the collapse of world gov- counties, which may in turn be divided into baronies, each
ernments and the waning of the Terran Alliance's power over ruled by a baron, who controls cities, villages, or even a single
colonies ever farther away from Terra. These theories also outpost or fortress.
conclude that the massive bureaucracy and partisan bickering More than mere land, a holding's worth is a direct mea-
common to democratic, republican and corporate leaderships sure of the resources a noble can draw upon, such as timber,
were too slow and inconsistent to provide for the mutual pro- food, water, metals, fuels, industries and people. The taxation
tection, stability and prosperity of far-flung worlds. Whatever of these resources can help the noble maintain the land, pay
the reason, the nobility rose once again as charismatic and the duties owed a higher noble, raise a defense force and
powerful leaders stepped into the vacuum of power across the even maintain a tidy surplus for his or her personal use.
expanse of human-occupied space and staked their own Sufficient holdings can allow even a baron to raise a small
claims to authority and greatness. Through the fine arts of army, while particularly well-off dukes can finance a full 'Mech
negotiation , guile , and if necessary, treachery, these leaders regiment, plus the support troops and transportation to back it
earned the trust and fealty of others, expanding their influence up. Some nobles, particularly those who are also warriors,
until they formed empires across the stars. These empires even claim holds that are not landholds at all, but JumpShips,
ultimately became the six Great Houses of the Inner Sphere- DropShips and all the 'Mechs, vehicles, and troops aboard
Steiner, Kurita, Davion, Liao, Marik and Cameron. them. Many such nobles earn their living by selling their mili-
Though only five of these Great Houses remain since the tary services to the highest bidder, joining the ranks of the
fall of the Star League, the feudal system remains a fact of Inner Sphere's many mercenary units.
life for the peoples of the Inner Sphere. Basing their power on Not all holdings are exclusively maintained by nobility,
a flexible yet absolute command over many layers of lesser however. Though most commonly considered the domains of
nobility, these families have reigned for centuries, providing a the aristocracy, many nobles have bestowed land grants upon
stable cultural identity and a sense of continuous leadership those warriors who have served them most faithfully. Most
ever since they came into their own. large mercenary commands, such as the Gray Death Legion
and Wolf's Dragoons, possess such "warrior holds ", commonly
HOLDINGS referred to as securities. Such grants give these warriors a
Along with titles, bestowed by generous rulers in exchange home to call their own , but are also commonly used to bind a
for fealty, many modern noble families also received a grant of mercenary unit closer to a family or Great House.
territory to rule over as they saw fit in the name of their lord. The table below provides a general overview of the land
Over the centuries, land grants issued, revoked and re-issued grants commonly provided to the basic levels of nobility. This
left many titled families without a holding, but today almost as table also gives the average annual income each landhold
many claim the responsibility and the privilege of caring for might bring in for the landholder after all other expenses
their own corner of their majesty's empire. (including basic defenses, maintenance of household staff and
Holdings most often refer to landholdings, grants of land equipment, and proper taxes to the state) have been paid .
on some world or worlds connected to a particular title. These figures only represent an average and only consider
These holdings can vary in scope and in value. For example, land area fit for human habitation and development. Note
the Duke of Omaha directly controls only a few thousand also that personal income is based on a standard model for
square kilometers on New Nebraska's northern continent, but landhold maintenance. To see how average personal income
those holdings include the capitol of one of the Federated and a landhold's expenses work together, see Maintaining a
Suns' most important grain-producing agricultural worlds. By Landhold, later in this section.
way of comparison, the Duchy of Oriente includes 15 planetary
systems and fields a size-
able portion of the Free
Worlds' League military AVERAGE LAND GRAN1'"S'
forces.
The rank of nobility TltJe Average Average Annual Example
determines the order of peer- Land Area Personal Income Landhold
age as well as the extent and Knight 10 sq. km 100,000 C-bills Castle or4ortification
value of the holdings. The Baronet' 600 sq. km _200~000 C-hills Small town or village
duke of a world, for example , Baron "'1,200 sq. km 400,000 C-bills Large town or city
may divide his holding among Viscount# 6,000 sq. km 800,000 C-bills Small continent or large islands
marquises, who rule over the Count 20,000 sq. km 1,600,000 C-bills Continental land mass
individual continents . These Marquess 120,000 sq. km 15,000,000 C-bills Small moon or multiple continents
marquises then may have Duke 600,000 sq. km 125,000,000 C-bills Planet
their land divided among vari-
ous counts, who rule over
203
Households food service, pro-actively heading off possible health risks
Originally derived from the noble family (or house) that before they become a problem.
ruled the landhold , the term "household" is applied to the Households with a heavy military capacity entrust the
technicians, laborers, specialists, and dependents who are smooth maintenance of their offensive and defensive capabili-
associated with a given hold, regardless of whether the hold- ties to a weapons master. Typically a senior-level tech or a
ings belong to a noble family or a military unit. The household veteran warrior versed in the technical requirements of various
encompasses the support personnel, including administrators, weapon systems , the weapons master often doubles as a
troops , workers and families who remain home on the land combat training officer for new recruits or a tactical officer for
grant while the noble or military unit is away. the master of the household . The weapons master's duties
The size of a household varies with the size of the land overlap with some of those of the senior tech, especially on
granted to the noble or military unit, and the resources it pro- matters of maintenance and the securing of supplies neces-
duces. Household staff can include medical specialists, tech- sary to keep the household arsenal well stocked and ready for
nical experts, various skilled and semi-skilled laborers, securi- use as needs demand.
ty troops and personal servants. Military units, who need to All household staff are coordinated through a freehold
travel light during campaigns, cannot take all these support steward, commonly referred to in noble circles as a chamber-
personnel and dependents with them, and select those most lain. This individual is the house master's right-hand man , an
suited to a mission before departing. While on lengthy assign- official who oversees the affairs of a holding whether or not
ments away from their households, however, these nobles or the master is present, and who answers only to the master.
military units often hire temporary staff from the local popula- Some chamberlains even have their own staff of senior admin-
tion as unanticipated needs arise. istrators to assist in this task. In addition to the chamberlain ,
Household communities are typically self-sufficient, stable most households also retain the services of one or more legal
and compact, but in large landholds they can spread out to fill experts, particularly those versed in contractual and property
the entire area. The most trusted members of a household laws.
will generally be housed within the noble's central manor, man- Larger households, particularly those with off-world inter-
sion or palace, or a military unit's headquarters base. Their ests, also maintain a scientific support staff which includes
principal loyalty is to the master of their household-whatever planetologists, meteorologists, biologists, and other scientific
his title-and beyond that to the lord or officers above him. specialists whose job it is to assess any potential hazards
Typically, household staff is organized along its own hierar- when traveling abroad, or to monitor and report on the condi-
chy, a chain of command that exists regardless of whether the tions of the home holdings.
household is that of a civilian noble or a mercenary unit. Households with a military presence also require a mili-
Though varied in accordance with the family or unit's philoso- tary chain of command for all aspects of security and defense,
phies, almost all households throughout the Inner Sphere of the landhold itself and those assets that may travel abroad.
maintain this structure, which helps to coordinate the activi- The most important duties of these household troops include
ties under the direction of the master of the house. maintaining adequate bodyguards for the household's most
Households that possess a variety of military equipment important members and providing support troops for any
or other heavy machinery require technical support to maintain 'Mech or vehicular forces also claimed by the master of the
such equipment. This technical support staff is coordinated house.
by a senior tech, who usually answers only to the master of
the house or the unit commander, and whose responsibilities ENTAILMENT
include overseeing all specialized technicians and assistant Just as nobility have the right to hand out portions of their
techs ("astechs") on the household staff. Below this individ- own holdings to those commoners considered most deserving,
ual is usually a senior astech, an assistant technician whose they also may revoke such a grant, but only within certain lim-
primary role is the training, discipline and deployment of the its. Specifications of a landhold , as well as under what condi-
household's permanent or locally raised force of unskilled or tions it may be revoked, are spelled out in the title contract
semi-skilled technical support staff. when the holding is first conferred. Some holds are granted
Medical personnel are even more critical than technical to a warrior or a lesser noble and his family in perpetuity, but
support staff, as even the smallest noble household requires many include entailment clauses that can be invoked for mat-
the services of a well-trained medical team. This staff is coor- ters as minor as the lack of an heir to retain the land after the
dinated by a house doctor or chief medical officer, who is landholder's death. Under common law and tradition, patents
responsible for the well-being of the entire household. of nobility cannot be revoked , nor can patents tied to a partic-
Assigned a team of medical specialists in more affluent ular world or landhold be separated from those holdings.
households, or a staff of nurses and medical care technicians However, the vagaries of contractual law and the ever-present
in less fortunate ones, the house doctor is responsible for lust for power and control have sparked many wars in the
more than just caring for the sick and injured . Most house Inner Sphere aimed at doing just that.
doctors also take an active role in supervising sanitation and Land awarded by nobility also includes whatever retainers,
204
household staff and troops go with it. If the land is revoked influence may also affect the budget, as well as his or her rel-
under entailment, many of these retainers may be displaced or ative income level.
simply revert to the control of the higher noble who invoked To establish some starting values, a gamemaster should
the entailment clause. Rarely do these retainers leave with work out the nature of the landhold, such as its locale
the landholder who has been stripped of the land , as this indi- (whether or not it lies within two or three jumps of a hostile
vidual will no longer be able to support such an extended fami- border or the Periphery) and its primary income source (agri-
ly without his or her grant. cultural, commercial, light or heavy industry). Gamemasters
should work with the affected character on the nature of the
MAINTAINING A LANDHOLD holding, but may choose any fair method-including random
Characters who possess the Title and Land Grant traits rolls-to determine if any events occur in the course of a year.
are members of the Inner Sphere 's feudal nobility who also Once all values are set, the landholding character makes
have been given a land grant and vassals to rule over. Even a 2010 roll against his or her Administration Skill with a base
while they are away from their holdings on a diplomatic mis- TN of 10, applying all applicable modifiers for the given year.
sion , political crisis, military campaign or merely a vacation, For every 2 points by which the roll succeeds, the character
the holdings continue to generate income for the landholder. earns an additional 5 percent over the average annual income
Exactly how much income depends on the management skills described in the Average Land Grants table on page 203,
of the landholder and his or her household staff, though out- reflecting a healthy fiscal year. For every 2 points by which the
side factors may also play a role. roll fails, the character loses 5 percent of the land 's yearly
The tables below outline a simplified version of the stan- income, reflecting money spent on damage control and recov-
dard budget used by an average landhold (regardless of size), ery. On a fumble, the character's poor management runs afoul
and how conditions and events influence the amount of income of his or her local lord, who may invoke an entailment clause
a character receives through a landhold on an annual basis. or strip away some of the holding. To establish the landhold's
Landholders may shuffle resources as needs arise, directing total annual budget (which includes the landholder's income) ,
more of the total budget for a year into repairs after a natural divide 100 by the landholder's annual income percentage, then
disaster, or into defense and security to guard against a proba- multiply the landholder's actual annual income by the result.
ble attack by neighbors. Wise landholders keep such changes These rules represent a simple guide to the complexities
temporary, however, lest an angry population appeal to the of running a feudal landhold. Players and gamemasters are
nobility above him or her-or worse, the government of the pre- encouraged to roleplay as much about the process as they
vailing Great House-and threaten the possible invocation of can to better tailor the system to their own needs.
entailment procedures against the landholder.
Many events
may occur to a land-
hold during a given
year as a result of LANDHOLE:;I EXPENSES TABLE
random chance,
such as a major get <A"nual)., . ,
natural disaster like (100 1 Landholder's lncome .Percentage.) x J:.andholder's 'Income ....
an earthquake or (If not determined for the previous year; ·use the average income shown in the Average Land Grants
meteor strike, or a table on page 203, and assume a standard 5 percent Landholder's Income Percentage.)
manmade problem
such as nearby lncomej(Expense · .% of Landhold Total Notes
fighting. Events like ·· lncom~ (Stalldard)
these can negatively State Taxes 20% ' Duties 'and taxes levied by the government
impact a landhold 's and/or higher nobility rank~
average income for Landhold Infrastructure ~ 15% Maintaining roads, basic utilities and equipment
the year, though the Landhold Supplies 20% Any material not produced on the landhold
strength and viabili- including food, water, entertainment and luxuries
ty of the landhold Landhold Staff 20% Landhold administrators, laborers, and other
itself may mitigate support staff
these effects. The Defense/Security 20% Maintenance costs, reflecting total size of
landholder's title defending forces.
and corresponding Landholder's Income 5% What the landholder earns through taxation of
the landhold's population
205
TITLE SYSTEM
The rebirth of the feudal system in the 24th
century worked its way into all the major powers of
the Inner Sphere , nations that eventually formed a
cultural identity based on the families who finally
attained the ultimate positions of power in each
major realm. Initially based somewhat loosely on
the old European system used on medieval Terra,
the trappings of nobility gradually took on alternate
forms in each great power as a result of wars, revo-
lutions and other political struggles. In the Lyran
state, for instance , the titles of nobility took on
German styling, as a result of the Steiner family's
Alter~atlve Budgeting
predominantly German origins , while the intensely
·lnfrastrllcture is underfu.nded (under 15%) "
Japanese-influenced Kurita family brought their
Infrastructure is overfunded (over 20%) '
Landl:!old is understaffedjunder ;!:5%) Draconis Combine back to the age of the shoguns.
Landhold is ovef:Staffed (over 25%) The range and authority held by a title's
Landhold Supply $hortage (under,15%) holder, and the amount of land and resources he or
Landhold Supply Surplus(over 25%) she may lay claim to , vary from state to state , and
Defense Underspendinl(under 15%) even between regions within a single state. This is
Defen~e ·over~pef1ding (<;>yer 25%)" largely due to chance events or cleverly arranged
Landholder Tax~Evasion (under 20%) political marriages throughout the history of the
Excessive Taxation (over 5%) noble bloodlines. However, though titles and influ-
ence may vary, the order and prestige of the title
system remains the same despite the names and
Character is not titled
land holds.
Character is a Knight
Character is a Baronet At the lowest rung of nobility, scarcely above
Character is a Baron the common folk but still set apart for noticeable
Character is a Viscount contributions to the state in some way, is the
Character _is a Count knight. Hundreds of orders of knighthood exist
Character is a Marquess throughout the Inner Sphere, each created by a
Character is a Duke decree of the local rulers . Used as a reward for
Good Reputationt -1/level superlative accomplishments in the name of the
Bad Reputationt +1/level local lord or those above him, knighthoods have
been bestowed for exceptional military service or
Non-Military Events
major contributions in music , science, literature or
Natural Disaster, Minor +3
Natural Disaster, Major +6 other arts. The bestowing of a knighthood does not
Political Scandal; Minor'!' +2 typically confer any land to the title bearer, and is
Political Scandal , Major'!' +4 almost never a hereditary title, but the title retains
Character involved in scandal'!' +5 a great deal of political clout compared to that of a
commoner in the feudal societies of the Inner
Military Events · Sphere. Members of a knighthood are typically
(Reverse ·Defense Spending Bonus/Penalty Effects) referred to in formal situations by their names, fol-
Landhold Raided (Light) . +3 lowed by the knightly order to which they belong. A
Landhold Raided (Heayy) +5 noteworthy exception to this rule is the Free Worlds
Landhold Invaded (Reclaimed) +8
League, whose Knights of the Inner Sphere use the
Landhold Invaded (Overrun) · +12
medieval practice of prefacing a knight's name with
Attackers are pirates +1
Character personally defends§ -3 "Sir" or "Dame", as gender dictates.
Baronets are the lowest level of landholding
* Or fraction thereof. nobility. Originally devised by the English during
t Applicable only if thereputation is on the world of the affected land grant. Terra's Middle Ages , the title was conceived as a
tAny characters involved in the scandal automatically receive the Bad
way to raise money by allowing commoners to pay
Reputation Trait, applicable to the world where the affected holding is.
§The character's personal role in any defense of the holding confers the Good for the privilege of becoming nobility. Like a knight-
Reputation Trait, applicable to the world of the affected holding, cumulative to a hood, a higher-ranked noble may bestow a baronet
maximum level of 2. title upon a commoner, usually to reward a truly
208
RUNNING 1HE GAME
extraordinary service or contribution to the state, in cases Counts and countesses hold the next highest position in
where knighting does not suffice. The title may also be pur- the order of noble peerage . Though many states vary this title
chased by extremely well-off commoners , but such a practice wildly, including the occasional Federated Suns world where
is rare today. Unlike a knight, a baronet commonly receives a the old English title of earl is used instead, a count (or arch-
land grant (called a baronetcy) in addition to the title . The titl e count for those wielding more power) is commonly a landhold-
is also hereditary, usually passing to the eldest male heir upon er who claims an entire continent or a populated moon as his
the bearer's death. A baronet is usually referred to as "Sir" or or her hold. Only in rare cases is the title of count merely
"Dame" as gender requires, followed by the titleholder's family honorary, possibly the result of a past war or political disagree-
name. ment leaving the bearer stripped of the landhold. The title is
Next in the line of noble ascension are barons and hereditary, normally passing to the spouse or the eldest child
baronesses. This hereditary title is often associated with upon the bearer's death. In formal situations, the use of a
landholdings roughly the size of a city, but in practice the count's title and family name is typically followed by the name
power and holdings of a baron in the Inner Sphere vary of his or her landhold . As with barons, the terms "my lord " or
tremendously. The title of baron may be bestowed by a higher "my lady" also apply.
level of nobility in exchange for service to a crown, but can be Above the count in noble peerage is the marquess. Once
merely honorific or include feudal attachments. Some land- again, this title varies with the stylings of the state where it is
holds (known as baronies) in the Inner Sphere and Periphery being used , but regardless of whether the specific title is mar-
encompass an entire world , but the majority are focused on a quis, margrave, daimyo or prefect, the power and prestige
single city or fortification. In most states, a baron is remain unchanged. The title traces its origins to the German
addressed by title and family name, and referred to in formal markgraf (literally, "border count") , and refers to rulers in fron-
conversation as "my lord" or "my lady" as gender dictates. tier or border regions. The title is hereditary, of course, and is
Some states , notably the Lyran Alliance, refer to a baron by his rarely given without a land grant, though in some rare cases
or her holding, such as the Baron of Stuttgart on Kaumberg the landhold may have been lost and the title remains as an
("Baron von Stuttgart"). honorary distinction. In the Successor States, marquesses
often rule large provinces of worlds or entire worlds within a
207
multi-world duchy near a state's border or frontier. As with been a major cornerstone in the stability of the feudal system.
count and baron, the use of the marquess' title, family name Variations on the duke title, such as grand duke , great duke or
and landhold in formal gatherings is commonplace, with "my archduke , have appeared from time to time, but rarely do
lord " or "my lady" serving as shorthand. these titles imply any superiority in peerage to other dukes.
Dukes and duchesses are the highest-ranking members of Regardless of gender, a duke or duchess is traditionally
patented nobility, and are also the most widespread of the addressed as "Your Grace" , followed by his or her title and the
titles in current use. Found in all five major Inner Sphere pow- name of its constituent landhold . However, some Periphery
ers, dukes and their families often govern entire worlds or star dukes who wield absolute power in their region have taken to
systems in the name of the nation's ruler. Less common are using "Your Excellency" instead.
dukes who claim several worlds or systems in their duchies. The title of prince, used only by the Federated Suns
Dukes hold considerable power over their territories, entrusted (though each of the other Great Houses has devised its own
with it as the most important of the ruler's viceroys. In some variation, such as the Lyran Archon, or the Capellan
cases, their political power and influence are felt more keenly Chancellor) , is not so much a title of nobility as a statement of
than those of the distant lord to whom they ultimately hold rank. The title of prince or its equivalent may be applied to
allegiance, and some dukes have been known to run so inde- any sovereign who wields absolute or near-absolute power over
pendently of their masters that they effectively operate as sov- an entire realm. The more hereditary monarchies of the Inner
ereigns in their own right. In fact, some duchies in the Sphere also use the term prince or princess to refer to any
Periphery became sovereign after severing their ties to local members of the royal family who are in the line of succession
overlords. While such a system has ultimately encouraged its to the royal throne . A particular principality is reserved for the
share of rebellions against the ruling Great Houses as well, by prince and his or her heir apparent as well. Such a principality
and large the various duchies of the Successor States have is typically a major world in the realm , and possibly a few
minor ones nearby.
A prince, princess or
J;;XPANDED SOCIAL STANDING . ATTRIBUTE TABLE
_,
,;p ,,;,
.
, ·." ·• . "@f8• ... .. · .··•
. .~
..•. ' . :.~
sovereign of equiva-
lent rank is common-
Lyran Federated Capellan Free Worlds ly referred to as
Alliance Suns Confederation League "Highness."
lndeAtured Indentured Servitor-Lower Indentured
;;.>·~
"' • Some nobles in
Lower Lower Servitor Lower the Inner Sphere pos-
Middle Middle Citizen Middle sess multiple titles ,
Upper Upper Honored Citizen/ Upper
the result of succes-
Warrior House Member sive awards by their
p Baron Baronet Warlord-Lower Baronet; Knight ruler or because of a
6 Graf Baron Shonso/ Baron
marriage between
Warrior House Master noble lines in the
7 Landgrafj-grave Count/Viscount Mandarinn Count/Viscount past. In political cir-
8 Duke Marquess Lord/Prefect Marquis cles , the highest rank
9 Grand Duke Duke Duke/High Prefect Duke
of nobility one has is
10 Archon Prince Chancellor Grand Duke generally considered
the primary title, and
soc Draconis Free Rasalhague Periphery Clan the landhold and
Score Combine Republic influence of the bear-
1 Unproductive Tral Slave Dark (Bandit) Caste
er tend to be based
2 Commoner Lagklass Lower Laborer Caste
on it. In cases where
3 Middle Class Medelklass Middle Merchant Caste these multi-titled
4 Upper Class 6verklass Upper Technician Caste
nobles also have an
5 Samurai Riddar Baronet Scientist Caste heir (typically an
6 Shugo Friherre Baron Freeborn Warrior
eldest son) , the sec-
7 Tozama Daimyo Grev Count Trueborn Warrior ondary title is con-
(Reaved Bloodhouse)
ferred upon the heir.
8 Daimyo Varldherre Marquess Trueborn Warrior Lesser titles, if any,
(non-exclusive Bloodhouse)
are then borne by
9 Shogun Hertig Duke Trueborn Warrior younger siblings of
(exclusive Bloodhouse)
the heir, in order of
10 Coordinator Prince Elect Sovereign Khan birth rank.
208
RUNNING I'HE GAME
Variations on the Title System their station. The same rule applies to any enemies the player
The five Great Houses of the Inner Sphere, over centuries character may have, except that where a contact will try to
of evolution, have varied the usage and forms of nobility in help a player character get out of a jam , the enemy will be
accordance with their dominant cultures and the political geared toward getting him or her into it.
upheavals throughout their histories, but most use the same
basic tenets described above. The Lyran Alliance, for exam- USING THE CONTACT
ple, uses more titles styled along German lines, as does the AND ENEMY TEMPLATES
Free Rasalhague Republic, though with variants of its own. By You can create contacts and enemies using the simple
comparison, the Capellan Confederation and the Draconis templates below. Gamemasters should note , however, that
Combine use Chinese and Japanese variations, respectively. unlike previous templates , the contacts and enemies outlined
Some title variations have come into use only recently, here are designed to hold statistics relative to those of the
such as the institution of new titles throughout the Draconis character to whom they are connected, whether or not they are
Combine. Where once only a smattering of dukes and war- friends or enemies . Furthermore, these special NPCs have an
lords existed, a recent change enacted by Coordinator influence ranking, indicating how much "pull" they have in their
Theodore Kurita-perhaps to salve the wounded egos of those given area , an important factor in dealing with the needs of a
in the nobility who have come to resent his ongoing reforms- character.
has moved toward more traditionally Japanese terms. The Contact/Enemy Template Table below outlines a char-
Daimyos and shoguns now pre-empt these generic titles in a acter-based rapid generation system similar to the Generic
growing part of the Combine. Encounters (p. 220) , but is designed with player characters at
The table below expands on the Social Standing Attribute any level of experience in mind , rather than starting characters
for CBT:RPG characters, while also underscoring the differences only. All Attributes , traits and skills for these special NPCs are
in the nobility nomenclature used among the various affiliations based on those of the player making the connection. To deter-
of the Inner Sphere, Periphery and Clans. In a few cases , more mine how much better or worse than the player character the
than one possible title is attainable at a given level of social NPC is, simply cross-reference the level of the contact or
standing, provided that the character also possesses the appro- enemy and add to the Attributes or traits as needed, using the
priate level of the Title Trait. Such a character may claim either net total of the player character's Attributes and traits as a
title so long as it can apply to the character. guide . Set the Attributes using the point value determined by
adding the number in the Attributes column to the net number
ADVANCED CONTACTS of Attributes found on the related player character. Traits are
AND ENEMIES RULES determined the same way, after summing up the net point
The Well-Connected and Contact traits, and their In for value of all traits-positive and negative-held by the player
Life and Enemy counterpoints, are potent tools and plot character.
devices for player characters and gamemasters alike. Mainly The number of relevant skills , the number of skill points
developed in the character generation process , and possibly and how far any skill may exceed an equivalent player charac-
accumulated through adventures as well, these contact traits ter's skills are also noted on the table. For example, a Level 1
provide for key supporting NPCs the player character may draw Contact (or Enemy) of a player character would have the same
upon for assistance or information. By the same token, the number of Attribute and trait points as the player character,
gamemaster may be able to build an entire adventure out of possesses a total of 8 to 10 skills , and can have a level higher
taking on and defeating a major enemy. than the player character on any skill the NPC also possesses.
All too often, however, the temptation arises to treat a When selecting skills , each point spent represents a level
contact as a simple servant and data bank. Players, stumped of skill , starting at 1 point for a zero-bonus skill, 2 points for a
by the adventure or merely looking for the easy way out, often +1 Skill Bonus, 3 for a +2 , and so on. Every contact NPC
turn to their contacts for cannon fodder. The fact is, these should be given at least one interest skill based on their role ,
supporting characters have limits , much akin to those of the for the purposes of determining what level of knowledge they
player character in question and their relative point value. may possess of value to a player character.
The easiest
and most direct
way to set these
CONTACT/ENEMY TEMPLATE TABLE
limits is to gen-
erate contacts
NPC Ranking Attributes Traits Skills (Points) 1 Limits Influence Sample NPC Type
as major non-
Henchman -5 -2 6-8 (15) 1 +0 None Underworld Thug
player charac-
Level l +0 +0 8-10 (20) I +1 Low Underworld Runner
ters, with com-
Level 2 +5 +2 10-12 (25 ) 1 +2 Medium Underworld Lt.
plete statistics
~ Level 3 +10 +4 12-15 (35 ) 1 +4 High Underworld Boss
appropriate to
209
Contact;Enemy Influence character significantly more aid , but only to the limits of their
The amount of influence a contact or enemy has can reach. At Level 3, the contact or enemy has a network of
directly affect the amount of information or assistance they friends and resources to draw on , capable of obtaining any
can bring to the table. This level of influence increases in pro- support the player character may desire even if the player
portion to the rank of the contact. character is hundreds of light-years away, so long as he or she
Lower-level connections, for example, may have a Low remains in this individual's jurisdiction. Once the base loca-
influence rating . These contacts know some people in the tion for the contact or enemy is established, it should be much
local area and maybe can give directions, or know somebody easier to employ these special NPCs as best fits the scenario .
the player character should be speaking to, but are otherwise In order to use their contacts , most player characters try
useless for aid and information . They are essentially "street either calling or journeying to the contact's base of operations .
level " contacts whose knowledge is specialized to their own If they do so in search of a contact per their Contact Trait, this
small corner of the universe, and who, at best, have a few reli- individual should not be hard to find. This is especially true of
able friends possibly willing to offer their services to help the the lowest-level connections , who should not even require a
player character. The same basic rules apply for enemies, roll. Higher-level contacts , who tend to be busier as they have
except that the information could well be focused on the play- more responsibilities, will likely be shielded to some extent by
er character himself, and the friends of this same enemy levels of underlings , requiring a Streetwise , Protocol ,
would only be too happy to serve as henchmen. Negotiation, Fast-Talk or Bureaucracy skill roll (as appropriate)
Contacts with Medium influence enjoy a higher status in to break through. A penalty equal to twice the contact's level
their particular area of expertise. If military or police, these above 1 applies to such a roll , representing the increasing dif-
connections have a command rank and so can gain access to ficulty of getting through the contact's chain of command . If
documents , manpower, and equipment that their underlings attempting to reach a contact from outside the contact's area
cannot. Their reach can typically cover a planet, though they of influence, this character's roll should be modified by an
may have friends off-world as well-their own contacts , as it additional +4, reflecting the additional hassle of playing
were. Underworld connections or enemies of this nature are "phone tag" (or HPG tag, if the distance is measured in light-
typically officers in their own arena , middle-ranked members of years). Failure in these rolls means the contact is unreach-
the syndicate to which they belong and wielding similar pow- able at the time of the player character's call , and he or she
ers. Civilian-sector contacts in this range could be a well- will have to wait at least a day to try again.
placed corporate executive in middle management, a particu-
larly active scientist or even a titled noble. USING CONTACTS/ENEMIES
Connections or enemies with High influence probably run Attempting to get information or favors from a contact
their show. These are the movers and shakers of the human should be roleplayed , but in a pinch, the player character can
race , the people who hold the lives of thousands-if not mil- roll against his or her Negotiation or Fast Talk skills. This
lions-in their hands. To have one as an enemy is a terrible should be an opposed roll, with the contact adding in the rele-
thing, for there may be no place to truly hide. To have one as vant Interest Skill related to the topic and the character adding
a friend is like having an RCT in your pocket. Contacts at this in any bonuses for high WIL or CHA scores. Other modifiers
level can virtually ignore laws, and can relate information may apply as well, using the Contact;Enemy Modifiers Table
known only to an elite few in their respective organizations. below as a guide. The player character's margin of success or
They can command elite underlings for muscle, and have failure will determine how much information-if any-the con-
access to equipment even their well-equipped subordinates tact can reveal. Using the Quality of Success/ Failure Table on
may lack. Their reach may encompass an entire sector of p. 18 of CBT:RPG as a guide, gamemasters may be able to
space, or even the territorial span of a major realm. However, gauge the value of the information revealed to the player char-
all this power demands a lot of their attention, so contacts at acter. A good Margin of Success, for example, might yield
this level are most often the hardest to turn to in a crisis. information exactly in line with what the player character is
seeking, while a spectacular result could reveal an extra-spe-
LOCATING CONTACTS/ENEMIES cial tidbit that the player character never thought to consider,
To use a contact (or enemy) effectively, the gamemaster but that just happened to slip from the contact's mouth. A ter-
should first determine where he or she is based , relative to rible failure, on the other hand, might indicate the player char-
the player character. Level 1 contacts, for example, are local, acter's line of questioning has made the contact nervous,
confined to a small area on a single world , with few ties to the prompting him or her to suddenly clam up. An abysmal
outside galaxy except for what connections they personally result-or even a fumbled roll-might net the character dan-
may have . If the player character is outside this area, the con- gerously erroneous information, the kind that could lead to dis-
tact's aid may be virtually useless beyond a few tidbits of infor- aster if pursued. Whatever the result of the roll, gamemasters
mation , names or advice they can offer. Level 2 contacts , should consider what information the contact has beforehand ,
whose influence spans a single world and , through what con- and take care to keep it in line with what the contact should
nections they may have, a bit beyond that, can offer a player know in his or her position.
210
This same system applies to getting help other than infor- on how much risk the assistance entails, as well as how much
mation from a contact. In addition to the normal modifiers to the loan of henchmen for the player character's own use might
the Negotiation or Fast Talk rolls, the contact may find the sup- be worth to the contact. Successful rolls in procuring man-
port being asked for prohibitive. If the request is for equip- power or equipment support from a contact indicate that the
ment of any kind, a modifier based on the equipment's tech contact will attempt to provide what the player character
level, availability and legality applies, as well as a variety of seeks , while failures mean the character will either have to
other conditions described in the Contact/Enemy Modifiers make do with inferior equipment and personnel or that such
Table below. support cannot be obtained.
Gamemasters may add more modifiers for other condi-
tions, such as a
request for secrecy
or speed, and so on.
These modifiers
make acquiring rare
and expensive equip-
ment much more dif-
ficult than any single
roll can be expected
to turn up. Even if
such equipment can
be obtained, the con-
tact should request
something in return
from the player char-
acter, as either col-
lateral against the
Using a Contact
"loan" of such gear
or as compensation
Base TN: Opposed roll
~ . .
between· character
.
and contact.
~
211
Enemies will work on harming the character as opportuni- Characters who are In for Life with a secret society or
t ies arise, but their efforts to do so will be relative to their covert operations force may find their situation not unlike hav-
abilities , and their dedication to doing the player character ill. ing a Well-Connected Trait and a Level 3 Enemy Trait in one.
The level of hostility an enemy may offer can be determined While allowed to run free most of the time, these characters
quickly by noting the enemy's level. Higher-level enemies, can also find themselves suddenly pulled back into their for-
though generally busier, are often angrier at the player charac- mer shadowy days to perform a mission or a task for their
ter and may seek his or her destruction , as opposed to a one-time masters. These masters, who automatically rate as
Level 1 enemy, who may simply consider the player character a Level 3 Contacts, may choose to get in touch with the player
target of opportunity. This is not always the case, however, character directly or send lower-ranking associates to do so in
and gamemasters should determine a hostility factor for their their name. In most cases, the player characters may be
player characters' enemies as they see fit. given a choice, but with the heavy implication that refusal
As the player characters go about their daily business, an could mean a very nasty fate.
enemy may lose track of them, especia lly if the enemy is rela- Characters who are " in for life" walk on a razor's edge ,
tively disinterested or if the player character is relatively with contacts in the organization being neither true friends nor
mobile. Should the gamemaster determine that an enemy allies. Even the perception that a player character may be a
may be looking for the player character, the gamemaster "plant" from the outside can have serious consequences. It
makes a roll based on the enemy's relevant searching skills. is not unheard of for some "security liabilities" to be given
Apply to this roll any bonuses for the enemy's Interest Skill assignments that lead to certain death, just to make sure any
invested in the player character, as well as any bonuses for secrets of the organization 's inner workings are preserved by
their own Contact and/or Well-Connected traits. Enemies may their demise.
use their own contacts or resources to procure people and
equipment for use against the player character who has UNDERWORLD CONNECTIONS
earned their loathing. Depending on the enemy's ultimate Among the most dangerous and diverse of a player char-
design for the player character, these resources can be used acter's possible connections (or enemies) are the various
to spy on, discredit, frame, injure, torment or even kill. underworld organizations that exist in the midst of civilization
all around them, quietly working in the shadows and often
Well-Connected and In for Life preying on the weak and na·ive. The vast majority of these
If using the Well-Connected Trait to find a contact, the play- organizations owe their origins to ancient Terra , and have sur-
er must spend 206 hours and make a Scrounge, Streetwise or vived to this day despite the best efforts of generations of law
Protocol skill roll to locate a contact as appropriate, using twice enforcement on every inhabited world.
the level of the Well-Connected Trait as a bonus. If attempting Players with the In for Life, Well-Connected or Contact
to locate connections outside the Well-Connected Trait's desig- traits who earned them th rough activities with the underworld,
nated area of influence, a modifier to the TN should be applied during character generation or roleplayed adventures, may view
based on distance. As a guide, this modifier can run from +2 these hidden power structures as a source for information or
to +4 for being in the same region but outside the trait's influ- other assistance in time of need per the Advanced Contacts
ence range, such as using Weii-ConnectedjSolaris VII while on and Enemies rules. Gamemasters may also use them as a
Skye (which is part of the same region). A +5 to + 7 modifier guide toward the capabilities of any enemies and connections
indicates that the player character isn 't within the same region in the underworld.
where the trait applies, but may use what they know about their
usual connections' operations, slang and protocols to possibly Mafia
scrounge up someone in the same area of expertise. Contacts Most predominant in the Lyran Alliance, Federated Suns
yielded in this fashion will be temporary, lasting for only one and Free Worlds League territories, but found throughout
session or until something forces the contact to break off the human-inhabited space, the Mafia is perhaps the single best-
connection . A player character may only attempt to locate a known criminal organization alive today. The 31st-century
contact using the Well-Connected Trait once per day. In a given Mafia evolved from the organized crime families that arose on
game session, the trait may be used a number of times equal the Terran island of Sicily, where membership was restricted to
to its point value . Italian males and advancement through the ranks was as sim-
To determine the capabilities of a contact discovered in ple as arranging the assassination of one's superiors. Today,
such a fashion, the MoS made by the player character to the Mafia maintains only the titles from its roots , with mem-
obtain the contact should be reviewed and the contact given bership open to all races , nationalities and sexes , and assas-
Attributes, traits and skills pursuant to their function, using the sination limited to those who threaten "the Family."
NPC Contact;Enemy Template Table , p. 209. The level of con- The typical Mafia family's rank structure is generally head-
tact a player may attain using the Well-Connected Trait may be ed by a patriarch (often referred to as the Godfather, or " II
determined by dividing the MoS by 5 and rounding up, to a Capo de Capo"). Next in succession are the capos (chiefs or
maximum of 3 . captains) who are each responsible for different criminal
212
RUNNING tHE GAME
~-
. -
department, such as drug trafficking, gambling, prostitution, deals to keep the peace. They resort to intimidation , black-
racketeering, smuggling and so on. Lieutenants assist the mail , kidnappings , surgical "hits " or other pressures only when
capos, and are in turn assisted by various thugs (or enforcers, one side refuses to budge.
for those seeking a more sophisticated term), runners (those When dealing with more external threats, like a difficult
who deliver messages or material not meant to go through reg- judge, an unintentional witness to their operations or an indi-
ular channels), and hitmen (elite enforcers used only to handle vidual who has asked one too many questions, the Mafia 's tac-
the gravest threats to the family) . In addition to these, the tics get a little more direct. Mafia lieutenants usually send
Mafia also maintains a hold on others throughout their territo- out their more eloquent enforcers, or go themselves, to
ry, employing accountants , software engineers, laborers and explain the situation as gravely as possible to any offending
even portions of the local law enforcement community-some parties. If the warnings aren't heeded , additional pressures
without their knowledge-to manage the Family's day-to-day may be applied , up to and including making the unduly stub-
activities. Some Mafia families, to bolster the collective good- born character " disappear."
will of their "employees ," operate like a corporate business Low-level connections in the Mafia tend to be thugs and
right down to trading stock. Most well known of these is the runners, who generally provide a player character with informa-
Bertoli family, none of whom are named Bertoli and who have tion or even muscle as long as it doesn 't interfere with the
dominated the underworld on Solaris VII for years. family business. Larger favors , of course , will demand a small
Mafia families vary in size and influence, with some ru ling fee , especially if these contacts are asked to extend them-
a portion of a single city while others hold sway over an entire selves to any degree. All of these favors will be limited to
world and have runners operating the local space lanes. what the contact is capable of within his or her own limita-
Some even rule over other Mafia families, in a fashion that tions .
apes the trappings of Inner Sphere nobility. To avoid calling Higher-level Mafia connections would likely be hitmen or
undue attention to themselves and thus allowing the people in lieutenants , whose services may include the "loan " of some
their territories to feel more secure, Mafia families in conflict valuable contraband or of a few henchmen , or information that
over territory no longer engage in the flashy street battles of the lower rings are better off not knowing about. These ser-
Terra 's early twentieth century. Instead , the conflicting family vices, of course, come with a price based on how much they
leaderships meet in a neutral place and try to hammer out might potentially put the family at risk. The price is not always
213
money, so player characters trying to tap these resources Lower-level connections within the yakuza will be far easi-
should take great care. er to come by than higher-level contacts, primarily because
At the highest level, a Mafia contact might be the head of many of these men and women are recruits and apprentices
a family or group of families (depending on the influence of the gumi. As such, their influence is close to non-existent
level), who can bring to bear almost the entire family's appara- in the organization, but they may have some information to
tus for the character's benefit. At this level, however, the play- share that is barred from the common citizen on the street.
er character asking for a favor of such magnitude had better Their code of honor, and the fear of reprisals from their superi-
make a strong case that the Mafia's help is in the family's own ors in the organization, will keep many of these people tight-
best interests. Even small favors granted by a contact this lipped at first-more so if the person asking for information or
high in the organization will cost a character dearly; the real- services is not of obvious Asian heritage. However, once they
world equivalent of selling one's soul to the devil. become convinced that any information or assistance they
yield does not harm the gumi, they will feel honor-bound to
Yakuza help.
Most extensive in the Draconis Combine, Free Rasalhague Middle-level connections within a yakuza gumi would be
Republic, and even much of the Ghost Bear Dominion (where the junior officers (wakashu) or even senior officers (shatet) of
Clan leadership regards them as an Inner Sphere bandit caste), smaller gumi, who generally preside over a particular aspect of
the organized crime clans known collectively as the yakuza form the organization's business (though not always all of that
an Asian counterpoint to the Mafia families. Much more tradi- aspect). These contacts can offer much more in the way of
tional than the Mafia, however, the yakuza have retained their aid and information than lesser kobun, but at a corresponding-
Japanese roots better than most of the ethnocentric organized ly stiffer price. The price may be anything from a large sum of
cartels in existence by the 31st century. Membership remains money in tribute to a favor granted in return, payable at a time
slanted toward males of Japanese or Asian descent, though oth- of the yakuza oyabun's choosing. Situations like these can
ers-non-Asians and females-have managed on rare occasions easily bring an unwary player character into the gumi's web of
to join and even ascend through the ranks. intrigue without exposing the organization to any harm.
The rank structure of a yakuza gumi (clan) is generally At the highest levels, a yakuza contact might be an impor-
styled along feudal lines. Each gumi is led by a kumicho tant shatei, one of the kumicho's advisors, or even the oyabun
(supreme boss) who rules with the aid of his koman (advi- in charge of the gumi. These people are powerful enough to
sors), shingiin (counselors) and a wakagashira (number-two bring a large portion or even all of a gumi's resources to bear
man), as well as a so-honbucho (headquarters chief). The with proper motivation. As with the head of any powerful orga-
senior officers, collectively known as shatei (younger brothers), nization, dealings with syndicate leaders are perilous in the
take orders from the kumicho and in turn rule over the extreme. No matter how friendly these men and women may
wakashu (young men), who serve as lesser officers. Enlistees be toward the player character, they wield considerable power
and apprentices round out a gumi's manpower, which are often that cannot be expended on the whim of an outsider. Unless
known collectively as the kobun (child figures) to the kumi- the player character is willing to make a strong case to get
cho's more popular, informal title of oyabun (father figure). yakuza backing, and show himself willing to do virtually any-
Lesser kobun , used as foot soldiers by the clan, are also occa- thing to attain it, the favors asked from contacts of this level
sionally referred to as teppodama (a term often translated as should be kept modest indeed. Even so, a price tag will be
"bullets," in reference to their expendable nature). attached.
Yakuza operations cover a wide range of criminal enter-
prises, including gambling, blackmail, racketeering and smug- Tongs and Triads
gling of contraband from narcotics to weapons. Operating on Dominant mostly in the Capellan Confederation and the
a chivalric code of honor similar to bushido (the Way of the nearby Chaos March, the tongs and triads appear outwardly
Warrior, practiced by the bulk of Combine soldiery), the yakuza similar to the yakuza because of their preference toward male
avoids street-level crime such as muggings out of respect for Asian membership. This arises from their origins on Terra, in
the common man. The yakuza code of honor extends to inter- the Chinese and Southeast Asian regions, where many devel-
nal discipline as well. As with Combine samurai, seppuku is oped as a counter to government excesses or hostile discrimi-
the final act of atonement for a major breach of honor. Minor nation by their fellow citizens along nationalistic lines. Forced
ones, however, are punishable by yubitsume, a ritual in which to band together for mutual protection when the governments
the offending party severs a finger in atonement. at large tended to turn a blind eye, the tongs and triads each
As a reward for successful service, yakuza operatives developed a symbol-rich, ritual-intense secret society that
receive irezumi, or ritual tattoos, which grow more elaborate existed by conducting business on the wrong side of the law.
and cover more of the torso and arms as their careers Far more contentious than the yakuza, the tongs and triads of
progress. Thus, yakuza with missing fingers and exotic tattoos today generally focus on drugs, prostitution, gambling and
peeking from the collars and sleeves of their jackets are not racketeering, and their activities extend all the way to the
an uncommon sight within the organization. street.
214
Tong and triad organizations are straightforward hierar- ond thought. Outsiders looking to tap into this resource, as
chies that function more like a rigid military chain of command always, should be prepared to pay a heavy price .
than a corporate leadership or family unit. Triad or tong lead-
ers are followed by incense masters and operations man- Black Dragon
agers-the former handling internal discipline and maintaining Virtually exclusive to the Draconis Combine (though
cultural identity, while the latter focuses on the organization's agents of this shadow organization may turn up on worlds of
day-to-day business affairs. Deputy leaders manage smaller other states bordering the Combine) , the Black Dragon society
operations run by the operations managers, while a combina- is more than a mere criminal organization. Dedicated to bring-
tion liaison and recruiter keeps open the organization's inter- ing the Combine back to the days before Coordinator Theodore
nal lines of communication while seeking new recruits . Kurita's reforms, the Black Dragon is a collection of ultra-con-
Enforcers and administrators keep order in the lowest rungs of servative business leaders, old-school military commanders,
the triad or tong, watching over recruits and other ground-level ISF operatives and reactionary organized crime figures (mostly
membership. yakuza) who have banded together for the sake of this com-
Tongs and triads specialize in prostitution, drugs, gam- mon goal. Though each distinct group has its own reasons for
bling, slave trading, racketeering, the black market and some- being part of the Black Dragon , they all seek a return to the
times even anti-government campaigns-a throwback to the time when the Combine strove for nothing less than complete
days on ancient Terra, when they usually acted as revolution- rule over the Inner Sphere.
ary secret societies in their homelands. Less a criminal organization than a politicaljterrorist
Triads and tongs are highly territorial, even when dealing movement, the Black Dragon operates more like a loose
with one another, and often they will violently clash with any alliance of its component members and their most trusted
other syndicate that attempts to move into their territory. underlings. No exact rank structure exists within the organiza-
These clashes are much more visible than those between rival tion , though it is believed that the highest-ranking members
Mafia families or yakuza gumis, largely because most tongs hold irregular meetings to discuss major activities designed to
and triads use street operatives to perform highly visible advance their cause.
strikes in hopes of instilling enough shock and terror to demon- While most of the Black Dragon's activities have been
strate their strength and drive off the intruders. The same going on for years below the surface, a number of high-profile
measures apply to external threats or those who speak against incidents have demonstrated their far-reaching abilities and
the organization within the boundaries of its home turf. their willingness to risk whatever it takes to oust the
Low-level contacts in a triad or tong might be lower-level Coordinator and usher in the "old ways" again . Recent
administrators, enforcers, or even new recruits and the ground- assaults and raids on worlds of the former Federated
level membership. Barely one step removed from a common Commonwealth, an assassination attempt on the Coordinator,
street thug at worst, these connections can provide a wealth and even the provocation of the Ghost Bear/Combine War in
of information about happenings on the street, but little else. 3062 have all been attributed to the Black Dragon.
Care must be taken when dealing with even this level of the Unlike organized crime syndicates, the Black Dragon soci-
organizations, lest the dominant tong or triad in question dis- ety does not claim any territory, or specialize in any particular
covers any contact and moves violently to protect itself from a avenues of crime. Instead, the leaders of the various sections
perceived incursion. raise money and manpower for their cause and carry out oper-
Mid-level connections in a tong or triad are typically ations in their own separate ways. The yakuza entities, for
deputy leaders or minor operations managers. Entrusted with example, use the resources of their gumis to raise money and
a segment of the organization's loyal membership for a partic- followers, while the military leaders gather weapons and
ular aspect of its operations , these middle-management offi- troops straight from the arsenals of the DCMS. ISF opera-
cers tend to have specialized knowledge of the workings of the tives, in addition to carrying out covert missions, can gather
syndicate. They can assist a friendly contact, so long as it high-level intelligence, including advance warning if Combine
does not put them at too much risk. Particularly well trusted loyalists have detected any part of the society's operations .
officers may even be able to do so without demanding such an Corporate leaders involved with the Black Dragon gather funds
extortionate fee of the individual seeking a favor, as they are through their own methods, and can even provide cover for the
not under as much paranoid scrutiny as their lower ranks. activities of their underworld allies, helping to position key
At the highest levels, tongs and triads are ruled by strong agents where they can be most useful. Though often prone to
leaders who have no qualms about resorting to violence on poor coordination, this loose organizational structure allows
minimal provocation. This is due largely to the fact that they the society to operate as an anti-government resistance, divid-
perceive any threat to the organization as a potential life-or- ed into cells whose individual capture or destruction does not
death issue, and take no chances. Though they usually wield disrupt the Black Dragon as a whole.
less overall influence than Mafia patriarchs or yakuza oyabuns , Fortunately for the common Combine citizen, the Black
the leaders of the tongs and triads can still command a fanat- Dragon does not target the Combine's people for most of their
ic following, ready to do their leaders' bidding without a sec- violent activities because the society honestly believes its
215
goals are for the betterment of the people themselves. gangs, limited organized crime syndicates, pirate bands and
Citizens may claim loyalty for the Coordinator, by and large, wandering refugees on the fringe of Clan space. This group
without fear of reprisals, but more influential loyalists, such as lives mostly on worlds within and around Clan-occupied territo-
high-ranking corporate executives, military commanders and ry and the Clan homeworlds, but their enclaves are far less
politicians most aligned with the Coordinator, may be targets vis ibl e wherever the Clans hold any direct authority.
of Black Dragon pressures . As misfits, thrown out of Clan society and forced to live
Low-level Black Dragon connections might be yakuza on their own in any way they can, the bulk of the Dark Caste
wakashu, lesser-ranked yakuza officers with a line on Black consists of refugee camps and villages on inhospitable worlds,
Dragon activities. They could also be low-rated DCMS officers or otherwise uninhabited regions on Clan-occupied worlds.
(mainly chu-i or sho-sa ranks) who have sworn to their com- Rumors persist of an underground organization-even to the
manders' ideals, or corporate middle managers and accoun- Dark Caste-that has established a strong foothold in the
tants serving the cause in their own fashion . A Black Dragon uninhabited periphery worlds of Clan space and whose mem-
ISF agent accessible at the lower levels is virtually unheard of, bers have begun to work extensive genetic modifications, or
but may be a disgraced advisor to one of the higher-ranked geneforming, on themselves to better adapt to the harsh
society members. These contacts will most likely be paranoid, worlds they inhabit. Fragmented and scattered, there is little
knowing full well that their actions constitute treason under to no communication between most Dark Caste enclaves,
the current regime, and will only offer aid and information if which range in size from a few dozen settlers in a shantytown
they can be convinced it furthers the cause and does not put to a colony of hundreds, living in an elaborate cave complex.
them or the rest of their cell at risk. Internally, their organization tends to differ significantly from
Medium-level Black Dragon contacts are higher-ranking one enclave to the next, each adapting to the needs of their
yakuza shatei, DCMS officers of chu-sa or tai-sa ranks, or particular community. Maintained by various exiles from the
lower-ranked ISF operatives. Corporate Black Dragon connec- civil ian and warrior castes, most are farming and mining settle-
tions at this level are usually executives who, like contacts ments, reduced to primitive means or the use of whatever
from other areas of expertise, can exercise considerable sway technology they can " liberate " from their former brethren. The
over local Black Dragon operations. These connections can lives led by these people are hardly distinguishable from those
bring to bear a lot more support through the cell than the low- of the denizens of the Periphery around the Inner Sphere,
est-level membership, but because of their critical position in crude and harsh. Hunted by the Clans from time to time-
the society, they are perhaps even more paranoid than their often for sport, but also for the threat they represent to the
underlings. Payment is rarely demanded for their services if rigid Clan society as a whole-these wilderness survivors
they forward the Black Dragon cause and the operative(s) in often have their own meager defenses or specialize in keeping
question can claim the glory. However, dealing with these indi- themselves well-hidden.
viduals can be extremely hazardous, as any misstep could pre- Another type of Dark Caste community, bandit colonies
sent the wrong idea and provoke a lethal response. are dominated by failed warriors or warrior wannabes who fled
High-level Black Dragon connections are the elite of the the Clan way and became pirate raiders. Effectively nomadic,
society and include powerful yakuza oyabuns, ISF unit com- they are the most visible of the Dark Caste, operating almost
manders, corporate CEOs, nobility and military commanders of exactly as non-Clan pirates do. Typically, these people strike
sho-sho rank and higher. Ironically, despite wielding consider- any targets of opportunity within reach, grab what they can
able power and influence, their membership in the shadowy before any real opposition arrives to thwart them, then with-
society of the Black Dragon makes them an unpredictable draw to the fringes of Clan space and their base of operations.
group in the extreme. Some will likely demonstrate such para- Some of these bandit colon ies trade with the farming and min-
noia that getting near enough to them for a conversation will ing enclaves, but as the Clans actively hunt such settlements
be like running a gauntlet, while others, convinced of their as bases for the most visible form of Dark Caste activity,
invincibility or the rightness of their cause, will seem quite these settlements are often migratory, relocating every few
proud of who they are and what they are doing. These men months to avoid destruction and making trade an iffy prospect.
(and, much more rarely, women) wield enough influence to The Dark Caste members most similar to Inner Sphere
direct operations across cells, providing intelligence, weapons underworld organizations are those who dare to exist within
and even a target or two, but only so long as it aids their Clan-held territory, hiding among the civilian population right
cause. Any attempt to expose or betray them-real or imag- under the collective nose of the warrior caste. These daring
ined-will have terrible consequences indeed. bandits often steal what they need and sell what they don't on
a black market, which often includes the bandit colonies out-
The Dark Caste side Clan settlements. Scattered about and living on the
The Clans' so-called Dark Caste, often regarded as the same streets as the Clans that hunt them, most of these Dark
barbaric dregs of their warrior society, can be considered an Caste members try to maintain as low a profile as possible,
underworld organization only in the broadest possible sense. using force only when threatened or when they can ensure
Actually more of a Clan counter-culture, the Dark Caste is a they won't be caught in the act.
broad category encompassing everything from typical street
218
Low-level connections in the Dark Caste tend to be wan- have roamed deep into the more populous and wealthy Inner
dering members of a nearby Dark Caste community, likely Sphere, and have found that lawless regions like the Chaos
encountered during a foray to scrounge what supplies their March provide just as suitable a base of operations from
colony may need to survive . These Dark Caste members are which to stage their raids.
effectively nothing to most Clansmen , though their discovery Armed with military equipment, pirate groups are common-
by warriors may prompt a hunt for their enclave . These con- ly organized along paramilitary lines (though a few notable
nections likely know little about life outside their community, examples have added the trappings of nobility by using titles).
save only to fear the wrath of Clan warriors and avoid detec- With no regulations to go by save the agenda of their current
tion or capture . Those who come from organizations dwelling leadership, pirate "troops" are kept in line by threats , treach-
among the Clans may know a little more, but effectively ery and pure brute force more often than not. Advancement
amount to street urchins and roving gang thugs who are possi- through the ranks often occurs through assassination , or
bly more aware of the dangers of getting caught than their duels between officers in conflict. Small in size out of the
less-daring counterparts. need for mobility, most pirate groups tend to use forced labor
At the middle levels, a Dark Caste contact might be the for their support apparatus, taking people captured during
head of a small Dark Caste sect or enclave , or a highly trusted raids to perform their menial tasks, including assisting with
community leader in a larger one. These usually turn out to repairs to their equipment or handling the spoils . Many of
be individuals who would have excelled within the Clans, but these poor souls are worked to death, and few are released.
either were misplaced in the wrong caste or committed some Others-those who somehow stand out to their captors-may
grievous error, prompting their disgrace and subsequent flight be singled out for special treatment, possibly even elevated
from Clan society. If coming from a bandit colony, a mid-level through the ranks, thus bringing new blood to the group.
connection could be a dezgra warrior with veteran-level skills Not all pirate organizations work this way, however. Some,
and de facto command over a portion of their forces . Those rather than randomly pillaging and plundering, function more
daring enough to conduct operations within Clan enclaves like a renegade mercenary unit fallen on desperate times.
might be smalltime gang leaders or modestly well-connected Indeed, some may even be former mercenaries, who must now
agents for the local black market operation. Though wary of obtain support by working for employers on the wrong side of
anyone seeking their services or information , which could the law or by forming alliances with established organized
include a great deal about the local area and its people, these crime syndicates. Pirate groups operating in this fashion often
Dark Caste members won't shun an opportunity to further have a unique code of ethics that tends to work hand-in-hand
their own prosperity and perhaps that of their followers. with that of their partners , most commonly considering them-
High-level Dark Caste connections, capable of coordinat- selves modern-day Robin Hoods, or perhaps even working from
ing the efforts of either a large enclave or pulling off opera- a political agenda. Though every bit as ruthless and destruc-
tions across multiple enclaves , are a rare breed. Some of tive as their less enlightened counterparts, pirates of this
these powerful , once-productive members of Clan society have stripe, at least, do not often deal in the slave trade .
effectively become the leadership of their outlaw colonies, and A low-level pirate contact would likely be an advance
have forged alliances with other Dark Caste masters or with scout, a technician, a low-ranking warrior in the organization or
legitimate leaders of law-abiding Clan communities to ensure even a trusted slave. These contacts can offer some inside
their survival, as well as that of their people. Willing to do information on the workings of the pirate unit, but couldn't say
whatever it takes to keep their sects or enclaves alive and liv- where they stage from or where their group may strike next.
ing by a harsh code of ethics-if any-these Dark Caste high- Allowed few freedoms among their own kind, they can offer
rollers are the Clans' answer to any organized crime boss. even less in the way of help, especially in matters that could
They can yield information about their enclave's activities, or harm their superiors. Many of these connections may, in fact,
the activities of their common prey (typically, the nearest Clan want to get out of their current line of work, but in fear of the
enclaves). Or they can provide the services of their best consequences could sell out a friend or a comrade to curry
underlings for a true friend. Crossing a high-level Dark Caste favor with those above them,
leader has its hazards, of course. Rarely feeling bound to the A middle-level pirate contact, commonly a section leader
lofty Clan sense of honor, Bandit Caste leaders will more likely or a chief technician, can reveal more detailed information
than not eliminate any threats to their power quickly and bru- about the inner workings of his or her own band, and can even
tally, without a second thought. describe a standard operating procedure used by the group
against a given objective. Ambitious, these individuals may be
Pirate Groups working on their own agendas, not always in line with whoever
Found throughout inhabited space, often living in space, may turn to them for information and aid. They would sell
pirate groups are often regarded as little more than roving their own siblings if the price was right, and regard almost
"space gangs." Preying on weak and unsuspecting wayfarers, everyone around them as either valuable resources or poten-
they are most commonly encountered in Periphery space tial enemies. Contacts at this level in a pirate band can
around the Inner Sphere, where the strength of law and the reveal tricks of the trade, put a person in touch with the right
means to enforce it is weakest. However, many pirate bands
217
key member of the group, "loan out" some muscle or firepow- NON-PLAYER CHARACTERS
er from those under them or even give away the objectives of
the next raid . Any one of these favors comes with a steep
[NPCSl GENERATOR RULES
Non-player characters play a major role in any adventure
price, however, as well as the certainty that any double-cross-
or campaign, and many of them can be fleshed out by the
ing will be dealt with in a permanent fashion.
gamemaster without the need for statistics or using the arche-
The high-level pirate contact is a pirate band chieftain or
types presented in CBT:RPG. However, there are times when
highest-ranking officer, and is always much more clever than
more detailed statistics become necessary. Gamemasters can
he (or she) looks. Regardless of the size of forces at their
use the full character generation rules given in the main rule
command, these connections maintain total control and
book, but this is a time-consuming process. Though it can be
enough clout to cause some major damage on a local scale.
ideal for generating the most important NPCs, it takes too long
Pirate leaders know full well where to hit a target, and possibly
for generating more than the occasional character. The point-
have better knowledge of the forces and features of their pre-
based system presented below is better suited to designing
ferred hunting areas than even a proper intelligence agency
NPCs, and may be used as-is with the CP values suggested
can provide . Experienced in deception and other ruthless tac-
above.
tics , these people are the ultimate evolution of the pirate
trade , and virtually nothing they say or promise can be
THE POINT-BASED SYSTEM
believed under any circumstances .
The following system provides a means of quickly stream-
lining the process to develop NPC statistics.
Other Outlaw Organizations
Whether banded together by politics, religious faith, mili-
NPCs need not be assigned an affiliation ;
tary aims , or merely to share in a piece of the action , outlaw
NPCs do not need to adhere to the maximum skill bonuses
organizations exist in almost all shapes and sizes outside the
imposed by Link Attributes , though the maximum bonus
most infamous ones described above . Some , such as
remains +10;
Heimdall and Free Skye, both Lyran-born organizations, or Free
NPCs may not use aging to gain additional CP, as it is already
Capella in the areas influenced by Chancellor Sun-Tzu Liao and
included in their Base CP score;
his Capellan Confederation, operate very much like the
NPCs ignore the restrictions on Rank and Vehicle traits ;
Combine's Black Dragon society, though each for their own
When purchasing Occupational Fields, NPCs may ignore up to
political mandates. Heimdall, a shadow organization that aims
two Attribute prerequisites;
to check the excesses of the Lyran Loki agency, appears and
NPCs do not total Skill Point Remainders; they are lost.
disappears throughout the nation's history, while Free Skye is
more public, though each can claim among its ranks people
THE TEMPLATE SYSTEM
from all walks of life, all skills and trades. Free Capella, com-
The first stage is to decide on a concept for the NPC and
monly viewed as an almost exclusively military rebel force , is
assign that character a general template. Everyday NPCs are
actually very much akin to the Black Dragon, and seeks to
Green run-of-the-mill characters, albeit those who stand out in
change the Capellan Confederation into a more open state ,
some way. They include non-player technicians and support
with all the personal freedoms that once were found in the for-
staff. Secondary NPCs are Regular characters , in many ways
mer St. lves Compact.
the peers of starting characters , with comparable skill levels
Other outlaw organizations, like the Federated Suns '
and Attributes. They include day-to-day foes such as rival
Citizens for Davion Purity, and the various regional separatist
MechWarriors and gangsters. Primary NPCs are Veteran char-
groups throughout the Free Worlds League, tend to operate
acters, peers of experienced characters (and superior to start-
more like terrorist groups, resorting to violent means to
ing characters) , often taking the role of archetypal bad guys'
achieve their political aims. Though many of these organiza-
lieutenants. Mastermind NPCs are the "big bad " of non-player
tions are considered regional, it is not uncommon to
characters, Elite individuals whose abilities exceed all bar
encounter their operatives throughout the Inner Sphere and
those of the most experienced player characters.
even among the Clans-wherever their leaders feel the great-
Each NPC template has certain points to spend on
est potential to further their aims might lie. The methods only
Attributes , skills and traits. These are, however, only guidelines
grow more desperate and violent in relation to both the rela-
and the gamemaster is encouraged to increase or decrease
tive madness of the leaders who found and run such organiza-
these points as he or she sees fit .
tions , and their followers ' corresponding fanaticism and des-
peration.
218
bonus, subtract 1 from the number of
NPC TEMPLATE TABLE points spent. For example, if 1 point
was spent, then the character has the
Everyday Secondary Prim~ry Mastermind skill with a Skill Bonus of 0.
(Green) (Regular) (Veteran) (Elite) Unlike in player character creation ,
Attributes (points) 38 44 50 55 difficult skills do not require 2 points to
Skills (numberjpoints) 5-6 (10) 6-8 (15) 8-10 (20) 10-15 (30) purchase each point of bonus. A maxi-
Traits (points) 0 3 5 7 mum of 11 points (a +10 Skill Bonus)
may be spent on a single skill. If a skill
has sub-skills , each sub-skill must be
Attributes purchased separately and counts toward the number of skills
Attributes are the simplest element, each point buying 1
possessed by the NPC . Points not spent on skills may be used
point in an Attribute. No Attribute may be below 2, nor may it
to purchase additional positive traits. NPCs do not need to
be above racial limits unless the Exceptional Attribute Trait is
purchase language skills-they automatically have a +2 bonus
purchased for the character (in wh ich case the Attribute may
in one language and +0 in another. These points may not be
have a value one point higher than the racial maximum). Not
spent on other skills.
all points need be spent on Attributes . Instead , they may be
There are no restrictions on the skills that may be given
saved and added to those used to purchase skills.
to an NPC-skill selection is at the gamemaster's discretion-
Gamemasters may allocate the Attribute points as they see fit,
but care should be taken to diversify the NPC's skill base and
or they may roll 1D10 and cross-reference the result with the
to tailor the skills to the NPC's concept. The following are sug-
appropriate Attributes on the Quick Attribute Table . Attributes
gestions as to the skills that an NPC may have, in rough order
are given in the order Green/ Regular/ Veteran/ Elite .
of importance to the characters.
A~ributes
Roll STR BOD DEX RFI.i HI . I~T , WIL CHA EDG soc
1 3/3/4/4 2/3/3/3 3/4/4/4 2!22~}3 .6/-1/9/9. 6/"7"&8!9 .6/7/;7/8 5/5/6/7 5/6/6/8
2 3/4/4/4 3/3/4/4 3/A/5/5 2/3/3/3 6/ 7/8/Cf 6/l/8/8 5/6/6/8 , 5/4/5/7 5/6/7/7
3 3/4/5/5 3/4/4/4 4/4/5/6 3/3/4/4 5/7/8/8 5/6/7/7 5/6/6/7 5/5/5/7 5/5/6/7
4 4/4/5/ 6 3/4/5/5 44!?/6/6 •.. 3/4/4/4 5/6/7/8 5/6/7/6 5/5/5/7 5/5/6/7 4/5/5/6
5 4/5/6/6 4/4/5/6 5/5/6/1;"" 3/4/5/5 • 5/q/6/} 4/.5/6/6 4/5/5/6 5/5/6/6 4/5/5/6
6 5/5/6/7 4/5/6/6 5/6/7/7 4/5/5/6 5/5/5/7 4~5/6/5 ~/4/A/6 ' 4/5/6/6 3/4/5/5
7 5/6/7/ 7 5/5/ 6/7 5/6/7/8 4/5/5/6 4/5/6/6 4/4/5/5 3/4/4/5 5/5/6/7 3/4/4/4
8 5/6/7/8 5/6/7/7 6/7/7/8 5/5/6/7 4/4/5/6 3/4/5/4 3/4/3/4 4/5/6/7 3/3/4/4
9 6/7/8/8 5/6/7/8 6/1!8/9 ? 5j6j7j7 3/4/5/5 3/4/4/4 4/3/3/4 5/4/5/7 2/3/3/3
10 6/ 7/ 8/ 9 6/ 7/8/8 6/7/8/9 5/6/7/8 3/4/4/4 3/3/4/4 2/3/3/ 3 5/5/5/7 2/2/ 3/3
219
Political: Negotiation, Perception, Deception, Fast Talk, need to have a name, and the gamemaster may also want to
Protocol/SPECIFIC, Linguistics, Career/Politician, Leadership, create a history and background to explain the character's
Bureaucracy/SPECIFIC, Acting, Computers, Pistols , Interests, motivations.
Appraisal,
GENERATING ENCOUNTERS
Our Regular NPC is intended to be a soldier, and Random encounter tables can be used to generate ad-hoc
so the gamemaster selects the following skills and events within a CBT:RPG game, adding encounters that may
allocates 15 points as follows (point costs in paren- be inconsequential or could-at the storyteller's discretion-
theses): Rifles +3 (4), Career/Soldier +2 (3), First Aid be linked into a larger plot. The A Guide to XX series of
+0 (1) , Pistols +0 (1), Perception +1 (2), sourcebooks provides tailored encounter tables for use in spe-
Piloting/Ground +1 (2), Navigation/Ground +1 (2) cific circumstances and the information presented here follows
that pattern, providing generic encounter tables and informa-
Traits tion for gamemasters to develop their own tables.
The Traits line of the NPC Template Table indicates the Gamemasters may generate random encounters when
number of points available to spend on traits. This is not a characters are in a locale where such meetings are likely to
limit on the amount that can be spent on positive traits; nega- occur (on the street, in a bar and so on) . The gamemaster
tive traits may be bought and their value used to purchase should roll 1010 once per hour of game time. On a result of 6
additional positive traits. The Natural Aptitude Trait adds +2 to or more, a random encounter takes place. Additional rolls are
the skill bonus of the associated skill. Clan NPCs may be made to determine the type of encounter (modified by the
assigned the relevant phenotype at no cost and gain the rele- Encounter Modifiers Table, based on the type of locale) and
vant traits and abilities. Phenotype-provided modifications of the details (modified by Reaction Modifiers from the locale and
Attributes add directly to the Attribute, but may not increase the type of encounter, based on the type of people involved in
the value beyond the racial maximum for the phenotype. the encounter).
There are no restrictions on traits that may be given to an
NPC-selection is solely at the gamemaster's discretion. ENCOUNTER MODIFIERS
However, a number of traits are of little use to NPCs unless The type of encounters that occur will vary widely, depend-
they are to form part of an ongoing campaign. These include: ing on the area in which the encounter takes place. For exam-
Fast Learner, Slow Learner, Owns Vehicle and Lemon. ple, under.vorld encounters are more likely in areas of low-
class residential housing, while political encounters are more
Our soldier NPC has 5 points to spend on traits , 3 common in governmental or military districts. The Encounter
from the template and 2 saved from Attribute pur- Modifier Table reflects this by providing a modifier to the roll
chase. The gamemaster chooses to give the soldier determining which encounter table is to be used. A negative
Combat Sense (+4 points) and Rank 2 (+2 points). As modifier biases the probability in favor of underworld or worker
this exceeds the 5 points available, he must a/so encounters, while a positive modifier makes military or politi-
select a 1-point negative trait and chooses Night cal encounters more likely.
Blindness (-1 point). When creating their own encounter tables, gamemasters
should bear in mind that the more controlled an environment ,
Equipment the higher the modifier, and the further from authority you get,
NPCs have whatever equipment they need to carry out the lower the modifier. A modifier of +1/-1 is a notable shift,
their job. Nonetheless, the amount and quality of equipment while +2/-2 has a major impact on the likelihood of events . A
varies, more experienced characters having more equipment higher modifier, such as -3 for Wilderness locales, should be
and of better quality than those of lower experience levels. very rare.
Gamemasters should take care not to load NPC's down with
"cool toys." REACTION MODIFIERS
Reaction modifiers are used in determining the specific
Finishing Touches types of encounter. These can be locale-dependent (as indicat-
NPCs need a varying degree of finishing touches, tailored ed below) or encounter-dependent. In effect, the more an indi-
to their importance (in the gamemaster's opinion) to the story. vidual "belongs" in the location, or is associated with those
A minor character may need nothing beyond a brief physical involved in the encounter, the more likely that individual is to
description ("a short fat security guard"), while more important have a positive result. For example , police or troops in a slum
characters may need more detail, such as rank (a major of the area are unlikely to be mugged, while civilians on a military
Davion Guards), notable features (a scar on his right cheek) or base are unlikely to receive a favorable reception.
more detailed physical characteristics (such as eye, hair and In the Encounter Modifier Table below, two columns are
skin colors or specific ha irstyles) and so forth. Significant given for military and civilian characters, though social stric-
NPCs-those likely to play a notable role in the story-will tures may necessitate more (for example, the MechWarrior's
220
GENERIC ENCOUNTERS
There are four steps to determining encoun-
ters:
Location Enbou.nter Reaction Modifier
Modifier Military Civilian Step 1: Roll 1010 once per hour of game time. On a
Low class residential -1 +2 0 result of 6 or more a random encounter takes
Middle class residential 0 0 0 place.
Upper class residential . +1 0 0 Step 2: Roll 1010 again and add the Encounter
Military +1 0 -2 Modifier indicated for the current locale.
Governmental +2 0 0 Step 3: Using the result from Step 2, consult the
Industrial -2 0 +1 Master Encounter Table to determine the
Commercial 0 +1 0 Encounter Table used to generate the incident.
Wilderness -3 -1 -1 Roll 106, adding the appropriate Reaction
Modifiers from the Encounter Modifiers Table
(reflecting the locale and character type) and
Guide to the Clans used 3 columns, for military, civilian and
the Master Encounters Table (reflecting the
non-Clan characters). Modifiers are in the range of +1/-1
type of encounter).
(notable) and +2/-2 (extreme), and should not be higher. The
Step 4: Consult the encounter table determined in Step 2 to
details of these modifiers may vary from nation to nation and
reveal the encounter details. Each of the char-
world to world with differing social and political climates. For
acters uses the minor NPC templates on p.
example, the Clan bias toward the military gives their military
206-207 of CBT:RPG, substituting the indicat-
a distinct advantage in most places, while in the Oraconis
ed skills for those marked Primary or
Combine a yakuza would be poorly received in military and gov-
Secondary. Alternatively, where time permits
ernmental areas but would regard low-class residential and
the gamemaster may custom-generate NPCs
commercial areas as home.
per the rules given on page 218.
The Master Encounter Table also provides an Encounter
Modifier, based on how the character type (military or civilian)
is likely to be perceived by those they encounter. For
example, a crook is more likely to take advantage of a
civilian than a soldier, while troops are more likely to
react well to other troops than to civilians.
Reaction Modifier
THE ENCOUNTERS
Modified 1D10 Encounter Military Civilian
After determining that an encounter takes place
1 and under Animal* +1 +1
and its locale, the gamemaster rolls 1010 again and
2 Underworld 0 -1
adds to the result the Encounter Modifier for the char-
3 Street -1 0
acter's current locale. Compare this result with the
4 Trader ;,, 0 +1
Master Encounter Table to determine the type of
5-6 1echnician 0 0
encounter. Next, roll 106 and add (or subtract) the
7 Police 0 0
appropriate Reaction Modifiers. Finally, cross-reference
8-9 Military +1 0
this value with the appropriate line of the encounter
10+ Political 0 0
table indicated by the Master Encounter Tables.
When gamemasters create their own encounters
they should place the least favorable and/or most ch~l
*Use the most appropriate creature table below. Where two crea-
tures are listed, the second is an exotic species, usually restricted
lenging encounters in the "1 and under" line, progress-
to a single world as indicated in Creatures of the Galaxy, pages 132
ing through the encounters to the most favorable
to 149.
and/or least challenging encounter, which should be in
the "6 and over" entry. This means that those charac-
ters best disposed toward those involved in the
encounter are less likely to face unfavorable results, and vice
versa.
221
CREATURE ENCOUNTERS TABLE 2 Mugging! "Hand it over and no one gets hurt! "
[URBANl Street toughs attempt to rob you. They will flee
1 and under Roll again on rural creatures table. if half their number are killed or incapacitated.
2 Vermin! Kicking some boxes aside, you send a (106 x Thug NPCs, Primary: Pistols,
group of rodents scurrying away. (106 x brown Secondary: Intimidation)
rat or 106 brown rats and 1x mongoose) 3 Pickpocket! A brush past you in a crowd , a
3 Ouch! Without warning, you feel a nip on your deft touch and suddenly something is missing.
leg and see a body scuttling away. (1x tarantu- (Bystander NPC, Primary: Perception,
la or 1x goliath scorpion) Secondary: Streetwise)
4 Guard dog! Maybe you shouldn't have come 4 Propositioned! "Hello, boys. Fancy a bit of the,
this way. They certainly don't seem pleased to you know?" Proposition by a lady of the
see you . (103 x dog) evening. (Bystander NPC, Primary: Seduction,
5 Unwanted attention. To your surprise, some- Secondary: Streetwise)
thing presses against your legs, craving affec- 5 Stakeout. Though he dresses like a down-and-
tion and attention . (1x cat) outer, that hobo seems pretty alert ... (106
6 and over Puppy love. Whether you fed it or simply didn't Soldier NPCs, Primary: Pistol, Secondary:
treat it meanly, a mangy stray has "adopted " Streetwise)
you and follows you around. (1x dog) 6 and over Summons. "Mr. C. wants a word." A group of
smartly dressed but menacing "gentlemen"
CREATURES ENCOUNTERS TABLE invite you to meet their boss. Is this a job
[RURALl offer, or are you to be his latest object lesson?
1 and under Hunters hunted. Sure, let's take the shortcut. (106 x Thug NPCs , Primary: Pistols,
Why is it that no one else does? Could it be Secondary: Intimidation)
the unfriendly inhabitants? (106 wolves or
103 nova cats) STREET ENCOUNTERS TABLE
2 Territorial instincts! Snakes , why is it always 1 and under Drunk. Merry, belligerent or falling-down drunk,
snakes? A sinuous form rises from the path this individual can be an amusement or a
before you, woken and annoyed by your arrival. threat. (Thug NPC, Primary: Brawling,
(1x cobra or 1x star adder) Secondary: Intimidation)
3 King of the animals. A large predator dozes in 2 Accident! " Oy! The light was on red!" If in a
the sunshine, observing your passage from its vehicle, you are in a collision; otherwise, you
rocky perch. You'd better hope it has already witness an accident. The driver and passen-
fed. (1x lion or 1x branth) gers argue over liability. (106 x Bystander
4 Sleeping beauty. So much for shelter! The NPCs , Primary: Negotiate, Secondary: Drive)
cave you used to escape the storm is already 3 Work Crew. Busily maintaining vital equip-
occupied and the resident is not happy to be ment, this group blocks your path. (106 x
woken . (1x bear or 1x burrock) Bystander NPCs, Primary: Technician,
5 Eyes in the sky. A screech alerts you to the Secondary: Administration)
avian's presence as it swoops past. Are you 4 Down and out. "Spare change for a cup o'
straying too close to its nest? (1x golden eagle tea?" One of the uncounted millions who live
or 1x jade falcon) on the fringe of society begs for a coin. Is he
6 Beast of burden. They seem content chewing what he seems? (Bystander NPC, Primary:
grass in their corral. Do you think the owner Scrounge, Secondary: Streetwise)
would mind if you borrowed them for a while? 5 Directions. "Excuse me, do you know where
(106 horses or 106 raxx) Loretta Drive is?" Someone asks you for direc-
tions. Are they what they seem? (Bystander
UNDERWORLD ENCOUNTERS TABLE NPCs , Primary: Blade, Secondary: Streetwise)
1 and under Gang war! Suddenly fighting erupts around you 6 and over Mistaken Identity? " Hiroko? Hiroko Jones?
as rival gangs seek to settle scores. Time to After all these years ... " This individual mis-
fight or flee . Each gang will flee if half their takes you for someone else or else is a long-
number are killed or incapacitated. (2 groups lost friend. (Bystander NPC, Primary:
of 1010 x Thug NPCs, Primary: Pistols, Perception, Secondary: Streetwise)
Secondary: Intimidation)
222
TRADER ENCOUNTERS TABLE 6 and over Pure genius. "But you see, if you enhance the
1 and under Revenge . "You cost me dearly and now you signal to the myomers and get the control
will pay." Rightly or wrongly, a merchant blames processors to work in parallel , you 'll get a 10-
the characters for ruining a business deal and percent speed increase." You only understand
has employed a gang of bravos in his quest for half of what this technical genius says , but you
vengeance. (206 x Thug NPCs , Primary: know you want to employ him (Bystander NPC,
Pistols, Secondary: Blade) Primary: Technician, Secondary: Electronics)
2 Theft! "Those are mine! " A trader accuses the
characters of theft. (Bystander NPC, Primary: POLICE ENCOUNTERS TABLE
Perception, Secondary: Negotiate) 1 and under Arrest. "Freeze! " For whatever reason, cops
3 Procurement specialists. "You were recom- see k to arrest one or more of the characters .
mended as a group of professionals who could (206 x Thug NPC, Primary: Brawling,
assist my company with a problem ... " A mer- Secondary: Pistols)
chant seeks to hire a group to advance his 2 Vendetta. "You can't run forever." This cop is
position. (Soldier NPCs, Primary: Negotiate, driven to pin something, anything, on one or
Secondary: Appraisal) more of the characters. (Soldier NPC, Primary:
4 Buyer. "I ' m looking for a GV97 and ... " A trad- Pistols, Secondary: Stealth)
er comes looking for equipment that you might 3 Jobs' worth. "Sir, you were doing thirty-two in a
just have. (Thug NPC, Primary: Negotiation, thirty limit ... " It was a minor infraction, but
Secondary: Appraisal) this cop wants to play it by the book. (Soldier
5 Free Trader. "This may interest you." Recently NPC, Primary: Pistols , Secondary: Bureaucracy)
arrived on-world, this trader offers a good deal 4 Assisting with inquiries. "Have you seen this
on many hard-to-obtain items. (Thug NPC, person? " Police officers canvass the charac-
Primary: Negotiation, Secondary: Appraisal) ters. (2x Bystander NPC, Primary:
6 and over Black Market. "Psst, wanna ' buy a watch? " Interrogation, Secondary: Pistols)
Who knows what this "entrepreneur" might 5 Cordon . "Move along now. There 's nothing to
have for sale. (Bystander NPC, Primary: Fast see ." An officer is directing people and traffic
Talk, Secondary: Negotiate) away from the area. (Bystander NPC, Primary:
Intimidation, Secondary: Pistols)
TECHNICAL ENCOUNTERS TABLE 6 and over Source. " Here ya go." A contact inside the
1 and under Raw Nerve. "Let me tell you what I think ... " police proves to be a valuable source of infor-
Something you say sets this tech off on a rant. mation. (Bystander NPC, Primary: Computers,
Maybe he's had a bad day or doesn't like Secondary: Streetwise)
MechWarriors. (Bystander NPC, Primary:
Technician , Secondary: Scrounge) MILITARY ENCOUNTERS TABLE
2 Information. "Wanna know where to get .... " 1 and under Restricted Area. "Take another step and it'll
This tech offers to sell you information for 106 be your last." Whether a black op or a restrict-
x 100 C-bills. (Bystander NPC, Primary: Fast- ed area, these guys aren't real pleased to see
Talk, Secondary: Negotiation) you. (106 Soldier NPCs, Primary: Rifles,
3 Job seeker. "You'll be passing up a good deal Secondary: Pistols)
... " An out-of-work tech approaches the charac- 2 Hotshot. "Move, kid." This arrogant trooper
ters seeking employment. (Bystander NPC, really doesn't like you .... (Soldier NPC,
Primary: Technician , Secondary: Streetwise) Primary: Pilotingj Mech, Secondary: Martial
4 Black market. " Now, if you want the Clan ver- ArtjGung Fu)
sion .. . " This tech is very well connected. 3 Stories. "Then there was the time ... " This old-
(Thug NPC, Primary: Fast-Talk, Secondary: timer has a thousand stories, providing you
Negotiation) keep his glass topped up. (Soldier NPC,
5 Expertise. "I'll do it as a favor." A tech offers Primary: Blade, Secondary: Streetwise)
to do you a favor-or calls in one owed to him. 4 Looking for work. "Hey guys, need a pilot?" A
(Thug NPC, Primary: Negotiation, Secondary: pilot offers his services. (Thug NPC, Primary:
Technician) piloting, Secondary: Negotiation)
5 For sale: "One careful owner." A struggling
mere unit puts one of their 'Mechs up for sale
at a bargain price. (Bystander NPC, Primary:
Negotiation, Secondary: Pistols)
223
6 and over Contract. "If you have the skills, we pay well." knows how to pilot a conventional aircraft will have a much
A House negotiator offers you a lucrative job easier time learning to fly an aerospace fighter than someone
... (Elite NPC, Primary: Negotiation, Secondary: who has never flown before .
Fast Talk) The table that follows lists each skill available in
CBT:RPG, followed by all skills related to it. Diffi cult skills are
POLITICAL ENCOUNTERS TABLE listed in bold. Some skills (such as Academics and
1 and under Enemy. "You'll regret that!" Maybe you foiled Languages) are so broad that gamemasters will need to make
his schemes, or perhaps your face doesn 't fit, a judgment call on whether they will consider one "related " to
but that politico really doesn't like you. (Elite another; these skills are listed in italics with some general
NPC, Primary: Negotiation , Secondary: guidelines outlined below.
Streetwise)
2 Choosing sides. "Are you with us or against Academics
us?" You are forced to choose which faction This skill is incredibly broad in scope . Gamemasters
you support. (1010x Bystander NPCs, Primary: should limit related skills to those within a spec ific field. For
Pistol, Secondary: Intimidation) example, most Academics/History subskills should be related
3 Canvass. "And our stance on ... " Yet another to each other, as would archaeology, law and so on.
minor politico seeking election .... (Bystander
NPC, Primary: Fast Talk, Secondary: Arts
Bureaucracy) Like Academics , this skill is broad in nature.
3 Choosing sides . "Are you with us or against Gamemasters should limit related skills within areas. Music
us?" You are forced to choose which faction skills should be related to each other, as would painting and
you support. (106x Bystander NPCs, Primary: illustration, various dance forms , and so on.
Pistol, Secondary: Intimidation)
4 Superiors . "You, come here." A senior official Careers
wants you for something. (Elite NPC, Primary: Gamemasters should be careful in allowing other career
Intimidation , Secondary: Leadership) skills to count as related skills. As always , gamemasters
5 Recognition. " He speaks highly of you." A should rely on their best judgment.
high-ranking politico uses his influence to aid
you. (Elite NPC, Primary: Fast Talk, Secondary: Interests
Protocol) Here again, gamemasters will need to make judgment
6 and over A stake. "You 're playing with the big boys now calls based on the nature of the skills . Examples of related
... " Something you learned or saw gives you skills include various forms of ethnic cooking or trivia related
influence over a major figure . (Elite NPC, to different holovid eras.
Primary: Negotiation, Secondary: Fast Talk)
Languages
SKILL ADVANCEMENT Gamemasters should limit related languages to those
CBT:RPG provides a simple method for calculating charac- claiming similar origins. A character who already knows one
ter skill advancement, which does not take into account the Romance language would have little difficulty learning another
fact that many skills share similar tasks and subskills. These (French , Italian , Spanish, and so on) , but would not have such
shared areas make it much easier to learn and advance skills an easy time learning an Eastern European language, for
that are related to each other. This section presents an alter- example .
nate method that players and gamemasters can use to deter-
mine skill advancement. Linguistics
If the character knows three or more different languages ,
RELATED SKILLS then he or she may consider those languages as related
Of the skills presented in CBT:RPG and in this Classic skills.
BattleTech Companion , quite a few share similarities. The
manual tasks involved in performing those skills may bear Specializations
close resemblance, or the base knowledge required in learning All skill specializations count as a related skill when
the skill may be remarkably similar. In either case, because a advancing the "parent skill" and vice versa for advancing the
character already knows one skill, he or she has a much easi- specialized skill (if the parent skill has a higher skill bonus) .
er time picking up and advancing a related skill. A character
who is already a crack shot with a rifle will have little difficulty
in learning how to shoot a sub-machinegun , while one who
224
RUNNING I'HE GAME
225
ADVANCING
SKILLS SKILL IMP RDW EMENT CDSTS TABLE
The process of advancing
Skill Bonus-
character skills is more in-
+0 +1 +2 +5 -t=6 )!,,,,.
+9
100 600 700 1000
depth than that presented in
50 300 350 400 500
CBT:RPG, but it incorporates a
33 200 233 267 333
bit more realism into the
25 150 175 200 250
advancement process. Players
20 40 60 80 120 140 160 200 220
must still accumulate XPs for
17 33 50 1,00 ' 117 133 167 183
their characters and should
14 29 43 86 100 114 129 143 157
still make hash marks next to
13 25 38 50 75 88 --100 113 125 138
the skills they successfully use
11 22 33 44 56 67 78 89 . 100 111. 12_2
in a game as described on pp.
10 20 30 40 t 50 '60 70 80 90 100 110
210 and 211 of CBT:RPG.
9 18> 27 36 , ".45 55 64 73 82 91 100
When it comes time for skill
8 17 25 33 42 50 58 67 75 83 92
advancement, however, players
8 15 23 31 38 46 54 62 69 77 85
and gamemasters should fol-
14 7 14 21 29 36 ~ 43 50 57 64 . 71· 7~
low this process.
Players should calculate 15 7 13 - 20 27 -:, ~3 49 47 53 60 67 73
the advancement modifier nor- 16 6 13 19 25 31 u 38 44 50 56 63 69
6 12 18 24 29 35 41 47 53 59 65
mally. First, they add the two
18 6 11 17 22 28 33 39 44 50 56 61
Link Attributes together. If the
19 5 11 16 21 26 32 37 42 47. 53 58 ·~
228
~ .4 ~ri·~,
J~ '
"" "
that number to give her 11. She sees that she has a skill. Then they should subtract 1 from the skill bonus of the
hash mark next to the skill, meaning that she sue" base skill. The resulting numbers are the new skill bonuses
cessfully used the skill since the last time she for the base skill and the specialized skill. These numbers
advanced it, so she adds 1 to the total, bringing it up reflect the fact that, while the character is much better in one
to 12. Finally, she looks at her other skills and finds aspect of the skill, his or her expertise came at the expense
that she has three related skills. The first, of the skill as a whole.
Technician/Aeronautics, only has a Skill Bonus of +2; A character may have only one specialization per base
since that bonus is less than the skill bonus she is skill at character creation, though characters may choose to
purchasing, it does not grant any modifiers (nor would specialize in other skills at a later time (see Adding Skill
it if it were +4, because a skill bonus must be greater Specializations, below).
than the level being purchased to grant a modifier).
She also has Technician/Ballistics at +5 and During character creation, Angela decides that her
Technician/Fusion at +6. Both of those skills have a technician needs to be particularly handy with a pistol.
skill bonus greater than the level she is purchasing, She had allotted enough points to purchase the skill at
but she can apply only one of those skill bonuses as a a +2 Skill Bonus, but if she chooses to specialize in
modifier. Angela chooses to add the +6 level in Pistols (Sunbeam), she would increase the Skill Bonus
Technician/Fusion to her advancement modifier, bring- in that specialization to +3 (taking her general Pistols
ing the final number up to 18. She looks at the Skill Skill down to +1). She sees that as an acceptable
Improvement Costs Table and finds that she needs trade-off and specializes in the Sunbeam.
only 28 XPs to advance her Technician/Mechanics
Skill to +4 (versus the 42 XPs she would need to IMPROVING SPECIALIZED SKILLS
spend if she didn't have any applicable related skills). A skill specialization is treated just like any other skill for
purposes of advancement and improvement. Characters must
SKILL SPECIALIZATION pay to advance the specialization independently from advanc-
Some players may wish to have their characters specialize ing the base skill and vice versa-just because one is
in a particular form, style or subset of a base skill. improved does not mean the other is improved automatically
Specializing means that the character has devoted a great (though specialized skills are considered related when advanc-
deal of energy toward mastering a specific aspect of a skill ing the base skill). Characters must pay XPs normally to
rather than on the skill as a whole. While the character does advance either the specialized or the basic skill. If the charac-
not become quite so well-rounded as a result, that character ter used the specialized skill since the last time the base skill
does become far more proficient in the area in which he or was advanced, however, the controlling player may apply the
she specialized. bonus for having used the skill successfully. (The opposite is
A specialization should be listed as a separate skill in not true; if the character successfully used the base skill but
parentheses on the skill list, such as Pistols (Sternsnacht). not the specialized skill, and the player wants to advance the
It is beyond the scope of this book to list every single specialized skill, the +1 bonus is not added.)
skill specialization possible in the game. Players and A specialized skill cannot have a skill bonus greater than
gamemasters should come to an agreement on the specializa- double the base skill's bonus. The only exception to that rule
tions that the characters will use, though the following guide- is following character creation , when a base skill may have a
lines should provide ample guidance. Weapons skills (pistols, +1 bonus and the specialized skill may have +3. In that case,
rifles, shotguns, submachine guns and support weapons) are the character must advance the base skill before he can
specialized by weapon type (Sternsnacht, Mydron, Zeus Heavy advance the specialized skill.
Rifle , and so on). Gunnery is likewise specialized per specific
weapon type (Heavy Gauss Rifle, AC/10, Medium Laser, and ADDING SKILL SPECIALIZATIONS
so on). Driving or piloting skills are specialized by specific vehi- A character may add skill specializations at any time dur-
cle. Skills that have obvious skill subsets can be specialized ing play with only a few restrictions. The character must have
by those subsets. Computers/Programmer can be specialized spent time on specializing, must have enough XPs to purchase
by operating system, Surgery can be specialized by sub-spe- the specialized skill bonus, and the number of specializations
cialty (thoracic, neurosurgery, and so on) and even Demolitions of a particular skill cannot exceed the skill bonus of the base
can be specialized by type of explosive. skill.
Players should work with their gamemasters when they
SPECIALIZING want to add a skill specialization to their existing characters.
Players who want their characters to specialize in a skill Gamemasters should not make specialization difficult to
at character creation should choose the specialization once accomplish, though the characters should expend a significant
the final skill bonus is determined. Next, they should give the amount of time and effort in developing a new specialization.
specialization a bonus one point higher than that of the base Once the gamemaster has determined that the character has
227
RUNNING THE GAME .
spent enough time, the character simply expends enough XPs strength too much. It was not until 2410 that General
to purchase a skill bonus one point higher than that of the Mechanics succeeded in developing the first viable industrial
base skill. The base skill is not advanced; instead, the charac- exoskeletons. Though they would be used extensively through-
ter purchases the specialized skill as described in the exam- out known space, they were not suitable for deployment as
ple below. combat units.
The Terran Hegemony introduced the BattleMech in 2439,
Angela's character bought a Majesty Air 225 con- spawning a whole new military industry that grew rich in the
ventional sport aircraft six months ago, and since she spiraling arms race that followed. With massive research and
flies that plane exclusively, she wants to specialize in development efforts being poured into BattleMech technology,
flying it. Her Piloting/Aircraft Skill Bonus is +5. Using the idea of outfitting individual troopers with power armor
the Skill Advancement rules in this chapter, her DEX is remained in the realm of fiction.
6 and her RFL is 5, giving her a base advancement Funding to pursue the idea became available once more
modifier of 11. She has used the Piloting/Aircraft Skill when the Terran Hegemony, though at peace with the other Inner
since she last advanced it, adding +1. Piloting is a dif- Sphere states thanks to the formation of the Star League,
ficult skill, giving a -2 penalty to the base advance- began an ambitious program of military research and develol)-
ment modifier and bringing that down to 10. She has ment to build up its forces. First Lord Jonathan Cameron was
no related skills of a high enough skill bonus to alter haunted by dreams of the destruction of the Star League and
the modifier any further. Looking at the Skill Terra. Though he only spoke of these to close members of his
Improvement Costs Table, she sees that with an family, his initiatives to make the Terran Hegemony secure
advancement modifier of 10, she needs 70 XPs to pur- resulted in a military renaissance the like of which had not been
chase the specialized skill at a +6 Skill Bonus. If she seen since the introduction of the BattleMech. The most
does not have enough XPs to purchase the specializa- famous (or infamous) of these projects was the Space Defense
tion at one level higher than the current skill bonus, System (SDS), but secret development of power armor resulted
she must wait until she has enough XPs to do so. in the Mark XXI Nighthawk in 2718.
The Nighthawk was deployed in Royal Infantry Divisions
BATTLE ARMOR and the Special Forces Command. The Special Forces
Though everybody in the Inner Sphere is familiar with what Command equipped their elite Special Armed Services troops
battle armor can do, often only the troopers who use it and (the Blackhearts) with the Nighthawk in 2722, where it was an
the technicians who maintain it have a true idea of how battle- instant success . The deployment of the Nighthawk was never
suits actually work. Most people think of them as mini- made public and the men and women who used the equil)-
BattleMechs, not understanding many of the subtle differences ment were so skilled at their jobs that the other Star League
in the way the suit technology operates . An understanding of member-states heard nothing but vague rumors of some kind
these marvels and how they function adds flavor while playing of weird sneak suit.
CBT:RPG. The following section describes how battle armor Additional development of the concept was halted in the
operates from a roleplaying perspective . Inner Sphere with the fall of the Star League and the Exodus
CBT: RPG and BattleTech: None of the information in this of the regular army. Few examples of the Nighthawk fell into
section has any effect on game play in either CBT: RPG or the hands of the Successor States, and the Succession Wars
BattleTech. It is provided here to enhance the roleplaying destroyed their chances of duplicating the design along with
aspect of the universe , but nothing in this section should be the bulk of the Inner Sphere 's industrial base. Only ComStar
construed as rules in any way or form. had the ability to continue research, introducing the Tornado
Power Armor (Light) following the secret formation of the Com
DEVELOPMENT OF BATTLE ARMOR Guards.
The development of battle armor shares the same roots While the Successor States where busy blasting them-
as the creation of the BattleMech back in 2350, when profes- selves back to the Stone Age, the troops who followed General
sor Gregory Atlas developed myomer technology. The creation Aleksandr Kerensky on his fateful Exodus were busy doing the
of a material that would contract proportionally to the amount same thing. Only the creation of the Clans by Nicholas
of electricity passed through it found many applications, from Kerensky, son of the great general, halted the Exodus Civil
artificial limbs to self-tuning guitar strings . War. Revolutionary advances in weapons technology accompa-
Another early application was the industrial WorkMech nied the rise of the Clans. Though concentrated on 'Mechs
(also known as UtilityMechs and lndustriaiMechs). These pow- and aerospace development, the strides made by Clan scien-
erful but clumsy vehicles were commonly used in farming, log- tists would also have a profound impact on infantry.
ging, construction and demolition. Attempts to miniaturize the The origins of modern battle armor can be traced back to
technology to provide a human with increased strength or the pressurized diving units developed by Clan Goliath
speed eluded researchers for many years. Too often they Scorpion for use in exploiting the resource-rich oceans on the
found that shrinking the myomer musculature also reduced its planet Dagda. This proto-armor featured myomer musculature,
228
self-contained air-supply and life-support systems, and heavy, new designs of their own to maintain supremacy in the field.
atmospherically sealed bodies designed to withstand the high Going back to some of the early designs previously discarded
pressures of deep-sea work. When Clan Wolf observed these when the standard Elemental was adopted, the Clans fielded a
suits in use, they quickly realized their combat potential. handful of new models before the Inner Sphere, unified under
Consequently, the Wolves obtained a few of the suits and set the banner of a new Star League, launched a campaign that
about adapting them for combat by adding armor, weapons culminated in the destruction of the Smoke Jaguars and the
and small jump jets. end of the invasion in the Great Refusal fought on Strana
The Wolves first deployed their new battle armor in 2868. Mechty.
Later that year, the Wolves faced off against Clan Hell 's Both the Inner Sphere and the Clans continued their
Horses in a series of Trials. Hell's Horses had been breeding development efforts following the end of the Clan War, with the
genetically enhanced conventional infantry troops, later called uneasy peace of the Inner Sphere set on a seemingly
Elementals. After the Trials were concluded, the Horses had inescapable spiral into conflict between League member-
obtained battle armor technology and the Wolves had obtained states and the Clans battling for possession of the resources
the knowledge needed to create their own Elementals. Almost of Smoke Jaguars and the Nova Cats (who fought on the side
immediately, the two Clans initiated the tradition of matching of the Star League in the Great Refusal and were subsequent-
Elemental troops with battle armor. Within a short period of ly cast out by the surviving Clans) .
time, battle armored Elemental troops were deployed through-
out Clan forces. BATTLE ARMOR ANATOMY
Clan Wolf initially developed several suits, each tailored to Given that the Inner Sphere developed battle armor tech-
specific environments, and the discovery of HarJel by Clan nology from captured Clan equipment, the two types of battle
Diamond Shark (previously named Clan Sea Fox) enhanced the suit are naturally similar in construction. The Clans use more
resilience of the suits even more. However, the Wolves soon sophisticated materials (especially in creating incredibly effec-
opted for general-purpose battle armor suited to most battle- tive armor), but at a cost. Battle armor manufacturing requires
field conditions. The Clan battle armor fielded during Operation access to materials that are somewhat scarce on the
Revival (the Clan invasion of the Inner Sphere) differed little resource-poor Clan worlds, but are more abundant (given the
from the original Wolf design. significantly greater number of developed worlds) in the Inner
Attacked by an unknown enemy from beyond the Periphery Sphere .
in 3050, the Draconis Combine, Federated Commonwealth and Possession of captured Inner Sphere planets has allowed
Free Rasalhague Republic could do little to slow the the Invading Clans to step up battle armor manufacturing to
onslaught. Not only did the enemy possess BattleMechs the the point where the expansion of their battle armor formations
like of which had never been seen in the Inner Sphere, but is only limited by the availability of suitable personnel. Even
they were accompanied by giants in power armor. Soon to be second-line formations are receiving new suits rather than the
known as Toads because they were so hard to kill, Clan hand-me-downs they previously had to work with.
Elementals threatened to change the order of battle forever. The Diamond Sharks have been quick to move in on a
Fighting for survival, the Inner Sphere states struggled to lucrative market, trading excess Jade Falcon and Ghost Bear
duplicate the technology of their attackers. Aided by captured battle armor for advanced Home Clans technology, such as the
records and a handful of salvaged Elementals, the Federated advanced tactical missile system and heavy lasers.
Commonwealth was the first to field crude battle armor
designs. Further refinements resulted in the standard Inner Chassis
Sphere battle armor deployed by all the Successor States. The A suit of battle armor consists of a chassis to which all
Clans too began to adapt their battle armor in light of their other components are affixed. This chassis is a sophisticated
experiences fighting Inner Sphere forces. The most common of metallurgical composite similar to the endo-steel used in
these modified suits was the Headhunter deployed by Clan BattleMech manufacturing. Sophisticated zero-G manufacturing
Wolf following the election of their Khan to the post of iiKhan. plants are required for production, along with raw materials
ComStar's victory over the Clans on Tukayyid bought the that are uncommon on most planets.
Inner Sphere valuable time. The truce that followed witnessed a To date only the Inner Sphere has deployed battle armor
frenzied attempt by the Federated Commonwealth and Draconis employing a quad chassis , the concept having failed to
Combine to prepare for the renewed onslaught. House Kurita impress any Clan Elemental.
had significant success with their battle armor development pro-
gram, especially with the Kage design created for their DEST Power
units. Even as the Combine leapfrogged the early designs field- The chassis incorporates a high-capacity power pack suffi-
ed during the invasion, the Free Worlds League, Capellan cient to operate the unit for twenty-four hours in combat condi-
Confederation and Word of Blake surpassed the Dragon tions. Additional steps to conserve power can stretch this sup-
Concerned by the massive leaps made by the Inner ply out, but the suit cannot operate effectively in combat when
Sphere in developing battle armor, the Clans began to develop doing so .
229
Though the Clans have lightweight fusion reactor designs Battle armor equipped for VTOL flight or submerged
that could power battle armor, the small, lightly built fusion maneuvering is controlled differently from ground movement
reactors do not have the same degree of protection as even and jumping. The trooper controls direction of travel through
the smallest BattleMech-scale fusion engine. The catastrophic shifts in body posture, leaning forward or back to dive and
effects on the trooper when the reactor strapped between his climb and leaning to the side to turn. Velocity is controlled by
or her shoulder blades loses containment makes it impractical a small thumb-wheel throttle or voice command.
to use on combat units. An early Nova Cat experiment graphi- No collision avoidance systems are built into the design,
cally demonstrated the dangers involved. Minor damage to one as they were found to be too restricting for the trooper in com-
member of the experimental Point (which telemetry showed bat. Flying a suit of battle armor is no job for the untrained,
would not even have wounded the trooper) resulted in a con- and training accidents help whittle down Clan sibkos in the
tainment failure that vaporized the unfortunate Elemental. months before the would-be warriors undertake the Trial of
Shrapnel and exploding ammunition from the vaporized trooper Position.
triggered the reactors of two other members of the unit and
detonated the ammunition of the light OmniMech they were Musculature
riding on at the time. Battle armor relies on the same myomer technology as
Battle armor can be fully recharged in under an hour with the BattleMech for strength and ground speed. The synthetic
the standard heavy-duty recharger used throughout known material operates like muscle tissue by contracting when an
space, or one and a half hours from a Clan fusion recharger. electric current is passed through it, though without the aero·
Though the integral power pack cannot be quickly replaced, bic or anaerobic respiration experienced in living tissue, so it
some new designs include auxiliary pack that can be swapped does not become fatigued.
out by qualified personnel in about five minutes. The force of the contraction is proportional to the power
applied across the myomer bundle, with the electronics that
Control control the negative feedback and amplification systems trans-
While quad battle armor is operated like most other most lating the motions of the trooper into the correct signals to
combat systems in use today, to operate humanoid battle perform the required movement.
armor the trooper just wears it. The key to the system lies in
negative feedback and amplification. Propulsion
The inside of the suit is a mass of pressure receptors When not relying on the myomer musculature to propel it
that detect any movement made by the wearer, then move the across the battlefield, battle armor can also use other meth-
suit in the direction required to relive the pressure . This nega- ods of propulsion. The most common are jump jets that allow
tive feedback system works in conjunction with the suit to the suit to not only leap significant distances and clear small
amplify the movement, allowing the trooper to move almost as buildings in a single bound , but also to operate as mechanized
freely as if he or she were not wearing a suit (though some of battle armor or employ the dreaded Swarm attack.
the heavy units have a constrained range of motion and Vertical Take Off and Landing (VTOL) systems have also
speed). been successfully employed with lighter suit designs, but have
The suit control systems aid the wearer in the more com- proven impractical for the heavier chassis. The Inner Sphere
plex process of jumping and (more importantly) landing. The has yet to develop the flight control systems to allow this con-
automatic systems can be overridden for better mobility, but cept to be developed into a usable design.
only a skilled trooper can usually get away with this. One of Underwater maneuvering systems have been integrated
the most common causes of accidents during training is when into a few designs that operate with speed and grace in a sig-
a novice attempts a fancy move, such as cutting the suit jets nificant body of water. Like VTOL systems, the Inner Sphere is
in mid-flight for a few seconds to throw off the enemy's aim. lagging behind the Clans in this area of battle armor design
By its nature , this control system requires that humanoid and has no comparable production version in the field (or
battle armor be custom-fitted to the trooper, a process that lake).
can take a qualified technician several hours. This also means
that a trooper cannot just jump into some body's battle armor Life Support
and head off to war. Battle armor offers the trooper wearing it a completely
With only the head free from the control system, all other sealed environment, allowing operations in hostile surround-
operations are voice or eye-movement activated , with a heads-up ings such as the vacuum of space , or in a toxic atmosphere. A
display on the faceplate to display information to the trooper. filter system, comparable to the standard-issue filter mask,
The quad designs introduced by the Inner Sphere operate allows the trooper to use the local atmosphere. Depending on
more like a conventional vehicle , though the warrior is actually the level of atmospheric taint, the filters have to be replaced
lying perpendicular to the ground in the suit. However, they after 24 to 72 hours of use and are routinely replaced during
lack the control and mobility seen with the El implant technolo- suit maintenance. A completely self-contained twelve-hour oxy-
gy used by the Clans in their ProtoMechs. gen supply is built into the suit and is used when the environ-
230
ment cannot provide a breathable atmosphere or to protect shows that the Clans are more than willing to pursue the
against attacks using biological weapons. development of advanced technology.
Both the Inner Sphere and Clan suit designs incorporate One advantage the Clans have that the Inner Sphere is
medical monitoring and aid systems that constantly track the unlikely to duplicate is the HarJel system incorporated into the
condition of the trooper. In the event of injury, the system can suit's armored shell. This system rapidly seals breaches in the
administer drugs to keep the trooper active , or in the event of armor, protecting the trooper from further attacks and the envi-
a debilitating wound the system will attempt to stabilize its ronment.
patient's condition while the suit's homing beacon is activated.
These drugs must be replaced once a month, a task that is Weapons
part of the regular maintenance cycle. A wide variety of weapons can be used in conjunction with
battle armor. Most suits can carry one or more heavy weapons
Electronics capable of inflicting appreciable damage to hard targets, such
All battle armor is outfitted with a suite of sensors to aid as BattleMechs, military vehicles and other battle armor units.
the trooper. Equipped with IR and light amplification systems, These primary weapons are often supplemented with missile
battle armor troops can operate in almost any environment, at launchers and anti-personnel weapons. Some designs include
any time. other exotic weaponry, such as bomb racks, pop-up mines or
Most suits have communications equipment with a range mine dispensers.
up to 50 kilometers, while command suits often have the ability Internal heat generated by the trooper and the suit's sys-
to uplink to military satellites or other long-range communica- tems is vented from the suit via an efficient heat transfer sys-
tions assets. Some battle armor is also outfitted with advanced tem that uses coolant similar to that employed in MechWarrior
sensors and Electronic Countermeasures (ECM), making them cooling vests. All weapons have integral heat sinks and cool-
ideally suited for reconnaissance and infiltration duties. ing systems that operate independently of those built into the
suit.
Armor
Over the chassis and the myomer musculature is the suit BATTLE ARMOR OPERATIONS
armor. Made up of interlocking plates, this material is far more There are many hidden aspects of battle armor operation
effective than any other personal armor. Battle armor can that would surprise the layman. Despite the advantages of the
often survive strikes by heavy battlefield weapons and artillery inherently instinctive operating interface, a suit is still a com-
and keep on fighting. This apparent imperviousness to dam- plex piece of equipment that takes experience to handle well.
age was the factor that most unnerved Inner Sphere troops
when they first encountered battle armor. Suiting Up
By weight, the armor used on battle armor suits is Battle armor designers create these units so that a troop-
stronger than that used on other combat units. Attempts to er can get in and out of a suit unassisted. Experience has
scale it up for use on BattleMechs have proven ineffective as shown that while doing this is possible, the trooper rarely gets
larger or thicker plates tend to fracture catastrophically when the armor seated "just right," often resulting in minor chafing
hit by heavy weapons fire. Mounting armor in smaller sections or lack of motion. This has no significant impact on the opera-
is likewise ineffective, as the extra bracing and internal struc- tion of the battle armor in combat, but troopers prefer to have
ture required negates much of the weight saving and signifi- the aid of a technician or two squad mates to assist in the
cantly complicates maintenance. suiting-up procedure (which can take between 3 to 5 minutes).
As with other technology, the Clans have a significant lead
over the Inner Sphere powers in producing the advanced com- Mechanized Battle Armor
posite used to plate their battle armor. The Free Worlds When the Clans first developed battle armor, they had
League has succeeded in reproducing the Clan technology, but already been fielding the first generation of the OmniMech for
they jealously guard their production techniques, which are several years . The introduction of the new "Super Trooper"
also prohibitively expensive. prompted the scientist caste to look at ways to allow the two
The Inner Sphere introduced some new concepts to battle to integrate into an effective combined force on the battlefield.
armor when it produced its own versions, often incorporating Early operations showed that battle armor could be highly
stealth and active camouflage systems into the armor plating. effective, but several early disasters occurred when
Though the Clans posses the technological know-how to do OmniMechs and Elementals became separated. In the fluid
the same, they have not made widespread use of such sys- and highly mobile battles so common in Clan Trials, it was all
tems, possibly viewing their use as dishonorable. Only time too easy for OmniMechs to outpace the slower battle armor.
will tell if more pragmatic considerations will result in the The solution came with the development of the mechanized
Children of Kerensky introducing such technology. The develop- battle armor concept.
ment of fire-resistant armor by Clan Fire Mandrill certainly
231
To the layman, mechanized battle armor consists of noth- Combat Drops
ing more than a few handholds bolted onto a BattleMech with Battle armor is can be deployed from DropShips in the
people in big armored suits hanging off them. Anyone sub- same manner as BattleMechs , using a re-entry pod for a risky
scribing to this simplistic view fai ls to appreciate the complexi- orbital drop, or more safely waiting until the DropShip has
ties involved . entered the atmosphere above the target.
Battle armor can only ride on OmniMechs because of the Atmospheric battle armor deployment can also be per-
unique programming incorporated into the 'Mech's control sys- formed from atmospheric craft, aerospace fighters and small
tems that allows it to compensate for the shift in weight and craft, but this method of transport is too constricting to allow
balance when different pods are mounted on the OmniMech the use of disposable jump packs , and so is limited to suits
chassis. This same programming compensates for the shift that with integral jump jets.
occurs when battle armor mounts and dismounts. Without this
system it would be all too easy to send a speeding light 'Mech Maintenance and Repair
spinning off balance when a Point elects to leap from their ride Though lacking the complexity of a BattleMech , battle
in the midst of combat. The Capellan Confederation circumvent- armor still requires significant resources to keep a unit in the
ed this problem with its Fa Shih suits, suggesting that they have field. Most designs require three to five hours of weekly pre-
added programming to the suit control systems to compen- ventive maintenance. While Inner Sphere troops often have the
sate-effectively solving the same problem from the other end. training to perform most of this in the field themselves, the
However, maintaining control is not the only advantage of Clans caste system leaves all such duties to members of the
the OmniMech. As the two weapon systems were designed to technician caste (necessitating the exposure of non-combat-
complement each other, the attachment points also include a ants to serious danger during prolonged engagements) .
hard-wired communications link and a power tap from the In the event that a fault develops in a suit, or combat
OmniMech's fusion reactor. These systems allow the damage is too extensive for field repairs, the task of preparing
MechWarrior and the Point members to communicate without a replacement suit can be a long and involved one. Two techni-
breaking radio silence (on more than one occasion , cians (or trained personnel) have to work between ten and
Elementals have served as "messengers " to pass orders twelve hours to break a new suit out of storage, then spend
between units when terrain made line-of-sight laser communi- another hour with the trooper to modify the suit for a perfect
cations impractical), and allows the battle armor to recharge fit. It is possible to hurry the process, but the results are often
their own internal power packs while hitching a ride. unsatisfactory.
Attempts by the Inner Sphere to adapt standard
BattleMechs with these additional systems have proven uneco-
nomical and unreliable.
232
Fixing combat damage can take anywhere from half an installation. The Dl systematically checks what percentage of
hour to days , depending on the nature and extent of the dam- armor remains intact on the BattleMech and feeds that data
age . Perversely, the HarJel substance used by the Clans can to the battle computer for relay to the cockpit. It is also an
significantly complicate the process, as the self-sealing patch- excellent way for the diagnostic interpreter to tell the stabiliza-
es have to be laboriously removed before the real task can tion loop if there will be a problem with one limb or another;
begin . the fewer sensors available in the area, the more likely that
Clan suits normally have their HarJel reservoirs topped up there is greater strain on the limb.
during weekly maintenance or after combat, but the whole sys- The Dl network is also wired throughout the BattleMech 's
tem has to be completely purged every three months (though internal honeycombed framing. Like the armor plate sensors, it
the HarJel remains potent for up to six months in favorable relays internal damage as well. The internal network is also
conditions) . responsible for measuring electronic impulses through the
myomer muscles of the BattleMech. Any reduction indicates
BATTLEMECHS damage and the information is constantly fed back to the Dl
For centuries the BattleMech has represented the pinna- during its normal systems loop. The Dl network also measures
cle of technology in the realm of humankind. A 'Mech is a myomer tension and electrical charge status to determine the
home for and in some cases an extension of player characters extent of damage done to the muscles of the ' Mech. This con-
in CBT:RPG. An understanding of these magnificent devices stant monitoring and adjustment allows the BattleMech to
and how they operate adds flavor and respect for the "lean into " incoming fire as a means of maintaining balance or
BattleMech while playing CBT:RPG. The following section resisting impact to lessen the damage.
describes how 'Mechs operate from a roleplaying perspective. The sensor web within the BattleMech makes use of what-
CBT:RPG and BattleTech: None of the information in this ever means possible to relay the information, passing mes-
section has any effect on game play in either CBT: RPG or sage packets around the electronic network. The sensor infor-
BattleTech. It is provided to enhance the roleplaying aspect of mation packets seek the Dl computer and can relay through
the universe, but nothing in this section should be construed any available undamaged sensors. Even a limb that is hanging
as rules in any way or form. on by a lone piece of armor can relay information about the
gear in that arm and the status of the arm through the sensor
KEEPING A ,MECH RUNNING grid woven into the remaining armor. Packets usually transmit
The amount of diagnostic information needed to keep a via two paths at all times so that if one data pulse is dam-
BattleMech functioning is phenomenal, even by the standards aged and lost in combat, the other pulse usually will reach the
of the 31st-century technology that supports it. Most interpre- Dl computer.
tation of information is performed by the diagnostic interpreta- Neurohelmets primarily provide an interface between the
tion (DI) computer, which keeps track of all static heat build-up BattleMech and MechWarrior for the purposes of maintaining a
indicators, neurohelmet gyro reset, and relatively mundane BattleMech's balance. Advanced neurohelmets, such as those
tasks such as stabilization of the magnetic bottle in the fusion used by the original Star League Army and the Clans , also pro-
reactor. The Dl receives its information from a virtual web of vide some sensory feedback and additional information. When
sensors (including heat, radiation, shock, erosion and others) concentrating , a MechWarrior can get sensor data without
lining the hull of a 'Mech , and gets further information from resorting to data display screens, though this "virtual reality"
subordinate sensing equipment. For all intents and purposes, is not particularly intense and is easily overwhelmed by the
the Dl is a fully self-contained local area network designed to MechWarrior's natural senses.
provide the MechWarrior with the ability to pilot and fight in his Communications is also an important consideration in
'Mech. The diagnostic interpretation computer is critical to battle. A BattleMech 's communications (comm) gear has its
standard battle computer operations that allow a BattleMech own diagnostic computer to ensure that the MechWarrior can
to move and fight. cut through the static and chatter of a battlefield. However, the
All sensors and other interpretive computers are subordi- alert sensors on the communications equipment are in almost
nate to the Dl. Each weapon has a diagnostics mechanism constant operation as the antenna and tight-beam transmis-
that indicates when it is ready to fire and when it has jammed sion arrays are seemingly always the first things to be
or malfunctioned. This information is fed back to the Dl in con- destroyed in combat. Most MechWarriors use their battle com-
stant network packets until the malfunction has cleared or the puters to filter out the warnings tracked and analyzed by the Dl
status changes in some way. Some more advanced comput- computer.
ers , such as those used by the Clans, also give the reason for A BattleMech has many other sensors and diagnostics, all
a jam or malfunction , and occasionally can clear a problem of which have cockpit displays in addition to checkpoints dot-
without interference or input from the MechWarrior. ting the hull. The checkpoints are used by engineers to discov-
Armor status is an important consideration for every er problems during repair and refit. These monitoring sensors
MechWarrior, and the Dl sensor network is interwoven into are all linked with the armor and internal structure sensor net
each armored plate on the BattleMech as part of standard inside the 'Mech, essentially allowing a technician to "look
233
under the hood" of the BattleMech without removing all the means very sluggish movement, 60 percent of sensors not
armor and myomers. functioning accurately or with current data, and weapons
A series of feedback sensors is embedded throughout the unable to track and accurately hit opposing 'Mechs.
internal structure of the 'Mech as well. Like the communica-
tions diagnostics computer, most of these other sensors' THE BATTLEMECH COCKPIT
warnings can cut out before combat. Of course, they can be A 'Mech cockpit is similar to that of a late 20th-century
reinstated at any time. These other diagnostics include jump jet fighter in terms of sophistication and function. Cockpits are
jet ready indicators, ammo low/critical, heat build-up, proximity more than simply the control centers and brains of a
warning alert, incoming transmission clarion, Identification BattleMech. Often in extended campa igns, the MechWarrior
Friend or Foe engaged/disabled and limb overstress indica- will literally live in his cockpit, sleeping as well as fighting
tors. The most important of these are the engine shielding there.
sensors that track the status of the fusion reactor core and its There is virtually no standard cockpit layout for
magnetic shielding. The Dl sensors attached to ammunition BattleMechs. Many military techno-historians compare the
storage/containment systems are usually related through the modern BattleMech cockpit to that of 20th-century automo-
battle computer to the ejection system, allowing a biles (and their 31st-century counterparts). As Thelos Auburn
MechWarrior to automatically punch out in the event of an put it in his book, The Metal Beast, cars all have similar cock-
ammunition explosion. pit components in terms of controls for lights, acceleration,
Other warning indicators might exist depending on the braking, speedometer, internal environment and so on, but
type of 'Mech. BattleMechs equipped with antimissile systems each automobile design positions these controls differently.
have incoming clarions, quad BattleMechs are usually Some, such as brakes, all operate the same way. Others, like
equipped with a ground stability sensor, and lances with windshield wipers, operate differently and sometimes are diffi·
'Mechs carrying the Beagle probe have an additional triangula- cult to locate and use. BattleMechs are very much the same .
tion interpreter for the targeting and tracking system . It is therefore virtually impossible to call any one cockpit
Dl computers have a small black-box device, usually design "standard," but they are all similar enough that compar-
stored in the back of the cockpit. These small once-written isons are easy, even for rookie MechWarriors.
chips in a special blast-proof container act as a cockpit Clan cockpits tend to be much narrower than those of
recorder for the BattleMech and are commonly known in Inner Sphere 'Mechs, limiting space for additional passengers .
MechWarrior circles as BattleROMs. Each set of BattleROM Many contemporary Inner Sphere MechWarriors see these
chips can store the last 200 active hours in a 'Mech. Even in spartan layouts as too confining, but they do embody the Clan
the most serious failures, such as a fusion reactor explosion, view of warfare.
the black boxes usually survive intact enough to provide inves- Given the complexity of piloting a BattleMech and the
tigators with details about the operations and status of the years of training needed just to be called a green MechWarrior,
BattleMech up until its demise. These devices are often used the monitors below describe the standard display as taught by
in court-martial cases because they are difficult, if not impos- most MechWarrior academies in the Inner Sphere and among
sible, to tamper with using equipment in the field. the Clans. Most pilots , having grown accustomed to such
The 'Mech's battle computer is the key to filtering data training, rarely change the way data is displayed.
from the Dl computer to the MechWarrior. It interprets input Nevertheless, most newer BattleMechs include the capacity
from the Dl, turning the data into useful information. Located for the MechWarrior to customize his or her display screens.
in the cockpit, the battle computer coordinates all weapons For example, a particular MechWarrior may decide he wants
targeting and tracking systems, feeding data to them and to the screen that usually displays damage schematics to be his
the MechWarrior from internal checks run by the Dl computer. radar display instead.
The battle computer also controls the TICs (Target Interlock Multi-functional switches were tried and tested on several
Circuits) of the ' Mech. BattleMech models in the early years of 'Mech development.
While the Dl computer monitors and coordinates the However, it was soon determined that for ease of repair and
BattleMech's internal operations, the battle computer coordi- replacement-not to mention the problem of combat-damaged
nates overall movement and fire. It makes sure that when a multi-functional switches knocking out the MechWarrior's ability
MechWarrior turns to fire his or her PPC, the weapon turns to to use all those systems-most functions in a BattleMech
face the same target and fires when the command is given. cockpit are controlled by a single, dedicated control mecha-
The Dl computer can serve as backup for the battle computer nism.
with usually only a 30 percent reduction in operation. The bat- The following is a typical layout of an Earthwerks
tle computer can likewise act as backup to the Dl computer, Industries T-IT-N10M Grand Titan BattleMech, released for pro-
but reduces the amount of information that can be gathered duction in 3054.
and operates the 'Mech at 60 percent of normal function. This
234
Left Control Panels cockpit screen. One switch is a toggle to turn the active sen-
1. Access Hatch and Controls-Most BattleMech access sors on or off. This reduces the BattleMech's ability to see or
hatches use a similar system. A set of sealing controls next to be seen by the enemy, though manual targeting is still possi-
the hatch locks the cockpit against outside intruders. As part ble . The second switch allows the primary screen to show
of these controls the MechWarrior also has an emergency active IFF transponders. When active, a ' Mech cannot lock
blast release button that will blow the locks off from inside the onto a friendly BattleMech. The third screen selector is usually
'Mech in an emergency. optional and allows a 'Mech to activate an external search-
2. Water Supply-Two gallons of fresh water are stored in a light, if equipped with one. The remaining switch is an infrared
removable container. tracking system that displays all images on the primary screen
3. Food Storage-Usually five days' worth of rations are as IR targets, usually painting them in bright red or green.
stored in this wall-mounted containment unit. Along with the 8. Primary Throttle-Moving the throttle forward allows for for-
food are utensils, mess kit and water purification tablets. ward running, while backward moves the 'Mech backward if the
4. Medical Kit-Located near the hatch in the event of an main rocker switch for reverse movement is activated. The
emergency exit, this kit is a standard Medipack. Many thumb button is used to shift or adjust the throttle, locking it in
MechWarriors supplement the standard kit with a Preserving place when not pressed. If the 'Mech is equipped with MASC , it
Sleeve and so on. will have a second throttle-control thumb switch for engaging the
5. IFF Transponder Bank-Located beside the battle computer, MASC system. When engaged, the computer message relay will
this usually sealed access panel holds the current circuit card display "MASC" until the system is deactivated.
encoded with the BattleMech 's Identify Friend or Foe Though not included in this design, some BattleMechs
Transponder. These cards are changed and standardized for a mount two joysticks, with the second mounted in the same
unit prior to battle so that confusion is kept to a minimum. location as the right-hand stick, but on the left arm of the com-
The system transmits standard Dl computer information to mand couch; the throttle is moved further back. This arrange-
other friendly BattleMechs, as well as the 'Mech type. ment allows a pilot to control half of a BattleMech's arsenal
6. Left Weapons Display and Status-These displays show with each stick and permits separate control of arm move-
half the weapons carried by a 'Mech as well as their ammuni- ments.
tion count. A series of toggle switches allows them to be 9. Communications System Voice Controls-These controls
locked to one of the Target Interlock Circuits. The weapons dis- activate the microphone built into the neurohelmet or the cock-
play also shows weapon recharging or reloading status. pit microphone. A second set of controls engages the
7. Primary Screen Selectors-These switches allow the BattleMech's external microphones and speakers.
MechWarrior to alter what he or she is viewing on the primary
235
Center Control Panels
1. Emergency Ejection Handlebar-This system requires the
MechWarrior to pull the arm and turn it slightly. Once done, the
cockpit canopy is blown away by a series of explosive bolts, the
warrior's neurohelmet is disconnected and the cockpit seat is
ejected clear of the BattleMech . Some systems are more sophis-
ticated, such as the Hatchetman, which ejects the 'Mech 's entire
head. The firing mechanism is fairly standard, however.
2. Computer Message Relay-This system relays information
from the Dl computer through the battle computer, providing the
MechWarrior with information critical to the operation of the
BattleMech. Critical damage information and messages concern-
ing possible heat damage or weak armor are displayed here.
3. Main Control Rocker Switches-These controls enable the
MechWarrior to better monitor and control operations. Each
switch performs a different function, as outlined below.
· Cross-hair Window Limiting-On the primary screen, this
overrides the targeting and tracking system, allowing the
MechWarrior to track a target into the far edges of the primary
screen beyond the normal firing pattern of the weapons sys-
tem.
· Reverse Movement Rocker-When this system is
engaged , the BattleMech can move in reverse. The system
must be used in conjunction with the throttle controls.
· Rotate Torso-When engaged, the MechWarrior can
adjust the BattleMech's torso using the torso rotation control
studs (see below).
· TIC Reconfiguration Switch-When engaged, the
MechWarrior can adjust and reset the Target Interlock Circuits
on the side weapon status displays.
· Sensor Reconfiguration Control Switch-These sensor
controls can be used to reconfigure the scanning capabilities
of the BattleMech.
· Heat Lock-Out Override-During normal operations, a
'Mech has a standard override to shut off weapons fire when
heat reaches a danger level. This rocker switch allows the war-
rior to override that system (a common tactic in Inner Sphere
combat). Many older machines have a numeric keypad that
requires a set code to be entered within a set time limit after an
initial heat alarm, or the reactor will automatically shut down.
4. Primary Viewing Screen-This is the main weapons/ move-
ment screen in the cockpit of the BattleMech. All systems
enhancements , such as a heads-up target and tracking dis-
play, are projected on this screen. Screen control is main-
tained via several different switches in the cockpit. When noth-
ing is activated, this screen resembles a polarized armored
cockpit window. Some BattleMechs have a shield roll-away
shutter, much like a blind that can be lowered and locked into
place over the cockpit window if necessary.
5. Secondary Viewing Screen-This smaller viewing screen is
used to monitor ' Mech and target status , as well as long- and
short-range sensor feedback. During the period of Inner
Sphere lostech, this single screen was replaced with four
bulkier smaller screens that constantly displayed this informa-
tion but took up considerably more room .
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RUNNING I'HE GAME ~
6. Secondary Viewing Screen Controls-These switches destruct by overriding the safety protocols of its fusion reactor
allow the MechWarrior to better monitor his/her sensors and and letting the system overload and explode , though such pro-
battle computer data on the secondary screen. Only one gramming is rare and often a last-stand effort. More sophisti-
switch can be activated at any given time. The controls are cated programming, such as deliberately rigging sensor ghosts
described below. or sabotage, usually requires programming off-site using a
· Short-Range Scanner Sweep-This provides a MechWarrior large-scale repair computer system.
with a two-kilometer sweep. The 'Mech sensors check for heat 8. Heat Scale-This shows a standard heat readout for the
signatures, large-scale motion and reactor radiation signa- BattleMech, displaying the information in green (safe levels),
tures . In the center of the screen the scanning ' Mech is dis- yellow (risk levels), and red (danger levels).
played and all targets are shown in respect to the scanning 9. Anti-Missile Warning System-In BattleMechs equipped
' Mech's position. Short-range sweeps do not show terrain fea- with anti-missile defense systems , this large red warning light
tures. Friendly 'Mechs are identified by icons and by name will engage whenever enemy missiles are fired at a
from IFF transponders (if activated). BattleMech. A separate digital readout indicates the amount of
· Long-Range Sensor Sweep-This scanning system anti-missile ammunition remaining in the system. The single
shows a 32-square kilometer map, usually relayed to the bat- control stud allows automatic firing of the anti-missile system.
tle computer from satellites. Terrain features are shown on the This weapons system operates independently of the right and
long-range sweep, along with any known friendly 'Mechs on the left weapons displays.
map. Enemy 'Mechs are usually displayed as well, but no 10. 'Mech Kick Control Switches-When engaged, the foot
detail can be obtained unless they are within two kilometers of pedals can be used to kick the 'Mech legs rather than move.
the scanning 'Mech. The two switches control which leg is kicking when the pedal
· Armor Damage Status Screen-Data from the Dl com- is pressed. The system also boosts the access control of the
puter is relayed to the battle computer and provides a neurohelmet so that the MechWarrior can use the helmet for
schematic of the amount of damage the BattleMech has greater gyro control.
taken. A projected 'Mech outline is shown on the secondary 11. 'Mech Punch and Grab Controls-These switches turn the
viewing screen, with damage indicated in varying shades rang- firing joystick into arm/ hand control for punching and grabbing.
ing from red to black. Three primary switches activate the arm controls, one for each
· Internal Damage Status Screen-Lost weapons or dam- arm and one for both to mimic the same actions (used for
aged components are displayed on the secondary viewing pushing and/or charging). A hand control for each arm allows
screen so that the MechWarrior can determine the status of the MechWarrior's own grip on the joystick to guide and move
his or her 'Mech. A blank display indicates no internal dam- the hands of the 'Mech. The majority of older machines use
age. Any component shown on the screen indicates that it is glove-like sensors on either side of the command couch, into
either damaged (yellow) or destroyed (red) . which the MechWarrior places his hands, for dexterous move-
· Enemy Armor Damage Status Screen-When activated , ments of a BattleMech's hands . Fully pressing the hand con-
the secondary monitor shows the armor loss of any enemy trols down can lock the hand actuators in place so that a
'Mech it is locked onto . grabbed item is firmly held, such as clubs. When used for
· Enemy Internal Damage Status Screen-When engaged, punching, the controls turn the 'Mech's arms over to the joy-
the secondary screen shows a MechWarrior the destroyed stick for jabbing and punching. Both of these systems (hand
components on any 'Mech the system is locked onto. It will and arm) are supplemented by specific balance controls fed
also show the heat build-up of any enemy BattleMech and can from the neurohelmet.
even relay engine output data. 12. Gyro Start-Up and Calibration Controls-This system is
· Beagle Active Probe Sweep-In ' Mechs equipped with a used to turn on the gyro for movement and transfers gyro bal-
Beagle active probe, this switch shows a more concentrated ancing control to the MechWarrior's neurohelmet. A manual
sensor sweep on the secondary monitor, displaying any shut- control knob can be used for limited supplementing of balance
down or concealed BattleMechs andjor troops. control should the neurohelmet be damaged in combat.
7. Battle Computer Keypad and Disk/Chip Input Slot-This is 13. Foot Movement Control Pedals-These two foot pedals
the MechWarrior's personal control and programming system allow the MechWarrior to turn the BattleMech and to kick
for the battle computer/DI computer interface. Entered text is (when the kick control switch is activated). For movement,
displayed on the secondary screen . The most important con- pressing one pedal turns the 'Mech in that direction.
trol on this keypad is the toggle for transferring backup of the Pressing both pedals forcefully to the floor engages a
Dl or battle computer systems to each other. The small BattleMech's jump jets; provided the machine is equipped with
diskette drive is designed to hold computer disks with inset them. Once the jump jets are engaged, the thrust of the right
chips for customized programming or full system reloading. and left side exhaust ports is controlled by pressing each foot
These controls are most commonly used to activate the pedal. Sharply pressing both foot pedals to the floor once
security system before a MechWarrior departs his or her more disengages the jump jets.
'Mech . A MechWarrior can also program a 'Mech to self-
237
14. OJ Computer Access and Primary Controls-This small BattleMech's hands. When used to control the arms for reach-
panel allows the MechWarrior to engage or disengage the Dl ing and punching, the joystick moves up and down as well as
computer network in the BattleMech. Techs primarily use the side to side.
panel to gain access for repairs or replacement. 3 . Emergency Ammo Dump Control-Ammunition explosions
15. Security Control Circuit Box-Located near the foot ped- in a BattleMech can spell a quick end to both MechWarrior
als, this small box contains ROM circuits encrypted with the and machine. This switch, when used in conjunction with the
BattleMech 's security access codes. rightjleft weapons display and status, allows the MechWarrior
to eject all ammunition from one weapons system .
Right Control Panels 4. Communications Controls-This small workstation/display
1. Right Weapons Display and Status-These displays show enables the MechWarrior to communicate with other 'Mechs or
half the weapons carried by a 'Mech and their ammunition a command structure. The system uses a series of short-
count; a series of toggle switches allows them to be locked to beamjtightbeam microwave transmitters to relay data. Direct
one of the Target Interlock Circuits. The weapons display also communication occurs via standard radio; however, all 'Mechs
shows weapon recharging or reloading status. can use laser communications by sending a communications
2. Weapons and Arm Joystick Control-This joystick is the burst to a receiving 'Mech or satellite for relay.
primary firing control for the BattleMech. The joystick itself has Many neurohelmets include sensors that allow for commu-
several firing buttons (three to six, depending on the model), nication channel switching simply by rapidly clenching and
one trigger finger, three on top, one thumb button on the left unclenching the jaw, or by opening the jaw wide. The
side and a pinky button on the right. Each of these corre- MechWarrior determines the specific manner of the switching
sponds to one of the TICs. The finger rests on the joystick are and which channels are used. Specific controls are as follows:
sensitive control surfaces so that the MechWarrior can use it · Guardian ECM Suite-This system allows extensive
to control the BattleMech's hands when the punch-and-grab ECM jamming.
controls are activated. Most older machines use glove-like sen- · Communications Mode Selector-This system allows
sors on either side of the command couch, into which the the MechWarrior to change communications modes from
MechWarrior places his hands, for dexterous movements of a microwave to standard to laser to radio.
238
· Frequency Code-With over 9,999 known frequencies,
this code allows the MechWarrior to issue commands on a
specific frequency.
· Secured Transmission Switch-When engaged, this con-
trol narrows the transmission beam and scrambles the mes-
sage for the receiver to unscramble. While this narrowing of
the microwave beam often means that some messages can-
not be transmitted, it is the standard way of sending secure
data and information.
· TAG Engagement Control-This system allows target
acquisition gear to engage and transmit on its own frequency.
· c3 Computer Relay-This control allows a
Command/Control/Communications computer to tie in to the
battle computer for data relay to other 'Mechs on the net.
· Artemis IV Fire Control Activator-This switch enables
the Artemis IV fire-control system. It ties all missile batteries
in to the system and shows the heads-up display (HUD) on the
primary display screen with bright pink for all Artemis IV-con-
trolled shots.
· Standard Jamming Gear-This is the standard short-
range jamming gear. It enables a 'MechWarrior to jam commu-
nications up to two kilometers away against any BattleMech
currently targeted on the primary viewing screen.
· Frequency Search Controls-This set of switches allows
a MechWarrior to attempt to intercept and listen in on other
communications on a battlefield. If engaged , the MechWarrior Command Couch
cannot use his or her communications gear to contact other A MechWarrior's command couch is designed to recoil in
units. compensation for shock and to hold a warrior in place and in
5. Cockpit Life Support Controls-This set of controls deter- control in the event of damage. Both Clan and Inner Sphere
mines ventilation airflow in the cockpit and provides the versions have extensive strapping to hold the MechWarrior in
MechWarrior with a readout of the current cockpit temperature the seat during his or her ride . The couch is also an ejection
and life support status. seat. A set of flares, a small medical kit and a jumpsuit with
6. Battle Computer-This is an access panel to the boots are typically stored in a compartment on the right or
BattleMech's battle computer system. back side of the seat for use when seat and MechWarrior are
7. Fire Extinguisher-This small removable fire extinguisher ejected . A homing device is built in under the floatable cush-
is usually a last-ditch tool for a 'MechWarrior to use in the ions, and a dummy-cord and built-in holster holds a pistol of
event of a fire. some type on the left side of the couch. This last feature is
8. Coolant Lines Control Surface-This is where a more common in the Inner Sphere than with the Clans.
MechWarrior attaches his or her coolant suit to the The Clan version of the command couch almost always
BattleMech's life support system. A flow indicator control knob has two ejection straps over the head and to the rear of the
allows the user to set the coolant flow rate. This line automati- MechWarrior for punch-outs when normal controls are dam-
cally detaches if the ejection system is activated. aged or cannot be reached because of fire or combat damage.
9. ECBAS (Emergency Cockpit Blast-Away System)--Similar
to the ejection system, this control stud fires explosive bolts Aft Cockpit Wall
around the cockpit ferro-glass but does NOT eject the 1. Neurohelmet Contact Cable Interface (NCCI)--Located just
MechWarrior. Often this is used when the heat in a BattleMech behind the command couch, this cable attaches to the Mech
becomes unbearable and the MechWarrior wants to cool down Warrior's neurohelmet to allow for gyro balancing and detailed
in the exposed air. This system can function as an override if movement control. In the event of ejection, the cable automati-
the ejection system fails . cally detaches from the control surface. The cables have clean
10. Internal Cockpit Lighting Controls-These controls allow a breakaway points in case they do not disconnect properly.
MechWarrior to adjust the lighting levels inside the cockpit. 2. Life Support Air Supply and Recirculation System-A stan-
11. BattleMech Ignition Switch-This large, usually red, bar is dard tank holds the air supply for the BattleMech cockpit.
thrown to engage the fusion reactor at minimal levels, power- Usually enough air is stored for ten hours of continuous opera-
ing the cockpit and the gyro for BattleMech start-up. Once tion. The recirculation system vents air from the exterior of the
turned on, the switch is locked into place. 'Mech, filtering for gas, radiation or biohazards and circulating
239
it inside the cockpit when battlefield conditions permit. cling. The MechWarrior then pulls on the neurohelmet from a
3. Personal Gear Storage--A MechWarrior can store his or shelf up above and behind him and turns on the gyro start up
her personal gear in this limited space. control. This, in turn, resets the BattleMech's gyros and acti-
4. Tool Rackj Net-A standard mechanical or BattleMech vates the Dl's security system, which checks to see if the
repair kit can be stored here for use in the field. Most MechWarrior with that neurohelmet is the proper pilot.
MechWarriors sling a personal gear net over this case to carry In very old machines, the Dl contains a series of motions
additional supplies as needed for each mission. that the MechWarrior performs , which act as a passkey to
5. Waste Reclamation System-This is the rough equivalent starting the 'Mech . For the vast majority of BattleMechs, the
of a portable toilet, usually a fold-down array that uses elec- warrior identifies himself so that the Dl can perform a voice
tricity from the BattleMech 's internal circuits for sanitary dis- identification check. He then speaks a coded phrase that only
posal of human waste . After use, the MechWarrior or support he knows.
crew only need empty a small container of biologically inert If the neurohelmet is damaged , the MechWarri or can over-
ash. On extended missions or in hazardous atmospheres, this ride the security system with a passcode that he has previous-
small system, while difficult to reach, is an important aspect ly hardwired into the diagnostic interpreter. A Dl will not acti-
of personal hygiene in the cockpit. vate a 'Mech's drive systems unless the proper MechWarrior
with the proper neurohelmet engages the system. Other secu-
STANCARC BATTLEMECH rity features that may be initiated are verbal passwords into
START-UP PROCEDURE the neurohelmet microphone, which [are run through the secu-
The first thing a MechWarrior does when he or she enters rity system for a voice print authorization . Technicians have
the cockpit is to lever down the ignition switch , which starts their own set of passwords for a 'Mech, allowing for routine
up the reactor. After seating himself in the command couch , maintenance checks and so on . Usually a senior tech will have
the MechWarrior then reaches into a panel concealed in either the same access to security protocols as a MechWarrior.
arm of the command couch and removes medical monitors As soon as the Dl has confirmed a match between warrior
and wires . He places the monitors on his shoulders and the and neurohelmet, the cockpit systems come to life. All previ-
insides of his thighs, then clips the wire ends to the monitor ously requested sensor combinations come on-line , and any
patches and threads the ends through loops in his cooling messages transmitted to the BattleMech's microwave (private
vest. A small cable from the cooling vest is then extended and or general) comm-line are announced for the MechWarrior to
snapped into the command couch to start the coolant recy- either receive or leave stored (though standard procedure
240
RUNNING ·rH£>GAME
requires all messages to be relayed and acknowledged prior to The MechWarrior then determines
operations). The MechWarrior checks the general levels of if he or she wishes to reconfigure
heat and radiation and ensures that the Dl is not giving any the Target Interlock Circuits. The
warnings to the battle computer that would prohibit operation Dl also sets and tests all com-
of the 'Mech. munications gear and the IFF
Targeting and tracking sensors are tested by activating transponder system . Any diffi-
the heads-up display and confirming movement with the target- culties are relayed via the battle
ing/firing joystick. Previous heat levels may have tripped too computer on the cockpit's com-
many sensors, in which case the MechWarrior can request via puter message relay.
the battle computer keypad to run a full diagnostic on the Dl Many systems checks are
network for heat sensors . Such a diagnostic will automatically specific to particular 'Mech types,
reset the tripped sensors . especially if they carry special
With all messages played, all sensors operational and the equipment such as that found on
coolant vest bringing the pilot to a more bearable temperature, recon units. From beginning to end,
the MechWarrior next checks the BattleMech's limbs for free- a complete in-cockpit inspection usually
dom of motion . The Dl computer ensures that there are no takes five to ten minutes if done "by the book." In an emer-
problems with 'Mech stabilization. A series of pulses sent via gency, this can be cut to one minute full start-up time from
the Dl through the myomer bundles checks the status of the when the MechWarrior enters the cockpit to when the ' Mech
entire BattleMech, searching for any inductance anomalies. For can move and fire .
example, if the same amount of power that goes into a
myomer does not come out the other end, a problem exists. SYSTEMS OPERATIONS
The Dl computer feeds this data via the battle computer to the AND CONFIGURATIONS
MechWarrior. The Dl then runs finer and more direct tests until Understanding a BattleMech's internal components and
it finds the problem bundles; it marks them, remembers them their specific operations often adds a great deal of flavor to
and attempts to reroute power. If the problem is too large for any MechWarrior adventure. The following paragraphs outline
simple fixing, a warning alert sounds prior to any attempt to BattleMech components , their operations and their possible
move the 'Mech. configurations.
Next to run are the weapons diagnostics. Gauss rifles and
particle projector cannon capacitors are charged and dis- Fusion Reactor/Power Plants
charged, laser optics are checked for cleanliness and ammuni- The reactors used by BattleMechs, aerospace fighters and
tion loaders are run through their paces, loading the first some vehicles generate enormous amounts of power through
rounds into their chambers. Missile targeting equipment is nuclear fusion, which is the process of fusing light elements
checked; if an Artemis IV is installed, the computer message like hydrogen into heavier ones like helium. Fusion is much
relay will prompt the MechWarrior to activate the system. In an cleaner (meaning it produces less radioactive waste) than the
emergency start-up , the weapons check can be done by the first nuclear reaction harnessed, nuclear fission, which split
battle computer in less than ten seconds running in standard heavy elements (such as uranium) into somewhat lighter but
operational mode. However, some weapons may not function still radioactive elements. In the late 21st century, Terran
properly; which ones fail will not be determined until they Alliance engineers achieved fusion from normal hydrogen
attempt to fire. rather than heavier hydrogen isotopes, a feat that would have
During all this initial start-up activity, the fusion plant is been considered impossible a century earlier. This eliminated
run through a series of possible power requirements by the Dl the use of hydrogen isotopes (deuterium and tritium) and
computer's reactor diagnosis program. Everything from over- reduced the amount of radioactive waste yet further.
heating to power spike situations are created and reactor per- Though a typical BattleMech fusion power plant operates
formance is benchmarked against acceptable tolerances. at tens of millions of degrees Celsius and produces the seem-
Problems in particle emission, reactor shielding or magnetic ingly boundless energy that powers armor-vaporizing energy
bottle maintenance result in an immediate power-down of the weapons and the huge myomers that move the largest
BattleMech. The MechWarrior can disable this reaction if he 'Mechs, fusion reactors are an inherently safe power plant.
knows his fusion plant's and 'Mech's access codes. Heat Even when cooling systems are too damaged to keep the reac-
sinks are automatically calibrated and the Dl also checks their tor cool, the first system to shut down (or fail) is the magnetic
operational status. Problems in power production without fail- field coil that produces the powerful plasma containment mag-
ure indications by other sensors relating to the fusion plant netic fields. This allows the plasma to collide with the cold
are typically interpreted as sensor malfunctions. These can be reactor walls , flash-cooling the plasma below temperatures
ignored and the secondary sensor web engaged if the necessary to sustain fusion . The heavy, high-temperature con-
MechWarrior knows his plant's access code. tainment vessels have more than enough heat capacity to
soak up the heat remaining in the then-quiescent plasma and
241
are rarely more than scuffed by Power plants in BattleMechs use magnetohydrodynamics
this encounter, though more to produce the incredible amounts of electricity required for
delicate interior equipment motion, combat and basic functions. With most weapons sys-
like sensors and hydrogen tems requiring power, as well as the myomer muscles and so
injectors may be dam- on, the reactors usually provide just enough energy to power a
aged by this sort of standard 'Mech. Plasma from the fusion reaction is channeled
hard shutdown. through a series of magnetic fields into a loop. This plasma is
Puncturing the reac- conductive, and the loop functions as a generator coil, produc-
tor vessels ing electricity and waste heat. The waste heat is dissipated
with through the 'Mech's heat sink network (see below for details).
weapons In the early days of BattleMech design, plants too large
fire has simi- for a particular chassis were often installed in hopes that the
lar effects: excess energy might give some undefined boost in combat.
the plasma is Instead, the 'Mech's ammunition exploded or the reactor
chilled by inrushing scrammed (automatically shut off by Dl computer command).
air and the reactor Coupled with exact information on how much power is needed
walls. Because to move the myomer bundles that make up a 'Mech's muscula-
punctured reac- ture and the amount of energy that each weapon and ammuni-
fE'!'! tors are ruined by tion-loading carriage require, power plants are never installed
encounters with in the wrong chassis.
superheated air that oxidizes Advances in engine design and manufacturing have
(rusts) their interiors in allowed for the development of so called light and extra-light
moments, the safety systems engines. The principles of the engine are identical, but weight
usually shut down fusion engines after their external shielding is traded off for a much larger, bulkier engine. This is primarily
suffers too much damage. achieved through reducing the thickness of the tungsten car-
Punctured fusion engines also occasionally produce spectac- bide containment walls and reinforcing them with a semi-crys-
ular light shows as white-hot air is blasted back out. This often talline, highly oriented polymer.
happens in conjunction with structural collapse from the same
weapons fire that damaged the engine, producing the illusion Myomer
that a ball of plasma is eating its way out of the BattleMech. In The muscles of a BattleMech are bundles of polyacety-
fact, incidents of actual fusion engine explosions are greatly lene fibers that contract when exposed to electrical current.
exaggerated by the media. The act must be deliberate, requiring Each polyacetylene fiber that makes up a myomer bundle is
the engine to be overcharged, followed by a quick shutdown of extruded individually in microscopically thin tubes and spun
the containment fields. If everything has gone right (or perhaps into a bundle. An advanced polymer formula and "acti-strandu-
wrong), the plasma has enough stored energy to explosively lar" fibers produced by vats of
vaporize the containment vessel's liner and blow both the engine genetically engineered bacte-
and BattleMech apart. The resulting explosion is actually quite ria fill the polyacetylene
small compared to a nuclear fusion weapon blast, being more tubes during the extru-
like a rupturing steam boiler than a true nuclear explosion. sion process. The
Nonetheless, it can be devastating for nearby units. tubes are then electri-
BattleMech fusion reactors consist of several key compo- fied, causing a self-
nents. The magnetic bottle, which contains the field coils and ordering reaction
the actual nuclear reaction, is housed inside a fully densified between the poly-
tungsten carbide containment compartment, often reinforced mer filler and
with boron whiskers for toughness. The reactor controls and the acti-stran-
so on are mounted on the outside of the containment com- dular fibers to
partment. Covering the containment is a series of internal produce intri-
cooling coils filled with liquid nitrogen, filtered through a cool- cate, complex
ing grid array usually at the front end of the fusion engine. structures akin to
This cooling grid only allows for minimal operation of the reac- the contractile pro-
tor core ; full operation generates so much heat that the heat tein filaments in natural
sink network must be on-line in order for the reactor to gener- muscle (myosin and
ate the power needed to move and fire. These heat sink net- actin filaments).
work interfaces tie in at the outer armored shell that covers
the internal cooling system (see below).
242
RUNNING 'FHE GAME
When stimulated by electricity over a certain "activation Internal Structure
voltage ," the acti-strandular fibers contract sharply on them- The internal structure of a
selves, a process virtually identical to the contraction of pro- BattleMech is akin to the bones
tein filaments but with an electrical rather than a chemical in a human body. It provides sup-
power source . Like natural muscle, the contraction of a poly- port and skeletal strength. This
acetylene tube in myomer is an ali-or-nothing process. To gen- structure consists primarily of
erate more force , more tubes in a myomer bundle must be ultra-light foamed alu-
triggered simultaneously. The electrically driven myomer con- minum, wrapped in silicon
tractions are much more powerful by mass than natural mus- carbide monofilament and
cle and can be scaled up to a significantly larger size, making encased in a tita-
BattleMechs possible. nium steel
At the scale of BattleMechs, even small myomer bundles shell. The entire
(such as those of hand actuators) represent multi-kilowatt internal struc-
electrical motors of sorts , to say nothing of the huge myomer ture is rigged for
bundles in the BattleMech's legs. But myomers, despite their easy attachment
high power-to-weight ratio and ideal fitness for the motions of sensors and
required of BattleMech limbs, are not as efficient at converting equipment.
electricity to mechanical work as normal electrical motors. The skeletal
Indeed , they can be as wasteful as natural muscle or internal frame of the
combustion engines , meaning they generate considerable BattleMech consists of only six-
waste heat at the levels of power needed to sends tens of teen to twenty-five "bones," providing for somewhat limited
tons of BattleMech thundering across a battlefield . To avoid movement capability. From the internal framing, armor struts
cooking themselves with their own heat, myomer bundles are extend outward for the attachment of outer armor plating.
laced with a network of flexible tubing, almost like veins, that Additional framing extends from the muscles for stringing
carry coolant to and from the BattleMech's heat sinks. The myomer bundles and so on. Weapons frame attachments are
enormous power demands of BattleMech myomers also much more specialized and must be machined for the particu-
means they are not stimulated by trivial electrical jolts, no lar 'Mech and weapon.
more than the huge electrical motor of a diesel-electric train The most impressive recovered technology with implica-
would deign to notice the battery of a personal electronic item. tions for internal structure is endomorphic steel, or endo-steel.
Natural lightning and PPCs normally ground out through a This high-strength steel alloy eliminates the need for the time-
BattleMech 's armor or internal structure (something the armor consuming application of silicon carbide monofilament rein-
and chassis are designed to encourage), leaving little stray forcement. The alloy can also be cast in thinner-walled sec-
current to stimulate the myomer muscles. tions than the titanium steel of conventional internal struc-
The power controls for myomer strands are mounted at tures. The endo-steel alloy does require a zero-G manufactur-
either end for redundancy. They are directly linked to the Dl ing facility to eliminate chemical segregation of alloying ele-
computer network. Controlling the amount of electrical power ments that saps their strength and makes them brittle; zero-G
fed to the myomer bundles and which bundles receive power conditions also enable the aluminum foam core to develop a
when controls the way the BattleMech moves. As part of the more regular pore size and thus greater strength. Though the
Dl computer, the MMSS ('Mech Movement Sub-System) is the end result is bulkier, endo-steel weighs considerably less and
overall name for the entire network of coordinated MCUs. The takes less time to manufacture than conventional internal
MMSS is programmed to simulate human movement in many structures.
regards and through the use of the Dl network receives con-
stant feedback on the status of myomer muscles, their current Targeting and Tracking System and Sensor Array
tension and strength, position and power levels. The MMSS The targeting and tracking (T& T) system requires no acti-
compensates for any adjustments needed as indicated by the vation from the MechWarrior and is always channeling informa-
cockpit battle computer. tion to him or her. All targeting and tracking systems provide
The MMSS is tied to the Dl computer because having the some sort of heads-up display (HUD), usually built into the
strength and intelligence to move is only half the requirement. cockpit's primary viewing screen. Some MechWarriors prefer to
Because of a BattleMech's size and complexity, the Dl network have the HUD tracking image relayed to the inside of their neu-
feeding information from the gyro stabilization system provides rohelmets. A decent technician can modify the 'Mech this way
the other element-balance. Combined, they make a deadly per the standards of the unit or of the individual MechWarrior
formula . in question; doing so requires at least a 3050-technology neu-
Triple-strength myomer was developed in the 3020s. rohelmet and 6 hours of a technician's time.
These new myomers operate more efficiently when hot, work- Thermal imaging, light intensification , motion tracking,
ing from a simple endothermic principle. ultra-violet (UV) and laser tracking are four of the most com-
243
.< , .~.
~p t
\~.~ " -(
monly used detection/targeting systems in BattleMechs. Kurita . MechWarriors often have their own favorite display modi-
Others include microwave tracking , and some T&Ts even use fications, usually geared when a cluster of weapons is fired at
seismic distortion tracking. All BattleMechs also have active once, with the display of the target changing color when all the
MAD (Magnetic Anomaly Detection) systems that are in con- weapons are at optimal range. Many of these can be pro-
stant operation unless suppressed by a MechWarrior. Many grammed prior to battle by the MechWarrior using the battle
current BattleMechs also use an active spectral analysis scan computer keypad controls or by a qualified technician.
at point-blank ranges to search for known explosives , used pri- MechWarriors favoring specific sensor configurations can have
marily to avoid mines or anti-'Mech Infantry assaults. the data written to a ROM chip for use in any other BattleMech
All of this sensory data is accumulated by the Dl computer that they might pilot in order to save time and effort.
network. The battle computer then takes all the data and turns
it into useful information for the MechWarrior. No matter what BattleMech Armor
method is used, the cockpit displays information in the most A ' Mech's armor plat-
natural and ergonomic fashion , meaning that the MechWarrior ing is, in many respects,
need not interpret whatever data he receives (which could dis- the skin of the massive
tract him at a critical moment). Sensory data can also be trian- war machine. The armor
gulated with sensor data from other friendly 'Mechs to pinpoint plates consist of two
enemy positions or provide more detailed information. This layers. The first layer
requires all involved BattleMechs to link their sensors via a sep- is designed to frag-
arate communications channel. The link is often difficult to ment and absorb
maintain during battle, but is highly effective when used. attacks. It consists
The MechWarrior can enable/ display and/ or disable any of an aligned crystal
sensors at any time through manual controls in the cockpit or steel of incredible
voice activation. The voice recognition circuits in a BattleMech strength and hardness.
are tied in to the neurohelmet's microphone and into the cock- The second layer of pro-
pit microphone system; they are sophisticated enough to tection, usually com-
understand commands even if the MechWarrior is sick, wound- posed of cubic boron
ed or screaming in the heat of battle . nitride impregnated with artificial dia-
The sensors' readings can either overlap a target or mond monofilament, acts as a backstop for the primary layer,
reveal an entire area . For example, thermal imaging sensors catching shrapnel and debris reduced to a molten state or
typically display a green image of the battlefield , with hot even to plasma by the ferocity of 31st-century weaponry. The
areas shown as progressively whiter. At the Mech Warrior's dis- microfiber weave enables the entire plate to absorb shock and
cretion, he or she can opt to only thermally display other provides it with limited flexibility. This woven network also pro-
'Mechs and leave the battlefield in its true colors. Other sen- vides feedback to the Dl computer. The back of the armor plat-
sors can be added or subtracted from the displays as ing consists of a thin honeycomb of titanium that acts as a
required. By default the battle computer will synthesize the structural support for the first two layers.
information from all sensors on the exterior of the 'Mech and Armor plating is individually mounted to extension plates
read them down to provide simplified readouts on the HUD. that protrude from the internal structure . This type of mounting
Friendly and enemy 'Mechs are marked with a graphic has many of the armor plates overlapping to prevent access to
token to differentiate them, such as a golden or black halo, the internal structure. Under the mounting is a sealing level
Identification Friend or Foe (IFF) broadcast beacons are auto- with a thin polymer bonding that attaches to the back of the
matically used by the BattleMech's targeting and tracking sys- armor plates. This polymer is semi-liquid and heat resistant so
tem to avoid accidental missile fire at a friendly 'Mech and to that when it is breached, it self-seals (in most cases). The
help identify friends in difficult situations , such as night fight- heat-resistant nature of the sealant keeps it from being com-
ing or smoky battlefields. As indicated in the discussion of promised by the high internal temperatures that the 'Mech
cockpit layout, this system can be overridden manually by a generates. Mounting the plates to the internal structural frame
MechWarrior should the need arise . with little interdependence provides the BattleMech with
Sensor arrays are positioned in numerous hard points on increased mobility.
the surface of the BattleMech, usually with triple redundancy. Ferro-fibrous armor adds a weave of ceramic fibers to rein-
Using the extensive Dl computer network, these sensors con- force and toughen the somewhat brittle aligned-crystal steel
stantly feed data to the cockpit for interpretation and display outer layer of the armor. The net result is an armor plate that
by the battle computer. is lighter overall while providing excellent protection.
Additional displays are usually weapon-specific, such as the
indirect firing matrix of long-range missiles, the minimum range Gyro Stabilization System
warning display of a particle projection cannon or the A BattleMech 's gyro is the device that provides the brute
Command/Control/Communications computer used by House force to keep these massive machines upright even at their
244
RUNNING I'HE .GAME
incredible speeds and in jumping or flight mode. BattleMech striking resemblance to the 'Mech's fusion reactor, down to the
actuators are too clumsy and slow for rapid balance-maintain- magnetic containment fields.
ing motions. The fine , swift changes in force needed to keep a A BattleMech outfitted to operate in a vacuum carries
'Mech upright come from a triplet of gyroscopic rings that pro- some reaction mass in an attached tank.
vide balance-correcting force in directions determined from
monitoring the MechWarrior's sense of balance via a neurohel- Actuators
met. Each ring in the gyroscope provides correcting force along Actuators are the mechani-
a different axis. cal joints that enable a
They gyro system is easily fooled by sudden changes in 'Mech to move its limbs in a
altitude, high-speed impacts and especially disappearing manner similar to a human
frames of reference (for example, being in the air or in space , being. Like the spinal
where it is difficult to determine which end is up). For such sit- column and motor and
uations, the MechWarrior, through the neurohelmet, provides sensory nerves of their
an intelligent sense of balance that can handle the confusing human counterparts,
environment of combat, while the gyro does the brute work of actuators contain a
keeping the ' Mech upright. The neurohelmet has several con- degree of local con-
tacts that sit on the MechWarrior's head to better sense the trol and feedback
alteration in his or her neural pathways as it automatically mechanisms .
adjusts to such situations. Actuators consist of
The gyro itself is composed of two parts. The first is the several components that
gyroscope housing, which is made of a carbon nanotube-rein- allow for smooth opera-
forced polymer inner shell with a light ceramic outer layer. Inside tion. The joint itself is the
this protective shell, three rings of carbon nanotube-reinforced simplest element, consist-
graphite spin at extreme speeds on different axes. The gyro- ing of a tight-fitting hinge or ball and
scope is tied directly into the Dl computer network, with gyro socket. Each of these is sealed in a self-contained lubrication
control having priority for sending pulses through the Dl system. system filled with a graphite or hexagonal boron nitride dry
The battle computer's programming allows the gyro to lubricant compound for smooth operation .
mimic human movements under the direction of the Controlling the joint is a series of delicate sensors and
MechWarrior, including basic actions such as running, punch- motor control units (MCUs). Tied to the Dl computer network,
ing, kicking, jumping and so on. These programs can be modi- these control sensors constantly feed pulses to the Dl com-
fied in a millisecond via direct control from the neurohelmet, puter as to the position of the joint relative to the rest of the
so that a MechWarrior does not have to concentrate on bal- BattleMech (an artificial kinesthetic sense) , as well as all
ance full time but can simply compensate via the stabilization known programmed BattleMech movements . This information
system when required. is cross-referenced by the battle computer data from the gyro
to ensure that balance is maintained. The MCUs direct and
Jump Jets coordinate the myomer muscles of the 'Mech to move the
The jump jets used in BattleMechs are among the most actuators. Actuators self-adjust without input from the
ingenious creations of the BattleMech engineers . Some of the MechWarrior. Usually these movements are so subtle that
early 'Mechs used tanks to store tremendously flammable liq- even the most seasoned MechWarrior does not notice any
uid fuel that could propel a 'Mech through the air. Others used change of position.
solid fuel or explosives. These early models deployed in com- Clan versions of the BattleMech actuator are so sophisti-
bat usually were akin to a death warrant for the unfortunate cated that they adjust to even a slight breeze, compensating
MechWarrior assigned to them. However, once the fusion plant by subtle shifts in the 'Mech to lean it into a wind.
was perfected, BattleMech engineers found they could create Whenever a BattleMech shuts down , all actuators lock
enough sustained energy to allow a ' Mech to jump. into place , keeping the 'Mech upright.
Before the jump system is engaged, each jump exhaust
port ingests surrounding material to be used as reaction mass Heat Sink Network
into its reaction chamber: atmosphere, water, ammonia or what- The enormous amount of heat generated by BattleMechs
ever is at hand. The system then directs electron beams-pow- is not easily shed. The sheathing myomer bundles and ceram-
ered by the magnetohydrodynamic tap of the fusion engine-at ic inner layer of armor give the BattleMech's structure quite a
the reaction mass in the chamber, turning it into an explosion of bit of insulation , tending to keep heat in.
waste plasma. At this point the superheated plasma is carefully To compensate and get rid of the heat, BattleMechs use
channeled through a magnetically sealed venturi baffle, ensuring heat sinks. Heat sinks are far more than simple cooling sys-
a controlled and concentrated flow at the exit port. As the jump tems like the radiator and water jacket of an internal combus-
jets work with superhot plasma , their reaction chambers bear a tion engine. They have to be, to allow BattleMechs to operate
245
in extremely hot environments like the day side of an airless BUYING A BATTLEMECH
moon . To dump heat from a relatively cool interior (as far as [OR VEHICLE)
physics, if not the MechWarrior, are concerned) to a hot exteri- The BattleMech is the ultimate expression of military
or, the heat sinks' radiator must operate at yet higher temper- power in the BattleTech universe, but almost as old as the
atures, requiring a heat pump like a refrigerator or air-condi- machine itself is the phrase, " Life is cheap. BattleMechs
tioning system . aren 't." After three centuries of warfare following the fall of
The specifics of heat sinks vary between manufacturers the Star League, the personal family BattleMech-handed
and 'Mech (and vehicle) models, but there are several con- down from generation to generation-has become an endan-
stants. A coolant (water-based, freon, liquid and/or gaseous gered species. The technological renaissance that followed
nitrogen, gaseous helium and so on) is circulated to the hot the discovery of the so-called Gray Death Memory Core in the
spots of a 'Mech by high-speed pumps (rotary, piston, peri- 3030s has open the floodgates of 'Mech production, silenced
staltic myomer tubing and so on). Weapons and equipment typi- by centuries of brutal warfare. With this renaissance has
cally have built-in cooling jackets that connect to the heat sink come a tremendous groundswell of new BattleMech designs.
network. Myomer bundles, which generate as much waste heat Not all of these have gone straight into the armies of the
as natural muscle or internal combustion engines of the same Successor States, and many of the new generation of 'Mechs
motive power, are laced with flexible, branching cooling tubes, have even fallen to private citizens lucky and wealthy enough
not unlike a computer's idea of veins . The coolant is run to get their hands on a state-of-the-art sample of today's most
through a heat pump (using magnetic, sonic, expansion-com- advanced avatars of destruction. More common, but only
pression, heat expansion or some other refrigeration principle) slightly less dangerous, wealthy individuals have been known
and then through a radiator. The radiator's design varies (and is to purchase armored conventional vehicles, aerospace fighters
the part most people think of when they think of heat sinks), or even battle armor.
but it is typically made of graphite (with various coatings and Characters attempting to purchase a BattleMech or vehi-
reinforcements). Graphite, which has five times the thermal cle should first choose the type, weight class and technology
conductivity of copper, is ideal for constructing a radiator. level of the vehicle being sought. To determine if such a vehi-
During the Star League period, a semi-crystalline polymer cle is available, the player then makes a Scrounge Skill Check
was developed that was significantly lighter and stronger than against a Base Target Number of 14, applying any appropriate
graphite. It was also less thermally conductive, resulting in larg- modifiers found on the Vehicle Availability Modifier Table
er radiator areas to move the same amount of heat. The end below. Success indicates that one or more similar vehicles is
result was a bulkier heat sink that could dump twice as much available in the current planetary system. The number of pos-
heat for the same weight. The Clans improved the polymer's sible leads equals 1 plus the MoS divided by 3 (round all frac-
thermal conductivity by making it more crystalline at the tions down). The time-consuming nature of this search means
expense of increased brittleness, necessitating reinforcements. that a player can make only one such roll per week of game
The Clan "double strength " heat sink was thus somewhat more time. If the roll fails, the time is wasted. Use of a contact in
compact than the Star League version, but of the same mass. securing a possible lead also applies to this roll per the rules
All but the most primitive (Periphery) heat sinks are adapt- under Using Contacts and Enemies, p. 210.
able to different types of coolant. While a direct hit on a radia- Once a lead has been identified, the desired vehicle must
tor will ruin a specific heat sink, the entire heat sink network be determined and its condition and model revealed to the
is very robust. Redundant pumps , damage isolation valves and player character. The character makes an Opposed Action
reroutable coolant lines coupled to controlling computers Check against the seller of the vehicle being sought, using the
enable a BattleMech to automatically reconfigure heat sinks Negotiation Skill. If no specific skills for the seller have been
around internal structure and weapons damage , or just to han- determined, the gamemaster should assume the seller has a
dle shoddy maintenance. +3 bonus for Negotiation. Subtract the player's MoS from that
of the gamemaster and multiply the result by 5. This result is
LIFE IN THE BATTLETECH the percentage of the vehicle 's value that is added or subtract-
UNIVERSE ed from the vehicle 's base cost. The final value of the vehicle
The sections of CBT: RPG titled Society and Culture, The may not be reduced below 75 percent of its base cost in this
Clans and War and its Makers attempted to convey a holistic fashion, though there is no maximum asking price.
slice of the Battle Tech universe, but the sheer size and scale If the character does not find the asking price to his or
of that universe makes any such undertaking almost impossi- her liking, the controlling player may attempt a second
ble. After all, entire published sourcebooks are devoted to Opposed Action Check using Negotiation. Every 3 points of
each of those topics. With that in mind, the following section the MaS-determined by subtracting the seller's MoS from
attempts to flesh out additional areas of the Battle Tech uni- that of the player character-deducts 5 percent from the origi-
verse in order to help gamemasters and players bring their nal asking price. If the player character fails to beat the sell-
gaming experience to life. er's MoS. the seller will not budge , and the price remains
unchanged. Players should only be allowed one chance to
renegotiate the asking price for a combat vehicle.
248
RUNNING 1HE GAME,
SELLING A BATTLEMECH then determines the chance that anyone will be interested on
[OR VEHICLE) a weekly basis by rolling 2010 against a TN of 15. A modifier
To sell a 'Mech, vehicle or aerospace fighter, the player of +1 applies for every 5 percent by which the asking price
should decide on a starting asking price , The gamemaster exceeds the list price of the vehicle. If the asking price is
below list, subtract 1 from the TN for every 10 per-
cent below the list price . The number of interested
buyers is equal to the MoS of the roll, divided by 2,
VEHICLE AVAILAEULITV MODIFIERS TABLE
rounded up.
To determine the buyer's bid, the character
Local Conditions
makes an Opposed Action Check against the buyer
World is part of major Inner Sphere state -1
using the Negotiation Skill, following the rules
World is part of minor Inner Sphere state 0
established under Buying a 'Mech (or Vehicle). In
(e.g. Free Rasalhague Republ ic)
this case , however, the buyer's MoS is subtracted
World is in the Chaos March or a major ,
from that of the player, and the result is multiplied
Periphery state (e.g. Taurus, Canopus) +1
by 5 to determine the percentage added or sub-
Worlq is in the Clan Occupation Zone +2
tracted from the vehicle's listed cost. Also as with
World is partof a minor Periphery state +2:
buying negotiations, the player has one chance to
World is contested/in a war zone +2
haggle, increasing the buyer's cost instead of lower-
ing his own price, at the ratios described above.
Technology and Manufacture
Vehicl~ manufactured on-planet -1
STEALING A BATTLEMECH
Vehicle is of Clan design +5
[OR VEHICLEJ
Vehicle uses omni-pod technology (IS or Clan) +2
The boldest and often most dangerous
Vehicle is IS design that uses post-3050/Cian tech +3
means of obtaining a vehicle or BattleMech is out-
Vehicle uses Star League-era tech +2
right theft. Undertaking such a dramatic endeavor
Vehicle is customized +3
presents problems that a good gamemaster can
build an entire adventure around, but can basically
Weight/Vehicle Class
be considered in three phases: getting access to
Vehiele is Assault Class +2
the vehicle, overriding the vehicle's onboard security
"'yehicle is Heavy Class +1
systems and getting away with the vehicle.
Vehicle is Medium Class 0
Depending on the situation, the first
Vehicle is Light Class -1
phase-obtaining access to the vehicle-can be as
Vehicle is BattleMech +1
easy as strolling into its bay and climbing aboard,
Vehicle is Battle Armor +1
or it can involve circumventing guards and electron-
Vehicle is Aerospace Fighter 0
ic surveillance systems. The level of security out-
Vehicle is Conventional Fighter or VTOL -2
side a vehicle is up to a gamemaster, but should be
Vehicle is Hovercraft, Wheeled, or Tracked -3
set based on the value of the 'Mech, the relative
Vehicle is Hydrofoil, Submarine, or Surface Naval -3
paranoia of the owners , the resources available to
Vehicle uses Internal Combustion Engine (ICE) -1
them and the average skill of their employees. For
example, a Periphery bandit leader, paranoid about
Vehicle Condition
even his own men, might post a full platoon of trig-
Vehicle is brand new (less than 5 years old) +2
ger-happy infantry in his 'Mech bay, backed up by a
, Vehicle is in excellent condition (over 5 years) +1
number of low-tech trip-line traps, to secure his per-
Vehicle has minor (reparable) damage* 0
sonal Hunchback. A self-confident Clan warrior
Veh icle has major (irreparable) damage* -1
operating on the war-ravaged homeworlds, by com-
Vehicle is salvage (vital systems missing) * -2
parison, may station a pair of Elementals covered
by holocam monitors, believing no one in his right
* Minor damage is armor/structure damage that does not destroy a
mind would attempt the barbarism of stealing her
limb or section, or any damage that requires no replacement parts to
Timber Wolf.
restore, such as a single critical hit to a multi-slot system. Major
Once a prospective 'Mech (or vehicle) thief
damage requires replacement of a critical or vital system (weapon,
gets past whatever guards or security systems are
cockpit, life support, engine, gyro or limbs/sections) in order to make
in place, he or she must get inside the vehicle.
the vehicle battle-worthy. Salvage indicates the vehicle is completely
Since rescue is always of paramount concern for
missing two or more vital systems (cockpit, life support, engine or
vehicle crews of every stripe, in the event they
gyro, or vehicle/fighter section).
become incapacitated in a doomed machine , the
247
most common method of entering a vehicle is by using such
systems. Nominally tied into medipacks a warrior wears as
part of the standard combat uniform, these emergency access
., lr ~ j
f hatches are typically locked while a pilot or crew is on board,
but unlock automatically when the pilot or crew's life signs
drop below safe levels. Assuming no warrior is inside the
machine already, using the emergency access hatches should
always work. Some super-paranoid owners, however, have
been known to set up an additional system that players must
make a roll to thwart. This roll is an Opposed Action Check
against the owner's Security Systems Skill.
Inside a 'Mech or aerospace fighter, the thief may lock the
emergency access system again and must now face the daunt-
ing task of overriding the security protocols of the MechWarrior
or pilot assigned to the vehicle. For a prepared thief, particu-
larly one armed with a neurohelmet codebreaker device (see
p. 111, LT) and enough time to break the code buried in the
'Mech or fighter's neurohelmet, the task is simple enough to
accomplish. Alternatively, the thief may simply rip out the
authorized security box in the cockpit and install one of his
own. Such security boxes, which cost 10,000 C-bills and have
an equipment rating of D/C/D, require a successful
Technician/Electronics Skill roll to install, with a TN of 15. This
operation normally takes thirty seconds to perform safely. A
fumble in this roll will overload the cockpit systems instantly,
rendering the 'Mech or fighter unusable.
As simple as this procedure sounds, the player must first
figure out which black box in the cockpit is actually the securi-
ty box in question, as any given 'Mech or fighter has 206 such
boxes of similar appearance. To determine which box is the
correct one to pull, the player must make an Opposed Action
Check using the Technician/Electronics Skill against the
gamemaster before making the switch. The TN for this roll is
12. If the player's roll exceeds the gamemaster's, he or she
has located and pulled the right box. Failure means the would-
be thief has unknowingly pulled the wrong box, and the new
one will not function. If the margin of the player's roll falls
below the gamemaster's by more than 6, treat the result as a
fumble when the player installs the new box.
Once the security codes are circumvented-by whatever
means-the thief can don the neurohelmet and pilot his or her
newly acquired machine. Assuming all went well with the neu-
rohelmet codebreaker, or the swapped security boxes installed
properly, the vehicle should function normally. However, this
does not apply if the stolen vehicle uses a Clan neurohelmet,
which is tailor-made to the brainwaves of the pilot assigned to
the 'Mech or fighter in question. Vital to maintaining balance
and control of the machine in motion, attempting to use a
Clan neurohelmet not tuned properly causes nausea and dis-
orientation. This reaction imposes a +4 penalty to the target
number for all Piloting Checks and forces the thief to make a
Knockout Check for every turn that the vehicle is in motion .
Attempting to eschew the neurohelmet and pilot using hand
and foot controls alone imposes a +8 penalty to all Piloting
Checks and a +4 to all Gunnery and Sensor Operations
248
RUNNING JHE GAIME
Checks, reflecting the added concentration required to keep Petrochemical fuels are the most common fuels used in civil-
the vehicle stable. If the thief has brought a Clan neurohel- ian vehicles, even though they are more environmentally harm-
met already adjusted to his or her brainwaves, the penalties ful than natural gas. Such fuels are much easier to store ,
and Knockout Checks do not apply. ship, and handle. Common usage also includes various biofu-
The theft of a conventional vehicle (armored tank, subma- els , oils derived from engineered bacteria or from plants like
rine, VTOL or conventional aircraft) requires less drastic steps soybeans and peanuts , under the petrochemical class of fuels
than pulling and installing alternate security systems. In this along with gasoline, diesel, kerosene, paraffin and so on
case, elaborate security systems are not installed to prevent (though chemical engineers might call this inappropriate). All
theft, save for a simpler code key system that may be circum- hydrocarbon fuels release approximately the same amount of
vented using a simple Technician/Electronics or Security energy per kilogram once ignited; they differ in terms of densi-
Systems Action Check with a TN of 14. The thief must then ty, flammability, degree of refining required, viscosity, suitability
possess the appropriate Piloting Skill to make his or her get- for specific engine designs and so on, but these are minor
away. However, use of the other systems in a combat vehicle when applied to 31st-century internal combustion engines.
often requires a crew, which typically includes gunners, load- Modern internal combustion engines tend to be versatile for
ers, drivers and sensor operators. For all conventional vehi- reasons stretching back almost to the dawn of the internal
cles, the amount of crew required to sufficiently operate the combustion age. Some military groups made headway in the
vehicle is equal to the vehicle's tonnage divided by 15. early 21st century toward adopting a standard fuel for all their
Unless sufficient crew to man all stations accompanies the vehicles (grades of kerosene were favored), but this practice
thief, the vehicle may only be driven, sailed or flown away. was not adopted by the Terran Alliance. When the Terran
Making the getaway may be the most dangerous phase of Alliance failed to impose standards on its colonies or even its
vehicular theft, as personnel at the base from which the vehi- member-nations, humankind's vehicles were destined to use a
cle is pilfered will undoubtedly notice the unauthorized depar- host of different petrochemical fuels throughout human-occu-
ture of one of their own. Most military, mercenary or pirate pied space. For that reason , most internal combustion engines
forces will attempt to hail the vehicle first. Failing to get the built, invented and re-invented on the thousands of planets
expected answers, they then often send forces to overtake inhabited by humans have favored designs (like diesels and
and intercept the runaway machine. At this point, it is up to gas turbines) that could handle a multitude of different fuel
the gamemaster to decide how much effort the original owners grades. The collapse of the Star League exacerbated the prob-
of the stolen machine will make to prevent the escape of such lems as the vague guidelines established by interstellar corpo-
valuable hardware. As a guideline, use the same common rations and the Great Houses disappeared along with common
sense that determined the level of guards and security put in interstellar travel and a high level of petrochemical refining
place to prevent the theft. technology. By the 31st century, most military engines (for
everything from scout cars to conventional fighters) could tol-
FUEL COSTS erate appalling grades of fuel along with highly refined ones.
Whether petrochemical or hydrogen-based, all heavy equip- Some civilian engines, particularly those built by interstellar
ment in the Battle Tech universe requires fuel. The advent of the corporations, were similar to military engines in their fuel toler-
fusion reactor never fully replaced the need for fuel, merely pro- ance, while others built on single planets were specialized for
vided the single most efficient system for its use-albeit one far locally available fuel grades.
more expensive and with greater maintenance needs. For this In some corners of human-occupied space , fission-based
reason, machines and vehicles throughout the Inner Sphere and engines remain in widespread use. Little more than high-tech
Clan space run on engines that use fuel, and the needs and steam or gas turbines, these systems are easier to produce
resources of worlds where these machines see frequent use than their fusion counterparts and are common to large naval
have given rise to a staggering variety of fuel types. craft or city power supplies. However, fission engines are
The cheapest and most common form of internal combus- widely regarded as highly dangerous because their fuel source
tion fuel, found on most human-habitable worlds in known is invariably radioactive material , such as uranium and plutoni-
space, is natural gas, a mostly methane substance that most um. Though fission fuel (usually in a chemically inert ceramic
geologically healthy worlds emit or that can be easily generat- form) is much less of an immediate health threat than most
ed from biological sources (for example, farm animal or human people suspect, the fuels are easily converted to nuclear and
waste). While natural gas can deliver almost the same radiological weapons. (As long-lived radioactives, uranium and
amount of energy per unit mass as gasoline, natural gas is plutonium have low decay rates and thus emit only low levels
usually difficult to store, requiring either cryogenic cooling to of radiation ... outside of a fission reactor. Their natural radia-
liquefy or storage as an extremely high-pressure gas. Natural tion consists of easily shielded alpha and beta particles. In a
gas is thus incompatible with the fuel tanks of most multi-fuel fission reactor or fission bomb, these materials are coaxed
vehicles. On developed or oil-rich worlds, natural gas some- into producing enormous amounts of penetrating neutron radi-
times remains favored because it burns cleaner than heavier ation. As ceramic fuel pellets, they are not even poisonous.)
hydrocarbons (like gasoline). Because of the danger of fission fuels in the hands of terror-
249
ists and "irresponsible" governments, the mining, refining and ably more common than oil on planets explored by humanity,
disposal of the fuels is tightly controlled, and thus the cost of so 20th-century experiments with coal-fueled internal combus-
such fuels is astronomical. tion engines are an everyday reality in the 31st century. For
Fusion-based craft, especially aircraft, DropShips and example, petrochemical reserves can be drawn out by mixing
BattleMechs, rely on hydrogen for fuel and sometimes propul- large fractions of coal dust into the oil derivatives. Even water
sion. Though potentially as dangerous as any fission fuel, mixed with roughly 70 percent coal dust (by volume) is a viable
hydrogen is cleaner (not to mention non-radioactive) and can and energetic fuel. Coal gasification systems are a means of
be easily culled from ordinary water, which makes storage and producing a form of natural gas. Straight coal dust is a viable
handling much easier. All fusion-driven vehicles and space- fuel for some larger engines that can afford more complicated
craft use hydrogen in their fusion engines. Spacecraft and fuel feeds. Large oceanic vessels and city power plants with
fusion-powered aircraft also use hydrogen as reaction mass, external combustion (steam) engines can simply use chunks
superheating the hydrogen much like BattleMech jump jets (or of raw coal.
directly in the engine) and expelling it for thrust. Fusion The tables below outline the basic cost (in C-bills), avail-
engines only require fueling every few years (large spacecraft, ability and capabilities of the fuel types described above. At
city power plants) or decades (BattleMechs, vehicles), but the gamemaster's discretion, these fuels may vary in price dra-
spacecraft may need to top off their reaction mass tanks matically due to varied levels of production throughout the
much more frequently (a fighter can exhaust its reaction mass Inner Sphere, Periphery and Clan space. For example, water-
in minutes). Fortunately, hydrogen is available from a vast rich worlds with higher levels of industrialization that serve as
array of common compounds, starting with water and including a hub for interstellar traffic may offer a better price on pre-pre-
petrochemical fuels, natural gas and alcohol. Most small pared diatomic hydrogen than a desert world, which has to buy
(BattleMech-scale) fusion engines include electrolysis systems the substance from elsewhere just to maintain fusion-based
that can extract enough hydrogen from water to meet their equipment on-planet.
miniscule fuel needs, but the tons of hydrogen needed for The various vehicles available in the BattleTech universe
reaction mass by spacecraft require larger hydrogen extraction all tend to be designed for a limited number of fuels, though
systems and the ability to liquefy hydrogen. Some internal "limited number of fuels" means something different than it
combustion engines also can use hydrogen as fuel, but price would in the 20th century. Most civilian internal combustion
and storage problems (worse than natural gas) are deterrents. vehicles use natural gas, alcohol, coal or petrochemical fuels;
Electrical equipment, whether powered by solar cells, self- at the gamemaster's discretion, they may be limited to a par-
contained batteries or chemically based electrical charge ticular type of fuel (Sian-3 Diesel, 87 to 91 Octane Gasolines,
packs, require little fuel, pose less of a health risk and are JP-8 Kerosene, Atreus Grade 3 Coal Oil and so on). Except for
environment-friendly, for the most part. However, these sys- some civilian vehicles adapted for military use, miiitary inter-
tems deliver less mechanical energy than natural gas, and so nal combustion vehicles can always use any petrochemical,
few civilian vehicles rely on purely electrical motors today. coal and oiljwater mixture or alcohol fuel. Internal combustion
Where there are humans, there are usually plants, and conventional fighters tend to be restricted to petrochemical
where there are plants and humans, there is alcohol. Alcohol fuels. At the gamemaster's discretion, a particular military
(methanol or ethanol) is not as effective a fuel as hydrocar- engine may also be able to use natural gas and hydrogen.
bons like petrochemicals and natural gas, but most petro- Differing fuels alter vehicle endurance somewhat and have dif-
chemical-burning engines can be adapted to alcohol or alcohol- ferent costs. Fusion-powered vehicles are, of course, restricted
petrochemical mixtures (some with expensive refit kits, some to hydrogen. Though spacecraft use hydrogen for reaction
simply by choosing a different hose at the fuel station). mass, fusion-powered conventional fighters may use alcohol,
Alcohol, unlike petrochemicals (biofuels excepted), can literally hydrogen, petrochemicals or even water for reaction mass.
grow on trees. This makes alcohol attractive on planets that All combustible fuels have the potential to detonate when
have exhausted their oil supplies, or had few to begin with . struck by intense heat, such as most weapons fire, runaway
Being liquids, the various alcohol fuels are also much more blazes and electrical strikes. To check for an explosion in
easily stored than natural gas, making them more attractive. such a situation, roll 2010 against the appropriate Detonation
Soldiers operating alcohol-fueled machinery should avoid "fuel- Target Number listed in the Fuel Efficiency and Game Notes
ing" themselves from their vehicles' fuel tanks, however. Table, applying a -4 modifier if the fuel source is struck by
Alcohol-based fuels are frequently mixed with petrochemicals energy or explosive damage.
and/or include poisonous wood alcohol (methanol). Note: For the following tables, "small ICE" refers to
Coal derivatives. While the word "coal" may bring to mind engines smaller than rating 10 (typically for mobile generators
steam-snorting BattleMechs with "black gangs" shoveling coal and light civilian vehicles), while "large ICE" refers to internal
into their torso boilers, coal remains a useful and common (or combustion engines rated 10 and larger. If "large" or "small"
perhaps useful because it is common) fuel, and getting it into is not specified, then the table entry is applicable to both
engines does not necessarily require shovels. Coal is invari- types of ICEs.
250
Base. Cost Base Availability
1.2/liter 8/A/A
Petrochemical ICEs 1.0/liter B/A/B
Fission Fuels (Radioactives) Fission Engines - 1,000.0/gram C/D/D
Hydrogen Fusion Engines · 15.0/liter B/0/B
Energy CellsfPower Packs Electrical as powercell as power cell
Alcohol IQEs. 1:5/liter A/A/A
0.5/liter A/A/A
251
A Battle armor, 11, 231. See also Armor fire resistance armor, 170
Abbreviations, 11 assignment, 187 flamers, 172
Academics skill, 224 chassis, 155, 157, 229 fuel tank, 173
Acrobatics, 120 component, 190 grenade launcher, 173
Active probe, 166, 194 construction, 11 heat sensor, 173
Adventures control, 230 improved heat sensor, 173
creating, 195 development of, 228-29 industrial drill, 175
keys to, 198-99 electronics, 231 infernos, 178-79
plot into, 197 equipment additions, 157-60 jump booster, 173
running, 11 life support, 230-31 laser, 174
scripted vs. freeform, 196 musculature, 230 life in , 246-50
Aerospace and Interstellar Institute, 52-53 operations light tag, 182
Affiliation maintenance, repair, 232-33 long-range missiles, 178
choice, 16 mechanized, 231-32 machine guns, 174
selection of, 92 suiting up, 231 magnetic clamps, 17 4
Aggressive trait, 123 power, 229-30 manipulators, 17 4
Aitutaki Academy, 64-65 propulsion, 230 basic, 175
Albion Military Academy, 58, 60 weapons,231 CBT:RPG weapon equivalency, 166
Alertness trait, 99 Battle claws, 175 medium-range missile launcher, 178
Allison MechWarrior Institute, 65 BattleForce 2 rules expansion, 191, mimetic, 171
Alternate identity trait, 99-100 193-94 mimetic armor, 171
Amaris Coup, 88 BattleMech, 11, 233-34 mine clearance equipment, 176
Ammunition, 162, 186, 193 actuators, 245 mine dispenser, 177
An ling University, 53;54 armor, 244 missile launchers, 177
Animal antipathy trait, 100 buying, 246 mission equipment, 179
Animal empathy trait, 100 cockpit, 234 modular equipment adapter, 179
Animals, common , 132-33 aft wall, 239-40 mortar, 179
AniMelee, 121-22 center control panels, 236-38 multi-purpose missiles, 179
Anti-BattleMech attacks, 155, 188 left control panels, 235 Narc, 179
Antidotes skill, 115 right control panels, 238-39 parafoil, 180
Anti-personnel weapons, 188, 190, 191 fusion reactorjpower plants, 241-42 partial wing, 180
Armor, 166, 168. See also Battle armor gyro stabilization system, 244-45 pop-up mine, 180
adding, 159-60 heat sink network, 245-46 power pack, 180
costs, 184 internal structure, 243 recoilless rifle, 181
creatures, 128 jump jets, 245 remote sensor dispenser, 181
structure, BF2, 191 myomer, 242-43 rocket launchers, 178
type, 160 selling, 247 rules expansion, 191
value, 160 start-up procedure, 240-41 salvage arm, 175-76
Armored gloves, 174 stealing, 247-49 searchlight, 181
Armstrong Flight Academy, 58 targeting, tracking system, sensor short range missile , 177
Arts skill, 224 array, 243-44 launcher, 178
Assault, 166 Battle rating shotgun microphone, 181
Athene Combat School, 65-66 defensive, 187-88 space operations adaptation, 182
Atreus, 33 offensive, 188-89 squad support weapon, 182
Attackjrefuge checks, 127-28 BattleTech, 155 stealth
Attributes, 12, 93 active probe, 166 armor, 171
character generation, 20, 21 armored gloves, 17 4 modifiers, 168
creatures creation, 131 armor points, 160 torpedoes, 179
modifiers battle claws, 175 trooper training costs, 187
equipment, 163-65 bomb rack, 171-72 underwater maneuvering, 159, 183
threshold modifiers, 14, 24-25 camo system, 172 vibro-claw, 176
non-player characters, 219 cargo lifter, 175 VTOL, 158-59, 183
claws with magnets, 176 weapons, 162, 163
B cutting touch, 172 weight class, 158
Bandit kingdom, 28 detachable missile pack, 172 Battle value, 187-90
Baronets, 206-7 ECM suite, 172 Berserker, 102
Barons, baronesses, 207 elective modifications, 166 Bite grip, 121
Base damage, BF2, 193 extended life support, 172 Black Dragon, 215-16
252
Black Warrior, 37-38, 83-84 CBT: RPG, 162 torpedoes, 179
Blackwell Industries, 44 active probe, 166 underwater maneuvering units, 183
Blake 's Wrath training , 81-82 armored gloves, 174 vibro-claw, 176
Blizzard, 153 battle claws, 175 VTOL, 183
Blood limpet, 134 bomb rack, 171 Chaos March, 30, 32
Blood rage, 123 camo system, 172 Character
Blood spirits, 134 cargo lifter, 175 aging, 14, 93
Bloodsucker, 123 claws with magnets, 176 biography, 21-22
Blowing sand, 153 complications, 199 creation, 11
Body, creatures, 120 cutting touch, 172 affiliations, 27-41
Bomb rack, 171-72 detachable missile pack, 172 basics, 12-13
Bonuses, life path creation, 22 ECM suite, 172 life path system, 12
Bonus skills, 25-26 extended life support, 172 point-based, 11, 92-95
Boot camps, 34 fire resistance armor, 170 generation
Boxing, 107 flamers, 172 affiliation choice, 16
Branth , 134-35 fuel tank, 173 attributes, traits, skills , 20
Brotherhood of Randis goal, 198 early childhood, 16-17
tour of duty, 84 grenade launcher, 173 higher education, 18-19
training, 78-79 heat sensor, 173 late childhood, 17
Bujinkan, 113-14 improved heat sensor, 173 pre-generation, 15
Burrock, 135 industrial drill, 175 real life, 19-20
Burrock Clan, 134 infernos, 178 styles, 15
laser, 173 point costs, 94
c light tag, 182 points, 23, 26, 92 , 93-94
Camouflage, 123, 172 long-range missiles, 178 Chassis , 229
Campaign types, 196 machine guns, 17 4 costs, 184
Canopian Institute of War, 41-42 magnetic clamps, 17 4 technology base of, 155
Capellan Academy, 47-48 manipulators, 17 4 type, 155
Capella War College, 48-49 basic , 175 weight class, 155, 157
Liao Conservatory of Military Arts, 49 medium-range missile launcher, 178 Chic skill, 108
St. lves Academy of Martial mimetic, 171 Childhood
Sciences, 50-51 mimetic armor, 171 early, 16-17, 23
Sarna Martial Academy, 49 mine clearance equipment, 176 late, 17, 23
Sian Center for mine dispenser, 176-77 Circinus Federation, 30, 37
Martial Disciplines, 49-50 missile launchers, 177 Black Warrior tour of duty, 83-84
Sian University, 50 mission equipment, 179 Citizen Afar, 28-29
Capellan Confederation, 34, 90, 229 modular equipment adapter, 179 Citizen Anew, 29
death commandos, 82-83 mortar, 179 Clan, 11, 34, 35, 229
expansion, 37 multi-purpose missiles, 179 assault, 35
magnetic clamps, 17 4 Narc, 179 battle armor assignment, 187
mine dispenser, 177 opposition , 198-99 chassis modifiers, 164
recoilless rifle, 181 parafoil, 180 Dark Caste in, 216
Regional Training Centers , 37 partial wing, 180 equipment legality, 163
regions, 28-30 pop-up mine, 180 fire resistant armor, 168, 170
tongs , triads in, 214-15 power pack, 180 invasion, 178
Warrior House premise, 198 manipulators, 164
aspirant, 40-41 recoilless rifle , 181 martial arts in, 210
skills, 109-10 remote sensor dispenser, 181 mercenary units, 44-45
Xin Sheng tour of duty, 89-90 rocket launchers, 178 missile munitions, 178, 179
Capellan March, 31-32, 60 rules expansion, 187 units, 155
Capella War College, 48-49 salvage arm, 175 VROL,183
Careers, 224 searchlight, 181 Warrior Caste path, 23
Cargo short-range missile launcher, 178 warriors, 92
BF2, 194 short range missiles, 177 weapons, equipment, 167-68, 192, 193
lifter, 175 shotgun microphone, 181 weight class movement modifiers, 157
Carnivorous plant, 119, 129-30 space operations adaptation, 182 Clan Elders, 75
Castilian princedoms, 30, 87-88 squad support weapon, 182 Clan Elemental
Catatonia, 102 stealth armor, 171 armor, 158, 165-66
253
costs, 186-87 senses table, 124 Eden beaver, 136-37
Claws with magnets, 176 size, 126-27 Edge, creatures , 120
Climbing skill, 122 size table, 132 Electronic countermeasures, 108, 172
Cloud cobra, 135 skills, 120-22 Encounter, 221
Clumsy trait, 100 training table , 123 creatures , 222
Cold-blooded trait, 123 traits , 122-25 generation, 11, 220
Collegium Bellorum Imperium, 42-43 urban encounter, 222 generic, 221
Columbia Academy, 43-44 Cutting Torch, 172 master table, 221
Combat, 11 military, 223-24
Combat correspondent, 79-80 D modifiers, 220, 221
Com Guard training, 81 Damage value , BF2 , 193 police, 223
Computer, 107 Dark Caste, 216-17 political , 224
hacker, 107 Dark secret trait, 100 street, 222
operations, 107 Davion, Hanse, 59,60 technical , 223
programming , 107 Death commandos , 82-83, 110 trader, 223
ComStar, 29 , 31 , 36 , 43, 45, 74, 91, 229 Deception skill , 108 underworld, 222
ComStar Acolyte, 81 Deep Periphery, 34 , 83 Enemies
ComStar Service , 80-83 Trader, 83 advanced rules, 209-10
Confusion , 102 Deep snow, 152 influence , 210
Constrict, 121 Defensive movement factors, 187 locating, 210
Contacts Denkaika , 136 modifiers, 211
advanced rules, 209-10 Detachable missile pack, 172 using, 210-12
influence , 210 Dexterity, creatures, 120 Entailment, 204-5
locating, 210 Diamond shark, 136 Equipment, 166
modifiers, 211 Diamond Shark clan , 34, 229 Clan , 192
using, 210-12 Dieron District Gymnasium , 54 costs, 185-86
Well-Connected trait, 212 Dispossessed, 64 elective modifications, 166
Control systems, 230 Domesticated trait, 123-24 Inner Sphere, 192
Cooking skill , 108 Dover Institute for Higher Learning, 54-55 modifiers, 163-65
Costs Draconis Combine, 16, 29, 34, 35 , 41, non-player characters, 220
ammunition, 186 43,229 rating, 163
armor, 184 Black Dragon in, 215 upgrades , 21
chassis, 184 martial arts in, 110 Event rolls, 14-15, 26, 27
fuel, 249-51 regions, 31 Events, 37
landhold maintenance, 205 tour of duty, 84-85 Exoskeleton/ power armor light, 155
manipulators, 184 Takuza in , 214 Experience level multipliers, 191
motive systems , 184 Draconis Combine Academy, 51-52 Explorer Corps , 82
skill improvement, 226-27 Aerospace and Interstellar Extended life support, 172
support weapons , equipment, 185-86 Institute , 52-53 Extended mechanized infantry, BF2, 194
Counts , countesses, 207 An Ting University, 53-54 F
Coventry Military Academy, 71 Dieron District Gymnasium, 54 Federated Commonwealth , 70 , 229
Coyote, 135-36 Dover Institute for Higher Federated Suns, 29, 30, 43, 203, 208
Creatures, 11 Learning, 54-55 Mafia in, 212
armor, 128 Galedon Military Academy, 55 martial arts in, 110
attack/ refuge checks , 127 Pagoda for Luthien Officers, 55 regions, 31-33
attributes, 119-20 Sun Tzu School of Combat, 56 St. lves Academy of Martial
body shape, 128-29 University of Proserpina, 56-57 Sciences, 50-51
characteristics , 117, 119 Draconis March, 32, 59, 60 tour of duty, 85
combat, 126-29 Dragoon Clan Technical Training , 44-45 training battalion, 78
common animals, 132-33 Duchy of Andurien, 33 training cad re, 89
creation , 130-31 Duchy of Graham-Marik, 33 Federated Suns Academy, 57-58
damage, 128 Duchy of Oriente, 33-34 , 67, 203 Albion Military Academy, 58 , 60
damage table , 132 Dukes,duchesses, 208 Armstrong Flight Academy, 58
encumbrance , 126 Dusk/ dawn , 153 Filtvelt Military Academy, 59
initiative , 128 Kilbourne Academy, 59
movement, 125-26 E NAIS College of Military Sciences, 59
ranged , melee combat, 128 Earthquake, 153 Point Barrow Military Academy, 59
rural encounter, 222 ECM suite , 172 Robinson Battle Academy, 60
254
Sakha ra Academy, 60 responsibility, 195 House Kurita, 31 , 32 , 178, 203, 229
Tikonov School of rewarding players, 202 House Liao , 203
Military Discipline , 60 Game , running, 11 House Liao, 30 , 38 , 109-10, 203
War College of Goshen , 61 adventures, 195-96, 197, 198 House Lu Sann, 110
Warrior's Hall , 60-61 campaign types, 196 House Ma-Tsu Kai, 110
Federation of Skye, 34 , 35 non-player characters , 218-20 House Marik, 203
Feudalism , 11 plot ideas, 197 House Steiner, 16, 35 , 71 , 203
Filtvelt Military Academy, 59 problem solving, 199-202 Humanoid , 128
Fire mandrill, 137 rewards, 202 armor, 174-76
Fire Mandrill clan, 168, 170 Geyser, 152 chassis, modular mounts, 162
Fire resistance, 168, 170 Ghost bear, 137-38 hunting/tracking, 108
Fishlike creatures, 129 Ghost Bear Combine/ Dominion, 178, 229 Humphreys' Catherine , 33, 34
Fit trait, 100 Yakuza in, 214 Hunting skill, 108
Flamers, 172 Godan , 138 Hysteria , 102
Flashbacks, 102 Goliath scorpion, 138
Flight Academy of Thorin, 72-73 Goliath Scorpion clan, 183, 228-29
Focht War College, 45-47 Gray Death Legion, 173, 203 Ice, 152
Fog, 153 Grenade launcher, 173 Ice hellion , 139
Forward observer skill, 108 Gung fu lllyrian Palatinate, 42
Freebie traits , 94 crane, 110-11 Impatient trait, 100-101
Free-hand style, 15 dragon, 112 Improved sensors, BF2, 194
Free Rasalhague Republic , 29, 229 leopard, 112-13 Indirect fire , BF2, 194
Yakuza in, 214 praying mantis , 111 Industrial drill, 175
Free Rasalhague Republic Academy, 61-62 snake, 112 Infantry
Frihet Training Facility, 63 tiger, 111-12 range modifiers, 191
Tyra Miraborg Memorial Wing Chun, 113 weapons damages, 191
Academy, 62-63 Infernos, 178-79
Free skills, 25-26 H Inner Sphere , 11, 23, 25, 30 , 31, 35, 41 ,
Free traits, 24-25 Halas, Sherryl , 33 64 , 75,76, 178,203,228
Free Worlds League, 16, 28, 31 , 32, 34, Halfway, 16 advanced armor, 168
90 , 203,229 Halstead Station , 59 battle armor assignment, 187
advanced armor, 168 Hanseatic League, 34 chassis modifiers, 164
Mafia in , 212 Hearing, 124 equipment legality, 163
martial arts in, 110 Heat manipulators, 164
regions, 33-34 BF2, 193 prototype armor, 171
stealth armor, 170-71 sensor, 173 tour of duty, 88-89
tour of duty, 85-86 Heavy lasers, BF2, 193 weapons
Free Worlds League Academy, 64-65 Hell's horse, 138-39 ammunition , 162
Aitutaki Academy, 64-65 Hesperus, 35 equipment, 169-70, 192, 193
Allison MechWarrior Institute, 65 High endurance trait, 100 weight class movement modifier, 157
Athene Combat School , 65-66 Higher education, 18-19, 23 . See also Intelligence, creatures, 120
Legionary Training Academy, 66 various military academies Interests, 224
Lloyd Marik-Stanley AeroSpace Canopian Institute of War, 41-42 Investigation skill , 108
School, 66-67 Collegium Bellorum Imperium, 42-43
Princefield Military Academy, 67-68 Columbia Academy, 42-43 J
Frihet Training Facility, 63 Dragoon Clan Technical Jade falcon, 139
Fuel Training , 44-45 Jade Falcon, 34, 71, 128, 229
availability, 251 Focht War College, 45-47 Jump booster, 173
costs, 249-51 Holdings, 203 Jump capability, 158
efficiency, 251 House Cameron , 203 Jump pack, 162
tank, 172-73 House Dai Da Chi, 110 Jungle, 151
Fusion reactors , 241-42 House Davion, 16, 29, 32 , 203
House Fujita, 110 K
G House Hiritsu , 110 Kashima Shinryu, 110
Galedon Military Academy, 55 Households, 204 Kell, Morgan, 35
Gallery, 35 House ljori, 110 Kelswa-Steiner, Robert, 35
Gamemaster House lmarra, 110 Kenjutsu, 110
problem solving, 199-202 House Kamata, 110 Kentares, 32
255
Kerensky's Exodus, 34 , 71, 228 Nagelring, 71 designs, 166
Keystone, 33 Pandora College of Military Mud, 153
Kilbourne Academy, 59 Sciences , 72 Multi-purpose missiles, 179
Kurita , Miyogi, 54 Royal New Capetown Military Musculature, 230
Kurita, Theodore, 53 Academy, 71-72
Sanglamore, 72 N
L War College of Buena, 70-71 Nagelring, 71
Land NAIS College of Military Sciences, 59, 60
grants, 203 M Narc, 179
income modifier, 206 Machine guns, 17 4 Nessie, 141
Landhold Madness trait, 101-3 New Avalon Institute of Science, 59
maintaining, 205 Mafia , 212-14 Next path, 14, 26
organization , administration, 11, Magistracy of Canopus , 34 , 43 Night vision/ blindness , 124
202-3 Magma, 151 Ninjitsu, 113-14
Languages, 224 Magnetic clamps, 17 4 Nolan, 141-42
Language skills, 25 Mammals, hunting/tracking, 108 Non-player characters, 11
Laser, 173-74 Manipulators, 160-61 , 163-65, 17 4-76 generator rules, 218-20
Legionary Training Academy, 66 adaptations , 176 Northwind Highlanders, 75
Lesalles mailsloth, 139-40 costs, 184 Northwind Military Academy, 75-77
Liao, Sun-Tzu , 29 Marian Hegemony, 30, 36 Nova cat, 142
Liao Conservatory of Military Arts, 49 Collegium Bellorum Imperium, 42-43 Nova Cat Clan
Life path Marik, Thomas , 33 , 36,64 Focht War College, 45-47
additional , 36-37 Marik Commonwealth , 33 tour of duty, 84-85, 88-89
bonus skills , 25-26 Marquess, 207-8 Nueva Castile, tour of duty, 87
character creation, 93 Martial arts skill , 109-14
creation, 11, 22-27 Mechanized infantry, BF2 , 194 0
penames, bonuses in,22 Mech marten, 140 Occupational fields , 91
uniqueness of, 22 MechWarrior, 11 military, 96-97
event rolls, 26 BattleTech weapon equivalency, 166 skill packages , 95
next path, 26 jump booster, 173 Odessan raxx, 142
stage of, 23 stealth modifiers , 168 Officer candidate school , 41
system training, 41 Operation Odysseus , 7 4
basics, 14-15 Meditation skill, 114-15 Opposing traits , 94
how to use, 12 Medium range missile launcher, 178 Orloff, 34
time in, 23-24 Melee AP, 165, 166 Outback, 31
Life support, 230-31 Mercenary, tour of duty, 87-88 Federated Suns, 32-33
Light of Mankind training, 91 Micro ECM , BF2 , 194 Outlaw organizations, 218
Light tag, 182 Military Outreach, 44
Linguistics, 224 education, 34-35 Outreach Mercenary Training Command ,
Linguistics skill, 108-9 encounter, 223-24 77-78
Lloyd Marik-Stanley non-player characters, 219 Outworlds Alliance, 42
AeroSpace School , 66-67 path , 23 Overheat value, BF2, 194
Long-range missiles, 177-78 Military Academy of Aphros, 7 4, 75 Overspecialized trait, 124
Lothian League, 42 Mimetic armor, 171
Low endurance trait, 101 Mine clearance equipment, 176 p
Lyran Alliance , 16, 29 , 30 , 34, 35 Mine dispenser, 176-77 Pack hunter, 124
Mafia in, 212 Missile launchers, 161-62, 177-78 Pagoda for Luthien Officers, 55
martial arts in, 110 Missile munitions, 178-79 Pandora College of Military Sciences, 72
regions, 34-36 Missile weapons, battle value , 189 Parafoil , 180
St. lves Academy of Martial Mission equipment, 179 Paramilitary service , 38-39
Sciences, 50-51 Modular equ ipment adapter, 179 Paranoia, 102
tour of duty, 86-87 Mongoose, 140 Partial wing, 180
Lyran Alliance Academy, 68-69 Moonwolf, 141 Path
Alarion Naval Academy, 69-70 Mortar, 179 limits, 15
Coventry Military Academy, 71 Motive systems , 157 point value , 24
Flight Academy of Thorin , 72-73 costs , 184 repeat, 15
Melissa Steiner Martial Academy of Movement, BF2 , 191 time table, 23
Bo lan , 70 Movement modifiers , humanoid Patience, 103
258
Penalties, life path creation , 22 Real life, 19-20, 23 point remainders, 95
Perception skill , 122 Recoilless rifle, 181 related skills, 224
Periphery, 28, 30 , 36, 41, 90, 229 Reconnaissance skill , 116 specialization, 227-28
martial arts in, 110 Reflexes, creatures, 120 Skye Province, 16
Pick pocket skill, 115 Regressed character, 103 Smell, 124
Piracy, tour of duty, 88 Remote sensor dispenser, 181 Smoke jaguar, 144
Pirate, 28 Rim Collection , 30 Smoke Jaguar Clan, 84, 128
Pirate groups, 217-18 Robinson Battle Academy, 60 Snake-like creatures, 129
Planned character style, 15 Rocket launchers, 178 Snowfall, heavy, 153
Plots , 197 Rock gila, 143 Snow raven , 144
Point Royal New Capetown Military Snow Raven Clan, 92, 182
assignment, 24 Academy, 71-72 Social standing, 206-8
character, 23 Space cat, 144-45
Point Barrow Military Academy, 59 s Space operations adaptation, 181-82
Point value St. lves Compact/Commonality, 28, 29-30 BF2 , 194
BF2 , 194 Academy of Martial Sciences, 50-51 Specialization, 224, 227-28
free skills, 25 Capellan Academy, 47-48 Special training, 41
life path, 22 recoilless rifle, 181 Speed factor, 188
life paths, 23-24 warrior house aspirant, 40-41 Sphinx raptor, 145
threshold modifier, 25 Xin Sheng tour of duty, 89-90 Spray, 122
traits, 25 Sakhara Academy, 60 Squad support weapon, 182, 188
Poison, 121-22 Salvage arm, 175-76 Squidlike creatures, 129
Poisonous trait, 124 Sand, 151 Star adder, 145
Poisons skill, 115 Sandhurst Royal Military College, 7 4 Star League , 45 , 72, 75, 88, 203, 228
Police encounter, 223 Sandoval, 60 Defense Force , 74
Political encounter, 224 Sanglamore, 72 tour of duty, 88-89
Political non-player characters, 220 Sarna March, 31, 32 Stealth , 168
Pop-up mine , 180 Sarna Martial Academy, 49 armor, 170-71
Power pack, 180, 229-30 Schizophrenia , 102 modifier table , 187
Power plants, 241-42 Scientific non-player characters, 219 non-player characters, 219
Pre-generation, 15 Sea fox, 143 prototype , 171
Prerequisites, 14, 24 Searchlight, 181 skill , 122
Previous path, 14 Security systems Steel viper, 145-46
Prince, 208 electronic, 116 Steiner, Katrina , 71
Princefield Military Academy, 67-68 mechanical , 116 Steiner, Melissa , 70
Principality of Regulus, 33 skill , 116 Steiner-Davion, Katherine , 35
Property, 103 Shadow War, 54 Steiner-Davion , Victor, 35
Propulsion, 230 Shameful heritage, 103-4 Stigma
Proserpina, 134 Short range missiles, 177 St. lves Loyalist, 30
Protectorate of Donegal, 34 , 35 launcher, 178 trait, 103
Proud heritage, 103 Shotgun microphone , 181 Strana Mechty wolf, 146
Pugilism skill, 115 Showy coloring , 124 Street encounters , 222
Pulse lasers, BF2, 193 Shy trait, 125 Strength, creatures , 119
Sian Center for Martial Disciplines , 49-50 Stun , 122
Q Sian University, 50 Subpaths , 14
Quad chassis Single shot missile launcher, 178 Succession Wars , 28, 32, 33 , 72
modular mounts, 162 Skill, 11-14, 94-95, 107 Fourth, 29, 30, 32, 35
ranged attack modifier, 155 advancement, 11 Successor States, 38, 207-8, 228
Quirk, 124 improvement costs, 226-27 Sudden strike , 122
bonus , 25-26 Sun Tzu School of Combat , 56
R character generation, 20, 21 Sun Zhang, 53 , 56
Radstadt Province , 62 creatures , 120-22 Sun Zhang MechWarrior Academy, 41
Rainfall, 153 creation , 131 Sunset chimp , 146
Ram, 122 limits, 95 Surat, 146-4 7
Randall's rose , 143 list, 225 Surveillance skill, 116
Rapids , 153 multipliers, 191 Susceptible trait, 125
Reaction modifiers , 220-21 occupational fields packages, 95 Swimming skill , 122
Read lips skill, 115 non-player characters, 219-20 Syramon thunderbird , 14 7
257
T u Well-Connected trait, 212
Tabiranth, 147-48 Ultra-heavy woods, 151 Widowmaker, 148
Tail wounds, 129 Umayyad Caliphate, 36 Willpower, creatures, 120
Tamar Pact, 34, 35-36 Underwater maneuvering, 159 Winds, 153
Tamed trait, 125 units, 183 Winged creatures, 129
Target Underworld Wolf Clan, 70, 229
acquisition gear, BF2, 194 connections, Mafia, 212-14 Wolf's Dragoons, 44, 77, 203
size modifier, 165-66 encounter, 222 Wolverine, 149
Taurian Concordat, 38, 43 Uneventful style, 15 Word of Blake, 31, 36, 45, 229
Tech empathy trait, 104 Unhealthy trait, 104 equipment of, 7-8
Technical encounter, 223 University of Proserpina, 56;57 service, 90-91
Technical non-player characters, 219 Unlucky trait, 104 stealth armor, 170-71
Technology modifier, 184 tour of duty, 86
Tech-scavengers, 7-10 v Word of Blake Academy, 73-74
Terra, 202-3 Vehicle Military Academy of Aphros , 75
Terrain availability, 24 7 Sandhurst Royal Military College, 74
conditions, 151-53, 154 buying, 246 War Academy of Mars, 74-75
types, 151, 154 class, 187 Wound table, 127
Terran Hegemony, 72, 228 selling, 247
Terror, 125 stealing, 247-49 X-Y-Z
Tharkad, 35 take off and landing, 158-59, 183 Xin Sheng, 50, 89-90
Thick-skinned trait, 104 Vibro-claw, 176 Yakuza, 214
Thin-skinned trait, 104 Vision, 124 Zapper trait, 125
Threshold modifiers, 24
Tikonov School of Military Discipline, 60 w
Title system , 206-7 War Academy of Mars, 7 4-75
Title variations , 209 War College of Goshen, 61
Tongs, 214-15 War College of Tamar, 70
Toorima, 148 Warrior holds, 203
Torpedoes, 179 Warrior House, 109-10
Toxic immunity trait, 125 aspirant, 40-41
Tracking skill, 108, 122 Warrior's Hall, 60-61
Trader encounters, 223 WarShip, 52-53
Training Battalion, 78 Waterly, Myndo, 36
Training cadre, 89 Weapons, 161-62, 231
Traits , 11, 12, 14, 93-94 Clan, 192, 193
character generation, 20 costs, 185-86
creatures, 122-25 design finalization, 163, 165-66
creatures creation, 131 Inner Sphere, 192, 193
free, 24-25 modular mounts, 162-63
freebie, 94 mimetic, 171
master table, 105 slots, 168, 170
modifications, 94 fire resistance armor, 170
non-player characters, 220 mimetic armor, 171
opposing, 94 stealth armor, 171
T-Rex II, 147 Weather conditions, 153, 154
Triads, 214-15 Weight class
Tundra, 151 movement modifiers, 155, 157
MP table, 158
258
BATTLE ARMOR CONSTRUCTION WORKSHEET
Type: Tech Base: DInner Sphere DCian
Mass Loc Weapon AP STR DEX REF Size Move Cost
(Kal Slots (C-Hills)
Config: D Humanoid
D Quad
Chassis Type: D PA(L) D Light
D Medium D Heavy
D Assault
Movement
Ground:
Jumo
UMU:
VTOL:
Manipulators
Rk
LA
Armor
Tvpe
Points:
M/8/E/X:
Clan Technoloav Modifier (+10%)
Weapons
Eauioment
Notes:
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BATTLE ARMOR CONSTRUCTION WORKSHEET (Filled Out)
Type: Elemental Tech Base: DInner Sphere •clan
Mass loc Weapon AP STR DEX REF Size Move Cost
(Kg) Slots (C-Bills)
Config: • Humanoid
D Quad
Chassis Type: D PA(L) D Light 250 RAJ 3/3/4 +1 +4 -1 -1 0 200,000
• Medium D Heavy LA/
D Assault Bodv
Movement
Ground: 1MP 0 0
Jump: 3MP 150 Jump 300 000
UMU: OMP
VTOL: OMP
Manipulators
RA: None 0 RA
LA: Battle Claw 15 LA t1 -1 10,000
Armor
Type: Standard 250 100,000
Points: 10
M/B/E/X: 9/8/8/8
Clan Technoloav Modifier (+10%) 6100
Weapons
Modular Weapon Mount 10 RA 1
SRM2 70 Body 2 -1 10 000
Detachable Missile Pack 10 (+ 1) (+ 1) 5,000
Ammo (SRM2) 2 40 Body 1
Anti-Personnel Weapon Mount 5 LA 1 500
Equipment
Elective Modifiers
Totals 9/8/8/8 (Battle Tech 1Ot 1) 1,000 RAJ 3/3/1 2 t4 -1 -1 (0) -1 -1/-2/-3 687,250
LA/ (0)
Body Jump
Permission given to photocopy. ©2003 WizKids, LLC . Classic BattleTech and Classic BattleTech RPG are Trademarks and/or Registered Trademarks of WizKids, LLC. All Rights Reserved.
TM
Name
Affiliation
Age Height _ _ _ _ weight __ character Record Sheet
t' ATTRIBUTES COMBAT INFORMATION HIT LOCATION DIAGRAM
Value Fill in Armor Type (A, B, C, D)
Armor and Wounds per Location
Strength Type A: _ _ _ _ AV (M/B/E/X) I I I
Body I I I
Type B: AV (M/B/E/X)
Dexterity Type C: AV (M/B/E/X) I I I
Reflexes Type 0: AV (M/B/E/X) I I I
Intelligence IR: _ _ ECM: _ _ CAMO: _ _ __
Willpower
Charisma Fatigue
Edge Fatigue:> WIL DDDDDDDDDD
Social Standing +1 TN per Fatigue> WIL DDDDDDDDDDD
Unconscious if Fatigue> (2 x WIL)
Sprint ~------=-=---------
(Run Meters x 2)
WEAPONS
Name AP•Dmg Type Range Shots Notes
BASE COMBAT (_ (_ (_
TARGET NUMBERS (_ (_ (_
(_ (_ (_
Standing/Walking ~-,---------- (_ (_ (_
(INT or RFL, higher ATT)
(_ (_ (_
Run/Evade/Sprinting/Disengage _ __ (_ (_ (_
(INT+RFL) (_ (_ (_
Suprised (_ (_ (_
(I NT or RLF, lower ATI) Ammo/Power Packs
BATTLE ARMOR
~pe - - - - - - - - - - -
Armor Value __________
Coverage _ _ _ _ _ _ _ _ __
Melee AP _ _ _ _ _ _ _ _ __ TRAITS
Target Size Modifier _ _ _ _ _ __
Modified Movement
Walking _ _ Running _ _ Sprinting _ _
Jump _ _ Mise _ __
Modified Attributes
Strength _ _ Dexterity _ _ Reflexes _ _
(EXPERIENCE POINTS: )
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COMBAT SKILLS NON-COMBAT SKILLS
Name Bonus Name Bonus
/
CONTACTS AND ENEMIES ' EQUIPMENT AND GEAR '
\.. :...,j
/
VEHICLES
Military Vehicle
'
Civilian Vehicle
Type Refueling Cost Range Speed Notes
:...,j
Permission given to photocopy. '2003 WizKids, LLC. Classic Battle Tech and Classic BattleTech RPG are Trademarks and/or Registered Trademarks of WizKids, LLC. All Rights Reserved.
Species: - - - - - - - - - - - - -
TM
Homeworld:
Environment:
Type: --------------------------
Body Shape:
Coloring: ______________________
Creature Record Sheet
L~e~ng~t~h-======~H~e~ig~h~t:-=======::- Weight:
AftRIBUTES TRAI-rS
Value
Strength
Body
Dexterity
Reflexes
Intelligence
Willpower
Edge GOMBA-r INFORMA-riON HIT LOCATION DIAGRAM
Size Level Fill in Armor Type (A, B)
Armor and Wounds per Location
Wounds
Grazing Wounds (WV 2) : _ _ _ _ __
Minor Wounds (WV 4): +1 TN ea.
Serious Wounds (WV 8): - - - - - - +2 TN ea.
Critical Wounds (WV 16): _ _ _ _ __ +3 TN ea.
Deadly Wounds (WV 32): _ _ _ _ __ Knockout
Total Wound Value of all Wounds: _____
/
Four-Legged Six-Legged Eight Legged Winged Fishlike
20 • Head 20 • Head 20 • Head 20 • Head 19-20 • Head
17-19 • R. Hind Leg 18-19 • R. Hind Leg 18-19 • R. Hind Leg 19 • R. Leg 10-18 • Body
15-16 • R. Foreleg 16-17 • R. Mid leg 17 • R. 3rd leg 18 • R. Wing Critical* 9 • Fins
10-14 • Body 15 • R. Foreleg 16 • R. 2nd leg 14-17 • W. Wing 3-8 • Tail-Fin
8-9 • Tail 10-14 • Body 15 • R. Foreleg 9-13 • Body
6-7 • L. Foreleg 8-9 • Tail 10-14 • Body 5-8 • L. Wing
3-5 • L. Hind Leg 7 • L. Foreleg 8-9 • Tail 4 • L. Wing Critical*
5-6 • L. Mid Leg 7 • L. Foreleg 3•L.Leg
Snakelike
Plant 3-4 • L. Hind Leg 6 • L. 2nd Leg 20 • Head
5 • L. 3rd Leg 10-19 • Body
00000 00000 3-4 • L. Hind Leg * Incapable of flying 3-9 • Tail-Fin
00000 00000 Taii . . Body ....,j
/ MOVEMEN-r
Ground Water Air
AftACKS AP•Dmg # Range Notes '
--- I I I
I I I ---
(_ (_ (_
---
(_ (_ (_
--- (_ (_ (_
Sprinting: ____ Diving: ____ Burrowing: _ _
Poison Damage Effect Vector Speed Doses spent
Jumping:
\.. ....,j cx:xx:x::> cx:xx:x::> cx:xx:x::>
NO-rES ___________________________________________________________________________
Permission given to photocopy. '2003 WizKids, LLC. Classic BattleTech and Classic BattleTech RPG are Trademarks and/or Registered Trademarks of WizKids, LLC. All Rights Reserved.
II Ill
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