BATTLETECH STRATEGIC OPERATIONS PDF
BattleTech Strategic Operations, Classic BattleTech, BattleTech, BattleMech, ' Mech, and WK books can be purchased in PDF format for ease of printing from. INTRODUCTION. Advanced Rules. 8. Tactical Operations. 8. Strategic Operations. 8. Interstellar Operations. 9. Choose What You Like. 9. Player Adjudication. 9. Strategic Operations - Ebook download as PDF File .pdf), Text File .txt) or read book online. SO for battletech.
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Classic Battletech Strategic Operations The Advanced Solar System Conquest Rules (CATp).pdf - Ebook download as PDF File .pdf), Text File .txt) or. BattleTech: Strategic Operations - Forces in System Liftoff planet and conquer an Watermarked PDF BattleTech: Interstellar Operations. BattleTech Tactical Operations, Classic BattleTech, BattleTech, BattleMech,. ' Mech, and the Topps .. Strategic Operations contains advanced movement and.
Control Roll is reduced by 2 because he was in the tailing Movement: If a dogfight continues from one turn to the next. INDEX case of a tie. If both sides fail. In the Radar Map Diagram on page If the modified die roll to 5 for the four additional fighters 1 point for each results of the fighters are the same.
Jim rolls neither fighter will move out of the zone it occupies—an excep. If one player result is higher he chooses the range for the combat. Player A would field three formations. Jim automatically chooses the range of combat. Radar Map may engage in combat if one or both choose. In the a MoF. On a result of 2. Rolls in the same turn.
Other units can attack a dropping ground unit. A carrying aerospace unit can Dropping units can make attacks against airborne aerospace drop any number of infantry units. TO or damage into 5-point Damage Value groupings if 5 or greater. If attacking aerospace units. Combat and Support Vehicles can also use the dropchute while a 4 means the attack is against the right side.
If a unit than and Paratroops in the Advanced Weapons and Equipment section can mount jump jets does not mount jump jets. In all instances. WiGE Vehicles and vehicles rules apply. In the case of airborne aerospace units Every time a non-infantry unit drops. Against non-infantry units. On a result of 1—2. A result of 5—6 to make atmospheric drops. Such units troops have moved. Attacks by Dropping Units out or record sheet game statistics.
If Landing Roll there are two equal hexes to fall into. Weapons and Equipment section of Tactical Operations see p. Infantry dismounting rules when making an atmospheric drop At the end of the Movement Phase.
Roll 1D6. A carrying aerospace unit can drop a number of units each turn Conventional Infantry: Because they are spread out during a equal to its operational door capacity though if a door is dam- dropping maneuver to avoid colliding with one another. If players are using Low-Altitude Movement. Conventional infantry can make at. Atmospheric Pressure: The following rules describe the Attacks Against Dropping Units dropping of troops under the other three conditions.
High-Altitude Map fall 1 hex per turn.
Though dropping units cannot move in the standard anywhere on the playing area in which the unit will land separate sense. If the cocoon is completely destroyed before re-entry. Attacks Against Dropping Units rules see p. In both instances. If the unit completely misses the playing area. To be considered a space drop for orbital insertion.
This is not considered A cocoon is considered to have a single location and can an accidental fall from above. For units without a different map. TO Ground units making space drops for orbital insertion use that apply to Piloting Skill Rolls are applied to the Piloting Skill all the rules for Atmospheric Drops given above. Attacks made against such units apply As noted.
Treat dropping units as jumping units destroyed. A hex along the ground. In this instance. A failed re-entry roll does not mean the unit failed to enter WiGE Vehicle: If a unit cannot be displaced for example. If the target hex for a landing contains a ground unit must exit a carrying aerospace unit in a space minefield. INDEX 3 levels. Any planetary condition modifiers vehicles and ProtoMechs have individual cocoons. W to determine the direction of the scatter. If a unit violates the Stacking rules when it lands.
If a unit fails Stacking: If a unit violates the Stacking rules when it scatters its landing roll. If players are using multiple maps. Aerospace on the turn following the turn they exit.
Standard ground unit arcs apply. In place of directly exiting a carrying aerospace unit. Space Operations Adaptations and 8 for those without. Use the weapon Damage Values as well as the rules for converting those units for such movement. In addition. Use the appropri.
Assume a target number of 6 for battle armor units with Ground units that exit a carrying aerospace unit. Every time a unit uses a Thrust Point. Whenever a ground unit expends thrust to move in space Movement Sub-Phases meaning it is not on the hull of an aerospace unit. For con- Unless otherwise noted. Beginning at Atmospheric Row 3. Melee described above. Jumping MP x 2 in the case of infantry. Rules for combat surrounding such units ap- allocating all to a hypothetical Nose arc.
TO cannot be space dropped for zero-G operations. When using Advanced Initiative see p. Conventional infantry troops normally do not mount jump jets.
Thrust Rating: If a unit is not equipped with Space Operations Adaptations see spheric Drops. Doing so does not expend thrust and so does for such conditions. Use the weapon Damage Values as an area-effect weapon. Such units ventional infantry marine platoons. If a cocoon is not jettisoned by the Armor: Ground units making space drops for zero-G operations use all Armor: Total the Armor Points excluding the 00 box for the the rules for exiting a carrying aerospace unit as given under Atmo.
If the always operate as individual units and can never be combined unit fails. These units are designed to operate in atmosphere. IndustrialMechs unless Offensive Systems: Per weapons load-out it mounts a fuel cell. Jump Rating x 2 Prohibited Units: ProtoMech or infantry starting the turn in the same hex as an Unit bounces off the hull. The most common use of ground units in space is in board- ing actions.
Treat a critical hit against a transport bay slot car. When determining damage. Table below. Unit takes 1D6 x Base Landing Mechs. TO for battle armor.
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The base landing dam- munition explosion. BattleMech pilots may eject in space—the rules ming rules. If the calcu. Base Landing Damage. Unit misses target. ProtoMech pilots may not eject. Conventional Infantry cannot damage a target in this type Collision. All the standard rules for ramming attacks are used. If the roll is successful. In all cases. TO as a lifeboat see Large Craft. When ejecting in space. In the case of using the Fuel Consumption rules see pp.
Attacks Against an Ejected Pilot: Pilots may also be targeted by enemy fire: If the pilot has no parachute. No roll for ejection is made.
Small Craft fall two complete turns to safely exit his unit with all available survival between these two systems. When using standard rules. In a space hex. At rescue ejected pilots during a battle see Search and Rescue. Small Craft. The es. Any successful attack against the pilot kills him. Most units have systems to aid this: The two units otherwise. End Phase. If the pilot sustains damage. An ejected pilot without a ejection seat will survive space Despite this.
The rules above cover ejecting under emergency conditions. If the roll succeeds. A pilot may choose to abandon his unit at any time. Aerospace fighters are also equipped with an auto ejection If the pilot of a fighter ejects with a PRU. A Search and Rescue unit usually a Small Craft. All the other rules as noted above apply. Personal Re-Entry Unit: Derived from sport space-diving. If the pilot a Claw traveling at Velocity 5 attempts to land on a WarShip.
At the at the same velocity. An ejected pilot with a ejection seat will survive 24 hours 1. Interface hex must make a Control Roll. If a pilot with a PRU is unconscious when he or she enters a cape takes place automatically after the mechanism is triggered.
The pilot then takes fighters. In atmosphere. A number of conditions may require a pilot or crew to abandon taking additional time to do so. When abandoning ship.
The controlling player ejects all not be the same type though it is easier to pick fighters for a 24 lifeboats and then 3 more escape pods. Technical Readout: Lifeboats employed in atmosphere have a Velocity of 0 and each. During the End Phase of that space turn. Then they can simply pick and possible.
Checking the Crew Casualties Checking the tonnage ate. For that space turn. For these rules. Sheet PDFs at http: When abandoning a Large Craft. For formations larger than 6. The Feng Huang If the roll is successful. All fighters in a squadron need not be the starts with the heading and velocity of its parent unit.
A success indicates that for every full Technical round normally. As noted above. Players can also crewmen designated by the player are ejected. Additional lifeboats or escape pods may launch Though many battles involve only a handful of fighters. It should same type. Parachutes allow lifeboats and escape pods Determine the statistics of a fighter squadron as follows. Dividing the by toward the ground.
A host of different wounded for purposes of Piloting and Gunnery Skill Rolls. At the start of a space turn. Joel then generates capital. Total Warfare stats. To be able to launch external stores in combat. Nose all without having to do math on the fly during the game.
Nueva Castile. Niops Association. This If any squadron members are carrying external stores. Looking at the record sheet. Outworlds With a blank Squadron Record Sheet at hand. Like battle armor. Strigas 8. For example a AV and Range for a single weapon see record sheet example. Once all such details are known. Capellan Confederation 6 ron by adding the armor on each facing of every fighter Technical Draconis Combine 6 Readouts will already have this totaled as the Armor Factor.
Then fill out the Squadron Data section on the record sheet with the sum- total the Heat values for each type of weapon bay and add the mary information for each unique weapon bay type.
As such. Magistracy of Canopus. If carrying external stores. For Federated Suns 6 each fighter. They may carry more rounding to 32]. Joel notes that than one type of stores. Thrust entries. Nose-mounted weapons. As detailed under Weapons. To determine this value. For the Wing section: The rules require him to use all the same stores for each fighter.
Then slots and 2 HE Bombs. For both Rusalkas. Players can either assign values. Joel first determines the medium laser bay. Maximum Damage Threshold: Fighter squadrons total their heat sinks and can fire a number mines the following: In other words. TW to generate those values. This Attack Value is noted in the the Attack Value for each weapon bay.
Joel has decided the average skills of the squadron. Joel remembers that a Wing bay can total value for his squadron and comes up with 68 heat take two critical hits before being destroyed and so changes sinks 10 doubles for each Shade. Once small laser bay.
For both Rusalka and 13 doubles for each Striga. AV Each column with these values for ease of reference. For both 3 for the Aft ER small laser bay. For the up the squadron.
For the Nose lines in the Squadron Data section of the record sheet. For the Aft section: The number of weapon attacks a Thrust by 2. A fighter squadron has two firing arcs: Striga has an 8. When deploying missile external stores. Ftr 6: Both the Nose and Wing weapon bays fire into the entire available applies. He then checks When the controlling player of an attacking fighter squadron for the SI: Missile external stores may fire into the Front arc.
So a six fighter squadron with 18 High Explosive Bombs Finally. Gunnery Skill: Max Thrust: Determine which is the slowest and note that Likewise. As those are the lowest values of his six Squadron Data block. If using the optional fuel rules see p.
When a fighter squadron hits with a weapon bay. Ftr 1: Movement Life Support Ftr 2: Data in this case He already launched all his external stores. Damage from a successful Strike or Strafe at. Using the total number of weapons. Multiplying the struck location has a value equal to or less than the Maximum AV Each value of 8 by 3 he gets a total Attack Value of If the damage Damage Thresholds.
Even though they are playing with Variable for surpassing Damage Threshold is achieved. Adding the Attack Maximum Damage Threshold: Damage Threshold of the fighter squadron weapon bay mak.
He gets a result of Targeting Computers: Fighter squadrons only gain the During Turn 4. The Shade in Slot 2 and so his squadron of six has become a total heat is Left Side. External and the medium pulse laser bay is out of range.
After playing to determine the specific location for that damage. The Damage Threshold of potential critical hit is inflicted through exceeding a Damage the armor in that location on the Achilles was Shade 2. He makes an attack with all three weapon bays. Slot 1 has taken two armor hits. In two bays strike the target! The flight computer of the fighter hit is damaged. Any excess damage from a single damage grouping is by a Fatal Threshold.
A fighter is considered destroyed for the scenario after its mark off all armor on that facing.
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Total the damage randomly. Engine or Avionics critical hit. Use all standard modifiers. As SI rating. If the roll fails. A single fighter in the squadron cannot be the target of an Fatal Threshold is determined after each individual attacking unit attack. As usual. The following additional rules apply to attacks made against fighter squadrons. As with standard rules see Scale. Squadron critical hits are against the individual fighter p. He rolls 2D6 with a result of 7. Joel rolls for location and gets a 6: Threshold damage.
The Fatal Threshold represents an individual When a unit attacks a fighter squadron. The squadron must make an immediate Control Roll. If a single attack is less than 5 points. Wing again! If the total damage On a successful attack against a fighter squadron. This effect forces an immediate Control Roll for the squadron. Same effects as Total Warfare see p. Joel has a chance to cause a critical In both instances. He then rolls a 7 on the Hit Location Table.
If a crew location takes a critical hit. The fire-control system is damaged. If the Safe Thrust value to-hit roll result. Luckily for Joel. The opponent rolls 2D6 for a a result of 10 or more. The have been exceeded. On 3 armor points on that Rusalka. If a Nose or Aft weapon bay is hit. If an individual fighter in rolls 2D6 again for a result of 7.
The 2 damage points assigned to the Rusalka in Rusalka takes another weapon critical hit to either wing. Shutdown Effects. Since the damage This reflects the damage done Value 4. Heat Sink: For a standard-scale attack. The second time the arc is hit. No effect on a fighter in a squadron. The opponent rolls 2D6 for a when it attempts to land after the squadron is broken up. The landing gear is damaged. If a pilot is killed. For every FCS hit down 2 armor squares.
He then vidual fighters that affects their aim. Against a fighter. This critical hit has no capital-scale Attack Value 2 with a result of 3. The attitude control thrusters on the indicated comes up short. Every time a Fuel Tank critical hit occurs. If the Safe Thrust of the Shade in Slot 1 has taken 2 points of capital-scale damage fighter is lower than the current Safe Thrust of the squadron.
Joel to individual fighters that affects their aim. This reflects the damage done to indi. For every sensor 5 means no critical. To determine the amount of fuel almost assures the death of the entire ship and ships are designed used during transit. Conventional fighters mounting ICE has some kick left it in for a few more turns. Piloting Skill Alternatively. Fuel Critical Hits: A critical hit to the fuel tank does not result in an explosion if the unit is out of fuel.
The Aerospace Fuel Table on p. In stra. Mostly fighter is no longer operable. MoF to the number of fuel points spent in that turn if the unit Tactical fuel efficiency is used during a scenario. This is useful when one ability to coax that little bit extra from his aerospace unit. Players can choose to account for fuel not carried over into future turns. This uses up He the tonnage devoted to fuel.
The difference between a competent pilot and a good one is the ron without breaking up the squadron. When the fighters are broken off from the 0. One burn day is equal to the number of tons of fuel used per day Normally a captain would never allow such a situation to arise. For each Thrust Point used Despite the destruction of the Shade. Refueling see p.
Had he spent a single Aerospace Units Fuel Table see p. Fighters are not designed for travel through a planetary system which it spent its last fuel point. A unit that does not spend thrust does not suffer this fuel-use Both values are calculated at the start of a game. Reduce the total fuel expenditure of the unit for the turn by the MoS but not below more than half the In standard play. A fully-updated errata PDF of Strategic Operations, the advanced rules for aerospace combat and solar system-level campaigns, is in the works.
Steve Venters; First Publication: BattleForce Box Set, Jason S December 30, 8: View in web browser shows file, but cover page contains squares of random graphics and first table of contents page is missing.
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Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. Confict expected to last months to achieve objects. Players are staged up to the fnal level of play, where they can assume the roles of a House Lord or Clan Khan and dominate the galaxy; IO rules represent months in the BattleTech universe, the time frame for conquering numerous star systems.
Interstellar Operations contains complete rules for gen- erating and running any type or size of force, as well as the BattleTech Strategic Game: The Inner Sphere in Flames.
This com- prehensive rules set governs the running of an entire factions military as a player tries to conquer or defend numerous solar systems.
More importantly, the Strategic Game contains rules that allow players to stage any portion of a given confict back through the various rule sets, as they desirefrom the simple, easy-to-use rules of confict for the Strategic Game, down to BattleForce, or all the way back down to a standard BattleTech game as presented in Total Warfare and Tactical Operations. Players have complete fexibility for any type of confict in which they wish to engage. This means you can use as many or as few of the rules in this book as you want.
In fact, this book contains so many new rules that we recommend you try them out a few at a time, rather than attempting to use them all at once. Furthermore, most of the new rules and equipment here can be added individually to a standard game. You can add rules and pieces of equipment to your game one at a timemost of the rules do not rely on other rules in this book to work in existing Classic BattleTech games.
This allows you to tailor your BattleTech game to your taste by including only those rules that you fnd make the game more interesting or fun. Use whatever new rules and equipment you want and disregard the rest.
In a game system with such a long and rich heritage as Classic BattleTechthis rulebook alone draws from dozens of diferent sources across a large number of yearsthat complexity is even greater. Developers and writers have gone to great efort to make these rules as com- prehensive as possiblenot only from one section to the next in this book, but in how such advanced weapons and rules interact with the core game and construction rules as pre- sented in Total Warfare and TechManual.
However, the sheer scope of Strategic Operations as with Tactical Operation and the plethora of options provided means that it is not possible to cover all potential situations.The side with the higher score wins. To give each asteroid ute. Second and revised editions. No desertions take place.
All fighters in a squadron need not be the starts with the heading and velocity of its parent unit. The kid was fresh out of flight school. If desertions occur in a Force see Making Deser- worsens by 1 for example. For conventional infantry only. Sabine then chooses to move a ground unit again. The real kicker that is going to make it easy for players to give the game a try is the included playing counters.
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