Battleforce 1
Battleforce 1
Design
L. Ross Babcock II I
Cory Glaberson
Kevin Stein
Jordan K. Weisman
Writing
Cory Glaberson
L. Ross Babcock III
Kevin Stein
Tara Gallagher
Editorial Staff
Editor-tn-Chief
L. Ross Babcock III
Senior Editor
Donna Ippolito
Editor
Todd Huettel
Production Staff
Art Director
Dana Knutson
Cover Art
Steve Venters
/IIustration
Jeff Laubenstein
Todd F. Marsh
Dana Knutson
Steve Venters
Typesetting
Tara Gallagher
Layout and Pasteup
Dana Knutson
Todd F. Marsh
Jeff Laubenstein
Tara Gallagher
Playtesters
Bob Oswald
Clayton Haldeman
Derek Newton
Forest Brown
Todd Huettell
Chris Fell
Butch Leeper
COMPONENTS ~ 2-
BattleForce includes everything players need to play the game. Before reading the rules,
check the contents of the box against the following list to make sure all the playing pieces are
here.
1 rulebook
Two 22" x 34" terrain mapsheets
64 counter bases
200 Unit Counters and other Special Counters
1 counter tray
2 six -sided dice
GAME MAPSHEETS
The 22 x 34-inch BattleForce mapsheets use grids of six-sided areas called hexes. These
hexes serve to regulate movement and combat as 'Mechs and other units move from hex to hex.
Hex maps make movement more realistic, because they provide six possible movement
directions instead of the four offered by maps with square grids.
Each hex of the BattleForce mapsheet represents a land area 180 meters wide (roughly 590
feet), and each turn represents one minute of real time.
Though the BattleForce maps represent a much larger area than do the BattleTech and
CltyTech maps, the hex grid is the sarne size. Players may, therefore, clip any of these maps
together to form larger playing areas.
BATTLEFORCE 3
TERRAIN TYPES it.J
The forests, rivers, buildings, hills, water, and rough terrain areas shown on the BattleForce
mapsheets represent the terrains typical of the water-rich planets that serve as Succession War
battlefields. All terrain hexes (except for Open and Rubble hexes) are at least 12 meters high,
and thus would hide 'Mechs.
When using BattleTech or CityTech maps, however, be sure to make the following
conversions:
Treat Level 3 elevations on the BattleTech map as Level 2 elevations in BattleForce.
Q
Treat Level 0 Water hexes on the BattleTech map as Level 1 Water hexes in BattleForce.
@ ~
(J
Q
Ia
()
~
a
Rough Ground
This is typical broken terrain, rocky and cut by ravines. Though firm, it is
difficult to cross . Wheeled vehicles may not enter Rough hexes. Rough ground is
generally encountered next to cliffs and bluffs.
@ .
CliffsandBIUffS
This terrain is significantly higher and more difficult to cross than open
ground. The light lines show the slopes, which are of three elevation levels. Level
o is ground level, Level 1 is 12 meters high, or about the same height as a 'Mech.
Level 2 is 24 or more meters high. When standing behind Level 1 or 2 terrain
features, a 'Mech is completely hidden.
'~@&/~ I UghtWoods
~~ ~, A Light Woods hex is either flat or elevated terrain that is sparsely covered
. ;. ¥ with trees at least 12 meters high. It is more difficult to cross Light Woods than to
\ .. ,~,~ {;ross Open Ground. Neither hovercraft nor wheeled units can pass through Light
Woods.
.
··.
Light Woods may be on low ground or atop cliff bluffs. It is possible to see
through one or two hexes of Light Woods, but three or more Light Woods hexes
e
completely block line-of-sight.
HeavyWoods
. . ~ . . This is open or elevated terrain thickly covered with trees 12 meters tall.
'. .... 'Mechs move through Heavy Woods only with difficulty, and hovercraft, wheeled,
.. ' or tracked vehicles find it impossible. Heavy Woods may be on low ground or atop
cliff bluffs, and there are usually Light Woods nearby. It is impossible to see
through Heavy Woods.
Water hexes represent streams, rivers, ponds, swamps, or lakes. There are
only two levels, or depths, of water in BattleForce. When standing in a Level 1
Water hex, a 'Mach may fire its weapons and also gain cover. Level 2 Water
hexes are over the head of a 'Mach and so hide it from view. Water hexes allow
'Mechs and vehicles to 'run hot'. That is, they may increase their firepower and
movement rate without fear of overheating. Wheeled, tracked, or infantry units
may not enter Water hexes. AI river hexes on the map are level 1.
These hexes represent various firm, paved surfaces. When Roads and Pave-
cross through normally impassible terrain, they make movement possible.
The movement rate of hover, wheeled, and tracked vehicles increases when
travelling over roads.
4 BATTLEFORCE
Light Buildings
Light Buildings are usually small wooden structures such as residential
homes, and are at least as tall as a 'Mech. They provide limited cover and hide
infantry, artillery, hover, wheeled, and tracked vehicles from view.
Medium Buildings
- Constructed from stone and heavy wood, Medium Buildings are more
..,
. eJa substantial than Light Buildings and may be similar to light industrial structures.
Medium Buildings can be of any height, but are a minimum of 12 meters tall.
• Heavy Buildings
;itC;~1 Heavy Buildings are usually part of industrial complexes and are built of
reinforced concrete. They can easily hide 'Mechs and vehicles. Heavy Buildings
provide substantial protection from weapons fire.
~
ardened Buildings
. Intentionally strengthened for combat, these buildings may be considered
forts. They provide excellent protection against weapons fire and will hide any
units stationed within them.
Rubble
Rubble is what is left of buildings when 'Mechs are finished with them. Any
other unit with combat capability can also reduce a Building hex to Rubble. Rub-
ble areas are difficult to move through and offer limited protection from weapons
fire. Tracked, wheeled, hover, and infantry units can hide in Rubble hexes.
,[1]]
R M RA CA 0
3 6 20
3
3
4
4
4
I 16 19 12
13 15 10
10 11 8
.......-+_... HEAVY '---4---1,
( ------------------
3
J 4 TYPE 5 r r 6
Wing flaps bend inward slightly , Fold this flap over Information Pockets
BATTLEFORCE 5
Counter Values
All Ground units use the same game statistics: Range (R), Movement (M), Range Attack
Value (RA), Close Attack Value (CA) , and Defensive Value (D). The diagram below shows the
capabilities of an Assault 'Mech unit. Air units have their own game values, which are explained
in the Special Units section.
[!A]
R M RA CA 0
Overburn Strength (red) - 3 6 20
Full Strength (blue) - -
1 Step Loss (green) - -
2 Step Loss (yellow) - -
3
3
3
4
4
4
fl 16 20 10
13 16 8
10 12 6
TYPE 3 7 8 4
3 Step Loss (Orange) - 3 4
Combat Values
The various types of units are known as Light, Medium, Heavy, and so on. These
designations can be deceptive at times, for the combat values of even a single type unit can
vary dramatically. For example, compare the Heavy 'Mech Lances from three different 7th Crucis
Lancers companies shown in the illustration below. Though each is a Heavy Lance, there is
enough variation in their combat values to make them significantly different. In the same way, a
player might know that he was facing a Heavy 'Mech unit or an Assault 'Mech unit, but not that
the combat values of the Heavy could make it a more fearsome opponent than the Assault lance.
R M
IriHll RA CA 0 R M
II rr H IIRA CA 0 R M
I rr H II RA CA
0
4 6 21 3 8 18 3 6 16
4 4 FIRE 18 17 11 3 5 14 18 10 3 4 13 17 10
4 4 LANCE 15 13 9 3 5 11 14 8 3 4 JUMP 10 13 8
4 4 12 9 7 3 5 8 10 6 3 4 8 9 6
TYPE 1 19 5 5 TYPE 2 6 TYPE 3
4 4 3 5 6 4 3 4 6 5 4
Step Damage
As a unit takes damage, all game values (except range) will be affected. In BattleForce,
damage is measured in Steps: Step 0, or Full Streng1h, Step 1, Step 2, and Step 3.
The blue row of the counter represents the unit's undamaged, Step 0 capabilities. The green
row shows its values after taking Step 1 damage. The yellow row shows what the unit can do
after Step 2 damage. The orange row gives the values after Step 3 damage.
Units that suffer more than three damage steps are destroyed, and the counter is removed
from the board. The exception to this is a DropShip, which has eight damage steps.
The red row shows the unit's capabilities when the player intentionally overheats it to gain
extra firepower and movement pOints. This tactic is called Overburn, and is described fully in the
Movement and Combat sections of these rules.
If the unit is jump-capable, hovercraft, tracked, or wheeled, the information appears in the
center column of the counter. Other special abilities such as electronic sensing use Variation
Chits, which are described on page 33-34.
6 BATTLEFORCE
UNIT CLASSES
There are five basic counters to represent Air Units, DropShips, BattleMechs, Vehicles, and
Infantry. Each of these types is further divided into subclasses. Air Units and DropShips are
described in Special Units, page 26. BattleMechs, Vehicles, and Infantry classes are defined
below.
All BattleForce counters represent either a lance or a platoon. There are many types of
lances within the basic three categories.
BattleMech Types
Light 'Mechs
Neither heavily armored nor heavily armed, Light 'Mechs function as scouts and screens for
the main force. They are fast and equipped with jump jets for effortless mobility. Light 'Mechs are
often used in wide flanking maneuvers and in raids on enemy rear-echelon formations.
Medium 'Mechs
Medium 'Mechs are the most common type in Successor State regiments. Useful for a variety
of duties, they are found in all regiments of all Houses.
Heavy 'Mechs
The hulking warhorses of the 'Mech regiment, Heavy 'Mechs have the firepower and armor to
withstand the deadly environment of the 31st-century battlefield. They are not invulnerable,
however. Because Heavy 'Mechs tend to be slow, their opponents may be able to cut them off
from one another to destroy each one individually.
Assault 'Mechs
The true knights of the 31st Century, Assault 'Mechs are almost always piloted by Elite Mech-
Warriors. These huge 'Mechs bristle with autocannons, lasers, missiles, and machine guns.
Fortunately for most MechWarriors, however, Assault 'Mechs are scarce. Most commanders do
not carelessly commit them to battle, but save them for a big push at the right moment.
Rre'Mechs
Fire 'Mechs are equipped with long-range missile capability, which makes them important fire
support units to any assault. Often they are linked with an ESR-equipped or Light 'Mech that is
functioning as a forward observer.
Vehicles
Medium Tracked
Planets ide garrisons and mercenary units use these vehicles most. Though no match for
BattleMechs, Medium Tracked units do play a role in defense of cities and as counter-
insurgency weapons.
Heavy Tracked
Composed of the heaviest tracked vehicles, such powerfully armed lances can hold their own
against all but the largest of 'Mechs. Even the most seasoned MechWarrior fears the enormous
firepower and armor of these beasts.
Medium Hover
The speed of Medium Hover units makes them essential for rapid deployment forces. Though
equipped with enough armor and firepower to meet conventional planetary garrisons, most com-
manders do not place these units in sectors where enemy 'Mechs might be expected to appear.
Medium Wheeled
These units function as convoy escorts and as support for garrison troops. In battle, they
support infantry formations.
Other Vehicles
There are a host of other vehicles used to support a regiment in combat, but that usually re-
main far from the battlefield. These include Coolant Trucks, Mobile Headquarters, Hospital Units,
and so on.
BATTLEFORCE 7
Infantry
SPECIAL COUNTERS
Normal Infantry
Type of counter is never hidden
These are the regular conscript troops, who are
often woefully underarmed for battles. Commanders
usually station infantry in cities, where they stand
at least a small chance of surviving. In general,
Infantry's best hope is to close with its opponent,
because it is only at very close range that its units
can cause damage.
Motorized Infantry
Base Information Blind
Equipped with armored vehicles, these infantry
are a little more mobile than Normal Infantry, but
their firepower is still too weak to be a threat to most Experience Chit
opponents. Motorized infantry operate in forward
observation and reconnaissance roles. Step Chits
REGULAR
Jump Infantry
These troops are equipped with jump packs, STEP 2
SPECIAL COUNTERS
Besides unit counters, there are special informa-
~
tion chits that insert into the counter base and still
other chits that are placed on the mapsheet.
~
Information Blinds FIRE ARMOR
Information Blinds are counters used to hide a POWER VALUE
'Mech's or Vehicle's type (Heavy, Light, Assault, +2 +2
and so on) until electronic sensors are able to de-
EJB
tect it. Air Units never use Information Blinds on
their counters.
Experience Level Chits
Experience Level chits insert into one of the
information side pockets. The top of the Experience
Level chit extends above the side wing of the unit RUBBLE
counter, allowing the player to read the Experience
Level of that unit. All BattleForce units must have
an Experience Level, which is usually not revealed
to the enemy player.
SALVAGE
8 BATTLEFORCE
Damage Step Chits
Damage Step Chits insert into one of the information side pockets, facing the player. These
chits represent the amount of damage a unit has taken during the battle and are color-coded to
match the Step Damage rows on the counter. Red stands for Overburn. Blue is for the Step 0 (or
Full-Strength) Values. Green represents Step 1 values. Yellow gives the Step 2 values. Orange
represents the Step 3 values. Like Experience Level chits, these are not revealed to the enemy
player unless he has an AEP variation chit.
Variation Chits
Variation chits represent special adaptations and variations on the standard unit counters,
ranging from jump-capability and extra firepower or armor to special communication links and
enhanced sensing devices. Bomb loads are also considered a variation. Variation chits are
discussed at the end of the rules section.
BOARD COUNTERS
These BattleForce counters are placed directly on the gameboard. They include:
Rubble counters, placed on a Building hex if it is destroyed.
Bomb Markers, used to indicate a mine explosion.
Salvage counters, used when a unit has taken four damage steps and is completely
destroyed. The players remove the unit counter and place a Salvage counter in its place. The
Salvage counters represent the remaining usable pieces of a 'Mech or vehicle atter a Lance is
destroyed . Salvage counters are otten worth Victory Points toward winning a scenario. In a
campaign, Salvage counters can be used to repair damaged units.
[NOTE: Vehicle, Infantry and Air Units do not leave Salvage counters when destroyed.]
DICE
BattleForce includes two standard, six-sided dice (206). The players roll dice and add
together the results to determine various effects such as the results of combat.
EXTRA BOMB
R M
ICUJ RA CA D
MECH 25
3 6 20
3
3
3
4
4
4
fl 16
13
10
TYPE 3 7
20
16
12
10
8
6
3 4 8 4
t it R M
f*M ST AA 0
t t 15 15
15 15
TYPE 2
10 15 10
6 8 6
R M
!Lftl:U RA CA 0 R M
ILftliJ RA A 0
3 6 3
20 6 20
3
3
3
4
4
4
J 16 19 12 3
13 15 10 3
10 118 3
TYPES 7 7 6 3
4
4
4
J 16 19 12
13 15 10
10 11 8
TYPES 7 7
3 4 4 ~
BATTLE FORCE 9
GAME SET-UP
Layout the Terrain Mapsheet on a table or some other flat surface that allows the players
easy access. Punch out and separate the playing pieces.
The players should now agree on the scenario to be played. They may choose one of the
scenarios included with this book, or they may use the scenario creation rules to invent their
own. The five scenarios in this book list the amount of points each side has to buy units, unit
starting locations, any special rules , and , most important, each side's objectives and victory
conditions.
Having decided on the scenario, the players now fix the appropriate counters to the plastic
bases, covering the unit type with a blind and placing Experience Level chits and Step 0 chits in
the appropriate slots, as illustrated.
Experience and
step loss chits face
inward toward the
owner of the piece.
If the scenario allows it, the players now secretly write down the mapsheet hex numbers for
their Mine Attacks or Hidden Infantry counters. Players should write the number of each up-it Of
attack on a separate piece of paper.
Once game set-up is complete, players follow the Sequence of Play until one side meets the
Victory Conditions or breaks off the engagement.
The published scenarios always indicate which player moves first. When creating their own
scenarios, however, players may roll one die to determine who will move first. The player with the
highest die roll chooses whether to move first or second.
10 SATTLEFORCE
PLAYING THE GAME
BattleForce does not involve detailed recordkeeping, as in BattleTech or CltyTech. Instead,
the counters and the mapsheet provide all the information needed to play. Movement and
Combat follow the Sequence of Play described below.
SEQUENCE OF PLAY
When a player's turn arrives, he is known as the "phasing player". The "non-phasing player"
is his opponent. The phasing player may move, sight enemy units, and attack. The non-phasing
player may sight enemy units and , in certain instances, may make certain attacks during the
phasing player's Movement Phase.
MOVEMENT PHASE
The phasing player moves some, none, or all of his pieces up to the movement allowance
listed for each unit. Units move in the following order:
All ground units, including 'Mechs, Vehicles, and Infantry, move first. The phasing player
must declare which of his units will be using Overburn movement.
All Air Units move second.
All dropping 'Mechs move third.
All dropping DropShips move last.
Several actions can occur as the phasing player moves, depending on which hexes his
units are moving through.
1. All mine attacks are immediately resolved the moment the first ground unit moves into a
hex containing mines. The non-phasing player must reveal the slip of paper on which he has
printed the hex number for the mine attack. If the phasing player still has MP remaining, he may
use them.
2. All Hidden Infantry attacks are immediately resolved the moment an enemy ground unit
moves into a hex containing hidden infantry units. At this point, the non-phasing player must
reveal the Slip of paper on which he has noted the Hidden Infantry hex number and then place his
Infantry counter in the hex. If the phasing player still has MP remaining, he may use them.
3. Dropping 'Mechs may be fired upon by any of the non-phasing player's air or ground units
that are within range.
SIGHTING PHASE
At the end of the phasing player's movement, both the phasing and non-phasing player may
try to uncover any undetected enemy units within their counters' Electronic Sensing Radar
Range (ESR). Any enemy unit within line-of-sight and range of either player's counters must
remove its information blinds and reveal its unit type. At the same time, both sides may replace
any blinds on units that are now out of Une-of-Sight or ESR range of all enemy units.
ATTACK PHASE
The phasing player may now fire some, none, or all of his units. All combat results are
applied immediately. Attacks are resolved in the following order:
1. All fire from Air Units is resolved first. This includes air attacks, strafing attacks, and dive-
bomb attacks.
2. Combat between units in the same hex is resolved next. This includes infantry close
assault attacks.
3. All other combat is resolved last.
END PHASE
The phasing player stands up any counters disrupted in the previous game turn. His turn is
now over. The non-phasing player becomes the phasing player and repeats the Movement,
Sighting, Attack, and End Phases. When he finishes, one game turn is completed. Players con-
tinue to alternate until one side has achieved its victory conditions, breaks off the engagement,
or both sides agree to end the game.
BAlTLEFORCE 11
-
MOVEMENT
MOVEMENT POINTS (up)
Each BattleForce unit has only so much speed and power to navigate itself across the map-
sheet. This value is expressed as a certain number of movement points (MP). The BattleForce
unit spends its movement points to enter hexes. The base cost to enter a hex is 1 MP. There are
many modifications, however, based on terrain, enemy units, or unit movement type.
Units may spend some, none, or all of their MP during the Movement Phase of the game \urn.
Movement points may not be saved from one tum to another, and so the player loses any MP not
used during the current turn. Once a unit has used all its MP, it cannot move again until the nex1
turn.
Units may always move one hex, no matter the MP cost, as long as that is the only move-
ment for the turn. Units may never move into prohibited terrain.
All ground units must end their movement when entering a hex occupied by an enemy unit.
STACKING
No more than two units, either friendly or enemy, may end their movement in the same hex.
Air Units may enter the same hex as ground units as long as a total of only two units are in the
same hex. No unit may enter the same hex as a DropShip. Friendly units, however, may go inside
the DropShip. (In such case, the player removes the friendly unit's counter from the board until it
leaves the ship.) A DropShip may house as many units as its carrying capacity allows.
TERRAIN MODIFIERS
The Terrain Modifiers Table lists the movement pOint modifiers for the various terrains.
ROAD BONUS
All units traveling along roads may ignore all terrain modifiers. In addition, Hover, Tracked,
and Wheeled units may receive a Road Bonus of one additional hex. To use the bonus, the unit
must begin its turn on a Road hex and continue traveling along the road for the entire M ovement
Phase. Units may move through prohibited terrain while traveling along the road, but must begin
and end their movement through that terrain on the road, and remain on the road while traveling
through the terrain.
MOVEMENT MODES
There are a wide variety of units available in BattleForce. In addition to its MP allowance,
each has different movement capabilities. The various movement modes are explained below.
An individual unit's movement mode appears on the bottom of the counter. Some Variation Chits
increase a unit's movement capability.
12 BATTLE FORCE
JUMP-CAPABLE
Jump-capable units are designated on the counter by the word JUMP. Because these units
actually leap over terrain, they pay no terrain movement penalties and may ignore any terrain
movement restrictions. (Jump units always ignore elevation change modifiers, even in the hexes
where they land.) There are both 'Mech and Infantry Jump units.
HOVERCRAFT
Hovercraft units are designated on the counter as HOVER. As in BattleTech, they may not
move through Light or Heavy Woods hexes because they lack the armor to smash down trees
and are moving too fast to maneuver around them . Hover units may move through Rough and
Water hexes without penalty. Hovercraft may also take advantage of the Road Bonus.
WHEELED
Wheeled units are deSignated on the counter as WHEELED. Such units may not enter
Rough, Rubble, or Woods hexes because they lack the armor to smash their way through the
broken terrain. Water hexes are also prohibited, because wheeled units are not waterproof or
bouyant. Wheeled units may take advantage of the Road Bonus.
TRACKED
Tracked units are designated on the counter as TRACKED. Though the vehicles are heavily
armored, their tracks are too delicate to withstand the difficult terrain in a Heavy Woods hex.
Also, because they are not waterproof or bouyant, Tracked units may not enter Water hexes.
Tracked units may take advantage of the Road Bonus.
BATTLE FORCE 13
SPECIAL MOVEMENT RULES
OVERBURN MOVEMENT
Lances move carefully to avoid the heat buildup caused by moving too fast or firing too
long. Desperate individual lances will occasionally force their machines beyond safe heat levels
to achieve a temporary gain in movement and firepower. This procedure is called Overburn.
During his Movement Phase, the phasing player may declare that a particular Vehicle or
'Mech unit will overburn. The player must declare before moving the unit. Immediately, the unit
may move at one step level higher than its current rating. For example, a unit with Step 1 damage
that is fighting at the green level may, during Overburn, fight and move at the blue (Full-Strength)
level for one turn. Units overburn for an entire turn, and gain both movement and fighting benefits
from a single declaration.
During the Movement Phase, only 0 Step (Full-Strength) units get a bonus of extra MP. Such
a unit moves up to the values listed on the red Overburn row of its unit counter.
The penalty for Overburn is severe. Each time a unit overburns, it automatically loses one
damage step at the end of its turn. Units that begin and end their Overburn movement in a Water
hex do not take step damage, however.
OVERRUN MOVEMENT
A unit must usually end its movement when entering a hex occupied by an enemy unit. In
certain cases, extremely powerful units can overwhelm a single defender and continue to move,
brushing the blocking enemy unit aside like a toy.
To attempt an Overrun, the attacker's current Ranged Attack Value must be 6 or more than
the defender's current Defensive Value and the defending unit must be alone in a hex. Because
the enemy's combat values are hidden, the attacker does not really know whether he has
enough strength to attempt an overrun until he actually moves his unit into the hex. If he is
wrong, the Overrun is a failure, and the attacker must cease movement and make a Disruption
Roll.
To carry out an Overrun attack, the phasing player moves the attacking unit into the hex
occupied by a single enemy unit and reveals his Ranged Attack Value. The non-phasing player
then reveals the Defensive Value of his defending unit. If the Ranged Attack Value is 6 or more
than the Defensive Value, the attack proceeds. If it is less than 6, the attacking unit must stop
and make a Disruption Roll.
Successful attacks are resolved immediately, as per the Combat rules. Any combat result
that completely destroys the defending unit allows the overrunning unit to continue its
movement.
Any other result ends the overrunning unit's movement, even if he damaged the defending
unit without destroying it. An attacking unit may attempt only one Overrun against the same
defending unit per turn. Units that attempt Overrun movement may fire their weapons again
during the Combat Phase of the same turn.
The MP cost for an Overrun attempt is based on the attacker's Experience Level, as shown
in the Overrun Attack Table. A unit that does not have enough movement points may not make
the attempt.
14 BATTLEFORCE
+'"pTOATTEMPTOVERRUN
+2 TO MOVE INTO HEAVY WOODS
TOTAL MP COST 4 MP
DROPPING
'Mech units have the ability to drop onto the battlefield from space, a tactic that can easily
turn the tide of any battle. It is dangerous, however, because dropping 'Mechs are vulnerable to
fire from both ground and air units. Furthermore, there is the risk of a rough landing, which can
cause additional damage.
Players may drop 'Mechs only when the scenario rules allow for it. In these scenarios,
players may bring in reinforcement units from outer space.
To make a drop landing, the player simply moves his unit to its target hex. At the same time,
the unit may come under the fire of any enemy units within range. Meanwhile, the player rolls two
dice to determine if a rough landing causes additional problems.
If the Landing Roll fails, the 'Mech does not land where intended and will scatter. Consult the
Failed Landing Table on p. 30 for scatter results only. (A 2 or 12 still destroys the unit).
If the Failed Landing results in the unit scattering, roll one die to determine the direction of
the scatter, as shown by the Scatter Diagram in page 30. Count out the hexes, starting with the
intended landing hex, and place the 'Mech on the new hex.
Immediately after the dropping 'Mech's counter is placed, any Air Unit within range may fire,
using its Air Attack Value. Then ground units may attack the dropping 'Mech with their Ranged
Attack Values. To make the attack, a ground unit must be in the same or adjacent hex as the
dropping 'Mech. Air and ground units must decide to attack a dropping 'Mech at the moment he
lands. The non-phasing player cannot wait until all the 'Mechs have dropped to begin firing.
Combat is resolved normally, with no terrain modifiers. Attacking units in adjacent hexes receive
an additional-4 column shifts. (See Combat Results Table, page 20)
Air and ground units may fire only once during this segment of the Movement Phase, no
matter how many 'Mechs are dropped. This fire is optional and does not prevent the same units
from firing during the Combat Phase. Any damage inflicted is applied immediately. As with normal
combat, a unit may be'fired upon any number of times and damage results are cumulative.
BATTLEFORCE 15
LANDING
Landing after a drop is usually a safe and routine operation, but damage suffered during the
descent can cause problems. To land successfully, the player must roll a 5 or better on two dice
for each unit dropped. Then he applies modifiers from the Landing Modifiers Table.
If the roll succeeds, the unit gently lands. It may not move in the same tum that it drops, but
it may sight normally in the Sighting Phase, and fire normally in the Combat Phase. If the roll
fails, the unit lands hard. It takes one step of damage, may not sight or fire during the turn it
dropped, and the player must make a Disruption Roll.
16 BATTLEFORCE
SIGHTING PHASE
Once movement is complete, both players may attempt to determine the type of units
hidden behind their opponent's information blinds. In BattleForce, a player can always see that
an enemy counter represents a 'Mech, Vehicle, and 50 on, but a friendly unit must satisfy two
conditions to learn the exact type of an enemy unit. First, the friendly unit must have a clear line-
of-sight to the target. Second, it must be within five hexes.
Using Electronic Sensing Radar (ESR), a unit sends out a concentrated electromagnetic
pulse that probes the shape, heat signature, and radio emissions of the target, and then sends
the information back to a computer at the Regimental Headquarters. In nano-seconds, this
computer determines -the type of unit and every other unit detected on the battlefield. The battle
computer quickly assembles all this data and creates a continually up-dated picture of the
battlefield, which is broadcast to each unit in its regiment. With this system, one unit can
determine the type of any enemy unit within range and clear line-of-sight. For instance, the unit
will always know that an enemy lance is composed of 'Mechs, but will not be able to determine if it
is a Heavy 'Mech or a Light 'Mech until it comes within range. (Sensor detection is not necessary
before one unit attacks another, however.)
Some units have special sensing equipment that extends the standard five-hex range by a
few more hexes. This bonus is printed on the counter as a positive number followed by ESR. For
instance, +2 ESR means that the unit can use its radar out to seven hexes.
A clear line-of-sight (LOS) must exist between two units before they can see each other and
use their ESR. There are three types of terrain features that block line-of-sight: Elevation, Build-
ings, and Woods. Light Woods and Buildings only block LOS when the line passes through three
or more hexes of either type terrain.
To check line-of-sight, lay a straight edge (a ruler or sheet of paper) from the center of the
attacker's hex to the center of the target's hex. If the line does not cross any blocking terrain
and the sighting unit is within range, the enemy player must remove the information blind from his
unit counter. If line-of-sight is blocked, the enemy may leave the information blind in place. A
single unit may sight all enemy units within its range.
Units that are in a Heavy Woods hex, a Building hex, or a Level 2 Water hex never need to
remove their information blinds unless an enemy unit moves into the same or an adjacent hex.
Attacking units may fire into these hexes even if they do not know the defender's composition.
There is, however, an additional combat modifier.
Units automatically learn the type of enemy unit that is in the same or an adjacent hex.
BATTLEFORCE 17
ELEVATION DEAD ZONE
Units at the same elevation can usually see each other easily. Areas directly behind an
elevated area can be hidden, however, even from units on the same elevation. The single hex
behind an elevated hex is called an elevation Dead Zone. Units placed here may be hidden from
view and therefore blocked from direct line-of-sight even by an attacker on a higher elevation. If
the attacker is shooting up at more than one hex range, the line-of-sight will be blocked if the hex
next to the attacker is as high as the hex occupied by the target. If the attacker is shooting down
at more than one hex range, the line-of-sight will be blocked if the target is directly behind a hex
as high as the attacker's hex.
BANDIT - 1 - - -
BANDIT+---
DEAD ZONE
18 BATTLEFORCE
COMBAT
BattleForce includes two types of combat: Ranged Attack Combat and Close Attack
Combat. In ranged combat, the attacker uses only his weapon systems to shoot at a target. The
target's hex must be within the attacker's range, and the attacker must be able to see over or
through any intervening terrain . For ranged combat, the attacker uses his Ranged Attack Value
(RA).
In Close Attack Combat, the attacking unit can use physical attacks as well as his weapon
systems. With 'Mechs, this is an especially deadly form of attack. Close attack combat can only
occur when the attacker 'is in the same or adjacent hex to its target and on the same elevation.
For close attack, the attacker uses his Close Attack Value (CA).
Damage from these attacks is expressed as Damage steps. Each step represents the
general battering of all the 'Mechs within a lance and the loss of weapon systems and armor.
Combat is resolved by rolling two dice against the Combat Results Table, page 20.
Each unit in BattleForce attacks separately. Units may not combine their combat values.
Unlike many other wargames, a BattleForce unit may be fired upon any number of times during a
single turn.
All units (except DropShips) have a 360-degree arc of fire and may fire at any unit, even if
the target is behind or to the side of the BattleForce counter.
LlNE-OF-SIGHT (LOS)
As in BattleTech, a clear line-of-sight must exist between two units before one can fire on
the other. Use the same method for determining line-of-sight in combat as in the Sighting Phase.
The target must be within range of the attacker's weapons systems.
INDIRECT FIRE
'Mech Fire Lances and Artillery batteries may fire indirectly at enemy units even if their LOS
to the target is blocked. They do so by relying on other units that DO have a clear LOS to the
target. These act as forward observers to provide the necessary coordinates.
Forward observer units may fire and move normally on the same turn that they also spot for
the indirect fire units. Forward observer units do not have to be within weapon or ESR range of a
target to direct fire for indirect units. Indirect fire units can only fire at units that are within range
of their weapon systems.
RANGE
Range is the distance between the attacker and his target. To determine range, simply
count the number of hexes from the attacking unit to the target, following the shortest path.
Begin at the hex next to the attacker and count along the line-of-sight, including the target's hex
in the total.
In BattleForce, range merely determines which units may be fired upon in a given turn. Long
Tom indirect-fire heavy artillery units, however, cannot depress their barrels low enough to fire
over open sights and therefore have a minimum as well as a maximum range. Long Tom artillery
cannot attack targets that fall short of this minimum range. Sniper light artillery units do not have
a minimum range and may fire at any hex, out to their full range.
When making attacks against units more than one hex away, use the Ranged Attack Value.
When making attacks against units in the same or adjacent hexes, the attacker may use the
Close Attack Value or the Ranged Attack Value. There is one exception to this rule. Units adja-
cent to each other, but on different elevations, use the Ranged Attack Value when attacking.
ATTACKING
A player may attack if his unit and the situation meet two requirements. The target must be
within range of an attacker's weapons and there must be a clear line-of-sight to the target. If so,
the attacker states which Attack Value he is using and asks the defender to call out the target's
Defensive Value. The attacker then subtracts the target's Defensive Value from his Attack
Value, and applies any modifiers. An attacker may fire even if his Attack Value is 0 or a negative
number (except for trucks which have no combat ability). To determine the results, the Attacker
will roll two dice against that column number on the Combat Results Table.
The attacking player may voluntarily reduce the firepower of his attacking unit and declare a
value lower than his maximum attack strength. Such tactics are very important, because they
can confuse an opponent and hide the attacker's real strength.
Subtracting the Defensive Value from the Attack Value results in a positive or negative
number that corresponds to a column on the Combat Results Table. The terrain, unit experience
level, or other factors may modify this number by shifting it to columns on either the left or right.
Having determined the modified column, the attacking player rolls 206 and adds together
the result. Then, he locates the point where the Die Roll Rowand the Column Number intersect on
the Combat Results Table. The player will find either a number, a letter, or a blank space at that
intersection. A number result gives the number of damage steps the target unit takes, which is
applied immediately. A D result means that the defender was forced to make a Disruption Roll. A
C result means that the defender has suffered a critical hit. Disruption Rolls and Critical Hits are
explained below. A blank space means that the attacker missed his target.
ATTACK MODIFIERS
Depending on the experience level, terrain, and other special cases, Attack Modifiers are
expressed in column shifts on the Combat Results Table. A negative number is a column shift to
the left, which lessens the chance of damage to the target. Positive numbers shift to the right,
which increases the chance of damage to the target. .
Experience Modifiers
There are four Experience Levels : Green, Regular, Veteran, and Elite. A unit's experience
is a major factor in the success or failure of its attacks. The Experience Level Modifiers Table
indicates the bonuses or penalties that apply.
A number result gives the number 01 damage steps the target unit takes, which is applied immediately.
A D result means that the defender was lorced to make a Disruption Check.
A C result means thai the defender has suffered a critical hit.
A blank space means that the attacker missed his target.
20 BATILEFORCE
TERRAIN MODIFIERS
The terrain of a target's hex as well as all intervening terrain between the attacker and target
may make it harder to score a hit. All terrain modifiers for ranged attacks shift the columns on the
Combat Results Table to the left. If the attacker must fire through a Heavy Woods hex to hit a
target on a clear, open hex, he consults the Terrain Modifiers Table and finds a -2, which
indicates that he shifts two columns to the left to determine the result.
The attacker must always use the shortest path to a target when figuring intervening terrain .
He cannot avoid column shift penalties by 'going around' a terrain feature. Indirect fire units
ignore any intervening terrain modifiers, but still must count the terrain modifier of the target hex.
Terrain modifiers are cumulative and always shift the column number to the left.
BATTLEFORCE 21
22 BATTLEFORCE
EFFECTS OF FIRE
The numbers on the Combat Results Table determine the number of damage steps that the
target may take. With each damage step taken, the defending player places the appropriate
Step chit in one of the front flaps of the counter, facing him. He will now use the values indicated
by the appropriately colored Damage Step row. For instance, if a defending unit has suffered one
damage step, the defending player places a green Step 1 chit in the front flap. The damaged
lance now uses the green line of his counter for all values.
The Combat Results Table also determines two other possible effects. The letter C on the
table stands for Critical Hit. When this result is rolled, the attacking player makes an additional
roll with 2D6 against the Critical Hit Table. The results apply immediately.
The other possible result on the Combat Resuhs Table is D, which stands for Disruption Roll.
The Defending unit must immediately roll against the Disruption Roll Table. If the result rolled on
2D6 is less than that given for the unit's Experience Level, the roll fails. The soldiers in the unit
are scattered; some lose their nerve and panic, while others stop to check for orders.
If the number rolled is equal to or greater than the appropriate number, the roll succeeds .
The unit may move and fire normally next turn.
Table Explanations:
Unit Takes Damage Steps: Unit immediately takes the indicated number of damage steps .
Unit Breaks and Flees: Unit is immediately removed from the board. However, it may rally and
return to the board on any Open hex adjacent to any of the player's undisrupted units. To rally,
the unit must roll a 12 on 206. The phasing player may roll once per broken unit per turn.
Experience Level modifiers for a Disruption Roll must be applied.
Unit Surrenders: Unit is immediately toppled face down as a Disrupted unit and may not move,
attack, sight, or act as forward observer. The unit may not right itself at the end of the turn, but
must remain toppled until a friendly or enemy unit moves into the same hex. If a friendly unit
moves into the hex first, the unit is righted on the next turn and acts normally. If an enemy unit
moves into the hex first, the unit is immediately removed from the board. It has been captured by
the enemy. In a campaign, enemy units may replace the captured unit with one of their own units
of the same class and type, or the captured unit may be broken up for salvage. One salvage
marker is earned for each step remaining on the captured unit.
Unit Destroyed: A Critical Hit explodes an ammunition magazine and sets off a chain reaction.
The unit immediately takes four damage steps. All units adjacent to or in the same hex as the
exploding unit are immediately attacked, using the +5 column on the Combat Results Table. No
modifiers apply. All units caught in the blast must also make a Disruption Roll. Units destroyed in
this manner do not leave salvage markers.
BATTLEFORCE 23
DISRUPTION EFFECTS
To indicate a unit's disrupted status, the player sets the counter information-side down on
the map. Disrupted units may not attack or move for one turn. They may not detect enemy units
or serve as forward observers for indirect fire units. If the Attacker attacks or overruns a
Disrupted unit, it gives him +2 column shifts on the Combat Results Table.
Air Units who fail a Disruption Roll continue to move normally, but cannot attack, act as
forward observers, or detect hidden enemy units for one tum.
A disrupted unit that is forced to make another Disruption Roll in the same turn subtracts 1
point from the die roll result. If the disrupted unit fails another Disruption Roll, it takes one step
loss.
At the end of a player's turn, he may stand up any Disrupted units.
Modifiers
Unit is Damaged -1
Already Disrupted -1
Buildings
Building hexes may be turned into Rubble hexes as a result of attacks. When a unit is
attacking buildings, use the Combat Results Table. The attacking unit's Attack Value (either
close attack or ranged attack) is the column number. Then use the building's terrain modifier as
the number of columns shifted to the left. Add any other column shifts due to intervening terrain.
Roll the dice normally. The building will be reduced to rubble on any step damage of 2 or more.
Ignore Critical Hits, Disruption Rolls, and Step 1 Losses. If the Building hex is reduced to rubble,
place a Rubble Counter in the hex, where it will remain for the rest of the game.
Close Assault
Infantry units may perform a special attack called Close Assault if the attacker is in the
same hex as the target. Close Assault allows the infantry to use the +5 column of the Combat
Results Table, no matter what the target's Defensive Value or terrain modifiers. However, the
infantry unit automatically takes two damage steps at the end of the attack.
Infantry units performing a Close Assault may add Experience Level modifiers.
24 BATTLEFORCE
Overburn Combat
Combat using Overburn works the same way as movement. For overburn, all attack values
move up one notch. Close Attack Values, however, do not increase above Full Strength level.
Ranged Attack Values increase, moving up one notch above the Step 0 values of a unit to the
Overburn Ranged Attack Values in the red row of the counter.
At the end of the Combat Phase, the overburning unit must immediately take one damage
step. There is one important exception to this rule. If a 'Mech is standing in water when it fires,
this automatic damage step does not apply. For example, a Medium 'Mech lance with Step 1
damage declares it is overburning . For that one turn, it can use its Full Strength Attack Value of
8. At the end of its turn, it automatically takes another damage step which puts it at Step 2
damage. If the 'Mech were standing in water, however, it could make the Overburn Attack and
not take a damage step at the end of its turn .
R M
ItiMI RA CA 0
3
3
6
4 't 14
11 14 9
~
3 4 JUMP 9 11 7 Starts at Step 1 row
3 4 7 8 5 Uses overburn for Full Strength values
3_ 4 TYPE 3 5 5 3_ Ends up at Step 2 row as a result of Overburn Combat
Mine Attacks
Mines are explosives buried underground that are set to detonate when an enemy or friendly
unit enters the hex. Mine counters are not placed on the map. Instead, during game set-up of
specified scenarios, players should write down the hex number for each of their mines on a sep-
arate sheet of paper. During the Movement Phase, the first unit (except Air Units) to enter that
hex immediately suffers a mine attack. Use a Bomb Counter to designate that a Mine Attack is
taking place.
Mines have an Attack Value of 5. If more than one is placed in a single hex, combine their
Attack Values for a single attack value against the unit that set them off. The attack is
immediately resolved on the Combat Results Table, with no modifiers applicable. Surviving units
may not move for the rest of the phasing player's turn. After the mine attack is resolved, the
bomb chit is removed.
Jumping units set off mines only when they end their movement in a mined hex. Air Units
never set off mines.
Mines may be placed in any terrain type except water.
Hidden Infantry
Hidden Infantry are used just like mines, except for the following important distinctions:
1. A Hidden Infantry unit attacks only an enemy land unit that enters its hex. Hidden
Infantry is revealed when the first enemy land unit enters. The Hidden Infantry may attack
immediately if the player so chooses.
2. Infantry attacks use the Close Assault Attack procedure explained above, including the
loss of two damage steps at the end of the attack.
3. After the initial attack, the Infantry counter is placed on the board with its information
blind removed .
4. Only one Infantry unit may be hidden per square.
BATTLEFORCE 25
SPECIAL UNITS
AIR LANCES
Crucial to any plan of defense or attack, an Air Lance is the field commander's most
important auxiliary weapon. Air Lances differ in many ways from ground units. They are
composed of only two AeroSpace Fighters, which are always of the same type. They move much
faster than do ground units and perform several different types of attacks. These variations on
the basic rules are explained below.
The illustration shows an Air Lance counter and explains the value categories printed at the
head each column.
UNIT TYPES
MOVEMENT
Most AeroSpace Fighters are built for space combat. To interact with Battle Force ground
units, AeroSpace Fighters must travel at extremely slow speeds, which reduces the efficiency of
their heat sinks. In the thick atmosphere of most landing zones, heat builds up even faster to
hamper a fighter'S range and maneuverability.
The fighter's maximum movement allowance is printed on the counter. Because they fly high
over the battlefield, fighters ignore all terrain features while moving. All movement must be in a
straight line of hexes. Only at the beginning of the Movement Phase may Air lances change their
movement to any other direction the player desires. Air lances are not required to move their full
MP allowance, but they must move at least two hexes per turn.
Air lances may choose to leave the field of battle at any time by simply flying into the upper
atmosphere. A unit that makes this choice may not reenter the game.
Air lances that carry bomb loads reduce their maximum movement allowance. They may not
move at their normal maximum movement allowance until they have dropped the bombs. The
Bomb Load Table indicates the reduction in maximum movement and the maximum allowable
bomb load for different types of AeroSpace Fighters.
26 BATTLEFORCE
BOMB LOAD TABLE
Bomb Load Movement Reduction
5 1
10 2 maximum load of Heavy Air Units
20 4
25 5
30 6 maximum load of Ught Air Units
Bomb load chits slip into the base of the AeroSpace counter, facing the player. After
dropping the bomb, the player removes the chit and places it face up on the target hex.
AeroSpace units may carry only one bomb load per game.
For example, a Ught AeroSpace Fighter with a maximum movement allowance of 12 carries
a 30-point bomb load. This unit may now move no faster than six hexes per turn (12 - 6 = 6). After
dropping the bomb, the Ught Fighter's maximum allowance returns to 12. The bomb attack is
resolved normally during the Combat Phase. After combat, the bomb marker is removed.
ESR DETECTION
AeroSpace Fighters are not affected by line-of-sight rules in the same way as ground units.
First, they are always seen while on the mapsheet. They do not use blinds to hide their class or
type. Second, their advantage of height allows fighters to see past all types of blocking terrain.
They may not see units that are hidden within a Heavy Woods or Building hex, however, unless
they are adjacent to or within the same hex, but AeroSpace Fighters can sight ground units in
open terrain behind blocking terrain if the ground force is in its ESR range. Finally, AeroSpace
Fighters add + 1 to their range for all ESR detection.
SATILE FORCE 27
COMBAT
Air lances may perform one of three different attacks in a single game turn. These are Straf-
ing Attacks, Bomb Attacks, or Air Attacks. In response, ground units may also fire at Air Units.
Strafing
A Strafing attack is a low-level dive through a single hex, with the fighter's energy weapons
blasting everything in his path. A fighter may make a strafing attack against anyone hex. The
fighter must be on or adjacent to the hex to strafe it. Every ground unit in that one hex (enemy or
friendly) suffers a separate attack.
The Air Unit subtracts the defending unit's Defensive Value from its Strafing Attack Value to
find its column number on the Combat Results Table. This column is then modified by the usual
Experience Level, Terrain, and Special Cases modifiers. The attack is resolved individually for
each unit in a hex in the usual manner.
Air Units may make unlimited strafing attacks during the course of the game, but may only
attack one hex per turn.
Bombing
At the beginning of most scenarios, each player is told the total number of bomb points
available to him. It is up to the player to divide these bomb points between his Air Units. The
player may not exceed the maximum allowable load for each type of fighter. He must also use the
Bomb Load counters provided and may not split up the bomb points represented by each
counter. The player does not have to use all the bomb points given him, but if he does not
allocate them before the game starts, he loses them.
After ending its movement, an Air Unit may make a bomb attack against units in the same or
adjacent hexes. To begin the attack, the player places the Bomb Load counter face up in the
hex. The Bomb Attack Value is the number of bomb points that the Air Unit carries. Each ground
unit (enemy and friendly) within the target hex suffers a full attack by the bomb. Figure each
attack individually by subtracting the target's Defensive Value from the Full Strength of the bomb
unit. This attack is modified as usual by the experience level, terrain, and special cases. The
attack is then resolved normally.
Once an Air Lance drops its bomb load, it may move at its normal MP allowance. The unit may
make no further bomb attacks for the remainder of the game. After the attack, remove the bomb
load counter from the board.
Air Attacks
Air lances may also attack other air units if they are within range. The range is printed on the
counter next to the Air Attack Value (AA). To resolve combat, simply subtract the target's
Defensive Value from the attacker's Air Attack Value to find the correct column on the Combat
Results Table. The only modifier that applies to an air attack is the attacker's Experience Level.
No terrain modifiers apply. Air lances may also use Air Attacks to fire at dropping 'Mechs.
Ground Fire
During their Combat Phase, ground units may attack an Air lance if they are in the same or
adjacent hex as the Air Unit. Attacks are resolved normally, with the following exceptions:
1. Terrain modifiers are ignored.
2. Ground units attacking from hexes adjacent to Air lances suffer a -4 column shift on the
Combat Results Table.
.; ;. J " •
~. ' .f. .~
. , ,.
28 BATTLEFORCE
DROPSHIPS
DropShips are the large, heavily armed and armored craft that transport 'Mechs and
AeroSpace Fighters from system jump points to their target planets. Once in close orbit around a
target planet, DropShips can enter the atmosphere or begin 'Mech drop procedures. (See page
15.)
It is rare for a DropShip to participate in large-scale battles, but the sudden appearance of
its heavy firepower and armor can often decide the issue very quickly.
DROPSHIP COUNTERS
DropShips are represented by the counter shown below. DropShip type is never hidden by
blinds. The column headings on a DropShip counter are explained in the illustration below:
RA
.Ill R D
0: Defensive Value
RA: Range Attack Value 13/12 6 7
11/10 6 7
R: Combat Range 918 6 7
7/6 6 7
All DropShips add +4 to normal ESR range. DropShips have 8 Damage Steps instead of the
normal four.
SA TTLEFORCE 29
MOVEMENT
DropShips do not so much fly as plummet. The only movement allowed to them is that of
dropping and landing. The individual scenarios in this book specify whether DropShips are
available to the players and if they are already on the field or are making a landing.
A DropShip may carry other units into play. These units can debark after the DropShip
lands. Some scenarios give players the option of carrying units inside their dropping DropShips.
The number of units carried depends on the DropShip type, as shown on the DropShip Load
Table.
DropShips can carry AeroSpace Fighters, but the fighters cannot debark after landing.
Debarkation of units is covered below.
To land a DropShip, the phasing player must designate the landing hex, which must be open
terrain with an elevation of O. Then the player must roll a 5 or better on 2D6. A successful roll
means that the DropShip lands safely where planned. A failed roll means that the DropShip was
damaged in landing.
To find the results of a failed Landing Roll, roll2D6 and consult the Failed Landing Table.
SCATTERING
USing the scatter diagram below, roll 1D6 to determine the direction of the scatter. Count out
the hexes, starting with the intended landing hex, and place the DropShip on the new hex.
If a DropShip scatters onto a hex containing other units (other than AeroSpace Fighters),
those unfortunate units are automatically and completely destroyed. The DropShip is undam-
aged. No salvage marker is placed where the units were located. A DropShip may not
intentionally drop onto other units, however.
If a DropShip scatters onto a hex containing AeroSpace Fighters, the fighter unit moves to
an adjacent hex of its choosing.
Scatter Diagram
30 BATTLEFORCE
DAMAGE
If a DropShip is damaged while carrying ground units, those units may not survive the
landing. For each unit that the damaged DropShip carries, roll 1D6 and add 2, plus the number of
damage steps the DropShip has taken. This is the column of the Combat Results Table used to
determine damage to the 'Mech. Roll normally using 2D6 and then immediately apply any step
damage results to the units.
Units aboard a DropShip destroyed in landing are destroyed along with it.
DEBARKING
On the next movement phase following the landing, units carried by the DropShip may move
outside the ship. All, some, or none of the units inside a DropShip may debark, at the player's
choice . There is no penalty for moving out of a DropShip. Units leaving the DropShip are placed
on the hex next to the DropShip and may immediately move their normal movement allowance.
Units inside a DropShip may not fire their weapons, sight for other units, or make any action
except to debark from the DropShip.
Units may move back into a DropShip without spending additional MP. The unit must have
enough movement points to move into the hex of the DropShip, however. To indicate that choice,
the player removes the unit counter from the mapsheet and places it to the side. It is
recommended that the players write each DropShip's name on a separate sheet of paper. When
units enter that DropShip, the player indicates it by placing counters on the appropriate sheet of
paper.
Units may leave the protection of the DropShip at any time during their Movement Phase.
Units inside a DropShip that takes eight damage steps are also destroyed. When destroyed, a
DropShip leaves three salvage markers, plus one salvage marker for every unit it was carrying at
the time it took the final damage step.
COMBAT
Once a DropShip has landed, it can bring its formidable weapons into combat. Because a
DropShip cannot move on the ground, it cannot concentrate its weapons on any single target,
however. DropShips are the only units in BattleForce that can fire at more than one unit per turn,
and they are the only units that have firing arcs.
A firing arc is a limited area of hexes within which the DropShip's weapons can fire. Each
DropShip has three different firing arcs, as shown in the illustration. For each of the three firing
arcs, the DropShip may use its full Ranged Attack Value to fire on one unit that is within range
and line-of-sight.
An exception to the firing arc rule are attacks on Air Units. A DropShip may use its Attack
Value against any enemy Air Unit within range, because the firing arcs apply only to ground
combat. In other words, a DropShip can attack the same Air lance three times in one turn. There
are no modifications to this attack.
DropShips ignore all Disruption Roll results on the Combat Results Table.
FIRING ARCS
BATTLE FORCE 31
ARTILLERY
Long Toms and Snipers are the two types of Artillery units available in BattleForce. Long
Toms have a longer range and are more powerful than Snipers, but they also have a minimum
range of five hexes for all attacks. Snipers are not as powerful, but they do not have a minimum
range restriction.
In addition to firing at units they can see, Artillery Units can also fire indirectly at units
sighted by other friendly units. As long as one friendly unit has a clear line-of-sight to an enemy
unit, Long Toms and Snipers can attack it.
When attacking a target directly or indirectly, the Artillery Unit uses the regular attack
procedure. Indirect fire is always directed at individual units.
32 BATTLEFORCE
USING VARIATION CHITS
Certain scenarios allow players to choose some of the following variation chits. Players
must place them with units at the beginning of the game. They are not transferable.
ElBOSMB
BOMB
See Bomb Attack Rules in the AeroSpace Fighter section. Bomb points
may not be split up into smaller or larger numbers. Bomb Chits are also used to
designate Mine Attacks.
\
I
~I
RECON+2ESR
RECON
A unit with this chit adds +2 hexes to its ESR detection range. Units may
+2ESR
only have one chit increasing their ESR range.
EXTRA'MECH
~ This variation represents an additional unit assigned to a lance. The
l::J counter can be used in two ways. First, the lance can use its Overburn Ranged
Attack Value every turn without fear of taking a damage step. Second, if the
lance suffers damage, the first damage step is absorbed by the Extra 'Mech
chit, which is removed. Units may only use one Extra 'Mech per battle.
JUMP
This variation chit makes any 'Mech .unit jump-capable. To be jump-
capable, Assault 'Mechs must have two Jump chits.
FIRE FIREPOWER
POWER This chit upgrades the unit's firepower by increasing the Ranged Attack
+2 Value by the amount printed on the chit. Units may only have one chit adding to
their firepower, and may use it only once.
BATTLEFORCE 33
ECM
ECM stands for Electronic Counter Measures. This variation chit allows a
unit to keep its information blind in place even after it comes within ESR range
of another unit. To detect the unit, an enemy must move into the same or an
adjacent hex to the hidden unit.
AEP
AEP stands for Active Electronic Probe, which is the opposite of ECM.
Each unit with AEP has special sensors many times more powerful than most
battlefield radar. These probes allow a unit to sense almost everything about
an enemy unit. During every Sighting Phase, a unit with AEP can turn its
sensors on one other unit. Within the range of its ESR, the sighting player may
learn the following about one enemy unit:
Class
Damage Status
Experience Level
RAV
DV
RNG
Bomb Status (if any)
Any Variation Chits held
The enemy player must reveal this information to the AEP player, even if the target unit is in
a blocking terrain hex such as Heavy Woods or Buildings.
34 BATTLEFORCE
CREATING LANCES AND
REGIMENTS
Though BattleForce lances do show some differences in weight and capabilities, the playing
pieces do not represent specific mixtures such as four BattleMasters, Wasps, or special, player-
designed 'Mechs. Rather, they represent the averaged capabilities of 'Mech, Vehicle, or Air
lances common to the battlefields of the 31st century. Players who wish to incorporate their own
custom-designed lances can use the following simple system of formulas to convert the
statistics for their BattleTech lances directly to BattleForce values.
There are only two restrictions. First, player-created lances must consist of all 'Mechs, Air
Units, or Vehicles rather than a mixture. Second, lances may consist of no more than four
'Mechs or vehicles. If a unit has less than four members, the player still uses 4 as his divisor in
making conversions.
When working with the lance creation system in this chapter, players will need a sheet of
scratch paper, a pen or pencil, copies of their BattleTech Record Sheets. Players wil have to
construct their own unit counters.
If players intend to use 'Mechs, machines, or aircraft whose statistics have already been
created by FASA, they may simply look these up in the BattleForce Values Table, and proceed
directly to the Quick Lance Creation System on p.42.
BATTLEFORCE 35
Tons of Armor Base Defensive Value
0.0-1.0 2
1.1-2.5 3
2.6-4.0 4
4.1 -5.5 5
5.6-7.0 6
7.1 -8.5 7
8.6-10.0 8
10.1 -11.5 9
11.6-13.0 10
13.1-14.5 11
14.6-16.0 12
16.1-17.5 13
17.6-19.0 14
36 BATTLEFORCE
MAXIMUM DAMAGE TABLE
Weapon Maximum Damage Range Range Rating
Small Laser 3 0 0
Medium Laser 5 2 10
Large Laser 8 3 24
PPC* 10 4 40
Autocannon/2* 2 5 10
Autocannonl5* 5 4 20
Autocannon/10 10 3 30
Autocannonl2Q 20 2 40
LRM-5* 3 5 15
LRM-10* 6 5 30
LRM-15* 9 5 45
LRM-20* 12 5 60
SRM-2 2 2 4
SRM-4 6 2 12
SRM-6 8 2 16
Machine Gun 2 0 0
Flamer 2 0 0
Additions to Close Attack Value Only:
Punching 2 (1 pV10 tons of 'Mech)
Kicking 1 (1 pV5 tons of'Mech)
*Asterisk indicates weapons that are not used when figuring Close Attack Value
SATILEFORCE 37
MOVEMENT ALLOWANCE
BattleForce movement points are equal to BattleTech walking movement points. Unlike the
other BattleForce values, movement points are not averaged together. Instead, the slowest unit
in the lance determines the total number of MP for the entire lance. In the Four Brothers lance,
this would be the Thunderboltwith 4 walking movement points.
A unit has jump-capability only if all the individual 'Mechs are jump-capable. In the Four
Brothers unit, the Wasp, the Vindicator, and the Hatchetman are jump-capable, but the Thunder-
boltis not. The lance, therefore, is NOT jump-capable.
Overburn movement points are the same as BattieTech running movement for 'Mechs or
flanking speed for Vehicles. These values are 150 percent higher than the slowest Mech's
normal movement allowance.
For Fu" Strength Values under 10: Decrease RA, CA, and D by 2 point each
For Fu" Strength Values 10 -15: Decrease RA, CA, and D by 3 points each
For Fu" Strength Values 15+: Decrease RA, CA, and D by 4 points each
38 BATTLEFORCE
ATTACK VALUE TABLE
BATILEFORCE 39
DETEMINING EXPERIENCE LEVEL
Experience Levels for player-designed lances are based on the Piloting and Gunnery Skills
of the MechWarrior operating each 'Mach of the lance. Use the Ski" Level Table below to find the
Experience Level equivalent for each ski", then average them together. Do NOT round fractions.
After determining the Experience Level for each MechWarrior in the lance, add these together,
and then find the average. Compare the resulting number against the Experience Table to find
the lance's final Experience Level.
The Experience Level of the Four Brothers lance is Veteran, which gives it a Veteran
counter.
If player-created MechWarriors do not already have Piloting and Gunnery skills, roll 2D6
against the Experience Generation Table below. Use the Experience Level result for the entire
lance.
40 BATTLEFORCE
...
CREATING INFANTRY AND VEHICLE LANCES
The rules for Vehicles and Infantry are identical to those for creating 'Mech lances.
Remember that all vehicles in one unit must possess the same movement mode, such as Hover,
Tracked, Wheeled.
RANGE VALUE
Calculate according to the Lance Creation rules, then multiply the result by 5.
STRAFING VALUE
This is calculated as for Ranged Attack Value, but includes only weapons that do not
require ammunition in the BattleTech rules. These weapons are lasers and particle projection
cannons.
DEFENSIVE VALUE
This is determined according to the above rules, except that one extra ton of armor is added
to the total for each aircraft. This compensates for the extra internal armor of the cockpit.
MOVEMENT
AeroSpace Fighters are either Light, Medium, or Heavy, depending on their tonnage. The MP
for Fighters depends on its weight:
Tons Weight UP
0-40 Light 20
40 - 75 Medium 15
76+ Heavy 10
BATTLEFORCE 41
QUICK LANCE GENERATION METHOD
If players wish to create lances using pre-generated 'Mechs and other machines and
aircraft from FASA's Technical Readout, they may use the shortcut system made possible by
the BattleForce Values Table, below.
In the full-length rules for creating a lance, players must first determine each lance
member's score for, say, Defensive Value, then add together the scores for all 'Mechs or
vehicles in the lance, and finally divide by 4 to get the lance's final Defensive Value.
In this Quick Generation System, the values for many 'Mechs and other vehicles are
already calculated and listed on the BattleForce Values Table. Players can quickly determine the
Full Strength Values of a lance by finding the scores for each lance member on the table, then
adding them together and, finally, dividing the total by 4 to get the lance's Full Strength values.
Players then use the rules for determining Step Damage values and Experience Levels on
pages 38 and 40.
It is quite possible that the values for a Heavy 'Mech lance created in this way will differ
significantly from the values printed on the Heavy 'Mech counters. This does not matter, as the
BattleForce unit counters represent averaged capabilities, not specific 'Mechs or vehicles.
Remember, though, that 'Mech lances are made up only of 'Mechs, Vehicle platoons are
composed only of vehicles, and so on.
Tons RA CA D R MP
Light'Mechs
Locust 20 4 5 4 1 8
Wasp 20 3 6 5 2 6 (J)
Stinger 20 4 6 5 1 6 (J)
Commando 25 7 10 4 2 6
Javelin 30 6 10 5 2 6 (J)
Spider 30 4 8 5 2 8 (J)
UrbanMech 30 5 7 7 2 2 (J)
Valkyrie 30 4 (I) 6 7 4 5 (J)
Firestarter 35 8 13 6 1 6 (J)
Jenner 35 10 12 5 2 7/5 (J)
Ostscout 35 2 7 6 2 8 (J)
Panther 35 6 7 7 3 4 (J)
Medlum'Mechs
Assassin 40 4 8 6 3 7 (J)
Cicada 40 5 8 4 2 8
Clint 40 6 9 6 3 6 (J)
Hermes II 40 5 8 7 3 6 (J)
Vulcan 40 4 9 6 2 6 (J)
Whitworth 40 10 (I) 11 8 3 4 (J)
Blackjack 45 9 13 8 3 4 (J)
Hatchetman 45 7 13 7 3 4 (J)
Phoenix Hawk 45 8 14 8 2 6 (J)
Vindicator 45 8 9 9 3 4 (J)
Centurian 50 9 14 7 3 4
Enforcer 50 8 14 9 3 4 (J)
Hunchback 50 12 18 8 2 4
Trebuchet 50 12 (I) 12 7 4 5
Dervish 55 9 (I) 13 8 3 5 (J)
Griffin 55 6 8 9 4 5 (J)
Shadow Hawk 55 6 10 9 3 5/3 (J)
Scorpion 55 7 7 6 3 6
Wolverine 55 7 12 9 3 5 (J)
42 BATTLEFORCE
BATTLEFORCE VALUES TABLE (continued)
Tons RA CA 0 R MP
Heavy 'Meehs
Dragon 60 8 12 8 3 5
Ostroc 60 11 19 8 3 5
Ostsol 60 13 21 8 2 5
Quickdraw 60 11 17 8 3 5 (J)
Rifleman 60 13 17 7 3 4
Catapult 65 13 (I) 12 9 3 4 (J)
Crusader 65 17 (I) 19 10 3 4
JagerMech 65 9 13 6 3 4
Thunderbolt 69 13 19 10 3 4
Archer 70 15 (I) 17 10 4 4
Grasshopper 70 11 19 11 3 4 (J)
Warhammer 70 17 19 8 2 4
Marauder 75 12 14 9 3 4
Orion 75 12 19 11 3 4
Assault'Meehs
Awesome 80 12 12 12 4 3
Charger 80 6 16 8 0 5
Goliath 80 9 (I) 7 12 3 4
Victor 80 13 23 10 2 4 (J)
Zeus 80 11 17 9 3 4
BattleMaster 85 18 26 11 2 4
Stalker 85 22 24 11 3 3
Cyclops 90 15 25 8 2 4
Banshee 95 7 14 12 3 4
Atlas 100 21 30 14 3 3
AeroSpace Fighters
Tons AV ST 0 R M
Light
Seydlitz 20 3 3 4 15 20
Cheetah 25 5 5 4 10 20
Thrush 25 6 6 3 10 20
Sparrowhawk 30 6 6 9 5 20
Sholagar 35 6 4 6 10 20
Medium
Corsair 50 13 13 12 10 15
Transit 50 14 7 9 10 15
Stingray 60 13 13 10 15 15
Lucifer 65 16 12 10 15 15
Shilone 65 13 7 10 15 15
Heavy
Transgressor 75 15 15 12 15 10
Slayer 80 14 11 12 10 10
Chippewa 90 25 17 7 15 10
Riever 100 20 0 12 10 10
Stuka 100 22 16 12 15 10
DropShlps
RA 0 RN
Leopard 8 6 6
Union 13 7 6
Overlord 16 9 6
BATILEFORCE 43
BATTLEFORCE VALUES TABLE (continued)
Vehicles
Tons RA CA DV R UP
Falcon 50 8 8 5 2 9H
Condor 50 8 8 7 1 8H
J. Edgar 25 4 4 5 2 11H
Hunter 35 5 1 5 5 5T
Vedette 50 3 1 6 2 5T
Demolisher 80 14 14 8 2 3T
Wheeled Scout 20 2 2 4 2 7W
Jeep (mg) 5 2 2 3 0 7W
Jeep (SRM-2) 5 1 1 3 2 7W
Skimmer 5 2 2 2 0 18H
Command Van 15 2 1 4 3 6W
Manticore 60 10 8 7 3 4T
Striker 35 4 2 6 4 5W
Pegasus 35 8 8 6 2 8H
Scorpion 25 3 1 4 3 4T
Table Explanation
(J) stand for Jump-Cabable
(I) Stands for Indirect Fire
DESIGNING A REGIMENT
By the first quarter of the 31st century, no regiment can boast of uniformity. Each has to
incorporate captured, damaged, and variant units to fill out its lances. This makes for an amazing
diversity within individual regiments. By following the advice of both their generals and their
battle computers, the Successor Lords have nevertheless managed to end up with regiments
whose firepower and numbers are roughly equivalent strategically.
The major difference among them is experience. Indeed, the overall Experience Level of a
regiment is often the deciding factor in a campaign. Experienced MechWarriors get the benefits
of extra training, better rations, and higher pay. As would be expected, the more experienced
'Mech pilots are assigned to the more powerful 'Mechs. Green units get the weaker, older
'Mechs. In fact, all Regular regiments have a standing rule that Green MechWarriors are not
allowed even to stand near a giant Assault 'Mach, much less to pilot one.
Even so, many experienced men are tempted to join mercenary units where the potential
rewards are sometimes much greater than anything the Successor Houses can offer. Because
mercenaries are not limited by rigid rules concerning troops and equipment, their regiments often
contain many different and colorful units. Their only real size restraint is the number of
JumpShips or DropShips they command, if any.
44 BATILEFORCE
REGIMENTAL COMPOSITION
Recent battles have shown the commanders of Successor State armies that Air lances are
much more effective in space than on the ground. They have, therefore, stripped most regiments
of their lances, which have been combined into individual air companies. Usually, only one air
company will accompany a regiment into battle. To compensate for the loss of firepower, extra
lances have been added at the battalion and regimental level. These are Command lances, which
have the additional benefit of freeing the battalion and regimental commanders from immediate
contact with the enemy, giving them more time to plan and to direct.
At the regimental level, all support units and any available DropShips are grouped together
under one command. Sometimes, regiments have additional units such as artillery batteries,
infantry companies, air lances, or vehicles attached to them.
TABLE OF ORGANIZATION
III
D
II
1
II II
D D D
I I I
I I I I I I
D-D-D D-D---D
~
DO
~
DO
~
1"·10
••• • ••
o
••• • ••
o
••• • ••
DD DD DD
There are three lances in each' company, and three companies combine with the battalion
headquarters lance to form ten lances per battalion. Three battalions of ten lances each combine
with two regimental headquarters lances to form a unit of 32 lances. One company is usually
made up of air lances. At the regimental level, all support units and any available DropShips are
grouped together under one command.
Though each regiment has 32 lances plus support groups, regiments designed for a special
mission may have a different mix of lances.
There are three basic regimental categories. Heavy regiments have a higher proportion of
lances with 'Mechs of 60 tons or more, including Assault 'Mechs. Medium regiments have a
balanced force with an average number of units. Light regiments are composed of a higher
number of lances of 'Mechs of under 40 tons. Any of these may be Elite, Veteran, Regular, or
Green Experience Level, though Heavy regiments have a much higher proportion of Elite and
Veteran MechWarriors.
Mixed regiments that contain both Vehicle and 'Mech units can vary from the traditional
military organization, and often have one or two additional companies in ti'leir battalions. These
regiments are also categorized as Heavy, Medium, or Light units, with Elite, Veteran, Regular, or
Green Experience Levels.
Commanders often break up their regiments into battlegroups designed for specific combat
missions. Though he is free to draw on any battalion or company to create these special forces,
the smart regimental commander knows better than to split up a company if he does not have to.
The high morale of most MechWarriors is greatly dependent on the loyalty and emotional bonds
that exist on the company and lance level.
BATTLEFORCE 45
STATISTICAL DATA
Independent actuaries in the Successor States have compiled the following statistical data
on typical regimental composition. These percentages reveal many interesting facets of
regimental makeup, and are surprisingly accurate for all the Successor House forces. Players
who want their regiments to reflect the realities of the 31st military may wish to use these
percentages when creating their units.
'MECHTYPEPERCENTAGES
The following percentages are calculated from the total number of 'Mechs in regimental
service to the Successor Houses.
· 46 BATTLEFORCE
USING PURCHASE POINTS
Regiments are created using the Purchase Point system. The number of Purchase Points
for a regiment depends on whether it is a Heavy, Medium, or Light regiment. Extra points are
spent to raise it to Elite or Veteran status.
As in creating scenarios, the cost of most units is the Overburn Ranged Attack Value of the
counter. Units that do not have an Overburn Value use the Step 0 (Full Strength) Ranged Attack
Value. AeroSpace units are purchased using their Air Attack Value. For example, a Heavy 'Mech
unit with an 18 Overburn Ranged Attack Value costs 18 points. A Medium Wheeled unit costs 4
points.
Next, players must add or subtract the cost of experience for each unit they buy.
Experience Purchase Point Cost
Green -2
Regular 0
Veteran +5
Elite +10
Very weak units with Green Experience Level have a minimum cost of 1 Purchase Point.
Average Purchase Point costs for the three categories of regiments are:
Heavy Regiment 670
Medium Regiment 524
Light Regiment 428
These costs do not include the price of DropShips or JumpShips, which are often under
direct control of Successor House forces or Bandit Kings. Only mercenary units normally have
DropShips with them.
Type Lance Type #Of Units Purchase Points Cost Experience Counters
G R V E
Heavy Assault 5 100 0 1 2 2
Veteran Heavy 10 180 1 2 3 4
Fire 4 60 1 1 1 1
Medium 8 96 2 2 2 2
Light 5 24 1 2 2 0
Total: 32 490 5 8 10 9
Experience 130
Medium Assault 3 60 0 1 1
Regular Heavy 5 90 1 1 2 1
Fire 3 40 0 2 1 0
Medium 15 132 4 8 3 0
Light 6 48 3 2 1 0
Total 32 420 8 14 8 2
Experience 54
In 50 percent of all Medium regiments, there is one Elite Medium 'Mech unit.
Light Assault 1 20 0 0 0 1
Regular Heavy 3 54 0 2 1 0
Fire 2 0 0 1 1 0
Medium 10 120 4 5 1 0
Light 16 96 7 4 5 0
Total 32 350 11 12 8 1
Experience 28
BATTLEFORCE 47
REGIMENTAL BATTLEGROUP
In addition to the above troops, each regiment has the following counters to represent the
regiment's supply train:
Number Counter Experience
1 Ordnance Truck RegUlar}
1 Coolant Truck Regular use truck counters
1 Mobile Headquarters Regular
SPECIAL PURCHASES
Each regiment can use an additional 50 Purchase Points on any of the special purchases in
the table below. The player may not spend pOints to buy additional 'Mech lances, nor may he
cash in 'Mech Lances to buy other units. Mixed lances, on the other hand, may buy more Vehicle
lances or platoons.
Increase Experience Levels
The cost to increase experience is added onto the purchase price of a unit. DecreaSing ex-
perience levels adds to the initial 50-point bonus. The increases and decreases are cumulative.
If a player turns an Elite unit into a Green unit, he saves 17 points, which he can add to his bonus
(+10 +5 +2 .. 17). The cost to raise a Green Unit to an Elite unit is also 17 points.
MIXED REGIMENTS
Mixed regiments are created like all 'Mech regiments, but there are few statistics about their
composition. This is especially true of Bandit King and planetary regiments. However, if the
player uses the same number of purchase points to create a mixed regiment as for a 'Mach
regiment, the two forces will be balanced.
48 BATTLEFORCE
-
SCENARIOS
The following five BattleForce scenarios are typical of battles in the era of the Succession
Wars. Readers who want to get started quickly playing this game will find these scenarios
especially useful, while other players might use these or other ideas to create battle situations of
their own.
GAME SET-UP
Each scenario includes a diagram to show the placement of the two BattleForce mapsheets,
as well as any rules about initial deployment of forces. This section also indicates which side has
the initiative. The player with the initiative sets up his troops on the mapsheet second but is the
first to move. The scenarios usually give the initiative to the Attacker. Game Set-Up also
describes the deployment of forces, and whether players may reserve some of their units for
drops from outer space or DropShip movement. Players must abide by any and all restrictions on
the placement of their counters.
PURCHASE POINTS
The scenarios do not specify the number of units involved or the mix of forces. This is left to
the players' discretion and to how ample is their supply of Purchase Points, which they use to
buy their units. Several of the scenarios do require that the players spend at least a portion of
their points on certain types of units, however. In cases where the number of Purchase Points
available to each player is not equal, it usually means that each side's Victory Conditions are
different.
Players may not accumulate Purchase Points or save them for use in later scenarios. Any
leftover points are lost.
UNIT COSTS
The cost of most units is the same as the Overburn Ranged Attack Value on the counter.
Units such as Vehicles have no Overburn Value, and so their unit cost is the same as their Step
o (Full-Strength) Ranged Attack Value. For example, a Type 1 Heavy 'Mech has an Overburn
Value of 21, which is also its purchase price. A Type 7 Vehicle's Full Strength Attack Value is 4,
and so it costs 4 Purchase Points to buy one. To purchase Air units, players use the Air Attack
Value. To this value, the players must now add the cost of each unit's Experience Level. Using
the Experience Level Costs Table, simply add or subtract points according to the unifs status.
The minimum cost for very weak units with Green Experience Level is 1 Purchase Point.
There are few Veteran and Elite units in most normal Successor State regiments. (For
examples of typical force mixes in the Successor States, see the section on Creating Lances
And Regiments; page 35.) When buying units for these individual scenarios, however, the
players are not required to creating only certain mixtures. If he has enough Purchase Paints, a
player can create an entire Elite formation, even though such units are rare among the military
forces of the Successor States.
Although the scenarios do not limit players to purchasing certain Experience Levels, there
are restrictions on the kind and number of units a player may buy. The scenario rules may also
raise or lower the cost of certain units, even giving one or more to the player at no cost.
The costs for Variation Chits, Mine Attacks, Artillery Units, and DropShips are listed in the
Special Purchases table on page 51.
BATTLEFORCE 49
1!§!!2!§2
SPECIAL RULES AND RESTRICTIONS
Some scenarios give special rules or modifications to the normal BattleForce rules. Unless
both sides decide to continue using these special rules, the modifications apply only to the
scenario in question.
VICTORY CONDITIONS
The yardstick for determining the victor of a battle is the number and kind of enemy units
killed. If enemy dead outnumber friendly losses, the friendly forces win . On the other hand,
victory is sometimes determined by what objectives were gained in the fray. Troops in a holding
action may die to gain time for off-board comrades, for example, or a convoy of trucks ambushed
by a raiding party would probably consider mere survival to be a battle victory. Another example
might be the forces spearheading an attack; they are more concerned with breaking through the
enemy line than counting their dead. Because of these and similar cases, the BattleForce
scenarios are weighted to reflect the different objectives of the attacker and defender.
Whenever a unit is destroyed, its Purchase Points are added to the opponent's Victory Point
total. A destroyed Elite Heavy 'Mech Lance, for example, is worth 28 Victory Points (18 for the
'Mech type, plus 10 points for its Elite Experience Level). If the 'Mech unit also had a +2
Firepower chit, it would add another three Victory Points to the total.
Following are several other ways to gain Victory Points:
1. Each captured Salvage counter is worth 10 Victory Points. To capture a salvage
marker, see the Campaign Rules section.
2. Individual scenarios give Victory Points for specific actions or events, including
occupying certain hexes, moving counters off the board, and others.
At the end of the game, both sides add up their Victory Points. The player with the highest
number subtracts his opponent's score from his total and consults the Victory Point Table.
50 BATTLE FORCE
For example, the 7th Crucis Lancers won 201 Victory Points during a battle with Moore's
Bandits. In the same exchange, Moore's Bandits gathered only 53 Victory Points. Subtracting
53 from 200 gives 147, a Decisive Victory for the Lancers.
The Victory Conditions also explain how players may break off the engagement, as in
campaigns, for example. In most scenarios, the players may break off an engagement by
moving their units off the mapside from which they originally started. Units may not begin a
retreat until at least one of their units is destroyed or at least three units take step damage,
however.
Unit Cost
Keeping 'Mech in 10 pOints per 'Mech. Purchase possible only if scenario allows.
outer space to Drop
Mine Attack 1 point for each 5 points of attack. Must be purchased in groups
of five. Purchase possible only if scenario allows.
Hidden Infantry Cost of Infantry unit plus 10 points. Purchase possible only if
scenario allows.
Artillery 2 x RA
DropShips 3 x RA
Variation Chits: Purchase possible only If scenario allows.
Bomb 1 point for each 5 points of Bomb. Must be purchased in groups
offive.
Recon ESR+2 3 points
Extra'Mech 10 points
Jump 5 points
FirePower 3 points
AnnorValue 3 points
ECM 3 points
AEP 10 pOints
BATILEFORCE 51
SURPRISE ENCOUNTER
Two enemy units of equal strength blunder into one another without much prior warning, a
common occurrence in the fast and mobile battles of the 31st century. Each side has the same
clear objective: to crush the enemy.
GAME SET-UP
Layout the BattleForce mapsheets as shown. Players may set up anywhere in the first three
rows of opposite sides of the mapsheet. No units may be reserved for dropping from outer
space. The player who rolls the highest result on 206 wins the initiative.
PURCHASE POINTS
Each side has 200 Purchase Points for buying its units. Neither side may buy Mine Attacks,
Hidden Infantry, OropShips, or Artillery Units, however.
VICTORY CONDITIONS
Use the standard Victory Conditions. Players may break off the engagement after three units
on either side have been destroyed.
• = ..
-,,, •
• ;
• ,,.
I
,
•
I
•
-,
••
52 BATTLEFORCE
THE STEEL TIP
House Davion's 7th Crucis Lancers is a tough and seasoned all-'Mach regiment often used
as a first strike force to clear a path for other regiments. Like the steel tip of a spear, the Lancers
thrust into enemy positions, smash a hole, and then penetrate deep into the enemy's rear. In this
scenario, the Lancers' mission is to tear through the planetary defenses of the Liao world of New
Dallas before reinforcements appear. The Defenders are Hamilton's Highlanders of the
Chesterton Reserves.
GAME SET-UP
Layout the BattleForce mapsheets as shown in the diagram. The Lancers player must set up
within six hexes of the right-hand side of the map. The Highlanders player may set up his units
anywhere on the map. The 7th Crucis Lancers has the initiative. They set up last and move first.
PURCHASE POINTS
The Lancers have 350 Purchase Points with which they may buy only 'Machs, Air Units, and
any Variation Counters. For a cost of 5 points per 'Mech, the Lancers player may also reserve up
to six 'Machs in outer space for dropping. All 'Mach units must be Regular Experience Level or
better.
The Highlanders player has 250 Purchase Points, which he may split into two groups. He may
use 150 points to purchase any units he wishes. The other 100 Purchase Points are for
purchasing reinforcements that he will keep off-board.
In addition, he may place 100 Mine Attack points and five Regular Hidden Infantry counters
anywhere on the board. He may also designate any hexes on the map as Hardened Buildings. If
Building hexes are available, use them. If not, use the blank side of any Variation counter to
indicate a Building location.
SPECIAL RULES
The Highlanders player rolls 2D6 at the beginning of each game turn. On a result of 11 or 12,
his off-board reinforcements may enter the game from any hex on the left-hand side of the map.
VICTORY CONDITIONS
Use the standard Victory Conditions, with the following modifications:
1. The 7th Crucis Lancers get 5 Victory Points for each damaged or undamaged ground unit
they exit off the left-hand side of the mapsheet.
2. The Highlanders defense force receives an extra 10 Victory Points for each Lancers unit
they destroy. These points are a bonus to the normal point gain for destroying a unit.
The 7th Crucis Lancers may break off the engagement when they have exited all their units
off either the left or right-hand side of the mapsheet.
BATTLE FORCE 53
THE POUNCE
Once an attacker penetrates to his enemy's rear, the smaller attack 'Mechs fan out, trying to
surprise enemy supply columns and to prevent damaged lances from making it back to the
regimental battlegroup. In this scenario, a small attacking 'Mech force has spotted a supply
column and prepares to pounce.
GAME SET-UP
Layout the BattleForce mapsheets
as shown. The Attacker 'Mechs set up
on any hex west of the river on map A.
The Defender's supply column must set
up on the first road hex on the south
portion of the map. The rest of the
supply column extends off the board
behind the first two units. The Escort
'Mechs can set up anywhere east of
the river hexes on Map B.
In this scenario, the Attacker sets
up first and moves first. The defending
supply column sets up last and moves
last.
PURCHASE POINTS
The attacking 'Mech forces have 120 Purchase Points. The Attacker may not keep 'Mechs in
space to drop. Except for Mines or Hidden Infantry, he may purchase any and all other units.
The Defender's supply column has the following units. Unless otherwise noted, the units
listed are Full-Strength.
54 BATILEFORCE
-
VICTORY CONDITIONS
Use the standard Victory Conditions.
The Attacker gains full points for destroying the already damaged 'Mechs. Furthermore, if the
Attacking 'Mechs destroy a unit carrying a Salvage counter, two Salvage counters are placed in
that hex. Any Salvage counters left on the map at the end of the game are worth 10 points each
to the Attacker.
Any Coolant Truck, Mobile HO, or Ordnance Truck destroyed is worth 10 extra pOints, in
addition to its Purchase Point cost. Remember to add 3 points for each ECM Variation counter.
The Defender's supply column wins 5 points for each unit and 10 points for each Salvage
counter it exits off the north side of Mapsheet B.
The game ends when the last Supply Column or Escort unit exits off the west side of the
mapsheet.
BATILE FORCE 55
DREADED DUTY
Amid the deadly conflicts of the 31 st century, battles are often fought back and forth over
the same piece of ground. Exhausted troops must eventually settle down to rest for the night,
and that is when the scavengers come to fight over the remains of the day's battles. Though
MechWarriors detest pulling salvage duty, the work of recovering the precious remains of
blasted 'Mechs is crucial.
In this scenario, two salvage parties (Side A and Side B) grapple over the pieces of 'Mechs
from the day's previous battle.
GAME SET-UP
Layout the BattieForce mapsheets side by side, as shown. Side A sets up within three hexes
of the right-hand side of Map A. Side B sets up within three hexes of the left-hand side of Map B.
At the beginning of each turn, each side must roll 206 for the initiative. The player who rolls
highest goes first. Because players roll at the start of each turn, it is possible that one player
may move and fire twice before his opponent can move at all.
PURCHASE POINTS
SIDE A'S FORCES
# of Units Unit and Strength Experience Level
Ruger's Hover Company
1 Type 6 Vehicle Regular
1 Type 6 Vehicle Green
Type 6 Vehicle Green
Nationale Free Company
1 Light 'Mach Type 2 Green
Medium 'Mech Type 4 Veteran
Light 'Mech Type 1 Regular
Browning's Independent Mercenaries
1 Type 5 Vehicle Veteran
1 Type 7 Vehicle Regular
1 Type 7 Vehicle Regular
1 Type 8 Vehicle Green
-:I!!!!!!!!4!iI
SPECIAL RULES
Salvage Markers:
Players place salvage markers on these hexes:
A A A B B B
2111 2408 2714 0109 0210 0415
2302 2509 2806 0117 0309 0603
2304 2607 2808 0201 0402 0605
.
08081 ~" ~ -.~ · ···· ···~ -- ~-4••~ '; ~%%~
2314 2704 2902 0205 0404
2912
Night Fighting Rules:
ESR Range is reduced from 5 hexes to 2 hexes. Units with ESR +2 ability may detect enemy
units out to 3 hexes.
Light Woods block Line-of-Sight just as Heavy Woods do. Light Buildings hide 'Mechs just as
other buildings do.
All ranged combat has .an additional-2 column shift modifier. Close combat is not affected by
darkness.
Subtract 1 from the result on all Disruption Rolls.
Scavenging Rules:
All units may return after they have moved off the mapsheet. To return to the board, the unit
must wait one full turn after it moves off the board. It must return on the exact hex from which it
exited. If that hex is blocked, the unit may not return.
Because of this rule, players may pick up a Salvage counter, remove it from the board, then
come back and attempt to pick up another.
When a scavenging unit that carries a Salvage counter is destroyed, the counter is NOT
destroyed.
VICTORY CONDITIONS
Players use the standard Victory Conditions, with the exception that Salvage counters are
worth 15 points each. These markers must be picked up and moved off the board before they
can count in a player's victory total, however.
The game ends when all the Salvage counters are removed from the board or when one side
has been destroyed.
BATTLEFORCE 57
NO PROFIT IN DYING
The mercenary's first rule, which is drilled in his training, confirmed in combat, embossed on
the banners of a dozen units, repeated every morning and every evening at mess, and never,
ever, forgotten, is this: There is no profit in dying and no honor in death.
Mercenary regiments will sometimes fight to the death, however, but usually not when their
DropShips are endangered. In this scenario, the Osaka Mercenary Legion has had one battalion
annihilated and two others badly damaged. The regiment must make it to its DropShips and away
to outer space before the victorious Kurita Sword of Light Regiment can crush it and its
transport.
GAME SET-UP
Layout the BattleForce mapsheets as shown. The Osaka Mercenary player must set up his
Regimental battlegroup anywhere on the left-hand side of the map within three hexes of the
edge. The rest of the mercenary battalions must set up within four hexes of the right-hand side of
the mapsheet.
The Sword of Light player does not set up his units on the board. On his first turn, he may
place any unit on any full hex on the right-hand side of the mapsheet. If an enemy player is
blocking a hex, the Sword of Light player may place his counter on any adjacent half-hexside.
This placement may not violate the rules on prohibited terrain, however.
PURCHASE POINTS
58 BATTLEFORCE
Do-Maru Battalion
1 Heavy 'Mech Type 2 Elite
Kabuto Company
1 Assault 'Mech Type 1 Elite
Step 1 Damage
Assault 'Mach Type 2 Elite
Step 2 Damage
Heavy 'Mech Type 3 Veteran
Step 3 Damage
Do Company
1 Ught 'Mech Type 3 Regular
Step 3 Damage
Kote Company
1 Ught 'Mech Type 2 Green
1 Ught 'Mech Type 4 Regular
Step 1 Damage
Sode Air Company
1 Ught AeroSpace Veteran
carries 30 pts of bombs
Medium AeroSpace Veteran
Heavy AeroSpace Veteran
Step 1 Damage
Regimental Battlegroup
3 Union DropShips
3 Leopard DropShips
1 Overlord DropShip
Vari Artillery Battery
1 Heavy Artillery Type 1 Veteran
1 Heavy Artillery Type 1 Regular
1 Wheeled Type 8 Regular
Regimental Headquarters
1 Assault 'Mach Type 3 Veteran
1 Medium 'Mach Type 3 Regular
It is assumed that the mercenaries have already taken all the supply trucks and equipment
off the planet.
KURITA FORCES
2nd Sword of Ught Heavy Regiment
The Kurita player has 700 Purchase Points with which to purchase anything except Mine
Attack and Hidden Infantry. The Kurita player also has the option of keeping six 'Mechs in outer
space to be dropped. There is a special rule restricting the timing of this drop, however. The
player should read the rule before spending his Purchase Points.
For guidelines on creating a Heavy Regiment, see the section on Creating Lances and
Regiments.
SPECIAL RULES
If the Kurita player wants to drop his 'Mechs during his Movement Phase, he must roll an 8 or
greater on 206. If he fails this roll, the drop is aborted. If he succeeds, he must drop the 'Mechs.
VICTORY CONOmONS
Use the standard Victory Conditions. In addition, the Osaka Mercenary player gains 10
points for each 'Mech he escapes with into space. Any Osaka units left without transport are
considered captured, and their point totals are added to the Sword of Ught Victory Point totals.
Salvage counters do not count as Victory Points in this scenario.
The scenario ends when the Osaka DropShips have lifted off, or when all the Sword of Ught
units are destroyed. Any Osaka units left without transport are considered captured.
BATTLEFORCE 59
OTHER SCENARIO POSSIBILITIES
There are dozens of other scenario ideas that players can simulate. Following are just a few
suggestions.
NO 'MECH SCENARIO
Use the Surprise Encounter scenario, applying all the same rules, except that neither side
can buy 'Mechs.
60 BATTLEFORCE
CAMPAIGN RULES
In a BattleForce campaign, players may field entire regiments in a variety of locations and
maneuver them over greater distances than in the basic game. To accomplish their objectives,
commanders must often break up their units into smaller formations during a campaign. Another
difference from the basic game is that players carry out many of the steps in the Sequence of
Play at the same time rather than taking turns.
In general, the campaign works as follows. Players create a Strategic Map that includes a
number of sectors where combat may occur. The players then determine in which sectors they
will place their units, but they keep this information secret. After reconnaissance, one player
may discover the existence of enemy units in a sector where he has also placed units. All such
contacts are determined first, and then combat occurs in the sectors where opposing groups
encounter one another. At this point, the players move their units onto the Tactical Map and
engage in battle according to the basic BattleForce rules. When the battle is over, players may
repair damaged units, purchase reinforcements, and raise the Experience Level of units before
the next round of reconnaissance and combat occur.
The players will be using two kinds of maps in the Campaign version of BattleForce. There is
the Strategic Map for maneuvering in sectors and the Tactical Map for actual battle. Players will
also use a Battlegroup Worksheet as a table of organization to keep track of the various smaller
formations they have created within the larger regimental structure.
CREATING BATTLEGROUPS
Forces involved in campaigns are usually regimental in size and include both the fighting
units and support elements. It would be quite rare to find the whole regimental force in one place
during a campaign, however. Commanders usually break up their force into several smaller
groups in order to carry out their campaign objectives. These smaller units are known as Battle-
groups, and may range in size from a single lance to the complete regiment.
Players may divide their regiments into any mix of lances that they desire. To keep track of
these various Battlegroups, they place the various unit counters in the Battlegroup boxes
provided on the Worksheet. Players may use the blank sides of Variation counters to represent
each Battlegroup. During play, these single Battlegroup counters will be placed on the Strategic
Map, if necessary.
It is only after two opposing Batllegroups make contact in the same sector of the Strategic
Map that the players move the actual unit counters from the Battlegroup Worksheet to the
Tactical map. At that point, the hostile units engage one another and resolve combat according
to the basic BattleForce rules.
BATTLEFORCE 61
THE REGIMENTAL BATTLEGROUP
For each campaign, the opposing players must each create an important special unit called
the Regimental Battlegroup (RBG). The RBG includes all the various auxiliary vehicles and men
that accompany a regiment. The RBG is important because it can repair any units that remain
with it and because it is worth a lot of Victory Points if captured or destroyed.
At the minimum, the RBG includes three Truck counters to represent mobile HQs, MASH
units, and other support equipment. The RBG also contains all regimental DropShip counters.
Other units may break off or recombine with the RBG as desired.
As long as it contains DropShips, the RBG may not move from the sector where it was first
placed. DropShips may fly out to space, however, where they will remain for the rest of the game.
If the DropShips leave, the RBG may move one sector per turn. In order for the RBG to be
destroyed, all its units must either be destroyed or have left the planet. Even one remaining RBG
unit-however damaged it may be--can continue to repair other units.
STRATEGIC MAP
The players begin the campaign by creating a scenario and a Strategic Map to match the
campaign goals. The map can represent an area as large as the players desire, but it should not
be so enormous that opposing forces cannot find each other. The Strategic Map is composed of
sectors; each sector is created by combining two BattleForce mapsheets, as shown in the
illustration. Before doing anything else, the players should decide on the configuration of these
sectors and sketch them out on a sheet of paper. They can arrange these sectors in a variety of
ways, as long as each one consists of two BattleForce mapsheets. The players will use this
Strategic Map to show the results of searches and spotted movement. Each player will also need
his own copy of the Strategic Map so that he can keep the placement and movement of his
Battlegroups a secret from the other player until after reconnaissance.
CAMPAIGN SET-UP
The simplest campaign set-up is to place the opposing forces on opposite ends of the
Strategic Map. Another option is to designate in which sectors players can place a Battlegroup,
and then the players secretly decide which Battlegroups they will place where. Players may also
choose not to place special units such as Hidden Infantry or 'Mechs orbiting in DropShips, which
will not appear until later in the campaign.
62 BATILEFORCE
..
SEQUENCE OF PLAY
One campaign turn includes the following sequence of play. Both players complete each
step before moving on to the next.
1. Divide and/or combine Battlegroups.
2. Create and allocate reconnaissance units to specific sectors.
3. Move any or all Battlegroups one sector.
4. Declare sector searches. If either side makes contact with the enemy, they place
Battlegroup counters on the Strategic Map. The players must complete all their
searches before any tactical battle is played.
5. For each contact that occurs, the players create an appropriate combat scenario.
6. Resolve all battles using the basic BattleForce rules and sequence of play. Players
may fight the battles in any order, but each must be completed before they can return
again to the strategic map and setting.
7. Use captured Salvage counters to repair damaged lances.
8. Roll dice to increase the Experience Levels of all units involved in combat.
9. Compute Victory Points.
10. Spend Victory Points to obtain additional reinforcements from offboard supply depots.
11. If the campaign objectives have not been met, the players start again with Step 1.
CONDUCT SEARCHES
Players now decide which of their Battlegroups or recon units will search for enemy units in
their sector. Both players read off the sectors under scrutiny, and the opposing player must
state if any of his Battlegroups occupy those sectors. He does not state the number of units or
type-only whether or not a Battlegroup is present. He does NOT reveal whether a recon unit
occupies a sector. The search phase continues until all designated Battlegroups or recon units
have completed their searches. Only one search per sector is necessary, because the opposing
player must reveal all his Battlegroups inhabiting that sector. Players may opt not to search
some sectors, even though they have Battlegroups or recon units inhabiting it. For example, it is
by not searching its sector that the RBG remains hidden.
If an enemy Battlegroup occupies the same sector as a friendly Battlegroup, the players
resolve the engagement according to the Contact section below. If no opposing Battlegroups
inhabit the same sectors, players go to Step 7, repairing units.
BATILEFORCE 63
CONTACT
Combat occurs each time enemy Battlegroups discover one another in the same sector.
Players must now determine the initiative, deployment, and force strength. If they have not
already created a detailed Tactical Map for the sector, they must now specify the terrain and
map layouts for the Tactical map.
Initiative
To determine initiative, the players each roll 206. The player who rolls the highest number
has the initiative for the rest of the battle.
Tactical Map Set-Up
The set-up of the Tactical BaHleForce mapsheets depends on the Strategic Map. If the
players created the sectors of their Strategic Map by piecing together a number of BattleForce
mapsheets, all they need do is layout the two maps according to their orientation on the
Strategic Map.
If they created only a rough sketch of sectors for their Strategic Map, then the player who
does NOT have the initiative places a BattleForce mapsheet on the playing area. The player who
won the initiative responds by placing the second mapsheet in any desired fashion, as long as
the playing area of the newly created Tactical Map is either square or rectangular.
Deployment
Players may set up their forces within three hexes of the mapside from which they entered
the sector. For example, two Battlegroups of the 7th Crucis Lancers enter the embattled sector
from opposite sides, while a Battlegroup from Moore's Bandits enters directly from the left. The
shaded areas in the illustration show where each Battlegroup may set up.
Once a player knows in which hexes he can set up, he takes his unit counters off the
Battlegroup Worksheet and places them in Tactical Map hexes as he sees fit. Stacking
limitations apply even during set-up. The player with the initiative may request that his opponent
set up first. Even with the initiative, however, the player with a Battlegroup in a Prepared Position
must set up first.
Prepared Positions
If a Battlegroup is in a Prepared Position, the player may place his units anywhere on the
board, except for the first three hexes on any side of the Tactical Map. A Prepared Position also
allows a player to place any and all Hidden Infantry and Mines that are part of that Battlegroup.
(Players can purchase these units during the Regiment Creation phase if they are designing their
own campaign.) The players write down these positions on sheets of paper, but the existence of
mines and Hidden Infantry remains secret until an enemy unit enters a hex that contains one. If
the battle ends without revealing their location, these special units may stay in the sector, even
if the enemy wins the battle.
If the player chooses to move Hidden Infantry, he reveals their position and moves them
according to the basic rules.
Dropping 'Mechs
If a player decides to drop a Battlegroup of 'Mechs during Strategic Map movement, he
declares his intention, but he secretly designates the actual hex numbers onto which each lance
will drop. Then the other player places his units normally. On the first turn, all the dropping units
must land in their designated hexes. All the basic BattleForce rules on dropping apply.
Dropping 'Mechs may also enter a battle as reinforcements to a Battlegroup during the
movement phase of any campaign turn.
64 BA TTLEFORCE
RESOLVE BATTLES
After both sides have set up their units, they begin combat using the basic BattleForce
rules and sequence of play.
There is one new rule added, however. Units may pick up the Salvage counters left by
destroyed lances and carry them off the board. Any time a unit of any class or type (except
AeroSpace Fighter) moves into a hex that contains a Salvage counter, the unit may pick up the
counter. It does not cost any movement points to do so, but each unit may pick up only one
counter. If the unit leaves the mapsheet, both the Salvage Counter and the unit go into the RBG
box of the Battlegroup Worksheet, and the unit may not re-enter the board. If the unit is
destroyed while carrying a Salvage counter, it leaves behind only one counter, not two. At the
end of a battle, the player with possession of the battlefield (his units are the only ones
remaining on the mapsheet) may gather up all unclaimed Salvage counters as the spoils of war.
He places these in the RBG box of his Battlegroup Worksheet.
Breaking Off Combat
The battle continues until one side is either totally destroyed or retreats off the board.
Once two opposing Battlegroups are placed on the Tactical Map, they must engage in
combat (no matter how unequal their strengths) before either side can disengage. A player's
Battlegroup must also have taken a total of four damage steps before it can withdraw. (These
steps can be all to one unit or scattered over the whole Battlegroup.) A player may voluntarily
expose his units to enemy weapons fire, but may not intentionally destroy his own units. This
rule is intended to force combat to occur and to allow some benefit to the player who, through
luck or tactical planning, manages to hold the edge over his opponent. Once the four-step
damage requirement is met, the player can withdraw from combat.
Before retreating his units off the board, a player must announce that his units are
withdrawing . Any unit that exits the mapboard before this declaration is immediately captured
(unless it is carrying a Salvage counter; see Resolve Battles).
After declaring a retreat, a player must withdraw all his units off the same side of the
mapsheet. Any unit that withdraws off a different side is immediately captured. If a unit carrying a
Salvage counter retreats off a different side, the controlling player must roll one die. On a result
of 1-3, the enemy captures that unit. If he rolls 4-6, the unit escapes to the hdgimental
Battlegroup. Of course, if a unit carrying a Salvage counter retreats off the same side as the
other units, it is not captured.
If another enemy Battlegroup is in the sector into which the units retreat, the withdrawing
units must engage in the regular battle sequence again, but do not have to take four more
damage steps before they can withdraw from the new sector. Units in 'an untenable position may
surrender.
The battle ends when only the units from one side's Battlegroup remain on the map. These
surviving units return to their box on the Battlegroup Worksheet, and any Salvage counters go
into the RBG box.
BATTLEFORCE 65
INCREASE EXPERIENCE LEVEL
Any lance that has fired its weapons at an enemy target during combat has a chance to
increase its Experience Level. During the course of a campaign, it is relatively easy for Green
troops to rise to Regular status, but it gets progressively more difficult for more experienced
units to progress to the next level.
For each lance that fired at an enemy unit, the player rolls two dice on the Experience Level
Modification Table. If the result is equal to or greater than the target for the unit's Experience
Change, the unit succeeds in raising its status. The player now replaces the unit's former
Experience Level chit with one for the next level up.
Units are eligible for this status change, even if they broke and fled during the battle, left
the board for some other reason, or have been reduced to Step 3 damage. To make the
Experience Level roll, a unit need only have attacked an enemy unit during the battle.
66 BATTLE FORCE
b4§!!!!!!!!!iiij
REINFORCEMENTS
After calculating their Victory Points, each player can roll 2D6 to see if reinforcements are
available. If so, he may spend Victory Points to purchase them. The reinforcements appear im-
mediately as part of the RBG. If a player's RBG is destroyed, he cannot purchase reinforce-
ments. Players may only take reinforcements from available unused or destroyed units.
REINFORCEMENTS TABLE
Players can only buy reinforcements with Victory Points. Having done so, a player cannot
change his mind and decide to exchange units on the board for Victory Points. Once spent,
Victory Points are used up.
BATTLEFORCE 67
REGIMENTAL ROSTERS
THE 7TH CRUCIS LANCERS
Drawn from Star League loyalists from the Crucis March region, the Crucis Lancers fought
with the Federated Suns in the first Succession War. Many of them still hoped former Army
leader General Aleksandr Kerensky would return to lead the troops to victory and re-unify the
Star League after one house became dominant in the war. Because the Federated Suns seemed
the strongest, it attracted the best of the remaining Star League Regulars. Some had also
already secretly pledged fealty to one or the other council members, in the event the League
should disintegrate.
By the time it became clear that Kerensky was not returning, the Crucis Lancers had grown
to several regiments, and were second in strength only to Davion's household troops.
The 7th Crucis Lancers were formed in 2795 from a core of League Loyalists, augmented
with semi-independent companies affiliated with Davion, such as Kieran McKinnon's company.
Their first major assignment together was, unfortunately, protecting Kentares IV against a Kurita
onslaught. When Minoru Kurita overran the world, it splintered the 7th. Many companies were
destroyed, with the survivors taking to the hills as guerilla troops. Some say that a member of
McKinnon's Company was the assassin who felled Minoru Kurita. To avenge Minoru's death,
Jinjiro Kurita ordered the massacre of all on Kentares IV.
When Davion troops liberated the planet, they found the remnants of only two companies-
McKinnon's and Kane's-and assigned them to other regiments. The 7th Crucis Lancers was
kept on Davion rosters as a memorial to those killed on Kentares IV and as a reminder of the
horrors committed by House Kurita.
The 7th remained a ghost regiment, represented only by an honor guard at parades, until
the Second Succession War. The attempt to revive the name and glory of the 7th Crucis Lancers
fizzled in one disastrous incursion into Kurita space, and the 7th was once again only a name.
In 2900, Martin Kane-Logan, a descendant of the Kane who survived Kentares IV, was
being honored for exceptional action, and was given command of a regiment and permission to
revive the 7th Crucis Lancers name. Serving as an advance shock troop, the new Lancers
surprised enemies who did not know that the unit had been re-formed.
By 2922, the 7th Crucis Lancers was once more a name to be feared. When Davion was
assembling a brigade of his best troops to repulse a Kurita incursion, he not only included the
Lancers in the group, but also assembled the Brigade under their name. For their defense of New
Aberdeen, the enlarged 7th Crucis Lancers (fighting under the motto "Anything, Anywhere,
Anytime") were honored throughout the Federated Suns. Unfortunately, Martin's grandson,
Randolph Kane-Logan, did not have the knack to keep an entire brigade operating smoothly. By
3000, the 7th Crucis Lancers were reduced to a single regiment.
Randolph Kane-Logan's son, Ron, assumed command of the Lancers in 3005. He distin-
guished himself as a MechWarrior and leader, and under him the Lancers were once again a
mobile fighting unit. In 3013, Davion planned a major assault to remove Kurita forces from
Mallory's World. As the Lancers had re-established themselves as an elite unit, Davion included
them in the combined force that would spearhead the invasion. This Brigade took the name of the
7th Crucis Lancers, out of a sense of historic justice.
The command of the Lancers was shared by Ron Kane-Logan, Rahdst MacDonnell, leader of
a Crucis March Militia Regiment, and Masha Badanoff of Badanoff's Brigands. Their victory at
Mallory's World came at a high price-Kane-Logan was killed near the end of the war, leaving no
heir. MacDonnell and Badanoff retained command of the unit and pledged to continue the 7th
Crucis Lancers' traditions. To that end, they invited McKinnon's Raiders to join the Lancers, for
the first time in over 200 years.
The next major battle for the Lancers occurred in 3020, on Harrow's Sun. Along with the 9th
Ceti Hussars, the Lancers secretly reinforced the Harrow's Sun garrison in the face of an
expected Kurita raid. However, the unexpected size ot the Combine army forced the Davion
troops into the mountains. Masha Badanoff was killed in the first landing, and although
McKinnon's Raiders distinguished themselves in this action, Ross McKinnon, leader of the
Raiders, was also killed.
Today, the 7th Crucis Lancers serve along the Draconis March as a quick-response force.
As Davion forces move bit by bit into Kurita space, the Lancers, and especially McKinnon'S
Raiders, have been in the thick of it, feared and respected on every front.
68 BATILEFORCE
-
TABLE OF ORGANIZATION
In the following rosters, the numeric values given for each lance are:
RA(CA)/D-R MP
RA - Ranged Attack Value
CA - Close Attack Value
0 - Defensive Value
R - Range in hexes
MP - Movement allowance
The right-hand column indicates the BATTLE FORCE counter which most closely represents
each lance.
Vanur's Battalion
Battalion Headquarters ~14)/7-2 4 Veteran Type 3 Medium ,no jump
Major Lyle Vanur; Elite Cyclops
Craig McShane; Veteran Phoenix Hawk
Andy Knibbs; Veteran Spider
Bobby Goltz; Veteran Assassin
Loughten's Company
Command Lanc&-13(18)19-3 4 Veteran Type 6 Medium
Captain Robert Loughten; Elite Crusader
Lieutenant Horace Duplaine; Veteran Thunderbolt
Nikoli Cochrane; Veteran Ostroc
Clifton Alexander; Veteran Centurion
Fire Lane&-10(12)/9-4 4 Veteran Type 1 Medium, no jump
Lieutenant Hugo Elmore; Elite Archer
Petre Hamal; Veteran Archer
Alaine Chubb; Veteran Valkyrie
Katherine Slater; Veteran Valkyrie
Reeon Lane&- 3(8)/6-2 7j Veteran Type 2 Light, ESR
Lieutenant Doreen Ellen; EI~e Assassin
Llewellyn Smyth-Jones; Veteran Spider
Dwayne Mathers; Veteran Ostscout
Lynx Craken; Regular Ostscout
SATILEFORCE 69
MHune's Company
Command Lance - 7(12)18-3 4J Veteran Type 4 Medium
Captain Manuel Mifune; Elite Grasshopper
Lieutenant Dick Smithers; Regular Wolverine
Kiko Jones; Veteran Vulcan
Lexington Davies; Regular Clint
Medium Lance - 5(9Y7-3 5 Veteran Type 5 Medium, no jump
Lieutenant Diego Liftowitz; Elite Dragon
Marsha Evers; Veteran Shadow Hawk
Cynthia Evers; Veteran Valkyrie
Stephanie Evers; Veteran Wasp
Recon Lance - 5(9)/6-2 6j Regular Type 3 Medium
Lieutenant Horace Alver; Elite Phoenix Hawk
Alex Hill; Regular Spider
Chi~on Grahame; Regular Wasp
Heintz Lister; Regular Wasp
Cllftons's Battalion
Battalion Headquarters -7(12)16-2 4 Veteran Type 4 Medium, no jump
Major GeOrge Clifton; Elite Cyclops
Raymond Wares; Veteran Commando
Robert Pinto; Veteran Ostscout
Leo Griffiths; Regular Locust
lexIngton's Company
Assault Lance-1S(18)19-3 4 Veteran Type 3 Assault
Captain Hanako Lexington; Elite BaNieMaster
Lieutenant Oran Fresno; Veteran Marauder
Kent Whitling; Veteran Marauder
Desiree Nicola; Regular Wamammer
Attack Lance-11(16)19-3 4 Veteran Type 6 Medium
Lieutenant Conroy T. Eley III; Elite Crusader
Clarence Kecskes; Veteran Hunchback
Lenore Katzman; Regular Enforcer
Exeter Sanquist; Regular Enforcer
MedIum Lance--9(14)18-34 Veteran Type 3 Medium, no jump
Lieutenant William Ettelson; Elite Thunderbolt
Raymond Wares, Jr.; Veteran Enforcer
David Cerda; Regular Centurian
Alberto Bransteder; Regular Clint
Izqulerda's Company
Command Lance-11(16)19-3 4 Veteran Type 3 Medium, no jump
Captain Dan Izquierda; Elite Orion
Lieutenant Elsie Zane; Veteran Ostsol
Paul Knight; Veteran Vindicator
Wendy Hayes; Regular Blackjack
Rre Lance--10(12)19-4 4 Veteran Type 1 Medium, no jump
Lieutenant Charles Gershwin; Elite Archer
Sheila Linehan; Veteran Archer
Saul Fabino; Regular Valkyrie
Dave Houston; Regular Valkyrie
Recon Lance--4(S)l4-18 Veteran Type 4 Light
Lieutenant Julius DeFiore; Elite Locust
Shane Horween; Veteran Locust
Dreanth Lifaque; Regular Locust
John Leary; Regular Locust
Christoph's Company
Command Lance--9(14)J8-3 4 Elite Type 3 Heavy, no jump
Captain Fred Christoph; Elite Dragon
Lieutenant Maya Weissmen; Veteran Dragon
Chris Iglesias; Veteran Hunchback
Chiz Fell; Elite Hatchetman
Attack Lance-S(8)1S-2 6 Regular Type 2 Light, no jump
Lieutenant John David John; Elite Cicada
Nancy Hebron; Regular Assassin
Steve Steinhoff; Regular Ostscout
Jerry Pinzler; Regular Commando
LIght Lance-- 5(8)/5-261 Veteran Type 3 Light
Lieutenant Lorna Green; Elite Firestarter
Mary Prendergast; Veteran Stinger
Richard Nash; Regular Wasp
Earnie Leinenkugel; Regular Wasp
70 SATTLEFORCE
Smlfs Battalion
Battalion Headquarters ~13)16-2 4 Veteran Type 4 Medlum,n 0 Jump
Major Alexandra Smif; Elite Cyclops
Shelly Ankerstjeme; Veteran Clint
Amanda Gonzalez; Veteran Vulcan
Wendy Armstrong; Veteran Javelin
Wltson's Company
Command Lance-11(13)19-4 4 Veteran Type 1 Medium
Captain Geoff Witson; Elite Crusader
lieutenant laurel Barry; Veteran Wolverine
Aida Quinn; Veteran Griffin
Muhammad Smith; Regular Trebuchet
Attack Lance- 9(14)/7-3 4 Veteran Type 3 Heavy
lieutenant Ali Leveme; Elite Rifleman
Howard's Company
Heavy Recon Lance- 9(15)18-3 4J Veteran Type 3 Heavy
Captain Baxter Howard; Elite Victor
lieutenant Richard Kipp; Veteran Dervish
HUNCHBACK
HERMES II
BATTLEFORCE 71
MOORE'S BANDITS
About 150 years ago, Moore's Bandits appeared in the Periphery as a company attached to
Hendrik Grimm II. Though an astoundingly good MechWarrior, Dennis Moore, the founder of the
Bandits, was a swaggering , egotistical braggart. When he .angered Grimm by boasting that soon
Oberon VI would be known as Moore's Planet, Moore and his troops were sent packing within
twelve hours, swearing to return when they were ready to take the planet.
The Bandits began work as mercenaries for the Free Worlds' League, the only government
willing to hire an unknown group of Periphery raiders. To augment his troop size, as well as give
new guys a chance, Moore began the custom of hiring aspiring, untried MechWarriors. If the
student MechWarrior later left, Moore hoped that the warrior would always remember, and be
grateful to, the Bandits, who could call on him in any emergency.
Moore's Bandits soon established themselves in the Free Worlds' League as a daring
regiment, quick to respond to a battle call. Always experimenting with new methods, they
developed many useful innovations and had few disastrous failures. Under Dennis Moore, Jr.,
they were still an unpredictable group, often going where they were not needed and claiming all
the glory. Moore Junior was as bad at keeping good employer relations as his father had been,
and the Bandits shuttled between Marik principalities, gradually wearing out their welcome.
Finally, the Bandits' newest employer, the Duke of Oceana, refused to pay them unless
Moore publicly apologized for calling the duke "a weasel in ferret's clothing" . Once again,
Moore's Bandits went packing, in search of another tolerant, desperate employer. They ended
up with the Draconis Combine.
House Kurita was willing to hire any 'Mech outfit with a good combat record, regardless of
their personal history. Under the guidance of Sato Kurita, the Bandits evolved into an efficient,
powerful unit. After ten years, the Bandits (under Dennis Moore III) were one of Kurita's best
mercenary units.
Moore continued the Bandit tradition of teaching new MechWarriors. If accepted into the
Bandits, a MechWarrior would contract for a five-year unpaid internship, during which he would
receive training and field experience. When the five years were over, the best would be invited to
stay with the Bandits; otherwise, the MechWarriors were on their own . Moore's training tactics
were sound, and few formed students failed to find employment with another unit. Any Mech-
Warrior who trained with Moore's Bandit's signed, in blood, a paper swearing never to oppose the
Bandits. Should an alumnus of the Bandits find himself opposing them in battle, he was to re-
move himself from combat, however he wished. The penalty for failure to do so was death, either
on the field or off. No one doubted that the Bandits would follow through on this punishment.
The practices of Moore's Bandits and the independence of its commanders have changed
little. The last serious incident was over 20 years ago, when Commander Daniel Moore instituted
a plan in which student MechWarriors would pay for their training. Soon Moore was accepting
payoffs for admittance in the program. As admission standards dropped, the unit became less
efficient. Kurita learned of this, and by remarkable coincidence, Daniel Moore died of natural
causes shortly thereafter. His nephew John replaced him and quickly ended the practice of
accepting money for training.
Moore's Bandits have been in Kurita's employ longer than most mercenary units. Although
invited to ally with House Kurita as Regular Army troops, they have respectfully declined. The
Bandits wish to run their operation their own way and to send Bandit-trained MechWarriors
wherever they can. Someday they plan to recall their students to wipe out the Bandit King of
Oberon VI.
72 BATILEFORCE
MOORE'S BANDITS
Regimental Artillery
Delaney Battery -7(0}/4-(5-40} 2t Veteran Type 1 Vehicle
Elite Long Tom
Veteran Long Tom
Veteran Long Tom
Regular Long Tom
Plank Battery -7(0)/4-(5-40) 2t Regular Type 1 Vehicle
Veteran Long Tom
Regular Long Tom
Regular Long Tom
Regular Long Tom
Muzak's Observers -2(2}12-O 18th Regular Type 8 Vehicle, hover
Regular Skimmer
Regular Skimmer
Regular Skimmer
Regular Skimmer
Ellis' Battalion
Battalion Headquarters -14(17}19-3 4 Veteran Type 2 Heavy
Major Donald Rogers; Veteran Warhammer
James Florence; Veteran Marauder
Hugo Jones; Regular Enforcer
lemming's Company
Command Lanc&-14(17)/9-3 4 Regular Type 2 Heavy
Captain B. D. A. Lemming; Elite Crusader
John Smith; Regular Warhammer
Lieutenant Dave Allen; Veteran Marauder
Barker Johannes; Green Enforcer
Fire Lance -10(13)/8-3 4 Veteren Type 4 Medium, no Jump
Lieutenant Arthur Smith; Elite Archer
Ronald Harrison; Elite Archer
Gwen Dolan; Veteran Spider
Zach Huettel; Regular Spider
Racon Lance -5(9)/5-2 6j Green Type 3 Light
Ueutenant Desmond Smith; Regular Wasp
Robert Falls; Green Stinger
Jeffrey Ortman; Green Firestarter
William Peterson; Green Javelin
SATILEFORCE 73
Salad's Company
Command Lance-11(17)J9-3 4 Regular Type 6 Medium
captain Teddy Salad; Veteran Phoenix Hawk
Ueutenant Martha Smith; Regular Rifleman
John L. Johnston; Regular Thunderbolt
Gil McDonald; Green Grasshopper
Madlum Lance -10(15Y8-3 4 Regular Type 3 Heavy, no jump
Ueutenant Ricky Lee; Veteran Hunchback
Fong Quock; Regular Hunchback
Arthur Putney; Regular Blackjack
Margaret Wonder; Green Clint
Light Lance 8(11}1~ 5 Green Type 5 Medium, no Jump
Ueutenant Scott Sands; Regular Trebuchet
Wayland Smith; Green Griffin
John Anderson; Green Shadow Hawk
Bobbie Hasenfus; Green Wolverine
Neutron's Company
Command Lance-14(18)/9-3 4 Vetemn Type 2 Heavy
Captain Miles "Neutron" Smith; Elite Rifleman
Ueutenant Bruce Letterday; Elite Rifleman
Victoria Jones; Regular Crusader
Geraldo Garcia; Veteran Thunderbolt
Assault Lance-17(22)19-2 4 Veteran Type 1 Assault
Ueutenant Angus Paddington; Elite BatlleMaster
Doug Markowicz; Veteran Cyclops
Sinjen Smith; Veteran Warhammer
Unda Vrabel; Veteran Warhammer
Recon Lance-8(10}l7-341 Regular Type 4 Medium
Ueutenant Elliette Fish; Elite Catapult
Belinda Sart; Green Wasp
Nygen Vinh Tho; Veteran Wasp
Paula Sjogar; Regular Quickdraw
Mangrove's Battalion
Battalion Headquartars-11(17}19-3 4 Veteran Type 3 Medium, no Jump
Major Vidal Tain; Veteran Rifleman
Wesley Grace; Regular Thunderbolt
Soledad Jones; Regular Grasshopper
Doug's Company
Command Lance-7(12Y8-3 41 Regular Type 4 Medium
Captain James Doug; Regular Enforcer
Ueutenant Francesco Galati; Regular Clint
George Tripshaw; Veteran Shadow Hawk
Larry Grabowski; Elite Dervish
Medium Lance-7(13}17-3 41 Regular Type 3 Heavy
Ueutenant Roger Chloders; Veteran Hatchetman
Creve Smith; Elite Hatchetman
Elisabeth Orden; Green Hatchetman
Roger O'Malley; Green Hatchetman
Ught Lance-4(6)15-2 61 Green Type 2 Light
Ueutenant Edhara Ledoux; Elite Slinger
Jim Smith; Green Stinger
Scott Arbothnqt; Green Wasp
Greg Straf; Green Wasp
Dinsdale's Company
Command Lance-8(14)19-3 41 Regular Type 3 Medium
Captain Raxsis Dinsdale; Elite Enforcer
Gary Beach; Green Enforcer
Virginia Know/es; Green Enforcer
Gennai Knowles; Regular Enforcer
Heavy Lance-14(17}18-3 4 Regular Type 2 Heavy
Ueutenant VA Pratt; Elite Crusader
Sven Eriksen; Veteran Warhammer
Henry Louis; Green Rifleman
Zarbon Mahler; Regular Phoenix Hawk
Ught Lance--5(9)1&-2 61 Regular Type 5 Medium
Ueutenant S. Norman; Veteran Phoenix Hawk
Washington Smith; Regular Javelin
Sanwa Pliffer ; Regular Wasp
JoAnn Curtin; Regular Stinger
74 BATILEFORCE
Atkinson's Company
Heavy Platoon-18(16)17-2 4t Regular Type 3 Vehicle
Captain Sadie Atkinson; Regular Von Luckner
Arnold Marx; Green Von Luckner
Kevin Saenz; Regular Von Luckner
Parrish Siplon; Regular Von Luckner
light Platoon--3(1)J6-2 5t Green Type 7 Vehicle
Lieutenant C.J. Brown; Regular Vedette
Calex Niven; Regular Vedette
Mike Scrypczchek; Green Vedette
Jas McCutchen; Green Vedette
Recon Platoon--3(2)J5-25w Green Type 8 Vehicle
Lieutenant Cortez Smith; Regular Striker
Tony Bialas; Regular Striker
Peter Gilles; Green Jeep
Joyce Fraizer; Green Jeep
Livingston's Company
Command Platoon-8(7}l1 G-3 4t Green Type 5 Vehicle
Captain Jack Livingston; Regular Rommel
Thomas Smith~Green Rommel
Jackie Rena~; Green Patton
Kirk Wyss; Regular Patton
Medium Platoon-10(8)17-3 4t Green Type 6 Vehicle, Tracked, no hover
Lieutenant David Kay; Regular Manticore
Todd Lazar; Regular Manticore
Greg Stott; Green Manticore
Brett Stevens; Green Manticore
Recon Platoon-S(5)/4-18h Regular Type 7 Vehicle, Hover, no wheel
Lieutenant Marc McClelon; Regular Pegasus
Guy McDougal; Regular Pegasus
Benjamin Ho~; Regular Skimmer
Mordechi Shapiro; Regular Skimmer
Blggle's Battalion
Battalion Headquarters -5(9)14-2 61 Veteran Type 5 Medium
Major Jar! Doyle; Elite Phoenix Hawk
Patricia Veck; Veteran Javelin
Angus McPhereson; Regular Wasp
John Vliet; Regular Stinger
Fang's Company
Command Platoon-10(9)J1G-3 4t Green Type 5 Vehicle
Captain Raul "Fang" Oppenheimer; Regular Patton
Val Wojohowicz; Green Von Luckner
Ar10n Tepool; Green Patton
Mercedes Lynch; Green Patton
Medium Platoon-8(8)19-24t Regular Type 5 Vehicle
Lieutenant Doug Smith; Regular Rommel
Ed Ferris; Regular Rommel
Shelley Coleman; Regular Rommel
Leon Schwartz; Regular Rommel
light Platoon-4(3)J5-2 4t Regular Type 7 Vehicle, Tracked, no wheel
Lieutenant David Peterson; Regular Galleon
Jody Ronen; Green Galleon
Soux Jones; Regular Scorpion
Pearl Walsh; Regular Vedette
SKIMMER
BATTLE FORCE 75
Rlchelou's Company
Command Platoon-9(6)/6-4 3t Regular Type 5 Vehicle
Captain Joanna Richelou ; Elite Demolisher
Lieutenant Yasuko Amau ; Regular Manticore
Paulette Angure; Green Hunter
Babe Norris; Green Hunter
Heavy Platoon-9(6)16-4 3t Regular Type 5 Vehicle
Lieutenant Ed Bur1<e; Veteran Demolisher
Roman Puchinski; Regular Manticore
Wallace Davis; Green Hunter
David Orr; Green Hunter
Light Platoon-4(3)14-2 4t Green Type 7 Vehicle, Tracked, no wheel
Lieutenant B.D. Davor; Regular Scorpion
Larry Vigilante; Green Galleon
Jaqueline Glass; Green Scorpion
Hank McGouring ; Green Galleon
MANTICORE
HUNTER
76 SATTLEFORCE
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