Combat Manual Steiner

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BATTLETECH

Combat Manual
Steiner
Lite
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Combat Manual Steiner TOC1

Credits ................................................................................................................................................... 1
Force Building ........................................................................................................................................... 1
Force Building Terms............................................................................................................................. 1
Select Point/Battle Value Total ............................................................................................................. 2
Choose an Era ....................................................................................................................................... 2
Choose a Faction ................................................................................................................................... 2
Choose a Combat Command ................................................................................................................ 2
Regimental Combat Team (RCT) .................................................................................................................2
Unit Organizations ........................................................................................................................................2
Build a Company ................................................................................................................................... 4
Build Formations ................................................................................................................................... 4
Step 1: Choose Formation Type ..................................................................................................................4
Step 2: Choose Units for the Formation .......................................................................................................4
Standard Lances .................................................................................................................................... 4
Availability Lists ..................................................................................................................................... 4
Salvage, Birthrights and Negotiation ............................................................................................................5
Alternate Munitions.......................................................................................................................................5
What if I Just Want to Start Playing? ............................................................................................................2
Steiner Availability Lists Table............................................................................................................... 2
Late Succession Wars..................................................................................................................................2
Early Clan Invasion ......................................................................................................................................2
Step 3: Select Skill and Modify PV/BV for the Unit .......................................................................................2
Step 4: Assign Special Pilot Abilities ............................................................................................................2
Special Command Abilities .................................................................................................................... 3
Determine Force Experience Level ....................................................................................................... 3
Choose Number and Assign Special Command Abilities ...................................................................... 3
Supplemental Mercenaries ................................................................................................................... 3
Steiner Special Command Abilities ....................................................................................................... 4
New Special Command Abilities ..................................................................................................................4
New Special Pilot Abilities ............................................................................................................................4
Steiner Lances (Formations) ................................................................................................................. 4
New Lance (Formation) Types .....................................................................................................................4
Lightning Lance ............................................................................................................................................4
Available MechWarriors ....................................................................................................................... 4
Rank First Name Last Name ........................................................................................................................4
Combat Commands ...................................................................................................................................... 6
Combat Manual Steiner TOC2

Lyran Commonwealth Armed Forces ....................................................................................................... 6


Arcturan Guards ........................................................................................................................................ 6
Hauptmann Robert Alexander “RAM” Michaels ...........................................................................................6
Eighth Arcturan Guards “The Hell or High Water Boys” ....................................................................... 6
Eleventh Arcturan Guards “The Golden Lions” ..................................................................................... 6
Fifteenth Arcturan Guards “The Stavlos Tigers” ................................................................................... 6
Seventeenth Arcturan Guards “The Kezla Rams” ................................................................................. 6
Nineteenth Arcturan Guards “Puma” ................................................................................................... 6
Twentieth Arcturan Guards “The White Bears of Uther” ..................................................................... 6
Twenty-third Arcturan Guards “The Frost Giants” ............................................................................... 7
Twenty-fourth Arcturan Guards “The Red Indians” ............................................................................. 7
Twenty-fifth Arcturan Guards “The Kewran Wolfhounds” ................................................................... 7
Donegal Guards......................................................................................................................................... 8
Hauptmann Ian Morley .................................................................................................................................8
Second Donegal Guards “Caesar’s Legion” ........................................................................................... 8
Third Donegal Guards “The Justice Brigade” ........................................................................................ 8
Fourth Donegal Guards “The Red Horde”............................................................................................. 8
Fifth Donegal Guards “Bulldogs” .......................................................................................................... 8
Sixth Donegal Guards “White Hawks” .................................................................................................. 8
Seventh Donegal Guards “Earthquakers” ............................................................................................. 8
Hauptmann Erich Sturm ...............................................................................................................................8
Eighth Donegal Guards “Mud Wrestlers” ............................................................................................. 8
Tenth Donegal Guards “Lily’s Lancers” ................................................................................................. 9
Eleventh Donegal Guards “The Push-Me-Pull-Yours”........................................................................... 9
Twelfth Donegal Guards “The Crocodiles” ........................................................................................... 9
Thirteenth Donegal Guards “The Black Cats” ....................................................................................... 9
Fourteenth Donegal Guards “The Dawn Chargers” .............................................................................. 9
Seventeenth Donegal Guards “The Cheshire Cats” .............................................................................. 9
Lyran Guards ........................................................................................................................................... 10
MechWarrior Warren Hestrus ..................................................................................................................... 10
First Lyran Guards “The Cyclone” ....................................................................................................... 10
Third Lyran Guards “The Eversworded Third” .................................................................................... 10
Fifth Lyran Guards “The Steadfast”..................................................................................................... 10
Sixth Lyran Guards “Saucy Sixth” ........................................................................................................ 10
Combat Manual Steiner TOC3

Tenth Lyran Guards “Thundering Elephants” ..................................................................................... 10


Eleventh Lyran Guards “St. George’s Regiment” ................................................................................ 10
Fourteenth Lyran Guards “The Fearsome 14th”................................................................................. 10
Fifteenth Lyran Guards “The Death or Glory Boys” ............................................................................ 10
Nineteenth Lyran Guards “The Scarlet Guards” ................................................................................. 11
Twenty-fourth Lyran Guards “The Slashers” ...................................................................................... 11
Twenty-sixth Lyran Guards “Steiner’s Boots” ..................................................................................... 11
Thirtieth Lyran Guards “Walking Hellfire” .......................................................................................... 11
Thirty-second Lyran Guards “Red Arrows” ......................................................................................... 11
Thirty-sixth Lyran Guards “Air Surfers” ............................................................................................... 11
Lyran Regulars ......................................................................................................................................... 12
Lieutenant Beatrice Cogzigy ...................................................................................................................... 12
First Lyran Regulars “The Boomers” ................................................................................................... 12
Third Lyran Regulars “The Bee Squishers” .......................................................................................... 12
Fourth Lyran Regulars “Tropic Lightning” ........................................................................................... 12
Fifth Lyran Regulars “The Ferris Wolverines” ..................................................................................... 12
Seventh Lyran Regulars “New Delhi Lancers” ..................................................................................... 12
Eighth Lyran Regulars “Mad Hatters” ................................................................................................. 12
Ninth Lyran Regulars “Karilon Magicians” .......................................................................................... 12
Tenth Lyran Regulars “The Stinging Barflies” ..................................................................................... 12
Eleventh Lyran Regulars “The Hammers” ........................................................................................... 12
Fifteenth Lyran Regulars “The Bully Boys”.......................................................................................... 12
Royal Guards ........................................................................................................................................... 14
Hauptmann Carter Prescott III .................................................................................................................... 14
First Royal Guards “The Pride of Donegal”, “The Archon’s Chosen” .................................................. 14
Second Royal Guards “The Pride of Skye” .......................................................................................... 14
Third Royal Guards “The Pride of Tamar” ........................................................................................... 14
Skye Rangers ........................................................................................................................................... 15
Hauptmann Thomas Heany ....................................................................................................................... 15
Fourth Skye Rangers “Albion” ............................................................................................................. 15
First Leutnant/Leftenant Bradley Macleod .................................................................................................. 15
Tenth Skye Rangers “Black Watch” ..................................................................................................... 15
MechWarrior Sealth.................................................................................................................................... 15
Seventeenth Skye Rangers “Boys of Summer” ................................................................................... 15
Combat Manual Steiner TOC4

Twenty-second Skye Rangers “The Virgins” ....................................................................................... 15


Winfield’s Brigade ................................................................................................................................... 15
Winfield’s Brigade ............................................................................................................................... 15
MechWarrior “Dropkick” Darvin Webster .................................................................................................... 15
Federated Commonwealth Corps ........................................................................................................... 17
First Federated Commonwealth Corps RCT “Guardians of a New Order” ......................................... 17
Second Federated Commonwealth Corps RCT “Gunslingers” ............................................................ 17
Third Federated Commonwealth Corps RCT ...................................................................................... 17
Fourth Federated Commonwealth Corps RCT “Golden Knights” ....................................................... 17
Fifth Federated Commonwealth Corps RCT “The Black Rats” ............................................................ 17
First Leutnant/Leftenant James P Bixby ..................................................................................................... 17
Sixth Federated Commonwealth Corps RCT “The Tiger Baiters”........................................................ 17
Seventh Federated Commonwealth Corps RCT “Spectral Menace” .................................................. 17
Eighth Federated Commonwealth Corps RCT “The Katzbalger” ........................................................ 17
Ninth Federated Commonwealth Corps RCT “Scorpions” .................................................................. 18
Tenth Federated Commonwealth Corps RCT “The Fighting 10th” ..................................................... 18
Eleventh Federated Commonwealth Corps RCT “The Boys from Skye” ............................................. 18
Twelfth Federated Commonwealth Corps RCT “Death Before Dishonor” ......................................... 18
Donegal March Militia............................................................................................................................. 19
Alarion March Militia .......................................................................................................................... 19
Carlisle March Militia .......................................................................................................................... 19
Coventry March Militia ....................................................................................................................... 19
Periphery March Militia .......................................................................................................................... 19
Alekseyvka March Militia .................................................................................................................... 19
Chahar March Militia .......................................................................................................................... 19
Florida March Militia ........................................................................................................................... 19
Qanatir March Militia.......................................................................................................................... 19
Neerabup March Militia ...................................................................................................................... 19
Teyvareb March Militia ....................................................................................................................... 20
Sarna March Militia ................................................................................................................................. 20
Achernar March Militia ....................................................................................................................... 20
Corey March Militia ............................................................................................................................ 20
Epsilon Eridani March Militia .............................................................................................................. 20
Combat Manual Steiner TOC5

Kaifeng March Militia .......................................................................................................................... 20


Liao March Militia ............................................................................................................................... 20
Nanking March Militia......................................................................................................................... 20
Wei March Militia ............................................................................................................................... 20
Skye March Militia .................................................................................................................................. 20
Accrington March Militia .................................................................................................................... 21
Alexandria March Militia..................................................................................................................... 21
Denebola March Militia ...................................................................................................................... 21
Gacrux March Militia........................................................................................................................... 21
Lyons March Militia............................................................................................................................. 21
Nekkar March Militia .......................................................................................................................... 21
Tamar March Militia................................................................................................................................ 21
Hot Springs March Militia ................................................................................................................... 21
Laurent March Militia ......................................................................................................................... 21
Kelenfold March Militia....................................................................................................................... 21
Koniz March Militia ............................................................................................................................. 22
Twycross March Militia ....................................................................................................................... 22
Wotan March Militia ........................................................................................................................... 22
Tamarind March Militia .......................................................................................................................... 22
Dar-Es-Salaam March Militia............................................................................................................... 22
Dixie March Militia .............................................................................................................................. 22
Furillo March Militia ............................................................................................................................ 22
Penobscot March Militia ..................................................................................................................... 22
Training Units .......................................................................................................................................... 23
Blackjack Training Battalion ................................................................................................................ 23
Buena War College Training Battalion ................................................................................................ 23
Pandora College Training Battalion .................................................................................................... 23
Royal New Capetown Training Battalion ............................................................................................ 23
Sarna Marital Academy Training Group .............................................................................................. 23
Somerset Academy Training Battalion................................................................................................ 23
Tamar War College Training Battalion ................................................................................................ 23
Tikonov Martial Academy Training Group .......................................................................................... 23
Standard Lances .......................................................................................................................................... 24
Combat Manual Steiner TOC6

Assault Lance........................................................................................................................................... 24
Battle Lance............................................................................................................................................. 24
Command Lance ..................................................................................................................................... 24
Fire Lance ................................................................................................................................................ 24
Pursuit Lance ........................................................................................................................................... 24
Recon Lance ............................................................................................................................................ 24
Striker Lance............................................................................................................................................ 24
Support Lance ......................................................................................................................................... 24
Lightning Lance ....................................................................................................................................... 24
Availability List Tables ................................................................................................................................. 25
‘Mech ...................................................................................................................................................... 25
Steiner - Late Succession Wars ........................................................................................................... 25
Steiner - Early Clan Invasion ................................................................................................................ 25
Air ............................................................................................................................................................ 25
Steiner - Late Succession Wars ........................................................................................................... 25
Steiner - Early Clan Invasion ................................................................................................................ 26
Vehicle..................................................................................................................................................... 26
Steiner - Late Succession Wars ........................................................................................................... 26
Combat Manual: Steiner 1

Credits
Rules and Additional Writing: Joshua Franklin
Review/Playtest: Hussar2
The entire Combat Manual series as a whole involved much work from Geoff Swift (writing and creativity) and Ray
Arrastia (development, design and layout). Their work, along with the awesome art team (illustrations) and CamoSpecs
Online crew (painted minis) are sadly missing from this book. As well as the review and editing guys. I’m sure you’ll
notice all of those shortly.. However, I would be remiss in not mentioning them, as this series (and therefore this book)
wouldn’t exist without the work they did in making this series mean so much to myself, and probably whoever is taking
the time to read this Combat Manual: Steiner, Lite (missing so much), Beta (as I’m the only one that’s read this so far,
I’m sure there will be some fixes to be made).
I’d also like to thank the MUL team for some important background work on listing combat commands. It gave
me a good start on each faction. I’d also like to thank everyone on the Sarna wiki for their work. It’s extremely helpful
in double checking at the end if I missed an unusual resource (Turning Point, etc) that I might have missed on a
particular command. Any errors are still my own, but there’d be a lot more and would have taken me much longer
without them.

Combat Manual: Mercenaries, Combat Manual: Kurita, Combat Manual: Davion, Alpha Strike, Classic BattleTech, BattleTech, ‘Mech, BattleMech,
MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries.

The following rules allow players to build Steiner Forces for their Alpha Strike games set in the Late Succession
Wars or Early Clan Invasion eras.
Force Building, when used in conjunction with the Alpha Strike Force Building rules (see p. 146, ASC), guides
players on the assembly of Steiner Forces ranging from lances to companies to even larger Sub-Commands.
The Steiner Special Command Abilities section expands on the Special Command Abilities (SCAs) from the Alpha
Strike Companion (see p. 44, ASC), and introduces several new abilities.
Two new types of Formations are included in Steiner Lances, along with Standard Lances for players to “grab and
go” and field in quick pickup games, or for players who wish to ease into the Force Building rules. In similar fashion,
the MechWarriors listed in the Available MechWarriors section are provided for players to include in their Force,
regardless of the Combat Command the choose to field.

Force Building
Combat Manual: Steiner uses the rules for Force Building as presented in the Alpha Strike Companion (see ASC
pp. 146-157) and adds several new options. In addition to Point Values, Special Command Abilities and Formations
(from Alpha Strike and the Alpha Strike Companion), Combat Manual: Steiner adds a system for creating a Steiner-
specific Force.
When building a Force, the Force Building Sheet (see p. XX) may be used to record each Formation choice. Each
sheet covers one company, with overall Force information noted in the upper boxed area. If a Force has multiple
companies, a different sheet will be required for each company, and the boxed information would be the same for each
company.

Force Building Terms


Unit: During gamplay, a Unit moves and attacks singly and is represented by a separate Unit Card. A Unit is
usually a single ‘Mech, vehicle, etc, but infantry may include multiple soldiers operating as a single Unit.
Formation: The smallest organization of Units. For most Inner Sphere factions, this is a lance of 4 Units.
Formations known as Standard Lances meet certain criteria to fulfill specific roles on the battlefield, and in return grant
Bonus Abilities. Standard Lances available to all Factions are listed in Ground Formation Types (see p. 150, ASC).
Force: The combined Formations fielded by one player in an Alpha Strike game. A player may build a larger Force
before gameplay begins, such as a Force devised for a campaign, and then select a portion of that Force to meet the
requirements of a single scenario. However, the player’s Force is the Formations the player is fielding in that game
only.
Combat Command: A military group that trains and works together to receive access to Special Command
Abilities. Combat Commands are listed in the Steiner Combat Commands chapter.
Sub-Command: A Combat Command is further broken down into Sub-Commands. Formations in a Sub-
Command share training so that they can receive the benefits of their Combat Command’s Special Command Abilities.
Era: A group of years defined by the Force Building rules as sharing common technology and historical events.
The chosen Era of a Force limits which Units are available to that Force.
Faction: Each Combat Manual details at least one Faction. Any Force built using rules contained in Combat
Manual: Steiner are considered members of the Steiner Faction. Factions may access Units from the general list and
their faction-specific list.
Availability List: A collection of Units from which a Force may be selected. An Availability List usually relates to a
particular Era, Faction, or Combat Command. The choice of Faction and Combat Command, combined with the Era of
play, determines the Availability Lists from which a Force may select Units, and whether or not an associated Faction
Combat Manual: Steiner 2

Points (FPs) cost is required to select a particular Unit.


Faction Points (FPs): Faction Points limit access to Availability Lists from which a Faction would not otherwise
be able to select Units. FP could be considered combat salvage, luck, political influence, favors, or simply money that
a Force expends to acquire Units not commonly available to their Faction (see Faction Points, p. XX).

Select Point/Battle Value Total


Point Values remain the balancing system for Alpha Strike, and Battle Value for BattleTech. The rules for Point
Values are described in Alpha Strike (see Force Balancing, p. 24, AS). Battle Values are found in the TechManual. As
you add Units to your Force, remember that the base Unit PV/BV may need to be adjusted for the Skill Rating of the
Unit.

Choose an Era
The selection of an Era affects which Factions are available, and also the general tech level and Units available to
a Force. Combat Manual: Steiner lists options for the Late Succession Wars (3025-3049) and Early Clan Invasion
(3050-3054) eras.

Choose a Faction
The Faction is the House or Clan with which the Force is associated, and determines the Force’s available
equipment and its organization. Combat Manual: Steiner includes options for the Steiner Faction. The choice of Faction
determines the Standard Lances (see p. XX) and Availability Lists (see p. XX) from which a Force may be assembled.

Choose a Combat Command


Every Alpha Strike Force belongs to (or may be the entirety of) a Combat Command. These large military
organizations are usually regiments, or even brigades consisting of multiple regiments. The choice of Combat
Command bestows Special Command Abilities on a Force, and may also dictate the Skill Ratings assigned to Units in
later steps (see Force Composition below). A Combat Command may also provide special rules for Force Building,
such as giving access to or modifying FP costs of Units on certain Availability Lists, or requiring average weights for
constituent Formations. A selection of the Inner Sphere’s most famous or interesting Steiner Combat Commands are
listed in the Steiner Combat Commands chapter.
Unlisted Steiner Forces: A Force may also be fielded from an unlisted Steiner Combat Command. These forces
are generally militia, garrisons or the large number of unlisted conventional (non-’Mech) commands. Doing so not
provide access to non-Steiner Availability Lists or Unique Characters. (see p. XX).
Unit Composition: This entry for each Combat Command lists the organization, Unit types and average Size of
the Combat Command. If a player’s Force consists of one-half or more of the listed Unit Composition for a Combat
Command, then the Force must match both the Experience Level (average Skill Rating, see Determine Force
Experience Level, p. XX) and average Size of that Command, rounding normally, as well as any other specifications.
Many Commands list multiple Unit Compositions for different Unit types, including ‘Mechs, vehicles, aerospace
fighters, infantry, and artillery. The composition for each Unit type is considered separately when determining if a
player’s Force must adhere to the Command’s Unit Composition. For example, if a Unit Composition lists one ‘Mech
battalion, and a player’s force includes more than six ‘Mech lances, then that Force’s ‘Mech units must possess an
average Skill Rating and average Size that matches the Combat Command.
If a Command’s Force Composition does not list a particular Unit type, then that Unit type cannot be added to a
Force from that command. (See Sub-Command Formations and Supplemental Formations, p. XX, for an exception to
this rule.)

Regimental Combat Team (RCT)


During the time covered by this Combat Manual, the LCAF switched many of its commands to the RCT format.
For these, the Force Composition will show its original composition, with a note under Force Building Rules for the year
it switched to a RCT. Once an RCT, the force composition would include 2 Aerospace Wings (same weight as it’s prior
Aerospace units), 3 Armor Regiments and 5 Infantry Regiments. It’s ‘Mech and Artillery units remain the same.

Unit Organizations
The Force Composition rules use standard terms in identifying the organization of the Force and the Unit types of
which it is composed.

BattleMech Organization
BattleMech Formations consist entirely of BattleMechs.
<<<begin table>>>
Standard Steiner BattleMech Organization
Unit Component Formations Total Strength
Lance - 4 BattleMechs
Company 3 lances 12 BattleMechs
Combat Manual: Steiner 3

Battalion 3 companies 36 BattleMechs


Reinforced Battalion 4 companies + 1 command lance 52 BattleMechs
Regiment 3 battalions + 1 command company 120 BattleMechs
Reinforced Regiment 4 battalions + 1 command company 156 BattleMechs
<<<end table>>>

Aerospace Organization
Aerospace Formations consist entirely of aerospace fighters; however, some desperate Steiner commands may
field conventional fighters in place of aerospace fighters. They may also include fixed wing support vehicles (support
vehicles with the “a” movement type).
<<<begin table>>>
Standard Steiner Aerospace Organization
Unit Component Formations Total Strength
Lance - 2 aerospace fighters
Squadron 3 lances 6 aerospace fighters
Wing 3 squadrons 18 aerospace fighters
Reinforced Wing 4 squadrons 24 aerospace fighters
Regiment 3 wings 54 aerospace fighters
<<<end table>>>

Armor Organization
Armor Formations can include any combat vehicle or support vehicle as well as conventional fighters. No more
than a third of an armor Formation may be conventional fighters .
If any Units in an armor Formation have the Infantry Transport (IT#) special ability, infantry Units may be included
in the armor Formation. No more than one-third of the total armor Formation may carry attached infantry Units, and
these infantry Units do not count toward the Component Formations of the armor Formation as long as they may be
carried by the transport, up to one infantry Unit per transport.
For example, a lance of Goblin Medium Tanks each have IT1. Sniper infantry have CAR1. The lance may include
the four Goblin Medium Tanks and four Sniper infantry.

Standard Steiner Armor Organization


Unit Component Formations Total Strength
Platoon — 4 vehicles
Company 3 platoons 12 vehicles
Battalion 3 companies 36 vehicles
Reinforced Battalion 4 companies + 1 command platoon 52 vehicles
Regiment 3 battalions 108 vehicles
Reinforced Regiment 4 battalions + 1 command company 156 vehicles

Infantry Organization
Infantry Formations can include any infantry (or battle armor if available). They may also include conventional
fighters, combat vehicles and support vehicles. No more than a third of the infantry Formation may be non-infantry Unit
types.
If the Formation is a ‘Mechanized infantry Formation, then combat vehicles or support vehicles with the Infantry
Transport special ability (IT#) do not count toward the non-infantry Unit types limit of a Sub-Command or toward the
Component Formations of the infantry Formation, as long as the Force includes infantry they have the ability to transport
(IT# equal or more than the CAR# rating of the infantry). All of the infantry in a ‘Mechanized infantry organization should
either be ‘Mechanized or motorized infantry, or have vehicles capable of transporting them.
For example, a Maxim Heavy Hover Transport has IT3. A company of ‘Mechanized infantry could contain three
foot platoons of infantry (CAR3) and three Maxim transports.

Standard Steiner Infantry Organization


Unit Component Formations Total Strength*
Company 3 platoons 3 platoons (84 troops)
Battalion 3 companies + command platoon 10 platoons (308 troops)
Regiment 3 battalions + command platoon 31 platoons (868 troops)

*Infantry Platoons vary in number of soldiers, so the total number of troops in an infantry Formation will vary
depending on the infantry type(s).

Artillery Organization
Artillery Formations can include Units with the Artillery special ability (ART). The battalion command lance can be
Combat Manual: Steiner 4

any ground Unit type. Some artillery organizations will include light vehicles or infantry as integrated spotters and recon.
These units replace artillery Units in the organization, but no more than one-third of the artillery Formation can be non-
artillery units.

Standard Steiner Artillery Organization


Unit Component Formations Total Strength
Lance - 4 artillery Units
Company 3 lances 12 artillery Units
Battalion 3 companies + 1 command lance 36 artillery Units + 4 Units

Aviation Organization
Aviation Formations are composed of combat vehicles, support vehicles or conventional fighters with the VTOL or
Aerospace movement types, but which are not capable of operating in space (do not have the SPC special ability).

Standard Steiner Aviation Organization


Unit Component Formations Total Strength
Lance - 4 vehicles
Company 3 lances 12 vehicles
Battalion 3 companies + 1 command lance 40 vehicles
Regiment 3 battalions + 1 command company 132 vehicles

Build a Company
Multiple Formations in a Force are grouped together as larger Formations, starting with companies. If enough
companies are fielded, those are in turn grouped into even larger Formations (see Force Building Basics, p. 146, ASC).
The Force Building Sheet (see p. XX) has space for the Force Building of a single company. Additional sheets are
required if building multiple companies. Several Force Building rules are limited per company: Faction Points, Rare
Units and multiples of the same variant for ‘Mechs only (see Build Formations below). Specific Combat Command
requirements or limits may occur at organizational levels higher than the company level.
A Force does not need to include complete companies, but at least two complete Formations within a company
must be fielded and comply to their Sub-Command’s specifications prior to the start of play in order for the Force to
benefit from the Sub-Command’s Special Command Abilities or Special Rules.

Build Formations
The following steps are repeated for each Formation, which generally consists of three lances per company. A
company Formation may include fewer lances, or incomplete lances. However, if a Formation does not include the full
number of Units required prior to the start of the game, it does not receive any benefits for a Formation of its type. For
example, a lance could include two assault ‘Mechs, but it would not receive the Bonus Abilities of the Assault Lance.

Step 1: Choose Formation Type


Formation Types are listed in Ground Formation Types (p. 150, ASC) and can be used by any Faction. The Combat
Manual series presents new and variant Formations related to each Faction. (see New Formation Types, p. XX). The
new Formations follow the same format as those in the Alpha Strike Companion. The Units included in Formations
must fulfill the requirements for that Formation to receive the Bonus Abilities listed.

Step 2: Choose Units for the Formation


There are two methods for filling out your Formation with Units: selecting Units from Availability Lists or using
ready-made Standard Lances. A player may mix the two methods, choosing some or all of their Formations from the
Standard Lances and then modifying them based on their Faction’s Availability Lists.

Standard Lances
Combat Manual:Steiner includes a list of Standard Lances with Units already assigned. If a player selects a
Standard Lance and doesn’t wish to modify it, they may skip to Step 3 below.

Availability Lists
An Availability List details the Units that are readily available to a specific Faction in a specific Era; for example,
the Steiner Late Succession Wars Availability List is a list of units available to Steiner Forces in the Late Succession
Wars Era.
There are two Availability Lists available to all Steiner forces: General and Steiner. Steiner Forces can choose
Units from either of these two Availability Lists, published in this Combat Manual. If building a Late Succession Wars
Force, a player is limited to the Late Succession Wars General and Steiner Availability Lists. If building an Early Clan
Invasion Era Force, they may also use the Early Clan Invasion General and Steiner Availability Lists.
The Units selected from the Availability Lists must meet any requirements for a Formation, if included in one, as
Combat Manual: Steiner 5

well as any Force Composition Rules for the Combat Command.

Salvage, Birthrights and Negotiation universe while still encouraging Faction


The armies of the Succession Wars “flavor.” FP costs reflect the general ease or
often fielded whatever technology is difficulty of acquiring a specific Unit.
available. A majority of Units were centuries-
old survivors that may have changed hands Alternate Munitions
multiple times. ‘Mechs destroyed in battle The following Alternate Munitions are
were fought over and, when possible, available during the Late Succession Wars.
repaired and returned to service regardless Artillery: Flechette, Illumination, Smoke
of who their previous owners were. Autocannon: Flak, Tracer
MechWarriors handed down their personal Bombs: Inferno, Torpedo
‘Mechs as family heirlooms from generation LRM/SRM: Heat-seeking, Smoke,
to generation, while family, feudal or national Tandem Charge
allegiances changed. Allies negotiated Mines: Active, Command Detonated,
agreements to share their military Vibrabomb
production.
Force commanders can influence the In addition to the Late Succession Wars
units assigned to their force, either by Alternate Munitions, the following become
petitioning the Procurement Department, available during the Early Clan Invasion.
negotiating transfers with other forces, and Artillery: Arrow IV Homing, Cluster,
using salvage acquired in combat. Copperhead, Thunder (not Active)
Invariably, nearly any Unit could be Bombs: Arrow IV Homing, Arrow IV
somewhere in a Great House’s army. Non-Homing, Thunder
Faction Points (FP) are a means of LRM/SRM: Thunder
maintaining the flexibility of the BattleTech

Faction Points (FPs): Faction Points are generated and spent at the company level. A player receives 1 FP per
Unit in the company, up to 12 FPs. Each Unit costs from 0 to 5 or more FPs to add to a Force. A player may not share
FPs between different companies. A player cannot exceed 12 FPs per company,but does not have to spend any or all
of them. A Force with many leftover FPs will clearly appear to belong to its Faction, while a Force that spends all of its
FPs will show evidence of prior combat salvage, trade deals, or negotiations. Faction Points are not intended as a
Force-balancing system; rather, they help a Force maintain its Faction’s “flavor,” while allowing some leeway—
represented as the Force having acquired odd Units via trade and/or salvage.
A player should consult the Steiner Availability Lists Table below for the Era chosen. Each Availability List has a
Faction Point Cost associated with selecting a Unit from that list. Units on the General and Steiner Lists of the current
era are generally 0 FP. A player must use FPs to access another Faction’s Availability List, representing an alliance,
acquisition through trade or enemies, or through salvage. The list of Units belonging to the General and Steiner
Availability Lists for the Late Succession Wars and Early Clan Invasion are found at the end of this book (see Steiner
Faction Lists, pp. XX). Availability Lists for other Factions can be found in their respective Combat Manuals.
All Steiner forces have Common Enemies of Late Succession Wars Marik and Kurita, and Common Allies of Early
Clan Invasion Davion. The Steiner Combat Commands chapter may have other Availability Lists included in the Combat
Command’s Special Rules, including any access to Clan Availability Lists in the Early Clan Invasion era. The FP cost
of selecting Units from Availability Lists of other Factions is affected if those Factions are Allies or Enemies of a player’s
Force.
Rare Units: A Unit with an * in the Availability Lists is considered Rare. A player may only have one of any particular
Rare Unit in a company. For example, the Assassin ASN-21 is rare, as is the Grasshopper GHR-5N. A player may
include one ASN-21 and one GHR-5N in a single company but cannot have two ASN-21s in the same company.
Multiple of the Same Variant (‘Mech-only): BattleTech Forces tend to be ad-hoc, consisting of a mix of whatever
Units are available. A company may include more homogenous lances, but at a cost of additional Faction Points (FPs).
Each copy of the same Unit in a company costs 1 FP. This applies to specific Unit variants—two Thunderbolt TDR-5S
Units in the same company would cost an additional FP each, but a Thunderbolt TDR-5S and a Thunderbolt TDR-7M
would not. This rule only applies to BattleMechs.
Story Availability List: Ask where this one came from, and you’ll need a seat while you hear the story. Perhaps
a MechWarrior defected with his ‘Mech. Perhaps each owner has had a string of bad luck, being salvaged by a
succession of owners. Perhaps it was found in a deserted Star League cache. Or maybe the means by which it was
acquired are noticeably illegal. Any Inner Sphere faction can access any of the following Availability Lists for 6 FPs.
The Inner Sphere: Davion, Kurita, Steiner, Marik, Steiner, Mercenary, Wolf’s Dragoons. Star League cache: Star
League. Or the following may be accessed for 7 FPs. Star League cache: Star League Royal. Invading Clans (Early
Clan Invasion): Jade Falcon, Ghost Bear, Wolf, Smoke Jaguar, Nova Cat.
The Story Availability List can only be used once per company, regardless of which list it was then used to access.
Story Availability List cannot be used to access an Availability List for an era after the era chosen for the Force (a Late
Combat Manual: Steiner 2

Succession Wars Force cannot use Story Availability List to access a unit on an Early Clan Invasion Era Availability
List).
Unique Characters: Unique Characters (as presented in the Steiner Combat Commands chapter or the Available
MechWarriors section below) do not cost FPs, have a set Skill Rating, an assigned Unit (often a unique Unit with
specified stats) and particular Special Pilot Abilities. The Unique Character must be used as-is; the character’s Unit,
Skill Rating, or Special Pilot Abilities may not be changed. One Unique Character may be included per Force. The
Unique Character(s) may only be selected from those listed among a Force’s Combat Command, or from the Available
MechWarriors section (see p. XX).
Supplemental Formations: A Force may add Supplemental Formations from its Faction, defined as Formations
that do not belong to its chosen Combat Command or Sub-Commands. These usually represent local militia, garrisons
or other attached forces. These Formations may not outnumber a Forces non-supplemental Formations, and they do
not benefit from a Force’s special rules. These supplemental Formations must be filled with Units from the General or
Steiner Availability Lists (or the Steiner Standard Lances), as they do not receive Faction Points or access to any other
Availability Lists.

What if I Just Want to Start Playing?


The Standard Lances (see p. XX and ASC, p. 150) are the quickest way. Just pick a few that match that the
desired way to play, or mix and match whatever sounds fun.
Even if players want to hand-pick their Units, there are a few simple points that can help ease Force building.
Faction Points: If Units are chosen from the Steiner Faction List in the back of this book, ignore Faction
Points. They are ONLY needed if Units are added from another faction’s Availability List in other Combat Manuals.
There’s no Availability List so expensive that a player can’t have at least one Unit per company from any of the
Availability List to which they have access. Faction Points are for those wanting to push for a less “pure Faction”
force.
Formation Requirements: Most Formations have an Ideal Role. Choosing a Unit with the preferred role can
meet Formation requirements for that Unit.
For example, Assault Lances have an Ideal Role of Juggernaut. Select four Juggernauts from the Steiner
Faction List in this book, and that is a legal Steiner Assault Lance. Pick four Brawlers for a Battle Lance and four
Strikers for a Striker Lance, and that is a full Steiner company. Select Skill ratings to match up with the agreed PV
limit, choose Special Command Abilities from the formation’s Combat Command, and a complete Steiner Force is
ready to play.

Steiner Availability Lists Table


Late Succession Wars
Steiner Faction Lists (see pp. XX)
General – Late Succession Wars (0)
Steiner – Late Succession Wars (0)
Allied Lists
Davion – Late Succession Wars (2)
Enemy Lists
Kurita – Late Succession Wars (3)
Marik – Late Succession Wars (3)
Early Clan Invasion
Steiner Faction Lists (see pp. XX)
General – Late Succession Wars, Early Clan Invasion (0)
Steiner – Late Succession Wars, Early Clan Invasion (0)
Allied Lists
Davion – Late Succession Wars, Early Clan Invasion (2)
Marik – Early Clan Invasion (3)
Enemy Lists
Marik – Late Succession Wars (3)
Kurita – Late Succession Wars, Early Clan Invasion (3)
Clan Jade Falcon – Early Clan Invasion (5)
Common Enemies for the Combat Command: – Early Clan Invasion (3)
Common Enemies for the Combat Command: – Early Clan Invasion - Clans (4)

Step 3: Select Skill and Modify PV/BV for the Unit


For each Unit, select a Skill rating and adjust the Unit’s PV/BV for that Skill Rating, as described in Adjusting for
Skill (see p. 24, Alpha Strike).

Step 4: Assign Special Pilot Abilities


Up to one Unit per company may be assigned Special Pilot Abilities (see pp. 50-58, ASC). A Unique Character, if
Combat Manual: Steiner 3

any are included, does not count toward this limit. The number of Special Pilot Abilities and the total SPA cost is limited
by the Skill rating of that Unit (p. 49, ASC).
In addition, Standard Lances often bestow Bonus Special Pilot Abilities that must be assigned during Force building
(with the exception of a handful of Formation Bonus Abilities which specifically state that they are assigned during
gameplay). Some Combat Command entries include a Force Building Rules section that may affect which SPAs are
granted by a Formation’s Bonus Ability. For replacement purposes, each 2 points of Lucky (from the Battle Lance
Bonus Ability) counts as one SPA.
The Formation is now complete; repeat the above steps for any additional Formations. As companies are
completed, the company steps may be repeated until the Point Value maximum is reached.

Special Command Abilities


Special Command Abilities (see p. 44, ASC) apply to the overall Force. They reflect the preferred tactics and
specialization training of a Combat Command. The better trained a Force, the more Special Command Abilities the
Force can select.

Determine Force Experience Level


To find a Force’s average Experience Level, add together the Skill ratings for all Units in that Force, divide this
sum by the total number of Units, and round the result normally to the nearest whole number. Use that number to
determine the Force’s final Experience Level using the Point Value Skill Rating Table (p. 24, AS).
For example, a company of 12 ‘Mechs includes four ‘Mechs with a Skill rating of 4, three with a Skill rating of 3,
two with a Skill rating of 2, and three more with a Skill rating of 5. The sum of the company’s Skill ratings is 44 ([4 x 4]
+ [3 x 3] + [2 x 2] + [3 x 5] = 44). With 12 units in total, this yields an average Skill Rating of 3.67, which rounds normally
to 4. At a rating of 4, the Point Value Skill Rating Table defines the entire Force as having a Regular Experience Level.

Choose Number and Assign Special Command Abilities


All Forces created to represent Combat Commands in the Steiner Combat Commands chapter automatically
receive one Special Command Ability (SCA). Veteran Combat Commands may select an additional Special Command
Ability, and Elite Combat Commands may select up to two additional Special Command Abilities.
The additional Special Command Abilities for Veteran and Elite Combat Commands, beyond the first SCA all forces
receive, cost 5% of the force’s Point Value (PV) or Battle Value (BV) if used. A force from an Elite Combat Command
using both additional SCAs (three total) would have 10% less PV/BV for units and units’ skills. A force from a Veteran
or Elite Combat Command may choose not to use some/all of its additional Special Command Abilities to avoid paying
the PV/BV cost.
After determining the number of Special Command Abilities a Force possesses, it may choose from either its
Combat Command and any parent Commands (usually the Brigade and including its Faction SCA if there is one).
Green Combat Commands may use their Combat Commands SCA (they may not use a parent Combat Command,
Brigade or Faction SCA). If the Combat Command does not list enough Special Command Abilities (including parent,
Brigade and/or Faction SCAs), the force receives no SCAs beyond those listed.
Players using an unlisted Steiner Combat Command must roll randomly for each Special Command Ability. For
each SCA, roll 2d6 and consult the Special Command Ability Assignment Table below. Reroll duplicate results. Several
results require a second 1D6 roll to determine the type of specialization.

Special Command Ability Assignment Table


2 Communications Disruption
3 Banking Initiative
4 Firing Specialization (1-2 Sharp Shooters, 3-4 Brawlers,5 Anti-Air Specialists,6 Ground Attack Specialists)
5 Overrun Combat
6 Enemy Specialization (1-2 Mercenaries/Pirates/Clans, 3-4 -Marik, 5-6-Kurita)
7 Wall of Steel
8 Tactical Specialization* (1-2 Attack/Breakthrough Scenario, 3-6 Defense/Hold the Line Scenario)
9 Environmental Specialists** (1 Woods, 2 Water, 3 Winter (Snow+Ice+Tundra), 4 Vacuum (+Trace), 5 Night, 6
Urban (buildings+pavement+bridges)
10 Forcing the Initiative
11 Environmental Specialists** (1-2 Desert, 3-4 Winter, 5 Low Gravity, 6 High Gravity)
12 Off-Map Movement

Supplemental Mercenaries
Many of the big-time mercenary Combat Commands like to maintain their command integrity and fight the battle
on their own. But for every Wolf's Dragoons, there are a hundred no-name mercenary outfits willing to fight under any
terms that get them paid. Sometimes even Wolf's Dragoons will intentionally dispatch a smaller Force to supplement a
House Force—the Black Widow Company being perhaps the most famous example.
If you are building a Steiner Force using this Combat Manual, up to one-third of your Formations may be
Combat Manual: Steiner 4

Mercenaries. The Mercenary Formations are built as if they were their own Force, using the appropriate Availability
Lists.
Supplemental Mercenary Forces may not access the House Force’s Special Command Abilities. However, they
may roll for SCAs—or choose from those listed with Mercenary Combat Commands, if the usual requirements are
met—as if they were their own Force, at 1 Experience Level lower than usual (minimum Wet Behind the Ears/0 SCAs).
Mercenaries fielded as part of a House Force in this fashion receive are discounted 1 PV for every 10 PV spent on
them. They are also subject to Morale rules (see pp. 32-33, ASC), even if the Morale rules are not in use for the other
Forces.

Steiner Special Command Abilities


For the purposes of the Combat Manuals, several terrains or environmental conditions have been combined into
a single Special Command Ability specialization. Players should generally be fairly lenient in deciding whether or not a
given map counts for the terrain. For example, a single tree does not constitute Woods, but several small areas (or one
large area) of forested terrain should be counted as Woods for the purposes of the SCA specialization.

New Special Command Abilities


In addition to the existing Special Command Abilities, the following new Special Command Abilities are available
for Steiner Forces.
Firebringers: One out of every four units in this force may be be given HT1/-/-. (Total Warfare ) Units in this force
receive a -1 to-hit modifier with weapons that cause heat in the target (flamers, plasma rifles, inferno SRMs, etc). One
out of every four units may drop a heat sink or medium laser to add a flamer.
Hold the Line: A unit in this force has a +1 TMM (target movement modifier) while Standing Still.
Preparation: Enemy forces cannot use Overrun Combat or Rapid Strike against this force.
Wall of Steel: Steiner commanders favor textbook maneuvers, if not static battlefields, where their heavier units
hold the enemy in place. Steiner forces with the Wall of Steel Special Command Ability take a -1 Initiative modifier. If
an enemy unit moves into the rear arc of a Steiner unit, and another Steiner unit is within 6" of the enemy unit at the
end of its movement, the Steiner unit can immediately move 2" toward the enemy unit and make a free weapon or
physical attack at half damage, rounded up.

New Special Pilot Abilities

None Yet
Unit Type: Any
SP Cost: 1 to 4 points
Some text.
Total Warfare: Well yeah, how does this work in TW?.

Steiner Lances (Formations)


New Lance (Formation) Types
In addition to the Standard Lances presented in the Alpha Strike Companion (pp. 150-159), the following new
Formations may be used.

Lightning Lance
Requirements: Exclusive to Steiner. Must be unit size 1 or 2, can choose from Davion lists as they were on the
Steiner list for the same era
Bonus Ability: You may assign up to 50% of the units in this formation the Maneuvering Ace special pilot ability

Available MechWarriors
The following MechWarriors never committed to any one Combat Command. They can be used with any Steiner
Combat Command which does not already include a Unique Character.

Rank First Name Last Name


PV:??(??)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
‘Mech Model (Pilot Name if custom),1,BM,1,8”,1,5/5,2/2/2,0,IF1
Special Pilot Abilities: Kick Ass, Take Names
Available To: If necessary, list which commands limited to, and when. Do not list if it’s just the combat command it’s
listed under, that’s assumed.
Combat Manual: Steiner 5
Combat Manual: Steiner 6

Combat Commands
Lyran Commonwealth Armed Forces
Special Command Abilities: Wall of Steel
Common Enemies: Kurita (Late Succession Wars, Early Clan Invasion), Marik (Late Succession Wars), Clan
Jade Falcon (Early Clan Invasion)
Common Allies: Davion (Late Succession Wars, Early Clan Invasion), Marik (Early Clan Invasion)
Special Rules: All LCAF combat command have access to these SCAs and Availability Lists unless stated
otherwise.

Arcturan Guards
Hauptmann Robert Alexander “RAM” Michaels
PV:28(34)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Centurion CN9-D (RAM),2,BM,2,12”,2,5/2,2/2/2,0,CASE,FLK1/1/1,IF1,MHQ2
Special Pilot Abilities: Tactical Genius
Early Clan Invasion era only.
Centurion CN9-D (RAM) replace rear-mounted medium laser and second ton of LRM ammo with 2 tons of
communications equipment.

Eighth Arcturan Guards “The Hell or High Water Boys”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban
Force Building Rules: RCT 3026
Notes: Disbanded after 3050.

Eleventh Arcturan Guards “The Golden Lions”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Desert, Environmental Specialization/Winter, Enemy
Specialization/Mercenary
Force Building Rules: RCT 3045

Fifteenth Arcturan Guards “The Stavlos Tigers”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiments, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Enemy Specialization/Mercenary
Force Building Rules: RCT 3026

Seventeenth Arcturan Guards “The Kezla Rams”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Overrun Combat
Force Building Rules: RCT 3026

Nineteenth Arcturan Guards “Puma”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiments, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: None

Twentieth Arcturan Guards “The White Bears of Uther”


Experience Rating: Veteran
Combat Manual: Steiner 7

Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, Artillery Battalion
Special Command Abilities: Environmental Specialization/Winter, Sharpshooters
Force Building Rules: RCT 3026

Twenty-third Arcturan Guards “The Frost Giants”


Experience Rating: Veteran
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Winter, Brawlers, Focus/Melee Specialist
Force Building Rules: RCT 3026

Twenty-fourth Arcturan Guards “The Red Indians”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiments, 1 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Hit and Run
Force Building Rules: RCT 3045, Disbanded 3050

Twenty-fifth Arcturan Guards “The Kewran Wolfhounds”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiments, 1 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Off-Map Movement, Communications Disruption, Overrun Combat, Banking
Initiative
Force Building Rules: RCT 3026
Combat Manual: Steiner 8

Donegal Guards
Hauptmann Ian Morley
PV:21(25)|29(35)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Hatchetman HCT-3F,2,BM,2,8”j,1,3/4,2/2/-,0,MEL
Hatchetman HCT-5S (Morley),2,BM,2,10”j,2,5/2,3/3/1,0,CASE,FLK1/1/1,MEL
Special Pilot Abilities: Maneuvering Ace, Speed Demon
Hatchetman HCT-5S (Morley) is a prototype Hatchetman with Endo Steel internal structure and a larger engine
with double heat sinks. One medium laser is non-pulse and the armor is non-ferro-fibrous.

Second Donegal Guards “Caesar’s Legion”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, 1 Armor Regiment, 2 Infantry Regiments, Light Aerospace Wing,
Artillery Battalion
Special Command Abilities: Forcing the Initiative, Ground Attack Specialists
Force Building Rules: RCT 3026

Third Donegal Guards “The Justice Brigade”


Experience Rating: Elite
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Clear, Sharpshooters
Force Building Rules: RCT 3026

Fourth Donegal Guards “The Red Horde”


Experience Rating: Veteran
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Attack, Forcing the Initative
Force Building Rules: RCT 3026

Fifth Donegal Guards “Bulldogs”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Preparation
Force Building Rules: RCT 3026

Sixth Donegal Guards “White Hawks”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense
Force Building Rules: RCT 3026

Seventh Donegal Guards “Earthquakers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 2 Armor Regiment, 2 Infantry Regiments,
Artillery Regiment
Special Command Abilities: Rapid Strike, Ground Attack Specialists, Focus/Oblique Artilleryman

Hauptmann Erich Sturm


PV:36(40)|41(46)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Flashman FLS-7K,3,BM,3,8”,1,7/6,4/3/-,1,ENE,REAR1/1/-
Flashman FLS-8K,3,BM,3,10”,2,7/3,4/4/-,1,AMS,REAR1/1/-
Special Pilot Abilities: Maneuvering Ace, Speed Demon

Eighth Donegal Guards “Mud Wrestlers”


Experience Rating: Veteran
Combat Manual: Steiner 9

Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Brawlers, Focus/Sandblaster
Force Building Rules: RCT 3026

Tenth Donegal Guards “Lily’s Lancers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Forcing the Initiative, Overrun Combat
Force Building Rules: RCT 3026, Disbanded 3050

Eleventh Donegal Guards “The Push-Me-Pull-Yours”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, Artillery
BattalionSpecial Command Abilities: Off-Map Movement
Force Building Rules: RCT 3026

Twelfth Donegal Guards “The Crocodiles”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Tactical Experts/Engineers
Force Building Rules: RCT 3026, Disbanded 3050

Thirteenth Donegal Guards “The Black Cats”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense
Force Building Rules: RCT 3026

Fourteenth Donegal Guards “The Dawn Chargers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiments, 1 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Overrun Combat
Force Building Rules: RCT 3026

Seventeenth Donegal Guards “The Cheshire Cats”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiments, 2 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Woods
Force Building Rules: RCT 3026
Combat Manual: Steiner 10

Lyran Guards
MechWarrior Warren Hestrus
PV:41(45)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Goliath GOL-1H (Hestrus),3,BM,4,8”,1,8/6,2/3/3,0,IF3,LRM1/3/3
Special Pilot Abilities: Cluster Hitter, Range Master/Long
Goliath GOL-1H (Hestrus) replaces all weapons and drop five heat sinks for three LRM-15s.

First Lyran Guards “The Cyclone”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Banking Initiative, Overrun Combat
Force Building Rules: (Re)Formed 3034, RCT 3045, Destroyed 3050

Third Lyran Guards “The Eversworded Third”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Overrun Combat, Enemy Specialization/Kurita, Focus/Melee Specialist
Force Building Rules: RCT 3026

Fifth Lyran Guards “The Steadfast”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense
Force Building Rules: RCT 3026

Sixth Lyran Guards “Saucy Sixth”


Experience Rating: Elite
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Attack, Tactical Specialization/Defense, Off-Map Movement,
Banking Initiative, Focus/Lucky
Force Building Rules: RCT 3026

Tenth Lyran Guards “Thundering Elephants”


Experience Rating: Veteran
Force Composition: Assault ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Overrun Combat, Banking Initiative
Force Building Rules: RCT 3026

Eleventh Lyran Guards “St. George’s Regiment”


Experience Rating: Elite
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Infantry Regiment, Artillery Battalion
Special Command Abilities: Intelligence Specialists, Forcing the Initiative, Sharpshooters
Force Building Rules: RCT 3045

Fourteenth Lyran Guards “The Fearsome 14th”


Experience Rating: Veteran
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Anti-Air Specialists, Focus/Cluster Hitter, Banking Initiative
Force Building Rules: RCT 3026

Fifteenth Lyran Guards “The Death or Glory Boys”


Experience Rating: Elite
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Combat Manual: Steiner 11

Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense, Environmental Specialization/Mountain, Forcing
the Initiative
Force Building Rules: RCT 3026

Nineteenth Lyran Guards “The Scarlet Guards”


Experience Rating: Elite
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Brawlers, Focus/Melee Master
Force Building Rules: RCT 3045, Disbanded 3050

Twenty-fourth Lyran Guards “The Slashers”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: None
Force Building Rules: RCT 3026

Twenty-sixth Lyran Guards “Steiner’s Boots”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Combat Drop Specialists, Off-Map Movement
Force Building Rules: RCT 3026

Thirtieth Lyran Guards “Walking Hellfire”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 1 Infantry Regiment, Artillery Battalion
Special Command Abilities: Firebringers
Force Building Rules: RCT 3045

Thirty-second Lyran Guards “Red Arrows”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban
Force Building Rules: RCT 3026

Thirty-sixth Lyran Guards “Air Surfers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Combat Drop Specialists, Brawlers
Force Building Rules: RCT 3026
Combat Manual: Steiner 12

Lyran Regulars
Lieutenant Beatrice Cogzigy
PV:20(24)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Commando COM-2D (Corzigy),2,BM,1,12”,2,3/2,2/2/-,0,MHQ2
Special Pilot Abilities: Eagle’s Eyes, Forward Observer
Commando COM-2D (Corzigy) drops SRM-4 for 2 tons of communications equipment and extra armor.

First Lyran Regulars “The Boomers”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Hold the Line, Sharpshooters
Force Building Rules: RCT 3026, Disbanded 3050

Third Lyran Regulars “The Bee Squishers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, Artillery Battalion
Special Command Abilities: Hit and Run, Off-Map Movement

Fourth Lyran Regulars “Tropic Lightning”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Hit and Run, Flankers

Fifth Lyran Regulars “The Ferris Wolverines”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Intelligence Specialists, Off-Map Movement

Seventh Lyran Regulars “New Delhi Lancers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Infantry Regiment, Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense

Eighth Lyran Regulars “Mad Hatters”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Banking Initiative

Ninth Lyran Regulars “Karilon Magicians”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Enemy Specialiation/Mercenary, Environmental Specialization/ZeroG, Combat Drop
Specialists

Tenth Lyran Regulars “The Stinging Barflies”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Tactical Experts/Engineers

Eleventh Lyran Regulars “The Hammers”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Communications Disruption

Fifteenth Lyran Regulars “The Bully Boys”


Experience Rating: Regular
Combat Manual: Steiner 13

Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, Artillery Battalion
Special Command Abilities: Overrun Combat
Combat Manual: Steiner 14

Royal Guards
Hauptmann Carter Prescott III
PV:39(47)|42(50)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Orion ON1-K,2,BM,3,8”,1,8/6,3/3/1,1,IF1
Orion ON1-K (Prescott),2,BM,3,8”,1,8/6,3/4/3,0,IF1
Special Pilot Abilities: Marksman, Multi-tasker
Orion ON1-K (Prescott) replace A/C10 and SRM-4 with Gauss Rifle.

First Royal Guards “The Pride of Donegal”, “The Archon’s Chosen”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban, Brawlers, Shielding
Force Building Rules: RCT 3026

Second Royal Guards “The Pride of Skye”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Off-Map Movement, Tactical Specialists (Off-Map Movement), Rapid Strike
Force Building Rules: RCT 3026

Third Royal Guards “The Pride of Tamar”


Experience Rating: Elite
Force Composition: Reinforced Heavy ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Banking Initiative, Ground Attack Specialists, Strategic Planning, Overrun Combat
Force Building Rules: RCT 3026
Combat Manual: Steiner 15

Skye Rangers
Hauptmann Thomas Heany
PV:39(47)|42(50)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Atlas AS7-D (Heany),2,BM,4,6”,1,8/6,3/4/4,0,IF4,LRM2/4/4-
Special Pilot Abilities: Cluster Hitter, Sniper
Atlas AS7-D (Heany) replaces all weapons except the arm-mounted lasers with four LRM-15s.

Fourth Skye Rangers “Albion”


Experience Rating: Elite
Force Composition: Medium ‘Mech Regiment, Heavy Aerospace Wing, 1 Armor Regiment, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Adjustments, Banking Initiative, Fighting Withdrawal
Force Building Rules: RCT 3026

First Leutnant/Leftenant Bradley Macleod


PV:39(47)|42(50)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Locust LCT-1S,3,BM,1,16”,3,2/2,1/1/0,0
Hussar HSR-200-D,3,BM,1,18”,3,1/3,1/1/1,0,ENE
Special Pilot Abilities: Forward Observer, Terrain Master (Mountaineer)

Tenth Skye Rangers “Black Watch”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, Light Aerospace Wing, 1 Infantry Regiments, Artillery Battalion
Special Command Abilities: Off-Map Movement, Tactical Specialists (Off-Map Movement), Rapid Strike

MechWarrior Sealth
PV:53(63)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Zeus ZEU-6S,3,BM,4,8”,1,6/6,3/3/2,0,IF1,REAR1/1/-
Zeus ZEU-6S “Skokomish”,3,BM,8”,1,7/6,4/5/3,0,IF1,LRM1/1/1,SRM2/2
Special Pilot Abilities: Terrain Master/Forest Ranger, Speed Demon
Zeus ZEU-6S “Skokomish” keeps the AC/5 and CT Medium Laser. XL Engine, Endo Steel structure, 13 double
heat sinks. Two SRM-6s, Two LRM-10s, PPC, two tons of ammo for all weapons.

Seventeenth Skye Rangers “Boys of Summer”


Experience Rating: Elite
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Attack, Tactical Experts/Combined Fire, Focus (Marksman)
Force Building Rules: Disbanded 3050, Rebuilt 3054

Twenty-second Skye Rangers “The Virgins”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 1 Armor Regiment, 1 Infantry Regiment,
Artillery Battalion
Special Command Abilities: Hit and Run

Winfield’s Brigade
Winfield’s Brigade
Experience Rating: Elite
Force Composition: 2 Medium ‘Mech Battalions, 2 Light Aerospace Squadrons
Special Command Abilities: Environmental Specialization/Woods, Sharpshooters, Focus (Fist Fire)
Force Building Rules: Disbanded 3050

MechWarrior “Dropkick” Darvin Webster


PV:30(33)
Combat Manual: Steiner 16

Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Griffin GRF-1N,3,BM,2,10”j,2,5/5,1/2/2,0,IF1
Special Pilot Abilities: Melee Master, Jumping Jack
Combat Manual: Steiner 17

Federated Commonwealth Corps


Special Command Abilities: Cavalry (from Combat Manual: Davion)

First Federated Commonwealth Corps RCT “Guardians of a New Order”


Experience Rating: Veteran
Force Composition: Heavy ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Sharpshooters, Hold the Line
Force Building Rules: Formed 3028

Second Federated Commonwealth Corps RCT “Gunslingers”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, 2 Heavy Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Clear, Sharpshooters
Force Building Rules: Formed 3033

Third Federated Commonwealth Corps RCT


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Tactical Experts/Engineers,Tactical Specialization/Defense
Force Building Rules: Formed 3034

Fourth Federated Commonwealth Corps RCT “Golden Knights”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, 2 Light Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Combat Drop Specialists, Focus/Float Like A Butterly
Force Building Rules: Formed 3036

Fifth Federated Commonwealth Corps RCT “The Black Rats”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Revenge
Force Building Rules: Formed 3037

First Leutnant/Leftenant James P Bixby


PV:40
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Zeus ZEU-9S,4,BM,4,8”,1,7/6,3/4/3,0,CASE,IF1,REAR1/1/-
Special Pilot Abilities: Maneuvering Ace
Available To: Early Clan Invasion era only

Sixth Federated Commonwealth Corps RCT “The Tiger Baiters”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Focus/Antagonizer, Intelligence Specialists
Force Building Rules: Formed 3038

Seventh Federated Commonwealth Corps RCT “Spectral Menace”


Experience Rating: Regular
Force Composition: Heavy ‘Mech Regiment, 2 Heavy Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Overrun Combat
Force Building Rules: Formed 3039

Eighth Federated Commonwealth Corps RCT “The Katzbalger”


Experience Rating: Green
Combat Manual: Steiner 18

Force Composition: Heavy ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Clear, Environmental Specialization/Urban
Force Building Rules: Formed 3041

Ninth Federated Commonwealth Corps RCT “Scorpions”


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Desert
Force Building Rules: Formed 3042

Tenth Federated Commonwealth Corps RCT “The Fighting 10th”


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Combat Drop Specialists, Rapid Strike
Force Building Rules: Formed 3045

Eleventh Federated Commonwealth Corps RCT “The Boys from Skye”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, 2 Light Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: None
Force Building Rules: Formed 3047

Twelfth Federated Commonwealth Corps RCT “Death Before Dishonor”


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, 2 Medium Aerospace Wings, 3 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Hit and Run
Force Building Rules: Formed 3049
Combat Manual: Steiner 19

Donegal March Militia


Alarion March Militia
Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban, Tactical Specialization/Small Unit Actions
Force Building Rules: Formed 3041

Carlisle March Militia


Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Medium Aerospace Wing, 3 Armor Regiments, 3 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Combined Arms
Force Building Rules: Formed 3042

Coventry March Militia


Experience Rating: Green
Force Composition: 2 Medium ‘Mech Battalions, Light Aerospace Wing, 2 Armor Regiments, 3 Infantry
Regiments, 2 Artillery Companies
Special Command Abilities: Environmental Specialization/Mountains, Environmental Specialization/Woods
Force Building Rules: Formed 3038

Periphery March Militia


Alekseyvka March Militia
Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Enemy Specialization/Mercenary
Force Building Rules: Formed 3037

Chahar March Militia


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Enemy Specialization/Clans, Tactical Experts/Combined Fire
Force Building Rules: Formed 3042

Florida March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Adjustments
Force Building Rules: Formed 3043

Qanatir March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, 2 Light Aerospace Wings, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Banking Initiative
Force Building Rules: Formed 3041

Neerabup March Militia


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Rapid Strike, Focus (Sniper)
Force Building Rules: Formed 3037
Combat Manual: Steiner 20

Teyvareb March Militia


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Banking Initiative, Flexible Command
Force Building Rules: Formed 3042

Sarna March Militia


Achernar March Militia
Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban
Force Building Rules: Formed 3038

Corey March Militia


Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Environmental Specialization/Woods
Force Building Rules: Formed 3038

Epsilon Eridani March Militia


Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Regional Specialization/Epsilon Eridani
Force Building Rules: Formed 3038

Kaifeng March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Clear
Force Building Rules: Formed 3046

Liao March Militia


Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Focus/Guerilla Warfare
Force Building Rules: Formed 3038

Nanking March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Focus/Melee Master
Force Building Rules: Formed 3048

Wei March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specilization/Woods
Force Building Rules: Formed 3038

Skye March Militia


Combat Manual: Steiner 21

Accrington March Militia


Experience Rating: Green
Force Composition: Heavy ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Tactical Specialization/Hidden Units, Focus/Oblique Artilleryman
Force Building Rules: Formed 3035

Alexandria March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Battalions, 1 Infantry Regiments,
Artillery Battalion
Special Command Abilities: None
Force Building Rules: Formed 3037

Denebola March Militia


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Overrun Combat, Tactical Specialization/Small Unit Tactics
Force Building Rules: Formed 3048

Gacrux March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Enemy Specialization/Marik
Force Building Rules: Formed 3038

Lyons March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Attack,Environmental Specialization/Urban
Force Building Rules: Formed 3044

Nekkar March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: None
Force Building Rules: Formed 3043

Tamar March Militia


Hot Springs March Militia
Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: None
Force Building Rules: Formed 3046, Disbanded 3050

Laurent March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: None
Force Building Rules: Formed 3047, Disbanded 3050

Kelenfold March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Combat Manual: Steiner 22

Regiments, Artillery Battalion


Special Command Abilities: Enemy Specialization/Defense
Force Building Rules: Formed 3045

Koniz March Militia


Experience Rating: Regular
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Tactical Experts/Engineers, Tactical Specialization/Defense
Force Building Rules: Formed 3048

Twycross March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Desert
Force Building Rules: Formed 3047, Disbanded 3050

Wotan March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Brawlers
Force Building Rules: Formed 3045, Disbanded 3050

Tamarind March Militia


Dar-Es-Salaam March Militia
Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Desert
Force Building Rules: Formed 3039

Dixie March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 5 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense,Enemy Specialization/Marik
Force Building Rules: Formed 3048

Furillo March Militia


Experience Rating: Green
Force Composition: Light ‘Mech Regiment, Light Aerospace Wing, 2 Armor Regiments, 2 Infantry Regiments,
Artillery Battalion
Special Command Abilities: Hit and Run
Force Building Rules: Formed 3037

Penobscot March Militia


Experience Rating: Green
Force Composition: Medium ‘Mech Regiment, Medium Aerospace Wing, 2 Armor Regiments, 5 Infantry
Regiments, Artillery Battalion
Special Command Abilities: Environmental Specialization/Woods
Force Building Rules: Formed 3040
Combat Manual: Steiner 23

Training Units
Blackjack Training Battalion
Experience Rating: Green
Force Composition: Light ‘Mech Company, Light Aerospace Flight, Armor Company, Infantry Company
Special Command Abilities: None
Force Building Rules: Formed 3032
Notes: Destroyed 3050

Buena War College Training Battalion


Experience Rating: Green
Force Composition: Medium ‘Mech Battalion, Medium Aerospace Squadron
Special Command Abilities: Enemy Specialization/Mercenary

Pandora College Training Battalion


Experience Rating: Green
Force Composition: Light ‘Mech Company, Light Aerospace Flight, Armor Company, Infantry Company
Special Command Abilities: Off-Map Movement, Enemy Specialization/Clans
Force Building Rules: Formed 3032

Royal New Capetown Training Battalion


Experience Rating: Green
Force Composition: 2 Medium ‘Mech Companies, Light Aerospace Flight, Armor Company, Infantry Company,
Artillery Company
Special Command Abilities: Ground Attack Specialists, Focus/Oblique Artilleryman, Focus/Forward Observer

Sarna Marital Academy Training Group


Experience Rating: Green
Force Composition: Medium ‘Mech Battalion, Medium Aerospace Squadron, Armor Battalion, Infantry Battalion
Special Command Abilities: None
Force Building Rules: Formed 3038

Somerset Academy Training Battalion


Experience Rating: Green
Force Composition: Medium ‘Mech Company, Medium Aerospace Flight, Armor Company, Infantry Company
Special Command Abilities: None
Force Building Rules: Disbanded 3050

Tamar War College Training Battalion


Experience Rating: Green
Force Composition: Reinforced Light ‘Mech Battalion, Light Aerospace Squadron, Armor Battalion, Infantry
Battalion
Special Command Abilities: Tactical Experts/Explosive Charges
Force Building Rules: Disbanded 3051

Tikonov Martial Academy Training Group


Experience Rating: Green
Force Composition: Medium ‘Mech Battalion, Light Aerospace Squadron, Armor Battalion, Infantry Battalion
Special Command Abilities: None
Force Building Rules: Formed 3038
Combat Manual: Steiner 24

Standard Lances
The following Steiner Standard Lances are provided for players who simply want to get straight into the action and
not delve into the Force Building rules. Standard Lances are provided for the Late Succession War and the Early Clan
Invasion Eras. More adventurous players may swap out one or more Units as long as the Formation’s requirements
are still met (see pp. 150-159, ASC).

Assault Lance
Late Succession Wars (post-3025): Stalker STK-3F, Hunchback HBK-4G, Longbow LGB-0W, Atlas AS7-D
Late Succession Wars (post-3025): Banshee BNC-3S, Stalker STK-3F, Hatchetman HCT-3F, Atlas AS7-D
Early Clan Invasion: Stalker STK-5S, Atlas AS7-S, Hatchetman HCT-5S, Hunchback HBK-5M

Battle Lance
Late Succession Wars: Crusader CRD-3R, Warhammer WHM-6R, Orion ON1-K, Zeus ZEU-6S
Early Clan Invasion: Banshee BNC-5S, Warhammer WHM-7S,Crusader CRD-5S, Marauder MAD-5S

Command Lance
Late Succession Wars: Atlas AS7-D, Battlemaster BLR-1G, Thunderbolt TDR-5S, Commando COM-2D
Early Clan Invasion: Atlas AS7-S, Battlemaster BLR-5S, Thunderbolt TDR-9S, Commando COM-5S

Fire Lance
Late Succession Wars: Archer ARC-2S, Crusader CRD-3R, Griffin GRF-1N, Zeus ZEU-6S
Early Clan Invasion: Archer ARC-5S, Crusader CRD-5S, Zeus ZEU-9S, Griffin GRF-1DS

Pursuit Lance
Late Succession Wars: Jenner JR7-D, Assassin ASN-21, Griffin GRF-1N, Commando COM-2D Late Succession
Wars (post-3025): Jenner JR7-D, Assassin ASN-21, Wolfhound WLF-1, Commando COM-2D
Early Clan Invasion: Wolfhound WLF-2, Vulcan VT-5S, Javelin JVN-10P, Commando COM-5S

Recon Lance
Late Succession Wars: Wasp WSP-1A, Locust LCT-1V, Stinger STG-3R, Commando COM-2D
Early Clan Invasion: Wasp WSP-1S, Locust LCT-3S, Stinger STG-3R, Commando COM-5S

Striker Lance
Late Succession Wars: Quickdraw QKD-4G, Dragon DRG-1N, Phoenix Hawk PXH-1, Grasshopper GHR-5H
Late Succession Wars (post-3025): Quickdraw QKD-4G, Dragon DRG-1N, Wolfhound WLF-1, Grasshopper GHR-
5H
Early Clan Invasion: Wolverine WVR-7D, Vulcan VT-5S, Wolfhound WLF-2, Grasshopper GHR-5N

Support Lance
Late Succession Wars: Zeus ZEU-6S, Marauder MAD-3R, Vulcan VL-2T, Firestarter FS9-H
Early Clan Invasion: Zeus ZEU-9S, Marauder MAD-5S, Vulcan VT-5S, Firestarter FS9-S

Lightning Lance
Late Succession Wars: Enforcer ENF-4R, Centurion CN9-A, Wolfhound WLF-1, Griffin GRF-1N
Early Clan Invasion: Enforcer ENF-5D, Centurion CN9-D, Wolfhound WLF-2, Griffin GRF-1DS
Combat Manual: Steiner 25

Availability List Tables


See Combat Manuals Kurita or Mercenaries for Inner Sphere General Availability Lists.
Units marked with * below are Rare.

‘Mech
Steiner - Late Succession Wars
Archer ARC-2S
BattleMaster BLR-1S
Banshee BNC-3S
Flashman FLS-7K
Hatchetman HCT-3F
Locust LCT-1S
Sentinel STN-3K
*Sentinel STN-3KA
*Sentinel STN-3KB
Trebuchet TBT-5S
Wolfhound WLF-1
Wolfhound WLF-1A
Wolfhound WLF-1B
Wasp WSP-1S
Whitworth WTH-1S

Steiner - Early Clan Invasion


Archer ARC-5S
Atlas AS7-S
BattleMaster BLR-3S
Banshee BNC-5S
Commando COM-5S
Crusader CRD-5M
Crusader CRD-5S
Dart DRT-3S
Devastator DVS-2
Flashman FLS-8K
Firestarter FS9-S
Firestarter FS9-S1
Griffin GRF-1DS
Hatchetman HCT-5S
Highlander HGN-732
Hussar HSR-200-D
Hussar HSR-400-D
Locust LCT-3S
Marauder MAD-5S
Phoenix Hawk PXH-3S
Stalker STK-5S
Sentinel STN-3L
Thunderbolt TDR-9S
Chameleon TRC-4B
Vulcan VT-5S
Warhammer WHM-7S
Wolfhound WLF-2
War Dog WR-DG-02FC
Wolverine WVR-7D
Zeus ZEU-9S
Zeus ZEU-9S2

Air
Steiner - Late Succession Wars
Chippewa CHP-W5
Combat Manual: Steiner 26

Stingray F-90S
Lucifer LCF-R15
Light Strike Fighter Owl
Light Strike Fighter Owl II
Medium Strike Fighter Kaiseradler (Imperial Eagle)
Medium Strike Fighter Steinadler (Golden Eagle)
Planetlifter Air Transport "SuperPelican" aka "Waddle"
Planetlifter Air Transport
Seydlitz SYD-21
Walrus II (Planetlifter) Cargo Hauler
Warbler Spotter Plane

Steiner - Early Clan Invasion


Chippewa CHP-W7
Lucifer LCF-R16
Seydlitz SYD-Z2A

Vehicle
Steiner - Late Succession Wars
Condor Heavy Hover Tank (Flamer)
Ferret Light Scout VTOL (Armor) "Wild Weasel"
Ferret Light Scout VTOL (Cargo)
Ferret Light Scout VTOL
Neptune Submarine (Hunter-Killer)
Patton Tank
Pegasus Scout Hover Tank (Sensors)
Rommel Tank
Savannah Master Hovercraft (SL)
Savannah Master Hovercraft
Sturmfeur Heavy Tank (SRM)
Sturmfeur Heavy Tank
Von Luckner Heavy Tank VNL-K65N

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