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Army Report Free Worlds League 3025
Army Report Free Worlds League 3025
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INTRODUCTION ............................................... 3
BattleTech, Catalyst Game Labs and the
SOCIOPOLITICAL STRUCTURE .......................... 3 Catalyst Game Labs logo are a trademarks of
InMediaRes Productions, LLC in the United
TIMELINE: HOUSE MARIK ................................ 8
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THE FREE WORLDS LEAGUE MILITARY .......... 10 work may be reproduced, stored in a retrieval
system, or transmitted in any form or by any
NOTABLE MILITARY UNITS OF THE FREE means, without the prior permission in writing
WORLDS LEAGUE .......................................... 13 of the Copyright Owner, nor be otherwise
GAME RULES ................................................. 18 circulated in any form other than that in
which it is published.
SAMPLE COMPANIES .................................... 20
Any use of copyrighted material or
CREATING SCENARIOS................................... 21
trademarks in these files should not be
GENERAL RULES ............................................ 21 viewed as a challenge to those copyrights or
trademarks.
USING MAPSHEETS ....................................... 23
Special thanks to: the one who could have
BALANCING GAMES BASED ON BATTLE VALUE
said “No” but didn’t, and the one who didn’t
...................................................................... 23
need to say “Yes” but did.
EQUIPMENT AVAILABLE TO THE FREE To Xotl, for his invaluable work on variant
WORLDS LEAGUE MILITARY, 3025 ................ 24 availability.
To blacknova, for the excellent maps to order.
WHERE TO FROM HERE? ............................... 28 And all those who came before, who made
this universe and the material contained
herein. It is a work of enormous magnitude;
you have our gratitude!
RANK STRUCTURE
Within the provinces of the Free Worlds League, there is
considerable variation in the organisation of military
ranks and titles. In the course of seven centuries,
numerous Captain‐Generals have sought in vain to
impose a regularised scheme. The traditions built up
over hundreds of years make the task of simplification
and regularisation almost impossible.
Comparative Ranks
Marik Andurien Oriente
Officer Ranks
Captain‐General Major General
General Lieutenant General
General
Colonel Colonel Colonel
Lieutenant ‐ ‐
Colonel
Force Commander Major Major
Captain Flag Captain Captain
Lieutenant, sg Lieutenant Lieutenant, sg
Lieutenant, jg Lieutenant, jg
Enlisted Ranks
‐ Master Banner Banner
‐ Banner ‐
Sergeant Major ‐ Sergeant Major
Master Sergeant ‐ Master Sergeant
Staff Sergeant Serjeant ‐
Sergeant Junior Serjeant Sergeant
‐ Thegn ‐
Corporal Corporal Corporal
Private, FC Private Private, FC
Private ‐ Private From top left, clockwise: MechWarrior,
infantryman, technical support, AeroSpace pilot
MechWarriors Armor
MechWarriors of the Free Worlds League wear uniforms Armour units vary widely in size, depending on the
resembling those of the other Successor States. The composition of units assigned to them. Heavy tank
extremely hot environment inside the ‘Mech cockpit regiments consist of 60‐80 tanks, their crew and repair
forces the MechWarrior to wear a cooling jacket, which technicians. Light tank/patrol regiments consist of
covers the torso. A wide utility belt with the eagle of the between 100‐120 combat and reconnaissance vehicles.
Free Worlds League encircles his waist. Units allow Both type of units contain a total complement of 1,200‐
MechWarriors to stylize their neurohelmets however 1,600 men, under the command of a Major or Force
they desire; most, however, sport the eagle on the front. Commander.
Biofeedback apparatus, connected to various parts of Aerospace
the body, plugs into the back of the neurohelmet. Aerospace units (JumpShips, DropShips and Aerospace
Conventional Troops Fighters are still organised under the official term
Infantry, artillery and armoured crew uniforms differ “fleets”, even though the term has had little practical
less between provinces than those of other branches of meaning since the destruction during the Second
the military. All such troops, regardless of provincial Succession War of the FWLS Pleiades and FWLS
affiliation, wear a full‐length coverall covered by a Arcturus, the last surviving star cruisers of the once‐
combat vest, helmet, gloves, and boots. The League‐ magnificent Marik warship flotilla.
issue boots are made of leather or tham‐hide with thick
rubber soles and extend almost to the knee.
MILITARY EQUIPMENT
Fighter Pilots The Free Worlds League was never a leader in Successor
Free Worlds League Aerospace Pilots wear a jumpsuit State military production, though its output of Merchant
that totally covers the body. Interwoven in the suit are and Explorer class JumpShips and Fury, Triumph, and
many sensors and regulators that ensure that high‐g Condor Class DropShips was second to none. Instead,
maneuvers have no ill effects on the pilot’s body. the League always relied on its trading acumen, to
Although lightweight, the suit is extremely thick to ensure that its borders were defended with the most
protect the pilot from the frequent jostling inside the up‐to‐date equipment available.
cockpit. Naturally, the colors and frills of the uniform
The Free Worlds League has neither the active
depend on the pilot’s principality.
technological strivings of House Davion, the raw
Support Personnel industrial and natural resource base of House Steiner, or
Tech, astechs and other support personnel wear the the extreme centralisation of power of House Kurita. As
same basic garb. The outfit consists of a yellow a result, House Marik’s ‘Mech and conventional force
synthweave coverall, which is thick enough to protect firepower has steadily weakened, leaving the League
the wearer from acid spills but thin enough to allow increasingly vulnerable to assault. The Marik’s push to
ease of movement and comfort while working in stifling reopen military trade with the Capellans and Andurien’s
environments. The coverall has many pockets and loops efforts to rebuild the BattleMech production facility on
to hold tools, small parts and portable computers. Irian will only partially stem this tide.
‘Mech Production
UNIT STRUCTURE The Free Worlds presently has 17 fully or partly
The structure of individual League units varies according operational ‘Mech production facilities. Another seven
to the branch of service involved, as described below. production lines are currently shut down (due to
BattleMech component shortages) or disabled. Twenty‐four
A full‐strength regiment consists of 108 BattleMechs, 18 different ‘Mech types are currently manufactures in the
AeroSpace Fighters, and a full complement of support League, with its most common being Stingers, Wasps,
personnel (Techs, Scouts, Engineers, etc). Regiments are Orions, Griffins, Hermes IIs, Locusts, Wolverines and
commanded by Colonels, with battalions under the Warhammers.
command of a Captain or Major. As previously noted, the Free Worlds League has had a
Infantry serious shortage of assault ‘Mech production capacity
Infantry divisions consist of roughly 8,000 soldiers and for the past 20‐25 years. In 3025, League plants have
officers, ordered into either four or five regiments. only four active production lines of this type. As a result
Division commanders are generally colonels, with of this problem, the League’s assault battalions have
Lieutenant Colonels commanding regiments. Gun become increasingly populated with Orions,
batteries are normally assigned at the battalion level. Warhammers, and other lighter ‘Mechs, placing them at
a distinct disadvantage against equivalent units from the
Lyran Commonwealth, which are well stocked with new high‐quality jumpsails. However, the sails are prone to
Zeuses and Goliaths. maintenance problems, keeping the League’s drydock
League manufacturers that support the ‘Mech facilities busy.
production industry are in better shape than the primary Other Military Equipment
producers themselves. The Oriente and Leyda ‘Mech The Galleon light tank, backbone of the League’s armour
repair facilities, which served the Star League Regular battalions, is produced in large quantities at three
Army during the Reunification War, still remain among facilities. Both the M4T laser rifle (produced by Austen
the most efficient repair depots in the galaxy. Vale Ordnance) and the more recently designed
Even in these sectors, however, problems prevail. The Derenforth rifle (manufactured by Armstrong Industries)
Free Worlds League has had a chronic shortage of new have had spotty battlefield records. Most infantry
and replacement PPCs for almost a century,, which has commanders prefer to outfit their men with Steiner or
forced it to replace PPCs with LRMs or heavy lasers on Kurita laser rifles, leading to an active black market in
several of its ‘Mechs. At present, the one operational such weapons.
PPC plant at Campbelton cannot come close to meeting STRENGTHS AND WEAKNESSES
demand, which has driven Marik to cement a risky trade The state of the Free World League’s military forces in
agreement with Liao for 500 PPCs from the Ceres Metals 3025 mirrors the League’s current status within the
plant on Sarna. Both SAFE and ROM agents have Inner Sphere. As the preeminent builder of new and
reported a large number of new PPCs sighted during reconditioned DropShips and AeroSpace Fighters, the
Andurien military maneuvers on Xanthe III. Speculation Captain‐General and his provincial “allies” field the most
is that the long inactive Magna Metals PPC factory on flexible and most mobile armed force remaining in the
Lopez has been secretly reactivated, and Andurien has post‐Star League galaxy. The actual size and might of
stockpiled its output in violation of Resolution 288. Marik’s ‘Mech and conventional armour units, however,
Like every other Successor State, the League also cannot match up against those of the other Successor
occasionally lacks gyros, replacement myomers, and States.
reactor shielding. Recently a large number of shielding Except for the period between 2953‐68, when it
failures has prompted the Ministry of Energy to controlled the Liao Atlas and Victor production facility
investigate possible improprieties in the production on Carver V, the only new assault ‘Mechs produced by
practices of the Kerr‐McGinniss plant on Umka. This has the Free Worlds League during the past century have
partially satisfied the company’s small but vocal been Awesomes, BattleMasters, and Goliaths. As a
opposition, whose rallying cry “A thousand years of bad result, the League’s regular regiments have become
press can’t be all wrong!” may bear more than a germ of increasingly dominated by medium, 45‐60 ton ‘Mechs
truth. like the Phoenix Hawk, the Hunchback and the home‐
AeroSpace Craft Production grown Hermes II. Their armour units usually consist of
Even though the League has suffered substantial losses light support vehicles like the 30‐ton Galleon tank. This
to its AeroSpace production capacity during the mix of units allows the Free Worlds to respond quickly
Succession Wars, it still maintains its reputation as “The to opportunities along its borders to conduct rapid,
Gateway to the Stars”. The League has ten active quick‐strike raids behind enemy lines. Nevertheless,
DropShip/JumpShip manufacturing facilities, and eight they are ill‐suited for close, pitched battles against
other factories manufacturing AeroSpace Fighters. tightly massed forces and have had spotty success in
The Free Worlds retains only three facilities (at full‐scale invasions of enemy worlds.
Clipperton, Tamarind and Loyalty) capable of producing The separation of forces into League and provincial units
a Star Lord or Monolith JumpShip, and only a handful of has turned major military operations into administrative
Techs who possess the technological know‐how to nightmares and made coordination a virtual
supervise such a complex operation. Following the lead impossibility. Conversely, this provincial self‐reliance,
of House Davion, Janos Marik has convinced Parliament coupled with frequent civil unrest, has prompted the
to fund the creation of a University of Science to prevent League’s major worlds to maintain garrisons in a state of
these skills from completely dying out. readiness seldom seen in the other four Successor
Because of the complex nature of the technologies States. The net result has been a military structure
involved, most replacement parts for JumpShips, capable of defending its own territories, often in the
DropShips and Aerospace Fighters are manufactured at face of extraordinary opposition, but which has been
the primary production facilities. One notable exception less successful in attaining the type of conquests
to this rule is Forerunner, A.G., a longtime producer of required to win the Succession Wars.
NOTABLE MILITARY UNITS OF THE FREE WORLDS LEAGUE
th
2ND FREE WORLD GUARDS to assume the number of the famed 4 regiment, who
fell heroically while counterattacking a Liao invasion
(“EVER FAITHFUL”) force in 2840 (during the ComStar war). Despite his
CO: Colonel Josiah Kimbolton
anger at the unit’s effrontery, Duncan is too practical to
Experience Level : Veteran
waste valuable ‘Mechs (even salvaged ones) to satisfy a
‘Mech Weight: Medium
personal pique.
Unit Profile:
The unit insignia of the Iron Guards bears the legend
“Never Surrender”. This attitude epitomises the long
A Marik Militia Trebuchet medium ‘Mech tradition of the regiment, which has served both the
Border Protectorate and the Free Worlds faithfully for
nearly five hundred years. Because this all‐volunteer
unit is often used as a spearhead, personnel turnover is
great; members are a curious combination of grizzled 2ND ORIENTE HUSSARS
MechWarriors and young, talented ‘Mech pilots.
Officers in the Iron Guards often use somewhat
(“THE CRAZY SECOND”)
CO: Colonel Caleb “Mad Dog” Covaleski
unorthodox tactics to achieve objectives, relying on the
Experience Level: Regular
skills of their unique charges.
‘Mech Weight: Light
Unit Colors:
The parade colors of the Protectorate Guard are purple Unit Profile:
and powder‐blue. The blue forms the base color with nd
The 2 Hussars has a well‐earned reputation for taking
key panels highlighted in purple. Black edging completes the normal craziness associated with the lifestyle of a
the paint scheme. MechWarrior one step beyond. Often, the unit employs
Unit Insignia: highly unorthodox strategies (especially for a lightly
The Guard's insignia is a Zeus BattleMech, mainstay of armoured unit without artillery support) to gain their
House Steiner, overlaid by glowing red cross hairs. The objective. Though the unit’s long‐haired, boisterous
Iron Guard insignia consists of a BattleMech foot commander “Mad Dog” Covaleski gets most of the
trampling a mailed fist, the traditional emblem of House credit for engineering the 2nds’s unconventional
Steiner reconnaissance and intelligence gathering, the men of
the unit know that the real mastermind behind their
operations is chief scout Calderon “Silent Cal” Benge, a
SECOND SIRIAN LANCERS slender, shy young man of 27. Cal’s aversion to the
(“THE DOG STAR CORSAIRS”) limelight has thus far concealed the fact that he is one of
CO: Colonel Jenny Twofeathers the most ingenious military tacticians of the current age.
Experience Level: Regular Unit Colors:
‘Mech Weight: Heavy The Hussars use a wide range of field camouflage
schemes but most often favour a two‐tone green paint
Unit Profile: scheme‐‐dark on the lower parts, lighter on the top‐‐for
The three much‐battered regiments of the Sirian Lancers vehicles and 'Mechs.
are the sole remains of the once‐great MechWarrior
legions of Sirius, who, in the height of the Star League’s
greatness, once fielded almost a dozen regiments of
crack BattleMechs. Sirius’ once‐mighty ‘Mech factories
have long ago been reduced to rubble, though its Star
League designed ‘Mech repair depot still remains fully
optional.
Recently, the bulk of the Lancers’ best warriors and
best‐maintained ‘Mechs have been transferred into the
nd nd
2 Lancers. The 2 ’scommander, Jenny Twofeathers is
a proud and beautiful woman whose traces back to the
tribal chiefs of the Sioux Indians of Terra.
Unit Colors:
The Second Lancers' BattleMechs, vehicles and fighters
bear ochre‐red paint schemes with green highlights.
A light Hermes ‘Mech in 2nd Oriente Hussars colors
Unit Insignia:
Mechs, vehicles and personnel of all Sirian Lancer
Unit Insignia:
regiments display a common insignia composed of a
Units of the Oriente Hussars display their group insignia
flaming lance set against a triangle.
prominently, usually on the upper torso of a BattleMech
or the turret‐front of armour units. The insignia depicts
a stylized white Oriente Hawk, its torso on a red
background surrounded by a golden box. The wings of
the hawk extend beyond the box reaching across a
green, lozenge‐shaped background. The Second Hussars'
regimental insignia shows a short man with a small knife
chasing a BattleMech.
1ST ORLOFF GRENADIERS Unit Profile:
CO: Colonel Sigurd McDowell Regardless of the storms and controversies that swirl
st
Experience Level: Regular about the Hussars, its 1 regiment has been a
‘Mech Weight: Medium formidable fighting force. For the past six years, it has
been ably commanded by Colonel Tomaso Kinchuhara, a
st
Unit Profile: wiry veteran who rose to prominence during the 1 ’s
st th
The 1 Grenadiers are commanded by Colonel Sigurd furious two‐day duel with the 17 Skye Rangers in the
McDowell, a member of the Order of the Saber whose Battle of Kendrew’s Crossing. Tomaso is a stern
military record is a shining testament to bravery, valour disciplinarian, who expects his men to keep their ‘Mechs
st
and perseverance. Unlike many units, the 1 has neither and gear as well‐maintained as his own Orion. Despite
hereditary nor appointed leadership. Instead, the his gruffness, he is well‐respected by his men because
commander of the unit is chosen every two years by he sets the same rules for officers, MechWarriors and
election, with each lance allowed a single ballot. Any support personnel alike, and judges his men by results
warrior in the regiment may be elevated to command rather than personalities. For example, to lead the
st
the unit. Elected after five years as commander of the 1 Eastern Star Strike Battalion he chose Major Vic “The
Grenadier’s Strike Battalion, McDowell has served four Ripper” Davis. Davis is little more than an animal off the
two‐year terms. battlefield, a crude and sadistic boor whose violent
Unit Colors: temper has propelled him into countless bar fights and
The Orloff Grenadiers use a two‐tone green paint scheme duels, but he is also the best pilot in the unit. His battle
for their parade colors. The legs and lower torso of each instincts seem infallible, and his bravery in the cockpit
'Mech are painted drab olive‐green, while a brighter lime‐ his battered Cyclops has been demonstrated time and
green covers the upper torso, arms and head. time again.
Unit Insignia: Unit Colors:
The Grenadiers' insignia shows a pair of lances against a For ceremonial purposes the Hussars paint their machines
yellow and red disc. Beneath the lances is inscribed the an orange‐brown with off yellow highlights. Some sub‐units
motto : Guerra cominciata, inferno scatenato (War from the lance level up paint their machines a monotone
commenced, hell unchained) The regiment's insignia shows color such as tan, olive, or grey when in combat, while
a rifle and a sword, crossed over the Orloff yellow and red others stick to the parade scheme
disc. Unit Insignia:
The Regulan Hussars regimental banner consists of a bat‐
winged banshee standing on a map of the Principality of
Regulus. The design is usually displayed on the left torso
and arm of the unit's BattleMechs and on the side of
vehicles
Unit Colors:
The 4th Regulan Hussars use a tan and brown
camouflage with maroon highlights. Some
MechWarriors paint a Kukri on the hip of their 'Mech.
GAME RULES
The following rules are optional, and may be used when DETERMINE MECHWARRIOR/VEHICLE
creating House Marik‐themed units for the 3025 era. The
following tables provide ways of generating lances, CREW SKILL LEVEL
companies and battalions representative for that era.
Roll 2D6 and apply any modifiers listed below to determine
pilot/crew skill level:
DETERMINE BATTLEMECH WEIGHT CLASS
ASSIGNMENT Result MechWarrior/Crew quality
2 or less Green
To determine the weight class of a BattleMech assigned to a 3 Green
particular unit, roll 2D6, apply any modifiers listed below, 4 Green
and determine the result on the table below. 5 Green
6 Regular
7 Regular
Result Equipment Weight category
8 Regular
2 or less Light
9 Veteran
3 Light
10 Veteran
4 Light
11 Elite
5 Light
12 or more Elite
6 Medium
Modifiers (cumulative)
7 Medium
8 Heavy
9 Medium • If parent unit is equipment weight Light: ‐1
10 Heavy • If parent unit is equipment weight Heavy or
11 Assault Assault: +1
12 or more Heavy • If parent unit is experience level Green: ‐1
• If parent experience level is Veteran or Elite: +1
Modifiers (cumulative)
These skill levels translate into the following game statistics:
• If parent unit is equipment weight Light: ‐1
• If parent unit is equipment weight Heavy or Skill Level Piloting Gunnery
Assault: +1 Elite 3 2
• If parent unit is experience level Green: ‐1 Veteran 4 3
• If parent experience level is Veteran or Elite: +1 Regular 5 4
Green 6 5
Example: Alex wants to roll up a lance belonging to the
Second Sirian Lancers (“The Dog Star Corsairs”). The
regiment has Regular experience, and is classed as Heavy DETERMINE EQUIPMENT:
for ‘Mechs. Alex adds +1 to all dice rolls, and gets 7(+1),
4(+1), 9(+1) and 6(+1) – this results in the lance containing Roll 2D6 on the appropriate tables below to determine
two Heavy ‘Mechs, a medium ‘Mech and a light ‘Mech. Such what ‘Mech or vehicle is issued:
mixed lances are common in the armies of the Successor
States in 3025.
RANDOM ASSIGNMENT TABLE – BATTLEMECHS, HOUSE MARIK, 3025
2D6 Light ‘Mechs Medium ‘Mechs Heavy ‘Mechs Assault ‘Mechs
2 UrbanMech UM‐R60 [504] VL‐2T Vulcan [642] ON1‐V Orion [1298] STK‐3H Stalker [1624]
3 LCT‐1E Locust [553] VL‐2T Vulcan [642] CRD‐3R Crusader [1317] CP‐10‐Z Cyclops [1317]
4 SDR‐5V Spider [622] TBT‐5N Trebuchet [1191] QKD‐4G Quickdraw [1192] LGB‐7Q Longbow [1618]
5 FLE‐15 Flea [430] PXH‐1 Phoenix Hawk [1041] CRD‐3R Crusader [1317] THG‐10E Thug [1501]
6 LCT‐1V Locust [432] HBK‐4G Hunchback [1041] ON1‐K Orion [1429] AWS‐8Q Awesome [1605]
7 WSP‐1A Wasp [384] HER‐2S Hermes II [784] ARC‐2R Archer [1477] STK‐3F Stalker [1559]
8 STG‐3R Stinger [359] WVR‐6M Wolverine [1291] TDR‐5S Thunderbolt [1335] BLR‐1G BattleMaster [1519]
9 FS9‐H Firestarter [694] GRF‐1N Griffin [1272] WHM‐6R Warhammer [1299] LGB‐0W Longbow [1337]
10 JVN‐10N Javelin [594] SHD‐2H Shadow Hawk [1064] RFL‐3N Rifleman [1039] BNC‐3E Banshee [1422]
11 STG‐3G Stinger [497] PXH‐1 Phoenix Hawk [1041] GLT‐4L Guillotine [1400] AS7‐D Atlas [1897]
12 WSP‐1A Wasp [384] CDA‐2A Cicada [659] WHM‐6R Warhammer [1299] AWS‐8R Awesome [1470]
Command Lance:
ON1‐K Orion (BV 1429)
AWS‐8Q Awesome (BV 1605)
ARC‐2R Archer (BV 1477)
TDR‐5S Thunderbolt (BV 1355)
Lance BV: 5836
Attack Lance:
WVR‐6M Wolverine (BV 1291)
HKB‐4G Hunchback (BV 1041)
HER‐2S Hermes II (BV 784)
FS9‐H Firestarter (BV 694)
Lance BV: 3810
Recon Lance
PXH‐1 Phoenix Hawk (BV 1041) CLNT‐2‐3T Clint
LCT‐1E Locust (BV 553)
WSP‐1A Wasp (BV 384)
STG‐3R Stinger (BV 359) 1ST COMPANY, 3RD BATTALION,
Lance BV: 2337
4TH MARIK MILITIA
Company BV: 11983
Experience class: Green
‘Mech Weight class: Light
Command lance:
GHR‐5H Grasshopper (BV 1427)
HBK‐4G Hunchback (BV 1041)
VND‐1R Vindicator (BV 1024)
SDR‐5V Spider (BV 622)
Lance BV: 4114
Fire Lance:
AWS‐8Q Awesome (BV 1605)
CPLT‐C1 Catapult (BV 1399)
TBT‐5N Trebuchet (BV 1191)
QKD‐4G Quickdraw (BV 1192)
Lance BV: 5387
Recon Lance:
ASN‐21 Assassin (BV 749)
CDA‐2A Cicada (BV 659)
CLNT‐2‐3T Clint (BV 901)
HER‐2S Hermes II (BV 784)
Lance BV: 3093
Company BV: 12594
Unless otherwise noted in the specific rules for each Battle Value: If you are using the BV system, each side
scenario type, the following rules apply to all BattleTech should have an equal allotment of points. For example,
scenarios created with this system. an appropriate number of points for each side in a
lance‐on‐lance battle is 4,000 to 6,000 points.
NUMBER OF PLAYERS
Victory Conditions: The scenario ends when all the units
The mission‐generation rules are written for two‐player
on one side have been destroyed or retreated off the
scenarios. If more than two individuals are playing,
map. The surviving side at the end of the scenario wins.
simply divide all the players into two opposing teams.
Players can use these rules to set up games involving HOLD THE LINE
three or more sides, but such games tend to get In a hold‐the‐line scenario, the defending player must
complicated and the players must determine how to fend off a larger attacking force. The defending units
apply the rules in various situations. may not intentionally leave the boundaries of the
playing area for any reason.
SET‐UP
1. First, choose a scenario type Force Composition: Set the attacking player’s force at
twice the size of the defender’s force. Players may use
2. Next, select and place the mapsheets
any size forces they wish, as long as the attacker’s force
3. Then determine the force composition is twice as large as the defender’s. Set the experience
4. Finally both players roll 2D6 to begin. levels of the defending player’s forces at one level
The player with the higher result chooses his home map higher than those of the attacker. For example, if the
edge—the edge of the map where his units will enter. attacking force consists of regular units, the defender
The opposite edge becomes the opposing player’s home uses veteran units.
map edge. A player’s units can safely exit the map only Battle Value: If you are using the BV system, the point
through that player’s home edge. Roll Initiative for the value of the defending force equals that of the attacking
first turn per standard rules. All units start play off the force, though the defending force must be only half as
map, unless a specific scenario states otherwise. A large as the attacking force. In addition, each defending
player’s units may enter the map on any hex along the unit is upgraded one skill level for free (eg. Green to
player’s home edge, regardless of terrain, provided the Regular, Regular to Veteran, Veteran to Elite), rather
unit can legally enter that hex. Each unit must enter the than the experience‐level increase.
map on a full hex nearest the home edge, and that hex
counts as its first hex of movement.
Victory Conditions: The scenario ends when all the units mapsheets, simply use all available mapsheets. Place the
on one side have been destroyed or retreated off the mapsheets in a single, long row with their short edges
map. touching.
If the defenders destroy a number of opposing units Next, both players roll 2D6. The player who gets the
equal to or greater than the number of defending units higher result may choose to play the defender or the
that started the scenario, the defending player wins. For attacker. The attacker then chooses one of the narrow
example, if the defending player begins with a single edges of the map as the place from which his forces will
lance (four units), he can claim victory if he manages to enter. The attacker’s home edge is the one opposite the
destroy four or more attacking units. In all other cases, entry edge. The attacker’s objective is to exit his forces
the player whose forces survive or control the map at at his home map edge.
the scenario’s end wins. The defender may set up his forces in any hexes on the
EXTRACTION map.
In an extraction scenario, the attacking player attempts Force Composition: Both sides should have the same
to extract a target, such as a secret weapon, an number of units.
important diplomat or a computer memory core, from Battle Value: If using the BV system, each side should be
behind the defender’s lines. After the players roll dice worth the same number of points.
and select their home map edges, the attacker secretly
Victory Conditions: The scenario ends when all the
chooses a target hex for the extraction. The target hex
defending units have been destroyed or retreated off
must be within four hex rows of the defender’s home
the map, or when all attacking units have retreated,
edge and cannot be within four hexes of any other map
been destroyed or been crippled. Units become crippled
edge. The attacker then writes down the target hex’s
when they lose one or more legs or their gyros are
number and mapsheet name on a slip of paper, which
destroyed. Attacking units may intentionally exit the
he folds and gives to a neutral party for safekeeping (or
map only at their home edge; a unit exiting from any
the defending player can simply put the paper in his
other edge has retreated.
pocket without looking at it).
If all the attacking units survive and exit at their home
The attacking player can reveal the target hex to the
edge, the attacking player wins a Decisive victory. If all
defender during any End Phase, but must reveal the
the attacking forces are destroyed or crippled, or none
target hex if an attacking unit ends the turn in the target
exit at their home edge, the defending player wins a
hex. Any attacking unit can pick up the extraction target
Decisive victory. If the players meet neither of these
by occupying the target hex during an End Phase. In
conditions, consult the Breakthrough Victory Points
addition, a unit that retrieves the target can pass it to
Table to determine each player’s Victory Points.
any friendly unit in the same hex or an adjacent hex
during any End Phase. Breakthrough Victory Points Table
BREAKTHROUGH CHASE
In a chase scenario, the attacker’s forces must race
In a breakthrough scenario, the attacking player’s forces
across the map to reach their DropShip before a larger
have become trapped behind enemy lines. To reach
safety, the units must cross the map and break through force of pursuing defenders can reach them. Chase
scenarios use the same rules as breakthrough scenarios,
the defender’s forces. Use one more mapsheet than the
standard single map for every four units. For example, if with the following exceptions. The defending player
does not deploy his forces until Turn 2. During Turn 1,
eight units will be in play, use three mapsheets rather
attacking units may enter and move unopposed per
than two. If you have fewer than the needed number of
standard rules. The defending units enter during the
Movement Phase of Turn 2, from the same map edge as
BALANCING GAMES BASED ON
the attacking units.
Force Composition: Set the defender’s force at twice BATTLE VALUE
the size of the attacking force. For example, if the Battle Value is most useful when comparing forces of
attackers form a single lance, the defending force should similar sizes – eg. One ‘Mech, lance or company against
contain two lances. another ‘Mech, lance or company. As long as the
number of units, or sum of the Battle Value of the units,
Battle Value: Under the BV system, the defending force
on both sides is within 10% of each other, then the
should be worth twice the point value of the attacker’s
battle can be considered balanced.
force.
Not all BattleMechs are created equal – some are more
USING MAPSHEETS powerful than others. A heavy lance will have an
Before selecting mapsheets, determine how many you advantage over a medium lance in most circumstances.
want to use. For most BattleTech play, an appropriate Similarly, not all MechWarriors are created equal, either
ratio is one mapsheet for every four units. For example, – an elite MechWarrior can use a lighter ‘Mech to clean
a scenario that pits one lance of attackers against one up an assault, in the right circumstances.
lance of defenders (eight units total) works best with Example: Alex’s 2nd Company, 2nd Battalion, 4th
two mapsheets. A scenario that pits one company of Fusiliers of Oriente are having combat with Chris’ DCMS
attackers against a company of defenders (twenty‐four forces of the 1st Company, 2nd Battalion, 3rd Sword of
total units) works best with six mapsheets. Different Light. The BV of Alex’s company is 11,983; the BV of
scenarios may work best with other mapsheet/unit Chris’ company is 12330. As these are within 10% of
ratios, so check the scenario type description. each other, no adjustments are required.
SELECTING MAPSHEETS Example 2: Alex’s recon lance (BV 2337) ends up facing
To begin selecting mapsheets, the players roll 2D6. The Chris’ medium lance (BV 3,900) If an even fight is
player with the higher result picks one mapsheet of their desired, then it will be necessary to increase the strength
choice from those mapsheets available to the players. of Alex’s forces.
The other player then selects a mapsheet from those
MODIFYING THE BV OF A UNIT
remaining. The players continue to alternate choosing
All BV values are given assuming that the pilot of the
mapsheets until the number required have been
unit has Regular skills. You can increase (or decrease)
selected.
the BV of a unit by increasing the skill level of the pilot
LAYING OUT MAPSHEETS by the following values:
To begin laying out mapsheets, the players roll 2D6. The • Regular to Elite BV x2.1
player with the higher result places the first selected
• Regular to Veteran BV x1.5
mapsheet on the table or floor. The other player then
places the next selected mapsheet. The players continue • Regular to Green BVx0.85
to alternate laying out the remaining mapsheets. Example: In order to help balance the scenario, Chris
Each mapsheet must be placed with one of its short elects to make 2 of the MechWarriors in his medium
edges touching the short edge of a mapsheet already lance have Green skill levels. This reduces his lance total
placed or with one of its long edges touching the long BV to 2607. Alex then elects to make all his recon lance
edge of a mapsheet already placed. In addition, unless pilots Veterans, which increases his lance total BV to
players agree otherwise or the specifics of a scenario call 3506. As these are now within 10% (360) of each other,
for an unusual set‐up, the mapsheets must form a and agreeable to both sides, the battle may now
continuous rectangular or square playing area. Within commence – Alex pitting his hardened veterans’ skills
these and any guidelines provided in the scenario type against the heavier opponents facing them.
description,
EQUIPMENT AVAILABLE TO THE FREE WORLDS LEAGUE MILITARY, 3025
The Random Assignment Tables on page 18 include A fair way to ‘spice up’ a FWLM unit either rolled from
those unit types found in more or less every regiment of the RATs, or assembled from the RATs by battle value, is
the Free Worlds League Miliitary. However, they do not to use these guidelines:
list all types of equipment which a League BattleMech or
vehicle unit may include. The section below provides • For every four common ‘Mechs or vehicles
more details on the less frequently seen equipment also used by one player in a game, one can be
fielded by the FWLM. swapped for an uncommon variant of the
same unit.
COMMON, UNCOMMON AND RARE • For every twelve common units used by one
For the sake of this Army Report, BattleMechs and player in a game, one can be swapped for a
vehicles are classified into three groups based on the different uncommon ‘Mech or vehicle of the
likelyhood of encountering them in the FWLM: common, same tonnage.
uncommon and rare units.
• Common units ‐ featured on the FWLM 3025 Example: take the 1st Company, 3rd Battalion, 4th Marik
RATs above, and highlighted like this below ‐ Militia shown on page 19. Herb, playing this force, could
tend to be manufactured in the Free Worlds, reasonably swap his Hunchback HBK‐4G, for the HBK‐3P
and can reasonably be found in any FWLM variant, as long as he didn’t swap any other ‘Mechs in
unit. It is relatively easy to obtain ammunition, his command lance. He could also choose to swap the
spares, and whole replacement units for Awesome AWS‐8Q for a Victor VTR‐9A – but not for a
common units. Cyclops CP‐10‐Q, which is 10 tons heavier, or for a King
• Uncommon units ‐ those listed below, but not Crab KGC‐0000, which is not available to Marik
highlighted ‐ may have been captured, MechWarriors.
converted from factory standard, welded
together by battle salvage, etc, and are much (Note: at the end of the day, your game of BattleTech is
less likely to be encountered in League forces. your game. You’re free to allow whatever units appear
While not impossible, it is much harder to find in your games, provided both players agree. If Herb
spare parts, let alone replacements for really wanted to field a King Crab as one of his units, and
uncommon units. his opponent Joel is agreeable given he can balance his
force’s BV accordingly, then there’s no problem.
• Rare units – those not listed below. Such units
are normally impossible to make, maintain or
Full details of these ‘Mechs and vehicles, and all their
even obtain in the Free Worlds League.
variants, can be found in Technical Readout: 3039, and
Record Sheets: 3039.
Light BattleMechs Medium BattleMechs
Battle Battle
Unit Name Tons Value Unit Name Tons Value
Flea FLE-15 20 430 Assassin ASN-21 40 749
Flea FLE-4 20 432 Cicada CDA-2A 40 659
Locust LCT-1E 20 553 Cicada CDA-2B 40 626
Locust LCT-1V 20 432 Cicada CDA-3C 40 771
Locust LCT-3V 20 490 Clint CLNT-2-3T 40 770
Mercury MCY-98 20 553 Hermes II HER-2M 40 910
Stinger STG-3G 20 497 Hermes II HER-2S 40 784
Stinger STG-3R 20 359 Sentinel STN-3K 40 652
Wasp WSP-1A 20 384 Vulcan VL-2T 40 642
Falcon FLC-4N 30 610 Vulcan VL-5T 40 942
Hermes HER-1A 30 601 Whitworth WTH-1 40 982
Javelin JVN-10N 30 594 Whitworth WTH-1S 40 917
Spider SDR-5V 30 622 Phoenix Hawk PXH-1 45 1041
UrbanMech UM-R60 30 504 Centurion CN9-A 50 945
Firestarter FS9-H 35 694 Centurion CN9-AH 50 945
Jenner JR7-D 35 875 Chameleon CLN-7V 50 999
Ostscout OTT-7J 35 596 Hunchback HBK-4G 50 1041
Panther PNT-9R 35 769 Hunchback HBK-4H 50 1067
Hunchback HBK-4J 50 1143
Hunchback HBK-4N 50 1087
Hunchback HBK-4P 50 1138
Hunchback HBK-4SP 50 1043
Trebuchet TBT-5J 50 1191
Trebuchet TBT-5N 50 1191
Dervish DV-6M 55 1146
Griffin GRF-1N 55 1272
Kintaro KTO-18 55 1187
Scorpion SCP-1N 55 1019
Shadow Hawk SHD-2H 55 1064
Wolverine WVR-6M 55 1291
Wolverine WVR-6R 55 1101
Heavy BattleMechs Assault BattleMechs
Battle Battle
Unit Name Tons Value Unit Name Tons Value
Champion CHP-2N 60 1116 Awesome AWS-8Q 80 1605
Ostroc OSR-2C 60 1228 Awesome AWS-8R 80 1470
Ostroc OSR-2L 60 1233 Awesome AWS-8T 80 1593
Ostroc OSR-2M 60 1239 Awesome AWS-8V 80 1510
Ostroc OSR-3C 60 1288 Charger CGR-1A1 80 981
Ostsol OTL-4D 60 1308 Goliath GOL-1H 80 1449
Ostsol OTL-4F 60 1264 Thug THG-10E 80 1501
Quickdraw QKD-4G 60 1192 Victor VTR-9A 80 1236
Quickdraw QKD-4H 60 1242 Victor VTR-9A1 80 1302
Quickdraw QKD-5A 60 1196 Victor VTR-9B 80 1378
Rifleman RFL-3N 60 1039 Zeus ZEU-6S 80 1348
Crusader CRD-3R 65 1317 BattleMaster BLR-1G 85 1519
Thunderbolt TDR-5S 65 1335 Crockett CRK-5003-0 85 1704
Archer ARC-2R 70 1477 Longbow LGB-7Q 85 1618
Grasshopper GHR-5H 70 1427 Longbow LGB-OW 85 1337
Grasshopper GHR-5N 70 1511 Stalker STK-3F 85 1559
Guillotine GLT-4L 70 1400 Stalker STK-3H 85 1624
Warhammer WHM-6R 70 1299 Stalker STK-4N 85 1558
Marauder MAD-3M 75 1335 Cyclops CP-10-Q 90 1584
Marauder MAD-3R 75 1363 Cyclops CP-10-Z 90 1317
Orion ON1-K 75 1429 Banshee BNC-3E 95 1422
Orion ON1-V 75 1298 Banshee BNC-3M 95 1595
Orion ON1-VA 75 1328 Banshee BNC-3Q 95 1394
Atlas AS7-D 100 1897
Light Vehicles Medium Vehicles
Battle Battle
Unit Name Tons Value Unit Name Tons Value
Savannah Master Hovercraft 5 215 Hetzer Wheeled Assault Gun 40 574
Swift Wind (ICE Variant) 8 83 Condor Heavy Hover Tank 50 653
Swift Wind Scout Car 8 83 Drillson (SRM Variant) 50 926
APC (Hover) 10 102 Drillson Heavy Hover Tank 50 949