Bad Moon Mercenaries – Total Chaos

Total Chaos is a one-day narrative event set in 3075 using Standard, Advanced and some Experimental rules. Although rules beyond Standard Play are in use, this event is accessible to newer players and a sample Force list is provided at the end of this document. Games will be Company/1-3 Stars/2-3 Level II sized and will be 6 hour 1 vs 1 games (although if you wish to play as a team of 2 players sharing a force with another player you can). Players may select any one of the Non-Clan Homeworld forces from the Jihad Factions list and construct a force using the MUL available to them.

EVENT DETAILS

Saturday 6th of July 2024.
Doors Open for event setup at 10 am.
Registration starts at 10:30.
Games are due to start at 11:00 am and finish at 5:30. 30 minutes for lunch.
Bad Moon Cafe,159A Great Dover Street, London, SE1 4GZ
10 minutes walk from London Bridge.

If you are planning to come please try and buy tickets in advanced so we can confirm numbers. Ticket price goes to cover the hall hire and if we don’t make a minimum number we’ll have to cancel.

Tickets cost £12.50 per person.

Tickets must be bought in advance via PayPal at the following link. PLEASE CHOOSE FRIENDS AND FAMILY WHEN BUYING TICKETS

Once you have paid then complete this webform (and you can upload lists here on the Force Construction Spreadsheet). 

PayPal Link: paypal.me/LondoniumArmouredCav

Find out more details at our Facebook event or at:

BattleTech UK SouthEast FaceBook Group
BattleTech UK SouthEast Discord (link on request)
http://www.facebook.com/strategoslevel3

Historical Overview

The Inner Sphere is in Total Chaos!

The year is 3075, the Second Star League has failed and the Jihad has fallen upon the InnerSphere.

Wolf’s Dragoons and the Allied Mercenary Command launch a failed attempt to retake Terra from the Word of Blake (Task Force Vengeance).

Wolf’s Dragoons lay shattered after a sneak attack by the Word of Blake backed Waco Rangers on their homeworld of Outreach. General Jamie Wolf and Colonel Wayne Waco die in a final battle. The survivors flee to Arc-Royal, and the sanctuary of the Kell Hounds and Wolf’s in Exile.

In Operation STEEL HAMMER the capital worlds of Tharkaad and New Avalon are been devistated by orbital nuclear strikes by Word of Blake Warships when they attempted to leave the Second Star League.

In Operation ÜBERSCHATTEN and Operation BROKEN FIST House Steiner’s Isle of Skye/Bolan allaiance launch an invasion of the Marik border words.

On Arterus, a chemical weapon attack kills most of the members of the Knights of the Inner Sphere. The false “Thomas Marik” is relvealed as an imposter, parliament is attacked and the Free Worlds League shattered.

Forces from the Capellan Confederation launch a strike into the Federated Suns Capellan March in Operation SOVEREIGN JUSTICE. The House of Hasek counterattacks in Operation THUNDERSTRIKE

The Word of Blake invade the game world of Solaris VII in Operation SHOWTIME 

The Capellan capital world of Sian has been devistated by a sneak attack by the Word of Blake – and Chancellor Sun Tzu is missing in action.

The Clan Wolf capital world of Tamar is attacked by nuclear weapons, killing Khan Vlad Ward.

An explosion on Arc Royal kills Morgan Kell (General Kell Hounds), Rhonda Snord (Colonel Snorts Irregulars), Diana Pryde (Star Colonel Clan Jade Falcon), Clan Ghost Bear Khan Bjorn Jorgensson, Maeve Wolf. (General of Wolf’s Dragoons),

In Operation ICE STORM the Jade Falcons must fight off both the forces of Clan Ice Hellion and Clan Hell’s Horses, newly arrived from the Clan Homeworlds.

The Draconis Combine is thrown into chaos after the assassination of teh Dragon Theodore Kurita and the ruling Kuritan family by the Society of the Black Hand (Kokuryu-kai) and their invasion of Luthien.

On the Word on Blake Protectorate world of Kittery, a man with no past, known only as Devlin Stone, escapes the Blakist prison camp and leads a rag tag force who may be the Inner Sphere’s last hope!

The Master watches on from the hidden worlds and his Manei Domini stand on the edge of victory!

Force Construction Rules

  • Each player has a maximum of 18,000 BV to spend on a force (This is a hard limit).
  • Players much choose one faction to represent from the Jihad Master Unit Lists (Except for Homeworld Clans or Other) – players also may access the appropriate InnerSphere General, Periphery General, or IS Clan Generic MUL. Players may select Clan Ice Hellion, but may not select Free Worlds League (a sub faction must be selected), Republic of the Sphere, or Escorpion Imperio.
  • Players must construct forces as either InnerSphere, Clan or ComStar/Word of Blake as shown below.
  • Players must select a Force Commander who can have a training level of at least Elite (Gunnery 2 Piloting 3) or better. The Force Commander may select Special Pilot Abilities as shown below.
  • The rest of the player’s force can be Veteran, Regular. Skill levels must be one of those shown in the table.
  • Conventional Infantry units must be deployed in full Platoons – not squads.
  • Players may not select Aerospace
  • Players may select one BattleMech/Combat Vehicle unit from another Factions Master Unit List as Salvage/Isorla.
  • Support Vehicles may count as Combat Vehicles for Force Construction
  • No SuperHeavy units (e.g. Orca)
  • Only standard/generic units may be selected (no named units e.g. Bounty Hunter).
  • Players may select units with Introductory, Standard, Advanced Equipment (from TacOps and other sources), or Experimental. (See Special Rules)
  • Players may select up to two units with Artillery systems, but these must be deployed on the table (and not off table).
  • Any appropriate alternate ammunition types may be selected. [Alternate Ammo Reference]
  • Be aware that C3, Guided Munitions/TAG and some Alternate Munitions require additional BV cost (As per TechManual/Tactical Operations Advanced Units and Equipment).

InnerSphere

  • 3-4 Lances.
  • Each Lance consisting of exactly 4 units.
  • Units can be BattleMechs, Vehicles, Conventional Infantry or Squads of 4 BattleArmour.
  • Lances may be made up from a mixture of units.

Clans

  • 1-3 Stars.
  • Each Star must be made of exactly 5 points.
  • 1 point can be: 1 BattleMech, 2 Vehicles, 1 Squad of 5 Battle Armor, 5 ProtoMechs, 1 Platoon of Conventional Infantry.
  • Stars may be made up from a mixture of units.

ComStar/Word of Blake

  • 2-3 Level II’s.
  • Each Level II should contain exactly 6 x Level I’s
  • A Level I can be: 1 BattleMech, 1 Combat Vehicles, 1 Squad of 6 Battle Armor, , 1 Platoon of Conventional Infantry.
  • Level II’s may be made up from a mixture of units.

SKILLS AND EXPERIENCE

Players may when purchasing forces select which level of experience they want the MechWarrior, Vehicle Crew or Infantry to have. Changing training level is a useful way of using BV effectively in force construction.

Training LevelGunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Gunnery/
Piloting
Regular4/5
Veteran5/44/43/43/5
Elite*2/3
Heroic*2/21/21/3
Legendary*2/11/1 (0/0)0/10/2
*Force Commander Only
Replace Piloting with Driving for Vehicles or AntiMech Skill for Infantry.

Force Commanders

Force commanders provide a bonus to initiative while they are in play and not in Forced Withdrawal or Truly Destroyed. (Elite +2, Heroic +3, Legendary +4).

Force commanders have Edge Points. A Edge point can be delaired after any dice roll made that involves that unit (Elite 2 Points, Heroic 3 points, Legendary points).

Players must select for their Force Commander to have Special Pilot Abilities (as found in Campaign Operations). The number of abilities is based on the Force Commanders Training Level.

The rules for SPA’s can be found in Campaign Operations pg. 70, of they may be found on the character cards available in force packs.

A list can also be found at: https://comstar.home.blog/2023/07/11/special-pilot-abilities/

Training LevelMaximum Number of Special Pilot AbilitiesSPA Points
Elite23
Heroic36
Legendary410

RULES FOR THE DAY 

Each game will be played on 4 16×17 hex maps in a 2 x 2 grid (e.g. 32 x 34 hexes or two 17 x 32 BattleMats). 

  • Players must roll dice in identical pairs. Cocked or off table (or out of dice box) dice should be rerolled. No virtual rolling apps are allowed. 
  • Players should bring a Force List to show to their opponent. 
  • Players may either use Paper Sheets or may use Flechs on a Tablet (not phone) (for Mech Sheets only – no dice rolls on Flechs). 
  • Players must be able to show their opponent their record sheets when asked. 
  • There is no painting requirement. 
  • The correct Card Stand-ins may be used in place of Mechs. 
  • Players may proxy units if it is clear to the opponent what that unit is (This should be the exception rather than the majority of your force!). 
  • Players must mark their Target Number Modifiers for Movement next to their Mechs. The preferred way is using dice (e.g. white – walk/black – run/red – jump/yellow – stationary/purple – sprint) but other methods/tokens are acceptable.
  • Players may bring UrbanMech plushies. 
  • Players may not load UrbanMechs (or other units) with Davy Crockett battlefield nuclear devices. 

Advanced Rules and Equipment

The following Optional Rules are in effect [BMM = BattleMech Manual/TO:AR = Tactical Operations: Advanced Rules/ISO:AE = Interstellar Operations: Alternate eras].

If players are utilising units with Advanced or Experimental Equipment, they are expected to be familiar with and have access to the Rule Books that equipment is found in.

BattleMech Manual

  • Sprinting (Optional) [BMM pg 14]
  • Backwards Level Changes (Optional) [BMM pg 15]
  • Partially Occupied Hexes (Optional) [BMM Pg 16]
  • Careful Stand (Optional) [BMM pg 19]
  • Expanded Arm Flipping (Optional) [BMM pg 25]
  • One-Armed Prone Fire (Optional) [BMM pg 30]
  • Floating Criticals (Optional) [BMM pg 45]
  • Engine Explosions (Optional) [BMM pg 47]
  • Expanded Damage Modifiers (Optional) [BMM pg 53]
  • Forced Withdrawal and Broken Morale (Simplified Optional) [BMM pg 81]
  • Enhanced Flamers (Optional) [BMM pg 99]
  • Rapid Fire Mode (Optional) [BMM pg 101]

Alternate Forced Withdrawal – Any unit that has suffered crippling damage (pg. 258, TW) must withdraw from the battlefield and attempt to exit the map on the side nearest its controlling player. A unit must always move towards its controlling player’s board edge and always use the maximum MP possible that is allotted for the chosen movement selection, walking/running/jumping. Units crippled, shut down, or whose pilot is unconscious on the battlefield at the end of the game are counted as crippled/destroyed.

Fire For Effect – Declaration of weapons fire is not separate from firing a unit’s weapons. Using initiative and the unequal number of units rules, as usual, each player chooses a unit or units and then declares and fires all of those unit’s weapons. The next player in initiative order then does the same for one or more of their units. Weapons fire is still considered simultaneous. A unit destroyed during a phase will still be able to declare and use its attacks in that phase before being removed at the end of the phase.

Tactical Operations: Advanced Rules

Weapon Attacks – Damage [TO:AR pg 81] – A fuller version of the rules in BMM, as well as taking a +1 to PSRs for each 20 points of damage taken, this also modifies the roll based on the weight class of the ‘Mech (Assault ‘Mechs are harder to knock down).

Physical Combat – New Physical Attack Weapons [TO:AR pg 86] – Covers new melee weapons such as Swords, Talons etc.

Other Combat Weapons and Equipment – Shutting off equipment [TO:AR pg 97] – Simply put this allows you to turn off equipment. This is most useful for turning off Gauss Rifles (and other exploding weapons like Improved Heavy Lasers) when you have run out of ammo or the location is very damaged, to prevent the catastrophic discharge if a critical hit lands on a Gauss Rifle slot.

Other Combat Weapons and Equipment – Active Probes [TO:AR pg 97] – Unless you are playing a scenario using the Hidden Units option Active Probes are not very useful and are often shunned as useless. This optional rule allows units with Active Probes to reduce the effect of Woods, Smoke and other intervening terrain giving units with an Active Probe an edge in combat.

Other Combat Weapons and Equipment – Anti-Missile Systems[TO:AR pg 98] – A very small change, and quite honestly its the way the rule should work, this rule allows the -4 to closer rolls to reduce the cluster roll to 0, rather than just to 2.

Other Combat Weapons and Equipment – ECM Systems [TO:AR pg 98] – This is a more complex rule but well worth using. If you are not playing against C3 or lots of Streak or Artemis units ECM may seem a little pointless. This adds rules for an active gaming technique called Ghost Targets, which give a unit with ECM potential penalties to be hit. ECM can also be switch to ECCM to counter ECM allowing forces using C3 and other technologies to guard against ECM systems.

Battle Armor Infantry – Battle Armor vs Battle Armor [TO:AR pg 106] – Another very simple rule, this allows certain Battle Armor weapons to do more damage vs other Battle Armor e.g King David Gauss Rifle, Bearhunter Superheavy AC and Plasma Rifles. This makes certain configurations of Battle Armor excellent to hunt other Battle Armor.

Battle Armor Weights [TO:AR pg 155] – In the Standard Rules all Battle Armor weight 1 ton per suit, but in this rule each type of Battle Armor has its own weight which is important for transporting units in vehicles

Other Advanced Combat/General Rules

  • Missiles (Hot Loading) [TO:AR Page 101]
  • Particle Projector Cannons (PPC) (Disengaging Inhibitors/Overcharging) [TO:AR Page 101]
  • Retractable Blades [TO:AR Page 102]
  • Artillery [TO:AR page 147-154]
  • Minefields [TO:AR Page 175-19]

Special Conventional Infantry Rules

  • Conventional Infantry must be selected in appropriate platoon/star/level I formations as per the Tech Manual for that faction
  • Players may select any Infantry unit that is shown in the following folder: TRO Infantry
  • Player may design bespoke Infantry Units using the rules in Tech Manual/Tactical Operations: Advanced Units that do not include cybernetic implants [Details muts be submitted in advanced and varified in MegaMekLab]
  • Advance Ground Movement: Infantry (TO:AR Page 25) – All rules
  • Advanced Combat : Infantry (TO:AR Page 106-107) – All rules

Experimental Rules

Manei Domini

Word of Blake players may choose to take Manei Domini in place of regular MechWarriors either: general MechWarriors (Regular/Veteran) [Tau Phantom Adept] or Force Commanders [Delta Phantom Adept]. These Manei Domini have the following Cybernetic Equipment and must make the following adjustments to their “effective” gunnery and piloting skills which effect BV cost. Manei Domini may not be taken for Vehicle crews or BattleArmor infantry.

ModificationBV CostEffect
Cybernetic Multi-Modal Sensory Implant (Visual) [ISO:AE p 73)Effective Gunnery modifier of -1-1 to hit modifier for Gunnery attacks (with CBVDNI). 2 Hex active probe ability
Cybernetic Myomer Implant, Dermal ArmourNoneNo damage from heat hits or falls,.
Cybernetic VDNI  (CBVDNI) [ISO:AE p 76-77]Effective Gunnery and piloting modifier of -1. -1 to hit modifier for Gunnery attacks and Piloting Tests. Any internal damage causes feedback to the pilot of 1 damage on an 8+ roll on 2d6.
Explosive Suicide Implants [ISO:AE p 77]No BVThe Manei Domini are never take alive! Explosive damage causes 1 point of internal structure to head, destroys cockpit and make a roll for a critical hit in that location
Artificial Pain Shunt [ISO:AE p 71]Effective Piloting modifier of -1No consciousness rolls. Ignores forced withdrawal due to pilot hits
*Cybernetic Triple Core Processor [ISO:AE p 75-6]Effective Gunnery modifier of -1+2 Initiative (+3 with C3i) [*Force Commander/Delta only]

MANEI DOMINI INFANTRY

Two types of cybernetic enhanced conventional infantry have been mentions in Technical Readout 3075; The Tau Zombie and the Tau Wraith. Both haven’t been upgraded/errated with the rules from ISO: AE.

Tau Zombie
ModificationBV CostEffect
Artificial Pain Shunt [ISO:AE p 71]Effective Anti-‘Mech modifier of -1Reduce by half and flame based damage. Ignores forced withdrawal.
Improved Enchanted Prosthetic Arms x2Add (0.02 x 2 Ballistic, 0.02 x2 Climbing Claws) = 0.08 Weapon Battle Rating per trooper. Multiply units Anti-‘Mech Battle Rating by 1.2Each arm has 2 slots containing:
Ballistic Ranged Weapon (TK Enforcer) +0.05 max damage per trooper)
Climbing Claws -1TN to Anti’Mech attacks +0.02 max weapon damage per trooper.
Cybernetic Multi-Modal Sensory Implant (Visual) [ISO:AE p 73)Effective Gunnery modifier of -1-1 to hit modifier for Gunnery attacks. 2 Hex active probe ability
Cybernetic Myomer Implant, Dermal Armour [ISO:AE p 74]
AND
Triple Strength [ISO:AE p 75]
As per new damage divisor +0.1 per trooper to the Weapon Battle RatingReduce by 2 all crew requirements for support weapons and eliminate encumbering effects. May carry 4 support weapons per squad. Damage divisor of 1.5 with normal armor. 2 with heavy armor. +0.14 DV for attacks inside same hex.
Explosive Suicide Implants [ISO:AE p 77]Add 0.12 per trooper to units Weapon Battle RatingThe Manei Domini are never take alive! Detonates on death or command causing 0.57 DV per trooper that dies/is detonated to all other units in the same hex

Tau Zombie (TRO 3075 update)

  • Notable unit: Manei Domini “tau Zombie” Attack Squad
  • Tech Base (rating): Inner Sphere (F/X-X-F)
  • Transport weight: 1 ton
  • Equipment: primary weapon: 2 Mauser 1200 lSS (Range 2 DV 1.04)
  • Secondary weapon: 4 Heavy Support laser (Range 5 DV 1.47)
  • Cybernetic Weapons: 6 twin arm mounted ballistic weapons (DV +0.05 each), 6 twin arm mounted claws (DV +0.02 each).
  • Armor: Word of Blake Standard Infantry Kit (Divisor 2)
  • Battle value: 123 BV
  • Platoon type (specialty): Foot, Cybernetically enhanced (None)
  • Ground Mp: 1
  • Platoon size (squad/platoon): 6 (6/1)
  • Armor divisor: 3
  • To-hit Modifier (range in hexes): –1 (0 Hexes), 0 (1-5 Hexes), +1 (6-7 Hexes), +2 (8-10 Hexes), +3 (11-12 Hexes), +4 (13-15 Hexes)
  • Maximum weapon damage (# of troopers): 1.32/Trooper (+0.14 in same hex)
  • Anti’Mech Attack: Yes (-2 for 2 cybernetic arm mounted climbing claws)
  • Gunnery/Anti-‘Mech Skill: 4/5 (Modified to 3/3)
  • Effective Gunnery/Anti-‘Mech Skill (For BV): 3/4 (-1/-1)

tau-zombieDOWNLOAD

Tau Wraith
ModificationBV CostEffect
Cosmetic Enhancements
Gas Effuser Implant, Pheromone [ISO:AE p 73]+0.05 Defensive Battle Rating per trooperPoint Blank Pheromone Attack on enemy conventional infantry causing +1 to all target numbers due to confusion
Gas Effuser Implant, Toxin [ISO:AE p 74]+0.23 to Weapon Battle Rating per trooperPoint Blank Toxin attack 0.25 damage per trooper
Cybernetic Multi-Modal Sensory Implant (Visual) [ISO:AE p 73]Effective Gunnery modifier of -1-1 to hit modifier for Gunnery attacks. 2 Hex active probe ability
*Cybernetic Boosted Communications Implants [ISO:AE p 72]As per C3i rules1 in every 4 units in the squad need to be equipped with these implants. Units can link to friendly C3i without the unit having that equipment
Explosive Suicide Implants [ISO:AE p 77]Add 0.12 per trooper to units Weapon Battle RatingThe Manei Domini are never take alive! Detonates on death or command causing 0.57 damage per trooper that dies/is detonated to all other units in the same hex

Tau Wraith (TRO 3075 Update)

  • Notable unit: Manei Domini “Tau Wraith” Recon Squad
  • Tech Base (rating): Inner Sphere (F/X-X-F)
  • Trransport weight: 1 ton
  • Equipment:
    Primary weapon: 6 Mauser 1200 lSS
  • Secondary weapon: None
  • Armor: Sneak Suit (Camo/eCM/IR)
  • Battle value: 59 + C3i Modifier 
  • Platoon type (specialty): Foot, Cybernetically enhanced (Paratrooper)
  • Ground Mp: platoon size (squad/platoon): 6 (6/1)
  • Armor divisor: 1
  • To-hit Modifier (range in hexes): –3 (0 Hex), –1 (1-2 Hexes), +1 (3-4 Hexes), +3 (5-6 hexes)
  • Maximum weapon damage (# of troopers): 0.6/Trooper
  • Anti’Mech Attack: No
  • Gunnery/Anti-‘Mech Skill: 4/8 (Modified to 3/8)
  • Effective Gunnery/Anti-‘Mech Skill (For BV): 3/8 (-1/0)

tau-zombie-1DOWNLOAD

Scenario – Retrieve Intelligence Teams!

GAME SETUP

The game is played on 4 map sheets in a 2×2 formation.

Both players walk onto the map at the start of turn 1.

Place three Beacons for each player. For the player entering from the southern map edge the beacons are place at 5 hexes from the middle of the southern edge of the northeast and northwest maps (Hex 0812). The third token is played between the SE and SW map sheets 3 Hexes south from the center hex of the 4 map sheets. Reverse this for the player entering form the northern map edge.

OBJECTIVES (MAX 1000)

  • Destroy Them! +100/200/300 OP Destroy/Cripple 25%/50%/75% of the enemy forces BV
  • Assassination! +200 OP killing the enemy Force Commander
  • Retrieve Intelligence Assets ! +100 OP for each beacon activated.
  • Recover Intelligence Assets ! +200 OP if an intelligence team leave the table from teh players deployment edge.

SPECIAL RULES

Force Commander DOWN! – If a players Force Commander’s BattleMech is Truly Destroyed (or at any time) the commander may EJECT! The Commander then becomes a 1 man infantry unit which may be picked up by unit. BattleMech/ProtoMechs – The force commander is held in one of the Mech’s Hand Actuators – while held no weapons in that arm and no physical attacked maye be used with that arm. Any hit to that arm may kill the Force Commander (Roll 6 in a 1d6). If the Hand Actuator is destroyed, or the ‘Mech Falls over the force commander is destroyed. Vehicle – The Force Commander may enter a vehicle in the same way as any Infantry but does not require troop capacity to be carried. Infantry (Conventional or BattleArmor) The force Commander may move with that unit and is only killed once the last of the Infantry are killed.

Activate Beacon! – When a players unit ends its turn within 1 hex of their beacon it may activate it. At the start of next turn before initiative is rolled an intelligence team unit is place on the map 1d3 hexes away in a random direction (using the scatter chart (e.g. 1 N, 2 NE, 3 SE, 4 S, 5 SW, 6 SE). That team is now one of the players units.

Intelligence Teams! – These highly stealth elite intelligence squads (Gunnery 2, AntiMech 3) of 7 troopers have Sneak Suits with ECM/IR/CAMO and are armed with AutoRifles (Primary) and Laser Sniper rifles (Secondary). When ever the team enters play the player scores 100 OP even if they layer die. If the Intelligence Team leaves the table by their players starting map edge the player scores 200 OP. Intelligence teams are normal infatry units and may be carried in any vehicle with a Troop capacity of 1 Ton. While have any intelligence team in play on the table your receive a +2 to all initiative rolls (Cumulative).

TIME LIMIT – the game ends at the end of turn 12, or when the organiser class time – at which point the current turn is completed.

Example Force

Mercenary (17,985 BV)

UnitVariantTonsPilotSkill (G/P)
BattleMasterBLR-4S85Captain Ylva Chien (Force Commander)* 2/3
AwesomeAWS-9Q80Kurt Maekawa 3/4
ThunderboltTDR-9SE65Jim Mwara 3/5
CatapultCPLT-C4C65Kalama Haoa 3/5
Shadow HawkSHD-5M55Fergus Price 4/5
WolverineWVR-7M255Jayashree Hussaini 4/5
CommandoCOM-5S25Saran Belqola 4/5
LocustLCT-5M20Fraser Kiley 4/5
Maxim Heavy Hover Transport(BA Factory Upgrade)50Anjana Srikrisna 4/5
Maxim Heavy Hover Transport(BA Factory Upgrade)50Chachami Kim 4/5
Maxim Heavy Hover Transport(BA Factory Upgrade)50Cassidy Hale 4/5
Maxim Heavy Hover Transport(BA Factory Upgrade)50Patmanjari Punita 4/5
Gray Death Standard Suit[SRM](Sqd4)4Sheryl Dyer 4/5
Gray Death Standard Suit[SRM](Sqd4)4Aboil Shashank 4/5
Gray Death Standard Suit[Laser](Sqd4)4Sik Chin 3/4
Gray Death Standard Suit[Laser](Sqd4)4Jasa Son 3/4

*Captain Ylva Chien (Elite) – 2 Edge Points, 3 SPA Points, Human TRO (Mech) [1 SPA], Melee Master [2 SPA]

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