The year is 3151. Clan Wolf and Clan Jade Falcon have gone all in, abandoning the worlds of their occupation zones and thrown their entire Toumen against the Republic of the Sphere, in a last epic Battle on Terra. What they have left behind is chaos, war, and for the right people… opportunity!
Tamar Rising is a one-day BattleTech narrative event using the Standard Ruleset (Total WarFare/BattleMech Manual), with the option to use Advanced Rules from Tactical Operations. Set in the IlClan era, players will engage in 1v1 games (or may enter as a team of 2 players, controlling 1 force) between the different Tamar Rising factions.
Players of all experiences are welcome (All you need is a BattleTech A Game of Armored Combat box – Sample force list provided). Tickets must be purchased in advance of the day. Players may choose one of the factions from the Tamar Rising source book (including InnerSphere and Clan) from the IlClan Era.
This event is bought to you by the Londinium Armoured Cavalry, a new London-based organisation dedicated to running events in London
EVENT DETAILS
Saturday 25th of March 2023, Bad Moon Cafe, Near London Bridge.
Doors Open for event setup at 10 am.
Gameplay starts at 10:30 and finish at 5:30. 30 minutes for lunch.
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 £10 per person.
Tickets must be bought in advance via PayPal at the following link. PLEASE CHOOSE FRIENDS AND FAMILY WHEN BUYING TICKETS
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 year is 3151. The Toumens of Clan Jade Falcon have left occupation zones to fight on Terra for the IlClan. What they have left behind is a power vacuum and opportunity.
The once mighty Lyran Commonwealth stands at the precipice of collapse. Archon Trillian Steiner now rules over the once great house, beset on all sides by enemies, but the greatest enemies are those from within. Paralysed by indecision and politics (and the occupational military misadventure against the Free Worlds League), can House Steiner rise again?
Chaos breeds opportunity, and there is no-man better at seizing opportunity than the former Archon, Vedet Brewer, Duke of Hesperus II. Deciding to act in the power vacuum of Trillian Steiner’s inaction, Vedel Brewer and his First Hesperus Guards, “liberate” former Lyran Worlds of the Vesper Marches from the Jade Falcons, whether the local populace want that, or not….
Driven by revenge for the fallen, Callandra Kell reforms the Kell Hoiunds from ashes of defeat and sets out to kill every member of Clan Jade Falcon left in the former Occupation zone. Starting with the liberation Arc-Royal, the once bastion of defence against the Clans, she seeks to resurrect the Arc-Royal Defence Coalition and send every Jade Falcon straight to hell…
Refused permission to liberate her homewards from the oppression of Clan Jade Falcon, General Sarah Regis, commander of the Twenty-Sixth Arcturan Guard, takes matters into her own hands. Defying orders she mobilises her forces to retake the worlds of the Tamar Pack, resurrecting the forgotten nation from history. He actions bring her into conflict with many of the surrounding powers…
Not all the Jade Falcons left for Terra. The Merchant Caste of Clan Jade Falcon control the wealth of the Clan in their Vaultships. Rather than turn to conquest, the liberated and forward thinking Syndic Marena, disgusted by Hazens Mongol Doctrine, envisions a new Alyina Merchant League, As the old saying goes, never trust a Clan Jade flacon banker…
Some, like Jiyu Chistu, were deemed unworthy, but now the new Khan must act decisively to for a new Clan Jade Falcon the resources he has. In a bold plan Jiyu attacks the Clan Ghost Bear world of Quarell and manages to steal the bears own cubs from their Sibkos (and in the process spark a Ghost Bear civil war). Now he must stand against his Clans greatest test…
Clan Hells Horses. Desperate to be a part of the battle on Terra, Khan Gottfried Amirault launches Operation STAMPEDE, an all out attack cutting through the other newly former nations on a path to Terra. Who will stop them, and who will be trampled by them?
Where there is opportunity there are criminals and there are Mercenaries. Once pirates and crimes lords, now seek to legitimise themselves as the Oberon Confederation, and Malthus Confederation. Where ever conflict arises, these will me those who take another coin to fight. Many mercenary forces have found employment with the other factions including: Twenty-First Century Lancers (Tamar Pact), Light of Heaven (Alyina Merchant League), Lone Wolves (Jiyu Chistu’s Falcons) and the recreated Grey Death Legion (Tamar Pack). While other groups such as Snords Irregulars work to their own ends, while a new force led by Abdomen Rico, The Red Hunter seeks to reclaim his ancestral name, as the Red Duke!
After 300 years, the Inner Sphere is still at war….
Force Construction Rules
- Each player has 15000 BV to spend on a force.
- Players much choose one faction to represent from the IlClan Tamar Rising factions
- Players may have no more than 16 units in total.
- Players must have between 4-8 BattleMechs in their Force.
- Players may have 0-8 Combat Vehicles or Industrial Mech units
- Players may have 0-8 Conventional Infantry or Battle Armour units.
- Conventional Infantry units must be deployed in full Platoons – not squads.
- Players may not select Aerospace units or Super Heavy BattleMechs (.e.g Ares)
- Players may select one BattleMech/Combat Vehicle unit from another Factions Master Unit List as Salvage/Isorla.
- All players may include any mech from the Mercenaries MUL in their Force as well as the MUL for their Faction (and either InnerSphere General or IS Clan General).
- Players must select a Force Commander who can have a training level of up to Legendary. The Force Commander may select Special Pilot Abilities as shown below.
- Players may select up to one unit with a training level of Elite.
- The rest of the player’s force can be Veteran, Regular or Green.
- Only standard/generic units may be selected (no named units e.g. Bounty Hunter, unless they are a Hero listed in Tamar Rising).
- Players may select units with Introductory, Standard or Advanced Equipment (from TacOps and other sources)
- Players may select up to two units with Artillery systems, but these must be deployed on the table (and not off table).
- There should be a maximum difference of 2 between Gunnery and Piloting (or Anti-Mech) skills. (Note: any Infantry Platoon with no AntiMech capability has an AntiMech skill of 8)
- Any appropriate alternate ammunition types may be selected. [Alternate Ammo Reference]
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 Level | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting | Gunnery/ Piloting |
| Green | 8/6 | 7/6 | 6/6 | 5/6 | 5/7 |
| Regular | 7/5 | 6/5 | 5/5 | 4/5 | 4/6 |
| Veteran | 6/4 | 5/4 | 4/4 | 3/4 | 3/5 |
| Elite | 5/3 | 4/3 | 3/3 | 2/3 | 2/4 |
| Heroic | 4/2 | 3/2 | 2/2 | 1/2 | 1/3 |
| Legendary | 3/1 | 2/1 | 1/1 (0/0) | 0/1 | 0/2 |

Factions and MULS
| Faction | Possible Hero Units | MUL Link |
| Lyran Commonwealth | Francine Ross (Leutnant-General, Seventeenth Arcturan Guards) | ![]() Lyran Commonwealth |
| Kell Hounds | Callandre Kell (Grand Duchess of Arc-Royal; Colonel, Kell Hounds) SM-5 Tank Destroyer | ![]() Kell Hounds |
| Vesper Marches | Vedet Brewer (Duke of Hesperus II; CO, First Hesperus Guards), Atlas-II | ![]() Vesper Marches |
| Tamar Pact | Sarah Regis (Governor-General of the Tamar Pact) Krtsada “KRIT” Sirisopa (Colonel, First Tamar Jaegers) | ![]() Tamar Pact |
| Clan Jade Falcon | Jiyu Christu (Khan of Clan Jade Falcon), Gyrfalcon Hasara (Star Captain), Eyrie | ![]() Clan Jade Falcon |
| Alyina Merchant League | Marina (Syndic of the Alyina Merchant League, “Merchant Queen of Alyina”) | ![]() Alyina Mercantile League |
| Clan Hells Horses | Gottfried Amirault (Khan of Clan Hell’s Horses) Full Lassenerra (SaKhan of Clan Hell’s Horses) | ![]() Clan Hell’s Horses |
| Generic Mercenaries/Pirates | Joshua Snord (Colonel, Snord’s Irregulars) Ronan Carlyle (Captain, Gray Death Legion) Abdomen Ricol (The Red Hunter) | ![]() Mercenary ![]() Pirates |
| Clan Ghost Bear | ![]() Rasalhague Dominion | |
| Free Worlds League – Duchy of Tamarind-Abbey | ![]() Free Worlds League |
Force Commanders
Force commanders provide a +2 to initiative while they are in play and not in Forced Withdrawal or Truly Destroyed.
Players may 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.
| Training Level | Maximum Number of Special Pilot Abilities | SPA Points |
| Veteran | 1 | 1 |
| Elite | 2 | 3 |
| Heroic | 4 | 6 |
| Legendary | 6 | 10 |
Special Pilot Abilities
The following are new SPA’s or ‘house’ errata’s for some SPA’s which are considered over powered. SPA’s from Tamar Rising may also be purchased.
Honor Bound (1 SPA) (NEW)
At the start of a turn, you make declare a challenge against one opponent. You receive a –1 to all attack rolls but may not attack any other target, even if you are attacked by them. Like with Clan honour this effect is negated if on three separate turns the target is either out of Line of Sight or out of usable weapons range for the attackers ‘Mech. This ability can only be used once per scenario. This is a favoured ability for honourable Draconis Combine Tai-i (Captains).
Inspiring Words (1-3 SPA) (NEW)
After rolling initiative, you may apply a +1 bonus to the roll. This ability may be used once per scenario but may be taken multiple times to increase the bonus.
Lucky (1-3 SPA) [Changed from Camp Ops]
You may re-roll one dice roll, or force your opponent to reroll one dice roll . You must announce this straight after that dice roll is made. This ability can be taken more than once. If both players have Lucky, the second player could cause a re-roll again. This can’t be used to effect initiative dice or hull breaches.
Toughness (1-3 SPA) (NEW)
You receive a +1 to all consciousness rolls. This ability may be taken multiple times.
Up-Close and Personal (Weapon System) (1 SPA) (NEW)
Choose one weapon system type. Reduce the minimum range of one weapon system by 1.
Oblique attacker (2 SPA) [Changed from Camp Ops]
You receive a +1 on all attack rolls for indirect fire attacks with LRM’s. [Unlike the Campaign Ops version – this DOES NOT allow you to fire indirectly without a spotted]
Jumping Jack (2 SPA) [Changed from Camp Ops]
When jumping you receive a +2 to hit modifier instead of the normal +3 modifier
Kip-Up (2 SPA) [NEW]
Receive a –1 to Piloting Skill Rolls to stand and it only costs 1 MP.
Lead from the front (2 SPA) [NEW]
If your Mech is at less range to any enemy than between any other fiendly and enemy Mech you get a –1 to attack rolls.
Range Master (Medium or Long) (2 SPA) [Changed from Camp Ops]
Choose one range band. Recieve a -1 to hit for direct fire attacks in that range band.
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.
Optional Rules
The following Optional Rules are in effect [BMM = 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]
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
Example Force
Hannah’s Hussars Mercenary Force
This force contains usnigs only from the BattleTech a Game of Armoured Combat box. A full force list PDF can be found below.
Captain Aiden “Hussar” Hannah (Elite). Mercenary – Hannh’s Hussars. Unit: Battlemaster BLR-4S. Gunnery 2/Piloting Skill 3. Special Pilot Abilities: Lucky (1 SPA), Melee Master (2 SPA). 3390 BV
| Unit | Config | Ton | MechWarrior | Skills | BV |
| BattleMaster | BLR-4S | 85 | Captain Aidan Hannah | Gunnery / Piloting: 2/3 | 3390 |
| Awesome | AWS-11H | 80 | Lt Amniyya Hakim | Gunnery / Piloting: 3/4 | 2688 |
| Thunderbolt | TDR-10SE | 65 | Hege Schjonberg | Gunnery / Piloting: 3/5 | 2410 |
| Catapult | CPLT-C5A | 65 | Riyadh bin Izz al Din | Gunnery / Piloting: 4/5 | 1772 |
| Wolverine | WVR-11M | 55 | Suk Suzuki | Gunnery / Piloting: 4/5 | 1778 |
| Shadow Hawk | SHD-7M | 55 | Baskoro Djajadiningrat | Gunnery / Piloting: 4/5 | 1447 |
| Commando | COM-7S | 25 | Ophik Marzpanian | Gunnery / Piloting: 3/5 | 790 |
| Locust | LCT-7V2 | 20 | Takuji Takeda | Gunnery / Piloting: 4/5 | 634 |
| Total | 14909 |











