[This system is under development and may be changed or added to]
The Strategic Movement System allows players to simulate large-scale strategic movement of forces on a Strategic Map. Although based on some elements of Strategic Battle Force (From Interstellar Operations: BattleForce) the SMS is designed to work with BattleTech or Total Warfare to resolve battles.
Strategic Turns
Turn Length
The Strategic Turn is 3 minutes long – 18 BattleTech/AlphaStrike turns, or 3 AeroSpace High Altitude Space turns
Strategic Turns and Tactical (BattleTech/Alpha Strike) turns can occur at the same time. In this case, play 18 rounds of tactical combat and, after 18 turns, complete one Strategic Turn.
Turn Sequence
- Artillery Barrage Targeting Phase
- Initiative
- Strategic Movement Phase
- Choose Aerospace stance
- Resolve AeroSpace and Ground Combat Engagements
- Resolve Strategic Ground Movement
- Resolve Strategic High Altitude/Space Movement
- Resolve Artillery Barrage
- Check for Line of Sight/Make sensor checks
- End Phase – Determine if a new engagement begins.
Initiative
Each player rolls 2d6 for Strategic Initiative (OPTION [ATOW] Plus the Strategy Skill of the overall Force Commander). Players take it in turns to move formations with the player that lost initiate going first. If the player has separated their Formation into Sub-formations, Teams or Elements, then move all of the parts of that Formation at the same time.
| Force Size | InnerSphere | Clan | WoB/ComStar |
| Scale 1 | Team 1-2 Elements | Partial Star 1-2 Elements | Level I 1-2 Elements |
| Scale 2 | Lance – 3-6 Elements | Star 3-6 – Elements | Level II 6 Elements |
| Scale 3 | Company (12-20 Elements) | Nova/Binary/Trinary/ Supernova 10-20 Elements | Demi Level III 12-18 Elements |
Alaric has his Clan Forces in 2 formations: 3 Stars (in a Trinary Formation) and one Binary (of 2 Stars). Anastasia has her Inner Sphere force in 2 Companies (Level 3), each with 3 Lance sub-formations (Level 2). Alaric wins initiative. Anastasia moves the three lances of one Company first. Alaric may now choose to move all of the sub-formations in either his Binary (2 Stars) or Trinary (3 Stars).
Formations
Players should start the game by dividing their TO&E into formations. Each Formation has a maximum of 20 units (Scale 1 Force). Each Formation is made up of Sub-Formations (Scale 2). Each Sub-formation is made up of Teams (1-2) or individual units called elements (Scale 1 Force). Formations and sub-formations can be split up into their separate parts at the start of a strategic turn. Players should select an appropriate token or miniature to represent each formation and sub-formation on the Strategic Map.
Movement
Movement Rate
Each formation has a number of strategic movement points (SMP) equal to the walking/cruising BattleTech movement of the slowest unit in the formation. SMP may be modified by damage to a unit affecting its walk MP, or by special equipment if all units in that formation have that equipment.
Movement Orders
At the start of each ground formation’s movement, that formation will need to select an order type.
Move to contact: When the formation gets within one hex of an enemy unit an engagement will begin the next turn.
Breakthrough: As per Move to Contact, but the formation,when an engagement starts, will attempt to move through the enemy formation. Start a Breakthrough Engagement
Destroy: The unit does not expend any SMP’s this turn, but instead attacks structures or terrain. An entire urban hex may be reduced to rubble (1 turn for light, 2 for Medium, 5 for Heavy and 10 for hardened) or a specific objective building may be destroyed. Woods may be degraded from Heavy to light in 10 turns, or from light to rubble in a further 10 turns.
[Optional Rule – For each unit, add up the total damage it can do in each turn and multiply by 10. This is the amount of CF of damage the unit can cause. Subtract 10 shots of ammo for each unit. Alternatively, calculate only using energy weapons, in which case no ammo is expended.]
Evade/Shadow: The unit expends SMP’s normally but may save any unspent SMPs (place a die on the unit to show how many SMP’s it has remaining). If an enemy formation with a slower maximum movement gets within one hex, the evading unit may spend saved SMP to move one hex directly away. It may continue to do this until it runs out of SMP.
Defend/Ambush: The formation does not expend SMP this turn. Instead, it may do any of the following:
- 50% of units per turn (BattleMechs and Vehicles) may be placed in Hidden Deployment in suitable hexes (only if no other formations are in visual or sensor range).
- If the unit has Combat Engineers, then one fortified position may be constructed per platoon of engineers per turn.
- If an Engagement begins, the defending player must set up on the table first.
- Infantry may “dig in” (TO: AR), or may enter any building and be placed in Hidden Deployment.
Equipment Affecting Movement
Triple Strength Monomer: Units with TSM may increase their walk rate but start any engagement with 9 Heat. They may also be easier to detect by IR Sensors.
Supercharger/MASC: Units with this equipment may increase their movement points by 1.25 x walking (or 1.5x walking for both) but must make one test per strategic turn at 3+. Players may increase the movement to 1.5x (x2) but must make 2 checks per strategic turn at 5+. x1.75 (2.25) requires 4 checks (at 7+) and x2 (x2.5) requires 6 checks ( at 10+). Apply results for a failed test as per TW/AS.
Stacking
No more than 20 hexes worth of units from each player may be placed in 1 strategic hex. Units that are mounted do not count towards this value. Vehicles and Infantry may stack (as per Total Warfare) in hexes.
This number is to represent formations moving in safe and good order, not bunching up (becoming more vulnerable to artillery) or blocking each other’s movement. While there are 16×17 hexes on each map, not all are suitable for movement, etc.
Forced March
A Formation may try to move as fast as possible through an area. The formations SMP are increased by 1.5x (Round to the closest 0.5). All Piloting Skill Rolls are made at +1, and each Strategic turn spent in forced march causes 1 Strategic fatigue point.
Cautious Movement
A formation may move carefully through an area. The formations SMP are decreased by half (Round to the closest 0.5). All Piloting Skill Rolls are made at -1, and each Strategic Turn spent in Cautious Movement restores 1 Strategic Fatigue.
Strategic Map
The Strategic Movement System should take place on 2 x 2 map sheets. You can use any map or use plain maps and add terrain.
Each hex on the Strategic Map in 1 BattleTech MapSheet (500m). Each hex is considered to have an overall terrain type, e.g. plains, rolling hills, open water, but each hex can also have additional terrain features e.g. light woods, roads, river, bridge.
Examples of Maps/Hexes:
| BattleTech Map | Terrain Type | Terrain Feature |
| Grasslands 1 | Plains | None |
| Grasslands 2 | Rough | River |
| Grasslands 3 | Rough | Light Woods |
| Open Terrain 2 | Plains | |
| Open Terrain 2 | Plains | |
| Woodland | Rough | Heavy Woods |
| Lakes | Plains | Large Lakes |
| Rolling Hills 1-4 | Rough | |
| Foot Hills 1-2 | Rough | |
| Forward Base | Plains | Medium Urban |
| River Com Centre | Plains | Medium Urban, River |
| Streams | Plains | River |
Units pay a number of SMP to enter a new hex. Units do not require a facing and can move in any direction.
The SMP cost for terrain type is shown below. Add the terrain feature modifier to the terrain type SMP cost.
| Terrain Type | SMP Cost |
| Plains | 1 |
| Rough (Hills) | 2 |
| Ultra Rough (Mountinous) | 3 |
| Water edge/Large Lakes | 2 (1 for Naval, Hover, WIGE) |
| Terrain Feature | SMP Cost |
| Change Elevation | BattleMechs +1 (Max of 2) Vehicles +2 (Max of 1) |
| Light Woods | +1 (Wheeled or Hover +2) |
| Heavy Woods | +2 (Tracked +3, No Wheeled or Hover) |
| Dense Jungle | +3 (No Ground Vehicles) |
| Crossing River (Depth 0/Fjord) | 0 |
| Crossing River (Depth 1) | +1* (No effect on Hover/WIGE) |
| Crossing River (Depth 2-3) | +2* (No effect on Hover/WIGE) |
| Road/Bridge | Ignore Terrain Features while on road Wheels and Tracked units gain +1 SMP. |
| Snow/Ice | +1 (No effect on Hover/WIGE) |
| Deep Snow/Swamp | +2*** (No effect on Hover/WIGE) |
| Light Urban | +1 |
| Medium Urban | +2 |
| Dense Urban | +3 |
| Moon-lit night | -1(Unless Spotlights Engaged/or reckless movement** used) |
| Complete Darkness | -2 (Unless Spotlights Engaged/or reckless movement** used) |
[*] These terrain features require one piloting skill per BattleMech to be made per Strategic Turn
[**] When using reckless movement at night, movement rates are normal, but all non foot infantry units must make a Drive/Pilot Skill roll or take damage equal to tonnage/10 in 5 point clusters.
[***] Each strategic turn make a Piloting piloting skill roll or become bogged down and miss a turns movement. On the next turn roll another piloting/drive skill roll.
Zone of Control and Reaction Movement
Each formation in the game projects a Zone of Control equal to its movement/2. If an enemy formation moves within this formation’s Zone of Control, the formation may intercept. The enemy formations’ movement ceases, and the intercepting formation is placed in the closest text adjacent to the enemy formation. This uses all of that formation’s movement points for this turn.
If the enemy formation has movement points remaining and has a higher movement rate than the intercepting unit, they may break contact and move away, continuing the formation’s movement.
If the enemy formation wants to move through an enemy formation which has more or equal movement points, then a breakthrough scenario begins.
Engagements
An engagement is defined as when two forces come within the Engagement Range of each other. Formations in the same hex or adjacent hexes are in engagement range. If two forces move into the same hex, they are contesting that hex. At this point, break out the maps and start your game of AlphaStrike/BattleTech.
The Force that wins the Engagement controls the battlefield and remains in that hex, while the loser can retreat back 1 hex along their original path.
If a formation has more movement points than the opposing unit, it may escape the engagement, unless the LoS range has been reduced to 0 or point blank (See Line of Sight). The two units are placed adjacent to each other but an engagement doesn’t begin.
Engagement Map
Most engagements occur on a 2 map sheet by 2 map sheet battlefield. Roll on an appropriate table, or select which maps to use based on the terrain on the Strategic Map. Players forces usually enter the map from opposite map edges dependent on the orientation of the engagement.
Reinforcements
When an engagement starts, other forces may be close enough to join the battle in a later tactical turn (remember there are 18 tactical turns in one strategic turn). Determine if any forces are close enough to the engagement to reach there in one strategic turns movement. If so, use the following formula to determine on which turn the reinforcements will arrive:
18 x (Number of hexes force is from battle/Movement of force) = Turn of arrival in battle (rounded up)
A medium strike lance is 5 hexes away from an engagement. The medium striker lance has a movement of 5/8. If the force uses a forced march they can arrive on turn (5/8) x18 = 12 (rounded up). At the start of turn 12 the medium striker lance deploys from the map edge into the fray!
Breaking Contact
Breaking contact stops an Engagement occurring. In the following situations contact is broken:
- One formation has more movement than another
- One formation retreats from the Battle (exiting via a map edge) and the other does not pursue
- One formation attempts to move away and the other does not wish to start/continue an Engagement
Contact is not broken if:
- After an Engagement, one unit attempts to leave the BattleField but another unit with equal or greater movement points decides to pursue – in which case a pursuit scenario begins.
- Forces with Broken Moral may not maintain contact and must move away from the enemy formations, if possible.
Evading and Shadowing
If a formation moves into contact with an enemy formation, the enemy formation may immediately evade if they have more movement points available than the slower opposing formation. Every time the slower formation enters a hex adjacent to the faster formation, the faster formation may immediately spend a movement point to move away. If the evading unit runs out of movement points (e.g. because it’s being pursued by more than one enemy formation), then a Pursuit Engagement begins. Both players set up on the same map. The evading player deploys anywhere on the one side of the map, and the pursing player enters the map from the same side.
Units may only pursue of the enemy is within Line of Sight/Sensor range.
When a formation has a higher movement rate than the enemy formation it’s in contact with. it may “Shadow” that formation. Each time the enemy formation moves a hex (in any direction) the “shadowing” formation immediate spend its movement points to move to a hex adjacent to that formation, until the “Shadowing” formation has no movement points left.
A DCMS Recon Lance with a move of 7 is in contact with an LCAF Assault Lance with a move of 3. When the LCAF Assault Lance moves 1 hex south, the DCMS Recon lance may automatically move 1 hex to follow the Assault Lance. Each time the Assault lance moves south the recon lance follows until the Assault Lance has spend all movement points. The DCMS still has 4 MP left. If a Lyran Striker Lance with movement of 5 then moves towards the DCMS Recon Lance and makes contact, the DCMS recon lance can break contact with the Assault Lance and switch to evading the Lyran Striker Lance. If the DCMS Recon Lance runs out of movement points, and the striker lanes moves to a hex adjacent an Pursuit Engagement begins.
Movement After Engagements
Forces may be able to expend movement points after an engagement dependent on the length of the engagement. For every 3 turns the Engagement lasts remove 1/6th (Rounded up) of the forces base Movement Points.
An Engagement starts between two Medium Striker Lances (each with 5 Strategic MP). After 6 Tactical Turns, once force has retreated (and the Opposing force has not pursued). The Engagement ends and each force reduces its strategic MP for the turn by 2/6ths (5/3=1.667 rounded up to 2), sp each force now had a base movement of 3 strategic movement points.
Detection Phase
Line of Sight
Each unit in BattleTech has a maximum Line of Sight as shown in the table below. Once LoS is established, an engagement begins unless one force decides to deny the engagement.
The LoS Range determines the distance between the Formations when an engagement begins. If the LoS Range is 0, combat starts within 7-12 hexes. The players roll initiative. The losing player places a unit, and the opposing player rolls 1D6+6 and must place their unit that many hexes from another unit. Repeat this unit all units are played. If the LoS Range is -1, it is at Point Blank range, and combat starts at 1D6 hexes.
| Unit | LoS range (Strategic Hexes) |
| BattleMech (Visual/IR Sensors) | 4 |
| Vehicle (Visual/ IR Sensors)/BA/ProtoMech | 2 |
| Infantry | 2 |
| VTOL (Level 10 over terrain) | 8 |
| VTOL (2+ Levels over terrain) | 4 |
| VTOL (1 Level over terrain) | 2 |
| AeroSpace Fighter (NOE) | 0 |
| AeroSpace (Visual at Altitude 2-8) | 1 |
| Aerospace (Sensors at Altitude 2-8) | 1/2/3 |
| AeroSpace Fighter (Altitude 9-10) | Not posible |
| Aerospace (Sensors at Altitude 9-10) | 0 |
| Target is | |
| Large (Ultra Heavy/Support vehicle) | +1 |
| Very Large (Mobile base) | +4 |
| Structure | +2 per hex PLUS +2 per Height |
| Formation contains a unit with heat | -1 per 5 Heat |
| Sensors (Require sensor roll) | Range |
| BattleMech Sensors (Radar) | 6 |
| Vehicle/BA/ProtoMech Sensors (Radar) | 5 |
| MagScan | 1 (not vs infantry) |
| Seismic Scans | 0 (Modifier: -2 Assault, -1 Heavy, 0 Medium, +1 Light,+2 Ultralight/Mechanised Infantry) |
| Modifers | |
| Woods | Block Visual/IR Sensors |
| Target Underwater | 0 (MagScan only) (Unless both forces are underwater) |
| Light Rain/Fog | -1 |
| Heavy Rain/Fog | -2 |
| Heavy Clouds (Low Altitude only) | Blocks visual LoS at the altitude of the clouds |
| Storm/Dense Fog/Sand Storm | Point Blank Range |
| Moon lit night | -1 |
| Units are using spotlights at night | +2 |
| Total Darkness | -2 |
| Equipment | |
| Light Active Probe/Watchdog/EW | +5 |
| Beagle Active Probe (Improve Sensors Quirk) | +6 |
| Blood Hound Active Probe | +7 |
| Clan Active Probe | +8 |
Sensors
When a unit comes within sensor range, the Formation can make a detection roll. Roll 2d6 (OPTIONAL ATOW: Add Intelligence+Sensor Skill Modifier). And consult the table.
If you are playing double blind rules (using an impartial GM), then when contact is made, you should place down a blip token. If you are not playing double-blind rules then assume both forces have access to satellite/orbital surveillance, in which can all units are shown as blip tokens. Optionally, you may elect to simplify the game and play with all tokens flipped up and showing formation type (but no other details shared with the opponent).
| Sensor Roll | Result |
| 2-4 | No Contact |
| 5-6 | Contact – No details (Blip Token) |
| 7-8 | Contact – Number and Type of Unit Determined |
| 9-10 | Contact – Size determined (Light, Medium, Heavy or Assault) |
| 11-12 | Contact – Exact tonnage determined. |
| 13-14 | Contact – Chassis type (Visual Only) |
| 15-16 | Contact – Exact Variant (Visual Only) |
| 17+ | Contact – Unique features (Visual Only) |
| Terrain | |
| Metalic Deposits | -4 (Radar/Mag Scan) |
| Dense Industrial Buildings | -4 (Radar/IR/Mag Scan) |
| Equipment | |
| Light Active Probe/Watchdog/EW | +5 |
| Beagle Active Probe (Improve Sensors Quirk) | +6 |
| Blood Hound Active Probe | +7 |
| Clan Active Probe | +8 |
| Enemy ECM | -6 (ECM is countered by a unit with ECCM) |
| Target has Stealth System | -6 Stealth Armour -8 Null signature system/mimetic camo -10 Void signature system |
Orbital Surveillance
Satellites, DropShips and even WarShips can be used to detect targets from orbit or on the High Altitude Map.
A unit on the high-altitude map or in space may make a surveillance test once per strategic turn. Units must be in the high altitude hex above the combat area, while those observing in a Low Orbit, 1 or more hexes from the Atmosphere/Space interface level. Satellites in Low Orbit remain over the Strategic Map for 10 Strategic Turns (they take 120 minutes to complete 1 orbit). Units with thrust points may remain in the same low orbit hex by expending 2 thrust points. A unit in orbit or on the High Altitude Map may observe the whole strategic area they are above (a Planetary Scale Hex), roughly 18 km (36 Strategic Hexes or a 2×2 Strategic Map sheet area.).
To make a surveillance test roll either a Piloting test skill test with the following modifiers [ATOW – Use Sensor Operations].
| Condition | Modifier |
| High Altitude Level 1 | -2 |
| High Altitude Level 2 | -4 |
| High Altitude Level 3 | -6 |
| High Altitude Level 4 | -8 |
| Atmosphere/Space Interface | -10 |
| Low Orbit (1 hex above interface) | -10 (-1 extra per hex from Lowest space hex) |
| Cloud Cover | -1 Light Cloud -2 Light Rain -3 Heavy Rain -4 Storm |
| Active Probe (AeroSpace) | +2 |
| Recon Camera * | +4 |
| Satellite Imager * | +6 |
| High-Resolution Imager * | +8 |
| Hyperspectral Imager * | Removes modifiers for weather. |
| Foot/Jump Infantry only | -8 |
| Target has Stealth System | -6 Stealth Armour -8 Null signature system/mimetic camo -10 Void signature system |
| Hidden Deployment units | -8 |
[*] See Tac Ops Advanced Equipment for details
A Union Class DropShip is station keeping in Low Orbit above the battlefield (-10 Modifier). It has a High Resolution Imager (+8 Mod) and a Hyperspectral Imager (ignores the Light clouds), for an overall modifier of 2. It targets a blip counter in a hex and rolls 2D6-2, achieving an 8. Contact – the Number and Type of Unit in all formations in that hex is determined
Strategic rules
Fatigue Rating
Fatigue Rating represents the tiredness forces face when they are performing stressful and high-tempo operations. After each Engagement, each formation (and sub-formation) increases its Fatigue Rating by 1 point.
Consult the table on page 219 of Campaign Operations for the effects of Fatigue Rating.
Technical Teams
A full Technical Team consists of 1 Technician and 6 AsTechs (A Technical Team Strength of 7) and can be transported in a unit with a Troop Capacity of 0.5 tons e.g. a Wheel APC with 0.5 tons of Troop Capacity can carry one Technical Team.
Crews and MechWarriors can count towards Technical Teams (ATOW They require any Technical skill at Rank 0 to qualify as an AsTech).
Rearming and Refuelling
Ground and Aerospace assets can be rearmed and refuelled in the field. The player’s formation (or just a sub-formation) must remain stationary, expending no SMP’s and must have the correct ordinance or fuel-carrying vehicle in the same strategic hex (which also must not have moved), along with a technical team. Each technical team may reload one unit at a time, with one ton of ordinence. Use the Rearming rules on page 209 of Campaign Operations and convert to Strategic Turns (rounding up).
Refueling a landed AeroSpace unit, adds 3 tons of fuel per Strategic Turn.
Repairs
Repairs can be carried out in this system (using rules in Campaign Operations), but due to the length of time taken for repairs, this may prove difficult. Round up all times when calculating Strategic Turns.
A Technical Team are doing field repairs on a Vindicator. The Vidicator has lost 10 armor points to the Central Torso. The base time is 5 minutes per point, so this will take 50 minutes, divided by 3 and rounding up, this is 16 Strategic Turns. The team could do a “rushed job” and reduce this to 25 minutes, or 8 Strategic Turns.
Search and Rescue/Medical
If any crew or infantry are “destroyed” they may be transported by a unit with appropriate transport space. If they are transported back to a hex with a MASH unit or field hospital, the survival check goes from being 9+ to 7+. (OPTIONAL/ATOW Roll 1d6 to assign a number of hits after treatment – a result of 6 causes 5 hits but also a loss of limb.)
Coolant Truck
Coolant trucks, if in the same hex as a BattleMech, reduce the heat levels of any Mech to 0. If a Mech has taken 2 Engine hits and lost non-engine located heat sinks, it can overheat even while walking. Moving the Coolant truck alongside the BattleMechs formation prevents this overheating. Cooland trucks are less necessary with the advent of double heat sinks.
Adjusting Formations
If two formations are in the same or adjacent hexes, they may reorganise their Table of Ordenance and Equipment. Units can be moved between formations, and new Formation and Sub-formation commanders can be selected if the previous ones are injured or dead. This process takes a strategic turn without any movement to reset command codes and Friend or Foe Transponders.
Morale
After each engagement, a morale check can be made as per the Morale rules pg. 172-173 Interstellar Operations: BattleForce
AeroSpace Operations
AeroSpace Stance
At the start of each strategic turn, players should choose from one of the following AeroSpace stances
Offensive – In this stance, Aerospace forces will challenge any enemy Aerospace assets that are airborne. In this case, begin an Aerospace Engagement. Each engagement causes 1 Strategic Fatigue Point.
Combat Air Patrol (CAP) – In this stance, the players’ Aerospace assets loiter over a specific hex on the low altitude/strategic map. The player should choose an altitude (on the low altitude map). If another Aerospace force declares an Offensive stance, then an Aerospace Engagement begins. 1 strategic turn using the CAP stance requires 20 fuel points. Every 10 strategic turns at CAP status causes 1 Strategic Fatigue Point.
Alert, Ready – In this stance, the players’ Aerospace assets are on the ground but are on the runway, fueled and ready to fly with crews onboard. They can take off on any Aerospace/Ground tactical turn. Every 10 strategic turns at Alter, Ready status causes 1 Strategic Fatigue Point. Units may be reloaded while in this stance (although doing so involves the risk of fuel/ammo trucks being on the runways).
Alert, Standby – In this stance, the players’ Aerospace assets are on the ground but are on the runway, fueled and ready to fly. Although the pilots are ready, they are not yet in their units. It takes 6 Aerospace Tactical turns for the pilots to get to their units and take off. Units neither gain nor lose fatigue points. Units may be reloaded while in this stance (although doing so involves the risk of fuel/ammo trucks being on the runways).
Stood down – In this stance, the players’ Aerospace forces are in secure hangars and the pilots are not ready. It takes 18 tactical turns or 1 strategic turn to change to another status. Every turn in this status removes 1 fatigue point. Units may be reloaded while in this stance in safety.
Changing Altitude and Landing
One strategic turn is three space turns and 18 aerospace tactical turns. Use this to calculate the number of strategic turns (rounded up) it takes for a unit to ascend or descend.
A Union DropShip is on the Space/High Altitude map 2 hexes from the Space/Atmosphere interface in a low orbit. In 1 space turn (1 minute) the Union expends 1 thrust point to set its velocity to 1 and then moves one hex to the lowest space hex. It spends 2 thrust points to rotate 2 hex facings so the Union is facing away from the planet, with the engines towards the planet. At the end of the turn, gravity pulls the Union 1 hex towards the planet into the Space/Atmosphere interface level (requiring a piloting check), and its velocity is reduced by 1 to 0. Next turn (and in the subsequent three turns) gravity pulls the Union down one hex in a controlled descent from Atmopheric level 4, to 3, to 2, to 1, and then only the low altitude map where it descends 10 altuitudes (2 levels per tactical turn safely -50 seconds) and then takes 1 futrher tactical turn to land (1 tactical turn -10 seconds). The entire landing from Geostationary Orbit to Ground has taken 6 minutes (2 Strategic turns).
Loading and Unloading
Unloading and loading units onto a landed DropShip (or large support vehicle/naval vessel) can occur at two speeds – Cautious and Combat speed.
At cautious speed, each Strategic Turn, a DropShip may load/unload a number of units equal to its doors with no need for checks.
At combat speed, each DropShip can unload or load 18 x the number of doors in units per strategic turn. Each vehicle or BattleMech unit must make a Drive/Pilot skill check (-1 for each 2 turns spent). Infantry/Battle Armour/ProtoMechs do not need to check. For each Margin of Failure, the Mech takes Tonnage/10 damage in 5 Point clusters. Roll on the table below for damage to the DropShip, adding the Margin of failure to the roll.
| Roll (2d6) | Damage to DropShip |
| 2-8 | No Damage |
| 9-10 | Minor crash – units must try to exit again next turn |
| 11 | Major crash – ramp or bay door is damaged and can’t be used or closed until repair |
| 12 | Catastrophic crash – Bay is destroyed and can no longer be used. |
| 13+ | Internal Damage – Bay is destroyed and can no longer be used. DropShip takes 1 SI damage plus another 1 for each result above 13 |
In a strategic turn AeroSpace fighters in a space hex can either be recovered or launched with no test.
For rules on loading Cargo see Campaign Operations Page 220.
For rules on Airborne Deployment see Strategic Operations Page 20.
Airbourne Spheroid Movement
Spheroid DropShips at altitude 1-10 on the low altitude/strategic map, may hover (as mer Total Warfare) and move laterally 8 hexes per strategic turn and then may hover, descend (or land) or ascend. Calculate fuel expenditure for 18 Aerospace turns per strategic turn.
Indirect Artillery Fire
Flight Time
As each Strategic Turn is 18 Tactical Turns, the flight time of most artillery is 0 (with the exception of Cruise Missiles).
Barrage Fire
Artillery Barrages are attacks made using artillery attacks in a Strategic Turn that saturate a strategic hex with fire. No artillery roll is required due to the general blanketing effect of the attack. Due to the random nature of the artillery barrage, these rules already account for scatter.
To target an Artillery Barrage at a hex, there must be a friendly spotter unit within visual range of the target hex.
An Artillery Barrage consists of 1-6 shots, which are targeted at one Strategic Map hex. Artillery Barrages are declared before initiative, and the hex targeted noted down in secret. Flight time is determined as per Total Warfare.
When a barrage hits a hex, determine the number of occupied BattleTech map hexes in that strategic hex are occupied using the stacking rules.
Roll 3D6 for the barrage and consult this table to determine if a round hits. If the round hits, roll randomly to determine which unit it hits.
| Roll (3D6) | To hit formation size – | Other units takes AOE damage. Roll 1d6 |
| 14+ | Level 3 Reinforced company/trinary (13-20 units) | 1-2 One additional unit at range 2 3-4 Two additional units at range 2 5 One additional units at range 1 6 Two additional units at range 1 |
| 15+ | Level 3 Company/Binary (7-12) | 1 Hits target unit only 2-3 One additional unit at range 2 4 Two additional units at range 2 5 One additional units at range 1 6 Two additional units at range 1 |
| 16+ | Level 2 (3-6) Lance | 1-4 Hits target unit only 5 One additional unit at range 2 6 two additional units at range 2 |
| 17+ | Level 1 – Team (2 Hexes) | 1-5 Hits target unit only 6 One additional unit at range 2 |
| 18+ | Level 1 – Single unit (1 Hex) | 1-4 Hits target unit only 5 Hits this unit at range 2 6 Hits this unit at range 1 |
[Optionally – arrange the units on one mapsheet and use a random number generation to choose co-ordinates (1-17 x 1-16) for each shell landing]
Targeting Structures
To target a specific structure/objective/landed DropShip/immobile unit (occupying a number of hexes on a BattleTech map Sheet) with indirect artillery fire, there must be a friendly spotter unit within visual range of the target hex. Artillery is then resolved as per Total Warfare. Each artillery piece can fire up to 18 shots per Strategic turn, but in most situations, each artillery piece will wait for each shot to land and the spotter will send adjustment data back. Once a target is zero in (or if TAG is used) then a full 18 shots per turn could fire and hit.
