From: melody@grad00.math.ncsu.edu (Patrick Melody)
Subject: Btech: Omega Rules 
Organization: NCSU Computer Science Dept.
Date: Fri, 6 Nov 1992 22:24:21 GMT

Many people have asked for BattleTech Omega Rules (the last (yeah, right) word
in battle technology).  This is the most recent, coherent version that we
have.  Version 1.2.2 will come out soon, mostly with greatly clarified/
expanded Arrow rules, as well as a few other things.  Hall Moore can be
reached at moore@gibbs.oit.unc.edu, and I can be reached at    
melod-pj@lancelot.csc.ncsu.edu.  So, here are the rules and when ver. 1.2.2
is ready it will be posted here. (Unless rec.games.mecha happens first, which
will then be the place where is stuff goes.)



BattleTech Omega Rules
Rev. 1.2.1

     The following changes apply.  (Note: These are changes.  All rules 
which are not contradicted remain in effect.)  All new rules are Copyright  
1992 by Hall L. Moore III.  Permission granted to copy, use, and 
distribute; as long as no profit is made, and this copyright notice remains 
intact.  All other rights reserved.  BattleMech, BattleTech, Mechwarrior, 
and 'Mech are trademarks of FASA corp, used without permission.

New BattleTech Rules read me

     These new rules (hereafter known as Omega rules) were written over a 
period of two years by me (Hall Moore) with much help and play testing 
provided by Patrick Melody, Steve Lindsey, and others.  These rules make 
radical changes to the BattleTech game and may not be for you.  First of 
all, some changes (espec. new missile rules) require COMPLETE redesigning 
of all Battlemechs (FASA designs won't work).  This is a tremendous amount 
of work (believe me).  (A compendium of Omega Battlemechs is now available: 
send mail if interested.)  Secondly, Omega rules place emphasis on more 
realistic and / or faster and / or more dramatic WARGAMING.  In our 
campaign, advanced technology is ubiquitous: 50+% of our 'mechs have endo-
steel, all but 2 designs (out of over 100) have 2x heat sinks, C3 is 
universal, etc.  We don't really worry about limited spare parts or cost 
(just like the Pentagon).  (Although, we have managed to run a mercenary 
company (The Orbital Ninja Death Commandos :-)) for almost 2 years of game 
time earning Mercenary's Handbook salaries and paying Compendium prices for 
new 'mechs.  We're not making a bundle, but we've stayed out of the red.)  
Our designs are all optimized for maximum battlefield effectiveness: not 
economy, not maintainability.  We often run battles with >1000 tons of 
'mechs to a side.  We prefer assault and heavy 'mechs, but some mediums and 
a few lights are seen from time to time.  Some may not like this style: 
don't use our rules.  Some may even accuse us of munchkinitis: don't bother 
flaming us (we all have 3050 double strength asbestos longjohns).  When we 
want to roleplay, we play AD&D or Shadowrun.  When we want to wargame, we 
play Battletech at the company level.  You don't have to play this way.  
These rules as posted probably DO have some (many?) holes / inconsistencies 
/ unclear areas in them.  Send mail with comments, questions, and 
suggestions.  Have fun!

     Note on grammar:  Often the rules will refer to a 'mech: eg. "the 
target 'mech".  This term reflects our almost exclusive usage of 'mechs, 
rather than vehicles, VTOLs, etc.  Usually, the reference applies for any 
unit.

     Coming soon in Omega Rules 1.2.2: Vehicle rules, laser guided 
artillery, greatly expanded Arrow rules, and perhaps a few other things
as well.


New Autocannon Rules

     *Machine guns and all autocannons with the exception of AC/20s can 
fire multiple rounds in the same turn.
     (This brings the smaller ACs up to a reasonable rate of fire.  1 round 
every 10 seconds is not TOO unreasonable for a large gun (AC/20), but is 
ridiculous for a smaller caliber weapon (AC/2 and 5).  Many modern weapons 
in the 2030 mm class have rates of fire >50 rounds / sec, and even 120 mm 
MBT (main battle tank) guns can fire more than one rounds in 10 sec.  Some 
people have commented that FASA rules already state that AC's fire multiple 
rounds per turn.  I must have missed this, but semantics are not the point.  
The point is that the vanilla AC/2 sucks completely, but the new one is 
great.)

     *This extra fire uses extra ammo and generates extra heat (like the 
old AC/5 Ultra).

     *Each AC round does damage according to the AC number (each AC/2 hit 
does 2 points of damage).  Each machine gun hit does 1 point of damage.

     *Fractional heat quantities are always rounded up for each weapon 
before being added to heat scale (2 MGs firing 4 rounds each generate 2 
heat, not 1 (0.4 + 0.4 = 0.8 > 1) or 0 (0.4 > 0 + 0.4 > 0 = 0)).

Inner Sphere Autocannons
     Weapon     Max Rounds/Turn     Heat/Round     Ammo/Ton
     AC/20            1                 5              5
     AC/10            2                 3             10
     LB 10-X          2                 2             10
     AC/5             4                 2             20
     Ultra AC/5     4 / 4               1             20
     AC/2            10                 1             50
     Machine gun     10                0.1           200

Clan Autocannons
     Weapon     Max Rounds/Turn     Heat/Round     Ammo/Ton
     LB 20-X          1                 4              5
     LB 10-X          2                 2             10
     LB 5-X           4                 1             20
     LB 2-X          10                0.5            50
     Ultra AC/20    1 / 1               4              5
     Ultra AC/10    2 / 2               2             10
     Ultra AC/5     4 / 4               1             20
     Ultra AC/2    10 / 10             0.5            50
     Machine gun     10                0.1           200


     *A modifier based on the number of rounds fired is applied, and the 
hit roll made.

Rounds Fired:  2     3     4     5     6     7     8     9     10
Modifier:     -1    -1    -2    -2    -2    -2    -3    -3     -3

     *If a hit is made, roll on the appropriate table to see how many 
rounds actually hit.

Autocannon:                           AC/2
Rounds Fired:     2     3     4     5     6     7     8     9     10
          2       1     1     1     1     1     1     1     1     1
          3       1     1     1     1     1     1     2     2     2
          4       1     1     1     1     1     2     2     2     2
          5       1     1     1     2     2     2     2     3     3
     2d6  6       1     1     1     2     2     3     3     3     4
          7       1     1     2     2     3     3     3     4     4
          8       1     1     2     2     3     3     4     4     5
          9       1     2     2     3     3     4     4     5     6
          10      1     2     3     3     4     4     5     6     6
          11      2     2     3     4     5     5     6     7     8
          12      2     3     4     5     6     7     8     9     10

Autocannon:           AC/5             AC/10
Rounds Fired:     2     3     4          2
          2       1     1     1          1
          3       1     1     1          1
          4       1     1     1          1
          5       1     1     1          1
     2d6  6       1     1     2          1
          7       1     1     2          1
          8       1     2     2          2
          9       1     2     3          2
          10      2     2     3          2
          11      2     3     4          2
          12      2     3     4          2


     *LB -X ACs may still fire conventional ammo or cluster ammo.  If 
standard ammo is used, use treat the LB -X as a standard autocannon, using 
the above tables.  If cluster ammo is used, roll on the appropriate table 
below to determine how many 1 point fragments hit.  Each 1 point fragment 
gets its own hit location roll (yes, it is a lot of rolling, but there's no 
other way to preserve the shotgun effect).
 
Autocannon:                           LB 2-X
Rounds Fired:   1     2     3     4     5     6     7     8     9    10
          2     1     1     1     1     1     1     2     2     2     2
          3     1     1     1     1     2     2     2     3     3     3
          4     1     1     1     2     2     2     3     3     4     4
          5     1     1     1     2     2     3     3     4     4     5
     2d6  6     1     1     2     2     3     3     4     5     5     6
          7     1     1     2     3     3     4     5     5     6     7
          8     1     2     2     3     4     5     5     6     7     8
          9     1     2     3     4     5     5     6     7     8     9
          10    1     2     3     4     5     6     7     9    10    11
          11    1     3     4     5     7     8     9    11    12    13
          12    2     4     6     8    10    12    14    16    18    20


Autocannon:           LB 5-X                 LB 10-X        LB 20-X
Rounds Fired:   1     2     3     4          1     2           1
          2     1     1     1     2          3     5           8
          3     1     1     2     3          3     6           9
          4     1     2     3     4          4     7          10
          5     1     3     4     5          4     8          11
     2d6  6     2     3     5     7          5    10          13
          7     2     4     6     9          5    11          14
          8     3     5     8    10          6    12          15
          9     3     6     9    12          7    14          16
          10    4     7    11    15          8    16          18
          11    4     9    13    17          9    18          19
          12    5    10    15    20         10    20          20

     *Ultra ACs may fire at double normal rate of fire.  If double fire is 
desired, the AC gets two attacks in a single turn.  Two hit rolls are made:  
one for each attack.  For each attack that hits, roll on the appropriate AC 
table above (non LB -X) to determine how many rounds strike.  If the hit 
roll for the SECOND attack is a 2, the weapon jams and is useless for the 
remainder of the battle.

     *Each individual round or fragment which hits gets a separate hit 
location roll.

     (Note on AC tables:  If you have probably noticed, the AC/2 and LB 2-X 
have a much lower (rounds hit) / (rounds fired) ratio than the 5, 10, and 
20 cannons.  The rationale behind this is that the rate of fire bonus is a 
result of spraying fire over a large area.  This means that a hit is more 
likely, but it is unlikely that all rounds will hit.  On the other hand, 
the LB 20-X fires cluster ammunition in a very tight pattern.  This means 
that the to-hit bonus is small, but when a hit is scored, more fragments 
hit.  Intermediate ACs fall in between these two extremes.  If anyone is 
interested in a more mathematically precise explanation for the exact 
numbers on the tables, send mail.)

     *Clan LB-X autocannons now have the following tonnage/crit 
requirements:

            Autocannon         Tons     Crits
              LB-2X             4        1
              LB-5X             5        2
              LB-10X            7        4
              LB-20X            9        7

     (With Omega rules autocannons, the double fire rate of Ultras make 
them clearly superior to LB-Xs.  The only advantage LB-Xs have is the 
ability to use cluster ammo, which we did not feel was comparable to the 
ability to fire twice.  However,  from a construction viewpoint, Ultras 
weighed the same as same class LB-Xs, and cost one less critical space, so 
LB-Xs became pointless unless you were really bent on using cluster 
munitions.  Not wishing to make a class of weapon more or less non-viable, 
we slightly reduced the ton/crit requirements for LB-Xs.)

New Missile Rules

     *Missile racks may no longer be reloaded under battle conditions.  
Each 'mechwarrior may fire only as many missiles during a battle as each of 
his missile racks hold (an SRM 2 holds 2 missiles, etc.).  (No real 
fighting vehicle has self reloading missile racks on the scale described by 
FASA.  Those with reloads generally have only 1-4 in the ready to fire 
position (e. g. Roland, TOW).  Often, they require that their crews get out 
to reload.  Vehicles with really large scale missile racks (10+ missiles: 
(usually only rocket pods hold these numbers)) often have no reloads of 
their own, but require separate vehicles to carry more.  If you look at the 
size of the missiles in BattleTech artwork, it's easy to see that all the 
reloads suggested by FASA could not possibly fit in the 'mech.  A prime 
example of this is the Mad Cat on the cover of the heavy omnimech 
miniatures box.  Our response to this was to say that an LRM 15 had 15 
missiles in it, period.  When they were gone, you're out of ammo.  To 
further increase realism, we made each individual missile more powerful.)

     *Arrow IVs are now called Arrow Vs because we like it better that way.

     *The number of missiles which may be fired from a given rack in a 
single turn is extremely limited (see chart below).  (There are two reasons 
for this.  First, we didn't want a 'mech to be able to fire all of its 
missiles at once: that would kill anything (see damage values below).  
Furthermore, when real life missiles are mounted as close together as FASA 
missiles, they can't be launched together.  If you try it, the blast of 
exhaust from one missile destabilizes its neighbors and accuracy is badly 
degraded, if not completely lost.)

     *A separate to-hit roll is made for each missile fired on a given 
turn.  Each missile may have a separate target (penalties for secondary 
targets apply).

     *SRMs do 15 points of damage and generate 5 heat per missile.  LRMs do 
10 points of damage and generate 3 heat per missile.  Arrow Vs do 25 points 
of damage and generate 8 points of heat (6 heat for clan versions).  (After 
further play testing, the heat for SRMs was raised from 3 to 5.  The cooler 
version was a little too good.)

     *Damage from missile hits is no longer broken up into groups.  All 
damage from a given missile is applied to a single location (can you say 
'OUCH', boys and girls...).  This INCLUDES Arrow V missiles.

     *Streak technology may be used with any SRM rack.  The streak unit is 
built in to the SRM rack and takes up no critical locations.

     *Narc technology no longer exists (magnetic missiles??? let's be 
serious).

     *Swarm technology no longer exists (no more swarms of missiles).

     *An AMS unit may engage one missile per turn.  If multiple missiles 
are fired at a 'mech in a single turn, the pilot of the target 'mech may 
choose which missile to engage.  This decision to engage may be made AFTER 
the attacker rolls to hit', but must be made BEFORE any hit locations are 
rolled.  (AMS will not fire at a missile that would have missed anyway, but 
you can't decide to engage after you find out which missile is going to hit 
a really disagreeable location.)  AMS has a base target number of 4, 
modified by the defender's movement and heat.  A successful roll results in 
the destruction of the missile in question, with no damage to the defender 
from that missile.  Any attempt to engage a missile uses 2d6 units of 
ammunition.  If this exceeds the available ammunition, the results of the 
to-hit roll still stand.  Direct fire Arrow V missiles MAY be engaged with 
AMS.

     *On all missile racks, one half of all critical spaces (rounded up) 
must be designated as ammunition.  (Note that the SRM 2 uses its only 
critical location for ammo).  A hit on any of these locations explodes all 
remaining missiles in the rack.

Missile Guidance

     *All missiles are now guided.  There are six types of missiles:  
Streak (STR), infrared (IR), semi-active radar homing (SARaH), active radar 
(AR), anti-radiation missiles (ARMs), and laser guided missiles (LGMs).  In 
addition, there are countermeasures against these missiles.  A given 
missile must use one and only one of the above guidance methods.  Various 
guidance types may be mixed on a single missile rack.  (FASA missiles' are 
actually more like rockets.  Real missiles have guidance mechanism(s).)

Streak

     *Streak missiles are wire guided, optically tracked missiles.  Inside 
each missile is a spool of wire.  When the missile is fired, it unreels 
wire behind it.  The operator of the missile guides the missile by simply 
keeping his sighting cross hairs on the target for the duration of the 
missile's flight.  A computer tracks the missile and transmits course 
corrections to it via the wire.  In game terms, Streak missiles function 
much like their original counterparts.  If the hit roll is failed, the 
missile does not fire.  If the hit roll succeeds, the missile fires and 
hits.  Only SRMs may use Streak guidance.

     *Streak racks may have other types of missiles (or rocket pods) loaded 
in them.  (We always allowed for this, but I don't think that it was stated 
elsewhere.)

Infrared

     *IR missiles home in on the heat given off by a Battlemech.  They use 
normal missile hit numbers (4 / 6 / 8 at S / M / L range, with modifiers to 
LRMs and Arrows fired within minimum range).  In addition, the attacker 
receives a  bonus based on the quantity of heat generated by the target 
during that round.  To find this number, add up all the heat points due to 
movement (walk, run, or jump), weapon fire,  etc.  The following modifiers 
apply:  0 at 0 heat, -1 at 110, -2 at 1120, -3 at 2130, -4 at 3140, -5 
at 4150, etc.  (Actually, considering current stateoftheart, and 
considering the amount of heat generated by a Battlemech, it is hard to 
believe that an IR missile could possibly miss.)

Semi-Active Radar Homing

     *SARaH missiles home in on radar waves reflecting off of their target.  
They require a friendly unit to illuminate the target with the Artemis IV 
system.  The target must be illuminated from the same direction (plus or 
minus one hex side) as the inbound missiles.  The illuminating unit must 
have LOS to the target, but the firing unit need not.  If the firing unit 
has LOS and Artemis, it may provide its own illumination.  If the firing 
unit does not have LOS, a friendly unit may provide illumination.  The use 
of a friendly unit for illumination incurs no penalty, and there is no 
penalty if the firing unit cannot establish LOS.  SARaH missiles get a 
modifier to the final hit number based on the target's tonnage:  -2 for 
light 'mechs, -2 for medium 'mechs, -3 for heavy 'mechs, and -3 for assault 
'mechs.  It is no longer necessary for each launcher to have its own 
personal Artemis.  Artemis usage must be declared during the reaction 
phase.  There is no upper limit to the useful range of Artemis (in reality, 
EM radiation strength decreases according to the square of the distance, 
but it's a real pain to do lots of bonus-decrease-due-to-range 
calculations).

Active Radar

     *AR missiles work in much the same way as SARaH missiles, except for 
the fact that they provide their own target illumination.  For this reason, 
no LOS to the target is needed (not even from another friendly unit) and 
there is no penalty if a LOS cannot be established.  However, due to the 
fact that the radar illumination provided by the small radar unit in the 
missile is much weaker than that of the Artemis unit, AR missiles receive 
only the following bonus, based on target tonnage: -1 for light 'mechs, -1 
for medium 'mechs, -2 for heavy 'mechs, and -2 for assault 'mechs.

Anti-Radiation Missiles

     *ARMs are very similar to SARaH missiles in that they home in on radar 
waves provided by something else.  An Artemis unit which is providing 
illumination for SARaH missiles is like a bright searchlight shining across 
the battlefield.  ARMs home in on active Artemis units.  An ARM may only be 
fired at a target with Artemis, and only during an attack phase in which 
the target is providing illumination for SARaH.  ARMs get a -3 bonus on 
their hit numbers, and ECM and chaff are ineffective.  ARMs must be 
launched from within the firing arc of the target Artemis unit.

Laser Guided Missiles

     *LGMs make use of a friendly unit for guidance.  The friendly unit 
shines a weak laser on the target with TAG, and the missile homes in on the 
dot.  The TAGging unit must make a successful hit roll based on TAG ranges, 
movement (attacker and defender), etc.  If the TAG is unsuccessful, ALL 
missiles relying on that TAG will miss.  If the TAG hits, each LGM using 
that TAG will hit on a roll of 4 or better on 2d6.  Laser guided LRMs and 
Arrows fired from within minimum range suffer standard minimum range 
penalties on this roll.  It is possible for two units to TAG the same 
target, but the firing unit must specify which TAG each missile will 
attempt to use.  If that TAG fails, those missiles will miss, regardless of 
the results of the other TAG attempt(s).  Note that the movement and 
condition of the firing unit do not affect the probability of a hit: only 
the TAGging units are important.  C3 units do not provide TAG capability.  
The TAGging unit must make its TAG attempt from the same general side as 
the missile firing unit:  the inbound missiles must have a reasonable 
chance of "seeing" the laser spot.

     *LGM hits are determined as follows.  When a TAG is successfully made 
(the hit roll is successful), determine a hit location for the TAG (make a 
note of this location, no damage is done by the TAG itself).  Roll 2d6 for 
each inbound missile as noted above.  A 2-3 misses, 4-8 hits at a random 
location, and 9+ hits at the same location hit by the TAG.

Arrow Vs

     *Each Arrow V launcher carries 5 cruise missiles.  One missile may be 
fired per turn.  Direct fire versions are available with all guidance 
mechanisms except Streak and SARaH.  Arrow fire is now resolved as follows.  
When launched, the range from the launcher to the target is determined 
((min) S / M / L).  Inner Sphere ranges are (12) 1-17 / 18-34 / 35-85.  
Clan ranges are (6) 1-17 / 18-34 / 35-102.  Based on this initial range, a 
base to-hit number, modified by the attacker's movement and heat, is 
written down (LGM numbers are NOT modified by the launcher's movement and 
heat).  An Arrow can fly 17 hexes per turn.  If the missile is able to fly 
to the intended target in a single turn, the attack may be resolved 
immediately (just like any other missile attack).  Otherwise, the missile 
must fly to the target.  A marker for the missile is placed on the board 
immediately in front of the firing unit (this counts as 1 hex moved; if the 
firing unit has twisted its torso, the marker is placed 1 hex side to the 
appropriate side; the missile always begins movement facing away from the 
launcher).  The missile must move at least 9 hexes and no more than 17 
hexes per turn.  The missile may only change facing twice per turn, and may 
only rotate 1 hex side in a single hex.  The firing unit need not maintain 
LOS to the missile or the target.  Arrows need not maintain LOS to the 
target or the firing unit.  Arrows are always moved during the weapon 
phase.  If an Arrow moves on to the hex occupied by the target 'mech, the 
missile may attack.  When an arrow attack is resolved, the initial target 
number (written down at launch) is further modified by the defender's 
movement during the MOST RECENT movement phase and by the missile's 
guidance system (AR, IR, etc.).  For LGMs , a friendly 'mech must TAG for 
the missile in the turn it strikes (see LGM rules).  Arrow Vs are not 
affected by terrain (except for partial cover and depth one water).  When 
the attack is resolved partial cover and hit location are determined based 
on the direction from which the missile approaches the target (it is 
possible to have the missile fly around the target and attack from behind).  
If the missile is unable (or unwilling') to reach the target in a given 
turn, is is moved again in each weapon phase.  If it runs out of fuel 
before it reaches the target, it will crash with no damage to anyone.  
Inner Sphere arrows can fly for 5 rounds, Clan arrows can fly for 6 rounds.
     All Arrow V missiles are direct fire:  the artillery version no longer 
exists.  Arrow artillery units may fire missiles onto the battlefield from 
positions off the mapsheet.
     (FASA's rules for Arrows were rather klunky, ill suited to large (4+ 
mapsheet) battle fields, and they didn't do justice to the amazing 
flexibility of cruise missiles.)

Countermeasures

     *Expendables: Expendables are countermeasures which provide temporary 
protection and are used up' or expended.  This class includes flares, 
chaff, and smoke screens

     *Flares are used to decoy IR missiles.  Three flares weigh 0.25 tons.  
A 'mech equipped with flares (no matter how many) must designate one 
critical space for flares (see chaff below).  If this location is hit, no 
more flares may be fired.  When an IR missile is fired at a player he may 
elect to use flares, but does not have to.  Use of flares proceeds as 
follows.  First, all IR missile hit rolls are made.  If any missiles hit, 
flares are fired.  The defender rolls 2d6 for each successful missile.  The 
target number is 7, and this number is never modified.  A success indicates 
that the missile has been diverted by the flares and will miss.  After all 
rolls have been made, 2d6 are rolled to find out how many flares were used.  
If this number is greater than the number of remaining flares, the results 
still stand.  Note that a single burst of flares (2d6) can divert any 
number of inbound missiles.  If flares are mounted in the legs, the may not 
be used when the 'mech is in depth 1 water.

     *Chaff is used to decoy SARaH and AR missiles.  Three chaff cartridges 
weigh 0.25 tons.  A 'mech equipped with chaff must have one critical 
location for chaff, as with flares.  However, is the player so chooses, 
both flares and chaff may be placed in the same critical location.  A hit 
on this spot would destroy both the flares and the chaff.  Chaff usage is 
resolved in the same way as flare usage.  If chaff are mounted in the legs, 
the may not be used when the 'mech is in depth 1 water.

     *Smoke screens are generated by spraying oil on a 'mech's heat sinks.  
A player declares that he is using his smoke screen during the reaction 
phase.  For the following attack phase (weapon and physical), the hex 
occupied by that 'mech is obscured by smoke.  All attacks into or out of 
the smoked hex are at +2, and the smoke blocks LOS (as any other smoke).  
Furthermore, all attempts to use laser or optical designation (TAG or 
Streak) in to or out of a hex which is filled with smoke for any reason are 
at +4.  One critical space must be devoted to smoke screen equipment, and 
each use requires 0.25 tons of oil.  Smoke screens are not effective on 
turns when the smoking mech has moved 10 or more hexes or has jumped. Smoke 
screens may not be used if all of a 'mech's heat sinks have been destroyed.

     *Non-Expendables:  These are countermeasures which can be used 
indefinitely without being used up.  This class includes IRCM and ECM

     *Infrared countermeasures (IRCM) attempt to confuse IR missiles with a 
rapidly pulsating heat source.  It requires 1 ton and 1 critical space on 
the 'mech.  When in use, all attempts to hit with IR missiles are at +1.  
If the critical location is hit, the IRCM unit becomes non-functional.

     *ECM attempts to jam the guidance radar used by missiles.  An ECM unit 
has a  rating of I, II, or III.  An ECM unit may be set in the reaction 
phase to operate in any mode equal to or less than its rating, or it may be 
turned off entirely.   ECM I requires 1 ton and 1 critical space on a 
'mech.  ECM II requires 2 tons and 3 crits on a 'mech.  ECM III requires 7 
tons and 10 crits on a 'mech (Inner Sphere tons / crits.  See below for 
Clan numbers).  

     *Mode I gives a +1 penalty to SARaH and AR missiles aimed at the 
'mech.  Mode I generates 1 heat point.  

     *Mode II adds +1 to the target number for any radar guided missile 
aimed at any target within 3 hexes of the ECM II unit.  In addition, C3 
units and Beagle probes within 2 hexes are jammed, as are C3 links passing 
within 2 hexes.  Mode II generates 2 heat points.

     *Mode III gives +1 to all radar guided missiles aimed at any target 
within 7 hexes of the unit, it jams C3 and Beagle units within 4 hexes, (as 
well as disrupting C3 links passing within 4 hexes), and it gives +2 to all 
radar guided missiles aimed at targets within 2 hexes of the unit.  Mode 
III generates 4 heat points.

     *ECM modifiers are cumulative, so a 'mech with ECM mode I standing 2 
hexes from a 'mech with ECM mode III would add +3 to AR and SARaH target 
numbers.

     *NOTE:  A hidden unit may not use ECM to jam C3 or missiles.  If it 
does this, it will be exposed.  It may, however jam Beagle Probes without 
being discovered (that's the point of jamming the probe).  A unit with a 
Beagle Probe which is being jammed will know that it is being jammed.

Firing on Hexes and Infantry

     *The above six types of guidance mechanisms are not well suited to 
targeting hexes and infantry units.  They are not (usually) strong IR or 
RADAR emitters (see Artemis exception below).  They are not good RADAR 
reflectors, and any such reflections are filtered out by ground-clutter 
eliminating software.  There is no practical way to TAG a them either.  
Standard missiles receive a +2 modifier when fired at hexes or infantry 
(this is in addition to the +1 for firing at infantry).

Rocket Pods

     *A 'mech pilot may elect to load any or all of the tubes on his LRM or 
SRM (Streak or nonStreak) missile racks with rocket pods.  Each pod 
carries a large number of unguided rockets which are fired together and 
saturate the target HEX with submunitions.  They have the same ranges as 
the missiles which go in their rack (SRM racks hold SRM rockets, LRM racks 
hold LRM rockets, Arrow V rockets do not exist).  Rockets may only be fired 
at hexes, using standard modifiers for such shots.  Rocket pods may carry 
explosive, inferno, FAScaM, or countermeasures warheads.  Regular missiles 
do not carry inferno, FAScaM, or countermeasures payloads.  AMS may not 
engage rocket salvos.  If the attack roll for a rocket salvo fails, use 
standard scatter rules to determine the hex hit.  No rocket may scatter 
beyond its maximum range.

Explosive Rockets

     *A salvo of explosive rockets saturates the hex hit with small bombs.  
Any armored unit in the hex hit will take 4 one point hits from LRM 
rockets, and 6 one point hits from SRM rockets  These hits are assigned to 
randomly determined locations.  Infantry platoons in a hex hit with 
explosive rockets are wiped out completely.

Countermeasures Rockets

     *In addition to the normal explosive warhead, rocket pods can be 
fitted with countermeasures warheads.  These include payloads of chaff, 
flares, and smoke.  In the REACTION phase, a player with countermeasures 
warheads may declare fire at any hex within range and LOS.  These attempts 
are resolved before the weapon and physical attack phases.  The player 
fires the rockets at the hex, and the actual hex hit is determined.  The 
payload of countermeasures is activated in the hex the rockets hit.   
During the weapon and physical attack phases, attacks through such a hex 
are penalized as follows.  IR missiles receive penalties of +2 for each 
rocket salvo which deployed flares in a hex through which it must fly.  
SARaH and AR missiles are penalized +2 per rocket salvo which deployed 
chaff in a hex through which they must fly.  In both cases, an LRM or an 
SRM rocket salvo will deploy countermeasures in one hex.  One rocket pod 
will smoke one hex.  All weapon attacks are then resolved using standard 
smoke rules:  attacks into or out of a smoke hex are at +2 (+4 for TAG and 
Streak), and smoke blocks LOS.  Countermeasures remain effective for 1 turn 
(weapon and physical attacks).  Under no circumstances can a 
countermeasures salvo do damage to any unit.

FAScaM (Thunder) warheads

     *Rocket pods can also be fitted with FAScaM warheads.  One rocket pod 
will mine one hex.  If a unit is in a hex which is hit by a FAScaM 
munition, it takes no damage, but must roll to avoid hitting a mine when 
leaving the hex.

Inferno Rockets

     *Rockets may be fitted with inferno warheads.  The hex hit is engulfed 
in flames for two entire turns, beginning with the current weapon phase.  
Armored units ('mechs, armored vehicles, etc.) receive 6 extra heat points 
for each movement phase in which they begin movement in an Infernoed hex.  
They receive 3 heat points for each flamed hex through which they move on a 
given movement phase.  Multiple inferno hits do not increase this heat, but 
they do extend the duration of the fire.  Vehicles need not roll to avoid 
explosion when attacked with infernos.  Any unarmored unit in an Infernoed 
hex is immediately destroyed.

Alternate Arrow V Payloads

     *Arrow Vs may be fitted with the following alternate warheads:  
explosive submunitions, countermeasures, FAScaM, and Inferno.  These 
missiles do not use any of the standard guidance mechanisms (IR, AR, LGM, 
ARM).  Instead, the rely on terrain following radar.  In game terms, this 
means that at launch, no target is chosen.  Rather, a flight path is 
designated.  Any three hexes on the flight path are designated target 
hexes.  The missile is launched and flown along the chosen flight path as 
described by the above Arrow V rules.  (Note that the flight path must obey 
the listed turning restrictions.)  When the missile overflies a target hex, 
it deploys its payload in that hex.  Explosive submunitions inflict 8 one 
point hits on any armored unit in a target hex, any unarmored unit in the 
hex is destroyed.  FAScaM Arrows mine the target hexes.  Any unit in the 
hex when it is mined must roll to safely leave the hex.  Inferno Arrows 
spread napalm in the target hexes.  Heat and damage is the same as inferno 
rockets.  Countermeasures Arrows are fired and moved in the reaction phase 
(like countermeasures rockets).  Countermeasures are dispensed in each 
target hex when the missile overflies it.  Treat these hexes as a hex hit 
by rocket countermeasures.  All three types of countermeasures are 
available for Arrows.

New Inner Sphere Missile Stats

Rack       Weight   Critical     Heat per     Maximum shots     Cost per     
Type                 Spaces      Missile        per Turn         Missile
SRM 2       1.5         1           5              1
SRM 4       3           2           5              1             8,000
SRM 6       4.5         3           5              1
Streak Unit 0.5         0          na             na     Streak unit:20,000

LRM 5       2.5         2           3              1
LRM 10      5           3           3              2             8,000
LRM 15      7.5         4           3              3
LRM 20     10           5           3              4

Arrow V    15          12           8              1            50,000

TAG         0.5         1          na             na               na

New Clan Missile Stats

Rack       Weight     Critical     Heat per     Maximum shots   Cost per     
Type                   Spaces      Missile       per Turn       Missile
SRM 2        1           1           5              1
SRM 4        2           1           5              1              na
SRM 6        3           2           5              1
Streak Unit  0           0           na            na              na

LRM 5        2           1           3              1
LRM 10       4           2           3              2              na
LRM 15       6           3           3              3
LRM 20       8           4           3              4

Arrow V     12           9           6              1              na

TAG          0.5         1          na             na              na


Clan Countermeasures

     *4 flares or 4 chaff weigh 0.25 tons.  3 smoke screens weigh .5 tons.

     *ECM I and IRCM are the same as Inner Sphere.

     *ECM II takes 2 tons and 2 crits.  Clan ECM Mode II  gives +1 to radar 
missiles within 4 hexes and jams C3, etc. within 3 hexes.  It generates 2 
heat.

     *ECM III takes 6 tons and 8 crits.  Clan ECM Mode III gives +1 to 
radar missiles within 9 hexes, jams C3, etc. within 6, and adds +2 to radar 
missiles within 3 hexes.  It generates 4 heat.


New Infantry Rules

     *There are essentially three kinds of infantry. The Inner Sphere 
fields foot and jump infantry, and the Clans field Battlearmor (note: Inner 
Sphere battlearmor is disallowed). Motorized infantry is obtained by 
mounting foot or jump platoons in vehicles, or by mounting battlearmor 
points on omnimechs.  

     *A foot or jump platoon (infantry platoon) consists of groups of 4 
soldier squads. A foot platoon has 6 squads (24 troops total) and a jump 
platoon has 5 squads (20 troops total).  There are various types of squads, 
each acting as a distinct component of the platoon, and squad types may be 
mixed and matched to form platoons in any manner. A foot platoon has 1 
walking MP and a jump platoon has 3 jumping MPs (or 1 walking MP).  
Motorized infantry movement is governed by their vehicles.

     *A battlearmor point consists of 5 elementals wearing battlearmor. A 
point has 3 jumping or 2 walking MPs.  Battlearmor units are considered 
armored units.

     *Infantry receive no gunnery skill modifiers.

     *Infantry platoons may stack' in the same hex with one other unit of 
any type (2 platoons, 1 platoon and one 'mech, etc.).

     *Attacks against infantry have a +1 modifier to the target numbers.  
This includes battlearmor

     *Infantry units do not face any particular hex side.  They may move in 
any direction and may change direction at any time.  Infantry do not spend 
extra MPs due to terrain.  Infantry can never enter water.  

Infantry Platoon Squads

     *There are 8 kinds of squads: rifle, laser, flamer, minesweeper, anti-
'mech, CRM (Close Range Missile), TAG, and Artemis.  Each squad in a 
platoon attacks as a unit.  Each squad makes a single hit roll, independent 
of the rest of the platoon.  Each squad must fire at a single enemy unit, 
but a platoon may fire at as many different targets as it has squads.

     *Individual squads may not be targeted.  Rather, the platoon as a 
whole must be targeted.  How damage is applied varies from weapon to 
weapon.  In general, one point of damage kills one soldier.  However, this 
is not always the case.  For "tight pattern" weapons (Lasers, PPCs, and 
Gauss Rifles), one hit kills one randomly chosen soldier.  (A single Gauss 
rifle slug can only hit one soldier, even though it does 15 points of 
damage.  These are obviously not good weapons for anti-infantry 
operations.)  For explosive ordinance (AC shells, missile warheads), one 
hit may affect one (random) squad.  In the case of a hit by an AC/20, 
AC/10, AC/5, SRM, or LRM; the squad would be wiped out.  An AC/2 hit would 
kill 2 members of a squad.  In the case of an LB-X hit, each 1 point shard 
that hit would kill one random soldier.  Rockets are the most effective 
anti-infantry weapons.  For details on their operation, see the missile 
section.

     *Anti-personnel pods no longer do 0-5 points of damage.  Instead roll 
on the LB 20-X cluster ammunition table to determine damage.  Randomly 
determine which soldiers are killed for each platoon in that hex.  (0-5 
damage was way too wimpy for a large explostion (0.5 tons of material, 
though that probably isn't all explosive) at that close range against 
unarmored targets. Also you only get to use them once.)

Rifle Squads

     *A rifle squad is composed of four soldiers, each armed with automatic 
rifles.  These rifles have an attack range of 1-2 / 3-4 / 5-6 (the old 
rifle squad shot out to 2 hexes = 60 m = cheap handgun ranges, not assault 
rifle ranges).  These weapons are ineffective against any armored unit.  
Each rifle squad does 1d6 damage against other infantry units.  For each 
soldier killed in the squad, subtract 1 from the die roll, with a minimum 
of 1.  (A squad in which two soldiers have been killed fires and hits.  If 
the damage roll is 1, 2, or 3; then 1 enemy soldier is killed.  On a 4, 2 
are killed; on a 5, 3 are killed, and on a 6, 4 are killed.)  To determine 
which soldiers are hit, randomly select from the entire target platoon.

Small Laser Squads

     *The four soldiers in a laser squad carry the one small laser, along 
with its power supply and targeting equipment.  It is the same as a 
standard BattleTech small laser, with attack ranges of 1 / 2 / 3 and a 
damage of 3.  These soldiers also carry side arms with ranges of 0 / 1 / 2.  
These weapons are only useable against unarmored units.  They do 1-3 points 
of damage to enemy infantry.  A laser squad may not fire its laser and side 
arms in the same turn.  A laser squad with 1 or 2 soldiers killed or 
missing may still operate, but cannot move without abandoning their weapon.  
A laser squad with 3 or 4 soldiers killed may not fire or move.  See inter-
squad transfer below.

Flamer Squads

     *The members of a flamer squad each carry light flamers.  They have an 
attack range of 1 / 2 / 3.  Together, they add 6 heat to armored units, and 
do 8 damage to infantry (8 soldiers killed).  For each member of the squad 
missing or killed, subtract 1.5 heat points (round up) and 2 damage.  
Flamers may be used to set woods on fire (successful attack on the woods 
hex required).  Multiple flamer hits on armored units cause the unit to 
suffer 6 extra heat points for the number of turns equal to the number of 
flamers that hit.

Minesweeper Squads

     *Minesweeper squads have the equipment and training to clear a hex of 
mines.  Four squad-turns are required to clear a hex of mines.  A platoon 
with one such squad must spend four turns in a hex to clear it.  A platoon 
with two mine squads clears a hex in two turns, etc.  Minesweeper squads 
carry side arms as a laser squad.  Minesweepers may not attack on a turn in 
which they are clearing mines.  A squad with 1 soldier missing requires 5 
turns to clear a hex.  2 soldiers missing requires 8 turns to clear a hex.  
3 soldiers missing requires 16 turns.

CRM Squads

     *A CRM squad carries a single CRM-4 launcher assembly.  CRMs are 
missiles (following Omega missile rules) which have a range of 1-2 / 3-4 / 
5-6.  They do 8 damage per missile.  Streak versions are available.  SARaH 
and LGM versions must have another friendly unit to provide Artemis or TAG 
support.  CRM squads can only fire one missile per turn.  Once all missiles 
have been launched, the squad cannot reload without withdrawing from the 
battle or entering shelter.  If the squad wishes to reload on the 
battlefield, the platoon must enter a friendly or neutral building where 
CRMs have previously been stored.  Reloading requires one turn.  The squad 
cannot carry more than 4 missiles.  CRM squads may also reload if they 
spend one turn in a friendly vehicle which is carrying extra CRMs.  CRMs 
may not carry FAScaM or countermeasure.  CRMs may not be targeted at 
infantry, but CRM squads carry side arms, like laser squads.  They may not 
use their side arms in a turn in which they fire or reload their CRM 
launcher.  A CRM squad with 1 or 2 soldiers killed or missing may still 
operate, but cannot move without abandoning their launcher.  A CRM squad 
with 3 or 4 soldiers killed may not fire or move.  See inter-squad transfer 
below.

TAG Squads

     *A TAG squad carries TAG laser designation equipment.  TAG ranges are 
normal (1-5 / 6-10 / 11-15).  TAG squads carry side arms, like laser 
squads.  They may not fire their side arms in a turn in which they use 
their TAG.  A TAG squad with 1 or 2 soldiers killed or missing may still 
operate, but cannot move without abandoning their equipment.  A TAG squad 
with 3 or 4 soldiers killed may not TAG or move (without losing their 
equipment).  See inter-squad transfer below.

Artemis IV Squads

     *An Artemis squad carries a radar unit which can provide illumination 
for SARaH missiles.  Like laser squads, they carry side arms which may not 
be used in conjunction with the Artemis unit.  Squads with active Artemis 
units MAY be fired on with ARMs.  The ARM(s) receives the standard -3 bonus 
for Artemis activity and is not subject to the +1 and +2 infantry attack 
penalties.  An Artemis squad with 1 or 2 soldiers killed or missing may 
still operate, but cannot move without abandoning their equipment.  An 
Artemis squad with 3 or 4 soldiers killed may not operate or move.  See 
inter-squad transfer below.

Anti-'mech Squads

     *Some infantry platoons are specially trained to attack BattleMechs.  
They are armed and and can attack like any one other type of squad (their 
primary function).  However, if they are in the same hex as a BattleMech 
during an attack phase, they may elect to make an anti'mech attack.  The 
target number for such an attack is 5, modified by the defender's movement, 
terrain, etc.  The target number is further increased by two for each 
member of the squad killed or missing.  If the attack roll is successful, 
one leg of the defending 'mech receives one critical hit.  The hit location 
is randomly determined (1-6), but the attacker may pick the leg (R / L).  
The squad may not fire their weapons during a turn in which they perform an 
anti'mech attack.

Attacks in the Same Hex

     *Infantry versus Infantry:  Rifle and flamer units have a base TN of 2 
when attacking infantry units in the same hex.  All other units have a base 
TN of 4 when using their sidearms to attack infantry in the same hex.

     *Infantry versus 'Mechs:  Rifle squads and Minesweeper squads may not 
attack BattleMechs.  Anti-'mech squad attacks are discussed above.  CRM 
units have a base TN of 6 to attack at 0 hexes.  Flamer, TAG, and Laser 
squads have a base TN of 2 at 0 hexes.  TAG and Artemis squads at 0 hexes 
may provide designation from any side they choose.  These rules also apply 
to vehicles.

     *'Mech versus Infantry:  BattleMechs have a base TN of 8 to attack 
infantry in their own hex.  This rule also applies to vehicles.

Inter-Squad Transfer

     *Many infantry squads cannot move all of their equipment if they lose 
some of their soldiers.  If troops in one squad are killed, troops may be 
transferred into the damaged squad from any other squad.  Soldiers must 
transfer from a unit in the same hex, but is may be a different platoon.  
Due to comprehensive training, the soldiers which are transferred need not 
be from the same type of squad.  For example, if 2 soldiers are killed in a 
CRM squad, 2 soldiers may be transferred from a rifle squad.  An exception 
to this rule is anti'mech squads.  While most training is duplicated from 
soldier to soldier, anti'mech training is not.  Transferred troops enable 
an anti'mech squad to recover its primary function, but the squad keeps 
the penalties on anti'mech attacks.  For example, an anti'mech CRM squad 
loses 2 soldiers.  Two new troops are transferred in from a non-anti'mech 
squad.  The squad can now move with its CRM launcher and fire it normally, 
but the base TN for anti'mech attacks is still 9.  If the replacement 
troops come from another anti'mech squad, the anti'mech penalty is 
removed.

Clan Battlearmor

     *Each elemental in a battlearmor point has 11 points of armor in a 
single location.  Armament for each elemental consists of:
      One missile pack (choose 1):
         1) CRM-2 pack.  Like the CRM missile above, but with range 
                         1-3 / 4-6 / 7-9.  An elemental may launch only one 
                         missile per turn.  Streak versions are available.
         2) TAG unit (as squad above) and 1 CRM missile.
         3) Artemis unit (as squad above) and 1 CRM missile.
      One anti-armor weapon (choose 1):
         1) an ER small laser 
         2) a flamer (6 heat to armored units, 8 damage to infantry).
      One anti-personnel weapon: (range 1-2 / 3-4 / 5-6 ; damage: 1-3)

     *All elementals within a point need not be identical.

     *Elementals follow targeting and stacking rules given for infantry, 
where applicable.

     *Each elemental fires independently of the rest of the point.  It may 
choose up to two targets (primary and secondary), receiving +1 to hit the 
secondary (just like a 'mech).  The anti-personnel weapon can only be fired 
against unarmored targets.

     *When a battlearmor point is attacked, the elemental hit is randomly 
determined and damage assessed against his suit.  When all 11 points of 
armor are gone the suit is breached and out of action.  Excess damage is 
"wasted", not transferred anywhere.  Damage from a mine affects a randomly 
chosen elemental and does 6 points of damage to him / her.

     *It takes 4 elemental turns to clear a mined hex.  This may be in the 
form of 1 elemental working 4 turns, 2 working 2 turns each, etc.  During 
mine clearing turns, no attacks may be made.


New Miscellaneous Rules

C3 Networks

     *It is now longer necessary for a lance command mech with a C3 master 
unit to have a C3 slave unit in order to tie into a company command C3 
master.  The lance commander's master can perform the link to the 
supermaster.  This system allows 13 'mechs to be linked together as 
follows:

Master Unit
                ____(5 tons, 5 crits)____       one lance
               /            |          __\________|______
      Master Unit       Master Unit    |  Master Unit     \
   (5 tons, 5 crits)  (5 tons, 5 crits) |(5 tons, 5 crits)  \
     /    |   \         /    |   \      |     /    |    \   |
  Slave Slave Slave  Slave Slave Slave  |_Slave Slave Slave_|

Slaves are 1 ton, 1 crit

     *If the LOS between two C3 units passes through a hex within jamming 
range of an active ECM II or III unit, the link is broken.  The link is 
restored as soon as the LOS does not pass through an ECM field.  Note that 
friendly units do not jam friendly C3.

Jumping 'Mechs

     *Any 'mech which jumps during the movement phase has LOS to / from all 
units on the board during the following weapon phase.
     (Yes, jumping is much less swell now.  We figured that if you jumped 
up into the air, things like trees, smoke, and low hills wouldn't be in the 
way.  In practice, we sometimes allow big hills, etc. to block LOS to even 
a jumping 'mech (At the referee's disgression).)

Piloting Rolls Due to Damage

     *Use the following numbers instead of standard base 20:

           Class     Damage Threshold
           Light           15
           Medium          20
           Heavy           25
           Assault         30

     *If the damage threshold is exceed multiple times, the piloting roll 
modifier goes up.  Ex.  For every 25 points of damage sustained in a single 
phase, a heavy 'mech must make a piloting roll at +1 (+1 at 25  49, +2 at 
50  74, etc.).
     (We figured that little 'mechs should fall down easier than big ones.  
Also, 200 points of damage in a turn should knock you down more often than 
20.  We tend to play out rather epic battles with LOTS of 'mechs.  
Concentrating fire often yields damage of 250+ to a single 'mech in a turn: 
something of which FASA probably never thought (if FASA thinks at all...).)

AirMech Jumpflight Rule Modifications
     (We never really liked FASA jumpflight rules, so we ditched most of 
them.)
     *When jumping in Airmech mode, the LAM skims hovercraft-like a meter 
above the ground surface using the following adjusted movement point costs:

     1 MP     enter rough/water hex     
     1 MP     go up a level or change facing by 1 side
     0 MP     go down a level / take off / land

     *Jumpflying generates 2 heat.
     *If all jump jets are destroyed while jumpflying, the LAM 
automatically falls.
     *+1 to all piloting rolls for being in AirMech mode.
     *+1 to all piloting rolls made while jumpflying per jump jet 
destroyed.
     *Destruction of a jump jet while jumpflying forces a piloting roll to 
avoid falling.
     *LOS to all units rule for jumping does not apply to jumpflying LAMs.
     *No piloting roll needed to enter / leave water hex.
     *A jumpflying airmech may not go under water.
     *Jumpflying LAMs can use smoke screens, provided they move less than 
10 hexes, even though they are considered to be jumping for targeting 
purposes (+3 to hit).
     *Mines cannot harm jumpflying LAMs.
     *Jumpflying LAMs may not punch, kick, or DFA.  They may charge
     *Jumpflying LAMs may not change facing by more than 2 hex sides in a 
single hex.  (No jumpflying on a dime.)

Minimum Ranges

     *Energy and Ballistic weapons no longer have minimum ranges.  The only 
weapons with minimum ranges are Clan & Inner Sphere Arrow Cruise Missiles 
and Inner Sphere LRMs.
     (Most (if not all) missiles must fly a certain distance before they 
stabilize and begin tracking the target.  For safety reasons, all missiles 
fly even further than this before arming their warheads.  Missile minimum 
ranges make sense.  We could not, however, figure out a single reason why 
ballistic and energy weapons had minimum ranges.)

Construction

     *Fusion engines automatically have engine rating / 25 heat sinks built 
in.  These heat sinks do not show up on the critical chart.  Any additional 
heat sinks must be placed on the crit table and cost tonnage.
     (FASA has long held that ER / 25 heat sinks need not appear on the 
crit chart (at least, that's how 3050 sheets (Battletech reinforcements) 
were printed).  However, you only got 10 with the engine, and this 
difference made proofreading new 'mech designs difficult (are there enough 
/ too many HSs on the crit table?).  We implemented this rule to make 
things a little more seamless (and, big 'mechs can blow off lots of heat 
now = more weapons for LOTS of damage = battles go faster).)

     *There is no longer any restriction on the quantity of armor which can 
be placed on a given location.  If you spend the tonnage for it, pile it 
on.
     (This was originally implemented to allow players to beef up the R/L 
Torsos on their 'mechs.  Since the side torsos only have the internal 
structure of legs, but must cover both front and rear, there was never 
enough armor to go around.  Since then, this rule has been pushed to the 
limits.  One of our Marauder II variants sports no less than 36 tons of 
armor.)

     *Omnimechs may mount hand actuators with any arm weapon (even PPCs, 
Gauss Rifles, etc.), provided that the critical spaces are available.
     (This prohibition always seemed kind of silly.)

     *Omnimechs can mount more armor than their chassis have.
     (We implemented this rule because most modern MBTs (Main Battle 
Tanks), IFVs (Infantry Fighting Vehicles), and APCs (Armored Personnel 
Carriers) can be fitted with add-on armor.  This is new armor bolted on 
over the original stuff.  We figured that if current armies can add armor 
to a chassis, so can the clans.  As a result, most of our Omnimech chassis 
have only a token amount of armor: 34 tons.  The rest is added when 
specific configurations are designed.)

     *Omnimechs may mount MASC in pods.  (From the description, MASC seemed 
to be a special circuitry box that altered the control signals to the legs, 
not a special kind of myomer, so we decided MASC should be able to be pod 
mounted.

     *ALL fractional tonnages are rounded to the nearest quarter ton.
     (This makes 'mech design much easier, because you don't have to 
remember what rounds to the nearest whole, half, and quarter ton.)

Beagle Probe

     *The Beagle Active Probe generates 2 heat when used.  (used in 
reaction phase)

     *The Beagle Active Probe can detect mined hexes and any armored unit.

     *The Beagle Active Probe gives LOS through smoked hexes, as long as 
the target is within range of the probe.  This does NOT negate any weapon 
penalties for firing into a smoked hex.  The penalties for firing through a 
smoked hex (using Beagle to establish LOS) are the same as the penalties 
for firing into a smoked hex normally.
     (The Beagle probe seemed rather limited in its usefulness.  We thought 
up a few other things it could reasonably do and added them on.)

Flamers

     *'Mech flamers give 10 heat points to armored targets, and completely 
destroy any unarmored targets.  Multiple flamer hits simply cause armored 
units to suffer 10 extra heat for the number of turns equal to the number 
of flamers that scored a hit.  

Targeting Computers

     *Targeting computers may NOT be used to target specific locations on 
an enemy 'mech.
     (We could never come up with any good justification for the rule that 
specific locations could be targeted, but the head could not be targeted in 
this way.  If you can target specific locations, the head should be fair 
game.  Since we didn't want Clan pilots blowing everyone's heads off, we 
entirely dropped the specific location rule.)

     *Instead of a -1 modifier, a +2 modifier may be applied, with the 
weapon not firing if the hit roll is failed.   The mode in which the 
targeting computer is used may vary from weapon to weapon in a single turn.   

Mine Fields

     *When a battlemech is damaged by a land mine, 5 points of damage are 
applied to the armor (if any) and 1 point is applied directly to the 
internal structure, regardless of how much armor remains.  Critical hits 
are checked in the normal fashion.  If the 5 point group penetrates the 
armor, additional damage is transferred to the internal structure as usual.  
Critical hits are only checked once per mine.
     (Land mines were always too lame.  Big 'mechs could trudge right 
through all but the largest of fields.  Now that any 'mech could find a hip 
destroyed at any time while in a mine field, even the big boys are looking 
for alternate routes.  Real life minefields are quickly fatal to even the 
biggest of MBTs.  Armored units always need infantry / specialized vehicles 
to clear mines for them.)

Engine Hits

     *The first engine hit destroys 1 / 2 of the heat sinks (single or 
double) which came with the engine (engine rating / 25, rounded down).  The 
second engine hit destroys the rest of these free' heat sinks.  Engine 
hits no longer generate extra heat: the missing heat sinks are enough.
     (In the original rules, the first hit generated 5 heat per round; the 
second hit generated 10.  Since each engine came with 10 single heat sinks 
"for free," this was equivalent to destroying 1 / 2 of the "free" HSs per 
hit.  Under these new rules, however, the 400 engine can come with 16 
double HSs, for a total of 32 "free" heat points per turn.  In light of 
this, the once crippling engine hit (+5 heat points) became less than a 
slap on the wrist.  With this rule, engine hits really hurt; like they 
should.)

TAG Ranges

     *TAG ranges are now as follows: 1-5 / 6-10 / 11-15.
     (This is a result of a LARGE mistake on my part.  We keep all of our 
'mech sheets on computer in the form of SuperPaint (tm) documents (FASA 
charges $$ for REALLY lame sheets).  I misread the rulebook and typed the 
6-10 / 11-15 ranges into 40+ documents.  It was easier to change the rule 
than correct the mistakes.  You need not make this change: you didn't screw 
up.)

Vaporizing 'Mechs

     *If a 'mech receives 3 engine critical hits the engine explodes, 
completely vaporizing the 'mech.  When this happens, the hex formerly 
occupied becomes a rough hex (unless it was a water hex), any unit that was 
stacked on that hex with the 'mech is destroyed, and any 'mech standing in 
an adjacent hex must make a piloting roll at +2 to avoid a fall. 

Hit Locations

     *If a 2 is rolled for a hit location, the critical does not 
automatically go to the center torso. Instead a second location roll is 
made to determine hit location.  An automatic critical hit goes to that 
location in addition to appropriate damage.  Criticals stack up, so rolling 
2,2,2,12 is 3 criticals to the head.

DFAs and Other Charges

     *'Mechs attempting a DFA or charge MAY fire weapons during the weapon 
phase of the turn on which they charge.  Damage sustained during the weapon 
phase by the unit attempting the charge/DFA does not require that a 
piloting roll be made before the charge/DFA may be attempted.  Rather, the 
modifier for the damage (+1, +2, etc.) is added to the target number for 
the charge/DFA .  (For example, if a light  'mech attempts a DFA and 
sustains 30 points of damage during the weapon phase, the piloting roll for 
the DFA will be at +2.)  The target number for ALL charges is 3, modified 
for the movement method employed:  4 when walking, 5 when running, and 6 
when jumping.  This number is modified by the target's movement, but not by 
terrain.  This number is further modified by the piloting skills of the 
attacker and target:  add the attacker's and subtract the defender's.  
Damage to the attacker and defender from ground charges is as described in 
vanilla rules.  Damage to the defender from a DFA is 'mech tonnage / 10 * 3 
(as in vanilla rules), but is assigned on the punch table in two groups of 
half the total (unless the total is odd, in which case, one group is 1 
larger than the other).  Damage to the attacker from a DFA is 'mech tonnage 
/ 5 (as in vanilla rules), but half goes to each leg directly (no rolling 
on the kick table, unless there is an odd damage point, in which case, roll 
/ flip a coin / etc. to see which leg gets it).  This assumes a 'mech with 
two legs.  For 4, 3, or 1 legged 'mechs, divide damage evenly among the 
legs.  Piloting rolls following the charge/DFA are as in vanilla rules.
     (These changes came about as a result of a fundamentally stupid flaw 
in the rules:  the base TN for a DFA is 8 (5 + 3 for jumping), while the TN 
for an *ACCIDENTAL* fall from above is 7.  This means that is is easier to 
fall on someone by accident, when you are out of control than when you are 
in control and trying to hit them!  Not to mention the fact that you always 
got shot down in flames during the preceding weapon phase.  We thought that 
the DFA idea was great, but only Max Sterling could pull one off.  These 
rules make a DFA a more viable option.  I reasoned that, if the average 
charge was running and had a TN of 5, then the base should be 3 (+2 for 
running = 5).  A jumping charge should be at +3 (= 6), not +5 (= 8).)

Accidental Falls From Above

     *Speaking of which, the TN for a hit from an accidental fall from 
above is now 9.  (7 was just too damn likely.  A BattleMech occupies much 
less than 58.3% of a hex, but that's the probability of a hit with a TN of 
7.  BTW, we played on battle in which a Kurita Mauler failed its drop-from-
orbit piloting roll, went out of control, scattered on to a hex occupied by 
a defending Battlemaster, and rolled a successful hit for a fall from 
above.  We decided to treat it as a DFA and rolled damage, piloting rolls, 
etc. according to those rules.  The Mauler pilot (me), who had just failed 
two easy piloting rolls, rolled three 12s in a row, hitting the 
Battlemaster in the head with both legs (29 points of damage to the head = 
dead Battlemaster), then made a next to impossible piloting roll (12 number 
three) to avoid falling afterwards.  The Mauler got off with 9 points of 
damage (4 to one leg and 5 to the other) while taking out a Battlemaster 
before the shooting even began :-)
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