Creating an ACS formation

The following steps are for building the Advanced Combat System building block, the Combat Team.

**GM's Note:** Alright I know this is huge. But it's not as bad as it looks. Your regiments within combat commands are "Formations". Each Formation is made up of 2-6 Combat Units. The Combat unit is the smallest unit you will deal with in ACS. Everything blow it will only be used in the creation of a Combat Unit. I suggest working backwards. Start with your regiment and a pick a type. Aerospace, Recon or Combat (Defined Here), then pick your Combat Units to fit that regiment type. Pick your units to fit your Combat Units and so on. To save time standardize your regiment types across your empire! With a few specialist groups thrown in to catch a complacent enemy off guard.

### STEP 1: CREATE UNITS

The first step to converting forces for either Strategic BattleForce or Abstract Combat System is to convert from individual Battletech Elements into the Strategic BattleForce Unit. The SBF Unit forms the basic building block for all strategic combat forces. *Note: Unless the term “Ground Unit” is specifically used, Flight can be substituted for any reference to Unit. Any reference to Flight is exclusive to aerospace forces.*

#### CHOOSE ELEMENTS

A Strategic BattleForce Unit may consist of one to six Elements. Units with Large (LG) Elements may have a max of two Elements in a Unit. Units with Very Large (VLG) or Super Large (SLG) may have a max of one Element in a Unit.

#### DETERMINE TYPE

SBF Ground Units are assigned one of seven different Types (called Unit Type in Alpha Strike) for ground Units and two types for aerospace Flights. They are shown in the SBF Element Type Table (see left). A Unit’s Type is determined by the predominant SBF Type (if any) amongst its component Elements. For all ground Units, if two-thirds or more (round normal) of the Unit is comprised of a single SBF Type, that is the Unit’s Type. Otherwise, the Unit Type is Mixed Ground (MX). For aerospace if any Large Aerospace Elements are in the Flight, then the Flight is always Large Aerospace. *Limitations: Aerospace Elements may not be mixed with Ground Elements in a in a Unit. Ground Elements may not be part of an Aerospace Flight, unless the Ground Element has the SOA, LAM or BIM special ability.*

#### DETERMINE SIZE VALUE

A Unit’s Size value is the average Size of all Alpha Strike Elements rounded normally.

#### DETERMINE MOVEMENT STATS

##### Standard Movement (Ground):

A Ground Unit’s Movement Points are based on the average MP of all Elements within that Unit (Round Normal). However, if the Unit contains infantry or battle armor, then the Unit’s Movement is either the average MP of all the Elements or the lowest infantry/battle armor MP, whichever is lower.

##### Standard Movement (Aerospace):

Aerospace Flights use the Thrust of the slowest Element in the Flight. An aerospace Flight possessing Elements with the SOA ability have a Thrust of 0.

##### Transport Movement:

If a Unit possesses any of the Transport Special Abilities ((CK#, CT#, IT#, OMNI, VTM#, VTH#. VTS#, AT#, DT#, MT#, PT#, ST#) then the Unit has a Transport Movement rating. Transport MP is determined by only averaging the MP (or Thrust) of the Elements not capable of being transported by another Element in the Unit. So a Unit with a Maxim Hover Transport (IT12), a squad of Ravager battle armor (CAR4) and two Gladius Hover Tanks would have a standard Move of 2 (equal to the Ravager’s MP) and a Transport Move of 8 (the average of the three hover tanks’ movement).

##### JUMP Value:

To determine a Unit’s SBF JUMP value begin by adding together the Jump MP of each Element in the Unit (an Element with no Jump MP would add 0). Average this total together, do not round. Finally divide the average by 2, rounding normally. So an Inner Sphere Unit with two PNT-10k Panther (MP 4j) and 2 SCB-9T Scarabus, (MP 10) would have a JUMP value of 1 (Add jump MP 4+4+0+0=8. Average total, 8 ÷ 4=2 and divide this value by 2, 2 ÷ 2=1).

##### Movement Mode:

If a Unit has Elements of all the same movement mode, as found on the Movement Mode Table, then record this mode. If the Formation has mixed movement modes, consult the Restriction Rank column and find the Mode with the lowest number. This is the most restrictive movement mode and is listed as the Unit’s Movement Mode. If there are different movement modes with the same lowest value, assign the movement mode that is listed first on the Movement Mode Table.

##### Target Movement Modifier:

Average the standard movement of all Elements in the Unit, rounding normal. Using this value, consult the Target Modifier Table and apply any appropriate modifiers to get the Units TMM. Transport movement is not used to factor TMM.

#### DETERMINE ARMOR VALUE

Total the Alpha Strike armor and structure values of all Elements within the Unit. Add 0.5 points for each Element with any of the following, a structure of 3+, AMS, or CASE. Add 1 point for each Element with any of the following, ENE, CASE II, CR or RAMS. Divide this total by three (round normally) to find the Unit’s final SBF armor value.

#### DETERMINE DAMAGE VALUE

All damage values below are divided by 3 (round normal) to determine a Unit’s final damage value for that attack type (if an attack has more than one range, divide each range separately). Any value that is or rounds to 0 is considered 0.

##### Short Range Damage:

Total the Short Range (S) damage values of all Elements in the Unit. To this add any damage derived from Artillery Cannons (TC, SC, or LTC special ability). Add half an Element’s Overheat value (do not round). For infantry units with the Anti-’Mech (AM) ability, add 1 point.

##### Medium Range Damage:

Total the Medium Range (M) damage values of all Elements in the Unit. Add any damage derived from Artillery Cannons (TC, SC, and LTC special ability damage values). If an Element has a medium range damage of 1 or more add half an Element’s Overheat value (do not round).

##### Long Range Damage:

Total the Long Range (L) damage values of all Elements in the Unit. Add any damage derived from the TC and LTC Artillery Cannon special abilities (but not SC). If an Element has a long range damage of 1 or more add half an Element’s Overheat value (do not round).

##### Extreme Range Damage:

Total the Extreme Range (E) damage values of all Elements in the Unit. Add any damage derived from the TC and LTC Artillery Cannon special abilities (but not SC). Indirect Fire Damage: Total the Indirect Fire (IR) damage values of all Elements in the Unit.

##### Flak Damage:

Total the Medium and Long Range Flak (FLK) damage values of all Elements in the Unit. Short Range damage is not used at this scale.

##### Artillery Damage:

Total Short, Medium, Long and Extreme Range damage values of each Artillery type on each Element individually (total all ART-LT, total all ARTAIS and so on). Elements with ARTAIS or ARTAC record their ART damage as X(X), where the first value is for normal damage and the second is the lesser value used if employing homing missiles. For example, a lance of Inner Sphere ’Mechs all with Arrow IV launchers would have ARTAIS-4(3), after dividing by 3.

##### Bomb Damage:

Total Bomb rating for all Elements in the Unit and then divide as above. Torpedo (TOR), Missile (MSL), Capital (CAP), Screen Launcher (SCR), Sub-Capital (SCAP) and Space Defense System (SDS): Total Short, Medium, Long and Extreme Range damage values of each Element individually (total all Short, total all Medium and so on).

##### Elements with Multiple Firing Arcs:

An Element with multiple firing arcs (any Large Aerospace, as well as any Element with LG, VLG or SLG can potentially have weapons in more than one arc) calculate the damage value of each arc separately using the rules above. If a LG, VLG or SLG Element has one or more turrets, see the Turret special ability for conversion rules.

#### DETERMINE SKILL VALUE

The Skill value of a Unit is equal to the average skill value of each Element (round normal) in the Unit. To determine an Element’s experience value, based on its skill rating, use the Experience Skill Table If a Unit has the Basic Fire Control (BFC), Drone (DRO) or Robotic Unit (RBT) special ability adjust the final Skill value up by 1 point. So a Veteran Unit with BFC would have a skill value of 4. Exception, if a RBT Unit that also has the SDDC ability or is being controlled by an ATAC equipped Unit, does not modify its skill value. If a Unit has the Direct Neural Control System (DC) reduce its skill value by 1. So an Elite Unit with the DC ability would have a skill value of 1.

#### DETERMINE POINT VALUE (PV)

A Unit’s Point Value is determined by adding together the base PV of all Elements in the Unit (do not modify PV for skill), and then dividing this total by three (round normally). The final PV is then determined by multiply it by the skill value modifier. A Unit with a skill value of 4 does not modify its PV.

##### Less Experienced Units:

For each point that the Unit’s Skill value is higher than 4, multiply the Unit’s PV by 1 – (0.1 per Skill value above 4). Round normally. A Unit’s highest possible Skill value is 7.

##### More Experienced Units:

For each point that the Unit’s Skill value is lower than 4, multiply the Unit’s PV by 1 + (0.2 per Skill value below 4). Round normally; the minimum PV increase is 1 point per point of Skill value improvement. A Unit’s lowest possible Skill value is 0.

### STEP 2: CREATE COMBAT TEAMS

A Combat Team may consist of one to four Units, to a total maximum of 30 Elements.

#### DETERMINE SIZE

A Formation’s Size value is the average Size of all Units in the Formation, rounded normally.

#### DETERMINE MOVEMENT STATS

##### Standard Move (Ground):

A Formation’s movement is based on the average of all Units in the Formation.

##### Standard Thrust (Aerospace):

A Squadron’s Thrust is based on the lowest Thrust of all Units in the Squadron.

##### Transport Move:

A Formation’s transport movement is based on the average of all Units in the Formation (rounding normal).

##### JUMP:

Average the JUMP for all Units in the Formation.

##### Target Movement Modifier:

Average the TMM of all Units (rounding normal).

#### DETERMINE COMBAT TEAM ARMOR VALUE

Total the armor value for all Units in the Combat Team. If the Unit has the SCL# ability, add its rating to the armor value. If the Unit has the PNT# ability, add its rating to the armor value. Divide total by 3 (round normal). This value becomes the Armor Value for the Combat Team.

#### DETERMINE COMBAT TEAM DAMAGE VALUE

Total the each range (S/M/L/E) or attack (ART, IR, and similar) damage value in the Unit. Apply the following modifiers.

**• Indirect Fire:** Divide the Units IR value by 3 (round normal). If this value is 1 or more, add this value to the Long and Extreme Range damage values.

**• Flak:** If a Unit has a Flak value of 2 or more, the Unit is given the FLK special ability.

**• Elements with multiple Firing Arcs:** Total the Damage Value for all arcs together. Divide this by 2.

Once all range and attack damages have been adjusted and totaled, divide the total for each by 3 (round normal). These values becomes the damage value for the Combat Team.

#### DETERMINE FORMATION SKILL VALUE

Average the skill value of each Unit in the Formation and round normally.

#### DETERMINE FORMATION TACTICS VALUE

The base value of a Formation’s Tactics value is 10, subtracted by its standard Move or Thrust value. This is then modified by the Formation’s skill. For every point a Formation’s skill average is greater than 4, add 1 to the Tactics value. For every point a Formation’s skill average is lower than 4, subtract 1 from the Tactics value. If the Formation has an MHQ rating, divide the total by two (round normal, to a maximum of 3) and subtract the result to determine a final Tactics value. Minimum Tactics value possible is 0.

#### DETERMINE FORMATION MORALE VALUE

Starting Morale is a Formation’s skill value plus 3.

#### DETERMINE POINT VALUE

Formations A Formation’s Point Value is simply the total PV of its constituent Units.

#### Combat Teams

Total the PV of each Unit. Divide this total by 3 (round normal). This is the Combat Team’s ACS Point Value.

#### Skill Modifier:

If converting from Strategic BattleForce Units, experience has already been factored into the Point Value. If using pre-generated or wish to modify the skill of converted SBF Units, calculate the experience adjusted PV the same as for a Unit above.

### Create ACS Combat Units

#### CHOOSE COMBAT TEAMS

A Combat Unit may not be smaller than two Combat Teams and may be no larger than four Combat Teams in size. Regardless of the number of Combat Teams, a Combat Unit may have a maximum of 48 Elements.

#### Clan Combat Units:

Clan Combat Units are Trinary in size, the same as a Formation in Strategic BattleForce (from two to four SBF Units). When converting an SBF Clan Formation to a Combat Unit, this phase is not used. The Clan Combat Team converted in the previous phases becomes the Clan Combat Unit.

#### DETERMINE TYPE

A Combat Unit’s Type is determined by the predominant Type (if any) amongst its component Combat Teams. For all ground units, if two-thirds or more (round normal) of the Combat Unit is comprised of a single Type, then that is the Combat Unit’s Type. Otherwise, the Unit Type is Mixed Ground (MX). Aerospace and Large Aerospace are both classified as Aerospace (AS). Battle Armor Infantry and Conventional Infantry are both classified as Infantry (CI). Aerospace and Ground types may not be mixed in Abstract Combat System play.

#### DETERMINE SIZE VALUE

A Combat Unit’s Size value is the average Size of all Combat Teams in the Combat Unit, rounded normally.

#### DETERMINE MOVEMENT STATS

##### Standard Move (Ground):

A Formation’s move is based on the average of all Combat Teams in the Formation.

##### Standard Thrust (Aerospace):

An aerospace Combat Units’ Thrust is based on the lowest Thrust of all Units in the Formation.

##### Transport Move:

A Combat Unit’s move is based on the average of all Combat Teams in the Formation.

##### JUMP:

Average together the JUMP of the Combat Teams and divide the result by 3 (round normal). And add this to the TMM below.

##### Target Movement Modifier:

Average together the TMM of the Combat Teams in the Combat Unit (round normal). Add the JUMP total (above) to determine the final TMM of the Combat Unit.

#### DETERMINE COMBAT UNIT’S ARMOR VALUE

Total the Armor of each Combat Team to determine the Armor Value of the Combat Unit.

#### DETERMINE COMBAT UNIT’S ATTACK VALUES

Total the Attack Value for each Range Class to determine the Attack Value at that range for the Combat Unit.

#### DETERMINE COMBAT UNIT’S TACTICS VALUE

The base value of a Formation’s Tactics value is 10, subtracted by its standard Move or Thrust value. This is then modified by the Formation’s skill. For every point a Formation’s skill average is greater than 4, add 1 to the Tactics value. For every point a Formation’s skill average is lower than 4, subtract 1 from the Tactics value. If the Formation has an MHQ rating, divide the total by two (round normal, to a maximum result of 2) and subtract the result to determine a final Tactics value. Minimum Tactics value possible is 0.

##### Determine Morale Triggers:

Multiple the Combat Unit’s Armor value by 0.25 (rounding down) and subtract this value from the Armor value. This is indicates the amount of damage a Combat Unit can take before it has to make its first Morale Check. Subtract this value again to get the Armor value for the second check and one

last time for the third Morale Check level. So a Combat Unit with an Armor value of 20 would make a Morale Check at 15, 10 and 5 points of Armor (Armor 20 x 0.25= 5pts of Armor. 20 – 5= 15pts for the first check, 15 – 5= 10pts for the second check and 10-5= 5 for the third check).

#### DETERMINE SKILL VALUE

Skill value is the average of all the Combat Teams in the Combat Unit.

#### DETERMINE POINT VALUE

A Combat Unit’s Point Value is determined by adding together the Point Values of all Combat Teams in the Combat Unit, and then dividing this total by three (round normally).

### Create ACS Formations

The following rules cover the putting of Combat Units into ACS Formations. As a reminder, this can occur many times during the course of ACS play. Players are recommended to place the Formation Tracking Sheet into a sheet protector and use dry erase markers to track the ACS Formations’ statistics.

#### CHOOSE COMBAT UNITS

An ACS Formation may consist of one to eight Combat Units. To be placed in a Formation a Combat Unit must follow the rules for Adjusting

Formations

#### DETERMINE TYPE

An ACS Formation is either a Ground or Aerospace type. To be designated an Aerospace type, all Combat Units in the Formation must be Aerospace, Large Aerospace or capable of being fully transported by another Combat Unit in the Formation.

#### DETERMINE ACS FORMATION’S MOVEMENT

Movement is equal to the Transport MP of the slowest Combat Unit in the Formation.

#### DETERMINE ACS FORMATION’S TACTICS VALUE

The base value of a Formation’s Tactics value is 10, subtracted by its standard Move or Thrust value. This is then modified by the Formation’s skill. For every point a Formation’s skill average is greater than 4, add 1 to the Tactics value. For every point a Formation’s skill average is lower than 4, subtract 1 from the Tactics value. If one or more of the Combat Units has an MHQ rating, subtract the highest MHQ value (to a maximum of 2 ) from the Formation’s Tactics value. Minimum Tactics value possible is 0.

#### DETERMINE ACS FORMATION’S MORALE VALUE

Use the Morale value of the Combat Unit with the lowest Morale value.

#### DETERMINE ACS FORMATION’S SKILL VALUE

Skill value is the average of all the Combat Units in the ACS Formation.