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Page 1: BattleTech: Interstellar Operations

BATTLETECHTM

INTERSTELLAR OPERATIONS

• CATALYST GAME LABS •

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Page 2: BattleTech: Interstellar Operations

INTRODUCTION

Advanced Rules 8Tactical Operations 8Strategic Operations 8Interstellar Operations 9

Choose What You Like 9Player Adjudication 9

Fiction 9Fiction Vs. Rules 9Fiction Vs. Art 9

CHARGE OF THE LIGHT 10

ALTERNATE ERAS

Star League Era (2300-2780) 14Sub-Era: Age of War (2300-2570) 14Sub-Era: Age of the Star League (2571-2780) 15

Succession Wars Era (2781-3049) 15Sub-Era: Early Succession Wars (2781-2900) 15Sub-Era: Late Succession Wars (2901-3049) 15Clan Sub-Eras (2800-3049) 15

Clan Invasion Era (3050-3061) 15Sub-Eras 16

Civil War Era (3062-3067) 16Sub-Eras 16

Jihad Era (3068-3085) 16Sub-Eras 16

The Dark Age Era (3086-3150) 16Sub-Era: The Republic Age (3086-3130) 16Sub-Era: Late Dark Age (3131-3150) 16Clan Sub-Era: The Post-Reaving (3086-3150) 17

General Era Rules Expansions 17Star League Era 17Succession Wars Era 19Clan Invasion Era 24Civil War Era 26Jihad Era 27Dark Age Era 28

The Universal Technology Advancement Table 32Evolving Technology in Campaign Play 33

ALTERNATE ERAS UNITS & EQUIPMENT

Advanced Clan Equipment (Wars of Reaving) 64Electric Discharge ProtoMech (EDP) Armor 64Extended Jump Jet (XJJ) System 65Fusillade Launcher 65Improved Advanced Tactical Missile (iATM) Launchers 65Magnetic Clamp System 66Nova Combined Electronic Warfare System (CEWS) 66ProtoMech Quad Melee Weapon System 67Specialty Munitions: Improved Magnetic Pulse (IMP) Missiles 67Specialty Munitions: Improved Inferno (IIW) Missiles 67

Advanced Pilot Interfaces (Multiple Eras) 68Damage Interrupt Circuit 68Direct Neural Interface Cockpit Modification 68SLDF Advanced Neurohelmet 68Virtual Reality Piloting Pod 69

Advanced Prototype Systems (Age Of War) 70General Advanced Prototype Systems Rules 70Arrow IV (Arrow-P) 70

Artemis IV FCS (Artemis-P) 70Beagle Active Probe (BAP-P) 71CASE (CASE-P) 71Double Heat Sinks (DHS-P) 71Endo Steel (ES-P) 71Extralight Fusion Engine (XL-P) 71Ferro-Fibrous Armor (FF-P) 72Gauss Rifle (GR-P) 72Guardian ECM (ECM-P) 72LB 10-X (LB 10-X-P) 72Narc Missile Beacon (NARC-P) 72Pulse Lasers (PL-P) 73Remote Sensors (RS-P) 73Rocket Launchers (RL-P) 73TAG (TAG-P) 73

Augmented Warriors (Multiple Eras) 74General Augmented Warrior Rules 74Belter Augmentations 74Clan Enhanced Imaging Neural Implant 75Cybernetic and Prosthetic Augmentations 76

Centurion Weapon System (Star League) 85Centurion Weapon System Game Rules 86Centurion Weapon System Construction Rules 86

Dark Age Equipment (Dark Age) 86Anti-Penetrative Ablation (ABA) Armor 86Ballistic-Reinforced Armor 87Heat-Dissipating Armor 87Impact-Resistant Armor 87HarJel Repair Systems 88Radical Heat Sinks 89Re-engineered Lasers 89Remote Drone Command Console 90Tight-Stream Electro-Magnetic Pulse (TSEMP) Weapons 90

Dark Age RISC Equipment (Dark Age) 91RISC Advanced Point Defense System 91RISC Emergency Coolant System 92RISC Heat Sink Override Kit 92RISC Hyper Laser 93RISC Laser Pulse Module 93RISC Repeating TSEMP 94RISC Super-Cooled Myomer 94RISC Viral Jammers 94

Early Clan Improved Equipment (Early Clan) 95General Early Clan Improved Weapons Rules 95Improved Lasers 95Improved and Enhanced PPCs 95Improved Autocannon 96Improved Gauss Rifle 96Improved Standard Missile Launchers 96

Early Clan Prototype Systems (Early Clan) 97General Early Clan Prototype Systems Rules 97ER Lasers (ER-CP) 97LB-X Autocannon (LB-X-CP) 97Streak SRM (Streak-CP) 97Ultra Autocannon (UAC-CP) 98

Expanded ProtoMechs (Wars of Reaving) 98Expanded ProtoMech Game Rules 99Expanded ProtoMech Construction Rules 100

Inner Sphere ProtoMech Interface (Jihad) 102Inner Sphere ProtoMech Interface Game Rules 102Inner Sphere ProtoMech Interface Construction Rules 102

Inner Sphere Recovered Prototypes (Late Succession Wars) 102General Inner Sphere Recovered Prototypes Rules 102Double Heat Sinks (Freezers) 102Endo Steel (ES-P) 103

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ER and Pulse Lasers (ER-LL-P and MPL-P) 103Ferro-Fibrous Armor (FF-P) 103Gauss Rifle (Gauss-X) 103LB 10-X (LB-X-P) 103Triple-Strength Myomer (TSM-X) 103Ultra Autocannon (UAC/P) 104Specialty Munitions: Anti-TSM (“Green Smoke”) Missiles 104Specialty Munitions: Listen-Kill Missiles 105Space Station K-F Adapter 105

Land-Air BattleMechs (Multiple Eras) 105Bimodal LAMs 106Standard LAMs 106General LAM Game Rules 106LAM Conversion 106Movement Phase 108Combat Phase 110Heat Phase 113Going In 113LAM Construction 114

Machina Domini Interface (Jihad) 116Machina Domini Interface Game Rules 116Machina Domini Interface Construction Rules 116

Modular Space Stations (Multiple Eras) 117Modular Space Station Game Rules 117Modular Space Station Construction Rules 117

Primitive Prototype Equipment (Age of War) 117Primitive Prototype Equipment Rules 118Primitive Prototype DropShip and JumpShip Equipment 118DropShuttle Bays 119Prototype DropShip K-F Boom 119Primitive Prototype Jump Jets 120

Primitive Units and RetroTech (Multiple Eras) 120Primitive Units Overview 120Primitive Units Game Rules 120Restricted Technologies 121Primitive ’Mech Construction 122Primitive Combat Vehicle Construction 124Primitive Conventional Fighter Construction 124Primitive Aerospace Fighter Construction 125Primitive Small Craft Construction 125Primitive DropShip Construction 126Primitive JumpShip Construction 128

Prototype Specialty Missiles (Clan Invasion) 131Specialty Munitions: Dead-Fire (DF) Missiles 131Specialty Munitions: Retro-Streak (RS) Missiles 132Specialty Munitions: Shoot-and-Sit (SS) Missiles 132

QuadVees (Dark Age) 133QuadVee Game Rules 133QuadVee Construction Rules 134

Robotic and Drone Systems (Multiple Eras) 134General Robotic Unit Game Rules 134Smart Robotic Control System (SRCS) 140Shielded Aerospace Smart Robotic Control Systems 141SDS (Caspar) Drone Control System (SDS-DCS) 142Caspar II Advanced Smart Robotic Control System 143Autonomous Tactical Analysis Computer (ATAC) 145Direct Tactical Analysis Control (DTAC) System 146Advanced Robotic Transport System (ARTS) 147SDS Self-Destruct System 147SLDF SDS Jammer System 148Word of Blake Dragon’s Breath Multi-Missile Launch System 148Robotic Independent Command Rules 149Ground Operations RIC Decision Tree 154

Superheavy ’Mechs (Multiple Eras) 159Superheavy ’Mech Game Rules 159

Superheavy ’Mech Construction Rules 160Tripod ’Mechs (Multiple Eras) 163

Tripod ’Mech Game Rules 164Tripod ’Mech Construction Rules 165

Thermobaric Weapons (Multiple Eras) 165 Fuel-Air Munitions Game Rules 165

Weapons of Mass Destruction (Multiple Eras) 166General Weapons of Mass Destruction Rules 166

Nuclear Weapons 169Nuclear Weapons Game Rules 169Resolving a Nuclear Detonation 170Standard Nuclear Weapons 174

Biological and Chemical Weapons 178Biological and Chemical Weapon Game Rules 178Biological and Chemical Weapon Construction Rules 180Chemical and Biological Weapon Classes 180

Word of Blake Super-Jump Drive (Jihad) 183Word of Blake Super-Jump System Game Rules 183Word of Blake Super-Jump System Construction Rules 183

ALTERNATE ERAS COST AND AVAILABILITY

Costs Advanced Clan Equipment (Wars of Reaving) 184Advanced Pilot Interfaces (Multiple Eras) 184Advanced Prototype Systems (Age of War) 185Augmented Warrriors (Multiple Eras) 185Centurion Weapon System (Star League) 185Dark Age and RISC Equipment (Dark Age) 185Early Clan Improved Equipment (Early Clan) 185Early Clan Prototype Systems (Early Clan) 185Expanded ProtoMechs (Wars of Reaving) 185Inner Sphere ProtoMech Interface (Jihad) 186Inner Sphere Recovered Prototypes (Late Succession Wars) 186Land-Air BattleMechs (Multiple Eras) 186Machina Domini Interface (Jihad) 186Modular Space Stations (Multiple Eras) 186Primitive Prototype Equipment (Age of War) 187Primitive Units and RetroTech (Multiple Eras) 187Prototype Specialty Munitions (Clan Invasion) 187QuadVees (Dark Age) 187Robotic and Drone Systems (Multiple Eras) 187Superheavy ’Mechs (Multiple Eras) 188Tripod ’Mechs (Multiple Eras) 189Thermobaric Weapons (Multiple Eras) 189Weapons of Mass Destruction (Multiple Eras) 189Word of Blake Super-Jump Drive (Jihad) 189

Battle Value 189Advanced Clan Equipment (Wars of Reaving) 189Advanced Pilot Interfaces (Multiple Eras) 189Advanced Prototype Systems (Age of War) 189Augmented Warriors (Multiple Eras) 190Centurion Weapon System (Star League) 191Dark Age and RISC Equipment (Dark Age) 191Early Clan Improved Systems (Early Clan) 192Early Clan Prototype Systems (Early Clan) 192Expanded ProtoMechs (Wars of Reaving) 192Inner Sphere ProtoMech Interface (Jihad) 192Inner Sphere Recovered Prototypes (Late Succession Wars) 192Land-Air BattleMechs (Multiple Eras) 192Machina Domini Interface (Jihad) 193Modular Space Stations (Multiple Eras) 193Primitive Prototype Equipment (Age of War) 193

184

INTRODUCTION

STRATEGIC BATTLEFORCE

ALTERNATE ERAS: UNITS AND EQUIPMENT

CONVERSIONRULES

ABSTRACT COMBAT SYSTEM

ALTERNATE ERAS: COST AND

AVAILABILITY

INNER SPHERE AT WAR

INDEX

RECORD SHEETS

ALTERNATE ERAS

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Primitive Units and RetroTech (Multiple Eras) 193Prototype Specialty Missiles (Clan Invasion) 193QuadVees (Dark Age) 193Robotic and Drone Systems (Multiple Eras) 193Superheavy ’Mechs (Multiple Eras) 193Tripod ’Mechs (Multiple Eras) 194Thermobaric Weapons (Multiple Eras) 194Weapons of Mass Destruction (Multiple-Eras) 194Word of Blake Super-Jump Drive (Jihad) 194Alternate Era Weapons and Equipment Battle Value Table 195

BattleForce Addendum 198Advanced Clan Equipment (Wars of Reaving) 198Advanced Pilot Interfaces (Multiple Eras) 198Advanced Prototype Systems (Age of War) 199Augmented Warriors (Multiple Eras) 199Centurion Weapon System (Star League) 201Dark Age and RISC Equipment (Dark Age) 201Early Clan Improved Systems (Early Clan) 203Early Clan Prototype Systems (Early Clan) 203Expanded ProtoMechs (Wars of Reaving) 203Inner Sphere ProtoMech Interface (Jihad) 203Inner Sphere Recovered Prototypes (Late Succession Wars) 203Land-Air BattleMechs (Multiple Eras) 204Machina Domini Interface (Jihad) 205Modular Space Stations (Multiple Eras) 205Primitive Prototype Equipment (Age of War) 205Primitivie Units and RetroTech (Multiple Eras) 205Prototype Specialty Munitions (Clan Invasion) 206QuadVees (Dark Age) 206Robotic and Drone Systems (Multiple Eras) 207Superheavy ’Mechs (Multiple Eras) 209Thermobaric Weapons (Multiple Eras) 210Tripod ’Mechs (Multiple Eras) 210Weapons of Mass Destruction (Multiple Eras) 210Word of Blake Super-Jump Drive (Jihad) 213

Additional BattleForce Special Unit Abilities 213Additional Alternate Era Weapons and Equipment Tables 216

FALLING INTO FIRE 226

STRATEGIC BATTLEFORCE

Standard Rules 230Game Terms 230

Components 231Record Sheets 231Maps and Miniatures 232

Scale 232Map Scale 232Turn Length 232Force Structure 232Visual and Sensor Range 232

Setup 232Choosing Maps 232Force Commander and Formation Leaders 233Deployment 233

Playing the Game 233Initiative Phase 234Movement Phase 234

Facing 234Stacking 234Unequal Number of Formations 234Terrain 234Movement Modes and Unit Types 236

Additional Movement Rules 236Engagement Control 237

Combat Phase 239Types of Attacks 239Attack Declaration 239Resolving Attacks 239Underwater Combat 241

End Phase 242Ending Engagements 242Forced Withdrawal 242Damage 242Morale 242Salvage 244Victory Conditions 244

STRATEGIC AEROSPACE RULES 245Expanded Game Terms 245Turn Scale 245

Aerospace Setup 245Deploying Forces 245The Atmospheric Radar Map 245Placing Aerospace Forces on the Atmospheric Radar Map 246

Aerospace Gameplay 246Abstract Aerospace Movement 246

Aerospace Combat 247Squadron Attacks 247Resolving Aerospace Air-to-Air Attacks 247Resolving Aerospace Air-to-Ground Attacks 248Resolving Ground-to-Air Combat 248

End Phase 249Ending Air-to-Air Engagements 249Aerospace Damage 249

ADVANCED STRATEGIC AEROSPACE 250Expanded game terms 250

Expanded Aerospace Setup 250The Capital Radar Map 250Placing Aerospace Forces on the Capital Radar Map 251

Aerospace Squadrons on the Ground Map 251Aerodyne Squadrons 252Spheroid Squadrons and Airships 252Landing Rolls 252Aerospace Squadron Transports 252

Capital-Scale Strategic Aerospace 253Turn Scale 253Squadrons 253

Capital-Scale Aerospace Movement 254Calculating Movement Rates 254Spheroid Elements Operating in the Atmosphere 254Station Keeping and Zero Thrust 254Stacking Limits 254Facing 254Entering and Leaving the Central Zone 254Aerospace Engagements 255Exiting the Capital Radar Map 255Fuel Endurance (Fighters Only) 255Gravity 255Engagement Maps 256

Capital-Scale Aerospace Combat 257Large Aerospace Firing Arcs and Attacks 257Resolving Aerospace Attacks 257

Capital-Scale Aerospace End Phase 259Ending Aerospace Engagements 259Capital-Scale Aerospace Damage 259

Strategic Aerospace Special Actions 260Advanced Capital Missile Attacks 260Orbit-to-Surface and Air-to-Ground Capital Combat 260

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Space Bombers 261Aerospace Boarding Actions 262High-Speed Attacks 262Docking/Undocking 263Hyperspace Jumps 263

ADVANCED STRATEGIC BATTLEFORCE 264Advanced Initiative 264Detection and Reconnaissance Phase 265

Playing the Game 265Visual Ranges 265Step 1: Detection 265Step 2: Reconnaissance 266Step 3: Recon Scan 266Losing Contact 268

Advanced Movement Options 268Adjusting Formations 268Evading 268Hull Down 269Sprinting 269Movement Dice 269Transporting Non-Infantry Forces 269

Advanced Terrain 269Bridges 269Buildings (Urban Hexes) 269Deep Snow 270Heavy Industrial 270Ice 271Jungle 271Mud 271Rails 272Rough, Ultra 272Rubble, Ultra 272Swamp 272Tundra 272Water (Extreme Depth) 272Woods (Expanded) 272Bogging Down 272

Advanced Combat Options 273Artillery 273Artillery Counter-Battery Fire 274Artillery Flak 275Alternate Munitions 275Battlefield Intelligence 276Battlefield Intelligence Benefits 277Boarding Actions 277C3 Networks 279Dropping Troops 279Environmental Conditions 280Exceptionally Large Elements 282Hidden Formations 284Expanded Ground Ranges 284Minefields 284Urban Hexes (Buildings) 285VTOL Special Attacks 288

Additional Advanced Options 288Advanced Buildings and Urban Terrain 288Advanced Infantry Options 290Fortified Positions 290Terrain Conversion 290

New Unit Types 291Robotic Drones 291Four-Legged and Three-Legged Elements 292Glider ProtoMechs 292Superheavy ‘Mechs 292Land-Air BattleMechs 292

Quad-Vees 292Special Command Abilities 293Piloting Special Abilities and Design Quirks 296

Unit Abilities 296Design Quirks 296

PRESSURE PLAY 300

ABSTRACT COMBAT SYSTEM

Game Terms 304Components 305

Record Sheets 305Scale 306

Map Scale 306Turn Length 306Force Structure 306

Setup 307Force Commander and Combat Unit Leaders 307Force Record Sheets 307Leadership Rating 307

Playing the Game 307Master Modifiers Table 307Sequence of Play 307

Initiative Phase 310Deployment Phase 310

Formation Setup 310Adjusting Formations 311Switching Formation Role 312Deploy Forces 312

Detection and Reconnaissance Phase 313Step 1: Detection 313Step 2: Reconnaissance 314

Movement Phase 314Movement Basics 314Facing 314Stacking Limits 314Terrain 314Transporting Infantry Units 315Engagement Control 315Losing Contact 315Hidden Formations 315

Combat Phase 316Types of Attacks 316Attack Declaration 316Combat Tactics 316Resolving Attacks 316Step 1: Determine Range 316Step 3: Determine To-Hit Number 317Step 3: Roll To-Hit 317Step 4: Determine and Apply Damage 317Step 5: Determine Critical Hits 317

End Phase 317Fatigue 317Morale 317Retreat and Surrender 318Victory Conditions 318

ABSTRACT COMBAT AEROSPACE 319Hyperspace Travel 319

Space Combat 319Jump Point Combat 320Aerospace Ground Support 320Orbit-to-Surface and Surface-to-Orbit 321

304

INTRODUCTION

STRATEGIC BATTLEFORCE

ALTERNATE ERAS: UNITS AND EQUIPMENT

CONVERSIONRULES

ABSTRACT COMBAT SYSTEM

ALTERNATE ERAS: COST AND

AVAILABILITY

INNER SPHERE AT WAR

INDEX

RECORD SHEETS

ALTERNATE ERAS

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Advanced Abstract Combat Rules 321Combat Drop 321Fortress Hexes 322Capitals and Industry 324

Abstract Combat with Planetary Maps 324Scale 324Movement Phase 324

Scaled Strategic BattleForce 324Scale 325Detection and Reconnaissance Phase 325Movement Phase 325Combat Phase 325End Phase 325Strategic Aerospace 325Advanced Rules 325

CONVERSION RULES

Phase 1: Create Strategic BattleForce Units from Alpha Strike 326Step 1A: Choose Elements 326Step 1B: Determine Type 326Step 1C: Determine Size Value 327Step 1D: Determine Movement Stats 327Step 1E: Determine Armor Value 327Step 1F: Determine Damage Value 327Step 1G: Determine Skill Value 327Step 1H: Determine Point Value (PV) 327

Phase 2: Create SBF Formations or ACS Combat Teams 329Step 2A: Select Units 329Step 2B: Determine Size 329Step 2C: Determine Movement Stats 329Step 2D: Determine Combat Team Armor Value 329Step 2E: Determine Combat Team Damage Value 329Step 2F: Determine Formation Skill Value 329Step 2G: Determine Formation Tactics Value 329Step 2H: Determine Formation Morale Value 329Step 2I: Determine Formation Point Value 329

Phase 3: Create ACS Combat Units 329Step 3A: Choose Combat Teams 329Step 3B: Determine Type 329Step 3C: Determine Size Value 330Step 3D: Determine Movement Stats 330Step 3E: Determine Combat Unit’s Armor Value 330Step 3F: Determine Combat Unit’s Attack Values 330Step 3G: Determine Combat Unit’s Tactics Value 330Step 3H: Determine Combat Unit’s Morale Value 330Step 3I: Determine Skill Value 330Step 3J: Determine Point Value 330

Phase 4: Create ACS Formations 330Step 4A: Choose Combat Units 330Step 4B: Determine Type 330Step 4C: Determine ACS Formation’s Movement 330Step 4D: Determine ACS Formation’s Tactics Value 330Step 4E: Determine ACS Formation’s Morale Value 330Step 4F: Determine ACS Formation’s Skill Value 330

Phase 5: Assign Special Abilities 330Converting Special Abilities to SBF and ACS 330Special Abilities Details 331

Examples 339

CUTTING LOSSES 340

INNER SPHERE AT WAR

Terminology 344Object of the Game 345Scope of the Game 345Sequence of Play 345

GAME SETUP 345Choose Campaign Size 345Setup the Map 345

Choose Factions 346Faction Abilities and Flaws 346

Starting Setup 347Starting Economy 347Starting Military 348

PLAYING THE GAME 350Order Writing Phase 350Economics and Logistics Phase 350

Calculating Resource Points 350Banking Resource Points 351Infrastructure 351Supply 351Mercenary Supply and Hiring 352

Military Development Phase 353Creating Combat Commands 353Fortifications 353

Commerce and Diplomacy Phase 354Diplomacy 354

Military Phase 354Military Phase Basics 354Orders 354Military Actions 358Combat Resolution 362

End Phase 364Damage 364Salvage 364Repair 364Retreat 365Surrender 365Fatigue 365Morale 366Experience 367

Garrsions 368

INDEX

RECORD SHEETS AND TABLES

326 344

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Project Concept Randall N. Bills

Project Development Ray Arrastia Joel Bancroft-Conners Herbert A. Beas II Randall N. Bills Development Assistance Aaron Cahall Paul Sjardijn

Writing Fiction Herbert A. Beas II Jason Schmetzer Rules Matt Alexander Ray Arrastia Joel Bancroft-Connors Herbert A. Beas II Randal N. Bills Joshua Franklin Keith Hann John Haward Johannes Heidler Chris Marti Ben Rome Paul Sjardijn Joel Steverson

Product Editing Aaron Cahall

BattleTech Line Developer Randall N. Bills Assistant Line Developer Ben H. Rome Products Developer Ray Arrastia

Production Staff Art Director Brent Evans Assistant Art Director Ray Arrastia Cover Art Alex Iglesias Cover Design Ray Arrastia BattleTech Logo Design Shane Hartley and Steve Walker Evolved Faction Logos Design Jason Vargas Layout Ray Arrastia David Allen Kerber Illustrations Jeff Porter Miniatures Painting & Photography Camospecs Online

Additional Design and DevelopmentThe following people have been involved in the creation and development of BattleTech rules, either

by writing material that was assimilated into the main body of the rules, serving as the BattleTech line developer in the past, or otherwise contributing to the game in a major way.

Ray Arrastia, Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Ben Rome, Jerry Stenson, Christoffer Trossen, Wm. John Wheeler.

Playtesters/Proofers/Fact CheckersMatt Alexander, Sebastian Brocks, Rich Cencarik, Bill Derer, Brent “Moonsword” Ezell, Bruce Ford,

Eugen Fournes, Stephan Frabartolo, Joshua K. Franklin, William “MadCapellan” Gauthier, Keith Hann, Jason Hansa, Térence Harris, John “Worktroll” Haward, Matt Heerdt, Johannes Heidler, Ross Hines, Ken’ Horner, Daniel Isberner, Alex Kaempen, Stephen C. King, Chris Marti, Mike Miller, Jan Prowell, Craig Reed, Luke Robertson, Andreas Rudolf, Eric Salzman, Christopher K. Searls, Chris Sheldon, Agustín Sieiro, Cameron Smith, Lee Thoms, Mike Timbers, Drew Triebe, Øystein Tvedten, John Unchelenko, Elliotte Want, Chris Wheeler, Matthew Wilsbacher, Andreas Zuber.

Special ThanksCongratulations to Brian “ScrapYardArmory” for winning our IO Beta scenario contest with “The Battle

of Altais,” which we will publish in a future free IO supplemental PDF.Special thanks to all the players whose help and feedback on the BattleTech forums also helped make

it possible to polish its contents better while the deadlines loomed:abou, Acolyte, ActionButler, Alexander Knight, AmBeth, Arthinas, Atlas3060, atlask, Big D,

BirdofPrey, Black Omega, bluedragon7, bobthecoward, BrokenMnemonic, brother elf, CampaignAnon, Charlie 6, ColBosch, Conquest7706, csentman, Cybra, cylentwolf, Daryk, Deadborder, Demos, Diplominator, doulos05, Dukeroyal, EvilOverlordX, FedComGirl, Finster, General308, Giovanni Blasini, glitterboy2098, Gus, Hammer, Hythos, Issamuel, james43a, Jayof9s, JerseyMekWorks, Kodiak, Kojak, Kommando, Kreedo, Liam’s Ghost, LiaoScotsman, Lime2K, lordorm, Louie N, Maelwys, Maingunnery, Malleus001, Martius, mbear, mchapman1970, megatrons2nd, mitchberthelson, monbvol, mordel, Nahuris, nckestrel, Nebfer, Nerroth, Nightgaun7, nova_dew, Obvious, Peacemaker, pfarland, pheonixstorm, RedDevilCG, Revanche, RotS fan, ScannerError, SCC, Scotty, ScrapYardArmory, seizurebot1011, Shin Yodama, sillybrit, SirFozzie, skiltao, Smoke Banshee, solmanian, soshi, StCptMara, Syzyx, Trace Coburn, Vandervecken, victor_shaw, Weirdo, Woody, Wrangler, YingJanshi.

…And a special thanks to Keith Hann, for sorting and collating all that feedback across multiple threads on multiple forum threads and social media. Your hard work is always appreciated.

DedicationTo all the BattleTech fans that have kept the faith for so many years…thank you.To Ibis, for always supporting me while I followed my passions and did my “BattleTech thing.”

©2016 The Topps Company, Inc. All Rights Reserved. Interstellar Operations, Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.

Printed in USA

Published by Catalyst Game Labs,an imprint of InMediaRes Productions, LLC.

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FIND US ONLINE: [email protected] (e-mail address for any BattleTech questions) http://bg.battletech.com/ (official BattleTech web pages) http://www.CatalystGameLabs.com (Catalyst web pages) http://www.battlecorps.com/catalog (online ordering)

CREDITS

INTRODUCTIONINTRODUCTION

STRATEGIC STRATEGIC BATTLEFORCEBATTLEFORCE

ALTERNATE ERAS: ALTERNATE ERAS: UNITS AND UNITS AND EQUIPMENTEQUIPMENT

CONVERSIONCONVERSIONRULESRULES

ABSTRACT ABSTRACT COMBAT COMBAT SYSTEMSYSTEM

ALTERNATE ERAS: ALTERNATE ERAS: COST AND COST AND

AVAILABILITYAVAILABILITY

INNER SPHERE INNER SPHERE AT WARAT WAR

INDEXINDEX

RECORD SHEETSRECORD SHEETS

ALTERNATE ERASALTERNATE ERAS

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The Total Warfare (TW) and TechManual (TM) rulebooks present the core game and construction rules for BattleTech (BT), otherwise referred to as the standard rules. These two volumes encompass eight core unit types—several of which contain numerous subunit types—and a host of weapons and rules, as well as covering many different game situations. However, despite the breadth of play covered, many game situations still fall outside those rules, not to mention a plethora of more advanced equipment, as well as a few advanced units.

ADVANCED RULESBeyond the standard rules, a legion of advanced rules exists, allowing

players to expand their games in any direction they desire.In an effort to bring these rules to players in the most logical form

possible, the advanced rules are contained in three “staging” core rulebooks, each one staging up and building off of the previous rules set. Additionally, each one focuses on a particular “in-universe time frame” that will allow players to easily grasp where a given rulebook will “plug into” their existing game play.

TACTICAL OPERATIONSSitRep:Forces on-world.Conflict expected to last mere hours to achieve object.

Tactical Operations (TO) is the is the first in the “staging” Advanced Rulebooks. Its focus is during game play, and applies directly to a game as it unfolds on a world in the BattleTech universe; its rules represent hours in-universe, the time frame it takes for a single, moderate-sized battle to play out on a gaming table.

Building on Total Warfare and TechManual, Tactical Operations conveys numerous advanced rules for movement and combat across various units, while expanding core rules such as those for buildings, and implementing a host of advanced terrain and weather rules. Rules for the construction and use of advanced Support Vehicles are presented, as well as advanced and prototype construction options and weapons for use by almost every unit.

STRATEGIC OPERATIONSSitRep:Forces in solar system.Beginning burn to planet.Conflict expected to last weeks to achieve object.

Strategic Operations (SO) is the second “staging” Advanced Rulebook. It stages a player up to the next logical area of play, focusing on “in a solar system” and multi-game play; its rules represent weeks within the BattleTech universe, the time frame needed for several battles to conquer an entire solar system.

Strategic Operations contains advanced movement and combat operations emphasizing the importance of aerospace units, while extensive rules cover combat drops of numerous troop types into any situation. Linked scenarios and comprehensive maintenance, salvage, repair and customization rules provide an easy format for players to turn multiple games into an interconnected campaign to capture a target system, where the support crew of technicians and doctors and their skills can be just as important as any warrior. Complete game play and construction rules for advanced aerospace units are also included. Finally, a complete game system—BattleForce—allows players to use their existing miniatures and mapsheets to play quick, fast-paced BattleTech games, from small-scale skirmishes to large-scale planetary invasions.

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STRATEGIC BATTLEFORCE

ALTERNATE ERAS: UNITS AND EQUIPMENT

CONVERSIONRULES

ABSTRACT COMBAT SYSTEM

ALTERNATE ERAS: COST AND

AVAILABILITY

INNER SPHERE AT WAR

INDEX

RECORD SHEETS

ALTERNATE ERAS

INTRODUCTION

INTERSTELLAR OPERATIONSSitRep:Forces marshaled.Flotillas assigned to target solar systems.Conflict expected to last months to achieve objects.

Interstellar Operations (IO) is the rulebook you are holding in your hands and final “staging” Advanced Rulebook. Players are staged up to the final level of play, where they can assume the roles of a House Lord or Clan Khan and dominate the galaxy; IO rules represent months in the BattleTech universe, the time frame for conquering numerous star systems.

Interstellar Operations contains rules for the running of an entire faction’s military as a player tries to conquer (or defend) numerous solar systems. More importantly, the system contains rules that allow players to stage any large-scale conflict back through the various rule sets, as they desire—from BattleForce or Alpha Strike as detailed in Strategic Operations, Alpha Strike and the Alpha Strike Companion, all the way up to the simple, easy-to-use rules of conflict at the largest scale. Players have complete flexibility for any type of conflict in which they wish to engage.

CHOOSE WHAT YOU LIKE

As previously noted, Interstellar Operations encapsulates a myriad of advanced rules. In effect, all the rules and weapons/equipment in this volume are optional. This means you can use as many or as few of the rules in this book as you want. (In fact, this book contains so many new rules that we recommend you try them out a few at a time, rather than attempting to use them all at once.) Furthermore, most of the new rules and equipment here can be added individually to a standard game. You can add rules and pieces of equipment to your game one at a time—most of the rules do not rely on other rules in this book to work in existing BattleTech games. This allows you to tailor your BattleTech game to your taste by including only those rules that you find make the game more interesting or fun. Use whatever new rules and equipment you want and disregard the rest. Given the scope of the rules and the fact that they are optional, all players in a group should read through and agree to the use of any of these rules and weapons/equipment.

PLAYER ADJUDICATIONAn advanced-rules book for any game is, almost by definition,

more complex. In a game system with such a long and rich heritage as BattleTech—this rulebook alone draws from dozens of different sources across a large number of years—that complexity is even greater. Developers and writers have gone to great effort to make these rules as comprehensive as possible—not only from one section to the next in this book, but in how such advanced weapons and rules interact with the core game and construction

rules as presented in Total Warfare and TechManual. However, the sheer scope of Interstellar Operations (as with Tactical Operation and Strategic Operations) and the plethora of options provided means that it is not possible to cover all potential situations. Once this product reaches the players’ hands, they’ll envision scenarios and create situations on a game board that never crossed the minds of the developers or the legion of authors and playtesters that thoroughly worked over this product.

With that in mind, when players encounter situations not covered in the rules as they integrate the contents of Interstellar Operations into their playing group, they are encouraged to adjudicate each situation appropriately; make up the rules that work for you. If in the process a playing group runs into an argument, feel free to let a die roll resolve any disputes so you can return to playing the game and having fun.

Finally, the forums on bg.battletech.com are an excellent resource. Players can tap into a strong and vibrant online community, tapping a wide selection of players for different ideas on how best to adjudicate a particular situation.

FICTIONAs described in Total Warfare and

TechManual, fiction plays a pivotal role in bringing the BattleTech universe to life. Whether “story fiction” that places readers inside the heads of the characters in that universe, or “sourcebook fiction” that places the reader in the universe as though living among those characters, both work hand-in-hand to immerse players in this vibrant milieu.

Total Warfare concentrated on story fiction, while TechManual concentrated on sourcebook fiction; Interstellar Operations follows the Total Warfare format.

FICTION VS. RULESIt is important to remember that regard-

less of the critical role fiction plays in immers-ing players in the BattleTech universe, such fiction should never be construed as rules. As with Total Warfare, TechManual, Tactical Operations and Strategic Operations, to elimi-nate confusion about which sections are fic-tion and which are rules, the fiction sections have a unique look, compared to the uniform presentation of the various rules sections. All fiction sections are italicized in the table of contents.

FICTION VS. ARTInterstellar Operations follows the graphic design format

established by Total Warfare, TechManual Tactical Operations, Strategic Operations and A Time of War, wedding art to the book’s visual presentation in order to enhance the players’ experience. In this case, the graphic presentation represents a computer from ComStar’s Sandhurst Royal Military College.

As with fiction, while art plays an important role in bringing the BattleTech universe to life, it should never be construed as rules.

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GARAMONDIABASALTTERRAN HEGEMONY12 APRIL 2445

Dust, shaken loose by the near-constant artillery barrage, drifted down to distort the hologram with scintillating bril-liance. The gray-haired man leaning forward over the holotable grunted as it did so, thankful for the moment to close his eyes while the holo reformed. He resisted the urge to reach up and rub the bridge of his nose, but God knew the urge was a strong one. The headache was more than a week old, constant as the sun rises, and hard as the forward hull of one of the tanks dis-played in his holo.

“Sir,” an aide said tentatively. The older man ignored him. “General Marceneaux, sir,” he said.

Marceneaux still ignored him. He opened his eyes as the holo rastered back into clarity, showing him the dispositions of his divisions and their combat brigades as if he were perched on a cloud ten kilometers above the battlefield. The Titan view, the staff called it, as if they were tall enough to stand astride the field and see it like the gods of old Greece had watched from Olympus.

Marceneaux sighed. Maybe if I close my eyes it’ll go away.“Sir,” the aide said, a bit more forcefully. Another artillery strike

pounded at the fortified roof of the bunker, but Marceneaux ignored it as he had ignored all the rest. There’d be more dust to clear from the holo lenses, of course, but there was nothing to be done. The sky was raining high-explosives. Even the rocks wept under that pounding.

“All right, Bevan,” he said. “Let’s see what the Director-General’s courier has to say.”

“This way, sir,” the aide beckoned.It was a short walk out of the operations center to a small plan-

ning room off the main causeway. Marceneaux frowned as he looked down the long hall. The blast door at the end was open to the outside, which made the idea of the bunker rather pointless. All it would take was one gas round in the Fed artillery rotation and they’d be bloated corpses. “Major,” he said, inclining his head toward the open hatch before stepping into the room.

“Mad Dog,” the man waiting within said, tipping a finger to forehead in salute.

Marceneaux stifled a curse. “Gabe.” He pulled out a stool and sat down. “What’re you doing here? I’ve got a battle to win.”

Gabriel Calhoun grinned. “Always the same, General,” he said. “I’ve been sent with a special detachment to help you kick the Feds off this world.”

“I’m doing just fine, thanks,” Marceneaux said. “The Federated Suns hasn’t produced the general yet that can pry my divisions off this rock.”

Calhoun’s grin widened to a knowing smile. “That’s the Mad Dog Marceneaux I remember.” He held up his hands in mock sur-render. “I brought two things, General,” he said. “First, the news that the Feds have slipped six more heavy divisions on-world, mostly tanks and artillery. It’s a shock-corps, General.” Artillery thundered again, the sound still strident even through meters of compressed Basalt soil.

Marceneaux’s keen mind instantly flashed back to recent intel-ligence reports, information the Hegemony had gathered about Davion troop movements. He cupped his chin for a moment, thinking about which units he’d move around if he were the Fed commander.

“Sixth Terran March Corps,” Marceneaux said after a moment.

Jason Schmetzer

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“No one else is close enough.”Calhoun inclined his head. “That’s our estimate.”“Hm.” Marceneaux waited. “What’s the second thing you

brought me?”Calhoun smiled.

sts

“I have a target tank,” Grady called, “One o’clock, twelve hundred meters.”

Sergeant Brian Leon kicked the turret traverse and brought the big main gun around. The heavy turret slewed quickly on its bearings even as Brian bounced a laser rangefinder off the selected target and the barrel elevated slightly to the correct position as the azimuth came down.

“Target,” Brian said a half-second later as the targeting pipper in his gun sight came to rest on the Davy tank.

“Shoot!” Grady ordered. The tank commander’s voice was loud enough to hear even over the cacophony of battle raging through the tank’s interior. The dampened hel-mets canceled most of the noise, but strong tones still got through, and Grady’s rage was strong enough.

“Shoot,” Brian whispered, and squeezed the firing trip.

The entire turret shook with recoil as the 150mm automatic cannon belched a three-round burst in quick succession, before the autoloader kicked the empty shells out of the cassette-maga-zine and reloaded in the space of four sec-onds. Brian ignored the painful throb-bing in his forehead as he held his head to the gunsight. He was rewarded with the sight of his shells tracking straight and true, pounding through the last of the Fed main battle tank’s forward armor glacis and blasting its turret into the sky.

“Splash!” Grady screamed. “Take that, you sons of bitches!”

“Almost to the nav, TC,” the driver, Pesco, reported.

“Hold there,” Grady said. “Let’s see who else made it.”

Not many, Brian thought to himself. He took a moment to run his guns through a self-diagnostic. The rear-mounted missile rack was still dead-lined, the victim of a Fed infantry ambush. The forward machine guns were still operable, although the forward-port gun was only half-travers-ing with shells jammed in the mechanism.

“Grady,” Brian said after the check completed, “do I have time to unbutton and clear the forward-port gun?”

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“Hold on that,” Grady said. “I’ve got radar contacts in the smoke.”Brian clenched his jaw and held in a curse. He swung the big

turret around and reloaded the gun, even though the ready-magazine was only half-loaded from the larder in the base of the tank’s hull.

The rest of the brigade was scattered to hell and gone. They’d been placed out on the far left of the Hegemony positions, on the flank, away from where the S-2 thought the main Fed push would come. Of course, the -2 had been wrong, but at least he’d been a man about it and come out in a track to help hold the flank. He’d bought it in the initial rush, but at least he wouldn’t have to face Mad Dog Marceneaux and say he’d guessed wrong.

And now there were fresh—and heavy—Davy troops, tanks and infantry both, moving forward. Brian’s brigade had dwindled to a regiment and then a battalion. Grady was running what was left of their platoon, four tanks out of nine.

“Targets?” Brian asked. He tracked the turret back and forth, keeping the bearings warm.

“Course?” Pesco asked. The driver had the engine idled but ready, but Grady didn’t give him any coordinates.

“Wait,” Grady said. His voice was flat over the interphone, cold, but still carried a hint of tension. The same tension he’d had all week, when the first Davy thrust had come at their flank and Mad Dog’s daring plan was shot to hell.

I just want to see Mirach again, Brian told himself.“Target tank, ten o’clock,” Grady snapped. “ID?”“Tracking,” Brian said. He slewed the turret around, waiting for

the battle computer to acquire the target. A big return glanced off on the radar screen, and the MAD screamed for attention. Brian squinted, saw the squat shape of a main battle tank. The turret… look at the turret… shit. “It’s a flat-top!”

“Shoot!”The cannon roared, whipping through the three-round cas-

sette in three seconds, each chamber of the giant revolver action spinning to align its shell with the barrel before the hammer came down. Burnt propellant gas filled the turret again, burn-ing unnoticed in Brian’s nostrils. He watched his gunsight, head aching, hands steady, repeating the motions he’d been repeat-ing for six and half days. Squeeze, watch the sword-and-sunburst erase from the target.

Do it again.More flat-turrets crowded around the corpse of the lead Fed

tank, and the hull of Brian’s tank began to ring with the impacts of lighter-caliber Fed cannons even as Grady’s screams pushed Pesco into motion. The tank lurched backward, running toward the electronic nav that designated the final brigade RV point.

There wasn’t anywhere to run to after that.

sts

Marceneaux threw open the door of the planning room and stormed the few short steps back to the operations center. One of the officers there, Colonel Petit, handed him a pad. Marcenaeux squinted at the little screen long enough to read the information displayed and then flung the small electronic device across the room.

“Show me,” he commanded, waving at the holotable. He glared through the still-meshing images as Calhoun followed him into

the room, arms folded and not speaking. He cradled a small com-municator in his hand but did nothing more than fiddle with the volume control as he watched the holo form.

“Ninth Armored Cav is off the map,” Petit said. “Last reports had their CPs overrun. No word yet about ransoms or capture. There’s about two battalions of troops still moving, but it’s only a matter of time until they get swept up. This new division’s coming on strong and fresh, General.”

Marceneaux looked at the holo, then over his shoulder at Calhoun. “Support?” he asked Petit, without looking away from Calhoun.

“Nothing, sir,” Petit said, softly. “I’ve got a brigade forming from the other flank, but by the time they cross the field they’d have to go right into the defense. Those boys and girls are on their own.” Marceneaux snarled a curse, but a soft one, directed at the holo. Petit was a good officer; he felt as helpless as Marceneaux did, losing good soldiers because of a mistake. Marceneaux’s mistake. He should have placed more strength on the flank.

And then they would have just come on the other side, or right down the middle, you old fool, his mind told him. He looked at the holo, his mind racing. There’s nothing else. “Calhoun.”

“Mad Dog,” Calhoun said, not moving.“Can you get there in time?”“We’re at the LZ, sir… it’s on that flank.”“Can you save my people, Gabe?” Marceneaux looked up, away

from the holo and the slaughter it showed. “Can you get them out?”Calhoun straightened, coming off the wall and drawing himself

to attention. He was indoors, so he didn’t salute, but Marceneaux saw his fingers twitch nonetheless. “You tell ‘em to hold, General,” he said. “I’ll do my best.”

Marceneaux nodded. “Go.” He didn’t watch Calhoun leave, , but instead spun and pointed at the officer on the communica-tions board. “Son, you get me on that battalion frequency so I can tell those boys they’re not alone.” He smacked the edge of the holotable hard enough to reset the image. “And by your hope of salvation you do it quick.”

sts

“Shoot!” Brian screamed, and kept screaming as the cannon cycled hellfire downrange, blowing the turret from the Davion scout vehicle that had been edging forward to paint them for artillery fire. The light armor couldn’t resist the heavy fire and the tank ignited. Pesco didn’t wait for the order. The tank snarled into reverse, back toward the RV and the half-troop of tanks clustered there.

“I don’t care if you are an officer, you pig-shit asshole,” Grady screamed into the microphone. “We stay up here and we’re dead. There’s no one else coming and we have to get back now!” Brian looked away from the sight long enough to look back at Grady, but the TC seemed just angry as hell, not manic. He didn’t hear the reply, but from the way Grady’s eyes bulged in their sockets, he figured the rear-echelon butter-bar who’d showed up to “con-solidate” their position was arguing.

“Then you stay and die,” Grady said, cold and nearly as silent as death. “Me and my boys, we’re living to fight another day. The Mad Dog won’t let these bastards keep this up, and I want to be there to kick in their teeth.”

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Brian shivered despite the ravenous heat of the tank’s inte-rior. Between the big diesel driving the tank and the cannon’s breech sitting just over his head, it had to be well over fifty degrees Celcius.

“Pesco,” Grady said on the interphone, “when we get to the laager, you just drive on through. Thems that’s going to follow us will.” Brian felt a tap on his shoulder and looked back. Grady was leaning forward, one hand cupped over his headset mike. “Brian, that bastard so much as paints us you stick it in good, you hear?”

“TC?”“There’ll be a gun-track with a REMF in it, trying to push us for-

ward.” Grady’s eyes were rock-hard, red-tinged from propellant exhaust, but firm. “He tries to stop us, you do him good. I’m not dying to earn supply prick his I-got-shot-at medal.”

Brian swallowed and turned back around. A squeal of static burst from the radio an instant before a gravelly familiar voice erupted.

“Listen up, troopers,” General Marceneaux said. “I know you’re hurt and you’re running. I know they’re coming, thick as grass and tight as crabs.” The General’s voice was strong, harsh, and caustic—just like always. Brian felt himself straighten a bit in his seat, as if the Mad Dog was walking by on review.

“I’m not going to say hold the line, boys,” he said. “But you hold that zone. Keep moving, keep shooting, and keep those bastards where they are. Help is on the way.”

“We’re dead,” Pesco whispered, loud enough for the inter-phone to pick up. “He just killed us.”

“You boys know me,” Marceneaux said. “If I was leaving you out to dry, I’d say so. Hell’s own chariot is coming for those Fed bastards. You just hold, and keep alive.” There was a moment of silence, as if the General had something else to say but couldn’t. Brian swallowed again, imagining the expression of the officer’s face.

“Mad Dog, out,” he finally said, and then cut to static.“We’re dead,” Pesco said again.“Driver, shift oblique,” Grady ordered.“What the hell?” Pesco said. “Two seconds ago you were run-

ning for the hills.”“If the Mad Dog says help is coming, then help is coming,”

Grady said. “Now drive.” The tank bent around to the left, but Pesco didn’t stop talking.

“That’s all well and good, TC, but you can read the tac screen as well as I can.” Brian glanced at the screen, but the symbols showing the rest of the division—what was left of it—appeared unchanged. “There ain’t nobody near us.”

“You just drive,” Grady said. “Brian, you just shoot. Everything else, we leave up to the Mad Dog. That’s what he does, and across twenty years and more worlds than that, he’s never left a man to die without telling him first.”

Alarms began to ping as their course took them back into con-tact with the advancing Fed troops. Brian traversed the turret left, bringing the cannon to bear along the likely axis of threat. Heavy pings began to sound as Fed targeting systems painted the hull

with fire-control radars. There was even a millimeter-wave warn-ing for inbound artillery.

“Just drive,” Brian whispered, and held on for the next six minutes.“Target tank, four o’clock,” Grady finally said. “Command track.”Brian looked, found the clustered antennas. “Target.” He

brought the barrel around a bit, leading the hard-charging tank. More flat-topped tanks wallowed in the low battlefield fog behind it, and the paired light-cannon barrels on the turret nosed left and right, sniffing for Hegemony targets.

“Shoot,” Grady said. Brian squeezed his triggers as soon as he heard the “sh” in Grady’s voice, and the cannon hammered a tre-ble-salute at the Fed officer’s tank. The cannon powered through its cassette and then clamored empty.

“We’re Winchester on the main gun,” Brian screamed.“Pesco!” Grady shouted. “Reverse!”“Crunchies!” came a call on the platoon freq. Brian let go of

the main gun controls and switched the forward machine guns to his main display. If there was Fed infantry out there with man-portable missiles, the miniguns were his only hope.

“Where am I going?” Pesco asked.“Back!” Grady said. “Until we find an ammo bunny or we’re dead.”Brian searched the smoke, watching for the small shapes of Fed

infantrymen. He saw several tanks, but didn’t bother to engage. The light slugs from his machine gun wouldn’t harm the heavy armor of the Fed tanks and he didn’t want to draw attention to them on the off chance the Fed gunners had other things to shoot at. There were a lot of them, though.

“I think we’re getting overrun, TC,” Brian said.“Yeah,” Grady grunted.“We’re dead,” Pesco said.“Keep moving,” Grady said. “We have to—shit!”A Fed tank lurched out of the foggy lowlands, its turret already

tracking toward them. Brian cranked the minigun around and ripped a long burst of fire into the tank’s front glacis, trying to distract the gunner. Pesco was sobbing—the tank jerked with erratic movements, a legacy of the driver’s shaking hands. Brian let off the triggers and sat back. Soon he’d be able to rest.

“Damn it,” Grady whispered, the interphone faithfully transmit-ting his words. The Fed tank’s long gun swiveled, and stopped… pointed straight at the Hegemony tank. Brian looked through the sight, wondering if he’d have time to see the shell coming. He’d often wondered if his own targets could.

A massive foot crushed the sixty-ton Fed tank to paste, twisting as it did so to grind the Fed beneath its heel. It was attached to a foot, which went to a leg and up to a torso. Brian dialed the gun sight up, trying to get a view. A fat-bodied torso appeared, then erupted with blue-white lightning. Brian blinked, suddenly aware that he was screaming. The massive machine lifted its foot and moved past them, still firing. It was quiet in the tank.

“Mad Dog wasn’t kidding,” Pesco finally said, a sense of wonder evident in his voice. “What was that?”

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