Catalyst 35006 - Interstellar Operations [2016].pdf

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THE ADVANCED INTERSTELLAR CONQUEST RULES
Marshal your forces and prepare to conquer the
Inner Sphere!
Interstellar Operations
is the next
long-awaited rules installment to the series
begun with
Total Warfare
and carried through
the award-winning
Tactical Operations
and
Strategic Operations.
The former focuses on a
whole new level of excitement directly on your
gaming table while the later focuses on moving
from a single scenario to a multi-part campaigns
and how to take an entire solar system.
Interstellar
Operations
zooms up to the final level, allowing
players to assume the roles of House Lords and
dominate the galaxy.
Interstellar Operations
contains rules for running an entire
faction’s military as a player tries to conquer numerous solar
systems, including rules for how to conduct warfare through
scales larger than previously represented within the core line of
rulebooks. Finally, perhaps one of the most anticipated portions
of the book, the Alternate Eras section introduces a huge swath of
rules for playing across the thousand years of
BattleTech
history,
including weapons and equipment mostly unique to a given era,
such as complete rules for building and playing with LAMs.
®
©2016 The Topps Company, Inc. All Rights Reserved. Interstellar Operations, BattleTech, BattleMech, ’Mech and MechWarrior are registered
trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA.
WEBSITE: CATALYSTGAMELABS.COM
INTERSTELLAR OPERATIONS
BATTLETECH
TM
• CATALYST GAME LABS •
INTRODUCTION
Advanced Rules
Tactical Operations
Strategic Operations
Interstellar Operations
Choose What You Like
Player Adjudication
Fiction
Fiction Vs. Rules
Fiction Vs. Art
CHARGE OF THE LIGHT
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ALTERNATE ERAS
Star League Era (2300-2780)
Sub-Era: Age of War (2300-2570)
Sub-Era: Age of the Star League (2571-2780)
Succession Wars Era (2781-3049)
Sub-Era: Early Succession Wars (2781-2900)
Sub-Era: Late Succession Wars (2901-3049)
Clan Sub-Eras (2800-3049)
Clan Invasion Era (3050-3061)
Sub-Eras
Civil War Era (3062-3067)
Sub-Eras
Jihad Era (3068-3085)
Sub-Eras
The Dark Age Era (3086-3150)
Sub-Era: The Republic Age (3086-3130)
Sub-Era: Late Dark Age (3131-3150)
Clan Sub-Era: The Post-Reaving (3086-3150)
General Era Rules Expansions
Star League Era
Succession Wars Era
Clan Invasion Era
Civil War Era
Jihad Era
Dark Age Era
The Universal Technology Advancement Table
Evolving Technology in Campaign Play
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ALTERNATE ERAS UNITS & EQUIPMENT
Advanced Clan Equipment (Wars of Reaving)
Electric Discharge ProtoMech (EDP) Armor
Extended Jump Jet (XJJ) System
Fusillade Launcher
Improved Advanced Tactical Missile (iATM) Launchers
Magnetic Clamp System
Nova Combined Electronic Warfare System (CEWS)
ProtoMech Quad Melee Weapon System
Specialty Munitions: Improved Magnetic Pulse (IMP) Missiles
Specialty Munitions: Improved Inferno (IIW) Missiles
Advanced Pilot Interfaces (Multiple Eras)
Damage Interrupt Circuit
Direct Neural Interface Cockpit Modification
SLDF Advanced Neurohelmet
Virtual Reality Piloting Pod
Advanced Prototype Systems (Age Of War)
General Advanced Prototype Systems Rules
Arrow IV (Arrow-P)
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Artemis IV FCS (Artemis-P)
Beagle Active Probe (BAP-P)
CASE (CASE-P)
Double Heat Sinks (DHS-P)
Endo Steel (ES-P)
Extralight Fusion Engine (XL-P)
Ferro-Fibrous Armor (FF-P)
Gauss Rifle (GR-P)
Guardian ECM (ECM-P)
LB 10-X (LB 10-X-P)
Narc Missile Beacon (NARC-P)
Pulse Lasers (PL-P)
Remote Sensors (RS-P)
Rocket Launchers (RL-P)
TAG (TAG-P)
Augmented Warriors (Multiple Eras)
General Augmented Warrior Rules
Belter Augmentations
Clan Enhanced Imaging Neural Implant
Cybernetic and Prosthetic Augmentations
Centurion Weapon System (Star League)
Centurion Weapon System Game Rules
Centurion Weapon System Construction Rules
Dark Age Equipment (Dark Age)
Anti-Penetrative Ablation (ABA) Armor
Ballistic-Reinforced Armor
Heat-Dissipating Armor
Impact-Resistant Armor
HarJel Repair Systems
Radical Heat Sinks
Re-engineered Lasers
Remote Drone Command Console
Tight-Stream Electro-Magnetic Pulse (TSEMP) Weapons
Dark Age RISC Equipment (Dark Age)
RISC Advanced Point Defense System
RISC Emergency Coolant System
RISC Heat Sink Override Kit
RISC Hyper Laser
RISC Laser Pulse Module
RISC Repeating TSEMP
RISC Super-Cooled Myomer
RISC Viral Jammers
Early Clan Improved Equipment (Early Clan)
General Early Clan Improved Weapons Rules
Improved Lasers
Improved and Enhanced PPCs
Improved Autocannon
Improved Gauss Rifle
Improved Standard Missile Launchers
Early Clan Prototype Systems (Early Clan)
General Early Clan Prototype Systems Rules
ER Lasers (ER-CP)
LB-X Autocannon (LB-X-CP)
Streak SRM (Streak-CP)
Ultra Autocannon (UAC-CP)
Expanded ProtoMechs (Wars of Reaving)
Expanded ProtoMech Game Rules
Expanded ProtoMech Construction Rules
Inner Sphere ProtoMech Interface (Jihad)
Inner Sphere ProtoMech Interface Game Rules
Inner Sphere ProtoMech Interface Construction Rules
Inner Sphere Recovered Prototypes (Late Succession Wars)
General Inner Sphere Recovered Prototypes Rules
Double Heat Sinks (Freezers)
Endo Steel (ES-P)
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ER and Pulse Lasers (ER-LL-P and MPL-P)
Ferro-Fibrous Armor (FF-P)
Gauss Rifle (Gauss-X)
LB 10-X (LB-X-P)
Triple-Strength Myomer (TSM-X)
Ultra Autocannon (UAC/P)
Specialty Munitions: Anti-TSM (“Green Smoke”) Missiles
Specialty Munitions: Listen-Kill Missiles
Space Station K-F Adapter
Land-Air BattleMechs (Multiple Eras)
Bimodal LAMs
Standard LAMs
General LAM Game Rules
LAM Conversion
Movement Phase
Combat Phase
Heat Phase
Going In
LAM Construction
Machina Domini Interface (Jihad)
Machina Domini Interface Game Rules
Machina Domini Interface Construction Rules
Modular Space Stations (Multiple Eras)
Modular Space Station Game Rules
Modular Space Station Construction Rules
Primitive Prototype Equipment (Age of War)
Primitive Prototype Equipment Rules
Primitive Prototype DropShip and JumpShip Equipment
DropShuttle Bays
Prototype DropShip K-F Boom
Primitive Prototype Jump Jets
Primitive Units and RetroTech (Multiple Eras)
Primitive Units Overview
Primitive Units Game Rules
Restricted Technologies
Primitive ’Mech Construction
Primitive Combat Vehicle Construction
Primitive Conventional Fighter Construction
Primitive Aerospace Fighter Construction
Primitive Small Craft Construction
Primitive DropShip Construction
Primitive JumpShip Construction
Prototype Specialty Missiles (Clan Invasion)
Specialty Munitions: Dead-Fire (DF) Missiles
Specialty Munitions: Retro-Streak (RS) Missiles
Specialty Munitions: Shoot-and-Sit (SS) Missiles
QuadVees (Dark Age)
QuadVee Game Rules
QuadVee Construction Rules
Robotic and Drone Systems (Multiple Eras)
General Robotic Unit Game Rules
Smart Robotic Control System (SRCS)
Shielded Aerospace Smart Robotic Control Systems
SDS (Caspar) Drone Control System (SDS-DCS)
Caspar II Advanced Smart Robotic Control System
Autonomous Tactical Analysis Computer (ATAC)
Direct Tactical Analysis Control (DTAC) System
Advanced Robotic Transport System (ARTS)
SDS Self-Destruct System
SLDF SDS Jammer System
Word of Blake Dragon’s Breath Multi-Missile Launch System
Robotic Independent Command Rules
Ground Operations RIC Decision Tree
Superheavy ’Mechs (Multiple Eras)
Superheavy ’Mech Game Rules
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Superheavy ’Mech Construction Rules
Tripod ’Mechs (Multiple Eras)
Tripod ’Mech Game Rules
Tripod ’Mech Construction Rules
Thermobaric Weapons (Multiple Eras)
Fuel-Air Munitions Game Rules
Weapons of Mass Destruction (Multiple Eras)
General Weapons of Mass Destruction Rules
Nuclear Weapons
Nuclear Weapons Game Rules
Resolving a Nuclear Detonation
Standard Nuclear Weapons
Biological and Chemical Weapons
Biological and Chemical Weapon Game Rules
Biological and Chemical Weapon Construction Rules
Chemical and Biological Weapon Classes
Word of Blake Super-Jump Drive (Jihad)
Word of Blake Super-Jump System Game Rules
Word of Blake Super-Jump System Construction Rules
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INTRODUCTION
ALTERNATE ERAS
ALTERNATE ERAS:
UNITS AND
EQUIPMENT
ALTERNATE ERAS COST AND AVAILABILITY
Costs
Advanced Clan Equipment (Wars of Reaving)
Advanced Pilot Interfaces (Multiple Eras)
Advanced Prototype Systems (Age of War)
Augmented Warrriors (Multiple Eras)
Centurion Weapon System (Star League)
Dark Age and RISC Equipment (Dark Age)
Early Clan Improved Equipment (Early Clan)
Early Clan Prototype Systems (Early Clan)
Expanded ProtoMechs (Wars of Reaving)
Inner Sphere ProtoMech Interface (Jihad)
Inner Sphere Recovered Prototypes (Late Succession Wars)
Land-Air BattleMechs (Multiple Eras)
Machina Domini Interface (Jihad)
Modular Space Stations (Multiple Eras)
Primitive Prototype Equipment (Age of War)
Primitive Units and RetroTech (Multiple Eras)
Prototype Specialty Munitions (Clan Invasion)
QuadVees (Dark Age)
Robotic and Drone Systems (Multiple Eras)
Superheavy ’Mechs (Multiple Eras)
Tripod ’Mechs (Multiple Eras)
Thermobaric Weapons (Multiple Eras)
Weapons of Mass Destruction (Multiple Eras)
Word of Blake Super-Jump Drive (Jihad)
Battle Value
Advanced Clan Equipment (Wars of Reaving)
Advanced Pilot Interfaces (Multiple Eras)
Advanced Prototype Systems (Age of War)
Augmented Warriors (Multiple Eras)
Centurion Weapon System (Star League)
Dark Age and RISC Equipment (Dark Age)
Early Clan Improved Systems (Early Clan)
Early Clan Prototype Systems (Early Clan)
Expanded ProtoMechs (Wars of Reaving)
Inner Sphere ProtoMech Interface (Jihad)
Inner Sphere Recovered Prototypes (Late Succession Wars)
Land-Air BattleMechs (Multiple Eras)
Machina Domini Interface (Jihad)
Modular Space Stations (Multiple Eras)
Primitive Prototype Equipment (Age of War)
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ALTERNATE ERAS:
COST AND
AVAILABILITY
STRATEGIC
BATTLEFORCE
ABSTRACT
COMBAT
SYSTEM
CONVERSION
RULES
INNER SPHERE
AT WAR
INDEX
RECORD SHEETS
3
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