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BattleTech - Battlespace PDF

154 Pages·1993·168.917 MB·English
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O O K l INI COMrCIMTS CONTENTS INTRODUCTION 4 JumpShip/WarShip Critical Systems 26 Components 4 Space Station Critical Damage 29 Counters 4 OPTIONAL RULES 30 Record Sheets 6 Advanced Movement Rules 30 Mapsheets 6 Optional Thrust Point Use 30 Dice 6 Optional Facing 30 Game Terms 6 Atmospheric Operations 32 Fire Factor 7 Space/Atmosphere Interface 32 Piloting Skill Rolls 7 Atmosphere 32 Other Rolls 7 Ground 34 Margin of Failure 7 Asterolds 35 PLAYINGE HT GAME 8 Shuttlecraft 35 Sequencef o Play 8 Emergency Exit Systems 35 Initiative Phase 8 Advanced Point Defense Weapons 36 Movement Phase 8 Docked DropShips 36 Combat Phase 9 Boarding Actions 36 End Phase 9 Debris 37 Clan Rulesf o Engagement 9 Dropping Troops 37 MOVEMENT 11 Attacking the Jump Sail 38 Facing 11 Surfaceo t Orbit Fire 38 Thrust Points 11 Weapons of Mäss Destruction 39 Using Thrust Points 1 1 Orbio ttS urface Bombardment 39 Stacklng Limit 12 Nuclear Weapons 40 Gontröl Rolls 12 CAMPAIGN OPERATIONS 42 Making Control Rolls 12 Hyperspace Travel 42 Special Actions 13 Jump Point 42 Evade 13 Jump Field Damage 44 Roll-Över 3 1 Mae kJhiunmtg p 45 Change Formation 13 Jump Sail Recharging 46 Hover 13 Physical Effects of Hyperspace Travel 48 Docking 13 Detection 48 Launch/Recover 13 Deep-Space Rendezvous 49 Landing 13 Docking 49 Jump 3 1 Moving Damaged Craft 50 COMBAT 14 Launching/Recovering Small Craft 50 Detection 14 Recovering Fighter Casualties 52 Weapons Flre/Firing Åres 14 System Transit 52 WarShips 16 Fuel Consumption 52 Fighters 16 In-Flight Refueling 53 Heat 16 Pilot Modifiers 53 Range 16 Planetary Landing 53 Makie nAhgtt tack 71 Liftoff 55 Damage 17 Cargo 56 Armor 7 1 Maintenance 56 Applying Damage 8 1 Support Points 56 Determining Fighter DamV (aSPgmMeall Craft) 81 57 Damage to Fighters V (LPaMrge Craft) 91 57 Crftical Damage 02 Effect fosM aintenance 58 Critical Damage Effects 22 Maintenance Costs 60 General Critical Damage 23 l Repalr 60 Repair Modifiers 60 Component Repair 61 Armor Repair 61 Dd Wesnriigatlnn g Jump Sail Repair 61 Chris Hartford Fighter Repair 61 Crew 62 Development Crew Quality 62 Scott Jenkins Crew Requirements 62 )NSTRUCTION RULES 64 Levlathan Original Design DropShlp Construction 64 L. Ross Babcock III Determine Parameters 64 m Lewais S Determine Propulsion 64 Jordan Weisman Determine Structure 66 Choose Weapons 68 Jumpshipd nDsa ropships Original Design Clare Hess JumpShlp/WarShip Construction 72 Determine Parameters 72 Editorlal Staff Add K-F Drive 72 Senior Edltor Determine Propulsion 73 Donna Ippolito Determine Structure 73 Associate Editor Choose Weapons 75 Sharon Turner Mulvihill Space Statlons 76 Editorial Assistants Calculatie nChgto st 76 Diane Piron Converting AeroTech Craft 78 Rob Cruz Movement/Fuel 78 Production Staff Offensive Systems 78 t rDAirector Armor 78 Jeff Laubenstein Miscellaneous Stastics 79 Project Manager Fighter Units 79 Mike Neilsen )BATTLE 81 CoverArt Fighter Engagements 81 Peter Scanlon Modlfylng BattleSpace 81 Cover Design Armor Re-scale 81 Mike Neilsen Weapons Split and Re-scale 81 Illustration Expanded Combat Rules 81 Joel Biske, Earl Geier, Low Atmosphere Rules 83 Jeff Laubenstein, Larry MacDougall, Allén Nunis, Gary Thomas Washington Altitude Levels 83 dCnoaun ptear IMllustrations Map Scale 83 David Martin Movement 83 Layout Air-to-Air Combat 84 Mark Ernst Air-to-Ground Fire 84 Steve Bryant Return Fire Kd ePynaliasntee up Ernesto Hernandez Playtesting The Nottingham BattleTech Club Steve Bacon, Chris Cantrill, Neil Dale, Richard Eaton, Roger Gerrish, Darren Merriman, VTTLETECH, 'MECH, BATTLEd MMnEECCaHH WAReRrIOaR Karl Tebbutt frademarks of FASA Corporation, registered in the U. S. Patent and f rademark Office. BATTLESPACE is a Trademark of FASA Corpo- Ariston Productions Mike Collins, Rick Cox, Greg Gbur, Jason i. Copyright © 1993 FASA Corporation. Hansa, Gene McDonald, Christina Smith, l Rights Reserved.e UPhnritni tetnedid Staf tAeoms erica. Eric J. Smith, Chris Wagner AndAIso [Pubylisbhe d Scott Jenkins, David McCulloch, Stephane Matis IFASA Corporatio• nx P 6o9.OB3. 0• C hicagL 6oI0, 680 3 IlSirROOUCTfOM INTRODUCTION A burstf o infrared radiation signalse ht invaders' arrival in-system. Space blurs, then resolves itselfintoe ht needle-\ like shape of a JumpShip. As the vessel snaps solidly into existence, the crew seans the immediate vicinity for threats. j Nearby areaf oss pace shimmer, marke inahe te grhf hrrlteeit v fs sefoaoADtt l . ropShips detach from their fragilel transpd aoncratcs elerate towe tahartrdg et plae e fnhlsehehtet tif, tpo sd eploy huge, flexible, metallic diso cctso llect ehre tanhty efosa rby stars, recharging their Kearny-Fuchida drives. Having covered he adhltif stae nthatc roegt e efhltte, f eoDt ropShips turns end-over-ed nfniadre s their engineost reduce their velocity. As the attackers make a controlled approach to the target, both sides launch squadrons offighters to take up defensive positions and protect their larger cousins from the opposing forces. Unwilling to intercept in deep space, the defenders gather and wait in orbit around their planet. Fighters strain under multiple-G maneuvers whilee htD ropShips travel steadily onward, moving like whales among darting minnowsehT. battle isjoined—the minnows become piranhas, biting ät the enemy DropShips. Alone, a fighter would be only a minoi nuisaa Dn orcote pSt luhikibpe , piranhas, fighters rarely attack alone. Half-a-dozen fighters break throuo gctoh nverge o anB attleMech transport, shredding armd vnoaitr al systems. Though badly damagee cdhrt, aft limps towas rgtdi oal afrien dfly of eighhet lephr sqtwuai thdron. elThahtr sigsi e-scale action ofplanetary invasion, whe esrhd kedtn iaall rinf ofgi ghter e pthaitl cdotntiacs al training of captain fsoD ropShips, JumpShipd snraa, re WarShips determine hfetä tf eop lane hteti ddtnf esaow ar. r moBo aroett wlpelaSta gyprae aosmrcsfiee that simulates COJVIPONENTS battles in space between the Houses of the Inner Sphere, and the invading Clans. Players commana rda nf gcore aft, from DropShips, BattleSpace provides the following components to play the e htworkhorse vesselsf o transportd na planetary travel, through game. As used here, the word unit refers to a single vessel of an| fighter units, to the flimsy needle-like JumpShips, necessary for type or a squadron of fighters. interstellar travel. BattleSpace also provides rue lhhet ruosf ge, deadly WarShips, powerf ul, jump-capable combat ships unseen in COUNTERS the Inner Sphere since the beginning of the Succession Wars. BattleSpace provides a number of color counters to mark thd The rules for playing BattleSpace begin with Playing the position and orientation of each unit on the map. The following Game. The Movement and Combat sections expand on the counters represent shuttlecraft, DropShips, JumpShips, fighte elements of the sequence of play. Optional Rules allows players units, WarShips, and space stations. Additional counters mari to add more complexity to the basic BattleSpace game, and asted roontihdaes r obstacles (ss udaceh stroyed units), marjk Campaign Operations covers situations likely to occur during a craft's heading (or orientation), and show the formation of a fighte campaigne hT.C onstruction Rules section outlinese htp roce- unit. i dure and formulas for creating custom-made craftl lsoai fzes. The AeroBattle section incorporates fighter-to-fighter engagements into the larger scale of BattleSpace. i BattleSpace was designed to allow players to run a campaign in space, pl llatahy otiunsoge elements usually negleehctt endi ro ulasthn d BattleMd sentcaahrts sluggit niog ut. This book supplements Drod pJSunhmaippsS y hsbtirpes amelihnitng operationsd e rnxuplaeas nding other secd tpionronavsni d,aes alternative to AeroTech by incorporating those rules into the BattleSpace sequencf d pocenl oaany struction rules. Players will eBnheaetttd leTech Comped MndneicuahmW arrior, Second ; Editlo onpt, lay BattleSpace. m A m. f st*A fm 4 RULKBOOfC IIMTROOUCTfOlM 5 BÄ TTt-CSPA CC HULEBOOK flMTROOUCTIOM Weapon Data BattleSpace provides a record sheet for each unit, to keep The table in the upper right-hand side of the record sheet lists y dnaamta rfagocek inflicted age auhinntist tduring the game. the weapons bays of each vessel. Each line provides data on the Each type fo unit, DropShip, JumpShip, WarShip, space station, typf woe eae pbhaoty nn, si their firie ndhgat mdanraeag, e they ad uf nnisgaiqhautheer ,record sheet. Every record sheet, inflict ät a given range. See the Combat section, p.14, for more regardless of the type of unit it represents, divides needed informa- information on weapons. This table also gives the amount of heat tion into several common sections, described below. generated by using that weapons bay. We ruhhleeta snc ra rdoeoas(fems t xreadog-eobdu t afroea the ship), that part of the ship has taken damage, which is indicated Unit Data e bahypt p Xtru-oionpgr iate boxes. Unmarked boxes reofetr Each record sheet also lists the unifs important statistics, location boxes that remain intact (that part of the ship has taken no includs ind StMigna aafex imum Thrust (see Moveme. np1t1 ,). damage, and so the boxes are not crossed out). The same section provides space to record the amount of thrust currently available, and the unifs velocity and fuel reserves. Critical Damage Data Non AlT iIOH The final section of the DropShip and WarShip Record Sheets ::AKI¥s«JH "?. ! H» nv provides a template of the unifs vulnerable internal components. 15 1201 FUflELMHs --- J1O1 Each class of ship has a different number and layout of Critical 13 u1190 ---- --- --"S Damage boxes, and a different mix of internal components. The 4i9i90 - 19—09- 495950 Fighter Record Sheets do not have a Critical Damage section; the um u70 44J3IS900. '- R1- I-1OH_T- 7•<005 W1NTT9M HMllHl1RTJELML eCeriSticaamf Clo ooD u0manmr 2tbm oo aa.offtgp r,deea , imnfaogrme aretioqnui.red to destroy a fighter is much smaller. s 70 - 9 BattleSpace provides two WarShip Record Sheets. The 1101 7_9 - 1190 Small WarShip Record Sr Wohfe aseriS thips mässing less than 21910909 9»9et109t --_ _-- -- »J1O1 L 750,000 tons. Heavier WarShips use the Large WarShip Record 40 - #*-»« __ _ - « WIHO Sheet. *n II 99 »0 _ «o •7B0 49 IVUVPSHEETS HUT HHU d 1 FUll The game provides two mapsheets printed with a grid of UFI THRUCT ~~~] FU1ADAI l— | — | — 1 MAX THRUST C ~l uunmaoui 1 hexagr oohn(es xes). These hexes regulate moevhetm neni t ftVKHUCl 1D n| | | 1 I*fj" ™ M» ••.'_ game, and provide a quick means of calculating the distance iii •PILOT DATA- between units. Each hex represents approximately 18 kilometers MLOTlNa IKIU ini . J_5 i i-.* !O_Mrm»_ (just över 11 miles). This is the distance that a craft would cover COHC OUNNIRY HULL TAM ——i every Game Tu1 rmn( inute) after accelerating ät one-half gravity ! Ift rNoOaStt AAFfTT _ _NiiOmSE_ _NuOmSE_-AkflXL i (5 meters/sec./sec.) for one minute (moving ät 1,080 kph or 670 NOSC AFT LWING RWING mph). NOSE AFT FUSELAGE FUSELAGE RLWWtINNGG LRWWIINNGG FLU SWELINAGGE FURS WELIANGGE R WING 9 1 FUSELAGE FUSELTFAAG TFAE i AFT V•LOCITYAND ALT]miDi RICO» DICE téAii 1 WiHA"-AB- JUT. 1 WWEEAAPPOONN l WWEEAAPPOONNWWEEAAPPOONN GEAR e BhTattleSpace game system often requires player osrt oll 3 WEAPON 1 WEAPONCONTKX EUEt 4 FCS ICONTVOL ENGINE UfESUP. diceo dt etermine their unifs succesr sof ailure ät certain maneu- S NOCItlT. 1 NOCBT. ENGINE AV10NKS IEFOMFREE1WJ -: i vers. Whenever dice rolling is required, BattleSpace uses two standard six-sided dice, included in the game. The rules may ask the player to roll one six-sided die (1D6) or two six-sided dice (2D6). When rolling multiple dice, add the result of each die to get a single Armor Data totalr .oFe xample, rolling 1D6, that, si rollinge nso ix-sided die, will e lee hbfhtto -Tnhxeaons d sif deoea ch record sheet repre- produce a result betwe. 6 Rednan o1 l dlniaan 6dDg2 dineght sent the amount of armor plating on each f acing of the unit. Fighters results will giva teo tal bed t1wn2ea.e 2n as einsf Aoug trelmes or boxeo rste presee anhrtt m noeora ch unit; DropShips have four armor facings, Före, Aft, Left Side, and Right GAME TERMS Side. WarShips, JumpShips, and space stations have six armor facings, Före, Aft, Fore-Left, Aft-Left, Fore-Rd iAgnhfatt- ,Right. The following information reviews game terms introduced in Successful attacks dae maharmgteo r (ree dnhuuctmfe obe r previous products and defines terms used in BattleSpace. See unmarked Armor boxes); when onA rmor boxes remain unmarked, MechWarrior, Second Editione ht dna BattleTech Compen- the unit will take critical damage if hit on that facing. diur momf ore information. A mrnsfA em 6 KULtTBOOfr fMTftODUCTfOM FIRE ROLLS In BattleSpace, weapons damage is grouped together in BattleSpace uses dice rollso t resolve other typesf o actions nglevaluescalled Fire Factors. Each weapons bay of a DropShip, dnasituations. nI these cases,e ht rules will instructe ht playersot jmpShip, WarShip, or space station has a single Fire Factor. The make a Repair Roll, Landing Roll, and so on. The player rolls 2D6 Fire Factor, or damage, of each weapons bay is different ät and compares the result to a base or modified number to determine fferent ranges. (See Comba. pt1r , om6f, ore information.) the outcome of the action. For example, a player making a Repair e rRheoptl6 alo riDocrt ol l2dmi fefpice ahraurhteel( tstfys uol t »ILOTING SKILL target number provided for each component of a ship). Whenever a pilot attempts to execute a difficult maneuver or ; shis pei xposeo dct ircumstances that might caue spheti loott Ml ARG l FO FN AILURE se control, the player makes a Piloting Skill Roll. The BattleSpace When a player makes a roll and fails (gets a result less than the ules indicate when the player should make a skill roll, and also target number), how badly he failed may affect the pilot and the Dvide modifiero tsth yiansap rdpodrlAol. priate modiefihet rost crae hdfTti. fference betweee hdnt ice roll e rhetats drungalet t »iloting Skill Level. numbers i callede ht Marginf o Failure. To makea Piloting Skill Roll,e ht player rolls 2D6. Ife ht result sequal to orgreaterthan the modified Piloting Skill Level, the pilot naintains controls ih fo craft.e ht fI results i less thane ht modified sting Skill Le epvhieltol ,t löses cod snnute rafcofheo lrtns se- jnces given in the rules for each situation. l ttULMBOOK RLAYING THE GAM E PLAYIE NGHGAT JVIE INITIATIVE One player from each team rolls 2D6 to determine the teanYs Initiative. The team with the higher roll has the Initiative throughout the turn. Having the Initiative is an advantage; because the team with the Initiative moves last, those players see what moves their opponents inteo n mntatda an kekecaie c adhd vtnuarannt ,afgoe those maneuvers and counter them if necessary. JVtOVEfVtENT PHASE e foVlelhoswstein lsgn morodive er, accoo sridziten :g JumpShips WarShips DropShips Fighter Units Escape Pods Lifeboats The player or team with the lowest Initiative chooses one unit and moves it. A unifs move may be to remain stationary, if the craft has a Velocity of 0. The player or team with the next lowest Initiative chooses one unit and moves it. e hpTlayer rot eam wite hhht ighest Initiative choosee unso nit and moves it. Movement alternates between sides until all units on the map have moved or chosen to remain stationary. If ät any stage during the Movement Phase a player or team has twice as many units left to move as the opposing sides, that player or team should move two units ät his next opportunity. If one side has three times as many units left to move, that player or team should move three units, and so on. The player or team with the lowest Initiative will always me e ofpihhrvlsatte t ry doeunr nait , team with the highest Initiative will always move one of its units last. Where possible, each team should mn idoaeven tical numfboe r cn reaaif tch Movement Phasf eeIa .ch teamTia ads iff erent number The BattleSpace game system allows players to run a cam- of craft left to move, the players should determine the maximum paign using allthe resources requiredtoapproachatargetsystem, numberf o turns requirede ht rof team withe ht lowest Initiativeot evade or blast through the system defense, land ground troops on move all its units. The teams with larger numbers of vessels should the target planet, and take the objective or effect an orderly retreat. then move an appropriate number of units each turn to move an equal numbef toru rns, starting we itlhaht rgest grouf cpo raft. (See example below.) Players should only move unin tesxa tphcean td Thrust Points. The sequef npoclae y provide a rfefurhaos lemts erwoofrk Units that cannot expend Thrust Points, such as space stations, BattleSpace, regulating the players' actions and giving structure to Out-of-Control units, or units suffering from serious engine dam- the game. The optional and campaign rules add complexity to the age, may not move to give the owning side an advantage. Ät the basic sequenf pcolea y. Players ree pseehaqt utenf pcolea y until end of the Movement Phase, any Out-of-Control units should move e htactionr o battles i resolvede .hTs equencef o play consists:fo straight forward a number of hexes equal to their velocity. All other Initiative Phase units incapablf oee xpending Thrust Points continuo etm ove Movement Phase straight forward ät their current velocity. Resolve any potential Combat Phase collisions immediately. End Phase If ordereo adt bandoe nph rseth nvid Ppiio nhuEase cshreet ,w will lee avhvetes sel using escape p dlonifdaesb oatse hät t beginning of the Movement Phase. (See Optional Rules, p. 36.) 8 ItULMBOQK ägagawoWBattleSpacp F-r^h tearn rp||j; ISfi.TganiBroiii-.rt i<: st Initiative*:T| C must moveorié of iti ulits fffst, l Team B.. _ ; . ... rriove1 ^crafffirSt: TearriWll|i|||iSiclrlJiowest Initiatl must move ät lea1 csr taft nelp||J^||y;er, 3 Tco resada'fA tm : not divide equally between twi-BeJSjÖf nominations (the mir|w:i m.um numbf toeurr nt wis ill ta:P'li||SamQ;jojominate : its movernent), o athnsedy mové;;'ä|:i|l|lii|||il|i^sfti||^; tion. AfterTeam A moves its 2 unitsvTÄrif iEmövilf illj (has tti lofot tae ls)hT.e cond roundf on ominations begins vill! _^_((aarnAthen moves its last duTnneaiat, m B i The teams use an identical | then e arettshaocltvkl estel aaafmte sr haVitfiiii&ted their: targ eeohtrTsd. feorre solutio suin nimportinlPfSecaulslae damage occurs ät the same time), but resolve all attacks from one :cMft before starting those of::4oo||i6j, After the players remo:vé all destroyed craft taking effect in the End Phase, a craft destroyed by fire from a unit bd eengaicanhs team rolls dice • with higher Initiativ ehcte niu rrent tur yansm till caynrar tuyo nominated attacks. d PnEh aeIhsnte , players apy pdnlaay mad dgneae termine In the Combat Phase, units declare any attacks and then s tieffects, attempo tt regain controf ol Out-of-Control unitsdn,a Iresolve them. may order crews to abandon ship. The player or team with the lowest Initiative should choose a Al lfatuenr its have resolved their attacks, damage lakes unit and declare all the attacks that unit will make according to the effect. Removey na destroyed units from eht mapsheet. e Chrout mlnebsi at sectio. 1pn4 ,. This declaration should specify All Out-of-Control units may attempt to regain control. (See ethatre gfiber eotsdt e wh uet pdaonpano ns be eubahs ytoe snt di Control Rolln sMi overnen. pt1, 2A .s) uccessful Control Roll will e pr tlhoaaeytae tTeamn rceh kx w.tt itlh owest Initiative then end the effects of being Out-of-Control. A failed roll means the craft selectsa und indta eclaree shtt argetst i will attack. Declaration continueo sst ue fefheftfr ecf tobs eing Out-of-Cone tprholTal. yer rotates betwee ehtetn ams ue nhpttlial yers have nominated may attempt another Control Roll in the next End Phase. attacks for all units. A player may give orders for a crew to abandon ship. Linder y sntIafa a gpäe l tar tyoeea rm has ts wmaicae ny units those circumstances, escape pod dnsali feboats eject äehtt remaining to declare fire as the opposing sides, that player or team beginning of the next Movernent Phase. should declare the attacks of two units in the next nomination. If one side has three times as many units, it should declare the attacks of three units, and so on. The player or team with the lowest Initiative CLAN RULES will always nominae tfheirt st atte aphtlc daknya, er tore am wiethht OF ENGAGEJVIENT highest Initiative will always dece s aluahttnrti aeti ftcsok last. Once a player nominatee tshat rgea t ursof nifs attack, that unit must fire The idea of massed nåväl engagements is somewhat new to esheält etcted targe pehlatTsy .er mt cohanay e ntaghretg f teoh tat e Ghlatns. Their society, though placing great emphn awsoaisr - unifs attacks, even if other weapons fire destroys the target before riors, has historically favored the ground-based military. Glan the player's unit fires. military philosophy decreed that only ground troops could seize After nominating the attacks for all units, resolve the attacks and hold an objective. The Glans' system of honor and love of battle unit by unit. Resolve all fire from one unit before resolving another meant they always preferra esdt and-up fight between 'Mdencahs unifs attacks. Becausel la combats i simultaneous, with damage infantry. Only ra ac rodemildy mander appreciate te hbhaett stway 9 KVLCBOOK RLAYING THE GAfAE to prevent a challenge to possession was to prevent the enemy force from arrivings dtäie tstinae tIhnioTnne .r Sphere forces, drae ehwxt inpnoeg rience provide ymbd a oh draenlf at hoawnt centurief ocs ontinuous war, heo slndu ch reservations. y D tlonorsonae Gep hdSlaThindn itsp his eir invasione inhtto Inner Sphere, mainly because eGht lans mounted better armdnsa armor than their Inner Sphere countee Irnhpnta terutrsb S, phere's willingness to attack what the Glans considered essentially non- combatant craft forced the invaders to radically rethink their aero- space tactical procedures e.nO immediate resuls taw thateht Glans assigned more aerospace fighters to escort their DropShips insystem. Commanders also began assigning AeroStars to hunt dowd ndna estroy potential aerospace threatse hmT. ost important ref sroeutl thinking their aerospace stratewgye egGnahl avatne s set of rules governing aerospace engagements. Rule 1. Once a Glan unit attacks an enemy unit, no other Glan unit may engage that target. One lhoty fi riginal Glan attackesri destroyed, or under one of the conditions laid out in Rules 2 or 3 can another unit attack that target. RuA lG e.2 lan uny aemitn gagy neua nit th saafhit re,ti ndo eve ftinh is contradicts Rule 1. Rul .3eA ttacks against capital shie preasx empt froemht above rules. Any number of fighter units or DropShips can engage a single WarShip. RuleA .4 Glan unit will,y b preferenced na ideology, always engage a single enemy unit until that unit is destroyed or Rule 2 occurs. Attacking more than one target simultaneously changes7 the nature of the engagement from a mäss of one-on-one duels to a huge "grand meo lreenes(" trictiw oGnelasFn) . commandeerars willing to open a battle up to a grand melee. The punishment meted out to warriors who initiate such melees (if they survive) is severe. Rule 5. If a Glan AeroStar engages a smaller fighter unit, it will use offensive firepower appropriate to the number of fighters in the smaller unit. In other words, the Glan unit will fire as if it had as many fighters (rows of armor) as the target unit. For example, if an Inner Sphere uns aoiht nly four fightersa ,G lan unit wildla hf itgi fi hsat only four fightes fritsrIe .power will e e sgotbhrdile tld atsut ewbr i,ll go from the standard 10 to 6 (1 Står vs. 1 squadron) to 1 fighter vs. 1 fighter. Ru5 lae pplie omst ost Glan engagemet ndu ttoabosep ,nsp ly in some very specific situations. For example, the forces prosecut- a T grniia foAl nnihilation we msiull aximum forco eet liminaethet tainted enemy; this trial represents a battle of total destruction. Units engagedn i hunting bandity asam ls eosum aximum force, because they are fighting honorless scum. Glan pilots ohw disobey eht fo yna above rules dna surviveeht battle receive punishment ranging from a reprimando t execution. The specific punishment depends on the attitude held by the offender's commander and Glan. 10 KULMBOOIC

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