Combat Manual Calderon

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The document provides standard lance configurations and unit availability lists for Calderon forces in different eras.

The standard lances include mixes of medium and heavy 'Mechs such as the Marauder, Warhammer, Thunderbolt and Hunchback.

Vehicle options include various configurations of armored personnel carriers, hover tanks, and wheeled and tracked vehicles like the Maultier and Vedette.

BATTLETECH

Combat Manual
Calderon
Lite
Beta
Combat Manual Calderon TOC1

Credits ................................................................................................................................................... 1
Force Building ........................................................................................................................................... 1
Force Building Terms............................................................................................................................. 1
Select Point/Battle Value Total ............................................................................................................. 2
Choose an Era ....................................................................................................................................... 2
Choose a Faction ................................................................................................................................... 2
Choose a Combat Command ................................................................................................................ 2
Unit Organizations ........................................................................................................................................2
Build a Company ................................................................................................................................... 4
Build Formations ................................................................................................................................... 4
Step 1: Choose Formation Type ..................................................................................................................4
Step 2: Choose Units for the Formation .......................................................................................................4
Standard Lances .................................................................................................................................... 4
Availability Lists ..................................................................................................................................... 4
Salvage, Birthrights and Negotiation ............................................................................................................4
Alternate Munitions.......................................................................................................................................5
What if I Just Want to Start Playing? ............................................................................................................5
Calderon Availability Lists Table............................................................................................................ 6
Late Succession Wars..................................................................................................................................6
Early Clan Invasion ......................................................................................................................................6
Step 3: Select Skill and Modify PV/BV for the Unit .......................................................................................6
Step 4: Assign Special Pilot Abilities ............................................................................................................6
Special Command Abilities .................................................................................................................... 6
Determine Force Experience Level ....................................................................................................... 6
Choose Number and Assign Special Command Abilities ...................................................................... 6
Supplemental Mercenaries ................................................................................................................... 7
Calderon Special Command Abilities .................................................................................................... 7
New Special Command Abilities ..................................................................................................................7
Available MechWarriors ....................................................................................................................... 7
Rank First Name Last Name ........................................................................................................................8
Combat Commands ...................................................................................................................................... 9
Taurian Defense Force .............................................................................................................................. 9
Taurian Guard Corps ................................................................................................................................. 9
Taurian Guard “Hell’s Heart Regiment” ................................................................................................ 9
Taurian Velites “The Velites” ................................................................................................................ 9
Combat Manual Calderon TOC2

Concordant Commandos ...................................................................................................................... 9


Taurian I Corps .......................................................................................................................................... 9
Concordant Jaegers ............................................................................................................................... 9
Red Chasseurs “Bright Flame Regiment” .............................................................................................. 9
Taurian II Corps ......................................................................................................................................... 9
Concordant Cuirassiers ......................................................................................................................... 9
Hyades Light Infantry ............................................................................................................................ 9
Taurian III Corps ........................................................................................................................................ 9
Pleiades Hussars.................................................................................................................................... 9
First Taurian Lancers ........................................................................................................................... 10
Taurian IV Corps ...................................................................................................................................... 10
The Pleiades Lancers ........................................................................................................................... 10
Second Taurian Lancers ...................................................................................................................... 10
Mercenary Annex .................................................................................................................................... 10
Gordon’s Armored Cavalry ......................................................................................................................... 10
Longwood’s Bluecoats ............................................................................................................................... 10
Bannockburn’s Bandits............................................................................................................................... 10
Vandelay’s Valkyries .................................................................................................................................. 10
Lone Star Regiment ................................................................................................................................... 10
Standard Lances .......................................................................................................................................... 11
Assault Lance........................................................................................................................................... 11
Battle Lance............................................................................................................................................. 11
Command Lance ..................................................................................................................................... 11
Fire Lance ................................................................................................................................................ 11
Recon Lance ............................................................................................................................................ 11
Striker Lance............................................................................................................................................ 11
Support Lance ......................................................................................................................................... 11
Availability List Tables ................................................................................................................................. 12
‘Mech ...................................................................................................................................................... 12
Calderon - Late Succession Wars ........................................................................................................ 12
Air ............................................................................................................................................................ 12
Calderon - Late Succession Wars ........................................................................................................ 12
Vehicle..................................................................................................................................................... 12
Calderon - Late Succession Wars ........................................................................................................ 12
Combat Manual: Calderon 1

Credits
Rules and Additional Writing: Joshua Franklin
The entire Combat Manual series as a whole involved much work from Geoff Swift (writing and creativity) and Ray
Arrastia (development, design and layout). Their work, along with the awesome art team (illustrations) and CamoSpecs
Online crew (painted minis) are sadly missing from this book. As well as the review and editing guys. I’m sure you’ll
notice all of those shortly.. However, I would be remiss in not mentioning them, as this series (and therefore this book)
wouldn’t exist without the work they did in making this series mean so much to myself, and probably whoever is taking
the time to read this Combat Manual: Calderon, Lite (missing so much), Beta (as I’m the only one that’s read this so
far, I’m sure there will be some fixes to be made).
I’d also like to thank the MUL team for some important background work on listing combat commands. It gave me
a good start on each faction. I’d also like to thank everyone on the Sarna wiki for their work. It’s extremely helpful in
double checking at the end if I missed an unusual resource (Turning Point, etc) that I might have missed on a particular
command. Any errors are still my own, but there’d be a lot more and would have taken me much longer without them.

Combat Manual: Mercenaries, Combat Manual: Kurita, Combat Manual: Davion, Alpha Strike, 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.

The following rules allow players to build Calderon Forces for their Alpha Strike games set in the Late Succession
Wars or Early Clan Invasion eras.
Force Building, when used in conjunction with the Alpha Strike Force Building rules (see p. 146, ASC), guides
players on the assembly of Calderon Forces ranging from lances to companies to even larger Sub-Commands.
The Calderon Special Command Abilities section expands on the Special Command Abilities (SCAs) from the
Alpha Strike Companion (see p. 44, ASC), and introduces several new abilities.
Two new types of Formations are included in Calderon Lances, along with Standard Lances for players to “grab
and go” and field in quick pickup games, or for players who wish to ease into the Force Building rules. In similar fashion,
the MechWarriors listed in the Available MechWarriors section are provided for players to include in their Force,
regardless of the Combat Command the choose to field.

Force Building
Combat Manual: Calderon uses the rules for Force Building as presented in the Alpha Strike Companion (see ASC
pp. 146-157) and adds several new options. In addition to Point Values, Special Command Abilities and Formations
(from Alpha Strike and the Alpha Strike Companion), Combat Manual: Calderon adds a system for creating a Calderon-
specific Force.
When building a Force, the Force Building Sheet (see p. XX) may be used to record each Formation choice. Each
sheet covers one company, with overall Force information noted in the upper boxed area. If a Force has multiple
companies, a different sheet will be required for each company, and the boxed information would be the same for each
company.

Force Building Terms


Unit: During gamplay, a Unit moves and attacks singly and is represented by a separate Unit Card. A Unit is
usually a single ’Mech, vehicle, etc, but infantry may include multiple soldiers operating as a single Unit.
Formation: The smallest organization of Units. For most Inner Sphere factions, this is a lance of 4 Units.
Formations known as Standard Lances meet certain criteria to fulfill specific roles on the battlefield, and in return grant
Bonus Abilities. Standard Lances available to all Factions are listed in Ground Formation Types (see p. 150, ASC).
Force: The combined Formations fielded by one player in an Alpha Strike game. A player may build a larger Force
before gameplay begins, such as a Force devised for a campaign, and then select a portion of that Force to meet the
requirements of a single scenario. However, the player’s Force is the Formations the player is fielding in that game
only.
Combat Command: A military group that trains and works together to receive access to Special Command
Abilities. Combat Commands are listed in the Calderon Combat Commands chapter.
Sub-Command: A Combat Command is further broken down into Sub-Commands. Formations in a Sub-
Command share training so that they can receive the benefits of their Combat Command’s Special Command Abilities.
Era: A group of years defined by the Force Building rules as sharing common technology and historical events.
The chosen Era of a Force limits which Units are available to that Force.
Faction: Each Combat Manual details at least one Faction. Any Force built using rules contained in Combat
Manual: Calderon are considered members of the Calderon Faction. Factions may access Units from the general list
and their faction-specific list.
Availability List: A collection of Units from which a Force may be selected. An Availability List usually relates to a
particular Era, Faction, or Combat Command. The choice of Faction and Combat Command, combined with the Era of
play, determines the Availability Lists from which a Force may select Units, and whether or not an associated Faction
Points (FPs) cost is required to select a particular Unit.
Faction Points (FPs): Faction Points limit access to Availability Lists from which a Faction would not otherwise
Combat Manual: Calderon 2

be able to select Units. FP could be considered combat salvage, luck, political influence, favors, or simply money that
a Force expends to acquire Units not commonly available to their Faction (see Faction Points, p. XX).

Select Point/Battle Value Total


Point Values remain the balancing system for Alpha Strike, and Battle Value for BattleTech. The rules for Point
Values are described in Alpha Strike (see Force Balancing, p. 24, AS). Battle Values are found in the TechManual. As
you add Units to your Force, remember that the base Unit PV/BV may need to be adjusted for the Skill Rating of the
Unit.

Choose an Era
The selection of an Era affects which Factions are available, and also the general tech level and Units available to
a Force. Combat Manual: Calderon lists options for the Late Succession Wars (3025-3049) and Early Clan Invasion
(3050-3054) eras.

Choose a Faction
The Faction is the House or Clan with which the Force is associated, and determines the Force’s available
equipment and its organization. Combat Manual: Calderon includes options for the Calderon Faction. The choice of
Faction determines the Standard Lances (see p. XX) and Availability Lists (see p. XX) from which a Force may be
assembled.

Choose a Combat Command


Every Alpha Strike Force belongs to (or may be the entirety of) a Combat Command. These large military
organizations are usually regiments, or even brigades consisting of multiple regiments. The choice of Combat
Command bestows Special Command Abilities on a Force, and may also dictate the Skill Ratings assigned to Units in
later steps (see Force Composition below). A Combat Command may also provide special rules for Force Building,
such as giving access to or modifying FP costs of Units on certain Availability Lists, or requiring average weights for
constituent Formations. A selection of the Inner Sphere’s most famous or interesting Calderon Combat Commands are
listed in the Calderon Combat Commands chapter.
Unlisted Calderon Forces: A Force may also be fielded from an unlisted Calderon Combat Command. These
forces are generally militia, garrisons or the large number of unlisted conventional (non-‘Mech) commands. Doing so
not provide access to non-Calderon Availability Lists or Unique Characters. (see p. XX).
Unit Composition: This entry for each Combat Command lists the organization, Unit types and average Size of
the Combat Command. If a player’s Force consists of one-half or more of the listed Unit Composition for a Combat
Command, then the Force must match both the Experience Level (average Skill Rating, see Determine Force
Experience Level, p. XX) and average Size of that Command, rounding normally, as well as any other specifications.
Many Commands list multiple Unit Compositions for different Unit types, including ’Mechs, vehicles, aerospace
fighters, infantry, and artillery. The composition for each Unit type is considered separately when determining if a
player’s Force must adhere to the Command’s Unit Composition. For example, if a Unit Composition lists one ’Mech
battalion, and a player’s force includes more than six ’Mech lances, then that Force’s ’Mech units must possess an
average Skill Rating and average Size that matches the Combat Command.
If a Command’s Force Composition does not list a particular Unit type, then that Unit type cannot be added to a
Force from that command. (See Sub-Command Formations and Supplemental Formations, p. XX, for an exception to
this rule.)

Unit Organizations
The Force Composition rules use standard terms in identifying the organization of the Force and the Unit types of
which it is composed.

BattleMech Organization
BattleMech Formations consist entirely of BattleMechs.

Standard Calderon BattleMech Organization


Unit Component Formations Total Strength
Lance - 4 BattleMechs
Company 3 lances 12 BattleMechs
Battalion 4 companies 48 BattleMechs
Regiment 3 battalions + 1 command lance 148 BattleMechs

Aerospace Organization
Aerospace Formations consist entirely of aerospace fighters; however, some desperate Calderon commands may
field conventional fighters in place of aerospace fighters. They may also include fixed wing support vehicles (support
vehicles with the “a” movement type).
Combat Manual: Calderon 3

Standard Calderon Aerospace Organization


Unit Component Formations Total Strength
Air Lance - 2 aerospace fighters
Flight 2 air lances 4 aerospace fighters
Wing 2 flights 8 aerospace fighters
Air Division 2-3 wings 16-24 aerospace fighters

Armor Organization
Armor Formations can include any combat vehicle or support vehicle as well as conventional fighters. No more
than a third of an armor Formation may be conventional fighters .
If any Units in an armor Formation have the Infantry Transport (IT#) special ability, infantry Units may be included
in the armor Formation. No more than one-third of the total armor Formation may carry attached infantry Units, and
these infantry Units do not count toward the Component Formations of the armor Formation as long as they may be
carried by the transport, up to one infantry Unit per transport.
For example, a lance of Goblin Medium Tanks each have IT1. Sniper infantry have CAR1. The lance may include
the four Goblin Medium Tanks and four Sniper infantry.

Standard Calderon Armor Organization


Unit Component Formations Total Strength
Lance -- 6 vehicles
Company 3 lances 18 vehicles
Battalion 3 companies 46 vehicles
Regiment 3 battalions 138 vehicles

Infantry Organization
Infantry Formations can include any infantry (or battle armor if available). They may also include conventional
fighters, combat vehicles and support vehicles. No more than a third of the infantry Formation may be non-infantry Unit
types.
If the Formation is a mechanized infantry Formation, then combat vehicles or support vehicles with the Infantry
Transport special ability (IT#) do not count toward the non-infantry Unit types limit of a Sub-Command or toward the
Component Formations of the infantry Formation, as long as the Force includes infantry they have the ability to transport
(IT# equal or more than the CAR# rating of the infantry). All of the infantry in a mechanized infantry organization should
either be mechanized or motorized infantry, or have vehicles capable of transporting them.
For example, a Maxim Heavy Hover Transport has IT3. A company of mechanized infantry could contain three
foot platoons of infantry (CAR3) and three Maxim transports.

Standard Calderon Infantry Organization


Unit Component Formations Total Strength*
Company — 3 platoons (90 troops)
Battalion 3 companies 9 platoons (270 troops)
Regiment 3 battalions + command platoon + commando platoon
32 platoons (870 troops)
*Infantry Platoons vary in number of soldiers, so the total number of troops in an infantry Formation will vary
depending on the infantry type(s).

Artillery Organization
Artillery Formations can include Units with the Artillery special ability (ART). The battalion command lance can be
any ground Unit type. Some artillery organizations will include light vehicles or infantry as integrated spotters and recon.
These units replace artillery Units in the organization, but no more than one-third of the artillery Formation can be non-
artillery units.

Standard Calderon Artillery Organization


Unit Component Formations Total Strength
Lance - 6 artillery Units
Company 3 lances 18 artillery Units
Battalion 3 companies + 1 command lance 46 artillery Units + 4 Units

Aviation Organization
Aviation Formations are composed of combat vehicles, support vehicles or conventional fighters with the VTOL or
Aerospace movement types, but which are not capable of operating in space (do not have the SPC special ability).
Combat Manual: Calderon 4

Standard Calderon Aviation Organization


Unit Component Formations Total Strength
Lance - 6 vehicles
Company 3 lances 18 vehicles
Battalion 3 companies 46 vehicles
Regiment 3 battalions 138 vehicles

Build a Company
Multiple Formations in a Force are grouped together as larger Formations, starting with companies. If enough
companies are fielded, those are in turn grouped into even larger Formations (see Force Building Basics, p. 146, ASC).
The Force Building Sheet (see p. XX) has space for the Force Building of a single company. Additional sheets are
required if building multiple companies. Several Force Building rules are limited per company: Faction Points, Rare
Units and multiples of the same variant for ’Mechs only (see Build Formations below). Specific Combat Command
requirements or limits may occur at organizational levels higher than the company level.
A Force does not need to include complete companies, but at least two complete Formations within a company
must be fielded and comply to their Sub-Command’s specifications prior to the start of play in order for the Force to
benefit from the Sub-Command’s Special Command Abilities or Special Rules.

Build Formations
The following steps are repeated for each Formation, which generally consists of three lances per company. A
company Formation may include fewer lances, or incomplete lances. However, if a Formation does not include the full
number of Units required prior to the start of the game, it does not receive any benefits for a Formation of its type. For
example, a lance could include two assault ’Mechs, but it would not receive the Bonus Abilities of the Assault Lance.

Step 1: Choose Formation Type


Formation Types are listed in Ground Formation Types (p. 150, ASC) and can be used by any Faction. The Combat
Manual series presents new and variant Formations related to each Faction. (see New Formation Types, p. XX). The
new Formations follow the same format as those in the Alpha Strike Companion. The Units included in Formations
must fulfill the requirements for that Formation to receive the Bonus Abilities listed.

Step 2: Choose Units for the Formation


There are two methods for filling out your Formation with Units: selecting Units from Availability Lists or using
ready-made Standard Lances. A player may mix the two methods, choosing some or all of their Formations from the
Standard Lances and then modifying them based on their Faction’s Availability Lists.

Standard Lances
Combat Manual:Calderon includes a list of Standard Lances with Units already assigned. If a player selects a
Standard Lance and doesn’t wish to modify it, they may skip to Step 3 below.

Availability Lists
An Availability List details the Units that are readily available to a specific Faction in a specific Era; for example,
the Calderon Late Succession Wars Availability List is a list of units available to Calderon Forces in the Late Succession
Wars Era.
There are two Availability Lists available to all Calderon forces: General and Calderon. Calderon Forces can
choose Units from either of these two Availability Lists, published in this Combat Manual. If building a Late Succession
Wars Force, a player is limited to the Late Succession Wars General and Calderon Availability Lists. If building an Early
Clan Invasion Era Force, they may also use the Early Clan Invasion General and Calderon Availability Lists.
The Units selected from the Availability Lists must meet any requirements for a Formation, if included in one, as
well as any Force Composition Rules for the Combat Command.

Salvage, Birthrights and Negotiation allegiances changed. Allies negotiated


The armies of the Succession Wars agreements to share their military
often fielded whatever technology is production.
available. A majority of Units were centuries- Force commanders can influence the
old survivors that may have changed hands units assigned to their force, either by
multiple times. ’Mechs destroyed in battle petitioning the Procurement Department,
were fought over and, when possible, negotiating transfers with other forces, and
repaired and returned to service regardless using salvage acquired in combat.
of who their previous owners were. Invariably, nearly any Unit could be
MechWarriors handed down their personal somewhere in a Great House’s army.
’Mechs as family heirlooms from generation Faction Points (FP) are a means of
to generation, while family, feudal or national maintaining the flexibility of the BattleTech
Combat Manual: Calderon 5

universe while still encouraging Faction Artillery: Flechette, Illumination, Smoke


“flavor.” FP costs reflect the general ease or Autocannon: Flak, Tracer
difficulty of acquiring a specific Unit. Bombs: Inferno, Torpedo
LRM/SRM: Heat-seeking, Smoke,
Alternate Munitions Tandem Charge
The following Alternate Munitions are Mines: Active, Command Detonated,
available during the Late Succession Wars. Vibrabomb

Faction Points (FPs): Faction Points are generated and spent at the company level. A player receives 1 FP per
Unit in the company, up to 12 FPs. Each Unit costs from 0 to 5 or more FPs to add to a Force. A player may not share
FPs between different companies. A player cannot exceed 12 FPs per company,but does not have to spend any or all
of them. A Force with many leftover FPs will clearly appear to belong to its Faction, while a Force that spends all of its
FPs will show evidence of prior combat salvage, trade deals, or negotiations. Faction Points are not intended as a
Force-balancing system; rather, they help a Force maintain its Faction’s “flavor,” while allowing some leeway—
represented as the Force having acquired odd Units via trade and/or salvage.
A player should consult the Calderon Availability Lists Table below for the Era chosen. Each Availability List has a
Faction Point Cost associated with selecting a Unit from that list. Units on the General and Calderon Lists of the current
era are generally 0 FP. A player must use FPs to access another Faction’s Availability List, representing an alliance,
acquisition through trade or enemies, or through salvage. The list of Units belonging to the General and Calderon
Availability Lists for the Late Succession Wars and Early Clan Invasion are found at the end of this book (see Calderon
Faction Lists, pp. XX). Availability Lists for other Factions can be found in their respective Combat Manuals.
All Calderon forces have Common Enemies of Late Succession Wars Marik and Davion, and Common Allies of
Early Clan Invasion Marik. The Calderon Combat Commands chapter may have other Availability Lists included in the
Combat Command’s Special Rules, including any access to Clan Availability Lists in the Early Clan Invasion era. The
FP cost of selecting Units from Availability Lists of other Factions is affected if those Factions are Allies or Enemies of
a player’s Force.
Rare Units: A Unit with an * in the Availability Lists is considered Rare. A player may only have one of any particular
Rare Unit in a company. For example, the Assassin ASN-21 is rare, as is the Grasshopper GHR-5N. A player may
include one ASN-21 and one GHR-5N in a single company but cannot have two ASN-21s in the same company.
Multiple of the Same Variant (’Mech-only): BattleTech Forces tend to be ad-hoc, consisting of a mix of whatever
Units are available. A company may include more homogenous lances, but at a cost of additional Faction Points (FPs).
Each copy of the same Unit in a company costs 1 FP. This applies to specific Unit variants—two Thunderbolt TDR-5S
Units in the same company would cost an additional FP each, but a Thunderbolt TDR-5S and a Thunderbolt TDR-7M
would not. This rule only applies to BattleMechs.
Calederon forces to not have to pay the additional multiple FP cost for units listed on the Calderon – Late
Succession Wars Availability List.
Story Availability List: Ask where this one came from, and you’ll need a seat while you hear the story. Perhaps
a mechwarrior defected with his ‘mech. Perhaps each owner has had a string of bad luck, being salvaged by a
succession of owners. Perhaps it was found in a deserted Star League cache. Or maybe the means by which it was
acquired are noticeably illegal. Any Inner Sphere faction can access any of the following Availability Lists for 6 FPs.
The Inner Sphere: Davion, Kurita, Calderon, Marik, Steiner, Mercenary, Wolf’s Dragoons. Star League cache: Star
League. Or the following may be accessed for 7 FPs. Star League cache: Star League Royal. Invading Clans (Early
Clan Invasion): Jade Falcon, Ghost Bear, Wolf, Smoke Jaguar, Nova Cat.
The Story Availability List can only be used once per company, regardless of which list it was then used to access.
Story Availability List cannot be used to access an Availability List for an era after the era chosen for the Force (a Late
Succession Wars Force cannot use Story Availability List to access a unit on an Early Clan Invasion Era Availability
List).
Unique Characters: Unique Characters (as presented in the Calderon Combat Commands chapter or the
Available MechWarriors section below) do not cost FPs, have a set Skill Rating, an assigned Unit (often a unique Unit
with specified stats) and particular Special Pilot Abilities. The Unique Character must be used as-is; the character’s
Unit, Skill Rating, or Special Pilot Abilities may not be changed. One Unique Character may be included per Force. The
Unique Character(s) may only be selected from those listed among a Force’s Combat Command, or from the Available
MechWarriors section (see p. XX).
Supplemental Formations: A Force may add Supplemental Formations from its Faction, defined as Formations
that do not belong to its chosen Combat Command or Sub-Commands. These usually represent local militia, garrisons
or other attached forces. These Formations may not outnumber a Forces non-supplemental Formations, and they do
not benefit from a Force’s special rules. These supplemental Formations must be filled with Units from the General or
Calderon Availability Lists (or the Calderon Standard Lances), as they do not receive Faction Points or access to any
other Availability Lists.

What if I Just Want to Start Playing?


The Standard Lances (see p. XX and ASC, p. 150) are the quickest way. Just pick a few that match that the
Combat Manual: Calderon 6

desired way to play, or mix and match whatever sounds fun.


Even if players want to hand-pick their Units, there are a few simple points that can help ease Force building.
Faction Points: If Units are chosen from the Calderon Faction List in the back of this book, ignore Faction
Points. They are ONLY needed if Units are added from another faction’s Availability List in other Combat Manuals.
There’s no Availability List so expensive that a player can’t have at least one Unit per company from any of the
Availability List to which they have access. Faction Points are for those wanting to push for a less “pure Faction”
force.
Formation Requirements: Most Formations have an Ideal Role. Choosing a Unit with the preferred role can
meet Formation requirements for that Unit.
For example, Assault Lances have an Ideal Role of Juggernaut. Select four Juggernauts from the Calderon
Faction List in this book, and that is a legal Calderon Assault Lance. Pick four Brawlers for a Battle Lance and four
Strikers for a Striker Lance, and that is a full Calderon company. Select Skill ratings to match up with the agreed
PV limit, choose Special Command Abilities from the formation’s Combat Command, and a complete Calderon
Force is ready to play.

Calderon Availability Lists Table


Late Succession Wars
Calderon Faction Lists (see pp. XX)
General – Late Succession Wars (0)
Calderon – Late Succession Wars (0)
Enemy Lists
Davion – Late Succession Wars (2)
Liao – Late Succession Wars (3)
Early Clan Invasion
Calderon Faction Lists (see pp. XX)
General – Late Succession Wars
Calderon – Late Succession Wars, Early Clan Invasion
Enemy Lists
Davion – Late Succession Wars (2)
Liao – Late Succession Wars (3)

Step 3: Select Skill and Modify PV/BV for the Unit


For each Unit, select a Skill rating and adjust the Unit’s PV/BV for that Skill Rating, as described in Adjusting for
Skill (see p. 24, Alpha Strike).

Step 4: Assign Special Pilot Abilities


Up to one Unit per company may be assigned Special Pilot Abilities (see pp. 50-58, ASC). A Unique Character, if
any are included, does not count toward this limit. The number of Special Pilot Abilities and the total SPA cost is limited
by the Skill rating of that Unit (p. 49, ASC).
In addition, Standard Lances often bestow Bonus Special Pilot Abilities that must be assigned during Force building
(with the exception of a handful of Formation Bonus Abilities which specifically state that they are assigned during
gameplay). Some Combat Command entries include a Force Building Rules section that may affect which SPAs are
granted by a Formation’s Bonus Ability. For replacement purposes, each 2 points of Lucky (from the Battle Lance
Bonus Ability) counts as one SPA.
The Formation is now complete; repeat the above steps for any additional Formations. As companies are
completed, the company steps may be repeated until the Point Value maximum is reached.

Special Command Abilities


Special Command Abilities (see p. 44, ASC) apply to the overall Force. They reflect the preferred tactics and
specialization training of a Combat Command. The better trained a Force, the more Special Command Abilities the
Force can select.

Determine Force Experience Level


To find a Force’s average Experience Level, add together the Skill ratings for all Units in that Force, divide this
sum by the total number of Units, and round the result normally to the nearest whole number. Use that number to
determine the Force’s final Experience Level using the Point Value Skill Rating Table (p. 24, AS).
For example, a company of 12 ’Mechs includes four ’Mechs with a Skill rating of 4, three with a Skill rating of 3,
two with a Skill rating of 2, and three more with a Skill rating of 5. The sum of the company’s Skill ratings is 44 ([4 x 4]
+ [3 x 3] + [2 x 2] + [3 x 5] = 44). With 12 units in total, this yields an average Skill Rating of 3.67, which rounds normally
to 4. At a rating of 4, the Point Value Skill Rating Table defines the entire Force as having a Regular Experience Level.

Choose Number and Assign Special Command Abilities


Combat Manual: Calderon 7

All Forces created to represent Combat Commands in the Calderon Combat Commands chapter automatically
receive one Special Command Ability (SCA). Veteran Combat Commands may select an additional Special Command
Ability, and Elite Combat Commands may select up to two additional Special Command Abilities.
The additional Special Command Abilities for Veteran and Elite Combat Commands, beyond the first SCA all forces
receive, cost 5% of the force’s Point Value (PV) or Battle Value (BV) if used. A force from an Elite Combat Command
using both additional SCAs (three total) would have 10% less PV/BV for units and units’ skills. A force from a Veteran
or Elite Combat Command may choose not to use some/all of its additional Special Command Abilities to avoid paying
the PV/BV cost.
After determining the number of Special Command Abilities a Force possesses, it may choose from either its
Combat Command and any parent Commands (usually the Brigade and including its Faction SCA if there is one).
Green Combat Commands may use their Combat Commands SCA (they may not use a parent Combat Command,
Brigade or Faction SCA). If the Combat Command does not list enough Special Command Abilities (including parent,
Brigade and/or Faction SCAs), the force receives no SCAs beyond those listed.
Players using an unlisted Calderon Combat Command must roll randomly for each Special Command Ability. For
each SCA, roll 2d6 and consult the Special Command Ability Assignment Table below. Reroll duplicate results. Several
results require a second 1D6 roll to determine the type of specialization.

Special Command Ability Assignment Table


2 Banking Initiative
3 Firing Specialization (1-2 Sharp Shooters,3-4 Brawlers,5 Anti-Air Specialists,6 Ground Attack Specialists)
4 Overrun Combat
5 Enemy Specialization (1-2 Mercenaries/Pirates/Clans, 3-4 -Marik, 5-6-Davion)
6 Communications Disruption
7 Enemy Specialization (1-3 Mercenary/Pirates/Clans, 4-6 Davion)
8 Tactical Specialization* (1-2 Attack/Breakthrough Scenario, 3-6 Defense/Hold the Line Scenario)
9 Environmental Specialists** (1 Woods, 2 Water, 3 Winter (Snow+Ice+Tundra), 4 Night, 5-6 Urban
(buildings+pavement+bridges)
10 Forcing the Initiative
11 Off-Map Movement
12 Environmental Specialists** (1-2 Hot, 3-4 Cold, 5 Low Gravity, 6 High Gravity)

Supplemental Mercenaries
Many of the big-time mercenary Combat Commands like to maintain their command integrity and fight the battle
on their own. But for every Wolf's Dragoons, there are a hundred no-name mercenary outfits willing to fight under any
terms that get them paid. Sometimes even Wolf's Dragoons will intentionally dispatch a smaller Force to supplement a
House Force—the Black Widow Company being perhaps the most famous example.
If you are building a Calderon Force using this Combat Manual, up to one-third of your Formations may be
Mercenaries. The Mercenary Formations are built as if they were their own Force, using the appropriate Availability
Lists.
Supplemental Mercenary Forces may not access the House Force’s Special Command Abilities. However, they
may roll for SCAs—or choose from those listed with Mercenary Combat Commands, if the usual requirements are
met—as if they were their own Force, at 1 Experience Level lower than usual (minimum Wet Behind the Ears/0 SCAs).
Mercenaries fielded as part of a House Force in this fashion receive are discounted 1 PV for every 10 PV spent on
them. They are also subject to Morale rules (see pp. 32-33, ASC), even if the Morale rules are not in use for the other
Forces.

Calderon Special Command Abilities


For the purposes of the Combat Manuals, several terrains or environmental conditions have been combined into
a single Special Command Ability specialization. Players should generally be fairly lenient in deciding whether or not a
given map counts for the terrain. For example, a single tree does not constitute Woods, but several small areas (or one
large area) of forested terrain should be counted as Woods for the purposes of the SCA specialization.

New Special Command Abilities


In addition to the existing Special Command Abilities, the following new Special Command Abilities are available
for Calderon Forces.
Rush: The force may, at the beginning of the first turn of the game, choose one of its own units for every four units
it has to be removed from the game in return for a +3 Initiative modifier. These units are not destroyed but may not be
used during the game. The units must be of the same type if possible, for every four 'Mech units, a 'Mech unit must be
removed.

Available MechWarriors
The following MechWarriors never committed to any one Combat Command. They can be used with any Calderon
Combat Manual: Calderon 8

Combat Command which does not already include a Unique Character.

Rank First Name Last Name


PV:??(??)
Unit Type,Skill,TP,SZ,MV,TMM,S/M/L,OV,A/S,Specials
Mech Model (Pilot Name if custom),1,BM,1,8”,1,5/5,2/2/2,0,IF1
Special Pilot Abilities: Kick Ass, Take Names
Available To: If necessary, list which commands limited to, and when. Do not list if it’s just the combat command it’s
listed under, that’s assumed.
Combat Manual: Calderon 9

Combat Commands
Taurian Defense Force
Taurian Guard Corps
Taurian Guard “Hell’s Heart Regiment”
Experience Rating: Veteran
Force Composition: Heavy 'Mech Regiment, Medium Aerospace Air Division, Armor Company, Reinforced
Infantry Regiment, Artillery Battalion
Special Command Abilities: Environmental Specialization/Urban, Overrun Combat, Focus/Lucky, Enemy
Specialization/Mercenary

Taurian Velites “The Velites”


Experience Rating: Regular
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Infantry Regiment
Special Command Abilities: Tactical Specialization/Dogfighters, Esprit de Corps

Concordant Commandos
Experience Rating: Veteran
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Infantry Regiment
Special Command Abilities: Off-Map Movement, Overrun Combat, Environmental Specialization/Woods

Taurian I Corps
Concordant Jaegers
Experience Rating: Veteran
Force Composition: Medium 'Mech Regiment, Infantry Regiment, Artillery Battalion
Special Command Abilities: Forcing the Initiative, Environmental Specialization/Clear

Red Chasseurs “Bright Flame Regiment”


Experience Rating: Regular
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Armor Regiment, Infantry
Regiment, Artillery Battalion
Special Command Abilities: Combat Drop Specialists, Strategic Command, Tactical Experts/Hidden Units

Taurian II Corps
Concordant Cuirassiers
Experience Rating: Veteran
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Armor Regiment, Infantry
Regiment, Artillery Battalion
Special Command Abilities: Enemy Specialization/Davion, Environmental Specialization/Mountains

Hyades Light Infantry


Experience Rating: Veteran
Force Composition: 2 Light 'Mech Battalions, 2 Medium Aerospace Wings, Armor Regiment, Infantry Regiment
Special Command Abilities: Focus/Speed Demon, Combat Drop Specialists

Taurian III Corps


Pleiades Hussars
Experience Rating: Regular
Force Composition: Mediun 'Mech Regiment, Medium Aerospace Air Division, Armor Regiment, Infantry
Regiment, Artillery Company
Special Command Abilities: Environmental Specialization/Clear, Overrun Combat, Tactical Specialization/Small
Unit Actions, Enemy Specialization/Davion
Combat Manual: Calderon 10

First Taurian Lancers


Experience Rating: Green
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Heavy Armor Regiment, Infantry
Regiment, Artillery Company
Special Command Abilities: Shielding, Enemy Specialization/Davion

Taurian IV Corps
Notes: Formed 3042

The Pleiades Lancers


Experience Rating: Regular
Force Composition: Medium 'Mech Regiment, Medium Aerospace Air Division, Armor Regiment, Infantry
Regiment, Artillery Company
Special Command Abilities: Hold the Line, Enemy Specialization/Davion, Rush

Second Taurian Lancers


Experience Rating: Green
Force Composition: Light 'Mech Regiment, Medium Aerospace Air Division, Heavy Armor Regiment, Infantry
Regiment, Artillery Battalion
Special Command Abilities: Tactical Specialization/Defense

Mercenary Annex
The following additional mercenaries served the Taurian Confederation at least some time during the Late
Succession Wars or Early Clan Invasion. Combat Manual: Mercenaries has the rules for creating Mercenary Combat
Commands, used with these additional mercenaries as well.

Gordon’s Armored Cavalry


Experience Rating: Veteran
Force Composition: Medium 'Mech Regiment, Medium Aerospace Flight, Armor Battalion, Infantry Battalion,
Artillery Company
Special Command Abilities: Enemy Specialization/Liao, Tactial Specialization/Combined Arms
Common Enemies: Davion (Late Succession Wars)
Common Allies: Liao (Late Succession Wars), Calderon (Late Succession Wars)
Notes: Formed 3024

Longwood’s Bluecoats
Experience Rating: Veteran
Force Composition: 2 Medium 'Mech Battalions, Armor Battalion, Infantry Regiment, Artillery Company
Special Command Abilities: Tactical Experts/Hidden Units, Focus/Oblique Attacker
Common Allies: Liao (Late Succession Wars), Davion (Late Succession Wars), Calderon (Late Succession Wars)

Bannockburn’s Bandits
Experience Rating: Regular
Force Composition: 2 Light 'Mech Battalions, 2 Aerospace Flights, Infantry Regiment, Artillery Battalion
Special Command Abilities: Off-Map Movement, Banking Initiative, Tactical Experts/Hidden Units
Common Allies: Calderon (Late Succession Wars)

Vandelay’s Valkyries
Experience Rating: Regular
Force Composition: Medium 'Mech Regiment, Armor Regiment, Infantry Regiment, Artillery Company
Special Command Abilities: Environmental Specialization/Clear, Focus/Speed Demon
Common Allies: Steiner (Late Succession Wars)
Notes: Steiner/Federated Commonwealth contract until 3050, Calderon 3050+

Lone Star Regiment


Experience Rating: Veteran
Force Composition: Light 'Mech Regiment
Special Command Abilities: Tactical Specialization/Defense, Hold the Line
Common Allies: Kurita (Late Succession Wars)
Notes: Kurita contract until 3030, Davion contract until 3050, Calderon 3050+
Combat Manual: Calderon 11

Standard Lances
The following Calderon Standard Lances are provided for players who simply want to get straight into the action
and not delve into the Force Building rules. Standard Lances are provided for the Late Succession War and the Early
Clan Invasion Eras. More adventurous players may swap out one or more Units as long as the Formation’s
requirements are still met (see pp. 150-159, ASC).

Assault Lance
Late Succession Wars: Stalker STK-3F, Marauder MAD-3R, Thunderbolt TDR-5S, Hunchback HBK-4G

Battle Lance
Late Succession Wars: Marauder MAD-3R, Warhammer WHM-6R, Warhammer WHM-6R, Centurion CN9-A

Command Lance
Late Succession Wars: Marauder MAD-3R, Warhammer WHM-6R, Archer ARC-2R, Stinger STG-3R

Fire Lance
Late Succession Wars: Archer ARC-2R, Archer ARC-2R, Thunderbolt TDR-5S, Griffin GRF-1N

Recon Lance
Late Succession Wars: Wasp WSP-1A, Locust LCT-1V, Stinger STG-3R, Stinger STG-3R

Striker Lance
Late Succession Wars: Wolverine WVR-6R, Griffin GRF-1N, Commando COM-2D, Commando COM-2D

Support Lance
Late Succession Wars: Archer ARC-2R, Firestarter FS9-H, Thunderbolt TDR-5S, Griffin GRF-1N
Combat Manual: Calderon 12

Availability List Tables


See Combat Manuals Kurita or Mercenaries for Inner Sphere General Availability Lists.
Units marked with * below are Rare.

‘Mech
Calderon - Late Succession Wars
Archer ARC-2R
Commando COM-2D
Griffin GRF-1N
Locust LCT-1V
Marauder MAD-3R
Stinger STG-3R
Thunderbolt TDR-5S
Warhammer WHM-6R
Wasp WSP-1A

Air
Calderon - Late Succession Wars
Chippewa CHP-W5
Heavy Strike Fighter Bat Hawk
Lightning LTN-G15
Sabre SB-27
Seydlitz SYD-21
Thunderbird TRB-D36
Thunderbird TRB-D36

Vehicle
Calderon - Late Succession Wars
Armored Personnel Carrier (Tracked LRM)
Armored Personnel Carrier (Tracked MG)
Armored Personnel Carrier (Tracked SRM)
Armored Personnel Carrier (Tracked)
Heavy Hover APC
Heavy Wheeled APC
J. Edgar Light Hover Tank (ICE)
Maultier Hover APC (Basic)
Plainsman Medium Hovertank
Prowler Multi-Terrain Vehicle (Succession Wars)
Vedette Medium Tank

Calderon – Early Clan Invasion


Hunter Light Support Tank
Maultier Hover APC (Intermediate)

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