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Record Sheets: 3055 Upgrade is a stand-alone book, but

Technical Readout: 3055 Upgrade is recommended for use.

Readout: 3055 Upgrade

and want to deploy some

of those ’Mechs, vehicles,

and battle armor on your

gaming table. Grab your

dice and start rolling,

because these sheets are

for you!

Record Sheets: 3055 Upgrade is a

companion to Technical Readout:

3055 Upgrade, containing 80

pre-printed ’Mech—and 12 Clan aerospace

fighter—record sheets that will have players

firing autocannons, missiles and PPCs at

each other in no time. The extensive Rules

Addendum of this record sheet brings

Solaris: The Gaming World to your table

tops with rules for playing as a member

of a MechWarrior stable, running arena

scenarios, and even how to modify any

map sheet into several of the most

famous gladitorial arenas!

The Solaris VII BattleMechs are

constructed using select equipment

found in Tactical Operations. To use those

designs, players will need that book.

®

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CLASSIC BATTLETECH

BATTLETECH

RecoRd SheetS: 3055 UpgRade

(4)

and will have you tossing dice in no time.

To use this product, players should have Tactical Operations.

How To Use THis book

Having graduated from Total Warfare and perhaps having

picked up Technical Readout: 3055 Upgrade, you might be

wondering why you need this book. While a blank ’Mech

record sheet is included in the Introductory Box Set (as well as

TechManual) for players who wish to design their own ’Mechs, the

Technical Readout and Record Sheets series of products opens a

wide door to cool, fun designs that can bring additional tactics

and enjoyment to any gaming table.

Record Sheets: 3055 Upgrade widens the options available to

players, with an eye toward ease of use that is the hallmark of

BattleTech products. Players need only photocopy any design

they wish to play and can immediately start marching across

the battlefield.

Rules Addendum and scenarios

A complete Rules Addendum follows this introduction before

the start of the record sheets. It includes a host of rules and

scenarios that help to bring the arenas of Solaris VII: The Game

World to life on your gaming table.

where are the other variants

found in Technical Readout: 3055 Upgrade?

Players who want pre-printed record sheets for any variants

mentioned in the Technical Readout can purchase the Record

Sheet: 3055 Upgrade Unabridged PDF—as well as many other

BattleTech products—at www.battlecorps.com/catalog.

Randall N. Bills

Based on Original Material By:

Herbert A. Beas II

Random Assignment Table:

Johannes Heidler and Paul Sjardijn

Product editing

Diane Piron-Gelman

battleTech Line Developer

Herbert A. Beas II

Production staff

Art Direction

Brent Evans

Cover Art

Alex

Iglesias

Cover Design

Ray

Arrastia

BattleTech Logo Design

Shane Hartley, Steve Walker and Matt Heerdt

Layout

Ray

Arrastia

Illustrations

Doug Chaffee

Chris Lewis

Matt Plog

Miniatures Painting & Photography

Matt "Cyttorak" Edwards

Todd "Mastergunz" Farnholtz

Joel "Psycho" Hardwick

David "DAK" Kerber

Mark “Hyena” Maestas

Lance “Jal Phoenix” Scarinci

Peter "Wackrabbit" Wort

Record Sheets

David L. McCulloch

Playtesters/Proofreaders

Johannes Heidler, Glenn “Lobsterback” Hopkins, Ken' Horner,

Michael Konig, Darrel Myers, Aaron “Gravedigger” Pollyea,

Craig Reed, Eric “Mendrugo” Salzman, Paul Sjardijn, Chris Smith,

Elliotee Want, Chris Wheeler.

©2011 The Topps Company, Inc. All Rights Reserved. BattleTech

Record Sheets: 3055 Upgrade, Classic BattleTech, BattleTech,

’Mech, BattleMech, MechWarrior and Topps logo are registered

Published by Catalyst Game Labs,

an imprint of InMediaRes Productions, LLC

PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258

FinD Us onLine:

[email protected]

(e-mail address for any BattleTech questions)

(5)

The following rules allow players to infuse their standard game

play with various elements of Solaris VII gladiatorial combat.

However, an in-depth look at the world of Solaris is beyond the

scope of this product.

era: While this section primarily covers Solaris VII at the end

of the FedCom Civil War Era (just before the start of the Jihad

Era), players can use these rules in any era they wish, though

they should pay attention to which ’Mechs were not available

in a given era.

inTRoDUcTion

Solaris VII, the Game World, is arguably one of the BattleTech

universe’s most popular venues for roleplaying and straight

BattleTech combat. With its variety of unique arenas and its melting

pot of factions from throughout the Inner Sphere, Solaris is a lethal

playground for the MechWarrior in us all. Here, MechWarriors of every

style and affiliation clash with opponents either singly or in groups as

large as a full lance, with the winner taking home the purse and the

bragging rights—and the loser often lucky to be alive.

rulES addEndum

To many people all over the Inner Sphere, Solaris VII’s

very name conjures images of veteran MechWarriors

battling in the close quarters of an arena for the pleasure

of bloodthirsty spectators, their chances for glory and

fortune on the line along with their lives.

Once a major producer of BattleMechs

and a testing ground for competing

BattleMech designs during the Star

League era, Solaris evolved over

the centuries into a microcosm

of the Inner Sphere, its

remaining factories almost

totally devoted to supplying

the local economy and the

MechWarrior champions who

are its focus.

Throughout centuries of

warfare, from the fall of the

Star League through the

Succession Wars, the Clan

invasion and the FedCom Civil

War, Solaris VII has remained an

island of controlled violence.

Here, where war is a game and warriors

a commodity, the strife between the Successor

States is organized, channeled and controlled, to a

greater or lesser extent. All across the Inner Sphere,

people recognize and identify with the fights on Solaris,

the fierce-yet-clean arena battles broadcast daily into

their living rooms via HPG.

Though it lies in Lyran territory, Solaris is open to all

people of the Inner Sphere, with Solaris City, the core

of its gaming industry, a haven for citizens of

every Great House and minor power—and

now even for the Clans. For centuries,

these diverse individuals have come,

drawn by the lure of the Games,

the glamour of local celebrities

and the untapped wealth that

is always just one more match

outcome away. Each year

brings a new generation of

would-be champions to the

Game World, gathered from

across the Inner Sphere to

take part in the high-tech

gladiatorial duels while eager

bettors wager their meager

earnings on the results. Each

warrior hopes to be the next Oliver

Two Horse, Gray Noton, Justin Xiang or

Kai Allard-Liao, and each one is willing to

risk life and limb for the chance.

—“Spotlight on Solaris” by Margaret Nelson, Insider

Magazine, May 3064, New Avalon

(6)

indicates where the record sheet is found, not which technical

readout contains a given unit. Additionally, to cover the wide range of

stables and the units they field, numerous different variants appear,

which means the record sheet books indicated are for the online

record sheet PDFs, not any of the abridged print record sheet books.

For ease of use, the tables have been annotated to show which

PDF books contain which units: (3039) is Record Sheets: 3039

Unabridged; (3050U-C) is Record Sheets: 3050 Upgrade: Clan & Star

League; (3050U-I) is Record Sheets: 3050 Upgrade: Inner Sphere;

(3055) is Record Sheets: 3055 Upgrades Unabridged; (3058U-C) is

Record Sheets: 3058 Unabridged: Clan ’Mechs, Star League Units

and Battle Armor; (3058U-I) is Record Sheets: 3058 Unabridged:

Inner Sphere Vehicles and BattleMechs; (3060) is Record Sheets:

3060 Unabridged; (3067) is Record Sheets: 3067 Unabridged;

(3085U-P) is Record Sheets: 3085 Unabridged: Project Phoenix ;

(Prototypes) is Record Sheets: Prototypes; (Klondike) is Record

Sheets: Operation Klondike; and (XTROCorps) is Experimental

Technical Readout: Corporations.

The exception is (Vehicle), which is Technical Readout: Vehicle

Annex. No record sheets currently exist for this Technical Readout.

If players do not have access to either the indicated record sheet

or the corresponding Technical Readout for the game statistics,

simply re-roll until the indicated number matches a ’Mech record

sheet to which the player has access.

Assigning Pilots

After determining the team’s units, assign pilots using the

Random Experience Rating Table and the Random Skills Table

(Expanded) on page 273 of TW. If the team consists of warriors

from a specific stable featured in this book, their relative

experience ratings may be determined based on the stable’s

special rules, which use the familiar Experience Ratings of Green,

Regular, Veteran and Elite.

Players should also use the following additional modifiers:

elite stable: A +4 modifier to the Random Experience

Ratings Table roll and a +2 modifier to the Random Skills Table

(Expanded) roll.

Veteran stable:

A +2 modifier to the

Random Experience

Ratings Table roll and

a +1 modifier to the

Random Skills Table

(Expanded) roll.

Regular stable: No

modifiers.

The first segment, Team Generation, enables players to generate

BattleTech forces quickly for pick-up games and campaigns.

Scenario Generation outlines the general process for choosing

arenas and playing out a typical arena match.

The next segment, Solaris Stables, provides players with special

rules for playing any of the stables and cooperatives featured in this

product, and are followed by arena-specific rules in the Solaris Arenas

section. All of these rules are compatible with Total Warfare (TW) and

Tactical Operations (TO), as well as A Time of War: The BattleTech RPG,

and may be used to enhance Solaris-based campaigns.

Terminology: In these rules, the term “unit” will be used as it

is in TW, to refer to a single battlefield element such as a ’Mech,

vehicle or infantry platoon.

TeAM GeneRATion

The following rules are used to generate forces for Solaris VII

game play.

non-’Mech Dueling

The majority of Solaris VII duels are performed between

BattleMechs, and so the rules presented here work best when only

’Mechs are involved. Players can use other units such as vehicles,

battle armor, conventional infantry, and aerospace, but should take

care that the particular features of some arenas and the limitations

of non-’Mech units do not produce an unbalanced game.

ProtoMechs: In universe there’s really no way for ProtoMechs

to be on Solaris. However, if players wish to use such units in

Solaris-style games, by all means, enjoy.

Assigning ’Mechs

Because arenas are small, contained battlefields, a typical

Solaris match is a single duel, a paired match (known as “tag team”

or doubles), or a full lance-on-lance engagement. Players should

therefore keep their team sizes no larger than four units when

playing a Solaris-based scenario, and determine their various

units’ weight classes accordingly per the rules on page 265 of TW.

To keep matches fair, both sides should field units of the same

weight classes and technology levels, though more experienced

players or more complex campaigns may introduce more variety

by employing various tech levels, weight classes and skills.

Once players have determined the weight classes of the units

in each team, they can use the Random BattleMech Assignment

Table: Solaris VII (see p. 5) to determine specific designs. To use the

table, players must first set their forces’ equipment ratings (A, B, C,

D or F). If playing a stable listed in this book, consult the stable’s

eqUipment Rating

modifieR table

Equipment

(7)

Random battlemech aSSignment table: SolaRiS Vii

2D6

Roll

Light BattleMechs

Medium BattleMechs

Heavy BattleMechs

Assault BattleMechs

2

CPK-6 Copper SecurityMech [25]

(Vehicle)

BC XV (AC) Buster LoaderMech [50]

(Vehicle)

GTX-2 (Militarized) Daedalus [60]

(Klondike)

BNC-3Q Banshee [95] (3039)

3

ARB-001 Arbiter [35] (Prototypes)

PXH-1 Phoenix Hawk [45] (3085U-P)

OSR-3C Ostroc [60] (3039)

AS7-D Atlas [100] (3039)

4

UM-R60 UrbanMech [30] (3039)

TBT-5S Trebuchet [50] (3039)

QKD-5A Quickdraw [60] (3039)

VTR-9B Victor [80] (3039)

5

WSP-1A Wasp [20] (3085U-P)

GRF-1S Griffin [55] (3039)

TDR-5SS Thunderbolt [65] (3039)

STK-3F Stalker [85] (3039)

6

LCT-1V Locust [20] (3085U-P)

HBK-4N Hunchback [50] (3039)

BL-7-KNT Black Knight [75] (3039)

CGR-1A1 Charger [80] (3039)

7

FS9-H Firestarter [35] (3039)

HCT-3F Hatchetman [45] (3039)

GLT-4L Guillotine [70] (3039)

BLR-1G BattleMaster [85] (3039)

8

JR7-F Jenner [35] (3039)

CN9-A Centurion [50] (3039)

PTR-4D Penetrator [75] (3055)

BNC-5S Banshee [95] (3050U-I)

9

DRT-6S Dart [25] (3055)

BMB-010 Bombard [50] (3055)

MR-P1 Morpheus [65] (3055)

KGC-0000 King Crab [100] (3039)

10

LNG-1B Longshot [35] (3055)

SA-RN Ronin [50] (3055)

AXM-1N Axman [65] (3055U-I)

JG-R9T1 Juggernaut [90] (3055)

11

SA-MN Mantis [30] (3055)

HBK-5M Hunchback [50] (3050U-I)

QKD-5K Quickdraw [60] (3050U-I)

MR-V2 Cerberus [95] (3055)

12

KT-P2 Koto [25] (3055)

TS-P1 Tsunami [50] (3055)

CPLT-K5 Catapult [65] (3055U-I)

STK-4N Stalker [85] (3039)

13

FL-19 Flea [20] (3050U-I)

CRB-27 Crab [50] (3050U-C)

PAL-1 Paladin [60] (3055)

SQS-001 Sasquatch [80] (3055)

14

FLS-P4 Flashfire [30] (3055)

VND-3L Vindicator [45] (3050U-I)

SA-OS Onslaught [75] (3055)

ANH-1A Annihilator [100] (3050U-I)

15

JVN-10P Javelin [30] (3050U-I)

GRF-1DS Griffin [50] (3050U-I)

QKD-8K Quickdraw [60] (3050U-I)

CGR-SA5 Charger [80] (3050U-I)

16

C-SK1 Cossack [20] (3060)

WVR-6M Wolverine [55] (3039)

DAI-02 Daikyu [70] (3055)

CDG-1A Cudgel [80] (3055)

17

LDT-X2 Brigand [25] (3067)

TS-P1D Tsunami [50] (3055)

ANV-5Q Anvil [60] (3055)

CL-P3 Colossus [95] (3055)

18

CPR-HD-002 Copperhead [30]

(3055)

DAD-3C Daedalus [45] (3055)

WR-DG-02FC War Dog [75] (3055)

AWS-9Q Awesome [80] (3050U-I)

19

SCB-9A Scarabus [30] (3055)

SA-RN7 Ronin [50] (3055)

NDA-1K No-Dachi [70] (3067)

BRZ-A3 Berserker [100] (3055)

20

JA-KL-1532 Jackal [30] (3055)

NGS-4S Nightsky [50] (3055)

HCA-3T Hachiwara [70] (3055)

STK-5S Stalker [85] (3050U-I)

21

WLF-2 Wolfhound [35] (3050U-I)

WER-LF-004 Werewolf [40] (3055)

AXM-3S Axman [65] (3050U-I)

MR-6B Cerberus [95] (3055)

22

SDR-9K Venom [35] (3055)

TR-1 Wraith [55] (3055)

PAL-2 Paladin [60] (3055)

ZEU-9T Zeus (80) [3050U-I)

23

FLS-P5 Flashfire [30] (3055)

BSW-S2 Bushwacker [55] (3058U-I)

RFL-8D Rifleman [60] (3085U-P)

BNC-8S Banshee [95] (3050U-I)

24

BH-K305 Battle Hawk [30] (3055)

TBT-9K Trebuchet [50] (3050U-I)

TMP-3M Tempest [65] (3055)

AKU-1X Akuma [90] (3067)

25

SVR-5Y Silver Fox [35] (3055)

CDA-3MA Cicada [40] (3050U-I)

PAL-2 Paladin [60] (3055)

GUN-2ERD Gunslinger [85] (3055)

26

JA-KL-55 Jackal [30] (3055)

ASN-99 Assassin [40] (3055U-I)

HRC-LS-9000 Hercules [70] (3055)

CDG-2A Cudgel [80] (3055)

27

PRC-1N Porcupine [20] (3055)

BMB-013 Bombard [50] (3055)

WR-DG-03FC War Dog [75] (3055)

SQS-002 Sasquatch [80] (3055)

28

LNG-2 Longshot [35] (3055)

CN9-D5 Centurion [50] (3050U-I)

HCA-4U Hachiwara [70] (3055)

JG-R9T2 Juggernaut [90] (3055)

29

MTS-S Mantis [30] (3055)

HCT-6S Hatchetman [50] (3050U-I)

MRO-3S Morpheus [65] (3055)

STK-7D Stalker [85] (3055U-I)

30

KTO-2A Koto [25] (3055)

WVR-8D Wolverine [55] (3050U-I)

THR-1L Thunder [70] (3055)

BRZ-C3 Berserker [100] (3055)

31

RZK-9S Razorback [30] (3067)

NGS-6S Nightsky [50] (3055)

GRH-7K Grasshopper [70] (3050U-I)

T-IT-N10M Grand Titan [100] (3055)

32

CPR-HD-004 Copperhead [30]

(3055)

DAD-4A Daedalus [45] (3055)

TSG-9J Ti Ts’ang [60] (3060)

CGR-KMZ Charger [80] (3050U-I)

33

UM-R70 UrbanMech [30] (3050U-I)

VND-5L Vindicator [45] (3050U-I)

HCA-4U Hachiwara [70] (3055)

GTR-1 Great Turtle [100] (3055)

34

KTO-3A Koto [25] (3055)

HCT-6D Hatchetman [50] (3050U-I)

SA-OS2 Onslaught [75] (3055)

CLS-4S Colossus [95] (3055)

35

FLE-20 Flea [20] (3050U-I)

BMB-1X Bombard [50] (3055)

PAL-3 Paladin [60] (3055)

CDG-2B Cudgel [80] (3055)

36

MTS-T2 Mantis [30] (3055)

VKH-7 Volkh [45] (3055)

MRP-3T Morpheus 65] (3055)

JG-R9T3 Juggernaut [90] (3055)

37

LNG-4 Longshot [35] (3055)

WER-LF-005 Werewolf [40] (3055)

HCA-6P Hachiwara [70] (3055)

ANH-2A Annihilator [100] (3050U-I)

38

SVR-5X Silver Fox Silver Fox [35]

(3055)

DAD-3D Daedalus [45] (3055)

MRP-3S Morpheus [65] (3055)

STK-8S Stalker [85] (3055U-I)

39

PRC-2N Porcupine [20] (3055)

BTZ-3F Blitzkrieg [50] (3060)

HCA-4T Hachiwara [70] (3055)

VTR-10D Victor [80] (3050U-i)

40

MTS-L Mantis [30] (3055)

PW-1X Prowler [55] (3055)

SA-OS3 Onslaught [75] (3055)

CLS-5S Colossus [95] (3055)

41

LNG-3C Longshot [35] (3055)

VKH-1 Volkh [45] (3055)

Thresher [70] (3058U-C)

SQS-TH-003 Sasquatch [80] (3055)

42

Piranha [20] (3058U-C)

PW-1X1 Prowler [55] (3055)

SP-1X Spatha [60] (3055)

GTR-2 Great Turtle [100] (100)

43

Vixen [30] (3055)

Goshawk [55] (3055)

Timber Wolf A [75] (3050U-C)

Dire Wolf S [100] (3050U-C)

44

Player’s Choice*

Players’ Choice*

Player’s Choice*

Player’s Choice*

* The player can select any ’Mech from the table within the rolled weight class.

(8)

Players willing to incorporate such variations may do so under

the following guidelines.

Any customization must adhere to the standard construction

rules presented in the TechManual, with the exception that Clan

and Inner Sphere technology (along with Advanced/Experimental

equipment) may be mounted on the same unit.

C

4 points per unit

D

3 points per unit

F

2 points per unit

No Stable*

–2 points per unit

*Includes cooperatives and freelance warriors.

cUStomization coStS table

Cost

Customization

Type Description*

1

Ammo Swap

Swap standard ammunition for non-standard (Level 1 or 2) ammo**

2

Ammo Swap 2

Swap standard or non-standard Standard Rules ammo for Advanced/

Experimental ammo**

2

Armor Swap

Drop equipment for armor or armor for equipment of equal level and

technology base

2

Equipment Swap 1

Swap one piece of equipment (other than armor, structure, engines, gyros and

heat sinks) for another of equal level and technology base

3

Equipment Swap 2

Swap one large piece of equipment (other than armor, structure, engines, gyros

and heat sinks) for up to four smaller ones of equal level and technology base†

4

Equipment Swap 3

Swap one large piece of equipment (other than armor, structure, engines,

gyros and heat sinks) for any number of smaller ones of equal level and

technology base†

4

Basic Upgrade 1

Upgrade Introductory Rules armor, structure, gyro, cockpit systems or heat sinks

to Standard Rules (IS)

5

Basic Upgrade 2

Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to

Standard Rules (Clan)

6

Basic Upgrade 3

Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to

4

Weapon Upgrade 1‡

Upgrade one or two Introductory Rules weapons to Standard Rules (IS)

4

Weapon Upgrade 2‡

Upgrade one Standard Rules (IS) weapon to Standard Rules (Clan)

6

Weapon Upgrade 3‡

Upgrade one Standard Rules (IS) weapon to Advanced/Experimental Rules

2

Melee Weapon Upgrade 1

Add one Introductory Rules melee weapon

3

Melee Weapon Upgrade 2

Add one Standard Rules melee weapon

5

Melee Weapon Upgrade 3

Add one Advanced/Experimental melee weapon

6

Engine Upgrade 1

Upgrade Introductory Rules engine to Standard Rules (IS)

6

Engine Upgrade 2

Upgrade Standard Rules (IS) engine to Standard Rules (Clan)

8

Engine Upgrade 3

Upgrade Standard Rules engine to Advanced/Experimental Rules

(9)

crEatinG ScEnarioS

The following section outlines the unique nature of Solaris

games. These rules modify the scenario creation rules beginning

on page 256 of Total Warfare, as appropriate. Unless stated

otherwise, standard scenario creation rules apply in addition to

the ones given below.

nUMbeR oF PLAYeRs

The Solaris arenas are small, controlled venues that offer

combatants few ways in or out and limit the size of engagements

considerably more than a conventional battlefield. Geared

primarily toward BattleMech combat, most of these arenas are

nonetheless capable of hosting vehicle or battle armor matches

(for the benefit of those fringe audiences who enjoy them). Even

the rare aerospace fighter matches are controlled by electronic

boundaries that define their three-dimensional combat areas.

Either way, these tight boundaries confine force sizes by

necessity to no more than four units per team or side. Some

scenario types—such as the Free-For-All—do not limit the

number of sides that can play, but no more than sixteen combat

units should appear in the same arena in any given scenario. At

the very least, each side should have a player in control and all

sides should roll Initiative separately.

ARenA enTRY PoinTs

Unlike open battlefields, the arenas on Solaris VII are mostly

enclosed, with points located throughout via which BattleMechs and

arena crews may enter and exit. These entry points feature heavily

reinforced doors that are often sealed when matches are underway.

The rules for each arena state which hexes along the map edge

serve as entry points. For game purposes, each door has a CF of

120 when closed, and remains impassable (with the same effect

as the arena walls) until its CF is reduced to 0 by weapons fire

or physical combat damage. Units that manage to breach these

barriers and pass through the entry points are considered to have

retreated and are removed from play.

off-circuit Arenas and open Fields

Some of the less prestigious arenas on Solaris VII, as well as

open fields where units can do battle, permit entrance and egress

from a variety of different points. In an arena match or an

open-field scenario, players must choose their home edges per the rules

under Set-Up on page 256 of TW. Units in an open-field scenario

then proceed with setup per the standard TW rules.

If the scenario is an arena duel, each player’s units start play on

rather than off the map, within one to three hexes of that player’s

home edge. Units in arena duels always begin from a stop (or from

a base Thrust Rate of 2 for aerospace fighter duels).

MoVeMenT AnD ReTReAT

All arenas except for aerospace venues—which are played using

blank hex-maps such as those found on the back of most BattleTech

maps that describe the combat region—are effectively enclosed,

and so players generally cannot exit the board during a match.

Determining customization Pool: A player must first

determine the pool of points available with which to customize

his units by determining the stable’s overall Equipment Rating

and cross-referencing it on the

Customization Pool Table (see p. 6). If the combatants are

fighting in an arena as part of a team, they suffer a 1-point

deduction per unit, with individual freelance warriors basing their

Point Pools on the Equipment Rating of their machines (when in

doubt, let the gamemaster or a random die make the call). The

figure given under the Customization Pool column represents

how many points of customization the team receives per unit.

For example, a full lance of BattleMechs from an A-rated stable

provides a pool of 28 points (4 x 8 – 4 = 28), while a two-unit team

from a C-rated cooperative offers only 4 points (2 x [4 – 2] = 4).

Players can use these points to upgrade any unit in the team’s

force prior to a scenario, based on its original design and model, as

well as on the nature of the arena and the type of scenario. For more

information on Solaris scenario options, see Creating Scenarios, p. 7.

spending Pool Points: The controlling player may spend all,

some or none of his Customization Pool points toward upgrading

units in his team prior to a scenario. These customizations are

based on the machine’s existing chassis as determined earlier

and must follow the construction rules, though the player need

make no roll to see if a customization can be accomplished under

the standard construction or repair rules. The point cost of each

customization is shown in the Customization Cost Table and must

be spent for each upgrade undertaken.

Because all effects are cumulative, more and more extensive

refits may result in correspondingly higher costs. An Introductory

Rules Trebuchet upgraded to carry three Clan extended-range

medium lasers rather than three Introductory Rules medium

lasers, for example, costs 20 points ([4 x 2] to upgrade the lasers to

Standard Rules Inner Sphere, plus 12 [4 x 3] to upgrade the lasers

to Clan Standard Rules).

LS

(10)

defeat) can be used to modify a team’s Customization Pool for the

next match (see Customization, p. 6). A substantial victory in the last

match translates to a fifteen percent increase in Customization Points

for a team going into its next match, while a decisive victory increases

the team’s Customization Pool points by ten percent and a marginal

victory by five percent (rounding all figures up). A defeat in the

previous match decreases these point pools by fifteen, ten and five

percent, respectively, for a substantial, decisive or marginal defeat.

Pre-existing conditions: Per the definition for a “disabled unit”

above, some units start the game already disabled. For example

the OTT-7K Ostscout does not mount any weapons, or if players

are fielding conventional infantry many start the game with only

1 MP. In such instances, only destruction victory points can be

applied to such units.

scenARio TYPes

In the arenas of Solaris,

many scenario types

outlined in TW simply

do not apply, but that

has not prevented the

local gaming commission

from establishing several

popular variations on

the simple themes of

gladiatorial combat. The

common scenario types

described below include

recommendations for

force strengths and general

victory conditions and are

common either as filler

matches or as part of a

larger tournament system

(though the Grand Tournament is invariably limited to single duels).

Players interested in variety for their own Solaris campaigns may

randomly determine the nature of their Solaris scenarios by rolling

2D6 and consulting the Solaris Scenario Type Table (see above).

optional Rule: “weapons Dead”

If the scenario participants agree, most of the scenarios waged

in the Solaris arenas may be fought as “weapons dead” rather than

“weapons live”. In a “weapons dead” scenario, all ranged combat

creating stars to lose them to unlucky head shots). Players achieve

victory by destroying all opposition or simply by having the last

unit on the map able to act under its own power. Whether a

player wins by utterly destroying the opponent or by forcing his

surrender through heavy combat damage is largely immaterial to

the terms of the duel (see Scenario Types, below, for more ways to

successfully end a Solaris arena game).

DeTeRMininG VicToRY

When in doubt—such as in the case of mutual destruction or

surrender—victory in a given Solaris scenario may be determined

either by using the system described on page 257 of TW or by

consulting the victory conditions of the given scenario type.

Victorious players may determine whether a victory is substantial,

decisive or marginal by adding up the Battle Value of all opposing

units destroyed or disabled by combat damage and comparing it to

the Battle Value of all their own units destroyed or disabled by the

opposing team. If the value of all units destroyed or disabled by the

victorious player is more than twice that of those he lost, the victory is

decisive. If the value of destroyed or disabled opposing units exceeds

the value of the victor’s destroyed or disabled units by more than

fifty percent, the victory is substantial. Otherwise, the player wins a

marginal victory. The same formula defines the level of defeat for the

opposing force; a victorious player’s substantial victory translates to

a substantial defeat for his opponent. Disabled units are any whose

maximum MP is reduced to 1, or that can no longer inflict more than

5 points of damage beyond a range of one hex.

SolaRiS

ScenaRio tYpe

table

2D6

Scenario Type

2

Free-For-All

3

Flag Capture

4

Tag Team Match

5

Team Match

6-8

Single Duel

9

Team Match

10

Tag Team Match

11

Free-For-All

12

Race/Gauntlet

(11)

Flag captures

Flag capture matches evolved as a means of bringing tactics

into the Games, by giving combatants something other than the

opponent’s armor and firepower to worry about. In a

capture-the-flag scenario, one marker is placed at each team’s start point (as

defined in the scenario or map rules). To win, one side must capture

all markers from its opponent(s) and carry them back to the winning

side’s own marker. As soon as one side has all markers at its own

start point, including its own flag, the match is over and players may

determine victory using the battle value calculation system.

Markers are electronic beacons rather than actual flags, and may

be “picked up” whether or not the unit doing the capturing has hand

actuators. Capturing a marker simply requires a unit to enter the

marker hex and make a successful Piloting Skill roll. The unit must

then get safely back to its home hex, whereupon the controlling

player makes another Piloting Skill roll to successfully deliver the

marker. The marker cannot be lost in transit unless the carrying unit is

destroyed, disabled or surrenders. In such a case, the marker is placed

in the destroyed unit’s hex, where either side may then retrieve it.

A marker successfully captured and returned to its home hex may

be recaptured by a unit from an opposing side, so long as no team

has successfully captured and returned all opposing markers first.

Race/Gauntlet Match

In the rare race/gauntlet match, two or more combatants have

a limited amount of time to proceed from one end to the other

of a series of pre-set battlefield navigation points, while their

opponents attempt to thwart them through weapons fire. In this

match, competing units are chosen for identical performance

profiles, leaving it up to the skill of the pilots to win the race. Some

arenas that sponsor these events include minefields and other

booby traps for added effect, making the gauntlet one of the most

intense forms of combat in the arenas even though it has yet to

enter the mainstream Games.

For a race/gauntlet match, both sides must choose units that

have identical Movement Points and jump capability (if applicable).

During set-up, the players designate a series of 2 to 6 numbered

waypoints on the field, with a minimum distance in hexes between

each consecutive point equal to the Running MP of each unit plus 1.

Players set up their units within one hex of the first waypoint

before game play begins. Both players then roll 1D6 and add their

unit’s Running MP to the roll result and multiplying that number

by the number of waypoints on the board. This final number is

the number of rounds in which the players must complete each

lap (by running to each waypoint in order until they return to the

first one). If the players agree, they may multiply the time by the

number of laps desired to complete the full race (though most

gauntlets typically last only four or five laps).

If both sides agree, each player may also write down a series

of 1D6 hexes along the course, which may contain conventional

minefields or pit traps (players should note the type of each trap

as well). Any unit that passes through the hex may fall afoul of

these hazards, causing leg damage in the case of mines (see

Conventional Mines, p. 208, TO) or acting as a hidden, Depth 1

basement (see Basements, p. 179, TW) in the case of pit traps.

Normal stacking rules apply, and weapons are always “live” during

a race/gauntlet match.

single Duels

A single duel is the simplest and most popular form of combat

in the arenas. Limited to one unit versus another, the goal is simply

to be the last unit on the field and under its own power at the

end. Single duels are limited to two sides and are fought until one

combatant is destroyed or disabled, or until one side surrenders.

The victorious unit automatically receives a substantial victory for

winning a single duel.

Free-For-All (Grand Melee)

A free-for-all match (often referred to as a grand melee) involves

anywhere between three and six sides, each consisting of one

unit, depending upon the size of the arena. The warriors from each

side do battle until only one warrior controls the field. All players

roll Initiative individually, with additional rolls to resolve any ties.

Under the Determining Victory rules (see p. 8), the victorious

unit in a free-for-all match automatically receives full credit for a

decisive victory, while the last opponent defeated is considered to

have suffered a marginal defeat. All other combatants at the end

of a free-for-all have suffered a substantial defeat.

Team Match

In a team match, two to four sides—each comprised of two to

four units—take the field and do battle until only one team is left

standing. All teams must contain an equal number of units, and

should include roughly the same tech levels and weight classes.

Typically fought as one team versus another, a team match with

more than two sides can easily escalate into a large-scale

free-for-all. Before beginning the game, players should determine whether

to roll Initiative by side or by individual unit, with additional rolls

to resolve any ties. Players can determine victory according to the

rules above for one-on-one team matches, or by the free-for-all

rules when more than two teams engage in combat. Players should

continue to track heat for any unit that has “tagged out”. Treat all

“tagged out” units as if they were active, but did not generate any

movement heat that turn; such units cannot be re-paired, though

they can use the rules the Rearming Under Fire (see p. 213, TO).

Tag Team Matches

In this type of duel, a specialized form of team match, only a

single combatant from each side may do battle at any one time,

with second, third and even fourth “backup” units waiting on the

fringes (in the related team’s start hex for the match). The waiting

combatants are individually activated upon the destruction,

disabling or surrender of their active partner, or when touched by

an active teammate who enters an adjacent hex and announces

his intention to “tag out”. Any unit that tags out of a tag team

match may be reactivated later on in the same fashion, up to a

maximum of three time; such units cannot be re-paired, though

they can use the rules the Rearming Under Fire (see p. 213, TO).

Only the active combatants for each team roll Initiative, and the

battle is resolved much like a free-for-all (or a single duel if only

two opposing teams fight the match). Final victory goes to the last

team with an active combatant in the field (neither disabled nor

surrendered) at the end of the scenario. Determine victory levels

using the rules for team matches, as appropriate for the number

of teams involved.

(12)

to make all rolls. The designated player then rolls 2D6, adding the

appropriate Equipment Rating modifiers for each participating

stable (or warrior, for those operating outside the stable/cooperative

systems) from the Solaris Arenas Sample Table below.

If played as part of a campaign, the player who won the last

match may also choose to modify the result by 2 points either

way, calling the modifier before the dice roll is made. Players then

check the roll result against Table 1: Solaris Arena Venues to find

out whether the match will occur in a major arena, a minor arena

or an off-circuit venue.

If the result of the venue roll indicates a major or minor venue,

the player rolls 1D6 again to determine which arena to use. An

off-circuit venue result requires another 1D6 roll to determine which

overall terrain type will be used instead of these custom-built

arenas (see p. 263, TW).

boReAL ReAcH: HoUse DAVion (MAjoR)

The Boreal Reach arena (also known as the Davion arena)

is a technological marvel that uses advanced holography,

sophisticated environmental controls and portable, prefabricated

constructs to simulate a wide range of environments, from an

arctic wasteland to a tropical forest to a post-apocalyptic urban

battleground. Its most popular venue is a polar glacier.

most popular arenas, along with rules for how you can modify

pre-existing BattleTech mapsheets to incorporate arena elements.

Such rules allow players to quickly and easily insert all the flavor

of big-ticket arena fighting onto their gaming tables with the

gaming material they have on hand. These rules do not cover all

the arenas available...just enough of a sampling to hype all the

Gaming World may have to offer for your gaming group.

Unless otherwise specified, all of these arenas are fully enclosed,

save for a few entry points large enough to accommodate

BattleMechs (see Arena Entry Points in Creating Scenarios, p. 7).

This means that the map edges represent walls or other barriers

impassable to BattleMechs, which theoretically protect spectators

from the giant machines. No unit in any of these enclosed venues

may fall or be pushed off a map edge. Instead, units are displaced

to one side of their current position along the arena wall, and

remain in play but suffer damage equal to their tonnage divided

by 10. Divide this damage into 5-point Damage Value clusters

and resolve it as if the unit had fallen on the side that faced the

wall at the time it was displaced. If the unit remains standing,

the controlling player must make an immediate Piloting Skill roll

to avoid falling in the new hex. This rule replaces the standard

scenario rules for Movement and Retreat found on page 257, TW.

Map substitution: If players do not have access to an indicated

map(s), simply use what maps are available.

SolaRiS mapSheetS table

Stable Rating

Venue Roll Modifier

A

+2

B

+1

C

0

D

–2

F

–4

Table 1: Solaris Arena Venues

2D6

Roll Arena Venue Table

3 or less

Off-Circuit Venue

4–9

Minor Arena

10 or more Major Arena

Table 2: Major Arenas

Table 3: Minor Arenas

1D6 Arena

1-2

King of the Mountain

3-4

The Scrapyard

5

The Pool

6

Off-Circuit Venue

Table 4: Off-Circuit Venues

1D6 Arena

1

Flatlands Terrain

2

Hill Terrain

3

Mountain Terrain

4

Badlands Terrain

5

Wetlands Terrain

(13)

A unit standing in the falls hex is considered submerged for

purposes of heat dissipation (though heat sinks in all locations are

considered submerged), and may not fire any ballistic or missile

weapons (but is not susceptible to hull breaches). Units standing

under the falls may make physical and energy weapon attacks,

but both apply a +3 to-hit modifier because of the rushing water.

These units may be fired upon normally, but the water adds a +2

to-hit modifier to such attacks. A BattleMech moving through or

ending its movement in the falls hex must also make a Piloting

Skill roll to avoid falling. Ejections are not allowed.

Variable Planetary conditions (optional): The Jungle

features basic environmental controls that, at

the gamemaster’s or players’ discretion, can simulate combat

at dusk or dawn, or under different night conditions (see p.

58, TO), or even in fog or rain (see pp. 57 and 59, TO). In a

non-gamemastered scenario, players may decide on such conditions

by mutual agreement or by random dice rolls. All such conditions

must be determined before play begins.

Hidden Mines and Traps (optional): If the players or

gamemaster so desire, mines and other hidden traps may be

located throughout the battleground. The gamemaster rolls 2D6

or the players roll 1D6 each; the result is the number of hexes the

players or gamemaster may nominate as a possible trap location.

The nominated hexes may not contain woods or water, and should

be noted on a separate piece of paper before game play begins.

Whenever a unit enters a nominated hex, the controlling player

makes a 1D6 roll. On a result of 1 or 6, the hex is mined. On a 2 or a

4, the hex contains a two-level pit trap. A result of 3 or 5 indicates

the hex is clear. No matter the roll result, players should place a

marker on the hex to indicate that the roll was made.

• Mines: A mined hex contains a 10-point density

conven-tional minefield, which may immediately damage the

controlling units per standard minefield rules (see p. 207,

TO). These mines remain effective against any passing

unit until cleared per the standard Clearing Minefields

rules (see p. 210, TW).

• Pits: Units entering a pit hex must immediately make a

successful Piloting Skill roll with a +3 modifier or fall into

the pit. Pits are considered to be 2 levels deep, and so

dam-age from falling is sustained as if the unit has fallen 2 levels.

Vehicles and ProtoMechs falling into a pit sustain damage

equal to their tonnage divided by 5 (rounding up), resolved

against their Front hit locations, while battle armor sustains

1 point of damage to each trooper. Non-’Mech units that

do not have jump jets may not exit a pit trap.

shrinking battlefield (optional): A final optional feature of

the Liao arena is the “shrinking battlefield”, where the designated

boundaries are gradually reduced over the course of the fight to

force a closer, more desperate battle.

Before the start of play, the gamemaster or players should

note that there are beacons in Hexes 0801 and 0816 on both

maps. At a randomly determine time, one set of beacons will turn

on, automatically “shrinking” the battlefield by one-third, and

disqualifying any units that are in the same hex row as the activated

beacons or on the outside of that hex row. At another randomly

determined time, the beacons on the other map will turn on, once

Map set-Up

Place any two Hill terrain maps (see p. 263, TW), with their long

edges together, modified per the rules below.

entry Points: All four corners of the playing area are entry

points. These points do not change, regardless of the maps being

used. At the beginning of any scenario, unless stated otherwise,

place opposing units within two hexes of these entry points.

special Features

The following rules re-create this arena:

extreme cold: The standard temperature used for the Boreal

Reach’s arctic environment is –40 degrees Centigrade, but if the

gamemaster or players so desire, temperatures in this setting can

range from a low of –60 Centigrade to a high of –20 degrees (see

p. 63, TO).

ice: Any Clear hex (including any levels where the hex does not

also include woods or rough terrain) is covered in ice (see p. 50, TO).

woods: Any Woods hex is treated as a Rough hex.

crevasse: Before the start of play, gamemasters or players should

designate an area on the playing area to be the crevasse. The crevasse

area consists of a total of 40 continuous hexes and is a uniform 6

Sublevels, regardless of the level of any hex occupied by the crevasse.

It should appear as a vast crack in the ice, with breaks pushing out

from the main trunk in various directions. Ultimately, how it looks is

left up to each playing group, just so long as it is clearly marked. The

gamemaster or players must also determine whether the crevasse is

filled with Depth 4 water that is frozen over, or if it is empty.

During game play, if the crevasse is filled with frozen Depth 4

water, moving onto it might cause a unit to break and fall through

(see p. 50, TO). If there is no water in it, the crevasse is simply a

6-Sublevel region (with no ice on any hex of the crevasse).

THe jUnGLe: HoUse LiAo (MAjoR)

The Liao arena (known as the Jungle for obvious reasons) was

originally planned as a Buddhist monastery, but upon termination

of that construction project in 2770, the Capellan government

moved quickly to remake the structure as its official arena on

Solaris. Though straightforward in design, the jungle environment

within the arena hides a number of surprises for the unwary,

including pit traps, minefields and other hazards.

Map set-Up

Place any two Wooded or Wetlands terrain maps (except

BattleTech; see p. 263, TW), with their long edges together,

modified per the rules below. Both maps should have river hexes.

entry Points: Unlike other arenas, the Jungle has no defined entry

points along its outer wall. Instead, units are elevated into position

from underground bays. This means that combatants may begin

battle anywhere within three hexes of their home edge, determined

per the standard set-up rules in Scenario Creation (see p. 256, TW).

special Features

The following rules re-create this arena:

The Falls: Before the start of play, the gamemaster or players

should designate one water hex that is part of the river to be the

“falls” hex.

(14)

MM

0805 to 1402.

• wall section 3: A straight line running from Hex 0215 to

0812 to 1415.

• wall section 4: A straight line running from Hex 0204 to

0807 to 1404.

• wall section 5: A straight line running from Hex 0213 to

0810 to 1413.

• wall section 6: A straight line running from Hex 1411 to

1009 to 1008 to 1406.

Determining Pylons: Before the start of play, the gamemaster

or players must also create the moveable groups of pylons on the

arena floor. The following hexes should be noted on the map with

the following numerical values:

• Pylon Group 1: Hexes 0616, 0814, 1016, 0601, 0803, 1001

• Pylon Group 2: Hexes 0203, 0205, 1412, 1414

• Pylon Group 3: Hexes 0212, 0214, 1403, 1405

• Pylon Group 4: Hexes 0102, 1516

• Pylon Group 5: Hexes 0116, 1502

• Pylon Group 6: Hexes 0806, 0808, 0809, 0811

wall sections and Pylon Groups before Play begins: Both

players or the gamemaster should roll 1D6 twice before game play

begins. The first die roll result indicates that a corresponding wall

section is raised, while the second indicates that a correspondingly

numbered group of pylons is raised. If both players roll the same

result for a given wall section or pylon group, the obstacle is

lowered, effectively canceling out the rolls. The height of each

obstruction varies, but at the start of the scenario all raised

obstructions are 3 levels. In matches where all the fighting units

lack jump jets, the height of these obstructions is 2 levels.

wall sections During Game Play: Wall sections may remain

lowered or raised throughout a scenario, or may rise and fall

depending on the players’ and/or gamemaster’s preference. In a

standard game, a raised wall section stands 3 levels tall (2 levels if

all combatants lack jump jets), while a lowered one is flush with

the ground. Players and gamemasters interested in more variety

may roll 1D6 and divide the result by 2 (rounding up) to determine

the level of a raised wall section instead.

Walls in a typical Steiner Stadium match rise and fall with

regularity, though players and gamemasters may choose to lock

the walls and pylons in place instead. To reflect this, both players

or the gamemaster should make two 1D6 rolls at the end of every

turn, to determine which walls and pylons rise. Walls and pylons

not selected to rise, and that were raised in the previous turn,

reset to Level 0. All wall and pylon elevation changes take place

again “shrinking” the battlefield by one-third and disqualifying any

units that in that hex row, or on the outside of it. Both instances of

shrinkage may disqualify all units at the same time, resulting in a tie.

Players receive a two-turn warning in advance of these shifts,

so that they can attempt to move within the new combat zone.

To determine when a shift will take place, the gamemaster (or the

player who wins Initiative for the turn) must roll 2D6. On a result

of 9 or higher, the “two-turn warning” sounds.

sTeineR coLiseUM: HoUse sTeineR (MAjoR)

The Steiner Coliseum (also known as Steiner Stadium) is one of

Solaris VII’s most popular venues because of its classical style and

the deceptively simple yet challenging environment it provides

for combatants. Though its battlefield area is smaller than that of

the other Great House arenas, the Coliseum’s rising walls, pylons

and “chaos mode” features provide a dynamic, ever-shifting

battlefield as deadly as it is unpredictable.

Map set-Up

A single map is used for the Steiner Coliseum, with all terrain

considered Clear hexes before modification per the rules below (as

all terrain on the map is ignored, players are advised to choose a map

with as little terrain on it as possible to make the process easier; or, if

they have maps with a blank back side, to use it).

entry Points: At the start of game play, opposing players

should place their units within two hexes of hexes 1401 and 1416

(randomly determine which forces are set up next to which hexes).

(15)

before Play begins: Acid pits and obstructions created by

falling debris provide a few surprises in the Scrapyard. To set

these features, the gamemaster rolls 2D6 or the players roll 1D6

each. The result is the number of hexes that may be nominated

as locations for these special features. The nominated hexes may

not contain walls (see Building Hexes, below) or acid terrain (see

Large Acid Pool, above), and should be noted on a separate piece

of paper before game play begins.

building Hexes: All building hexes are considered discarded

metallic waste, and are 2 levels tall with a CF 120. Units may not

move through walls, though walls may support a unit so long as

its tonnage does not exceed the current CF of the wall section in

the hex where the unit is standing.

Units standing on a wall section with a CF lower than the unit’s

weight at the end of any phase automatically destroy the wall

section and fall into the same hex as the destroyed wall, taking

standard falling damage.

A destroyed wall section fills its hex with rubble.

obstructions: Whenever a unit obtains a line of sight to a hex

nominated for an obstruction, the controlling player immediately

makes a 1D6 roll. On a result of 1 or 6, the hex is obstructed

by debris and a counter should be placed to mark the hex as

impassable; the debris blocks all LOS and a unit may not enter or

move through the hex. Any other result indicates no obstruction,

but players should still mark the hex with a counter to indicate

that an obstruction roll was made.

Acid Pits: When a unit enters a hex nominated as an acid pit,

the controlling player rolls 1D6. On a result of 1 or 6, the hex

contains an acid pit and the controlling player must immediately

make a Piloting Skill roll with a penalty of +3 to avoid falling in;

each subsequent time a unit enters the hex, a similar Piloting Skill

roll must be made to avoid falling in.

All acid pits (including the Large Acid Pool) in the Scrapyard are

Depth 1, and BattleMechs may move into or out of them as though

entering or leaving Depth 1 water, with the following exception.

Unlike water, acid does not reduce a ’Mech’s heat level. In fact, for

every location of a BattleMech exposed to acid in a given turn, the

’Mech generates 3 heat points. This heat is cumulative for multiple

exposed locations.

Any BattleMech that falls into an acid pit hex, or through any

hexes that are part of the one-level deep acid pool (marked

Depth 1 Acid on the map), must automatically roll 4D6 and apply

the result as damage in 5-point Damage Value groupings to the

BattleMech’s legs.

A player whose ’Mech enters an acid pit must make a Piloting

Skill roll to avoid falling as though entering Depth 1 water. If this

roll fails, in addition to the normal falling damage, each separate

location exposed to acid sustains 4D6 points of damage (front

and back locations apply full damage separately).

Non-hovering vehicles, ProtoMechs and battle armor entering

an acid pit suffer 4D6 damage to all non-turret locations and must

make a Piloting Skill roll with a +5 modifier to avoid getting stuck.

Any critical hits sustained from acid damage automatically destroy

a vehicle’s motive systems first, immobilizing it. ProtoMechs suffer

critical damage as normal.

sensor interference (optional Rule): The high concentration

of metals in the Scrapyard arena scrambles all sensors here. The

effect renders active probes useless, doubles the range of ECM

“bubbles” and reduces rolls on the Missile Hits Table by 2.

A wall cannot support units heavier in tonnage than its current

CF. If any unit stands on a wall section with a CF lower than its

weight and a height of more than 0, the wall section is instantly

destroyed and the unit automatically falls from a height equal

to the wall section’s height at the time it was destroyed, landing

in the same hex as the destroyed wall section. If a Level 0 wall

section rises under a unit whose weight is greater than that wall

section’s current CF, the unit immediately falls from a height of

Level 1 into the same hex and that wall section is destroyed.

Any wall hex that is destroyed becomes a Rubble hex.

Pylon Groups During Game Play: The pylon groups function

much like wall sections; use the rules above for raising and

lowering pylon groups each turn.

Each pylon has a CF of 50 and is thick enough to block line of

sight and movement, but cannot support a unit standing on it.

Any unit in a pylon’s hex when that pylon rises automatically falls

into an adjacent hex (determined per Facing After a Fall, p. 68, TW)

as if dropped from the pylon’s final height.

chaos Mode (optional Rule): Steiner Stadium operators

may also add lighting effects for an even greater challenge

during arena matches. In this so-called chaos mode, the walls

and pylons are set to rise and fall faster and with more variation,

while the stadium lights blink on and off. Under chaos mode

rules, the players or gamemaster make three 1D6 rolls per type of

obstruction rather than one roll to determine which obstructions

rise or fall. In addition, both players roll 1D6 to determine whether

the lights are on or off in the following round, with a result of 4

or more indicating darkness per the standard rules for Full Moon

Night combat (see p. 58, TW). Identical opposing roll results cancel

each other out, and so if both players roll the same result, the

lights stay in their previous state. Finally, the level of a rising wall

section or pylon group is determined by rolling 1D6 and dividing

the result by 2, regardless of whether or not the combatants are

jump capable.

THe scRAPYARD: bURGTon ReGion (soLARis)

A converted junkyard in the Burgton area of the Reaches, the

Scrapyard is a maze of debris on top of debris. Chemical and

acid pits throughout the arena provide additional hazards for

combatants in this small but deadly hunting ground.

Map set-Up

Place any Heavy Urban terrain map (see p. 263, TW), modified

per the rules below.

entry Points: At the start of game play, opposing players

should place their units within three hexes of hexes 1401 and

1416 (randomly determine which forces are set up next to which

hexes). The units cannot be placed in a wall hex (see below).

special Features

The following rules re-create this arena:

Large Acid Pool: Before the start of play, gamemasters or

players should designate a portion of the playing area as a large

acid pool. The pool consists of a total of 10 continuous hexes

and is a uniform Depth 1 liquid. It should appear as a pool, but

ultimately how it looks is left up to each playing group, just so

long as it is clearly marked.

(16)

Map set-Up

Place any Light Urban terrain map (see p. 263, TW), modified

per the rules below.

entry Points: At the start of game play, opposing players should

place their units in hexes 0101, 0116, 1401, or 1416; randomly

determine who will place first, after which the opponent chooses

where to place his units.

special Features

The following rules re-create this arena:

Underwater: The Pool is a completely submerged environment,

and so all underwater operations rules apply per pp. 94-95,

BattleTech Master Rules.

The pool floor is considered five depths underwater. Before a

scenario begins, players may swap missile weapons for equivalent

torpedoes at a cost of only 1 Customization Point, rather than the

2 points for a normal swap.

Pool bottom: Debris covers the floor of the pool, making

movement exceedingly difficult. In addition to requiring a Piloting Skill

roll to prevent falling for every hex moved, the rough terrain increases

the normal cost for movement along the pool floor to 5 MP per hex.

building Hexes: Any buildings are considered debris mounds.

Rising 2 levels above the arena floor, these mounds block line of

sight and require 5 MP to enter per hex (in addition to the points

expended for the level change).

Mechwarrior ejection: Most MechWarriors who know they

will be fighting in the Pool take special precautions in advance,

such as including an underwater respirator and oxygen tanks

with their standard cockpit garb. Doing so allows them to eject

normally. MechWarriors not so prepared may not eject.

oPTionAL soLARis ARenA RULe:

cRowD PARTiciPATion

The duels of Solaris VII are a spectator sport, and how the crowds

react to the combatants as they duke it out can have an impact on a

warrior’s career and possibly even the fight at hand. A warrior whose

actions elicit oohs and aahs from a packed audience is a definite

keeper for his or her stable, while another who—while perfectly able

to fight—merely manages to survive an otherwise fair exchange of

slugfest blows may come off as unimaginative and unimpressive,

winding up on the stable’s “B-list” for filler matches and the like.

Often, warriors like to hear the crowd’s reaction during battle, and

so most arenas allow them to patch into the announcer’s chatter and

Map set-Up

Place any Mountain terrain map (see p. 263, TW), modified per

the rules below.

entry Points: At the start of game play, opposing players should

place their units in hexes 0101, 0116, 1401, or 1416; randomly

determine who will place first, after which the opponent chooses

where to place his units.

special Features

The following rules re-create this arena:

slope: The mountain slope is cut sharply enough to make

climbing difficult. All level changes on the King of the Mountain map

therefore cost 1 extra Movement Point. A fall on any hex that has an

adjacent lower level will result in a drop to the lower hex on a second

failed Piloting Skill roll. If there are two or more hexes the unit could

fall into with that failed Piloting Skill roll, randomly determine the hex

into which it falls. In all instances, determine falling damage normally.

Vibrabombs: The gamemaster or another neutral third party

may place 1D6 vibrabombs (see p. 209, TW), each rated for 1D6 x

10 tons, on the map. The person who placed them must monitor

when and if they go off.

References

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