Interstellar Operations
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Insterstellar Operations (Beta) | |
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Product information | |
Type | Rules Book |
Primary writing | Matt Alexander Ray Arrastia Joel Bancroft-Connors Herbert A. Beas II Randall N. Bills Joshua Franklin Keith Hann John Haward Johannes Heidler Chris Marti Ben Rome Paul Sjardijn Joel Steverson |
Pages | 386 |
Cover Artwork | Alex Iglesias |
Illustrations | Jeff Porter |
Publication information | |
Publisher | Catalyst Game Labs |
Product code | E-CAT35006X |
First published | July 24, 2015 |
Content | |
Era | Age of War to Dark Age |
Timeline | Total Warfare |
Series | Core Rule Books |
Preceded by | Strategic Operations |
Description
Interstellar Operations is the last of a series of core rule books written for Battletech. The book is broken up in sections which covers era-specific experimental technologies from the Age of War to the Late Dark Age Era.
It also provides rules for use and construction of unusual and rare combat units such as Land Air Mechs, Superheavy BattleMechs, and QuadVees.
The last section of the book has various rules that allows large scale campaigns on interplanetary levels. They are broken up on size scaling of force from Company/Triniary size units to Multi-Regimental task forces to be used conqueror entire solar systems.
Initially, Interstellar Operations was released as a Beta version. This article covers this particular release until finalized product is released.
From the back cover
Forces Across the Stars!
“ | Marshal your forces and prepare to conquer the Inner Sphere! Interstellar Operations is the next long-awaited rules installment to the series begun with Total Warfare and carried through the award-winning Tactical Operations and Strategic Operations. The former focuses on a whole new level of excitement directly on your gaming table while the later focuses on moving from a single scenario to a multi-part campaigns and how to take an entire solar system. Interstellar Operations zooms up to the final level, allowing players to assume the roles of House Lord or Clan Khans and dominate the galaxy.
Interstellar Operations contains rules for running an entire faction’s military as a player tries to conquer numerous solar systems, including rules for how to conduct warfare through any of the various scales represented within the core line of rulebooks. Finally, perhaps one of the most anticipated portions of the book, the Alternate Eras section introduces a huge swath of rules for playing across the thousand years of BattleTech history, including weapons and equipment mostly unique to a given era, such as complete rules for building and playing with LAMs. |
” |
Contents
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INTRODUCTION
- Advanced Rules
- Choose What You Like
- Player Adjudication
- Fiction
- Fiction Vs. Rules
- Fiction Vs. Art
Charge Of The Light (short story by Jason Schmetzer)
ALTERNATE ERAS
- Sub-Era: Age of War (2300-2570)
- Sub-Era: Age of the Star League (2571-2780)
- Sub-Eras
- Sub-Eras
- Sub-Eras
- General Era Rules Expansions
- Star League Era
- Succession Wars Era
- Clan Invasion Era
- Civil War Era
- Jihad Era
- Dark Age Era
- The Universal Technology Advancement Table
- Evolving Technology in Campaign Play
ALTERNATE ERAS UNITS & EQUIPMENT
- Advanced Clan Equipment (Wars of Reaving)
- Electric Discharge ProtoMech (EDP) Armor
- Extended Jump Jet (XJJ) System
- Fusillade Launcher
- Improved Advanced Tactical Missile (iATM) Launchers
- Magnetic Clamp System
- Nova Combined Electronic Warfare System (CEWS)
- ProtoMech Quad Melee Weapon System
- Specialty Munitions: Improved Magnetic Pulse (IMP) Missiles
- Specialty Munitions: Improved Inferno (IIW) Missiles
- Advanced Pilot Interfaces (Multiple Eras)
- Damage Interrupt Circuit
- Direct Neural Interface Cockpit Modification
- SLDF Advanced Neurohelmet
- Virtual Reality Piloting Pod
- Advanced Prototype Systems (Age Of War)
- General Advanced Prototype Systems Rules
- Arrow IV (Arrow-P)
- Artemis IV FCS (Artemis-P)
- Beagle Active Probe (BAP-P)
- CASE (CASE-P)
- Double Heat Sinks (DHS-P)
- Endo Steel (ES-P)
- Extralight Fusion Engine (XL-P)
- Ferro-Fibrous Armor (FF-P)
- Gauss Rifle (GR-P)
- Guardian ECM (ECM-P)
- LB 10-X (LB 10-X-P)
- Narc Missile Beacon (NARC-P)
- Pulse Lasers (PL-P)
- Remote Sensors (RS-P)
- Rocket Launchers (RL-P)
- TAG (TAG-P)
- Augmented Warriors (Multiple Eras)
- General Augmented Warrior Rules
- Belter Augmentations
- Clan Enhanced Imaging Neural Implant
- Cybernetic and Prosthetic Augmentations
- Centurion Weapon System (Star League)
- Centurion Weapon System Game Rules
- Centurion Weapon System Construction Rules
- Dark Age Equipment (Dark Age)
- Anti-Penetrative Ablation Armor (ABA)
- Ballistic-Reinforced Armor
- Heat-Dissipating Armor
- Impact-Resistant Armor
- HarJel Repair Systems
- Radical Heat Sinks
- Re-engineered Lasers
- Remote Drone Command Console
- Tight-Stream Electro-Magnetic Pulse (TSEMP) Weapons
- Dark Age RISC Equipment (Dark Age)
- RISC Advanced Point Defense System
- RISC Emergency Coolant System
- RISC Heat Sink Override Kit
- RISC Hyper Laser
- RISC Laser Pulse Module
- RISC Repeating TSEMP
- RISC Super-Cooled Myomer
- RISC Viral Jammers
- Early Clan Improved Equipment (Early Clan)
- General Early Clan Improved Weapons Rules
- Improved Lasers
- Improved and Enhanced PPCs
- Improved Autocannon
- Improved Gauss Rifle
- Improved Standard Missile Launchers
- Early Clan Prototype Systems (Early Clan)
- General Early Clan Prototype Systems Rules
- ER Lasers (ER-CP)
- LB-X Autocannon (LB-X-CP)
- Streak SRM (Streak-CP)
- Ultra Autocannon (UAC-CP)
- Expanded ProtoMechs (Wars of Reaving)
- Expanded ProtoMech Game Rules
- Expanded ProtoMech Construction Rules
- Inner Sphere ProtoMech Interface (Jihad)
- Inner Sphere ProtoMech Interface Game Rules
- Inner Sphere ProtoMech Interface Construction Rules
- Inner Sphere Recovered Prototypes (Late Succession Wars)
- General Inner Sphere Recovered Prototypes Rules
- Double Heat Sinks (Freezers)
- Endo Steel (ES-P)
- ER and Pulse Lasers (ER-LL-P and MPL-P)
- Ferro-Fibrous Armor (FF-P)
- Gauss Rifle (Gauss-X)
- LB 10-X (LB-X-P)
- Triple-Strength Myomer (TSM-X)
- Ultra Autocannon (UAC/P) 104
- Specialty Munitions: Anti-TSM ("Green Smoke") Missiles
- Specialty Munitions: Listen-Kill Missiles
- Space Station K-F Adapter
- Land-Air BattleMechs (Multiple Eras)
- Bimodal LAMs
- Standard LAMs
- General Land-Air 'Mech Game Rules
- LAM Conversion
- Movement Phase
- Combat Phase
- Heat Phase
- Going In
- Land-Air 'Mech Construction
- Machina Domini Interface (Jihad)
- Machina Domini Interface Game Rules
- Machina Domini Interface Construction Rules
- Modular Space Stations (Multiple Eras)
- Modular Space Station Game Rules
- Modular Space Station Construction Rules
- Primitive Prototype Equipment (Age of War)
- Primitive Units and RetroTech (Multiple Eras)
- Primitive Units Overview
- Primitive Units Game Rules
- Restricted Technologies
- Primitive ’Mech Construction
- Primitive Combat Vehicle Construction
- Primitive Conventional Fighter Construction
- Primitive Aerospace Fighter Construction
- Primitive Small Craft Construction
- Primitive DropShip Construction
- Primitive JumpShip Construction
- Prototype Specialty Missiles (Clan Invasion)
- Specialty Munitions: Dead-Fire (DF) Missiles
- Specialty Munitions: Retro-Streak (RS) Missiles
- Specialty Munitions: Shoot-and-Sit (SS) Missiles
Notes
Initially, Interstellar Operations was released as Beta version. This article covers this particular release until finalized product is released.