Tactical Handbook

The BattleTech Tactical Handbook was the first expansion to the BattleTech board game that included so called Level 3 optional rules and equipment. These rules included the much-maligned Combat Value system for balancing force and the Double-Blind rules that enable players and a gamemaster to allow both sides the use of hidden units. Plenty of new arms, armor, and ammunition debuted. Some of the equipment and rules were later included in Maximum Tech.

From the back cover
"Thirty-one hours ago your lance commander ordered you into position. Twenty-eight hours ago you finished draping the thermal camo tarps over your 'Mech. And for the past 27 hours you've been sitting in your cockpit, systems on minimum power, waiting in the dark - waiting for the Clans.

Suddenly your thermal sensors detect multiple 'Mechs moving 100 meters directly ahead. Your fingers fly over the weapons controls, disengaging PPC field inhibitors, hot-loading LRMs... green board. A single pull of the trigger sends fiery missile plumes and white-hot plasma streaking through the air, and the night errupts in a lethal inferno...

The BattleTech Tactical Handbook is an advanced-rules supplement for the BattleTech game universe. The Handbook provides advanced rules and equipment that enables players to add new depth and intensity to their games. Guidelines for creating long-term campaigns and double-blind games, formulas for calculating the combat values of all BattleTech combat units, detailed descriptions of advanced weapon systems and more make the BattleTech Tactical Handbook a necessity for the serious BattleTech player."

Contents

 * Introduction
 * New Rules
 * Thunder LRMs
 * Double-Blind Rules
 * Operational Game
 * Combat Values


 * Level Three Rules
 * Modified Movement Sequence
 * Artillery
 * BattleMech Engine Explosions
 * BattleMech Sensors
 * Electromagnetic Sensors
 * Seismic Sensors
 * Thermographic Sensors
 * Craters
 * Disengaging PPC field inhibitors
 * Four-Legged 'Mechs
 * Hidden Placement
 * Hot Loading LRMs
 * Hull-Down Rules
 * Interlocking Streak Missiles
 * Jumping Fire
 * Land Air 'Mechs
 * Line of Sight
 * Partial Cover
 * MechWarrior Damage
 * Selecting Terrain Elevation


 * New Equipment
 * Ballistic Weapons
 * Caseless Autocannon
 * Hyper-Velocity Autocannons
 * LB-X Autocannons
 * 'Mech Mortars
 * Ultra Autocannons
 * Missile Systems
 * Acid (AX) Warhead
 * Anti-Personnel (AP) Warhead
 * Dead-Fire Missiles
 * Extended Long-Range Missiles
 * HS (Heat Seeking) Warhead
 * Magnetic-Pulse Warhead
 * Smoke Warhead
 * Streak Missile Systems
 * TC (Tandem-Charge) Warhead
 * Thunderbolt Launcher
 * Physical Weapons
 * Claw
 * Mace
 * BattleMech Accessories
 * Angel ECM Suite
 * Bloodhound Active Probe
 * Command Console
 * Coolant System
 * Mechanical Jump Boosters
 * Watchdog System
 * Defensive Armaments
 * Blazer Armor
 * Glazed Armor
 * Laser Anti-Missile System
 * Static Defenses
 * Bunkers
 * Field Works
 * Fortifications
 * Installations
 * MechWarrior Gear
 * Ablative/Flak Cooling Suit and Vest
 * Computer Voice Circuit
 * Damage-Interrupt Circuit
 * SLDF Neurohelmet


 * Weapon and Equipment Tables