Interstellar Operations: BattleForce

Interstellar Operations: BattleForce is the last of a series of core rulebooks written for BattleTech and is in two volumes, with Interstellar Operations: Alternate Eras as the other. It was previously contained in the one volume Interstellar Operations.

From the back cover
Forces Across the Stars! "Marshal your forces and prepare to conquer the Inner Sphere! Interstellar Operations: BattleForce provides a sliding zoom that can scale from a quick game on your table up to the macro level, allowing players to assume the roles of House Lords and dominate the galaxy! BattleForce is a complete, all-in-one-book game system of combat on a grand scale, but tailored to your interest at the gaming table.
 * Play lightning-fast, large-scale games like battalion vs. battalion or conquer a planet with multiple regiments.
 * Not large enough? Invade an entire sector of a House as armies clash across a dozen systems.
 * Still not large enough? Become a Clan Khan or House Leader and amass all the industrial might of your empire to protect your worlds and defeat your enemies!"

Contents
INTRODUCTION


 * Advanced Rules
 * Choose What You Like
 * Player Adjudication

War and Its Makers (short story by XX)

BATTLEFORCE: STANDARD RULES

Warfare Symbology (short story by XX)

BATTEFORCE: ADVANCED RULES

Charge of the Light (short story by Jason Schmetzer)

BATTLEFORCE: SPECIAL ABILITIES

Falling Into Fire (short story by Herbert A. Beas II)

STRATEGIC BATTLEFORCE

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 * Standard Rules
 * Game Terms


 * Components
 * Record Sheets
 * Maps and Miniatures


 * Scale
 * Map Scale
 * Turn Length
 * Force Structure
 * Visual and Sensor Range


 * Setup
 * Choosing Maps
 * Force Commander and Formation Leaders
 * Deployment


 * Playing the Game
 * Initiative Phase
 * Movement Phase
 * Facing
 * Stacking
 * Unequal Number of Formations
 * Terrain
 * Movement Modes and Unit Types
 * Additional Movement Rules
 * Engagement Control


 * Combat Phase
 * Types of Attacks
 * Attack Declaration
 * Resolving Attacks
 * Underwater Combat


 * End Phase
 * Ending Engagements
 * Forced Withdrawal
 * Damage
 * Morale
 * Salvage
 * Victory Conditions

STRATEGIC AEROSPACE RULES
 * Expanded Game Terms
 * Turn Scale


 * Aerospace Setup
 * Deploying Forces
 * The Atmospheric Radar Map
 * Placing Aerospace Forces on the Atmospheric Radar Map


 * Aerospace Gameplay
 * Abstract Aerospace Movement


 * Aerospace Combat
 * Squadron Attacks
 * Resolving Aerospace Air-to-Air Attacks
 * Resolving Aerospace Air-to-Ground Attacks
 * Resolving Ground-to-Air Combat


 * End Phase
 * Ending Air-to-Air Engagements
 * Aerospace Damage

ADVANCED STRATEGIC AEROSPACE
 * Expanded game terms


 * Expanded Aerospace Setup
 * The Capital Radar Map
 * Placing Aerospace Forces on the Capital Radar Map


 * Aerospace Squadrons on the Ground Map
 * Aerodyne Squadrons
 * Spheroid Squadrons and Airships
 * Landing Rolls
 * Aerospace Squadron Transports


 * Capital-Scale Strategic Aerospace
 * Turn Scale
 * Squadrons


 * Capital-Scale Aerospace Movement
 * Calculating Movement Rates
 * Spheroid Elements Operating in the Atmosphere
 * Station Keeping and Zero Thrust
 * Stacking Limits
 * Facing
 * Entering and Leaving the Central Zone
 * Aerospace Engagements
 * Exiting the Capital Radar Map
 * Fuel Endurance (Fighters Only)
 * Gravity
 * Engagement Maps


 * Capital-Scale Aerospace Combat
 * Large Aerospace Firing Arcs and Attacks
 * Resolving Aerospace Attacks


 * Capital-Scale Aerospace End Phase
 * Ending Aerospace Engagements
 * Capital-Scale Aerospace Damage


 * Strategic Aerospace Special Actions
 * Advanced Capital Missile Attacks
 * Orbit-to-Surface and Air-to-Ground Capital Combat
 * Space Bombers
 * Aerospace Boarding Actions
 * High-Speed Attacks
 * Docking/Undocking
 * Hyperspace Jumps

ADVANCED STRATEGIC BATTLEFORCE 
 * Advanced Initiative
 * Detection and Reconnaissance Phase
 * Playing the Game
 * Visual Ranges
 * Step 1: Detection
 * Step 2: Reconnaissance
 * Step 3: Recon Scan
 * Losing Contact


 * Advanced Movement Options
 * Adjusting Formations
 * Evading
 * Hull Down
 * Sprinting
 * Movement Dice
 * Transporting Non-Infantry Forces


 * Advanced Terrain
 * Bridges
 * Buildings (Urban Hexes)
 * Deep Snow
 * Heavy Industrial
 * Ice
 * Jungle
 * Mud
 * Rails
 * Rough, Ultra
 * Rubble, Ultra
 * Swamp
 * Tundra
 * Water (Extreme Depth)
 * Woods (Expanded)
 * Bogging Down


 * Advanced Combat Options
 * Artillery
 * Artillery Counter-Battery Fire
 * Artillery Flak
 * Alternate Munitions
 * Battlefield Intelligence
 * Battlefield Intelligence Benefits
 * Boarding Actions
 * C3 Networks
 * Dropping Troops
 * Environmental Conditions
 * Exceptionally Large Elements
 * Hidden Formations
 * Expanded Ground Ranges
 * Minefields
 * Urban Hexes (Buildings)
 * VTOL Special Attacks


 * Additional Advanced Options
 * Advanced Buildings and Urban Terrain
 * Advanced Infantry Options
 * Fortified Positions
 * Terrain Conversion


 * New Unit Types
 * Robotic Drones
 * Four-Legged and Three-Legged Elements
 * Glider ProtoMechs
 * Superheavy 'Mechs
 * Land-Air BattleMechs
 * Quad-Vees


 * Special Command Abilities
 * Piloting Special Abilities and Design Quirks
 * Unit Abilities
 * Design Quirks--->

Pressure Play (short story by Herbert A. Beas II)

ABSTRACT COMBAT SYSTEM

CONVERSION RULES

Cutting Losses (short story by Herbert A. Beas II)

INNER SPHERE AT WAR

INDEX

RECORD SHEETS AND TABLES