Calculating 'Mech BV: Step 1: Calculate Defensive Battle Rating
Calculating 'Mech BV: Step 1: Calculate Defensive Battle Rating
Calculating 'Mech BV: Step 1: Calculate Defensive Battle Rating
BattleTech unit: BattleMechs, IndustrialMechs, Combat Vehicles, Support Vehicles, aerospace fighters, conventional fighters,
DropShips, Small Craft, ProtoMechs, conventional infantry and battle armor. With the Battle Value system, players can create
fairly well matched battles by assembling two opposing forces, each with the same total BV ratings (see Constructing a Battle
Force, p. 314) and equivalent force sizes. The BV ratings for combat-effective weapons and equipment are listed in the Inner
Sphere, Clan and Conventional Infantry Weapons Battle Value tables at the end of this section, beginning on page 317.
The formulas in this section allow players to calculate the exact BV of any BattleMech, vehicle or other unit. However, the
variety of hardware and units encompassed by BattleTech precludes an easy-to-use system. Players may find some of the
formulas complex, and space prohibits a detailed analysis of the methods by which equipment values and other modifiers
are derived.
This revised Battle Value system replaces the system first published in Maximum Tech and the BattleTech Master Rules. A
list of Battle Values for all units with a published Record Sheet can be found on Catalyst Game Labs’ Master Unit List website
(http://www.masterunitlist.info/).
CALCULATING ’MECH BV
BattleMechs and IndustrialMechs share the same method of calculating their BV ratings, involving three main steps.
First, calculate the ’Mech’s Defensive Battle Rating (DBR). Second, calculate the Offensive Battle Rating (OBR). Finally, add the
Defensive and Offensive Battle Ratings together for a combined BV and then round to the nearest whole number (round .5
up) to obtain the final BV. As you read each step, refer to pages 304–305 for an example of calculating the BV for a MON-66
Mongoose, a TDR-10SE Thunderbolt, and a WI-DM DemolitionMech.
Total Internal Structure Points x 1.5 x Internal Structure Type Modifier x Engine Type Modifier
Consult the ’Mech Internal Structure Type Modifier Table on page 315 and the ’Mech Engine Type Modifier Table on
page 315.
Then SUBTRACT the following figures. These subtractions cannot drop the running total below 1.
15 points per critical space of explosive ammo in the center torso, legs or head (Clan ’Mech)
15 points per critical space of explosive ammo in any location (’Mech with Inner Sphere XL engine)
15 points per critical space of explosive ammo in the center torso, legs or head, or not protected by CASE* in its
location (Inner Sphere ’Mech with Standard or Light engines)
15 points per critical space of explosive ammo in arm not protected by CASE* in its location, or in the next location
inward on the Damage Transfer Diagram (see p. 123, TW) (Inner Sphere ’Mechs with standard or light engines)
1 point per Gauss weapon critical space in the center torso, legs or head (Clan ’Mech)
1 point per Gauss weapon critical space in any location (’Mech with Inner Sphere XL engine)
1 point per Gauss weapon critical space in the center torso, legs or head, or not protected by CASE* in its location
(Inner Sphere ’Mech with Standard or Light engine)
1 point per Gauss weapon critical space in arm not protected by CASE* in its location, or in the next location inward
on the Damage Transfer Diagram (see p. 123, TW) (Inner Sphere ’Mechs with standard or light engines)
Note: Explosive ammo is any ammunition that may explode inside a ’Mech. Gauss weapons include Gauss rifles, HAGs and AP
Gauss.
* – It is assumed Clan ’Mechs have CASE installed. If the design specifically did not pay the C-bill cost to install CASE then treat
a Clan-built ’Mech as an Inner Sphere ’Mech for the purpose of these calculations.
Excessive Ammunition: To prevent excessive ammo from distorting the Battle Value, the BV added for ammunition
cannot exceed the unmodified BV of the weapon itself. If the BV of the ammo exceeds the weapon BV, reduce the ammo BV
to equal the unmodified weapon BV. When a ’Mech carries several weapons of the same model, total the unmodified BV for
all examples of that model and then the BV for all ammunition carried for that model before comparing the two BVs.
Rear-Firing Weapons: Rear-firing torso-, leg- and head-mounted weapons (but not their ammunition) count as half
their normal BV value. If the unmodified BV of forward-firing weapons in those locations is less than the unmodified BV of
rear-firing weapons, then halve the value of the forward-firing torso-, leg- and head-mounted weapons instead. When
making heat adjustments to a weapon’s BV (see below), switch the forward- and rear-firing arcs in an identical manner.
Artemis IV FCS: Increase by 20 percent the BV of any missile launcher equipped with Artemis IV. This increase does not
apply to the launcher’s ammunition.
Targeting Computer: Each weapon linked to a targeting computer (see p. 238) multiplies its BV by 1.25. Do not include
ammunition when adjusting linked weapon BVs.
Determine ’Mech Heat Efficiency: A weapon’s Modified BV may need to be reduced to take into consideration the
’Mech’s Heat Efficiency. To calculate ’Mech Heat Efficiency, add 6 to the unit’s Heat Sink Capacity and subtract the heat
generated when the ’Mech moves.
Heat Sink Capacity: Heat Sink Capacity denotes the maximum number of Heat Points a ’Mech can dissipate in a single
turn. Each single heat sink dissipates 1 point of heat. Double-capacity heat sinks dissipate 2 points of heat.
Movement Heat: Movement Heat is the amount of heat generated when the ’Mech moves in the most heat-intensive
manner possible (Running or Jumping at its maximum capacity) during a single turn. If the ’Mech has stealth armor, add 10 to
this value. ICE-powered IndustrialMechs do not generate heat when moving and so always have a Movement Heat Value of 0.
Determine Total Weapon Heat: Determine the total heat that the ’Mech would generate if it fired all its offensive
weapons, including rear-firing weapons, in a single turn (Defensive Equipment is never figured in this value). Multiply by 2
the heat points generated by Ultra autocannons, multiply by 6 the heat points generated by rotary autocannons, reduce by
half the heat points generated by Streak SRMs and reduce to one-quarter the heat points generated by one-shot weapons.
Calculate Weapon Battle Rating
Start a running Weapon Battle Rating total, beginning at 0. When instructed, add the specified amount to this total.
1. Add the Modified BV of any weapon on the ’Mech that does not generate heat when fired to the running Weapon
Battle Rating total.
2. Add the BV of any ammunition and non-Defensive Equipment on the ’Mech to the running Weapon Battle Rating
total.
3. If the ’Mech’s Total Weapon Heat is equal to or less than the ’Mech’s Heat Efficiency, add the Modified BV of all the
’Mech’s remaining weapons to the running Weapon Battle Rating and proceed to Step 8. If the Total Weapon Heat
is greater than the ’Mech’s Heat Efficiency, start a running heat total, beginning at 0, and proceed to Step 4.
4. Ignoring weapons that generate no heat when fired, choose the weapon on the ’Mech with the highest Modified
BV. If more than one weapon has the same Modified BV, choose the one that generates the least heat when fired. If
multiple weapons of the same type are mounted, choose one randomly.
5. Add this weapon’s Modified BV to the running Weapon Battle Rating total, and add its Heat Value to the running
heat total.
6. If the running heat total is less than the ’Mech Heat Efficiency, repeat Steps 4-5 (ignoring any weapons already
chosen). If the running heat total is equal to or has exceeded the Heat Efficiency, proceed to Step 7.
7. The weapon that causes the ’Mech’s Heat Efficiency to be equaled or exceeded is still calculated at its full Modified
BV. All remaining weapons are then added to the running Weapon Battle Rating total at half their Modified BV.
8. Add the total ’Mech tonnage to the running Weapon Battle Rating total. Note: TSM-equipped ’Mechs multiply their
tonnage by 1.5. Industrial TSM-equipped ’Mechs multiply their tonnage by 1.15.
Having followed the steps above, the result is the ’Mech’s Weapon Battle Rating. Proceed to the next step, Calculate
Offensive Battle Rating.
Multiply the Weapon Battle Rating by the Speed Factor to give the Offensive Battle Rating. Note: IndustrialMechs, unless
equipped with Advanced Fire Control (see p. 69), multiply their Offensive Battle Rating by 0.9.
At a run, the Mongoose presents a Target Movement Modifier of +4. That gives the ’Mech a Defensive Factor of 1.4.
309.5
x 1.4
Defensive Battle Rating = 433.3
Because the Total Weapon Heat is lower than the ’Mech Heat Efficiency, there is no need to reduce the BV of any of its
weapons. The Weapon Battle Rating is therefore the sum of these weapons’ BVs, plus the ’Mech’s tonnage.
SUBTRACT
15 points per critical space of explosive ammo in any location in center torso, legs or head, or not protected by
CASE in its location (Inner Sphere ’Mechs with Standard or Light engines)
749.5
- 15
734.5
At the run, with MASC engaged, the Thunderbolt presents a Target Movement Modifier of +3. That gives the ’Mech a
Defensive Factor of 1.3.
734.5
x 1.3
Defensive Battle Rating = 954.85
Because the Total Weapon Heat is higher than the ’Mech Heat Efficiency, its weapons must be sorted in order of
Modified BV and a running heat total tracked to determine when weapon BVs should be halved. Ammunition and ’Mech
weight are still handled as normal.
Because the second ER Medium Laser has exceeded the Heat Efficiency of the Thunderbolt (26), all subsequent heat
generating weapons will halve their Modified BV.
At the run, the DemolitionMech presents a Target Movement Modifier of +2. That gives the ’Mech a Defensive Factor of
1.2.
273.5
x 1.2
Defensive Battle Rating = 328.2
1 Small Laser: 9
Because the Total Weapon Heat is lower than the ’Mech Heat Efficiency, there is no need to reduce the BV of any of its
weapons. The Weapon Battle Rating is therefore the sum of its equipment and weapon BVs, plus the ’Mech’s tonnage.
Rock Cutter: 6
Wrecking Ball: 8
1 Small Laser: 9
35-ton ’Mech (No Industrial TSM): 35
58 x 1.00 = 58
Because the DemolitionMech is an IndustrialMech and does not have an Advanced Fire Control System, the Offensive
Battle Rating needs to be multiplied by 0.9.
58 x 0.9 = 52.2
CALCULATING PROTOMECH BV
The procedure for calculating the Battle Value (BV) of a ProtoMech is similar to that for ’Mechs. The player first
determines the ProtoMech’s Defensive and Offensive Battle Ratings and then combines them to produce the final BV. In all
cases, retain fractions until reaching the final BV, then round to the nearest whole number (.5 rounds up). As you read each
step, refer to page 307 for an example of calculating the BV for a Delphyne-2.
Multiply the Weapon Battle Rating by the listed Speed Factor to give the Offensive Battle Rating.
130
x 1.4
Defensive Battle Rating = 182
600 kg is less than a full ton of SRM ammunition so it must calculate the modified BV for its ammunition. SRM 3
ammunition has a BV of 4 for each full ton.
No weapon has an ammunition BV greater than the BV of the weapon, so no further modifications to BV are needed.
2 ER Micro Lasers: 2 x 7 = 14
2 SRM-3s: 2 x 30 = 60
Ammunition (SRM) 60 (at full value): 2.4
76.4
Delphyne-2 BV = 316
CALCULATING VEHICLE BV
The procedure for calculating the Battle Value (BV) of Combat Vehicles and tracked, wheeled, hover, VTOL, WiGE and
naval Support Vehicles is similar to that for ’Mechs. First determine the vehicle’s Defensive and Offensive Battle Ratings, and
then combine them to produce the final BV. Retain fractions until reaching the final BV, then round to the nearest whole
number (.5 rounds up). As you read each step, refer to page 308 for an example of calculating the BV for a CellCo Ranger APC
and a Hephaestus OmniVehicle.
For Airship and Fixed Wing Support Vehicles, compute the unit’s BV using the rules for Aerospace Units, starting on page
312.
Next, MULTIPLY the current total by the vehicle’s Defensive Factor. The Defensive Factor is based on the unit’s highest
potential target Modifier, as shown on the Defensive Factors Table and Defensive Factor Modifier Table (see p. 315).
The final result is the vehicle’s Defensive Battle Rating (DBR).
Support Vehicles: Adjust the Battle Value of all heavy weapons and their ammunition by the fire control multiplier from
the Offensive BV Adjustment Table (see p. 316). Players need not adjust light and medium weapons.
Turret-Mounted Weapons: Weapons mounted in a turret are not included in any arc, and their full BV value is always
used.
Excessive Ammunition: To prevent excessive ammo from distorting the Battle Value, the BV added for ammunition
cannot exceed the unmodified BV of the weapon itself. If the BV of the ammo exceeds the weapon BV, reduce the ammo BV
to equal the unmodified weapon BV. If the unit has several weapons of the same model, total the unmodified BV for all
examples of that model and then the BV for all ammunition carried for that model before comparing the two BVs.
Rear-Firing Weapons: Rear-firing weapons (but not their ammunition) count as half their normal BV value. If the
unmodified BV of forward-arc weapons is less than the unmodified BV of rear-arc weapons, then halve the value of the
forward-arc weapons instead. When making heat adjustments to a weapon’s BV (see below), switch the forward- and rear-
firing arcs in an identical manner.
Artemis IV FCS: Increase by 20 percent the BV of any missile launcher equipped with Artemis IV. This increase does not
apply to the launcher’s ammunition.
Targeting Computer: Each weapon linked to a targeting computer (see p. 238) multiplies its BV by 1.25. Do not include
ammunition when adjusting linked weapon BVs.
Multiply the vehicle’s Weapon Battle Rating and Speed Factor to determine its Offensive BV.
41.6
Multiply by Unit Type Modifier (Wheeled): x 0.8
33.28
At Flanking speed, the CellCo Ranger presents a Target Movement Modifier of +2. That gives the vehicle a Defensive
Factor of 1.2.
33.28
x 1.2
Defensive Battle Rating = 39.94
4.8
8.5
Weapon Battle Rating = 13.3
CellCo Ranger BV = 53
335.5
335.5
Multiply by Unit Type Modifier (Hover): x 0.7
234.85
At Flanking speed, the Hephaestus presents a Target Movement Modifier of +4. That gives the vehicle a Defensive Factor
of 1.4.
234.85
x 1.4
Defensive Battle Rating = 328.79
237
The Anti-’Mech Jump Infantry platoon receives a Target Movement Modifier of +2. That gives it a Defensive Factor of 1.2.
31.5
x 1.2
Defensive Battle Rating = 37.8
Individual Weapons
18 Blazer Rifles: 18 x 1.79 = 32.22
Support Weapons
3 Heavy Support Lasers: 3 x 17.34 = 52.02
32.22
52.02
84.24
Weapon Battle Rating = 168.48
Total Armor Points x Armor BV (not including the 1 point for the warrior) + 1
Fire-resistant armor has a BV of 3.5; all other armor has a BV of 2.5.
Add 1 to the total for each of these systems the battle armor mounts (if any): Improved Sensors, Active Probes, or ECM.
Next, MULTIPLY the current value by the battle armor unit’s Defensive Factor. A battle armor unit’s Defensive Factor is
based on its highest potential target movement modifier (including bonuses for jump capability and enhanced movement),
as shown on the Defensive Factors Table (see p. 315). In addition, add to the Defensive Factor any appropriate modifiers from
the Defensive Factor Modifier Table. The final result is the battle armor’s Defensive Battle Rating.
Direct Fire Weapons Battle Rating: Add the BV of all direct-fire weapons. Direct-fire weapons are all weapon systems
except SRM launchers, advanced SRM launchers, MRM launchers, rocket launchers, LRM launchers, Narc (Compact) and
Popup Mine. Do not factor BV for any ammunition used by direct fire weapons.
Missile Weapon Battle Rating: Calculate the Missile Weapon Battle Ratting for SRMs, advanced SRMs, MRMs, rocket
launchers and LRMs. Use the BV of the launcher as normal. Calculate the ammunition BV for the kilograms of ammo carried
proportionate to the BV for a full ton (1,000 kg) of that type of ammunition. That is, divide the kilograms of ammo carried by
1,000, and multiply the result by the BV of a full ton of the required ammunition type. Keep any fractional results.
Anti-’Mech Attacks: If the unit can perform Swarm Attacks, add the BV of all direct-fire weapons plus the BV of
vibroclaws and/or claws and magnets that aid Swarm operations.
Anti-Personnel Weapons: Add the BV of anti-personnel weapons from the Conventional Infantry Weapons BV Table on
page 319.
Squad Support Weapon: The BV of a Squad Support Weapon is equal to the total BV of the weapon divided by the
number of troopers in the unit. Squad Support Weapons have their BV divided between all units, and so Inner Sphere units
will only use 1/4 of the BV, whereas a Clan unit uses 1/5 of the BV and ComStar/Word of Blake units use 1/6.
Other Equipment: Add BV for other Offensive equipment. The final sum is the total Weapon Battle Rating.
The Purifier has a Jumping MP of 3, and so receives a Target Movement Modifier of +2. That gives it a Defensive Factor of
1.2 + 0.1 (because it is battle armor) + 0.3 (Mimetic Armor) = 1.6.
16
x 1.6
Defensive Battle Rating = 25.6
Direct-Fire Weapons
1 ER Small Laser: 1 x 17 = 17
Missile Weapons
None 0
Anti-’Mech Attacks
Direct-Fire Weapons: 17
Anti-Personnel Weapons
None 0
Other Equipment
None 0
34
34 x 0.77 = 26.18
There are six suits of battle armor in a Level I Purifier unit, yielding a BV Modifier of 9.
The Grenadier has a ground MP of 2, and no jumping movement, and so receives a Target Movement Modifier of 0. That
gives it a Defensive Factor of 1.0 + 0.1 (because it is battle armor) + 0.2 (Standard Stealth Armor) = 1.3
23.5
x 1.3
Defensive Battle Rating = 30.55
Direct-Fire Weapons
1 Small Laser: 1x9=9
Missile Weapons
1 SRM 4: 1 x 39 = 39
Ammo (SRM 4) 7 (280 kg): (280/1,000) x 5 = 1.4
Anti-’Mech Attacks
Not Applicable 0
Anti-Personnel Weapons
None 0
Other Equipment
None 0
49.4
There are four suits of battle armor in a Grenadier squad, yielding a BV Modifier of 5.2.
63 x 5.2 = 325.832
Grenadier [SRM/SL] squad BV = 326
CALCULATING AEROSPACE BV
The procedure for calculating the Battle Value (BV) of aerospace units is similar to that for ’Mechs. Determine the
Defensive and Offensive Battle Ratings of the aerospace unit and combine them to produce the final BV. Retain fractions until
reaching the final BV, then round to the nearest whole number (.5 rounds up). Refer to pages 313–314 for an example of
calculating BV for a TRB-D36 Thunderbird and a Dragau II.
Defensive Equipment includes screen launchers, anti-missile systems and ECM (including ammo up to the BV of the
systems and launchers themselves). All TechManual Defensive Equipment is identified on the Weapon and Equipment Battle
Value Tables by a dagger footnote (†).
For aerospace fighters, small craft and conventional fighters, then SUBTRACT the following figures. (Explosive ammo is
any ammunition that may explode inside an aerospace fighter. Gauss weapons include Gauss rifles, HAGs and AP Gauss.)
These subtractions cannot drop the running total below 1.
15 points per type of explosive ammo (regardless of tonnage) in an Inner Sphere aerospace or small craft not equipped
with CASE*
1 point per Gauss weapon in Inner Sphere aerospace or small craft not equipped with CASE*
* – It is assumed Clan aerospace units have CASE installed. If the design specifically did not pay the C-bill cost to install CASE
then treat all Clan-built aerospace units as Inner Sphere aerospace units for the purpose of these calculations.
Excessive Ammunition: To prevent excessive ammo from distorting the Battle Value, the BV added for ammunition
cannot exceed the unmodified BV of the weapon itself. If the BV of the ammo exceeds the weapon BV, reduce the ammo BV
to equal the unmodified weapon BV. When a unit carries several weapons of the same model, total the unmodified BV for all
examples of that model and then the BV for all ammunition carried for that model before comparing the two BVs.
Rear-Firing Weapons: Aft-mounted weapons (but not their ammunition) count as half their normal BV value (aft-side
arcs are not considered). If the unmodified BV of nose-mounted weapons is less than the unmodified BV of rear-firing
weapons, then halve the value of the forward-firing weapons instead. When making heat adjustments to a weapon’s BV (see
below), switch the nose- and aft-firing arcs in an identical manner. Note: DropShips do not use this modifier.
Artemis IV FCS: Increase by 20 percent the BV of any missile launcher equipped with Artemis IV. This increase does not
apply to the launcher’s ammunition.
Targeting Computer: Each weapon linked to a targeting computer (see p. 238) multiplies its BV by 1.25. Do not include
ammunition when adjusting linked weapon BVs.
Heat Sink Capacity: Heat Sink Capacity denotes the maximum number of Heat Points the unit can dissipate in a single
turn. Each single heat sink dissipates 1 point of heat. Double heat sinks dissipate 2 points of heat.
Determine Total Weapon Heat: Find and write down the total heat that the unit would generate if it fired all its
offensive weapons, including rear-firing weapons, in a single turn (Defensive Equipment is never figured in this value).
Multiply by 2 the heat points generated by Ultra autocannons, multiply by 6 the heat points generated by rotary
autocannons, reduce by half the heat points generated by Streak SRMs and reduce to one-quarter the heat points generated
by one-shot weapons.
Start a running Weapon Battle Rating total, beginning at 0. When instructed, add the specified amount to this total.
1. Add the Modified BV of any weapon on the unit that does not generate heat when fired to the running Weapon
Battle Rating total.
2. Add the BV of any ammunition and non-Defensive Equipment on the unit to the running Weapon Battle Rating
total.
3. If the unit’s Total Weapon Heat is equal to or less than its Heat Efficiency, add the Modified BV of all the unit’s
remaining weapons to the running Weapon Battle Rating total and proceed to Calculate Offensive Battle Rating. If
the Total Weapon Heat is greater than the unit’s Heat Efficiency, start a running heat total, beginning at 0, and
proceed to Step 4.
4. Ignoring weapons that generate no heat when fired, choose the weapon on the unit that has the highest Modified
BV. If more than one weapon has the same Modified BV, choose the one that generates the least heat when fired. If
multiple weapons of the same type are mounted, choose one randomly.
5. Add this weapon’s Modified BV to the running Weapon Battle Rating total, and add its Heat Value to the running
heat total.
6. If the running heat total is less than the unit’s Heat Efficiency, repeat Steps 4-5 (ignoring any weapons already
chosen). If the running heat total is equal to or has exceeded the Heat Efficiency, proceed to Step 7.
7. The weapon that causes the Heat Efficiency to be equaled or exceeded is still calculated at its full Modified BV. All
remaining weapons are then added to the running Weapon Battle Rating total at half their Modified BV.
For DropShips:
DropShips calculate their Weapon Battle Rating by firing arc, instead of by individual weapons, reflecting their firing by
weapon bay and generating heat by firing arcs.
1. Calculate individual firing arc BVs: First determine the total Modified BV of each individual firing arc (Nose, Aft, Fore
(Wing) Left/Right, Aft (Rear Wing (Left/Right). Do not include ammunition or equipment at this time.
2. Determine the “Front” firing arc: Compare these BV totals. The arc with the highest BV becomes the “Front” arc for
calculating BV and Heat Efficiency.
3. Calculate the BV for the “Front” arc: Add the BV of any ammunition located in “Front” arc to the “Front” arc total.
“Front” BV is always factored at 100% even if the DropShip will overheat firing the “Front” arc.
4. Determine the “Left Side” firing arc: Look at the Battle Value of the two arcs adjacent to the “Front” arc. The one with
the highest BV becomes the “Left Side” firing arc. If both arcs are of equal BV, choose one at random.
5. Calculate the BV for the “Left Side” arc: Add the BV of ammunition in the “Left Side” to the BV total for that side
obtained in Step 1. If the DropShip has exceeded its DropShip Heat Efficiency after firing the “Front” arc, multiply
the “Left Side” arc BV by 0.5.
6. Determine the “Right Side” firing arc: The remaining arc adjacent to the “Front” arc now becomes the “Right Side”
firing arc.
7. Calculate the BV for the “Right Side” arc: Add the BV of ammunition in the “Right Side” to the BV total for that side
obtained in Step 1. If the DropShip has not exceeded its DropShip Heat Efficiency after firing the “Left Side” arc,
multiply the “Right Side” BV by 0.5. If the DropShip has exceeded its DropShip Heat Efficiency, then the multiply the
“Right Side” BV by 0.25.
8. Total remaining firing arcs: The remaining three arcs are now considered the “Rear” firing arc. Add the BV of
ammunition in these arcs to the BV total for those arcs obtained in Step 1. Multiply the “Rear” BV by 0.25.
9. Add the BV of any equipment with a BV rating.
Having followed Steps 1-7 (1-9 for DropShips), the result is the unit’s Weapon Battle Rating. Proceed to Calculate
Offensive Battle Rating.
Multiply the Total Weapon Battle Rating by the Speed Factor to find the unit’s Offensive Battle Rating.
Airships: Use the Maximum Thrust rating for airships, but round up to the next whole number for vehicles with
fractional thrust ratings.
SUBTRACT
15 points per type of explosive ammo
LRM Ammunition: 15
580
- 15
565
565
Multiply by the Unit Type Modifier: x 1.2
678
Because the Total Weapon Heat is higher than the Heat Efficiency, its weapons must be sorted in order of Modified BV
and a running heat total tracked to determine when weapon BVs should be halved. Ammunition is still handled as normal.
Because the third Large Laser exceeds the Heat Efficiency of the Thunderbird (31), all subsequent heat-generating
weapons will halve their Modified BV.
Medium Laser: 46 ÷ 2 = 23
Running Heat Total: (Overheat)
Medium Laser: 46 ÷ 2 = 23
Running Heat Total: (Overheat)
Medium Laser: 46 ÷ 2 = 23
Running Heat Total: (Overheat)
Medium Laser (Aft): 23 ÷ 2 = 11.5
Running Heat Total: (Overheat)
Medium Laser (Aft): 23 ÷ 2 = 11.5
Running Heat Total: (Overheat)
Weapon Battle Rating = 915
3,762
Multiply by the Unit Type Modifier: x 1.0
3,762
2. Calculate Weapon Battle Rating and Arc Heat for each firing arc
Add up the Modified BV of all weapons in a given firing arc. Do not calculate ammo or equipment at this time.
Wing:
2 LRM 15s + Artemis (5 heat) 2 x 5 = 10 2 x (136 x 1.2) = 326.4
2 ER PPCs (15 heat) 2 x 15 = 30 2 x 229 = 458
2 Large VSP Lasers (10 heat) 2 x 10 = 20 2 x 123 = 246
60 1,030.4
Aft Wing:
2 Large VSP Lasers (10 heat) 2 x 10 = 20 2 x 123 = 246
20 246
Aft:
2 Large VSP Lasers (10 heat) 2 x 10 = 20 2 x 123 = 246
2 ER Medium Lasers (5 heat) 2 x 5 = 10 2 x 62 = 124
30 370
The Dragau’s Nose arc generates the greatest BV. This makes the Nose the “Front” of the DropShip. Now that this has
been determined, add the BV of ammunition in that arc and calculate the Nose Weapon Battle Rating. The “Front” is always
calculated at 100% BV, even if it exceeds the Heat Efficiency (244) of the DropShip.
Because the two adjacent arcs are identical Wing arcs, the left one is chosen as the “Left Side” arc. As the Dragau’s “Front
Side” does not exceed its Heat Efficiency, this “Side” is calculated at 100% of its total BV. Had the Heat Efficiency been
exceeded, the “Left Side” would have been calculated at 50% of its BV.
Base “Left Side” Battle Value 1,030.4
6 tons of LRM ammo (6 x 17) 102
Running Heat Total: 94 + 60 = 154
“Left Side” BV = 1,132.4
The right wing becomes the “Right Side” arc. As the Dragau has still not exceeded its Heat Efficiency, the “Right Side” is
calculated at 50% of its total BV. Had the Heat Efficiency been exceeded, the “Right Side” would have been calculated at 25%
of its BV.
All remaining arcs are now considered the “Rear” and are calculated at 25% of their total BV.
Add the BV for the “Front”, “Right Side”, “Left Side” and “Rear” to determine the Weapon Battle Rating.
“Nose” BV 2,938
“Left Side” BV 1,132.4
“Right Side” BV 566.2
“Rear” BV 215.5
Weapon Battle Rating = 4,852.1
EXTERNAL STORES
Aerospace fighters, conventional aircraft and some Support Vehicles may carry additional weapons and equipment on
external hard points (see the Aerospace Weapons and Equipment BV Table, p. 318). The BV of any external stores is added to
the base BV of a unit before the base BV is modified for skill level.
Aerospace fighters can carry a maximum of one bomb per 5 tons of mass. Support Vehicles can carry one bomb per
hardpoint added during design.
SKILL RATINGS
When assembling a battle force, a player can elect to use different skill ratings for selected units. However, selecting
better skill ratings correspondingly increases the BV of that unit. Conversely, selecting worse skill ratings will reduce the units’
overall BV.
ProtoMechs: Because ProtoMech pilots have no Piloting Skill, use the 5 column of the BV Skill Multiplier Table when
determining skill modifiers for non-standard troops.
Mechanized Infantry: Because they cannot perform anti-’Mech attacks, mechanized infantry can only adjust their
Gunnery Skill Rating (use the 5 column of the BV Skill Multiplier Table for this purpose).
Anti-’Mech Default Skill: Unless the unit has an Anti-’Mech Infantry Kit (see p. 155), all non-mechanized conventional
infantry have a default Anti-’Mech skill rating of 8, which cannot be improved.