Difference between revisions of "Rules Level 2"

(→‎Rules Level 2 Additions to Tournament Rules Weapons: corrected links for heavy flamer, added rocket launchers (FM: Periphery, I think) and advanced tactical missiles (FM: Warden Clans))
(→‎Missile Weapons: added one shot (I don't think it's level 1) and iNarc (from Field Manual: ComStar))
Line 69: Line 69:
 
* [[Narc Missile Beacon]]
 
* [[Narc Missile Beacon]]
 
* Narc Munitions
 
* Narc Munitions
 +
* [[iNarc Missile Beacon]]
 +
* iNarc Munitions
 +
* [[One Shot|One Shot Missile Systems]]
 
* [[Rocket Launcher]]
 
* [[Rocket Launcher]]
  

Revision as of 20:59, 12 August 2022

This article is about the BattleTech rules category. For the Com Guard military formation, see Level II.


The second BattleTech Rules Level/BMRR introduced by FASA, Level Two represented the level of technology available in the Inner Sphere during the Star League, as well as the technological renaissance caused by the discovery of the Helm Memory Core and Clan Invasion. Rules Level 2 represented the technology, units, and rules last published in BattleTech Master Rules Revised Edition, AeroTech 2: Revised Edition, and Combat Equipment. In addition to the technology of the Star League and the technical renaissance, Rules Level 2 added infantry, combat vehicles, support vehicles, conventional fighters, and aerospace fighters to tabletop games.

Rules Level 1 Weapons and Equipment

  • Rules Level 2 was inclusive of all Rules Level 1 equipment.

Rules Level 2 Additions to Tournament Rules Equipment

Rules Level 2 Additions to Tournament Rules Weapons

Physical Weapons

Ballistic Weapons

Energy Weapons

Missile Weapons

Rules Level 2 Non–Tournament Rules Equipment

  • N/A

Rules Level 2 Non–Tournament Rules Weapons

Category:Artillery Weapons

Ballistic Weapons

Energy Weapons

Minefields

Missile Weapons