Inner Sphere at War

The Inner Sphere at War (ISW) steps the BattleTech experience up to conflicts at the interstellar level. With these rules players can refight campaigns such as the Marik Civil War, the Andurien-Canopian Invasion or even restage entire Succession Wars, at a level involving hundreds of worlds and regiments.

Though the ISW rules emphasize military action, they also incorporate economic and political aspects of running a star-spanning faction, all of which may play a role in the campaign. Inner Sphere at War is designed for play as a stand-alone game or in conjunction with more detailed BattleTech tactical systems, from A Time of War RPG to Strategic BattleForce.

While these rules attempt to capture the basics needed to run a campaign, they serve as a framework around which players may construct a campaign spanning just a few worlds, or all 2,000-plus worlds in the BattleTech universe. The size and scope of a campaign is left up to each player and player group. The considerable wealth of information concerning the various worlds, factions, factories, forces, and more—published in numerous BattleTech sourcebooks and novels—provide players with the tools they need to design campaigns of virtually any type and size.

The Playing Field: the Inner Sphere Interstellar Map[edit]

The playing field for the Inner Sphere at War campaign. An interstellar map for a given campaign can range from a small section of space, such as the Andurien/Capellan border, to the entire Inner Sphere.

Core Rules[edit]

The ISW core rules are detailed in Interstellar Operations (CAT35006), pp. 274-313. The rules for Strategic Battleforce are also in Interstellar Operations (pp. 160-230). Finally, Interstellar Operations also contains the rules for the Abstract Combat System (pp. 234-255).

Expansion Rulesets[edit]

ISW expanded rules can be found in the following books:

Game Resources[edit]

Three maps with the interstellar hex system described in ISW were released by CGL: