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* Gaps in Command: Between 3050 and 3054, the Rangers would be commanded briefly by a Colonel Jacoby Jax, former Second Battalion's commander in 3025. In later publications in ''Objective Raids'', and ''Field Manual: Mercenaries'', Shelly would be noted Rangers' commanding officer. ''Field Manual'' would note she took command in 3042, it unclear this was a correction made by that writer or a correction made in ''20 Year Update''.
 
* Gaps in Command: Between 3050 and 3054, the Rangers would be commanded briefly by a Colonel Jacoby Jax, former Second Battalion's commander in 3025. In later publications in ''Objective Raids'', and ''Field Manual: Mercenaries'', Shelly would be noted Rangers' commanding officer. ''Field Manual'' would note she took command in 3042, it unclear this was a correction made by that writer or a correction made in ''20 Year Update''.
  
==Notes==
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==Rules==
* Rules for the Tau Ceti Lancers can be found in ''[[Field Manual: Mercenaries]]'', ''[[Field Manual: Capellan Confederation]]'', and ''[[Era Report: 3145]]''.<ref>''Field Manual: Mercenaries'', p. 129: Fourth Ceti Rangers' force specific abilities</ref><ref>''Field Manual: Capellan Confederation'', p. 129: Rules Annex - Fourth Tau Ceti's redefined rules and equipment rating</ref><ref>''Era Report: 3145'', p. 163</ref>
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<div class="gamerules">
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===Game Rules===
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====''Field Manual: Mercenaries''====
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In the original ''Field Manual: Mercenaries'', the Fourth Tau Ceti Rangers were given number of special abilities for players looking to use optional scenario rules. The following are the [[Force Specific Rules]] that Rangers have been given.  Please note some these rules apply to specific aspects of the Rangers.
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* (Entire Force): +1 Initiative - When the Rangers are operating at Company (12 units) Strength or more, they have this initiative bonus. However, should the designated Command 'Mech be remove from play, they lose the initiative bonus.
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* (First Battalion): While operating on flat terrain, opposing units cannot fire point-blank against this battalion. Also, while operating flat terrain, they may ignore +1 penalty when any unit of the Battalion is targeting multiple enemy forces.  While operating on Badlands, Mountains, and woods, any point-blank shots hitting a First Battalion 'Mech will cause the entire Battalion to be confused.  This will cause a −1 imitative penalty for the following turn.  They will also for this turn will be unable to move faster than their 'Mechs' walk speed and receive a +1 penalty to any to-hit attacks.  During this state of confusion, the opposing forces will be unable to do point-blank shots against 'Mechs of the First Battalion.
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* (Second Battalion): The following benefits and penalties apply when a Second Battalion is fielded in a scenario. The Second Battalion's presence nullifies an opposing force's initiative bonus after first turn of play. The controlling player of the Second Battalion may choose a single 'Mech of their force to target and fire at end of the movement turn's phase provided they have not used any MP of this 'Mech. Damage is applied immediately after firing this 'Mech.
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* (Hard Air): The aerospace wing of the Tau Ceti Rangers automatically wins the initiative of turn aerospace combat. Following turns the Wing receives a +1 to its Initiatives rolls.  Aerospace fighters receive a −1 to-hit modifier to all its weapons when engaging a particular unit for the first time in the scenario.<ref>''Field Manual: Mercenaries'', p. 129: Fourth Ceti Rangers' force specific abilities</ref>
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====''Field Manual: Capellan Confederation''====
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The Rangers' abilities and special scenario rules have been altered following the unit joining Capellan Confederation as a house unit.
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* (Entire Force) - When being used in a force of a company (12) units or more, they are given an initiative bonus of +1.
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* (Force Generation) - The Controlling player putting together their Fourth Tau Ceti force may be given option to roll half their force from the ComStar Rolling Assignment Tables. The player must roll randomly to determine the weight class they are rolling for. Once determined, the player may roll from the following sourcebook/rulebooks; (''[[BattleTech Rules Revised]]''<nowiki>'</nowiki>s Rolling Table for Inner Sphere 2, or from ''[[Field Manual: ComStar]]''<nowiki>'</nowiki>s Rolling Assignment Table).<ref>''Field Manual: Capellan Confederation'', p. 129: Rules Annex - Fourth Tau Ceti's redefined rules and equipment rating</ref>
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====Era Report: 3145 (Dark Age)====
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The Tau Ceti Lancers receive a +1 Initiative roll bonus if they have 12 or more units on the field.<ref>''Era Report: 3145'', p. 163</ref>
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</div>
  
 
==References==
 
==References==

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