This will be Classic/Total Warfare ruleset.
Optional Special Rules in force:
* Sprinting (TacOps, pg 16),
* Evading Movement (TacOps, pg 16),
* Shielding Movement (TacOps, pg 17),
* Hull Down (TacOps, pg 19),
* Climbing (TacOps, pg 20),
* Leaping, (TacOps, pg 20),
* Backwards Elevation Changes (TacOps, pg 20),
* Careful Stand (TacOps, pg 22),
* Floating Critials (TacOps, pg 75),
* One Arm Prone Firing (TacOps, pg 83),
* Hidden Units (TacOps, pg 97),
* Advanced Probe (TacOps, pg 97),
* Rapid Fire Autocannons (TacOps, pg 98),
* ECCM (TacOps, pg 98),
* Sensor Ghost (TacOps, pg 100),
* Rapid Fire Machine Guns (TacOps, pg 100),
* Enhanced Flamers (Damage & Heat, BMM, pg 99),
* Design Quirks (BMM pg 82-95 & Campaign Ops pg 225-235),
* Special Abilities (Campaign Ops)
Part of what I was thinking is that because this is a Star League set up, that it would influence even Active Probes and such, causing the 'Mechs' computers to register them properly.
I received a DM that pointed me to Fall of Terra. In those cases, a close enough Active Probe, standing next to them, or heck, even HITTING them would cause them to be registered as holographic. They couldn't do anything but Stand Up, Go Prone, or Turn, not even Walk! I don't know how good that will work.
Story-wise, in this situation, it allowed a unit to get enough breathing room to escape for a time, and no, I'm not talking about the Somerset Strikers. Maybe I should make it a PSR with a modifier for them to verify? And register hits as if they happened?