Record Sheet Prototypes
Record Sheet Prototypes
TM
2012 The Topps Company Inc. All Rights Reserved. BattleTech Record Sheets: Prototypes, BattleTech Technical Readout:
Prototypes, Classic BattleTech, BattleTech, BattleMech, and Mech are registered trademarks and/or trademarks of The Topps
Company Inc. in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
www.catalystgamelabs.com
InMediaRes Productions, LLC. Printed in USA.
BATTLEteCH
CLASSIC BATTLEteCH
TM
2012 The Topps Company, Inc. All Rights Reserved. BattleTech Published by Catalyst Game Labs,
Record Sheets: Prototypes, Classic BattleTech, BattleTech, an imprint of InMediaRes Productions, LLC
Mech, BattleMech, MechWarrior and Topps logo are registered PMB 202 303 91st Ave NE E502 Lake Stevens, WA 98258
trademarks and/or trademarks of The Topps Company, Inc. in
the United States and/or other countries. No part of this work Find us online:
may be reproduced, stored in a retrieval system, or transmit- Precentor_martial@classicbattletech.com
ted in any form or by any means, without the prior permission (e-mail address for any BattleTech questions)
in writing of the Copyright Owner, nor be otherwise circulated http://www.classicbattletech.com
in any form other than that in which it is published. (official BattleTech web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
http://www.battlecorps.com/catalog
(online ordering)
3
rules addendum
The following advanced rules Anti-Aircraft Targeting
allow players to use the units Some BattleMechs like the Rifleman have an advanced
presented in Technical Readout: targeting system that can accurately target flying units: VTOLs,
Prototypes in their gamesa sneak WiGEs, conventional and aerospace fighters, Fixed-Wing Support
preview of all that Strategic Opera- Vehicles, DropShips and units performing a combat drop (see
tions: The Advanced Solar System p. 22, SO). All attacks against such units while airborne (not
Conquest Rules (SO) has to offer. grounded) receive a 2 target number modifier. This bonus is only
These rules have been modified as available when the unit itself is on the ground.
appropriate to ensure they are com-
pletely playable with the rules and Atmospheric Flyer
scenarios in this book (for example, An aerospace unit with this quirk is exceptionally stable and
any design quirks not assigned to a maneuverable when operating in atmosphere. All control rolls
unit in Technical Readout: Prototypes are not included here). receive a 1 target number modifier while in atmosphere.
Combat Computer
design quirks The unit possesses an advanced combat computer like that
installed in the Stalker. The computer can aid the MechWarrior or
pilot in managing heat levels, and each turn the unit will generate
BattleTech story and sourcebook fiction is filled with 4 points of heat less than normal (but never less than zero).
descriptions of various designs whose unique quirks affect their
abilitiesfrom the Javelin and its off center of gravity that makes Easy to Maintain
it prone to falling at high speeds, to the Catapult and its faulty Some units, such as the Thorn, are easier than others to maintain
jump jets that can break and increase its heat during battle, to the and repair. All repair or replacement rolls made for a unit with this
Behemoth DropShip that requires two docking collars and so on. quirk receive a 1 target number modifier.
There are also illustrations of Mechs that often fall far outside the
norm, such as the Stalker that plainly doesnt have arms, or the Easy to Pilot
Jenner that has obvious difficulty torso twisting and so on. Training units such as the Chameleon and Crockett are designed
However, game design and balance cannot be dictated by fiction to be easier for a rookie MechWarrior or pilot to operate. A
or illustrations. Therefore, while such fiction is fun and believable and MechWarrior or pilot with a Piloting Skill of more than 3 will
the wide variety of illustrations provides a wonderful diversity, not receive a 1 target number modifier for Piloting Skill rolls they
seeing such unique quirks play out on the field of battleparticularly have to make as a result of damage or underlying terrain. More
when real-world vehicles provide so many existing quirkslessens skilled MechWarriors receive no benefit.
the connection between the universe and the game board.
Design quirks are a set of optional rules that allow players to bring Extended Torso Twist
the individuality of illustrations and story and sourcebook fiction Unlike most Mechs, one with this quirk can turn its torso much
not to mention the uniqueness that can result from an endless series further. When torso twisting, the Mech can change its facing by
of field patches by a resourceful techto the gaming table. one or two hexsides.
Numerical Values: As these quirks are already assigned to each
unit via Technical Readout: Prototypes, these rules do not include Fast Reload
the numerical values for each quirk. For such values (so players BattleMechs like the Hatchetman and Enforcer use large removable
can assign these quirks to their own designs), see the full Design ammunition magazines that allow them to reload much faster than
Quirk rules in Strategic Operations. normal. Units with this quirk can reload in half the normal time.
NEW EQUIPMENT
Electric Discharge ProtoMech Armor (EDP)
R&D Start Date: 3066 (Clan Fire Mandrill) mitigated, drawing inspiration from the taser weapon deployed by
Prototype Design and Production: Circa 3071 (Society/Clan Fire the Word of Blake. Drawing power from the ProtoMechs fusion
Mandrill) engine into a compound capacitor sewn through the units armor,
ProtoMech pilots are taught to engage their enemies in close the system succeeds in shielding the carrying unit from adverse
proximity, and often resort to physically attacking their opponents. effects. Rather than an offensive weapon, Glenneth used a system
While such behavior could occasionally cause serious damage, of short spikes on the armor itself as the delivery mechanism. While
more frequently it was deemed a waste of assets. Scientist Glenneth marginally successful, the system did not see widespread use until
of Clan Fire Mandrill sought to find a means by which this waste was combined with the Societys feral ProtoMech pilots.
EDP Armor: Reduce the Maximum Number of Items in the Torso Location by 1. Each point of EDP armor weighs 75 kilograms.
construction
RULES
Extended Jump Jet system: Glider ProtoMechs cannot use Extended Jump Jets. Extended Jump Jet systems weigh twice
as much as the standard ProtoMech Jump Jet weights (100 kilograms per Jump MP for ProtoMechs under 6 tons, 200
kilograms per Jump MP for Protos 6 to 9 tons in total mass, 300 kilograms per Jump MP for ProtoMechs over 9 tons in total
mass). Unlike standard jump jets, ProtoMechs may mount as many XJJs as they have Running MP.
7
Fusillade
R&D Start Date: 3068 (Clan Coyote) SRM launchers failed. A series of compromises resulted in a
Prototype Design and Production: Circa 3072 (Society/Clan three-tube launcher that could reload once using internal stores.
Coyote) Maintaining a damage and range profile similar to standard ATM
Seeing a need for greater firepower on ProtoMechs, Clan missiles, the system was bulky and undesirable compared to
Coyote invested considerable resources to develop a version of Streak or LRM launchers.
the advanced tactical missile system for ProtoMechs. While mass It was not until the assault-class ProtoMech became available that
and physical limitations made it impossible to fully use the ATM the weapon found its niche. Even on those designs, the Fusillades
systems flexibility, scientists hoped that a simplified launcher reputation suffers. It cannot be considered a mature technology,
would be able to deploy a single ammunition type effectively. and further development is needed to fully unlock its potential.
Efforts to miniaturize the system and provide it with the same Unfortunately, the main design lab for the Fusillade was located on
modular flexibility as can be achieved with LRM, SRM and Streak Tamaron and destroyed in the Steel Viper assault in 3075.
Fusillade
Rules Level: Experimental
Available to: PM
Tech Base (Ratings): Clan (F/X-X-F)
Game Rules: Fusillade launchers have only one reload, but include an integral Artemis IV targeting system at no cost in space or
tonnage; add +2 to the Cluster Hits Table die roll for the weapon. The integral system functions exactly like standard Artemis IV,
and may be jammed by enemy ECM. When mounted on ProtoMechs, Fusillade missile launchers are treated in the same manner
as missile weapons on vehicles, and so do not generate heat. Fusillades may make use of all ATM and iATM munitions (see p. 201,
The Wars of Reaving), and both salvos need not be of the same missile type.
FUSILLADE TABLE
construction
RULES
Magnetic Clamp System: The Magnetic Clamp System weighs 250 kilograms for ProtoMechs under 6 tons, and 500
kilograms for ProtoMechs 6 to 9 tons in total mass. It weighs 1,000 kilograms for ProtoMechs of 10 tons or more. The MCS
construction
RULES
ProtoMech Quad Melee Weapon System: The ProtoMech Quad Melee Weapons system weighs 1 ton (1,000 kg) and must be
mounted in the ProtoMech Quads torso. ProtoMechs built using a biped configuration may not install this item.
9
Glider ProtoMech Movement Rules A Time of War Role-Playing Addendum (All ProtoMechs)
Glider ProtoMechs that have landed may only move 1 MP When necessary in games where A Time of War rules are in use,
(Walking) on the ground in any turn. All normal movement costs ProtoMech pilots may make Pilot/ProtoMech Skill Checks in place
for terrain and turning apply to Glider ProtoMechs as they do for of the standard ProtoMech Frenzy attack and Landing Check
other ProtoMechs on the ground. rolls. When doing so, apply a +0 modifier to the Frenzy attack
Glider ProtoMechs use their thrusters and wings to glide in a roll or to Glider ProtoMech landing attempts, and a 4 to rolls for
fashion similar to a miniature Land-Air BattleMech (LAM) in its avoiding a Glider ProtoMech crash due to insufficient WiGE MP
hybrid (AirMech) mode (see p. 6, Record Sheets: 3085). To reflect and/or damaged legs. If the ProtoMech is built using a quadruped
this, they use a modified form of the WiGE rules in Total Warfare design, a +2 Skill Modifier applies to all Pilot/ProtoMech Skill rolls.
(see p. 55, TW). However, Glider ProtoMechs only require a
minimum of 4 WiGE MP (and working legs) to take off, and must Advanced ProtoMech Construction Rules
spend a minimum of 4 WiGE MP per turn to remain aloft. Glider The following additional rules modify those presented for
ProtoMechs may increase (or decrease) their gliding altitude constructing ProtoMechs using TechManual (see pp. 80-89, TM).
by spending 1 WiGE MP per elevation change (akin to VTOL
movement rules), and can even hover in one hex by spending 4 Maximum ProtoMech Weight
WiGE MP in that hex doing so. Lacking the thrust power of LAMs, The maximum weight for a ProtoMech is now 15 tons (15,000
Glider ProtoMechs may not glide higher than 12 levels above the kilograms). ProtoMechs are still built in 1-ton (1,000-kilogram)
underlying terrain in this fashion. increments. ProtoMechs weighing 10 to 15 tons are classified as
To safely land, a Glider ProtoMech with functioning legs must Ultraheavy ProtoMechs (or Ultras).
simply return to the level of the underlying terrain and make a
special Landing Check, rolling 2D6 against a target number of 4. If Chassis Type Restrictions
the roll result is less than 4, or if the Glider ProtoMech has suffered ProtoMechs of all weights (including Ultraheavy ProtoMechs)
leg destruction (or leg damage resulting in a No Movement may be constructed using either the bipedal or quadruped (quad)
critical hit), the landing fails, and the Glider ProtoMech suffers chassis types. Glider ProtoMechs may only be constructed using
damage equal to 2 times the total number of levels it descended the bipedal Ultraheavy ProtoMech chassis type.
ProtoMech Structure and Armor Table designs, enabling them to get more MP out of a given Engine
The Expanded ProtoMech Structure and Armor Table shows Rating. To reflect this, subtract 2 from the desired Running/WiGE
the weight for each ProtoMechs internal structure (by ProtoMech Flanking MP for ProtoMech Quads and Glider ProtoMechs. (Glider
tonnage), as well as the number of internal structure boxes per ProtoMechs must also receive a minimum WiGE Flanking MP of 4;
location, and the maximum armor limits of each location. ProtoQuads must have a minimum Running MP of 3.)
As with standard ProtoMechs, Ultraheavy ProtoMechs, No ProtoMech may receive an Engine Rating of 0 or less.
ProtoMech Quads, and Glider ProtoMechs may install a Main As with standard ProtoMech construction rules, Engine
Gun at their option. Even though the ProtoMech Quad Main Gun Ratings of 39 or less weigh 25 kilograms per point of Engine
functions as a turret, it does not require any additional tonnage Rating. ProtoMech Engine Ratings of 40 or more must round
devoted to its turret mechanisms. up to the nearest 5 points, and then use the weight for the
appropriate standard fusion engine shown in the Master
ProtoMech Weight and Space Limits (by Location) Engine Table (see p. 49, TM).
The slot and weight limits for each Advanced
ProtoMech type are shown on the Expanded
ProtoMech Location Restrictions Table. EXPANDED PROTOMECH
LOCATION RESTRICTIONS TABLE
ProtoMech Engine Rating
and Mobility Formulas
When finding the desired Engine Ratings of a ProtoMech Maximum Items (Combined Weight)*
ProtoMech, determine the ProtoMechs desired Location Standard (Biped) Standard (Quad) Ultra (Biped)** Ultra (Quad)
Running MP. For Glider ProtoMechs (which Head 0 / 0 kg 0 / 0 kg 0 / 0 kg 0 / 0 kg
have a maximum Walking and Running MP of
Torso 2 / 2,000 kg 4 / 5,000 kg 3 / 4,000 kg 6 / 8,000 kg
1, regardless of Engine Rating), use the desired
Arms, Each 1 / 500 kg N/A 1 / 1,000 kg N/A
WiGE Flanking MP. As with Mechs and vehicles,
the Running/Flanking MP of a ProtoMech is Legs 0 / 0 kg 0 / 0 kg 0 / 0 kg 0 / 0 kg
equal to 1.5 times its Walking/Cruising MP. Main Gun 1 / Unlimited 1 / Unlimited 1 / Unlimited 2 / Unlimited
For bipedal, non-gliding ProtoMechs
*Ammunition is not counted toward combined weight or item slots; missile launchers
(including bipedal Ultraheavy ProtoMechs),
comprised of multiple same-type missile tubes are counted as one weapon for purposes
the ProtoMech Engine Rating formula remains of determining item limits.
unchanged. Quadruped and Glider ProtoMechs **Includes Glider ProtoMechs.
receive an efficiency bonus due to their unique
*Quad (four-legged) ProtoMechs do not have arms; to find the Internal Structure and Max. Armor Boxes for a Quad ProtoMech, use only the Legs
(Quad, All) column in place of the standard Arms and Legs columns.
**The Main Gun is an optional ProtoMech component, which provides no internal structure boxes (or armor) when not installed.
13
EXPANDED PROTOMECH
ENGINE RATING AND MOBILITY FORMULAS
EXPANDED PROTOMECH
Running/WiGE Flanking MP = Desired Walking/WiGE Cruising MP x 1.5 (round up)
JUMP JET WEIGHT TABLE
Biped Non-Glider ProtoMech Engine Rating = ProtoMech Tonnage x Running MP ProtoMech
Quad Engine Rating = ProtoMech Quad Tonnage x (Running MP 2)
ProtoMech Weight Jump Jet Weight
Glider ProtoMech Engine Rating = Glider ProtoMech Tonnage x (WiGE Flanking MP 2)*
2 to 5 tons 50 kg/Jumping MP
*Glider ProtoMechs always receive a Walking and Running MP of 1, regardless of Engine 6 to 9 tons 100 kg/Jumping MP
Rating, for ground movement. Remember that a Glider ProtoMech requires a minimum 10 to 15 tons 150 kg/Jumping MP
of 4 WiGE MP to take off.
ProtoMech Jump Jets and Other Mobility Enhancements Battle Value Annex
Under these rules, all ProtoMech types except for Glider ProtoMechs The following additional Battle Value rules cover the new
may install jump jets (standard and extended), ProtoMech UMUs, equipment featured here.
ProtoMech partial wings, or the ProtoMech myomer booster system
per those systems standard rules. (Note: Jump jets and UMUs for Advanced ProtoMech Battle Value Rules
Ultraheavy ProtoMechs weigh 150 kg per Jumping MP). The Battle Values for Advanced ProtoMechs may be computed
Because of their incorporated thrusters, lifting surfaces and using the same rules as established for standard ProtoMechs in
specialized musculature, Glider ProtoMechs may not mount any TechManual, with the following exceptions:
special motive enhancements, including jump jets, partial wings,
UMUs or myomer boosters. Glider ProtoMechs: When calculating the defensive factor and
the speed factor for a Glider ProtoMech, use the units WiGE
ProtoMech Control Systems Flanking MP. Glider ProtoMechs are considered airborne.
For all ProtoMechs under 10 tons, the standard 500-kilogram
control system must be used. ProtoMechs over 9 tons must Additional Weapon
assign 750 kilograms to their cockpit systems, to reflect the and Equipment Battle Values
enhanced power armor-style control and ejection system these Consult the New Weapon and Equipment Battle Values Table to
units use. find the Battle Value effects for the various new equipment items
in this book. Battle Values for the new ammunition types offered
in this book appear in the Alternative Munitions Table.
Ammo
Equipment/Item Battle Value BV
Armor
Electric Discharge ProtoMech Armor* 32
Weapons
ProtoMech Quad Melee Weapon System (Dmg x 1.25)
Fusillade 11
Other Equipment
Magnetic Clamp System 1
Extended Jump Jets
*EDP Armor does not apply an armor type modifier; instead, count
armor points per standard armor, and add the listed 32 BV as a weapon.
Compute ProtoMech BV as normal for its respective Running and
Jumping MP.
scenarios
This section contains two ready-to-play scenarios. After the Weber: Warbook tags them as a pair of Hatamato-Chi with two
name of each scenario, a parenthetical phrase defines what type Hiryos in support.
it is as described under Mission Types (see p. 35, Inner Sphere at a Schmidt: Copy that. Get back underwater. We dont stand a
Glance, Introductory Box Set). chance against them in the open, but if they come down here
Map Substitution: Unlike previous Record Sheet books, the well have them dead to rights.
scenarios in this book are more complex and use a wide range of Weber: Wilco.
maps from difference sources. If players do not have access to those Schmidt: All units, defensive formation. You are weapons
maps, simply use what maps you have available, creating counters to hot, repeat, weapons hot. Let them come to us. Schulze, Peters,
represent appropriate terrain to roughly match the maps displayed harassing fire while they close. See if you cant soften them up a
in the scenario, or turn a mapsheet over to its blank side and draw bit and then get out of the way.
a map matching those displayed for the scenario. (Note: Small
PDFs of all BattleTech playing maps are available for free at www. Situation
classicbattletech.com to help players see all the details on each map.) 1220 Hours
Yarbo Lake, Apostica
Lyran Commonwealth
Basket Weaving Border skirmishes between the Lyran Commonwealth and the
Draconis Combine have come to a head on Apostica. Combine
(Objective Raid) forces are closing in on an underwater Lyran research station. The
Combines ISF believes that the Lyrans are using the facility to reverse
Weber: Ive got contact. Multiple bogeys. Range 1500 meters engineer captured Blakist improved jump jet technology to develop
and closing! an improved UMU. The Lyran station must be captured or destroyed.
Schmidt: Calm down, Weber. We knew the Dracs would be
knocking on our door. Game Setup
Weber: Sir. Lay out the mapsheets as shown below (see Map Substitution,
Schmidt: What are we up against? above, if players do not have access to these maps).
Defender
The attacker consists of elements of the Apostica militia.
Scenario Two: Snipe
First Leutnant Koloman Schmidt (Piloting 3, Gunnery 2),
Hunt (planetary assault)
SDT-1A Spindrift
Theyve gone to ground! Sang-wei Dain Woo announced to
MechWarrior Beate Fischer (Piloting 5, Gunnery 3),
his lancemates.
SDT-1A Spindrift
He slowed his pace and toggled his sensors, looking for a
MechWarrior Menno Weber (Piloting 3, Gunnery 3),
setting that would reveal where the DropPort defenders were
SDT-1A Spindrift
hiding. His map showed the box canyon was heavily wooded with
MechWarrior Mareike Corina Wolf (Piloting 4, Gunnery 4),
multiple ideal ambush sites.
SDT-1A Spindrift
Woo switched to the tactical frequency.Eagle Eye, this is Red Hunter.
Requesting satellite reconnaissance of map grid delta-five-niner, over.
First Leutnant Abigail Neumann (Piloting 2, Gunnery 2),
Hunter, Eagle Eye. Request denied. Be advised, enemy
SDT-1A Spindrift
reinforcements closing on your position. Withdraw within three
MechWarrior Bennq Schwarz (Piloting 5, Gunnery 3),
minutes, bearing 220, over.
SDT-1A Spindrift
Eagle Eye, Red Hunter. Repeating request. Enemy forces are hiding
MechWarrior Reimund Krause (Piloting 5, Gunnery 4),
in five-niner. I need satellite reconnaissance to locate them, over.
SDT-1A Spindrift
Hunter, Eagle Eye. ETA to reposition satellite ten minutes.
MechWarrior Severin Meier (Piloting 4, Gunnery 2),
Request denied. Do as much damage as you can in the next two
SDT-1A Spindrift
and a half minutes and get out of there.
Wilco. Woo switched back to his lance frequency. All right,
Sergeant Volker Schulze (Driving 4, Gunnery 2), Bandit Mk II
team, weve got just over two minutes to pound these Free
Sergeant Siegbert Peters (Driving 3, Gunnery 3), Bandit Mk II
Worlders to slag and bug out. Make me proud.
Situation
1639 Hours
Tinderbox Canyon, Ipswich
Oriente Protectorate
27 May 3090
Game Setup
Lay out the mapsheets as shown below (see Map Substitution,
p. 14, if players do not have access to these maps).
Attacker
The attacker consists of elements of House Imarra, from the
Capellan Confederation.
Sang-wei Dain Woo (Piloting 4, Gunnery 3), DOL-1A1 Dola [BV: 1,317]
Sao-wei Edelene Suen (Piloting 3, Gunnery 2), DOL-1A1 Dola
[BV: 1,736]
Sao-wei Wenceslao Lin (Piloting 4, Gunnery 3),
TSG-9DDC Ti Tsang DDC [BV: 2,738]
Sao-wei Vee Hsiao Piloting 3, Gunnery 3, THR-C4 Thunder [BV: 3,164]
Deployment
The attacker enters from the south edge of the Woodland map
during the Movement Phase of Turn 1.
Defender
The attacker consists of elements of the Ipswich militia from the
Free Worlds League.
Pre-existing Damage: Before the start of play, using the Front
column of the Hit Location Table, allocate a number of 5-point
Damage Value cluster hits to each unit equal to its tonnage/10
(rounded normally). Roll for critical hits as normal, but reroll any
results that would destroy the unit.
BATTLE ARMOR
RECORD SHEET
Armor: Standard
4 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 42/8 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: SQUAD 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: GLADIATOR-S Era: Jihad 4 Rear Right Torso Rear Center Torso
Gunnery Skill: Anti-Mech Skill: 5 Front Right Torso Rear Right Torso
6 Right Arm Front Right Torso
Ground MP: 4 Jump MP: 1 2 7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
Battle Vibro Claw [E] 9 Front Left Torso Rear Left Torso
Magnetic Clamps [E] 10 Rear Left Torso Rear Center Torso
Unsealed Exoskeleton
3 11 Rear Center Torso Front Left Torso
12 Head Head
Armor: Standard
4
Mechanized: Swarm: Leg: AP:
BV: 42/8 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: SQUAD 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: GLADIATOR-S Era: Jihad 1 2 Left Torso Right Side
3 Right Torso (rear) Left Side
Gunnery Skill: Anti-Mech Skill: 4 Left Torso (rear) Left Side
Ground MP: 4 Jump MP: 1 5 Center Torso (rear) Rear
2 6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
Battle Vibro Claw [E] TROOPER LARGE SUPPORT
NUMBER VEHICLE LOCATION*
Magnetic Clamps [E]
Unsealed Exoskeleton
3 1 Right Side (Unit 1/Unit 2)
2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
Armor: Standard 4 Left Side (Unit 1/Unit 2)
4 5 Rear (Unit 1/Unit 2)
Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)
BV: 42/8 Advanced *Unit 1 and Unit 2 represent two battle armor units
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
Ammo (Mine)
Armor: Basic Stealth (+0/+1/+2)
4 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 314/60 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: SQUAD 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: VOID (Minelayer) Era: Jihad 4 Rear Right Torso Rear Center Torso
Gunnery Skill: Anti-Mech Skill: 5 Front Right Torso Rear Right Torso
6 Right Arm Front Right Torso
Ground MP: 3 Jump MP: 1 2 7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
Heavy Battle Claw [E] 9 Front Left Torso Rear Left Torso
Med. Recoilless Rifle 3 [DB,S] 2 4 6 10 Rear Left Torso Rear Center Torso
Mine Dispenser (2) [E] 3 11 Rear Center Torso Front Left Torso
Ammo (Mine) 12 Head Head
Armor: Basic Stealth (+0/+1/+2)
4
Mechanized: Swarm: Leg: AP:
BV: 314/60 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: SQUAD 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: VOID (Minelayer) Era: Jihad 1 2 Left Torso Right Side
3 Right Torso (rear) Left Side
Gunnery Skill: Anti-Mech Skill: 4 Left Torso (rear) Left Side
Ground MP: 3 Jump MP: 1 5 Center Torso (rear) Rear
2 6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
Heavy Battle Claw [E] TROOPER LARGE SUPPORT
Med. Recoilless Rifle 3 [DB,S] 2 4 6 NUMBER VEHICLE LOCATION*
Mine Dispenser (2) [E] 3 1 Right Side (Unit 1/Unit 2)
2 Right Side (Unit 1/Unit 2)
Ammo (Mine) 3 Left Side (Unit 1/Unit 2)
Armor: Basic Stealth (+0/+1/+2) 4 Left Side (Unit 1/Unit 2)
4 5 Rear (Unit 1/Unit 2)
Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)
BV: 314/60 Advanced *Unit 1 and Unit 2 represent two battle armor units
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLE ARMOR
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
BAR: 10
Front Armor
(5)
Turret
Armor
V.T.O.L. VEHICLE RECORD SHEET (2)
Rear Armor
(2)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(18)
Rear Armor
(18)
BV: 454
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Stealth
Front Armor
(8)
Rear Armor
(6)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Stealth
Front Armor
(20)
Turret
Armor
V.T.O.L. VEHICLE RECORD SHEET (8)
Rear Armor
(10)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Hardened
Front Armor
(16)
Rear Armor
Ammo: (LRM 5) 72, (Machine Gun) 100 (10)
BV: 452
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
GROUND COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE
ATTACK DIRECTION 2D6 Roll EFFECT*
2D6 Roll FRONT REAR SIDE 25 No effect
2* Front (critical) Rear (critical) Side (critical) 67 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front Rear Side 89 Moderate damage; 1 Cruising MP, +2 modifier to all
4 Front Rear Side Driving Skill Rolls
5 Right Side Left Side Front 1011 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls
7 Front Rear Side 12+ Major damage; no movement for the rest of the game.
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side Right Side Rear Attack Direction Modifier: Vehicle Type Modifiers:
10 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
11 Turret Turret Turret Hit from the sides +2 Wheeled +2
12* Turret (critical) Turret (critical) Turret (critical) Hovercraft, Hydrofoil +3
WiGE +4
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a units Cruising MP is reduced
The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage
Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the
Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the 4
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. immobile target modifier would not apply for the second unit. However, the 4 modifier would
take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while
over a Depth 1 or deeper water hex, it sinks and is destroyed.
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(13)
Turret Armor
(10)
NOTES
DEPTH TRACK
Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Depth
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(21)
Rear Armor
Ammo: (NLRM 10) 12, (LRT 10) 12 (19)
BV: 639
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(24)
Rear Armor
Ammo: (Streak SRM 6) 15 (11)
BV: 1,119
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(25)
Rear Armor
(24)
BV: 504
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(35)
Rear Armor
Ammo: (Light Machine Gun) 200 (24)
BV: 749
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(30)
Rear Armor
Ammo (CASE): (Machine Gun) 100, (Sniper Cannon) 20 (22)
BV: 533
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(44)
Rear Armor
Ammo (CASE): (Machine Gun) 100 (34)
BV: 770
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Reactive
Front Armor
(40)
Rear Armor
Ammo: (Magshot) 50 (30)
BV: 1,543
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(22)
Rear Armor
Ammo (CASE): (Magshot) 50 (19)
BV: 599
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Hardened
Front Armor
(25)
Rear Armor
Ammo: (HVAC/10) 16, (Streak SRM 6) 15 (20)
BV: 1,021
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(60)
BV: 758
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(48)
Rear Armor
Ammo: (Long Tom Cannon) 15, (Thunderbolt 5) 12 (46)
BV: 1,353
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Hardened
Front Armor
(17)
Rear Armor
Ammo: (NLRM 15) 48 (14)
BV: 1,245
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(65)
Rear Armor
Ammo: (Magshot) 100, (Silver Bullet) 24, (Gauss) 24 (57)
BV: 1,724
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(40)
Rear Armor
Ammo: (NLRM 15) 16 (35)
BV: 1,173
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(20)
Rear Armor
(16)
Ammo: (Magshot) 50, (Cruise Missile/50) 1
BV: 1,036
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
BAR: 10 Front Armor
(18)
Rear Armor
(16)
Ammo: (Thunderbolt 10) 60, (AMS) 24
BV: 2,017
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(20)
Rear Armor
(19)
BV: 1,044
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(30)
Turret
Armor
V.T.O.L. VEHICLE RECORD SHEET (20)
Rear Armor
(22)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(25)
Rear Armor
Ammo: (AP Gauss) 40, (Flamer) 20, (ProtoMech AC/8) 20 (16)
BV: 599
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Hardened
Front Armor
(20)
Rear Armor
Ammo: (SRM 6) 30 (19)
BV: 1,130
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Reflective Front Armor
(30)
Qty Type Loc Dmg Min Sht Med Lng Front Turret Locked Engine Hit
2 LB 5-X AC T1 5 3 8 15 24 Rear Turret Locked
[DB,C/S,F]
Sensor Hits +1 +2 +3 D
2 LB 5-X AC T2 5 3 8 15 24
[DB,C/S,F] Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Ft. Turret Rr. Turret
Ammo: (LB 5-X Standard) 20, (LB 5-X Cluster) 20 Rear Armor
(26)
BV: 1,100
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(40)
Qty Type Loc Dmg Min Sht Med Lng Front Turret Locked Engine Hit
4 Large Chemical T1 8 [DE] 5 10 15 Rear Turret Locked
Laser
Sensor Hits +1 +2 +3 D
2 LRM 15 T2 1/Msl. 7 14 21
w/Artemis V FCS Motive System Hits +1 +2 +3
Stabilizers
2 AMS FR [PD]
Front Left Right
Rear Ft. Turret Rr. Turret
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Front Armor
(37)
Rear Armor
Ammo: (Long Tom Cannon) 15 (34)
BV: 1,666
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
GROUND COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE
ATTACK DIRECTION 2D6 Roll EFFECT*
2D6 Roll FRONT REAR SIDE 25 No effect
2* Front (critical) Rear (critical) Side (critical) 67 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front Rear Side 89 Moderate damage; 1 Cruising MP, +2 modifier to all
4 Front Rear Side Driving Skill Rolls
5 Right Side Left Side Front 1011 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls
7 Front Rear Side 12+ Major damage; no movement for the rest of the game.
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side Right Side Rear Attack Direction Modifier: Vehicle Type Modifiers:
10 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
11 Turret Turret Turret Hit from the sides +2 Wheeled +2
12* Turret (critical) Turret (critical) Turret (critical) Hovercraft, Hydrofoil +3
WiGE +4
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a units Cruising MP is reduced
The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage
Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the
Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the 4
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. immobile target modifier would not apply for the second unit. However, the 4 modifier would
take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while
over a Depth 1 or deeper water hex, it sinks and is destroyed.
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
PROTOMECH
RECORD SHEET
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
QUAD PROTOMECH
RECORD SHEET
Type: PROCYON (Quad) LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Main Gun 1: 2 Main Gun Main Gun Destroyed Head
Era: Jihad
Main Gun 2:
Tons: 6 4,5, Legs 1 Walk MP 1/2 Walk MP No Move
Torso A:APGauss Rifle 3 [DB,X] 3 6 9 9,10
MP (Standard): 6,7,8 Torso 1 Jump* 1/2 Jump*
Torso B:APGauss Rifle 3 [DB,X] 3 6 9 Proto
Destroyed
Walk/Run/Jump 6/9/0 Torso C:SRM 2 2/Msl. 3 6 9 Torso
12 Head +1 to Hit +2 to Hit no Long range shots
Notes: Torso D:
[M,C,S] Legs
*Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Quad ProtoMech Torso E:
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
PROTOMECH
RECORD SHEET
Torso B: *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes:
Magnetic Clamp System. Torso C: PILOT DATA Name:
Ammo:(SRM 4) 8 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 266
Torso B: *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes:
Magnetic Clamp System. Torso C: PILOT DATA Name:
Ammo:(SRM 4) 8 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 266
Torso B: *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes:
Magnetic Clamp System. Torso C: PILOT DATA Name:
Ammo:(SRM 4) 8 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 266
Torso B: *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes:
Magnetic Clamp System. Torso C: PILOT DATA Name:
Ammo:(SRM 4) 8 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 266
Torso B: *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes:
Magnetic Clamp System. Torso C: PILOT DATA Name:
Ammo:(SRM 4) 8 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 266
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
PROTOMECH
RECORD SHEET
Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (3)
Left Torso Right Torso
(4) (4)
Left Right
BV: 147 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (7)
Left Torso Right Torso
(7) (7)
Left Right
BV: 730 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
Leg Center Leg
(11) Torso (11)
Rear (6)
Left Right
BV: 950 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 1,261 Torso Rear Torso Rear
(4) (4)
HANDHELD
WEAPONS
Weapon ( tons)
Weapons & Equipment Inventory (hexes) Armor: Ammo: BV:
Qty Type Ht Dmg Min Sht Med Lng
Weapon ( tons)
Weapons & Equipment Inventory (hexes) Armor: Ammo: BV:
Qty Type Ht Dmg Min Sht Med Lng
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (6)
Left Torso Right Torso
(9) (9)
Left Right
BV: 449 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(10) (10)
Left Right
Leg Center Leg
(10) Torso (10)
Rear (2)
Left Right
BV: 507 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
BV: 1,171 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(12) (12)
Left Right
BV: 1,511 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(16) (16)
Left Right
BV: 2.048 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)
Left Right
Leg Center Leg
(20) Torso (20)
Rear (5)
Left Right
BV: 1,439 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,248 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(16) (16)
Left Right
Leg Center Leg
(22) Torso (22)
Rear (7)
Left Right
BV: 1,808 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(12) (12)
Left Right
BV: 771 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)
Left Right
BV: 1,408 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,284 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,343 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)
Left Right
BV: 2,400 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,598 Torso Rear Torso Rear
(10) (10)
HANDHELD
WEAPONS
Weapon ( tons)
Weapons & Equipment Inventory (hexes) Armor: Ammo: BV:
Qty Type Ht Dmg Min Sht Med Lng
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,984 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Notes: If playing under Advanced Rules, treat head as having Left Right
Full-Head Ejection System. Leg Center Leg
(25) Torso (25)
Rear (11)
Left Right
BV: 1,830 Torso Rear Torso Rear
(10) (10)
HANDHELD
WEAPONS
Weapon ( tons)
Weapons & Equipment Inventory (hexes) Armor: Ammo: BV:
Qty Type Ht Dmg Min Sht Med Lng
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game
Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(14) (14)
Left Right
BV: 713 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (9)
Left Right
Left Rear Leg Rear Leg Right
Front Leg (25) (25) Front Leg
(25) (25)
Left Right
Torso Rear Torso Rear
BV: 1,734
(6) (6)
Center Torso Rear (9)
CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Head Overflow
1. Life Support Left Head Right
2. Sensors Torso Torso
3. Small Cockpit (15) (15)
30*
4. Sensors
Left Front Leg 5. C Slave
Right Front Leg 29
1. Hip 6. Endo Steel 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator 27
4. Foot Actuator
Center Torso 4. Foot Actuator Left Right 26*
5. Ammo (Heavy Gauss) 4 1. Fusion Engine 5. Ammo (Heavy Gauss) 4 Front Leg Front Leg 25*
6. Endo Steel 2. Fusion Engine 6. Endo Steel (15) (15)
3. Fusion Engine 24*
1-3 4. Gyro Center 23*
5. Gyro Torso 22*
6. Gyro Left (22) Right
21
Rear Leg Rear Leg
1. Gyro 20*
(15) (15)
Left Torso 2.
3.
Fusion
Fusion
Engine
Engine
Right Torso 19*
1. ER Large Laser (T) 4-6 4. Fusion Engine
1. Improved Heavy Gauss Rifle 18*
2. ER Large Laser (T) 2. Improved Heavy Gauss Rifle
5. Ammo (Heavy Gauss) 4 17*
3. ER Medium Laser (T) 3. Improved Heavy Gauss Rifle
1-3 4. Quad Turret
6. Ammo (Heavy Gauss) 4 1-3 4. Improved Heavy Gauss Rifle 16
5. Endo Steel 5. Improved Heavy Gauss Rifle HEAT DATA 15*
6. Endo Steel Engine Hits 6. Improved Heavy Gauss Rifle Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Improved Heavy Gauss Rifle
Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Improved Heavy Gauss Rifle 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Improved Heavy Gauss Rifle
26 Shutdown, avoid on 10+ 11
4. Endo Steel Improved Heavy Gauss Rifle 25 5 Movement Points
5. Endo Steel 5. Improved Heavy Gauss Rifle 10*
24 +4 Modifier to Fire
6. Endo Steel 6. CASE II 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Rear Leg Right Rear Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 1 Movement Points 1
Diagram
0
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,806 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
Leg Center Leg
(30) Torso (30)
Rear (9)
Left Right
BV: 2,028 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 2,475 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,826 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,589 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(25) (25)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 2,732 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(30) (30)
Left Right
BV: 2,216 Torso Rear Torso Rear
(10) (10)
EXTERNAL STORES/BOMBS
Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (5) 1 (5)
BV: 104
Aft Damage
Threshold
(Total Armor)
1 (3)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
EXTERNAL STORES/BOMBS
BV: 389
Aft Damage
Threshold
(Total Armor)
1 (6)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
EXTERNAL STORES/BOMBS
BV: 475
Aft Damage
Threshold
(Total Armor)
2 (12)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
EXTERNAL STORES/BOMBS
Structural
Integrity:
5
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (10) 1 (10)
BV: 856
Aft Damage
Threshold
(Total Armor)
1 (10)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
EXTERNAL STORES/BOMBS
Structural
Integrity:
12
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (11) 2 (11)
BV: 290
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
1 (7)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
11
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
3 (22) 3 (22)
BV: 935
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (20)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (34) 4 (34)
BV: 1,233
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (30)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (32) 4 (32)
BV: 1,319
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (34)
23*
EXTERNAL STORES/BOMBS
BV: 1,291
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (27)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
8 (72) 8 (72)
BV: 1,619
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (48)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (35) 4 (35)
BV: 1,522
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (33)
23*
EXTERNAL STORES/BOMBS
BV: 1,499
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (38)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
9 (86) 9 (86)
BV: 2,356
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
9 (85)
23*
EXTERNAL STORES/BOMBS
BV: 2,323
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (36)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
6 (58) 6 (58)
BV: 1,940
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
6 (56)
23*
EXTERNAL STORES/BOMBS
BV: 1,867
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
7 (62)
23*
EXTERNAL STORES/BOMBS
BV: 2,611
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
8 (76)
23*
ARMOR DIAGRAM
Standard Scale
Nose
Damage Threshold
SPHEROID SMALL CRAFT RECORD SHEET (Total Armor)
10 (96)
CRAFT DATA
Type: TIG-40 FOXHOUND GUNBOAT
Thrust: Tonnage: 180
Safe Thrust: 5 Tech Base: Inner Sphere
Maximum Thrust: 8 (Advanced)
Jihad
BV: 3,452
Left Right
Damage Damage Heat
Threshold Threshold Scale
(Total Armor) (Total Armor)
Overflow
9 (89) 9 (89)
30*
29
28*
27*
26*
25*
Aft Damage Threshold 24*
(Total Armor)
23*
9 (89)
22*
CRITICAL DAMAGE PILOT DATA HEAT DATA
21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 20 (40)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage, avoid
Hits Taken 1 2 3 4 5 6 17*
on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement,
15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
+4 Modifier to Fire 14*
24
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
Turn #
21 Pilot Damage, avoid
11
1 2 3 4 5 6 7 8 9 10
on 6+
Thrust 20 Random Movement, 10*
avoid on 8+
Velocity 9
19 Ammo Exp. avoid on 4+
Effective Velocity 8*
18 Shutdown, avoid on 6+
Altitude +3 Modifier to Fire 7
17
15 Random Movement, 6
avoid on 7+
Turn # 11 12 13 14 15 16 17 18 19 20 Shutdown, avoid on 4+ 5*
14
Thrust 13 +2 Modifier to Fire 4
Velocity 10 Random Movement, 3
Effective Velocity avoid on 6+
8 +1 Modifier to Fire 2
Altitude 5 Random Movement, 1
avoid on 5+
0
2012 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo
are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Cargo:
Bay 1: Cargo (258.5 tons) (2 doors)
Aft Damage
BV: 5,899 Threshold
(Total Armor)
15 (150)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Left Damage
Weapons & Equipment Inventory Threshold
Right Damage
Threshold
(Total Armor) (Total Armor)
Capital Scale (112) (1324) (2540) (4150) 20 (200) 20 (200)
Bay Loc Ht SRV MRV LRV ERV
4 Sub-Capital Laser/1 N 96 4 4 4
Standard Scale (16) (712) (1320) (2125)
Bay Loc Ht SRV MRV LRV ERV
4 Large X-Pulse Laser FL/R 56 4(36) 4(36)
2 Laser AMS FL/R 14 Point Defense
2 Large X-Pulse Laser AL/R 28 2(18) 4(18)
2 Laser AMS AL/R 14 Point Defense
2 Large X-Pulse Laser A 28 2(18) 4(18) Structural Integrity: 20
2 Laser AMS A 14 Point Defense
Cargo:
Bay 1: Fighters (1) (1 door)
Bay 2: Cargo (163 tons) (3 doors)
VELOCITY RECORD
Right +1 +2 +3 D
Turn # 1 2 3 4 5 6 7 8 9 10
Thrust Engine 1 2 3 4 5 D
Velocity
Effective Velocity
Altitude HEAT DATA
Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 140 (280) Nose: 96 Aft: 42
Velocity Double
Fore-Left: 70 Aft-Left: 42
Effective Velocity
Altitude Fore-Right: 70 Aft-Right: 42
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Left Damage
Weapons & Equipment Inventory Threshold
Right Damage
Threshold
(Total Armor) (Total Armor)
Capital Scale (112) (1324) (2540) (4150) 19 (190) 19 (190)
Bay Loc Ht SRV MRV LRV ERV
3 Sub-Capital Laser/3 N 96 9 9
VELOCITY RECORD
Right +1 +2 +3 D
Turn # 1 2 3 4 5 6 7 8 9 10
Thrust Engine 1 2 3 4 5 D
Velocity
Effective Velocity
Altitude HEAT DATA
Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 100 (200) Nose: 171 Aft: 38
Velocity Double
Fore-Left: 39 Aft-Left: 0
Effective Velocity
Altitude Fore-Right: 39 Aft-Right: 0
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Left Damage
Weapons & Equipment Inventory Threshold
Right Damage
Threshold
(Total Armor) (Total Armor)
Capital Scale (112) (1324) (2540) (4150) 36 (355) 36 (355)
Bay Loc Ht SRV MRV LRV ERV
2 Killer Whale (20 msl.) N 40 8 8 8 8
Cargo:
Bay 1: Fighters (10) (8 doors)
Bay 2: Battle Armor (5 Points) (1 door)
Bay 3: Cargo (909 tons) (1 door)
VELOCITY RECORD
Right +1 +2 +3 D
Turn # 1 2 3 4 5 6 7 8 9 10
Thrust Engine 1 2 3 4 5 D
Velocity
Effective Velocity
Altitude HEAT DATA
Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 195 (390) Nose: 168 Aft: 50
Velocity Double
Fore-Left: 66 Aft-Left: 50
Effective Velocity
Altitude Fore-Right: 66 Aft-Right: 50
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Cargo:
Bay 1: Fighters (18) (4 doors)
Bay 2: Small Craft (3) (2 doors)
Bay 3: Infantry Bay (4 platoons) (1 door)
Bay 4:Cargo (390 Tons) (1 door)
Aft Damage
BV: 18,189 Threshold
(Total Armor)
20 (198)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
Cargo:
Bay 1: Fighters (10) (5 doors)
Bay 2: Cargo (1,881 tons) (2 doors)
Aft Damage
BV: 18,304 Threshold
(Total Armor)
34 (342)
2012 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
More Battletechnology!
A Time of War: The BattleTech RPG
What empire will you swear allegiance to: a warrior merchant of House Steiner; the honorbound samurai of House Kurita;
the vat-bred warriors of the Clans; a mercenary that fights only for the highest bidder?
Choose your life in the universe: a MechWarrior piloting the thirty-foot-tall BattleMechs that turn the tide of any
battle; a spy deep behind enemy lines discovering critical secrets; a merchant carrying critical supplies; a scientist un-
leashing the latest cutting edge technologies?
In A Time of War, the players roleplay within a war-torn BattleTech universe, where the fate of entire worlds can rest
in the hands of the few warriors who dare to seize their destiny.
How will YOU become a legend?
Stock Number: 35005
Strategic operations
Liftoff planet and conquer an entire solar system! Deploy kilometer-long WarShips as escorts, first for JumpShips bridg-
ing the gulf between stars, then for detaching DropShips that burn in system to drop troops onto any battlefield. New
aerospace tactics will allow you to gain air supremacy to match your grasp of ground tactics. Yet the war for a star
system is more than a single battle and a commander that utilizes his supplies and personnel with skill will survive the
numerous battles to come.
Strategic Operations is the one-source rulebook for advanced rules aerospace assets that open the entire conquest
of a solar system. It includes new aerospace movement, combat and advanced aerospace unit construction rules, as
well as comprehensive maintenance, salvage, repair and customization rules. Finally, a complete game systemBattle-
Forceallows players to use their existing miniatures and mapsheets to play quick, fast-paced BattleTech games, from
companies to battalions and even regiments.
Stock Number: 35004
Nova CEWS: The Nova CEWS operates as a combination of ECM, active probe and C3i equipment, with the fol-
lowing exceptions.
The Nova CEWS can link up to two other units mounting a Nova CEWS. A unit wishing to link with another unit must
declare the connection in the End Phase. Beginning in the next turn, the two units are linked and operate per the rules
for C3i (see p. 131, TW). Units may not link to more than two other units at a time. ECM does not affect the link, unless it
originates from another hostile, active Nova CEWS.
The Nova CEWS does not have Target Acquisition Gear capability.
The Nova CEWS can be mounted on units with the Null Signature System. Both systems will function normally.
Units with multiple Nova CEWS may only use one at a time in game play. Fighters and Small Craft may only use Nova
CEWS when interacting with ground units. Nova CEWS can be turned off in any End Phase. While active, Nova CEWS
effects are considered active even if the units pilot/ crew is rendered incapable of acting in combat, but will shut off if
the carrying unit is shut down or destroyed.
The Nova CEWS generates +2 heat while active.
iATM: iATM attacks are resolved in the same way as a standard ATM with the following exceptions:
The iATMs targeting system functions in a similar manner as a Streak launcher. A player attempting to fire an iATM
must make a standard To-hit Roll during the Weapon Attack Phase. If successful, the player immediately fires the
iATM at the locked-on target. All iATM missiles automatically hit (no roll on the Cluster Hits Table is required), and
the player rolls as normal to determine the hit locations. If the roll fails, the player does not achieve a lock and so
does not fire the iATM or built up any heat.
The player must roll for a targeting lock each turn, even if he achieved a lock in the previous turn. A separate To-hit
Roll is necessary for each individual Streak system being fired.
The iATM can make use of Indirect Fire (see p. 111, TW). While firing using Indirect Fire, the iATM functions as a
regular LRM launcher, and will have to use the Cluster table to determine the number of missiles that hit.
An iATM can use any of the three ammunition loads available for the ATM (standard, extended-range, and
high-explosive).
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(24) (24)
Left Right
BV: 3,235 Torso Rear Torso Rear
(12) (12)
BattleTech Eras will forge a new Star League, something hundreds of years of warfare
failed to accomplish. In addition, the Clans will act as a catalyst for a
The BattleTech universe is a living, vibrant entity that grows each
technological renaissance.
year as more sourcebooks and fiction are published. A dynamic
universe, its setting and characters evolve over time within a highly
CIVIL WAR (3062, 3067)
detailed continuity framework, bringing everything to life in a way a
The Clan threat is eventually lessened
static game universe cannot match.
with the complete destruction of a Clan.
However, the same dynamic energy that makes BattleTech so com-
With that massive external threat appar-
pelling can also make it confusing, with so many sourcebooks pub-
ently neutralized, internal conflicts explode
lished over the years. As people encounter BattleTech, get hooked and
around the Inner Sphere. House Liao conquers
start to obtain sourcebooks, they need to know where a particular
its former Commonality, the St. Ives Compact; a rebellion of military
sourcebook is best used along the BattleTech timeline.
units belonging to House Kurita sparks a war with their powerful
To help quickly and easily convey the timeline of the BattleTech uni-
border enemy, Clan Ghost Bear; the fabulously powerful Federated
verseand to allow a player to easily plug in a given sourcebook
Commonwealth of House Steiner and House Davion collapses into five
weve divided BattleTech into six major eras. (For those that own the
long years of bitter civil war.
BattleTech Introductory Box Set, the year dates in parentheses follow-
ing each eras title correspond to the maps found in the Inner Sphere at
JIHAD (3067, Current)
a Glance sourcebook.)
Following the Federated Common-
wealth Civil War, the leaders of the Great
STAR LEAGUE (2570) Houses meet and disband the new Star
Ian Cameron, ruler of the Terran Hege-
League, declaring it a sham. The pseudo-
mony, concludes decades of tireless effort
religious Word of Blakea splinter group
with the creation of the Star League, a
of ComStar, the protectors and controllers of
political and military alliance between all Great
interstellar communicationlaunch the Jihad: an interstellar war
Houses and the Hegemony. Star League armed
that will ultimately pit every faction against each other and even
forces immediately launch the Reunification War, forcing the Periphery
against themselves, as weapons of mass destruction are used for the
realms to join. For the next two centuries, humanity experiences a
first time in centuries while new and frightening technologies are
golden age across the thousand light-years of human-occupied space
likewise unleashed.
known as the Inner Sphere. It also sees the creation of the most powerful
military in human history.
DARK AGE (3132+)
Under the guidance of Devlin Stone, the
SUCCESSION WARS (3025, 3030, 3040) Republic of the Sphere is born at the heart of
Every last member of First Lord Richard Cam-
the Inner Sphere following the Jihad. One of
erons family is killed during a coup launched
the more extensive periods of peace begins
by Stefan Amaris. Following the thirteen-year
to break out as the 32nd century dawns. The
war to unseat him, the rulers of each of the
factions, to one degree or another, embrace dis-
five Great Houses disband the Star League.
armament and the massive armies of the Succession Wars begin to
General Aleksandr Kerensky departs with
fade. However, in 3132 eighty percent of interstellar communications
eighty percent of the Star League Defense
collapses, throwing the universe into chaos. Wars almost immediately
Force beyond known space and the Inner
erupt and the factions begin rebuilding their armies.
Sphere collapses into centuries of warfare known as
the Succession Wars that will eventually result in a massive loss of
Sourcebooks
technology across most worlds.
As Catalyst Game Labs continues to publish new BattleTech prod-
ucts (and reprint previously published products), easy reference
CLAN INVASION (3052, 3057) logoscorresponding to those abovewill be printed directly on
A mysterious invading force strikes the
their back covers. This will allow retailers and players alike to know at
coreward region of the Inner Sphere. The
a glance what eras are covered by a given product. For additionalease
invaders, called the Clans, are descendants
of reference, era logos will also appear on products sell sheet, on-line
of Kerenskys SLDF troops, forged into a
products page and so on.
society dedicated to becoming the greatest
Note that if a Catalyst Game Labs BattleTech product does not con-
fighting force in history. With vastly superior
tain an era logo, then it is considered a core rulebook or supplement
technology and warriors, the Clans conquer
to be used across all eras, such as the Introductory Box Set, Total Warfare
world after world. Eventually this outside threat
and so on.