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Record Sheet Prototypes

prototype mechs for battletech

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Dean Medcalf
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100% found this document useful (8 votes)
2K views106 pages

Record Sheet Prototypes

prototype mechs for battletech

Uploaded by

Dean Medcalf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TM

TM

A Tactical Operations Companion


Youve grasped the tactics
involved with the additional
units and weapons from
Tactical Operations to
defeat your opponents.
Now you own Technical
Readout: Prototypes and
want to deploy some of
those Mechs, vehicles,
and battle armor on your
gaming table. Grab your
dice and start rolling,
because these sheets are
for you!

Record Sheets: Prototypes contains


30 pre-printed Mech record sheets
that will have players firing autocannons,
missiles and PPCs at each other in no time.
More than 60 additional record sheets
from vehicles to battle armor, ProtoMechs
to aerospace fighters and DropShips
bring the excitement of combined-arms
game play to any table top. Two ready-
to-play scenarios focus on the highlights
of this volume, while an extensive Rules
Addendum section, including Design Record Sheets: Prototypes is a stand-alone book, but
Quirks, provides a sneak peek of all the Technical Readout: Prototypes is recommended for use.
advanced rules options provided in
Strategic Operations.

STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA

SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA

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

Record Sheets: prototypes

catalyst game labs


CREDITS introduction
Project Development Welcome to Record Sheets: Prototypes! As a companion volume
Randall N. Bills to Tactical Operations, this book is for players who have moved
beyond the standard rulebooks for BattleTech. Nevertheless, this
Writing product is designed to be quick and easy to use and will have you
Randall N. Bills tossing dice in no time.
Joel Steverson To use this product, players should have Tactical Operations.

Product Editing How To Use This book
Diane Piron-Gelman Having graduated from Total Warfare and perhaps having
picked up Technical Readout: Prototypes, you might be wondering
BattleTech Line Developer why you need this book. While a blank Mech record sheet is
Herbert A. Beas II included in the Introductory Box Set for players who wish to design
their own Mechs, the Technical Readout and Record Sheets series
Production Staff of products opens a wide door to cool, fun designs that can bring
Art Direction additional tactics and enjoyment to any gaming table.
Brent Evans Record Sheets: Prototypes widens the options available to
Cover Art players, with an eye toward ease of use that is the hallmark of
Alex Iglesias BattleTech products. Players need only photocopy any design
Cover Design they wish to play and can immediately start marching across
Ray Arrastia the battlefield.
BattleTech Logo Design
Shane Hartley, Steve Walker and Matt Heerdt Rules Addendum and Scenarios
Layout A complete Rules Addendum follows this introduction before
Ray Arrastia the start of the record sheets. It includes ready-to-play scenarios
Illustrations as well as Design Quirks and construction rules for Ultra
Duane Loose ProtoMechs, both of which allow players to use the record sheets
Matt Plog in this volume.
David White
Record Sheets Where are the other variants
David L. McCulloch found in Technical Readout: Prototypes?
Players who want pre-printed record sheets for any variants
Playtesters/Proofreaders mentioned in the Technical Readout can purchase the Record
Johannes Heidler, Glenn Hopkins, Ken' Horner, Mike "Cray" Sheet: Prototypes Unabridged PDFas well as many other
Miller, Andreas Rudolf, Chris Smith, Elliotte Want III, Chris Wheeler. BattleTech productsat www.battlecorps.com/catalog.

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.

POSITIVE DESIGN QUIRKS Hyper-Extending Actuators


The following positive design quirks each contain a rule that The arm actuators of Mechs like the Quickdraw can bend
enhances how the design performs during a game, whether much further than normal. Even if it has lower arm and/or hand
during movement or combat, a heat-related advantage and so actuators, it can still flip arms to fire all arm-mounted weapons
on. When a quirk is applied to weapons grouped into a bay, all into its rear arc.
weapons receive the quirk.
Improved Cooling Jacket
Accurate Weapon One weapons design incorporates a highly effective cooling
Being of exceptional design, a weapon or bay is more accurate jacket. When fired, this weapon generates 1 point less heat than
than normal, and so all to-hit target numbers for that weapon or normal (but never less than 1 point overall). More than one weapon
bay receive a 1 modifier. or bay can have this positive quirk, but the cost for each must be paid.
Improved Communications Trailer Hitch
The unit has a powerful communications suite that can burn Available only to Tracked or Wheeled Combat Vehicles, the
through standard electronic countermeasures. Hostile Guardian Trailer Hitch quirk is a common adaptation that enables the
ECM or Clan ECM systems do not interfere with this unit, but vehicle to tow another vehicle with a wheeled or tracked
Angel ECM (see p. 279, TO) still has its normal effect. motive system that also has the Trailer Hitch quirk, in the
same manner as a Support Vehicle with the Tractor chassis
Improved Life Support modification. Units with a Trailer Hitch can thus employ the
When determining damage to the MechWarrior or pilot as a rules for Tractors (see p. 205, TW).
result of heat following a life support critical hit, treat the units
heat level as being 5 points lower than normal (an example of this VTOL Rotor Arrangement
is the Shadow Hawk). All VTOLs in BattleTech have two rotors that rotate in opposite
directions to counter each others torque. In most cases, they
Improved Sensors consist of a single main rotor and a smaller, tail-mounted rotor
A unit with this quirk is treated as if it has an active probe (Range called a stabilizing rotor. However, VTOLs can also be built with
4 for Inner Sphere units, Range 5 for Clan units). If it is equipped dual or co-axial rotors. Players should only use this quirk if
with an active probe, add 2 to the active probes effective range. they are also using the advanced vehicle movement rules (see
Vehicles, p. 24, TO).
Improved Targeting Regardless of their actual arrangement, all rotors are treated
The unit has advanced targeting capabilities in one range the same way for purposes of armor and damage; the rotors hit
bracket. All ranged attack to-hit target numbers at the selected location represents both rotors on a VTOL.
range bracket receive a 1 modifier. A VTOL with dual rotors mounts two rotors of equal size, both
on top of the craft, either side-by-side or one in front of the other.
Modular Weapons
The Karnov UR transport is an example of this arrangement, which
Though lacking the flexibility of an OmniMech, a unit with modular
affords greater stability at the cost of maneuverability. VTOLs with
weapons like the O-Bakemono can be repaired or customized more
dual rotors cannot perform sideslip or bootlegger maneuvers (see
easily. A weapon can be replaced in half the normal time (though
Advanced Maneuvers, p. 25, TO). Additionally, dual rotors increase
repairs in place take the usual amount of time). When using the
all of a VTOLs turn modes by 1 (see p. 25, TO), but also apply a 1
Customization Rules (see p. 188, SO), half the time is required.
target number modifier to all Piloting Skill rolls.
A VTOL with co-axial rotors mounts two rotors of equal size
Multi-Track
together on the same mast. The Warrior H7 attack helicopter
A Mech with this quirk can track multiple targets and may
is an example of such an arrangement, which grants greater
attack any number of targets in its front and arm firing arcs in
maneuverability at the cost of reduced overall stability. The usual
the same turn without adding the secondary-target modifier.
+2 modifier for VTOLs no longer applies to rolls on the Failed
Secondary targets in the rear arc are treated as normal.
Maneuver Table (see p. 26, TO). However, each critical hit to the
Protected Actuators rotors (see Rotor Damage, p. 197, TW) adds a +1 modifier to all
Armor protection around the actuators is more effective, Piloting Skill rolls in addition to the standard effects.
making a Mech with this quirk more resistant to Leg and Swarm
attacks by conventional infantry and battle armor. The target NEGATIVE DESIGN QUIRKS
number for such attacks receives a +1 modifier. The following negative design quirks each contain a rule
detrimental to how the design performs during a game, whether
Reinforced Legs during movement or combat, heat-related and so on. When a
Designed for executing the dreaded Death From Above attack, quirk is applied to weapons grouped into a bay, all weapons
some Mechs (the Highlander, for example) suffer half the normal receive the quirk.
damage to the legs when performing Death From Above successfully.
Ammunition Feed Problem
Searchlight The ammunition feed for one ballistic or missile weapon or bay
Units such as the Warhammer, Loki, Guillotine, Defiance and has a tendency to jam at inconvenient moments. After making
Rifleman are equipped with high-power searchlights (see p. 57, a to-hit roll, roll 2D6. On a result of 10+ the weapon jams and
TO). Each time a searchlight-equipped unit takes a hit in any torso cannot be fired again in this battle. On a roll of 12, the new round
location (Front or Rear), the player must roll 2D6 to determine if of ammunition explodes in the weapon for normal damage. Per
the searchlight is destroyed. A result of 7+ means the searchlight normal rules, Gauss weapon ammunition will not explode, but the
is destroyed, in addition to the normal effects of the attack. weapon itself does.

Stable Atmospheric Flight Instability


Mech designs such as the Dragon are exceptionally stable, An aerospace unit with this quirk is not very stable when flying
receiving a 1 target number modifier when forced to make a within a planets atmospheric envelope. All control rolls receive a
Piloting Skill roll as a result of a physical attack. +1 target number modifier.
5
Bad Reputation Hard to Pilot
While perfectly sound, this unit type has acquired an unwarranted This unit is hard to operate and MechWarriors, pilots or crew
bad reputation (for example, the Blackjack during the Succession receive a +1 target number modifier for all necessary Piloting/
Wars). As a result, it is worth only half the normal resale value. Note Driving Skill rolls.
that when buying this unit, players still must pay the normal value.
Inaccurate Weapon
Cooling System Flaws Being of poor design, a weapon is less accurate than normal.
A design flaw can result in a Mech with this quirk generating All to-hit numbers for that weapon or bay receive a +1 modifier.
excess heat. Whenever the Mech executes or receives a physical
No/Minimal Arms
attack, falls, or is forced to make a Piloting Skill roll because it received
Some Mechs effectively have no arms, such as the Stalker and
20 points or more damage, roll 2D6. On a result of 10+ the Mech will
Locust, or arms that are totally ineffective in aiding a fallen Mech
generate 5 points more heat each turn for the rest of the battle.
in regaining its feet. When making a Piloting Skill roll to stand up,
such Mechs receive a +2 modifier to the target number; this is not
Cramped Cockpit cumulative with the advanced rules for attempting to stand (see
Poorly designed, the cockpit of units like the Wolverine and p. 24, TO). In addition, the Mech cannot make physical attacks
Stinger are very cramped. The unit is considered to have the with its arms.
equivalent of a Small Cockpit (see p. 211, TM), but it takes up the
same weight and critical slots as a standard one. No Ejection System
Some BattleMechs and fightersnotably the Spider and
Difficult Ejection Luciferlack an emergency escape system. The MechWarrior or
Certain designs have flaws in their emergency escape systems pilot can never eject; that is, he or she cannot use the rules for
that can prove detrimental to the health of the MechWarrior or Ejection and Abandoning Units (see p. 196, TO) or Ejection and
pilot. If the MechWarrior or pilot fails a Piloting Skill roll when Abandoning Ship (see p. 26, SO).
ejecting, he or she suffers an additional point of damage (this is in
addition to the standard damage taken). Non-Standard Parts
Because a Mech with this quirk is constructed with non-
Difficult to Maintain standard componentssuch as the Clintit is more difficult to
source parts for the unit. When attempting to locate replacement
Some units are harder to maintain and repair. All repair or
parts, add +2 to the target number.
replacement rolls made for this unit receive a +1 target number
modifier (see Maintenance, Salvage, Repair and Customization, p.
Poor Performance
166, SO). The unit cannot jump to maximum speed immediately. It must
spend one turn expending MP equal to its Walking, Cruising or
Exposed Actuators Safe Thrust rating before it can use MP up to its Running, Flanking
The actuators on some designs (such as the Commando) are poorly or Maximum Thrust MP the following turn.
protected and more vulnerable to the effects of Swarm and Leg
attacks. The target numbers for such attacks receive a 1 modifier. Poor Targeting (2, 3 or 4 Points)
The unit has poor targeting capabilities in one range bracket.
EM Interference All ranged attack to-hit numbers at the selected range bracket
An energy weapon is insufficiently shielded and causes receive a +1 modifier.
interference with other delicate electronics. In the round after
the weapon has been fired, the following equipment aboard the Poor Workmanship
Mech will not function: Targeting Computer, any ECM, any Active Not all manufacturers are equally dedicated to producing
Probe, Artemis IV FCS, Artemis V FCS, any C3, NARC, MASC, Cockpit quality products. This unit is one quality step lower than normal
Command Console, Chameleon LPS, Blue Shield PFD, Electronic (see p. 167, SO). In addition, all rolls for critical damage are
Warfare Equipment, Streak Launchers, MRM FCS, Null Signature modified by +1, making critical hits more likely. Results of 13 are
treated as 12 (except if using Advanced Determining Critical Hits,
System, Supercharger, Void Signature System and any Stealth Armor.
in which case do not modify down; see p. 74, TO).
Exposed Weapon Linkage
Un-streamlined
Some designs such as the Cygnus have the mechanics of a
The unit cannot enter or operate in an atmosphere, such as the
weapon dangerously exposed. When a location that holds such a Achilles. If it accidentally enters an atmospheric hex, it is treated
weapon is hit, roll 2D6. On a roll of 10+ that weapon receives one like a JumpShip (see p. 63, SO).
critical hit on the first available slot. This quirk can be taken only
once and only for a single weapon type, and affects all weapons Weak Undercarriage
of that type on the unit (for example, all AC/20s). The aerospace unit has a flimsy undercarriage that cannot take
much abuse. When making a landing, if the Piloting Skill rolls
Gas Hog Margin of Failure is 3 or more, the gear will collapse. The unit
The unit is very inefficient and consumes fuel at twice the takes 50 points of standard-scale damage to the nose (or rear of
normal rate when pushed above Cruising/Safe Thrust speed. Spheroid Small Craft or DropShips) and the gear is destroyed.
protomech rules addendum
The following rules expand upon the ProtoMech game play These rules originally appeared in The Wars of Reaving
(see p. 184, TW), and construction rules (see p. 80, TM). They allow sourcebook. Any player who does not understand any of the
players to field designs on the record sheets found in this volume, fictional content below is encouraged to read that sourcebook.
as well as build their own custom Ultra ProtoMechs.

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.

Electric Discharge ProtoMech Armor (EDP)


Rules Level: Experimental
Available to: PM
Tech Base (Ratings): Clan (F/X-X-F)
Game Rules: Whenever a ProtoMech with active EDP armor successfully executes a Frenzy attack (see p.187, TW), consult the
BattleMech Taser Effects Table (see p. 346, TO) using the BattleMech Taser type columns. Apply a 2 penalty to the 2D6 roll used
to determine the EDP armors effects. Resolve the effects using all normal BattleMech Taser rules, as found on pp. 346-347, TO.
Whenever a ProtoMech with active EDP armor successfully executes a Frenzy attack against conventional infantry, add +1
damage to the base damage value of the Frenzy attack for that ProtoMech. If the infantry unit is cybernetically enhanced, add +2
damage to the base damage value of the Frenzy attack for that ProtoMech.
The capacitor of the EDP armor needs 6 turns to recharge, during which time none of the ProtoMechs weapons that require heat
sinks will function. These 6 turns need not be consecutive, and the ProtoMechs player can elect in every End Phase to not charge the
EDP armor in the following turn. Each turn that the EDP armor is charged must be marked on the ProtoMechs record sheet.
Whenever the Torso Location of a ProtoMech with EDP armor suffers 1 or more Critical Damage following a check on the
Determine Critical Hits table, immediately assign 5 points of damage to that location subsequent to the resolution of that Critical
Damage as a result of the capacitors in that location discharging violently.

Extended Jump Jet system (XJJ)


R&D Start Date: 3067 (Clan Snow Raven) for their ProtoMech and BattleMech programs. While they have
Prototype Design and Production: Circa 3071 (Society/Clan yet to successfully replicate that capability, the Clans scientists
Snow Raven) have created jump jets for ProtoMechs that are significantly more
Clan Cloud Cobras Sylph battle armor impressed Clan Snow efficient and powerful. Shortly after the Snow Ravens deployed
Raven with its sustained VTOL capability. The Ravens sought to working prototypes, the Ravens Society cell siphoned the project
use the technology as a springboard to provide similar capabilities for proliferation among its own ProtoMech efforts.

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

Extended Jump Jet system (XJJ)


Rules Level: Experimental
Available to: PM
Tech Base (Ratings): Clan (F/X-X-F)
Game Rules: ProtoMech Extended Jump Jets are the effective analog to BattleMech Improved Jump Jets, offering a maximum
jump distance equal to the units Running MP rather than its Walking MP.

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

Weapon/ Heat Damage Range Ammo To-Hit


Item Type Std (Aero) Std (Aero) Min/Sht/Med/Lng (Aero) (per Ton) Modifier TC Comp Rules Level
Fusillade M,C,S* NA (NA) 6 (6) 4/5/10/15 (Medium) NA 0 N Exp

Weapon Tech Tech Latest Intro Item/Ammo Weight Space


/Item Base Rating (IS/Clan) Costs (C-bills) (tons) M P CV SV F SC DS JS WS SS MS
Fusillade Clan F/X-X-F NA / 3068 100,000 1.5 NA 1 NA NA NA NA NA NA NA NA NA

See Weapon and Equipment Types Table (Expanded), p. 410, TO


See Space Column Abbreviations Table (p. 410, TO)
*See Weapon Rules for this equipment
Magnetic Clamp System (MCS)
R&D Start Date: 3063 (Society) The Society became aware of House Liaos Fa Shih battle armor
Prototype Design and Production: Circa 3070 (Society/Clan Fire in 3065. Research efforts up to that point were focused primarily
Mandrill) through the scientific assets of Clan Fire Mandrills Kindraa Kline. Lead
When the Society began utilizing and improving the Researcher Pavel was able to convince Kline leadership to acquire an
ProtoMech programs of several Clans, the mobility limitations operational Fa Shih suit through Clan Diamond Shark. This allowed
of the suit became an obvious bottleneck to widespread Clan several breakthroughs in the system, which was eventually passed
adoption. Scientist groups in charge of adapting the system to on through Society channels to Tamaron. The first examples of the
existing Clan warfare paradigms were given priority. Obvious system began testing in 3070 and soon became widespread among
opportunities existed in incorporating some form of delivery the several Clans who favored ProtoMech technology. Clan Diamond
system similar to the Elemental/OmniMech combat pairings, Shark acquired several early prototypes of the system during the last
but the physical realities imposed by the substantially heavier months of their evacuation, and the MCS has found its way to Horse
ProtoMechs seemed insurmountable. and Raven researchers in the Inner Sphere.

Magnetic Clamp System (MCS)


Rules Level: Experimental
Available to: PM
Tech Base (Ratings): Clan (F/X-X-F)
Game Rules: Quad and Glider ProtoMechs cannot use this equipment. When functional, ProtoMechs may use the Magnetic Clamp
System to mount any BattleMech (Omni or otherwise) per the Mechanized Battle Armor rules (see pp. 226-227, TW). However,
a BattleMech may carry no more than two ProtoMechs in this fashion, with the ProtoMech occupying the front or rear Center
Torso locations only. Ultraheavy ProtoMechs can only be mounted singly, and occupy the front Center Torso Location. If the
Mech receives damage to a location mounting a ProtoMech, that location receives half the attacks damage (round down). The
remaining damage is applied to the ProtoMech in a random location. Reroll the Near Miss locations until the damage is resolved.
The ProtoMech is then immediately dismounted in the BattleMechs current hex.
While transporting ProtoMechs, a BattleMechs speed is reduced in accordance with the standard rules for carrying unprotected
external cargo (see p. 261, TW), using the total weight of the ProtoMechs being carried to compute the change in MP. OmniMechs
which can accommodate up to six battle-armored troopers without affecting their speedmay subtract 3 tons from the weight
of each ProtoMech carried in this fashion when computing the external cargo weight (to a minimum of 0 tons per ProtoMech).
ProtoMechs may not be transported by vehicles or aerospace units in this fashion, even if said units are Omnis. Any critical hits to
a ProtoMechs torso automatically destroy the MCS.

ProtoMech Quad Melee Weapon System (MWS)


R&D Start Date: 3064 (Society) quadruped, which amplifies its terror factor in battle, particularly
Prototype Design and Production: Circa 3066 (Society) against infantry and civilians.
The ProtoMech Quad Melee Weapon System is a combination The system was initially implemented in the few quad
of physical modifications to quadruped ProtoMechs. The MWS ProtoMechs developed and built by the Society at its polar station
drastically improves their damage potential in melee attacks. on Lum. It did not appear on the battlefield until the Societys
The system looks like a large cosmetic change, such as a large, uprising in 3072, to the surprise of many civilians on Babylon,
sweeping tail or other free-flailing appendage, tusk or horn-like Delios, and Hector. Several ProtoMech suits were salvaged by the
projections along the head and shoulders area, and/or battle Diamond Sharks during the Coyote assault on Vinton and, though
claws on all four feet. In addition to delivering additional damage they made their way to the Inner Sphere, only the Hells Horses
in a Frenzy attack, the MWS enhances the animalistic look of a seemed interested in studying the modifications.

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

occupies one weapon slot in the ProtoMechs torso.

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

ProtoMech Quad Melee Weapon System (MWS)


Rules Level: Advanced
Available to: PM
Tech Base (Ratings): Clan (F/X-X-F)
Game Rules: ProtoMech Quad Melee Weapons add 2 points of damage to the ProtoMechs base damage in a Frenzy attack for
every 5 tons of ProtoMech weight (or fraction thereof ). A critical hit to the ProtoMech Quad Melee Weapon slot destroys enough
of these physical modifications to render the system useless.

New ProtoMech Types


Three new classes of ProtoMechs emerged during the
Wars of Reaving: Ultraheavy ProtoMechs (Ultras), ProtoMech
Quads (ProtoQuads), and Glider ProtoMechs (Gliders). Each of
these offered specific advantages that further enhanced their
combat potential.

Ultraheavy ProtoMechs (Ultras)


Pushing ProtoMech design techniques to their limits,
Ultraheavy ProtoMechs can reach a maximum weight of 15
tons (15,000 kilograms), overlapping the tonnage of Ultralight
BattleMechs. Achieving this without using BattleMech-scale
componentsincluding gyrosmeant creating a larger
control system based around a modified PA(L) suit. In addition
to giving the Ultra the same flexibility of control, this suit-
based cockpit and control unit doubles as an escape system
for ProtoMech warriors, something not possible for lighter,
standard-weight ProtoMechs.

ProtoMech Quads (ProtoQuads)


Though conceived as early as 3065, quadruped-style ProtoMechs faced numerous minor design hurdles, not the least of which
was the unique quirk of the pilot-ProtoMech interface that virtually demanded a human-style gait and mobility. When these
issues were worked outeither through intensive training or use of the Societys infamous Feralize treatmentsthe four-legged
ProtoMechs that resulted achieved faster mobility and greater payload capacity than their bipedal equivalents. ProtoQuads could
even make use of turret-based weapons similar to the Inner Spheres four-legged battlesuits, and could be built in the standard
weight range as well as the Ultraheavy category.

Glider ProtoMechs (Gliders)


Uniquely designed for bipedal Ultras as a consequence of the designs specialized motive systems, Gliders are low-altitude,
limited-flight ProtoMechs that rely on a combination of thrust and glide wings that effectively mimic how Land-Air Mechs operate
in AirMech mode. Their elaborate flight systems, which include an adapted form of ProtoMech partial wing technology, modified
jump thrusters, and a specialized musculature, are specifically designed to give them greater mobility in the air. As a result, Gliders
have very little ground speed. Glider ProtoMechs can be deployed in vacuum or underwater, but they are incapable of using their
WiGE-style movement capabilities in either situation.
Advanced ProtoMech Game play Rules consult the Expanded ProtoMech Weapon Critical Hit Table. If the
In tactical game play, Ultras, ProtoQuads, and Gliders are listed weapon does not exist or has already been destroyed, no
all considered Advanced Level rules, suitable for games using additional weapon critical effects occur.
Total Warfare rules but not in tournament play. Their use is also
compatible with A Time of War role- playing rules. In general, all Ultraheavy ProtoMech Ejection System
three of these unique ProtoMech types operate using the same The pilot of an Ultraheavy ProtoMech (biped, Quad, or Glider)
organization and rules of play as standard ProtoMech units, may use the same ejection rules as a Mech (see pp. 196-197, TO).
except as noted below: Because the cockpit location is in the torso, the ejection modifiers
based on damage to the Mechs head structure instead apply
Advanced ProtoMechs in Combat based on the damage done to the ProtoMechs torso structure.
(All Advanced ProtoMechs)
Glider ProtoMechs using WiGE movement
apply a +1 attacker to-hit modifier when using EXPANDED PROTOMECH
WiGE Cruising MP, and a +2 attacker to-hit
modifier when using WiGE Flanking MP. When WEAPON CRITICAL HIT TABLE
resolving attacks against a Glider ProtoMech
using WiGE MP, treat the Glider ProtoMech as a Weapon Critical Hits
1D6
Jumping Mech.
Roll Standard (Biped) Standard (Quad) Ultra (Biped)* Ultra (Quad)
For Glider ProtoMechs on the ground, and
all other Advanced ProtoMech types, use the 1 Torso Weapon A Torso Weapon A Torso Weapon A Torso Weapon A
standard rules for resolving attacks based on the 2 Torso Weapon A Torso Weapon B Torso Weapon A Torso Weapon B
appropriate movement modifiers. 3 Torso Weapon B Torso Weapon C Torso Weapon B Torso Weapon C
4 Torso Weapon B Torso Weapon D Torso Weapon B Torso Weapon D
Expanded ProtoMech Weapon Critical Hits
5 No Effect No Effect Torso Weapon C Torso Weapon E
(All ProtoMechs)
When any ProtoMech suffers a critical hit to 6 No Effect No Effect Torso Weapon C Torso Weapon F
the torso marked with an asterisk (*), a torso-
mounted weapon (if any) may be destroyed. *Includes Glider ProtoMechs
To determine which weapon is hit, roll 1D6 and
11
If an Ultraheavy ProtoMech suffers its third critical hit to the during the turn its landing was attempted, allocated directly to
torso (Proto Destroyed) location, or suffers a complete loss of all the Gliders legs. (Excess leg damage transfers to the torso per
torso structure, the pilot will auto-eject using the same rules as a normal rules.)
Mech that has suffered the destruction of its head location (see
p. 197, TO). Glider ProtoMech Hit Locations
An ejected Ultraheavy ProtoMech pilot follows the same rules Any successful attack against a Glider ProtoMech that strikes
as an ejected MechWarrior. Because there is no room in the a Near Miss hit location inflicts no armor damage to the Glider
Ultraheavy ProtoMechs cockpit for hostile environment gear, itself. However, the attack will strike the Gliders more delicate
ProtoMech warriors who eject into hazardous environments wing structure or flight systems, regardless of the attacking
such as vacuum, underwater, toxic atmospheres, and so forth weapons actual damage value. This reduces the Gliders WiGE
will suffer their full effects. Cruising MP by 1 (to a minimum of 0). The Gliders WiGE Flanking
MP must then be recomputed accordingly.
Ultraheavy ProtoMech Physical Attacks If a Glider ProtoMech is reduced to less than 4 WiGE MP while
The base damage for an Ultraheavy ProtoMechs Frenzy in flight, it is unable to remain aloft and must immediately
attack is 3 points. Any melee weapons the ProtoMech mounts follow the rules for crash-landing as noted under Glider
will modify this value according to the standard rules for such ProtoMech Critical Hits below.
equipment. Despite their greater weight, Ultras still lack the ability
to effectively carry and wield clubs the way Mechs can. Glider ProtoMech Critical Hits
In addition to the other modified rules for Ultraheavy ProtoMech
ProtoMech Quad Hit Locations and Firing Arcs critical weapon hits, any Jumping MP loss created by critical hits
Because four-legged ProtoMechs do not have arm locations, to a Glider ProtoMechs torso instead affect the Glider ProtoMechs
hits to the arm locations automatically strike the legs. Like bipedal WiGE Cruising MP. Recompute Flanking MP accordingly any time a
ProtoMechs, ProtoQuads only have one hit location for their legs, Gliders WiGE Cruising MP are reduced.
which covers all four of them. ProtoQuads use the same firing arcs Crash-Landing: If critical damage reduces the Glider
that four-legged BattleMechs do. If equipped with a Main Gun ProtoMech to less than 4 WiGE Flanking MP while airborne,
mount, any weapon(s) placed in that location may be treated as the Glider ProtoMech cannot remain aloft and drops to the
though they are housed in a vehicle turret, complete with a full level of the underlying terrain, at which point the pilot must
360-degree rotation arc. make an emergency Landing Check against a target number
While Ultraheavy ProtoQuads may carry two weapons in the of 8. If this check fails (or if the Glider ProtoMech has suffered
Main Gun turret, a single critical hit to this location still destroys leg destruction and/or a No Movement critical hit), the Glider
the mount completelyand with it, both weapons installed ProtoMech suffers 2 damage points for every level of height
therein. Both of the weapons in an Ultraheavy ProtoQuads Main it has fallen. Apply this crashing damage randomly in 5-point
Gun turret share the same firing arc. Damage Value clusters.

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

EXPANDED PROTOMECH STRUCTURE AND ARMOR TABLE


Internal Structure Boxes (Max. Armor) Maximum
ProtoMech Structure Arms* Legs* Legs* Main Armor Factor (Without/
Tonnage Weight Head Torso (Left/Right) (Both) (Quad, All) Gun** With Main Gun)
2 200 kg 1 (3) 2 (4) 1 (2) 2 (4) 4 (8) 1 (3) 15/18
3 300 kg 1 (3) 3 (6) 1 (4) 2 (4) 4 (12) 1 (3) 17/20
4 400 kg 1 (4) 4 (8) 1 (4) 3 (6) 5 (14) 1 (3) 22/25
5 500 kg 1 (4) 5 (10) 1 (4) 3 (6) 5 (14) 1 (3) 24/27
6 600 kg 2 (5) 6 (12) 2 (4) 4 (8) 8 (16) 1 (3) 33/36
7 700 kg 2 (5) 7 (14) 2 (4) 4 (8) 8 (16) 1 (3) 35/38
8 800 kg 2 (6) 8 (16) 2 (4) 5 (10) 9 (18) 1 (3) 40/43
9 900 kg 2 (6) 9 (18) 2 (4) 5 (10) 9 (18) 1 (3) 42/45
10 1,000 kg 3 (7) 10 (20) 3 (6) 6 (12) 12 (24) 2 (6) 51/57
11 1,100 kg 3 (7) 11 (22) 3 (6) 6 (12) 12 (24) 2 (6) 53/59
12 1,200 kg 3 (8) 12 (24) 3 (6) 7 (14) 13 (26) 2 (6) 58/64
13 1,300 kg 3 (8) 13 (26) 3 (6) 7 (14) 13 (26) 2 (6) 60/66
14 1,400 kg 4 (9) 14 (28) 4 (6) 8 (16) 16 (28) 2 (6) 65/71
15 1,500 kg 4 (9) 15 (30) 4 (6) 8 (16) 16 (28) 2 (6) 67/73

*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.

NEW WEAPON AND EQUIPMENT


BATTLE VALUES 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

Scenario One: Underwater 12 May 3090

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).

underwater basket weaving map configuration


15
Modify the playing area as follows: Deployment
Fill both maps with water up to Depth 6 so that all hexes The defender deploys anywhere on either map prior to the start
Level 5 and below are underwater. of play.
Level 6 becomes the new Level 0 with other levels adjusted
accordingly (Level 7 becomes Level 1, Level 8 becomes Level Special Rules
2, and so on) If a unit exits the playing area for any reason other than forced
Place Medium Buildings in the following hexes of Large withdrawal (see below), it is considered destroyed and may not
Mountain Map 1: 0107 and 0116; on Large Mountain Map re-enter the scenario.
2, place a Medium Building in Hex 1510 (players can use The following additional rules are in effect (a sampling of advanced
whatever counters they wish for these buildings; HexPack: rules from Tactical Operations): the Lyran force may use Shielding (see
Cities and Roads contains ready to use appropriate building p. 19, TO); all units may use Climbing and Leaping and Dangle and
counters). Drop (see p. 22, TO), and Weight Class Modifiers to PSR (see p. 23, TO).
Treat all woods hexes at Level 5 or less, and all road hexes, as
clear terrain. Design Quirks
All unit design quirks (see p. 3) that have a direct impact on
Atacker game play during this scenario are in effect.
The attacker consists of elements of the Eighth Dieron Regulars.
Forced Withdrawal
Chu-i Aiko Sasaki (Piloting 4, Gunnery 3), HTM-35K Hatamoto-Kaeru Forced Withdrawal is in effect for both forces (see p. 258, TW).
Gunjin Teiko Takahashi (Piloting 3, Gunnery 3), The Lyran home edge is the right side of Large Mountain Map 1.
HTM-35K Hatamoto-Kaeru
Gunjin Sachiko Sato (Driving 5, Gunnery 4), Hiryo (Bloodhound) Victory Conditions
Gunjin Niigata (Driving 4, Gunnery 3), Hiryo (Bloodhound) The attacker wins if they successfully destroy all three medium
Gunsho Naoko Endo (Gunnery 3, Anti-Mech 4), buildings or destroy or force the withdrawal of all defending forces.
Void (Minelayer) battle armor squad The defender wins if at least one building survives the game.
Gunsho Moe Ito (Gunnery 4, Anti-Mech 5),
Void (Minelayer) battle armor squad Aftermath
The attack on Apostica ultimately failed when the Lyran
Deployment forcesdespite taking serious lossesdestroyed the attacking
The attacker enters from the left edge of the playing area Combine Mechs. The Lyran Commonwealth failed to develop an
during the Movement Phase of Turn 1 (each Void battle armor improved UMU system.
squad is mounted in one of the Hiryo (Bloodhound) WiGEs).

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

Capellan forces raiding the planet Ipswich captured the


DropPort, putting the ports defenders on the run. The Capellan
commander dispatched a hunter/killer lance supported by two
Warrior S-9 helicopters to locate and exterminate the militia
before they could rendezvous with reinforcements dispatched
from the militia base. Five kilometers from the rendezvous, the
Capellan forces chased the defenders into a box canyon, where
they disappeared.

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]

Sao-wei Balbina Feng (Driving 4, Gunnery 3), Warrior S-9 Stealth


Helicopter [BV: 922]
Sao-wei Petru Jen (Driving 3, Gunnery 4), Warrior S-9 Stealth
Helicopter [BV: 868]

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.

snipe hunt map configuration


17
Captain Anthony Lewis (Piloting 3, Gunnery 2), HBK-7R Hunchback The following additional rules are in effect (a sampling of advanced
[BV: 2,271] rules from Tactical Operations): all advanced movement modes (see
Staff Sergeant Ryan Young (Piloting 4, Gunnery 4), pp. 18-23, TO) and Sensor Spotting (see pp. 221-223, TO).
MN2-A Sarissa SecurityMech [BV: 887]
Staff Sergeant David King (Piloting 4, Gunnery 4), Design Quirks
MN2-A Sarissa SecurityMech [BV: 887] All unit design quirks (see p. 3) that have a direct impact on
Sergeant William Green (Piloting 2, Gunnery 3), ON3-M Orion game play during this scenario are in effect.
[BV: 3,068]
Staff Sergeant Radnor Ocean Adams (Piloting 4, Gunnery 4), Hidden Units
LFA-1A Pandarus [BV: 1,827] After set-up but before play begins, the defender may place any
Sergeant Tai Taylor (Piloting 2, Gunnery 3), APL-4M Apollo [BV: 2,256] number of his forces using the standard Hidden Units rules (see
Sergeant Holly Stewart (Piloting 5, Gunnery 4), p. 259, TW).
MN2-A Sarissa SecurityMech [BV: 771]
MechWarrior Kristy Peterson (Piloting 4, Gunnery 3), Forced Withdrawal
MN2-A Sarissa SecurityMech [BV: 1,064] Forced Withdrawal is in effect for the Capellan force only (see p. 258,
TW). The Lyran home edge is the right side of Large Mountain Map 1.
Deployment
The defender deploys hidden anywhere on the playing area Victory Conditions
prior to the start of play. This game ends at the conclusion of Turn 15. The side that has
destroyed the most BV worth of opposing forces is the winner.
Special Rules
If a unit exits the playing area for any reason other than forced Aftermath
withdrawal (see below), it is considered destroyed and may not The Capellan force destroyed all of the Ipswich defenders
re-enter the scenario. before reinforcements could intervene. However, the militia
caught up with them on the way back to their DropShip and only
one Warrior helicopter survived to flee offworld.
TM

BATTLE ARMOR
RECORD SHEET

BATTLE ARMOR: SQUAD 1 LEG ATTACKS TABLE


Type: GLADIATOR-S Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
Ground MP: 4 Jump MP: 1 46 0
2 3 +2
Weapons & Equip. Dmg Min Sht Med Lng
Battle Vibro Claw [E]
2 +5
Magnetic Clamps [E] 1 +7
Unsealed Exoskeleton
3

Armor: Standard SWARM ATTACKS TABLE


4
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 42/8 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: SQUAD 2 13 +5
Type: GLADIATOR-S Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
Ground MP: 4 Jump MP: 1 2 ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
Battle Vibro Claw [E] TROOPERS ACTIVE 1 2 3 4 5 6
Magnetic Clamps [E]
Unsealed Exoskeleton
3 6 +0 +0 +0 +0 +1 +2
5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Standard
4 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 42/8 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: SQUAD 3 BATTLE ARMOR EQUIPMENT
Type: GLADIATOR-S Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
Ground MP: 4 Jump MP: 1 Mech prone 2
2
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
Battle Vibro Claw [E] Vehicle 2
Magnetic Clamps [E]
Unsealed Exoskeleton
3 *Modifiers are cumulative

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

BATTLE ARMOR: SQUAD 1 LEG ATTACKS TABLE


Type: VOID (Minelayer) Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
Ground MP: 3 Jump MP: 1 46 0
2 3 +2
Weapons & Equip. Dmg Min Sht Med Lng
Heavy Battle Claw [E] 2 +5
Med. Recoilless Rifle 3 [DB,S] 2 4 6 1 +7
Mine Dispenser (2) [E] 3
Ammo (Mine)
Armor: Basic Stealth (+0/+1/+2) SWARM ATTACKS TABLE
4
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 314/60 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: SQUAD 2 13 +5
Type: VOID (Minelayer) Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
Ground MP: 3 Jump MP: 1 2 ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
Heavy Battle Claw [E] TROOPERS ACTIVE 1 2 3 4 5 6
Med. Recoilless Rifle 3 [DB,S] 2 4 6
Mine Dispenser (2) [E] 3 6 +0 +0 +0 +0 +1 +2
Ammo (Mine) 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Basic Stealth (+0/+1/+2)
4 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 314/60 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: SQUAD 3 BATTLE ARMOR EQUIPMENT
Type: VOID (Minelayer) Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
Ground MP: 3 Jump MP: 1 Mech prone 2
2
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
Heavy Battle Claw [E] Vehicle 2
Med. Recoilless Rifle 3 [DB,S] 2 4 6
Mine Dispenser (2) [E] 3 *Modifiers are cumulative

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

BATTLE ARMOR: SQUAD 1 LEG ATTACKS TABLE


Type: GRAY DEATH STRIKE Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
Ground MP: 3 46 0
2 3 +2
Weapons & Equip. Dmg Min Sht Med Lng
Basic Manipulators (2) [E]
2 +5
Light TAG 0 [S] 3 6 9 1 +7
SRM 3 2/Msl. 3 6 9
3
Ammo (SRM 3) [M,C,S]
Armor: Standard SWARM ATTACKS TABLE
4
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 268/51 TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: SQUAD 2 13 +5
Type: GRAY DEATH STRIKE Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
Ground MP: 3 2 ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
Basic Manipulators (2) [E] TROOPERS ACTIVE 1 2 3 4 5 6
Light TAG 0 [S] 3 6 9
SRM 3 2/Msl. 3 6 9
3 6 +0 +0 +0 +0 +1 +2
Ammo (SRM 3) [M,C,S] 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Standard
4 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 268/51 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: SQUAD 3 BATTLE ARMOR EQUIPMENT
Type: GRAY DEATH STRIKE Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
Ground MP: 3 Mech prone 2
2
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
Basic Manipulators (2) [E] Vehicle 2
Light TAG 0 [S] 3 6 9
SRM 3 2/Msl. 3 6 9
3 *Modifiers are cumulative

Ammo (SRM 3) [M,C,S]


Armor: Standard
4 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 268/51 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: SQUAD 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: GRAY DEATH STRIKE 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 2 7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
Basic Manipulators (2) [E] 9 Front Left Torso Rear Left Torso
Light TAG 0 [S] 3 6 9 10 Rear Left Torso Rear Center Torso
SRM 3 2/Msl. 3 6 9
3 11 Rear Center Torso Front Left Torso
Ammo (SRM 3) [M,C,S] 12 Head Head
Armor: Standard
4
Mechanized: Swarm: Leg: AP:
BV: 268/51 TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: SQUAD 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: GRAY DEATH STRIKE 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 5 Center Torso (rear) Rear
2 6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
Basic Manipulators (2) [E] TROOPER LARGE SUPPORT
NUMBER VEHICLE LOCATION*
Light TAG 0 [S] 3 6 9
SRM 3 2/Msl. 3 6 9
3 1 Right Side (Unit 1/Unit 2)
2 Right Side (Unit 1/Unit 2)
Ammo (SRM 3) [M,C,S] 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: 268/51 *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

BATTLE ARMOR: SQUAD 1 LEG ATTACKS TABLE


Type: HAUBERK COMMANDO Era: Dark Age 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
Ground MP: 1 [2 - with DWP detached] 46 0
2 3 +2
Weapons & Equip. Dmg Min Sht Med Lng
ER Small Laser [DWP] 3 [DE] 2 4 5 2 +5
ER Small Laser [DWP] 3 [DE] 2 4 5 1 +7
Magshot [DWP] 2 [DB,S] 3 6 9 3
SRM 2 (OS) 2/Msl. 3 6 9

Armor: Mimetic (+3 - hexes moved) SWARM ATTACKS TABLE


4
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 356/69 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: SQUAD 2 13 +5
Type: HAUBERK COMMANDO Era: Dark Age 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
Ground MP: 1 [2 - with DWP detached] 2 ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
ER Small Laser [DWP] 3 [DE] 2 4 5 TROOPERS ACTIVE
ER Small Laser [DWP] 3 [DE] 2 4 5 1 2 3 4 5 6
Magshot [DWP] 2 [DB,S] 3 6 9 3 6 +0 +0 +0 +0 +1 +2
SRM 2 (OS) 2/Msl. 3 6 9 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Mimetic (+3 - hexes moved)
4 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 356/69 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: SQUAD 3 BATTLE ARMOR EQUIPMENT
Type: HAUBERK COMMANDO Era: Dark Age 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
Ground MP: 1 [2 - with DWP detached] Mech prone 2
2
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
ER Small Laser [DWP] 3 [DE] 2 4 5 Vehicle 2
ER Small Laser [DWP] 3 [DE] 2 4 5
Magshot [DWP] 2 [DB,S] 3 6 9 3 *Modifiers are cumulative
SRM 2 (OS) 2/Msl. 3 6 9

Armor: Mimetic (+3 - hexes moved)


4 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 356/69 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: SQUAD 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: HAUBERK COMMANDO Era: Dark Age 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: 1 [2 - with DWP detached] 2 7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
ER Small Laser [DWP] 3 [DE] 2 4 5 9 Front Left Torso Rear Left Torso
ER Small Laser [DWP] 3 [DE] 2 4 5 10 Rear Left Torso Rear Center Torso
Magshot [DWP] 2 [DB,S] 3 6 9 3 11 Rear Center Torso Front Left Torso
SRM 2 (OS) 2/Msl. 3 6 9
12 Head Head
Armor: Mimetic (+3 - hexes moved)
4
Mechanized: Swarm: Leg: AP:
BV: 356/69 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: SQUAD 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: HAUBERK COMMANDO Era: Dark Age 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: 1 [2 - with DWP detached] 5 Center Torso (rear) Rear
2 6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
ER Small Laser [DWP] 3 [DE] 2 4 5 TROOPER LARGE SUPPORT
ER Small Laser [DWP] 3 [DE] 2 4 5 NUMBER VEHICLE LOCATION*
Magshot [DWP] 2 [DB,S] 3 6 9 3 1 Right Side (Unit 1/Unit 2)
SRM 2 (OS) 2/Msl. 3 6 9 2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
Armor: Mimetic (+3 - hexes moved) 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: 356/69 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

BATTLE ARMOR: POINT 1 LEG ATTACKS TABLE


Type: ENHANCED SYLPH Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
2 46 0
Ground MP: 5
3 +2
Weapons & Equip. Dmg Min Sht Med Lng
BA Myomer Booster [E] 3 2 +5
Basic Manipulators (2) [E} 1 +7
ER Micro Laser 2 [DE] 1 2 4
4
Armor: Standard SWARM ATTACKS TABLE
5
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 189/27 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: POINT 2 13 +5
Type: ENHANCED SYLPH Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
2
Ground MP: 5
ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
BA Myomer Booster [E] 3 TROOPERS ACTIVE 1 2 3 4 5 6
Basic Manipulators (2) [E}
6 +0 +0 +0 +0 +1 +2
ER Micro Laser 2 [DE] 1 2 4
4 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Standard
5 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 189/27 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: POINT 3 BATTLE ARMOR EQUIPMENT
Type: ENHANCED SYLPH Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
2 Mech prone 2
Ground MP: 5
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
BA Myomer Booster [E] 3 Vehicle 2
Basic Manipulators (2) [E} *Modifiers are cumulative
ER Micro Laser 2 [DE] 1 2 4
4
Armor: Standard
5 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 189/27 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: POINT 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: ENHANCED SYLPH Era: Jihad 4 Rear Right Torso Rear Center Torso
Gunnery Skill: Anti-Mech Skill: 5 Front Right Torso Rear Right Torso
Ground MP: 5
2 6 Right Arm Front Right Torso
7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
BA Myomer Booster [E] 3 9 Front Left Torso Rear Left Torso
Basic Manipulators (2) [E} 10 Rear Left Torso Rear Center Torso
ER Micro Laser 2 [DE] 1 2 4 11 Rear Center Torso Front Left Torso
4
12 Head Head
Armor: Standard
5
Mechanized: Swarm: Leg: AP:
BV: 189/27 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: POINT 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: ENHANCED SYLPH 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: 5
2 5 Center Torso (rear) Rear
6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
BA Myomer Booster [E] 3 TROOPER LARGE SUPPORT
NUMBER VEHICLE LOCATION*
Basic Manipulators (2) [E}
1 Right Side (Unit 1/Unit 2)
ER Micro Laser 2 [DE] 1 2 4
4 2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
Armor: Standard 4 Left Side (Unit 1/Unit 2)
5 5 Rear (Unit 1/Unit 2)
Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)
BV: 189/27 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

BATTLE ARMOR: POINT 1 LEG ATTACKS TABLE


Type: ELEMENTAL II Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
2 46 0
Ground MP: 4
3 +2
Weapons & Equip. Dmg Min Sht Med Lng
AP Gauss Rifle 3 [S] 3 6 9 3 2 +5
BA Myomer Booster [E] 1 +7
Basic Manipulator (2) [E]
4
Armor: Standard SWARM ATTACKS TABLE
5
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 391/56 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: POINT 2 13 +5
Type: ELEMENTAL II Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
2
Ground MP: 4
ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
AP Gauss Rifle 3 [S] 3 6 9 3 TROOPERS ACTIVE 1 2 3 4 5 6
BA Myomer Booster [E]
6 +0 +0 +0 +0 +1 +2
Basic Manipulator (2) [E]
4 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Standard
5 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 391/56 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: POINT 3 BATTLE ARMOR EQUIPMENT
Type: ELEMENTAL II Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
2 Mech prone 2
Ground MP: 4
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
AP Gauss Rifle 3 [S] 3 6 9 3 Vehicle 2
BA Myomer Booster [E] *Modifiers are cumulative
Basic Manipulator (2) [E]
4
Armor: Standard
5 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 391/56 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: POINT 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: ELEMENTAL II Era: Jihad 4 Rear Right Torso Rear Center Torso
Gunnery Skill: Anti-Mech Skill: 5 Front Right Torso Rear Right Torso
Ground MP: 4
2 6 Right Arm Front Right Torso
7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
AP Gauss Rifle 3 [S] 3 6 9 3 9 Front Left Torso Rear Left Torso
BA Myomer Booster [E] 10 Rear Left Torso Rear Center Torso
Basic Manipulator (2) [E] 11 Rear Center Torso Front Left Torso
4
12 Head Head
Armor: Standard
5
Mechanized: Swarm: Leg: AP:
BV: 391/56 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: POINT 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: ELEMENTAL II 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
2 5 Center Torso (rear) Rear
6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
AP Gauss Rifle 3 [S] 3 6 9 3 TROOPER LARGE SUPPORT
NUMBER VEHICLE LOCATION*
BA Myomer Booster [E]
1 Right Side (Unit 1/Unit 2)
Basic Manipulator (2) [E]
4 2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
Armor: Standard 4 Left Side (Unit 1/Unit 2)
5 5 Rear (Unit 1/Unit 2)
Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)
BV: 391/56 Advanced *Unit 1 and Unit 2 represent two battle armor units

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BATTLE ARMOR
RECORD SHEET

BATTLE ARMOR: POINT 1 LEG ATTACKS TABLE


Type: ROGUE BEAR (Hybrid) Era: Jihad 1
BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-Mech Skill: TROOPERS ACTIVE MODIFIER
2 46 0
Ground MP: 1 Jump MP: 3
3 +2
Weapons & Equip. Dmg Min Sht Med Lng
Basic Manipulators (2) [E} 3 2 +5
Machine Gun 2 [DB,S] 1 2 3 1 +7
Machine Gun 2 [DB,S] 1 2 3
Camo System (+2 - hexes moved)
4
Armor: Basic Stealth (+0/+1/+2) SWARM ATTACKS TABLE
5
Mechanized: Swarm: Leg: AP: BATTLE ARMOR BASE TO-HIT
BV: 363/52 Advanced TROOPERS ACTIVE MODIFIER
46 +2
BATTLE ARMOR: POINT 2 13 +5
Type: ROGUE BEAR (Hybrid) Era: Jihad 1
Gunnery Skill: Anti-Mech Skill: SWARM ATTACK MODIFIERS TABLE
2
Ground MP: 1 Jump MP: 3
ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
Weapons & Equip. Dmg Min Sht Med Lng BATTLE ARMOR ARMOR TROOPERS ACTIVE
Basic Manipulators (2) [E} 3 TROOPERS ACTIVE 1 2 3 4 5 6
Machine Gun 2 [DB,S] 1 2 3
6 +0 +0 +0 +0 +1 +2
Machine Gun 2 [DB,S] 1 2 3
Camo System (+2 - hexes moved)
4 5 +0 +0 +0 +1 +2 +3
4 +0 +0 +1 +2 +3 +4
Armor: Basic Stealth (+0/+1/+2)
5 3 +0 +1 +2 +3 +4 +5
Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6
BV: 363/52 Advanced 1 +2 +3 +4 +5 +6 +7
BATTLE ARMOR: POINT 3 BATTLE ARMOR EQUIPMENT
Type: ROGUE BEAR (Hybrid) Era: Jihad 1 Claws with magnets 1
Gunnery Skill: Anti-Mech Skill: SITUATION*
2 Mech prone 2
Ground MP: 1 Jump MP: 3
Weapons & Equip. Dmg Min Sht Med Lng Mech or vehicle immobile 4
Basic Manipulators (2) [E} 3 Vehicle 2
Machine Gun 2 [DB,S] 1 2 3 *Modifiers are cumulative
Machine Gun 2 [DB,S] 1 2 3
Camo System (+2 - hexes moved)
4
Armor: Basic Stealth (+0/+1/+2)
5 SWARM ATTACKS HIT LOCATION TABLE
Mechanized: Swarm: Leg: AP:
BV: 363/52 Advanced 2D6 BIPEDAL FOUR-LEGGED
ROLL LOCATION LOCATION
BATTLE ARMOR: POINT 4 2 Head Head
1 3 Rear Center Torso Front Right Torso
Type: ROGUE BEAR (Hybrid) Era: Jihad 4 Rear Right Torso Rear Center Torso
Gunnery Skill: Anti-Mech Skill: 5 Front Right Torso Rear Right Torso
Ground MP: 1
2 6 Right Arm Front Right Torso
Jump MP: 3 7 Front Center Torso Front Center Torso
Weapons & Equip. Dmg Min Sht Med Lng 8 Left Arm Front Left Torso
Basic Manipulators (2) [E} 3 9 Front Left Torso Rear Left Torso
Machine Gun 2 [DB,S] 1 2 3 10 Rear Left Torso Rear Center Torso
Machine Gun 2 [DB,S] 1 2 3 11 Rear Center Torso Front Left Torso
Camo System (+2 - hexes moved)
4
12 Head Head
Armor: Basic Stealth (+0/+1/+2)
5
Mechanized: Swarm: Leg: AP:
BV: 363/52 Advanced TRANSPORT POSITIONS TABLE
TROOPER MECH VEHICLE
BATTLE ARMOR: POINT 5 NUMBER
1
LOCATION
Right Torso
LOCATION
Right Side
Type: ROGUE BEAR (Hybrid) 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: 1 Jump MP: 3
2 5 Center Torso (rear) Rear
6 Center Torso Rear
Weapons & Equip. Dmg Min Sht Med Lng
Basic Manipulators (2) [E} 3 TROOPER LARGE SUPPORT
NUMBER VEHICLE LOCATION*
Machine Gun 2 [DB,S] 1 2 3
1 Right Side (Unit 1/Unit 2)
Machine Gun 2 [DB,S] 1 2 3
Camo System (+2 - hexes moved)
4 2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
Armor: Basic Stealth (+0/+1/+2) 4 Left Side (Unit 1/Unit 2)
5 5 Rear (Unit 1/Unit 2)
Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)
BV: 363/52 Advanced *Unit 1 and Unit 2 represent two battle armor units

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
BAR: 10
Front Armor
(5)
Turret
Armor
V.T.O.L. VEHICLE RECORD SHEET (2)

VEHICLE DATA CREW DATA


Rotor
Type: LEXAN SURVEILLANCE HELO Crew: 4
Armor
Movement Points: Tonnage: 17 Gunnery Skill: Driving Skill: (2)
Cruising: 12 Tech Base: Inner Sphere
Co-Pilot Hit +1 Pilot Hit +2
Flank: 18 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Jihad Skill rolls
Movement Type: V.T.O.L.

Right Side Armor (3)


Engine Type: Fusion

Left Side Armor (3)


Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit
2 Small Laser T 3 [DE] 1 2 3 Sensor Hits +1 +2 +3 D
1 Guardian ECM Suite BD [E] 6 Stabilizers Turret Locked
1 Recon Camera T [E] Front Left Right Rear
*Move at Cruising speed only
Notes: Armored Chassis Modifications.

Rear Armor
(2)

VTOL ELEVATION TRACK


Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BV: 232 Elevation

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ARMOR DIAGRAM

Front Armor
(18)

WHEELED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: SKULKER MK II Crew: 2

Movement Points: Tonnage: 20 Gunnery Skill: Driving Skill:


Cruising: 7 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 11 (Experimental) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Wheeled Jihad Skill rolls

Right Side Armor (18)


Left Side Armor (18)

Engine Type: Fuel Cell

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Engine Hit
1 Angle ECM Suite BD [E] 6 Sensor Hits +1 +2 +3 D
1 Bloodhound Active BD [E] 6 Motive System Hits +1 +2 +3
Probe Stabilizers
1 Medium Laser FR 5 [DE] 3 6 9 Front Left Right
Rear

Rear Armor
(18)

BV: 454

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Stealth
Front Armor
(8)

V.T.O.L. VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Rotor
Type: S-9 WARRIOR STEALTH HELICOPTER Crew: 2
Armor
Movement Points: Tonnage: 21 Gunnery Skill: Driving Skill: (2)
Cruising: 10 Tech Base: Inner Sphere
Co-Pilot Hit +1 Pilot Hit +2
Flank: 15 [20] (Advanced) Modifier to Driving
Modifier to all Skill rolls
Jihad Skill rolls
Movement Type: V.T.O.L.

Right Side Armor (8)


Engine Type: XL Fusion

Left Side Armor (8)


Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit
1 ExtendedLRM 10 FR 1/Msl. 10 12 22 38 Sensor Hits +1 +2 +3 D
[M,C,S]
Stabilizers
1 Guardian ECM Suite BD [E] 6
Front Left Right Rear
1 VTOL Jet Booster BD [E]
*Move at Cruising speed only

Rear Armor
(6)

VTOL ELEVATION TRACK


Ammo: (ELRM 10) 9 Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BV: 668 Elevation

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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)

VEHICLE DATA CREW DATA


Rotor
Type: CAVALRY INFILTRATOR Crew: 2
Armor
Movement Points: Tonnage: 25 Gunnery Skill: Driving Skill: (2)
Cruising: 10 Tech Base: Inner Sphere
Co-Pilot Hit +1 Pilot Hit +2
Flank: 15 [20] (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: V.T.O.L. Jihad Skill rolls
Right Side Armor (12)
Left Side Armor (12)

Engine Type: Fusion

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit
2 Magshot T 2 [DB,X] 3 6 9 Sensor Hits +1 +2 +3 D
1 Guardian ECM Suite BD [E] 6 Stabilizers Turret Locked
1 VTOL Jet Booster BD [E] Front Left Right Rear
1 Infantry Bay (4 tons) BD [E] *Move at Cruising speed only

Rear Armor
(10)

VTOL ELEVATION TRACK


Ammo: (Magshot) 50 Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BV: 446 Elevation

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Hardened
Front Armor
(16)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: SCORPION MINESWEEPER Crew: 2

Movement Points: Tonnage: 25 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Dark Age Skill rolls
Movement Type: Tracked

Right Side Armor (11)


Left Side Armor (11)
Engine Type: Fuel Cell

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Engine Hit
2 LRM 5 FR 1/Msl. 6 7 14 21 Sensor Hits +1 +2 +3 D
[M,C,S]
Motive System Hits +1 +2 +3
1 Machine Gun FR 2 [DB,AI] 1 2 3 Stabilizers
1 Mine Sweeper FR [E] Front Left Right
Rear

Rear Armor
Ammo: (LRM 5) 72, (Machine Gun) 100 (10)

BV: 452

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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.

GROUND COMBAT VEHICLE CRITICAL HITS TABLE


LOCATION HIT
2D6 Roll FRONT SIDE REAR TURRET
25 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Front Armor
(13)

NAVAL VESSEL RECORD SHEET


VEHICLE DATA CREW DATA
Type: SEA SKIMMER (ELRM) Crew: 2

Movement Points: Tonnage: 25 Gunnery Skill: Driving Skill:


Cruising: 10 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 15 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Jihad Skill rolls
Movement Type: Naval (Hydrofoil)
Engine Type: Fusion

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Extended LRM 10 T 1/Msl. 10 12 22 38 Sensor Hits +1 +2 +3 D
[M,C,S]
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Right Armor (12)


Left Armor (12)

Turret Armor
(10)

NOTES

Ammo: (ELRM 10) 18


Rear Armor
BV: 556 (12)

DEPTH TRACK
Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Depth

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ARMOR DIAGRAM

Front Armor
(21)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: HUNTER AMPHIBIOUS TANK Crew: 3

Movement Points: Tonnage: 35 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (21)


Left Side Armor (21)
Engine Type: Fuel Cell Turret Armor
(17)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 LRT 10 FR 1/Trp. 6 7 14 21 Sensor Hits +1 +2 +3 D
[M,C,S]
Motive System Hits +1 +2 +3
2 Mine Dispenser RR [E] Stabilizers
1 Enhanced LRM 10 T 1/Msl. 3 7 14 21 Front Left Right
[M,C,S]
Rear Turret
Chassis Modification: Fully Amphibious

Rear Armor
Ammo: (NLRM 10) 12, (LRT 10) 12 (19)

BV: 639

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TM

ARMOR DIAGRAM

Front Armor
(24)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: PEGASUS (X-PULSE) Crew: 3

Movement Points: Tonnage: 35 Gunnery Skill: Driving Skill:


Cruising: 11 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 17 [22] (Advanced) Modifier to Driving
Modifier to all Skill rolls
Dark Age Skill rolls
Movement Type: Hover

Right Side Armor (18)


Left Side Armor (18)

Engine Type: XL Fusion with Supercharger Turret Armor


(18)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Medium X-Pulse Laser T 6 [P] 3 6 9 Sensor Hits +1 +2 +3 D
1 Streak SRM 6 T 2/Msl. 3 6 9 Motive System Hits +1 +2 +3
[M,C] Stabilizers
1 C Slave BD [E] Front Left Right
Rear Turret

Rear Armor
Ammo: (Streak SRM 6) 15 (11)

BV: 1,119

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ARMOR DIAGRAM
Front Armor
(25)

WiGE VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: HIRYO (Bloodhound) Crew: 3

Movement Points: Tonnage: 40 Gunnery Skill: Driving Skill:


Cruising: 8 Tech Base: Inner Sphere

Right Side Armor (25)


Left Side Armor (25)
Commander Hit +1 Driver Hit +2
Flank: 12 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Jihad Skill rolls
Movement Type: WiGE
Engine Type: Fusion

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Engine Hit
1 Medium X-Pulse Laser F 6 [P] 3 6 9 Sensor Hits +1 +2 +3 D
1 Bloodhound Active F [E] 8 Motive System Hits +1 +2 +3
Probe Stabilizers
1 Infantry Compartment BD [E] Front Left Right
(4 Tons)
Rear
Notes: Environmental Sealing

Rear Armor
(24)
BV: 504

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ARMOR DIAGRAM

Front Armor
(35)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: MYRMIDON (Anti-Infantry) Crew: 3

Movement Points: Tonnage: 40 Gunnery Skill: Driving Skill:


Cruising: 5 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 8 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (25)


Left Side Armor (25)

Engine Type: Fusion Turret Armor


(35)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
3 Light Machine Gun RSpo 1 [BD,AI] 2 4 6 Sensor Hits +1 +2 +3 D
3 Light Machine Gun LSpo 1 [DB,AI] 2 4 6 Motive System Hits +1 +2 +3
1 ER Large Laser T 8 [DE] 7 14 19 Stabilizers
Front Left Right
Rear Turret

Rear Armor
Ammo: (Light Machine Gun) 200 (24)

BV: 749

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ARMOR DIAGRAM

Front Armor
(30)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: PHALANX SUPPORT TANK Crew: 3

Movement Points: Tonnage: 40 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (24)


Left Side Armor (24)
Engine Type: XL Fusion Turret Armor
(20)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Machine Gun FR 2 [DB,AI] 1 2 3 Sensor Hits +1 +2 +3 D
1 Sniper Cannon T 10 [DB,AE] 2 4 8 12 Motive System Hits +1 +2 +3
Stabilizers
Chassis Modifications: Limited Amphibious
Front Left Right
Rear Turret

Rear Armor
Ammo (CASE): (Machine Gun) 100, (Sniper Cannon) 20 (22)

BV: 533

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ARMOR DIAGRAM

Front Armor
(44)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: BANDIT MK II Crew: 4

Movement Points: Tonnage: 50 Gunnery Skill: Driving Skill:


Cruising: 9 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 14 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Hover Jihad Skill rolls

Right Side Armor (32)


Left Side Armor (32)

Engine Type: Fusion Turret Armor


(36)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Machine Gun T 2 [DB,AI] 1 2 3 Sensor Hits +1 +2 +3 D
1 Medium VSP Laser T 9/7/5 2 5 9 Motive System Hits +1 +2 +3
[P,V] Stabilizers
Front Left Right
Notes: Armored Motive System
Rear Turret

Rear Armor
Ammo (CASE): (Machine Gun) 100 (34)

BV: 770

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ARMOR DIAGRAM
Reactive
Front Armor
(40)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: FULCRUM (Hybrid) Crew: 4

Movement Points: Tonnage: 50 Gunnery Skill: Driving Skill:


Cruising: 8 Tech Base: Mixed Tech (IS)
Commander Hit +1 Driver Hit +2
Flank: 12 [16] (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Hover Jihad Skill rolls

Right Side Armor (30)


Left Side Armor (30)
Engine Type: Fusion with Supercharger Turret Armor
(30)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Angel ECM Suite BD [E] 6 Sensor Hits +1 +2 +3 D
1 Magshot FR 2 [DB,X] 3 6 9 Motive System Hits +1 +2 +3
2 Magshot T 2 [DB,X] 3 6 9 Stabilizers
2 Medium Pulse Laser T 7 [P] 4 8 12 Front Left Right
(Clan)
Rear Turret
Notes: Armored Motive System.

Rear Armor
Ammo: (Magshot) 50 (30)

BV: 1,543

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ARMOR DIAGRAM

Front Armor
(22)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: VEDETTE V7 MEDIUM TANK Crew: 4

Movement Points: Tonnage: 50 Gunnery Skill: Driving Skill:


Cruising: 5 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 8 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (20)


Left Side Armor (20)

Engine Type: Fuel Cell Turret Armor


(18)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Magshot FR 2 [DB,X] 3 6 9 Sensor Hits +1 +2 +3 D
1 Bombast Laser T 12 [DE] 5 10 15 Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
Ammo (CASE): (Magshot) 50 (19)

BV: 599

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Hardened
Front Armor
(25)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: PO HEAVY TANK (HV) Crew: 4

Movement Points: Tonnage: 60 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Experimental) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (23)


Left Side Armor (23)
Engine Type: Fuel Call Turret Armor
(21)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Streak SRM 6 FR 2/Msl. 3 6 9 Sensor Hits +1 +2 +3 D
[M,C]
Motive System Hits +1 +2 +3
1 HVAC/10 T 10 [DB] 6 12 20 Stabilizers
Front Left Right
Rear Turret

Rear Armor
Ammo: (HVAC/10) 16, (Streak SRM 6) 15 (20)

BV: 1,021

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ARMOR DIAGRAM

Front Armor
(60)

WHEELED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: THUMPER ARTILLERY VEHICLE (Angel) Crew: 4

Movement Points: Tonnage: 60 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Dark Age Skill rolls
Movement Type: Wheeled

Right Side Armor (48)


Left Side Armor (48)

Engine Type: Fuel Cell

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Engine Hit
1 Thumper FR 15 1 2 21 Sensor Hits +1 +2 +3 D
[AE,S,F]
Motive System Hits +1 +2 +3
1 Machine Gun RSpo 2 [DB,AI] 1 2 3 Stabilizers
1 SRM 2 RSpo 2/Msl. 3 6 9 Front Left Right
[M,C,S]
Rear
1 Machine Gun LSpo 2 [DB,AI] 1 2 3
1 SRM 2 LSpo 2/Msl. 3 6 9
[M,C,S]
1 Angle ECM Suite BD [E] 6

Ammo (CASE): (SRM 2) 50, (Thumper) 80,


(Machine Gun) 200 Rear Armor
(36)

BV: 758

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ARMOR DIAGRAM

Front Armor
(48)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: ROMMEL HOWITZER Crew: 5

Movement Points: Tonnage: 65 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Dark Age Skill rolls
Movement Type: Tracked

Right Side Armor (47)


Left Side Armor (47)
Engine Type: Fusion Turret Armor
(40)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 ER Medium Laser FR 5 [DE] 4 8 12 Sensor Hits +1 +2 +3 D
1 Long Tom Cannon T 20 4 6 13 20 Motive System Hits +1 +2 +3
[DB,AE] Stabilizers
1 Thunderbolt 5 T 5 [M] 5 6 12 18 Front Left Right
Rear Turret

Rear Armor
Ammo: (Long Tom Cannon) 15, (Thunderbolt 5) 12 (46)

BV: 1,353

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ARMOR DIAGRAM
Hardened
Front Armor
(17)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: HEAVY NLRM CARRIER Crew: 6

Movement Points: Tonnage: 80 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (16)


Left Side Armor (16)

Engine Type: Fuel Cell Turret Armor


(17)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
4 Enhanced LRM 15 T 1/Msl. 3 7 14 21 Sensor Hits +1 +2 +3 D
[M,C,S]
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
Ammo: (NLRM 15) 48 (14)

BV: 1,245

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM

Front Armor
(65)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: CHALLENGER MK XV Crew: 6

Movement Points: Tonnage: 90 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (64)


Left Side Armor (64)
Engine Type: Fuel Cell Turret Armor
(57)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Magshot RSpo 2 [DB,X] 3 6 9 Sensor Hits +1 +2 +3 D
2 Magshot LSpo 2 [DB,X] 3 6 9 Motive System Hits +1 +2 +3
1 Gauss Rifle T 15 [DB,X] 2 7 15 22 Stabilizers
1 Silver Bullet Gauss T 15 2 7 15 22 Front Left Right
Rifle [DB,C,F,X]
Rear Turret

Rear Armor
Ammo: (Magshot) 100, (Silver Bullet) 24, (Gauss) 24 (57)

BV: 1,724

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM

Front Armor
(40)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: ONTOS HEAT Crew: 7

Movement Points: Tonnage: 95 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (37)


Left Side Armor (37)

Engine Type: Fusion Turret Armor


(30)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Enhanced LRM 15 T 1/Msl. 3 7 14 21 Sensor Hits +1 +2 +3 D
[M,C,S]
Motive System Hits +1 +2 +3
1 ER Large Laser T 8 [DE] 7 14 19 Stabilizers
3 Medium Laser T 5 [DE] 3 6 9 Front Left Right
Chassis Modifications: Environmental Sealing, Combat Vehicle Rear Turret
Escape Pod.

Rear Armor
Ammo: (NLRM 15) 16 (35)

BV: 1,173

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Front Armor
(20)

TRACKED VEHICLE RECORD SHEET

Front Right Side Armor (16)


Front Left Side Armor (16)
VEHICLE DATA CREW DATA
Type: KALKI CRUISE MISSILE LAUNCHER Crew: 10

Movement Points: Tonnage: 150 Gunnery Skill: Driving Skill:


Cruising: 2 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 3 (Experimental) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Engine Type: Fuel Cell

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Turret Armor
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit (12)

Rear Right Side Armor (16)


Rear Left Side Armor (16)
1 Cruise Missle/50 FR 50 1 2 50 Sensor Hits +1 +2 +3 D
[AE,S,F]
Motive System Hits +1 +2 +3
2 Magshot T 2 [DB,X] 3 6 9 Stabilizers
Front Left Right
Rear Turret

Rear Armor
(16)
Ammo: (Magshot) 50, (Cruise Missile/50) 1

BV: 1,036

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
BAR: 10 Front Armor
(18)

LARGE WiGE VEHICLE RECORD SHEET

Front Right Side Armor (18)


Front Left Side Armor (18)

VEHICLE DATA CREW DATA


Type: NISHIKIGOI (KOI VARIANT) Crew: 28

Movement Points: Tonnage: 240 Gunnery Skill: Driving Skill:


Cruising: 5 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 8 (10) (Experimental) Modifier to Driving
Modifier to all Skill rolls
Jihad Skill rolls
Movement Type: WiGE
Engine Type: Fusion with Supercharger

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Turret Armor
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit (18)
Rear Right Side Armor (18)
Rear Left Side Armor (18)

4 Thunderbolt 10 T 10 [M] 5 6 12 18 Sensor Hits +1 +2 +3 D


1 AMS RR 1 [DB,PD] 0 0 0 Motive System Hits +1 +2 +3
1 AMS LR 1 [DB,PD] 0 0 0 Stabilizers
1 Comms Equipment BD [E] Front Left Right
(8 tons) Rear Turret
Notes: Advanced Fire Control
Chassis Modification: Armored, Amphibious.

Cargo (51.5 tons standard) 1 door (Front)

Rear Armor
(16)
Ammo: (Thunderbolt 10) 60, (AMS) 24

BV: 2,017

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM

Front Armor
(20)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: HEPHAESTUS JUMP TANK Crew: 3

Movement Points: Tonnage: 35 Gunnery Skill: Driving Skill:


Cruising: 9 Tech Base: Clan
Flank: 14 Commander Hit +1 Driver Hit +2
(Advanced) Modifier to Driving
Modifier to all Skill rolls
Jump: 8 Jihad Skill rolls
Movement Type: Hover (Jump)

Right Side Armor (24)


Left Side Armor (24)
Engine Type: Fusion Turret Armor
(18)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 ER Medium Laser T 7 [DE] 5 10 15 Sensor Hits +1 +2 +3 D
1 TAG T 0 [S] 5 10 15 Motive System Hits +1 +2 +3
1 Active Probe BD [E] 5 Stabilizers
1 ECM Suite DB [E} 6 Front Left Right
Rear Turret
Notes: Armored Motive System

Rear Armor
(19)

BV: 1,044

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Front Armor
(30)
Turret
Armor
V.T.O.L. VEHICLE RECORD SHEET (20)

VEHICLE DATA CREW DATA


Rotor
Type: GARUDA HEAVY VTOL Crew: 3
Armor
Movement Points: Tonnage: 40 Gunnery Skill: Driving Skill: (2)
Cruising: 6 Tech Base: Clan
Co-Pilot Hit +1 Pilot Hit +2
Flank: 9 [12] (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: V.T.O.L. Jihad Skill rolls
Right Side Armor (25)
Left Side Armor (25)

Engine Type: Fusion

Weapons & Equipment Inventory (hexes)


CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit
1 ER Large Laser T 10 [DE] 8 15 25 Sensor Hits +1 +2 +3 D
1 TAG T 0 [S] 5 10 15 Stabilizers Turret Locked
1 Streak LRM 15 F 1/Msl. 7 14 21 Front Left Right Rear
[M,C,S]
*Move at Cruising speed only
1 ECM Suite BD [E] 6
1 VTOL Jet Booster BD [E]

Rear Armor
(22)

VTOL ELEVATION TRACK


Ammo: (Streak LRM 15) 8 Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BV: 1,484 Elevation

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ARMOR DIAGRAM

Front Armor
(25)

WHEELED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: SOKAR URBAN COMBAT UNIT Crew: 4

Movement Points: Tonnage: 50 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Clan
Commander Hit +1 Driver Hit +2
Flank: 6 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Wheeled Jihad Skill rolls

Right Side Armor (20)


Left Side Armor (20)
Engine Type: ICE Turret Armor
(15)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 ProtoMech AC/8 T 8 [DB,S] 3 7 10 Sensor Hits +1 +2 +3 D
4 AP Gauss Rifle T 2 [DB,X] 3 6 9 Motive System Hits +1 +2 +3
2 Heavy Flamer F 2 3 5 7 Stabilizers
[DE,H,AI] Front Left Right
Rear Turret

Rear Armor
Ammo: (AP Gauss) 40, (Flamer) 20, (ProtoMech AC/8) 20 (16)

BV: 599

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Hardened
Front Armor
(20)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: ENYO (ER Pulse) Crew: 4

Movement Points: Tonnage: 55 Gunnery Skill: Driving Skill:


Cruising: 5 Tech Base: Clan
Commander Hit +1 Driver Hit +2
Flank: 8 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (19)


Left Side Armor (19)

Engine Type: Fusion Turret Armor


(15)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 ER Medium Pulse T 6 [P] 5 9 14 Sensor Hits +1 +2 +3 D
Laser
Motive System Hits +1 +2 +3
2 SRM 6 F 2/Msl. 3 6 9 Stabilizers
[M,C,S]
Front Left Right
Rear Turret

Rear Armor
Ammo: (SRM 6) 30 (19)

BV: 1,130

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM
Reflective Front Armor
(30)

TRACKED VEHICLE RECORD SHEET


Turret 1
VEHICLE DATA CREW DATA (20)

Type: NUBERU ANTI-AIRCRAFT TANK Crew: 4

Movement Points: Tonnage: 60 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Clan
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls

Right Side Armor (28)


Jihad

Left Side Armor (28)


Skill rolls
Movement Type: Tracked
Engine Type: Fuel Cell
Turret 2
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE (20)

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

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ARMOR DIAGRAM
Front Armor
(40)

TRACKED VEHICLE RECORD SHEET


Turret 1
VEHICLE DATA CREW DATA (30)

Type: VIDAR HEAVY DEFENSE TANK Crew: 5

Movement Points: Tonnage: 75 Gunnery Skill: Driving Skill:


Cruising: 2 Tech Base: Clan
Commander Hit +1 Driver Hit +2
Flank: 3 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (35)


Left Side Armor (35)

Engine Type: Fuel Cell


Turret 2
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE (30)

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

Ammo: (LCL) 60, (LRM 15 Artemis V) 32, (AMS) 48


Rear Armor
(31)
BV: 1,396

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ARMOR DIAGRAM

Front Armor
(37)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: AITHON ASSAULT TRANSPORT Crew: 7

Movement Points: Tonnage: 100 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Clan
Commander Hit +1 Driver Hit +2
Flank: 5 (Advanced) Modifier to Driving
Modifier to all Skill rolls
Movement Type: Tracked Jihad Skill rolls

Right Side Armor (37)


Left Side Armor (37)
Engine Type: XL Fusion Turret Armor
(30)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Long Tom Cannon FR 20 4 6 13 20 Sensor Hits +1 +2 +3 D
[BD,AE]
Motive System Hits +1 +2 +3
4 Medium Pulse Laser T 7 [P] 4 8 12 Stabilizers
1 Infantry Bay BD Front Left Right
(10 tons)
Rear Turret
Notes: Armored Motive System

Rear Armor
Ammo: (Long Tom Cannon) 15 (34)

BV: 1,666

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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.

GROUND COMBAT VEHICLE CRITICAL HITS TABLE


LOCATION HIT
2D6 Roll FRONT SIDE REAR TURRET
25 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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PROTOMECH
RECORD SHEET

PROTOMECH 1 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SATYR-XP LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1: 2 Main Gun Main Gun Destroyed
Era: Jihad
Main Gun 2: 4 Right Arm +1 to Hit Right Arm Destroyed
Tons: 4
5,9 Legs 1 Walk MP 1/2 Walk MP No Move
Right Arm:
MP (Standard [WiGE]): 1 Jump 1/2 Jump
6,7,8 Torso Proto
Left Arm: /Cruise* /Cruise* Destroyed
Walk/Run/Jump 6/9/9 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:SRM 2 2/Msl. 3 6 9
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm
[M,C,S] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Torso B:
Notes:
None. Torso C: PILOT DATA Name:
Ammo:(SRM 2) 10 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 114

PROTOMECH 2 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SATYR-XP LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1: 2 Main Gun Main Gun Destroyed
Era: Jihad
Main Gun 2: 4 Right Arm +1 to Hit Right Arm Destroyed
Tons: 4
5,9 Legs 1 Walk MP 1/2 Walk MP No Move
Right Arm:
MP (Standard [WiGE]): 1 Jump 1/2 Jump
6,7,8 Torso Proto
Left Arm: /Cruise* /Cruise* Destroyed
Walk/Run/Jump 6/9/9 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:SRM 2 2/Msl. 3 6 9
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm
[M,C,S] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Torso B:
Notes:
None. Torso C: PILOT DATA Name:
Ammo:(SRM 2) 10 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 114

PROTOMECH 3 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SATYR-XP LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1: 2 Main Gun Main Gun Destroyed
Era: Jihad
Main Gun 2: 4 Right Arm +1 to Hit Right Arm Destroyed
Tons: 4
5,9 Legs 1 Walk MP 1/2 Walk MP No Move
Right Arm:
MP (Standard [WiGE]): 1 Jump 1/2 Jump
6,7,8 Torso Proto
Left Arm: /Cruise* /Cruise* Destroyed
Walk/Run/Jump 6/9/9 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:SRM 2 2/Msl. 3 6 9
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm
[M,C,S] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Torso B:
Notes:
None. Torso C: PILOT DATA Name:
Ammo:(SRM 2) 10 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 114

PROTOMECH 4 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SATYR-XP LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1: 2 Main Gun Main Gun Destroyed
Era: Jihad
Main Gun 2: 4 Right Arm +1 to Hit Right Arm Destroyed
Tons: 4
5,9 Legs 1 Walk MP 1/2 Walk MP No Move
Right Arm:
MP (Standard [WiGE]): 1 Jump 1/2 Jump
6,7,8 Torso Proto
Left Arm: /Cruise* /Cruise* Destroyed
Walk/Run/Jump 6/9/9 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:SRM 2 2/Msl. 3 6 9
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm
[M,C,S] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Torso B:
Notes:
None. Torso C: PILOT DATA Name:
Ammo:(SRM 2) 10 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 114

PROTOMECH 5 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SATYR-XP LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1: 2 Main Gun Main Gun Destroyed
Era: Jihad
Main Gun 2: 4 Right Arm +1 to Hit Right Arm Destroyed
Tons: 4
5,9 Legs 1 Walk MP 1/2 Walk MP No Move
Right Arm:
MP (Standard [WiGE]): 1 Jump 1/2 Jump
6,7,8 Torso Proto
Left Arm: /Cruise* /Cruise* Destroyed
Walk/Run/Jump 6/9/9 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:SRM 2 2/Msl. 3 6 9
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm
[M,C,S] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Torso B:
Notes:
None. Torso C: PILOT DATA Name:
Ammo:(SRM 2) 10 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 114

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

PROTOMECH 1 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun

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:

Torso F: PILOT DATA Name:


Ammo:(SRM 2) 5, (AP Gauss) 32 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 205

PROTOMECH 2 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS
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
Era: Jihad
Main Gun 2:
Tons: 6 4,5, Legs 1 Walk MP 1/2 Walk MP No Move
Torso A:AP Gauss Rifle 3 [DB,X] 3 6 9 9,10
MP (Standard): 6,7,8 Torso 1 Jump* 1/2 Jump*
Torso B:AP Gauss 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]
*Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Quad ProtoMech Torso E:

Torso F: PILOT DATA Name:


Ammo:(SRM 2) 5, (AP Gauss) 32 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 205

PROTOMECH 3 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS
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
Era: Jihad
Main Gun 2:
Tons: 6 4,5, Legs 1 Walk MP 1/2 Walk MP No Move
Torso A:AP Gauss Rifle 3 [DB,X] 3 6 9 9,10
MP (Standard): 6,7,8 Torso 1 Jump* 1/2 Jump*
Torso B:AP Gauss 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]
*Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Quad ProtoMech Torso E:

Torso F: PILOT DATA Name:


Ammo:(SRM 2) 5, (AP Gauss) 32 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 205

PROTOMECH 4 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS
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
Era: Jihad
Main Gun 2:
Tons: 6 4,5, Legs 1 Walk MP 1/2 Walk MP No Move
Torso A:AP Gauss Rifle 3 [DB,X] 3 6 9 9,10
MP (Standard): 6,7,8 Torso 1 Jump* 1/2 Jump*
Torso B:AP Gauss 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]
*Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Quad ProtoMech Torso E:

Torso F: PILOT DATA Name:


Ammo:(SRM 2) 5, (AP Gauss) 32 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 205

PROTOMECH 5 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS
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
Era: Jihad
Main Gun 2:
Tons: 6 4,5, Legs 1 Walk MP 1/2 Walk MP No Move
Torso A:AP Gauss Rifle 3 [DB,X] 3 6 9 9,10
MP (Standard): 6,7,8 Torso 1 Jump* 1/2 Jump*
Torso B:AP Gauss 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]
*Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
Quad ProtoMech Torso E:

Torso F: PILOT DATA Name:


Ammo:(SRM 2) 5, (AP Gauss) 32 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 205

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

PROTOMECH 1 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: MINOTAUR P2 LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:SRM 4 2/Msl. 3 6 9 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 9 Main Gun 2: [M,C,S] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Imp. Hvy Small Laser 6 [DE,X] 1 2 3
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Imp. Hvy Small Laser 6 [DE,X] 2 2 3 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 3/5/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

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

PROTOMECH 2 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: MINOTAUR P2 LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:SRM 4 2/Msl. 3 6 9 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 9 Main Gun 2: [M,C,S] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Imp. Hvy Small Laser 6 [DE,X] 1 2 3
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Imp. Hvy Small Laser 6 [DE,X] 2 2 3 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 3/5/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

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

PROTOMECH 3 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: MINOTAUR P2 LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:SRM 4 2/Msl. 3 6 9 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 9 Main Gun 2: [M,C,S] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Imp. Hvy Small Laser 6 [DE,X] 1 2 3
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Imp. Hvy Small Laser 6 [DE,X] 2 2 3 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 3/5/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

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

PROTOMECH 4 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: MINOTAUR P2 LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:SRM 4 2/Msl. 3 6 9 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 9 Main Gun 2: [M,C,S] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Imp. Hvy Small Laser 6 [DE,X] 1 2 3
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Imp. Hvy Small Laser 6 [DE,X] 2 2 3 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 3/5/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

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

PROTOMECH 5 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: MINOTAUR P2 LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:SRM 4 2/Msl. 3 6 9 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 9 Main Gun 2: [M,C,S] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Imp. Hvy Small Laser 6 [DE,X] 1 2 3
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Imp. Hvy Small Laser 6 [DE,X] 2 2 3 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 3/5/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:
[Cruise/Flank] N/A 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

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

PROTOMECH 1 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SVARTALFA LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:Streak SRM 6 2/Msl. 4 8 12 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 14 Main Gun 2: [M,C] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Med.Chemical Laser 5 [DE] 3 6 9
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Med.Chemical Laser 5 [DE] 3 6 9 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 1/1/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:Machine Gun 2 1 2 3
[Cruise/Flank] [4/6] 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.

None Torso C: PILOT DATA Name:


Ammo:(Streak) 10, (Chem. Laser) 30, (MG) 50 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 540

PROTOMECH 2 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SVARTALFA LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:Streak SRM 6 2/Msl. 4 8 12 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 14 Main Gun 2: [M,C] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Med.Chemical Laser 5 [DE] 3 6 9
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Med.Chemical Laser 5 [DE] 3 6 9 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 1/1/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:Machine Gun 2 1 2 3
[Cruise/Flank] [4/6] 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.

None Torso C: PILOT DATA Name:


Ammo:(Streak) 10, (Chem. Laser) 30, (MG) 50 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 540

PROTOMECH 3 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SVARTALFA LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:Streak SRM 6 2/Msl. 4 8 12 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 14 Main Gun 2: [M,C] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Med.Chemical Laser 5 [DE] 3 6 9
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Med.Chemical Laser 5 [DE] 3 6 9 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 1/1/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:Machine Gun 2 1 2 3
[Cruise/Flank] [4/6] 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.

None Torso C: PILOT DATA Name:


Ammo:(Streak) 10, (Chem. Laser) 30, (MG) 50 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 540

PROTOMECH 4 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SVARTALFA LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:Streak SRM 6 2/Msl. 4 8 12 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 14 Main Gun 2: [M,C] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Med.Chemical Laser 5 [DE] 3 6 9
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Med.Chemical Laser 5 [DE] 3 6 9 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 1/1/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:Machine Gun 2 1 2 3
[Cruise/Flank] [4/6] 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.

None Torso C: PILOT DATA Name:


Ammo:(Streak) 10, (Chem. Laser) 30, (MG) 50 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 540

PROTOMECH 5 ARMOR DIAGRAM


WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun
Type: SVARTALFA LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT
Head
Main Gun 1:Streak SRM 6 2/Msl. 4 8 12 2 Main Gun Main Gun Destroyed
Era: Jihad
Tons: 14 Main Gun 2: [M,C] 4 Right Arm +1 to Hit Right Arm Destroyed

5,9 Legs 1 Walk MP 1/2 Walk MP No Move


MP (Standard [WiGE]): Right Arm:Med.Chemical Laser 5 [DE] 3 6 9
6,7,8 Torso 1 Jump 1/2 Jump Proto
Left Arm:Med.Chemical Laser 5 [DE] 3 6 9 /Cruise* /Cruise* Destroyed
Walk/Run/Jump 1/1/0 10 Left Arm +1 to Hit Left Arm Destroyed
Torso
Left Legs Right
Torso A:Machine Gun 2 1 2 3
[Cruise/Flank] [4/6] 12 Head +1 to Hit +2 to Hit no Long range shots Arm Arm

Notes: Torso B: [DB,AI] *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.

None Torso C: PILOT DATA Name:


Ammo:(Streak) 10, (Chem. Laser) 30, (MG) 50 Gunnery Hits Taken 1 2 3 4 5 6
Skill: Consciousness # 3 5 7 10 11 Dead
BV: 540

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)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PTN-2M PATRON PATROLMECH Name:
Movement Points: Tonnage: 15 Gunnery Skill: Piloting Skill:
Walking: 2 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 3 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
3 Rocket Launcher 10 RT 3 1/Msl. 5 11 18 Center
Left Arm Torso Right Arm
[M,C] (2) (2)
(5)
2 Light Machine Gun RA 0 1 [DB,AI] 2 4 6
2 Light Machine Gun LA 0 1 [DB,AI] 2 4 6

Notes: Advanced Fire Control Left Right


Leg Center Leg
(2) Torso (2)
Rear (4)

Left Right
BV: 147 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (4)
Head
Right Torso (4)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Industrial Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Light Machine Gun 6. Life Support 5. Light Machine Gun 28*
6. Light Machine Gun 6. Light Machine Gun 27
1. Ammo (Light Machine Gun) 100
Center Torso 1. Ammo (Light Machine Gun) 100 Left Right 26*
2. Roll Again 1. Fuel Cell 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fuel Cell 3. Roll Again (2) (2)
4-6 3. Fuel Cell 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (5)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fuel Cell
Fuel Cell
Right Torso (3)
Leg
(3)
19*
1. Roll Again 4-6 4. Fuel Cell
1. Rocket Launcher 10 18*
2. Roll Again 2. Rocket Launcher 10
5. Roll Again 17*
3. Roll Again 3. Rocket Launcher 10
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 1 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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 (7)
Left Torso Right Torso
(7) (7)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: STINGER IIC Name:
Movement Points: Tonnage: 20 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AP Gauss Rifle RA 1 3 [DB,X] 3 6 9 Center
Left Arm Torso Right Arm
1 Improved Heavy RA 7 10 [DE,X] 3 6 9 (6) (6)
(8)
Medium Laser
1 Improved Heavy LA 7 10 [DE,X] 3 6 9
Medium Laser
Left Right
Leg Center Leg
(8) Torso (8)
Rear (4)

Left Right
BV: 730 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm (CASE) 1. Life Support Right Arm (CASE) Left Torso (5)
Head
Right Torso (5)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Improved Heavy Medium Laser 6. Life Support 5. Improved Heavy Medium Laser 28*
6. Improved Heavy Medium Laser 6. Improved Heavy Medium Laser 27
1. Endo Steel
Center Torso 1. AP Gauss Rifle Left Right 26*
2. Ferro-Fibrous 1. Fusion Engine 2. Endo Steel Arm Arm 25*
3. Ferro-Fibrous 2. Fusion Engine 3. Endo Steel (3) (3)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Roll Again 5. Ferro-Fibrous
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (6)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (4)
Leg
(4)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Ammo (AP Gauus) 40 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Ferro-Fibrous 1-3 4. Double Heat Sink 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Double Heat Sink 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 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
(10) (10)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: DOL-1A1 DOLA Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 8 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 12 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 8 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Angel ECM Suite CT [E] 6 Center
Left Arm Torso Right Arm
1 Sword RA 4 (10) (10)
(13)
2 ER Medium Laser LA 5 5 [DE] 4 8 12

Left Right
Leg Center Leg
(11) Torso (11)
Rear (6)

Left Right
BV: 950 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (7)
Head
Right Torso (7)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Sword 28*
6. Double Heat Sink 6. Sword 27
1. Double Heat Sink
Center Torso 1. Roll Again Left Right 26*
2. ER Medium Laser 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. ER Medium Laser 2. XL Fusion Engine 3. Roll Again (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Angel ECM Suite 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Angel ECM Suite 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 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 Leg Right 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. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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
(10) (10)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: INCUBUS II Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 8 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 12 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 10* Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Light Active Probe HD 0 [E] 3 Center
Left Arm Torso Right Arm
1 ER Medium RT 6 7 [P] 5 9 14 (10) (10)
(15)
Pulse Laser
1 ER Medium LT 6 7 [P] 5 9 14
Pulse Laser
1 Laser AMS LT 5 [PD] Left Right
Leg Center Leg
(14) Torso (14)
*Partial Wing adds +2 Jump MP, -3 heat in Standard
Rear (5)
Atmosphere (see pp. 293 and 295, TO for additional Rules)

Left Right
BV: 1,261 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (7)
Head
Right Torso (7)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Light Active Probe 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Ferro-Fibrous 6. Life Support 5. Endo Steel 28*
6. Ferro-Fibrous 6. Endo Steel 27
1. Ferro-Fibrous
Center Torso 1. Endo Steel Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Endo Steel (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Endo Steel
Center 23*
5. Ferro-Fibrous 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Double Heat Sink 17*
3. Partial Wing 3. Partial Wing
1-3 4. Partial Wing
6. Double Heat Sink 1-3 4. Partial Wing 16
5. Partial Wing 5. Partial Wing HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 10 (23)* 13*
Sensor Hits 30 Shutdown Double
2. ER Medium Pulse Laser 2. ER Medium Pulse Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. ER Medium Pulse Laser Life Support 3.
4-6 4.
ER Medium Pulse Laser 26 Shutdown, avoid on 10+ 11
4. Laser AMS Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 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

HANDHELD
WEAPONS

Medium Chemical Laser Weapon (3 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 93
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
2 Medium Chemical 2 5 [DE] 3 6 9
Laser

Streak LRM Weapon (3 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 108
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 Streak LRM 5 2 1/Msl. 7 14 21
[M,C]

LRM Weapon (3 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 130
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
2 LRM 5 2 1/Msl. 7 14 21
[M,C,S]

Streak SRM Weapon (3 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 100
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 Streak SRM 4 3 2/Msl. 4 8 12
[M,C]

AP Gauss Weapon (3 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 82
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
3 AP Gauss Rifle 1 3 [DB,X] 3 6 9

Machine Gun Weapon (2 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 37
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
4 Machine Gun 0 2 [DB,AI] 1 2 3

TAG Weapon (1.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 16
Qty Type Ht Dmg Min Sht Med Lng 8 None
Standard
1 TAG 0 0 [S] 5 10 15

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)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SDT-1A SPINDRIFT AQUATIC SECURITYMECH Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
UMU: 4 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 SRT 6 RT 4 2/Tpd. 3 6 9 Center
Left Arm Torso Right Arm
[M,C,S] (9) (9)
(10)
1 ER Small Laser LT 2 3 [DE] 2 4 5

Notes: Advanced Fire Control


Left Right
Leg Center Leg
(10) Torso (10)
Rear (6)

Left Right
BV: 449 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (7)
Head
Right Torso (7)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Industrial Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Enviromental Sealing 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Enviromental Sealing 6. Life Support 5. Enviromental Sealing 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (5) (5)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. Heat Sink 4-6 4. Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. Heat Sink
5. Enviromental Sealing 17*
3. Heat Sink 3. Heat Sink
1-3 4. UMU
6. Roll Again 1-3 4. UMU 16
5. ER Small Laser 5. SRT 6 HEAT DATA 15*
6. Ammo (SRT 6) 15 Engine Hits 6. SRT 6 Heat Heat Sinks: 14*
1. Enviromental Sealing
Gyro Hits 1. Enviromental Sealing Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. UMU 5. UMU 8 +1 Modifier to Fire
Damage Transfer
6. Enviromental Sealing 6. Enviromental Sealing 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 (8)
Left Torso Right Torso
(10) (10)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ARB-001 ARBITER SECURITYMECH Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Ejection Seat HD [E] Center
Left Arm Torso Right Arm
1 Heavy Rifle RA 4 9 [DB,S] 2 6 12 18 (10) (10)
(10)

Notes: Advanced Fire Control

Left Right
Leg Center Leg
(10) Torso (10)
Rear (2)

Left Right
BV: 507 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (8)
Head
Right Torso (8)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Industrial Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ejection Seat 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Heavy Rifle 29
5. Roll Again 6. Life Support 5. Heavy Rifle 28*
6. Roll Again 6. Heavy Rifle 27
1. Roll Again
Center Torso 1. Ammo (Heavy Rifle) 6 Left Right 26*
2. Roll Again 1. Fuel Cell 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fuel Cell 3. Roll Again (6) (6)
4-6 3. Fuel Cell 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fuel Cell
Fuel Cell
Right Torso (8)
Leg
(8)
19*
1. Roll Again 4-6 4. Fuel Cell
1. Roll Again 18*
2. Roll Again 2. Roll Again
5. Roll Again 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 1 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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
(11) (11)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: STO-6S STILETTO Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Guardian ECM Suite CT [E] 6 Center
Left Arm Torso Right Arm
1 Bloodhound Active RT [E] 6 (12) (12)
(16)
Probe
2 ER Medium Laser RT (T) 5 5 [DE] 4 8 12
1 Shoulder Turret RT [E]
2 ER Medium Laser LT (T) 5 5 [DE] 4 8 12 Left Right
1 Shoulder Turret LT [E] Leg Center Leg
(15) Torso (15)
Rear (5)

Left Right
BV: 1,171 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (8)
Head
Right Torso (8)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Ferro-Fibrous 6. Ferro-Fibrous 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. Fusion Engine 3. Ferro-Fibrous (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (8)
Leg
(8)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. ER Medium Laser (T) 18*
2. Double Heat Sink 2. ER Medium Laser (T)
5. Guardian ECM Suite 17*
3. Double Heat Sink 3. Shoulder Turret
1-3 4. ER Medium Laser (T)
6. Guardian ECM Suite 1-3 4. Bloodhound Active Probe 16
5. ER Medium Laser (T) 5. Bloodhound Active Probe HEAT DATA 15*
6. Shoulder Turret Engine Hits 6. Bloodhound Active Probe Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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
(12) (12)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: WLF-2H WOLFHOUND Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [12] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser CT 2 3 [DE] 2 4 5 Center
Left Arm Torso Right Arm
1 ER Medium Laser RT 5 5 [DE] 4 8 12 (12) (12)
(16)
1 ER Medium Laser LT 5 5 [DE] 4 8 12
1 Heavy PPC RA 15 15 [DE] 3 6 12 18
1 PPC Capacitor RA 5 +5 [DE]
Left Right
Notes: If playing under Advanced Rules trat head as having Leg Center Leg
(16) Torso (16)
Full-Head Ejection System.
Rear (6)

Left Right
BV: 1,511 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (8)
Head
Right Torso (8)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Heavy PPC 29
5. Endo Steel 6. Life Support 5. Heavy PPC 28*
6. Endo Steel 6. Heavy PPC 27
1. Endo Steel
Center Torso 1. Heavy PPC Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. PPC Capacitor Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (8)
Leg
(8)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Small Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. ER Medium Laser
Gyro Hits 1. Double Heat Sink Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Supercharger 2. Double Heat Sink 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Double Heat Sink 26 Shutdown, avoid on 10+ 11
4. Roll Again ER Medium Laser 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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
(16) (16)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BEOWULF IIC Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 [12] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Light TAG HD 0 0 [S] 3 6 9 Center
Left Arm Torso Right Arm
1 Watchdog CEWS CT [E] 4 (14) (14)
(20)
1 ER Large Pulse RA 13 10 [P] 7 15 23
Laser
2 ER Medium Pulse LA 6 7 [P] 5 9 14
Laser Left Right
Leg Center Leg
(22) Torso (22)
Rear (8)

Left Right
BV: 2.048 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (11)
Head
Right Torso (11)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Light TAG 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. ER Medium Pulse Laser 6. Life Support 5. ER Large Pulse Laser 28*
6. ER Medium Pulse Laser 6. ER Large Pulse Laser 27
1. ER Medium Pulse Laser
Center Torso 1. ER Large Pulse Laser Left Right 26*
2. ER Medium Pulse Laser 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Watchdog CEWS 17*
3. Jump Jet 3. Jump Jet
1-3 4. Jump Jet
6. Watchdog CEWS 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. MASC Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. MASC Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Roll Again Ferro-Fibrous 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Double Heat Sink 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 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
(17) (17)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: WFT-2B WOLF TRAP Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Medium X-Pulse LT 6 6 [P] 3 6 9 Center
Left Arm Torso Right Arm
Laser (14) (14)
(17)
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22

Left Right
Leg Center Leg
(20) Torso (20)
Rear (5)

Left Right
BV: 1,439 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (11)
Head
Right Torso (11)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Gauss Rifle
1-3 4. Hand Actuator 5. Sensors 1-3 4. Gauss Rifle 29
5. Ferro-Fibrous 6. Life Support 5. Gauss Rifle 28*
6. Ferro-Fibrous 6. Gauss Rifle 27
1. Ferro-Fibrous
Center Torso 1. Gauss Rifle Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Gauss Rifle (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ammo (Gauss) 8
Center 23*
5. Ferro-Fibrous 5. Ammo (Gauss) 8
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium X-Pulse Laser
6. Roll Again 1-3 4. Endo Steel 16
5. Medium X-Pulse Laser 5. Endo Steel HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Endo Steel 25 5 Movement Points
5. Ferro-Fibrous 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Endo Steel 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 Leg Right 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
(20) (20)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HBK-7R HUNCHBACK Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc
Ht Dmg Min Sht Med Lng
1 TAG HD
0 0 [S] 5 10 15 Center
Left Arm Torso Right Arm
1 Guardian ECM Suite CT
[E] 6 (16) (16)
(27)
1 Ultra AC/10 RT
4 10/Sht. 6 12 18
[DB,R,C]
1 ER Medium Laser RA 5 5 [DE] 4 8 12
1 ER Medium Laser LA 5 5 [DE] 4 8 12 Left Right
Leg Center Leg
(24) Torso (24)
Rear (5)

Left Right
BV: 1,248 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. TAG 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. ER Medium Laser 6. Life Support 5. ER Medium Laser 28*
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous 27
1. Light Ferro-Fibrous
Center Torso 1. Light Ferro-Fibrous Left Right 26*
2. Light Ferro-Fibrous 1. XL Fusion Engine 2. Light Ferro-Fibrous Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Guardian ECM Suite 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Guardian ECM Suite 1-3 4. Ultra AC/10 16
5. Double Heat Sink 5. Ultra AC/10 HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Ultra AC/10 Heat Heat Sinks: 14*
1. Double Heat Sink
Gyro Hits 1. Ultra AC/10 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Double Heat Sink 2. Ultra AC/10 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Ultra AC/10 26 Shutdown, avoid on 10+ 11
4. Ammo (Ultra AC/10) 10 Ultra AC/10 25 5 Movement Points
5. Ammo (Ultra AC/10) 10 5. Light Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. CASE II 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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
(16) (16)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: LGN-2F LEGIONNAIRE Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Rotary AC/5 RT 1 5/Sht. 5 10 15 Center
Left Arm Torso Right Arm
[DB,R,C] (14) (14)
(20)
1 ER Medium Laser RA 5 5 [DE] 4 8 12
1 ER Medium Laser LA 5 5 [DE] 4 8 12

Left Right
Leg Center Leg
(22) Torso (22)
Rear (7)

Left Right
BV: 1,808 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Sensors Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Ammo (RAC/5) 20 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ammo (RAC/5) 20 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Ammo (RAC/5) 20 1-3 4. Hand Actuator 29
5. ER Medium Laser 6. Roll Again 5. ER Medium Laser 28*
6. Reflective 6. Reflective 27
1. Reflective
Center Torso 1. Reflective Left Right 26*
2. Reflective 1. XL Fusion Engine 2. Reflective Arm Arm 25*
3. Reflective 2. XL Fusion Engine 3. Reflective (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Reflective 1-3 4. Gyro
Reflective
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Torso-Mounted Cockpit 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Life Support
6. Sensors 1-3 4. Life Support 16
5. Endo Steel 5. Rotary AC/5 HEAT DATA 15*
6. Endo Steel Engine Hits 6. Rotary AC/5 Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Rotary AC/5 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Rotary AC/5 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Rotary AC/5 26 Shutdown, avoid on 10+ 11
4. Endo Steel Rotary AC/5 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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 (8)
Left Torso Right Torso
(12) (12)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MN2-A SARISSA SECURITYMECH Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Ejection System HD [E] Center
Left Arm Torso Right Arm
1 Machine Gun CT 0 2 [DB,AI] 1 2 3 (10) (10)
(16)
1 Small Laser CT 1 3 [DE] 1 2 3
1 Blazer Cannon RA 16 12 [DE] 5 10 15
1 Medium Laser LA 3 5 [DE] 3 6 9
Left Right
Notes: Advanced Fire Control Leg Center Leg
(10) Torso (10)
Rear (6)

Left Right
BV: 771 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Industrial Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ejection Seat 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Laser 6. Life Support 5. Blazer Cannon 28*
6. Roll Again 6. Blazer Cannon 27
1. Roll Again
Center Torso 1. Blazer Cannon Left Right 26*
2. Roll Again 1. Fusion Engine 2. Blazer Cannon Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (8) (8)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. Heat Sink 4-6 4. Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. Heat Sink
5. Small Laser 17*
3. Heat Sink 3. Heat Sink
1-3 4. Ammo (Machine Gun) 100
6. Machine Gun 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 18 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Heat Sink 6. Heat Sink 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
(19) (19)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: TBT-K7R TREBUCHET Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 5 [6] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 [9] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Dark Age

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser RT 5 5 [DE] 4 8 12 Center
Left Arm Torso Right Arm
1 Streak SRM 6 RT 4 2/Msl. 3 6 9 (16) (16)
(24)
[M,C]
2 ER Flamer LT 4 2 3 5 7
[DE,H,AI]
1 Chain Whip RA 3 Left Right
1 ER Medium Laser LA 5 5 [DE] 4 8 12 Leg Center Leg
(24) Torso (24)
1 Mech Taser LA 6 1 1 2 4
Rear (7)
[DB,S,X]

Left Right
BV: 1,408 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. ER Medium Laser 6. Life Support 5. Chain Whip 28*
6. Mech Taser 6. Chain Whip 27
1. Mech Taser
Center Torso 1. Endo Steel Left Right 26*
2. Mech Taser 1. Light Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. Light Fusion Engine 3. Endo Steel (8) (8)
4-6 3. Light Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Light Fusion Engine
Light Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. Light Fusion Engine 4-6 4. Light Fusion Engine
1. Light Fusion Engine 18*
2. Light Fusion Engine 2. Light Fusion Engine
5. Jump Jet 17*
3. ER Flamer 3. Streak SRM 6
1-3 4. ER Flamer
6. Roll Again 1-3 4. Streak SRM 6 16
5. Ammo (Streak SRM 6) 15 5. ER Medium Laser HEAT DATA 15*
6. Ammo (Taser) 5 Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Ammo (Taser) 5
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. CASE 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Triple-Strength Myomer 26 Shutdown, avoid on 10+ 11
4. Triple-Strength Myomer Triple-Strength Myomer 25 5 Movement Points
5. Triple-Strength Myomer 5. Triple-Strength Myomer 10*
24 +4 Modifier to Fire
6. Triple-Strength Myomer 6. Roll Again 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 Leg Right 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. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 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
(18) (18)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: URSUS 3 Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Flamer HD 4 2 3 5 7 Center
Left Arm Torso Right Arm
[DE,H,AI] (15) (15)
(25)
1 Watchdog CEWS CT [E] 4
1 Improved Heavy RT 7 10 [DE,X] 3 6 9
Medium Laser
1 Improved Heavy LT 7 10 [DE,X] 3 6 9 Left Right
Medium Laser Leg Center Leg
(23) Torso (23)
2 ProtoMech AC/8 RA 2 8 [DB,S] 3 7 10
Rear (7)
3 AP Gauss LA 1 3 [DB,X] 3 6 9

Left Right
BV: 1,284 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm (CASE II) 1. Life Support Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Flamer 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. ProtoMech AC/8 29
5. AP Gauss Rifle 6. Life Support 5. ProtoMech AC/8 28*
6. AP Gauss Rifle 6. ProtoMech AC/8 27
1. AP Gauss Rifle
Center Torso 1. ProtoMech AC/8 Left Right 26*
2. Ammo (AP Gauss) 40 1. Fusion Engine 2. ProtoMech AC/8 Arm Arm 25*
3. Ammo (AP Gauss) 40 2. Fusion Engine 3. ProtoMech AC/8 (8) (8)
4-6 3. Fusion Engine 4-6 4. 24*
4. CASE II 1-3 4. Gyro
ProtoMech AC/8
Center 23*
5. Ferro-Fibrous 5. ProtoMech AC/8
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
Fusion Engine
Fusion Engine
Right Torso (CASE II) (12)
Leg
(12)
19*
1. Improved Heavy Medium Laser 4-6 4. Fusion Engine
1. Improved Heavy Medium Laser 18*
2. Improved Heavy Medium Laser 2. Improved Heavy Medium Laser
5. Watchdog CEWS 17*
3. Ferro-Fibrous 3. Ammo (Proto AC/8) 10
1-3 4. Ferro-Fibrous
6. Watchdog CEWS 1-3 4. Ammo (Proto AC/8) 10 16
5. Roll Again 5. Ammo (Proto AC/8) 10 HEAT DATA 15*
6. Roll Again Engine Hits 6. CASE II Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Ferro-Fibrous Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Double Heat Sink 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 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
(20) (20)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: APL-4M APOLLO Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser HD 5 5 [DE] 4 8 12 Center
Left Arm Torso Right Arm
1 ExtendedLRM 15 RT 8 1/Msl. 10 12 22 38 (17) (17)
(27)
[M,C,S[
1 ExtendedLRM 15 LT 8 1/Msl. 10 12 22 38
[M,C,S]
Left Right
Leg Center Leg
(25) Torso (25)
Rear (7)

Left Right
BV: 1,343 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (13)
Head
Right Torso (13)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous (9) (9)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (13)
Leg
(13)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine Composite
5. Roll Again 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ExtendedLRM 15
6. Roll Again 1-3 4. ExtendedLRM 15 16
5. ExtendedLRM 15 5. ExtendedLRM 15 HEAT DATA 15*
6. ExtendedLRM 15 Engine Hits 6. ExtendedLRM 15 Heat Heat Sinks: 14*
1. ExtendedLRM 15
Gyro Hits 1. ExtendedLRM 15 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. ExtendedLRM 15 2. ExtendedLRM 15 12
28 Ammo Exp. avoid on 8+
4-6
3. ExtendedLRM 15 Life Support 3.
4-6 4.
ExtendedLRM 15 26 Shutdown, avoid on 10+ 11
4. Ammo (ELRM 15) 6 Ammo (ELRM 15) 6 25 5 Movement Points
5. Ammo (ELRM 15) 6 5. Ammo (ELRM 15) 6 10*
24 +4 Modifier to Fire
6. CASE II 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 Leg Right 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. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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
(19) (19)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MAD CAT III Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Dark Age

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 ER Micro Laser CT 1 2 [DE] 1 2 4 Center
Left Arm Torso Right Arm
2 ER Micro Laser RT 1 2 [DE] 1 2 4 (15) (15)
(20)
1 LRM 20 RT 6 1/Msl. 7 14 21
w/Artemis V FCS [M,C,S]
2 ER Micro Laser LT 1 2 [DE] 1 2 4
1 LRM 20 LT 6 1/Msl. 7 14 21 Left Right
w/Artemis V FCS [M,C,S] Leg Center Leg
(22) Torso (22)
2 ER Medium Laser RA 5 7 [DE] 5 10 15
Rear (8)
2 ER Medium Laser LA 5 7 [DE] 5 10 15

Left Right
BV: 2,400 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (13)
Head
Right Torso (13)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. ER Medium Laser 5. Sensors 1-3 4. ER Medium Laser 29
5. ER Medium Laser 6. Life Support 5. ER Medium Laser 28*
6. Endo-Composite 6. Endo-Composite 27
1. Endo-Composite
Center Torso 1. Endo-Composite Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (9) (9)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (13)
Leg
(13)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Micro Laser 17*
3. LRM 20 3. LRM 20
1-3 4. LRM 20
6. ER Micro Laser 1-3 4. LRM 20 16
5. LRM 20 5. LRM 20 HEAT DATA 15*
6. LRM 20 Engine Hits 6. LRM 20 Heat Heat Sinks: 14*
1. Artemis V FCS
Gyro Hits 1. Artemis V FCS Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Artemis V FCS 2. Artemis V FCS 12
28 Ammo Exp. avoid on 8+
4-6
3. ER Micro Laser Life Support 3.
4-6 4.
ER Micro Laser 26 Shutdown, avoid on 10+ 11
4. ER Micro Laser ER Micro Laser 25 5 Movement Points
5. Ammo (LRM 20 Artemis V) 6 5. Ammo (LRM 20 Artemis V) 6 10*
24 +4 Modifier to Fire
6. Ammo (LRM 20 Artemis V) 6 6. Ammo (LRM 20 Artemis V) 6 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 Leg Right 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. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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 (8)
Left Torso Right Torso
(18) (18)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: QKD-8P QUICKDRAW Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 5 [6] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 [9] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Republic

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 PPC HD 10 10 [DE] 3 6 12 18 Center
Left Arm Torso Right Arm
1 TAG HD 0 [S] 5 10 15 (16) (16)
(30)
1 Guardian ECM Suite RT [E] 6
2 Medium Laser RT 3 5 [DE] 3 6 9
1 Streak SRM 4 LT 3 2/Msl. 3 6 9
[M,C,S] Left Right
Leg Center Leg
(28) Torso (28)
Rear (10)

Left Right
BV: 1,598 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Sensors Right Arm Left Torso (14)
Head
Right Torso (14)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. PPC 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. PPC 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. PPC 1-3 4. Hand Actuator 29
5. Triple-Strength Myomer 6. TAG 5. Triple-Strength Myomer 28*
6. Triple-Strength Myomer 6. Triple-Strength Myomer 27
1. Triple-Strength Myomer
Center Torso 1. Triple-Strength Myomer Left Right 26*
2. Endo Steel 1. Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. Fusion Engine 3. Endo Steel (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Compact Gyro
Endo Steel
Center 23*
5. Roll Again 5. Roll Again
5. Compact Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Fusion Engine (20)
21
1. Fusion Engine Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Torso-Mounted Cockpit
Right Torso (14)
Leg
(14)
19*
1. Life Support 4-6 4. Sensors
1. Life Support 18*
2. Streak SRM 4 2. Medium Laser
5. Roll Again 17*
3. Ammo (Streak SRM 4) 25 3. Medium Laser
1-3 4. Endo Steel
6. Roll Again 1-3 4. Guardian ECM Suite 16
5. Endo Steel 5. Guardian ECM Suite HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 12 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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

HANDHELD
WEAPONS

Heavy LRM Weapon (12 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 236
Qty Type Ht Dmg Min Sht Med Lng 16
Standard
1 LRM 20 6 1/Msl. 6 7 14 21
[M,C,S]

Heavy LB-X Weapon (12 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 174
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 LB 10-X AC 2 10 6 12 18
[DB,C/S/F]

Heavy Streak Weapon (12 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 248
Qty Type Ht Dmg Min Sht Med Lng 32
Standard
3 Streak SRM 4 3 2/Msl. 3 6 9
[M,C,S]

Heavy Rotary AC Weapon (12 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 310
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 Rotary AC/5 1/Sht 5/Sht. 5 10 15
[DB,R/CS]

Heavy Thunderbolt Weapon (12 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 239
Qty Type Ht Dmg Min Sht Med Lng 32
Standard
1 Thunderbolt-10 5 10 [M] 5 6 12 18

Light Autocannon Weapon (6 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 82
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 Light Ac/5 1 5 [DB] 5 10 15

Light Anti-Infantry Weapon (6 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo (MG): BV: 64
Qty Type Ht Dmg Min Sht Med Lng 16
Standard
5 Machine Gun 0 2 [DB, AI] 1 2 3
1 Vehicular Flamer 0 2 1 2 3
[DE,H,AI] Ammo (Flamer):

Light Laser Weapon (6 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 110
Qty Type Ht Dmg Min Sht Med Lng 32 None
Standard
1 Medium Laser 3 5 [DE] 3 6 9

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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: TSG-9DDC TI TSANG Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [14] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 ER Medium Laser RT 5 5 [DE] 4 8 12 Center
Left Arm Torso Right Arm
1 Targeting Computer RT [E] (20) (20)
(30)
2 ER Medium Laser LT 5 5 [DE] 4 8 12
1 Lance RA 12
1 ER Medium Laser LA 5 5 [DE] 4 8 12
4 Small X-Pulse LA 3 3 [P] 2 4 5 Left Right
Laser Leg Center Leg
(22) Torso (22)
Rear (9)

Left Right
BV: 1,984 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (14)
Head
Right Torso (14)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Endo Steel 1-3 4. Hand Actuator 29
5. ER Medium Laser 6. Endo Steel 5. Lance 28*
6. Small X-Pulse Laser 6. Lance 27
1. Small X-Pulse Laser
Center Torso 1. Lance Left Right 26*
2. Small X-Pulse Laser 1. XL Fusion Engine 2. Triple-Strength Myomer Arm Arm 25*
3. Small X-Pulse Laser 2. XL Fusion Engine 3. Triple-Strength Myomer (10) (10)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Triple-Strength Myomer
Center 23*
5. Endo Steel 5. Triple-Strength Myomer
5. Gyro Torso
6. Endo Steel 6. Triple-Strength Myomer 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Supercharger 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Triple-Strength Myomer 1-3 4. Jump Jet 16
5. ER Medium Laser 5. ER Medium Laser HEAT DATA 15*
6. ER Medium Laser Engine Hits 6. ER Medium Laser Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Targeting Computer Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Targeting Computer 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Targeting Computer 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 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
(20) (20)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: AXM-6T AXMAN Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Thunderbolt 15 RT 7 15 [M] 5 6 12 18 Center
Left Arm Torso Right Arm
1 Thunderbolt 15 LT 7 15 [M] 5 6 12 18 (20) (20)
(25)
2 ER Medium Laser RL 5 5 [DE] 4 8 12
2 ER Medium Laser LL 5 5 [DE] 4 8 12

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)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Light Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (10) (10)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Light Ferro-Fibrous 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Thunderbolt 15
6. Light Ferro-Fibrous 1-3 4. Thunderbolt 15 16
5. Thunderbolt 15 5. Thunderbolt 15 HEAT DATA 15*
6. Thunderbolt 15 Engine Hits 6. Thunderbolt 15 Heat Heat Sinks: 14*
1. Ammo (Thunderbolt 15) 4
Gyro Hits 1. Ammo (Thunderbolt 15) 4
Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (Thunderbolt 15) 4 2. Ammo (Thunderbolt 15) 4 12
28 Ammo Exp. avoid on 8+
4-6
3. CASE Life Support 3.
4-6 4.
CASE 26 Shutdown, avoid on 10+ 11
4. Light Ferro-Fibrous Light Ferro-Fibrous 25 5 Movement Points
5. Light Ferro-Fibrous 5. Light Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. ER Medium Laser 5. ER Medium Laser 8 +1 Modifier to Fire
Damage Transfer
6. ER Medium Laser 6. ER Medium Laser 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

HANDHELD
WEAPONS

Light Autocannon Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 86
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
1 LRM 20 6 1/Msl. 6 7 14 21
[M,C,S]

Enhanced LRM Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 111
Qty Type Ht Dmg Min Sht Med Lng 0
Standard
1 NLRM 10 2 1/Msl. 3 7 14 221
[M,C,S]

ER Medium Laser Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 78
Qty Type Ht Dmg Min Sht Med Lng 8 None
Standard
1 ER Medium Laser 5 5 [DE] 4 8 12

Heavy Flamer Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 51
Qty Type Ht Dmg Min Sht Med Lng 16
Standard
3 Heavy Flamer 5 4 2 3 4
[DE,H,AI]

Fluid Gun (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 28
Qty Type Ht Dmg Min Sht Med Lng 8
Standard
2 Fluid Gun 0 * 1 2 3
[DE,S]

LRM Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 138
Qty Type Ht Dmg Min Sht Med Lng 0
Standard
3 LRM 5 2 1/Msl. 6 6 14 21

MML Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo (LRM): BV: 107
Qty Type Ht Dmg Min Sht Med Lng 16
1 MML 7 1 [M,C,S] Standard
LRM 1/Msl. 6 7 14 21 Ammo (SRM):
SRM 2/Msl 3 6 9

Streak SRM Weapon (6.5 tons)


Weapons & Equipment Inventory (hexes) Armor: Ammo: BV: 132
Qty Type Ht Dmg Min Sht Med Lng 16
Standard
1 Streak SRM 6 4 2/Msl. 3 6 9
[M,C,S]

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)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RCL-Z1M DEEP LORD MILITIAMECH Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 SRM 6 RT 4 2/Msl. 3 6 9 Center
Left Arm Torso Right Arm
[M,C,S] (16) (16)
(16)
1 Heavy Rifle LT (T) 4 9 [DB,S] 2 6 12 18
1 Shoulder Turret LT [E]
1 Mace RA 17
Left Right
Notes: Advanced Fire Control Leg Center Leg
(16) Torso (16)
Rear (5)

Left Right
BV: 713 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Industrial Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Mace 28*
6. Roll Again 6. Mace 27
1. Roll Again
Center Torso 1. Mace Left Right 26*
2. Roll Again 1. Fuel Cell 2. Mace Arm Arm 25*
3. Roll Again 2. Fuel Cell 3. Mace (10) (10)
4-6 3. Fuel Cell 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Mace
Center 23*
5. Roll Again 5. Mace
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fuel Cell
Fuel Cell
Right Torso (15)
Leg
(15)
19*
1. Heavy Rifle (T) 4-6 4. Fuel Cell
1. SRM 6 18*
2. Heavy Rifle (T) 2. SRM 6
5. Roll Again 17*
3. Heavy Rifle (T) 3. Ammo (SRM 6) 15
1-3 4. Shoulder Turret
6. Roll Again 1-3 4. Ammo (SRM 6) 15 16
5. Ammo (Heavy Rifle) 6 5. Roll Again HEAT DATA 15*
6. Ammo (Heavy Rifle) 6 Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 7 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BGS-4T BARGHEST Name: Left Right
Torso Torso
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill: (21) (21)
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Center
Qty Type Loc Ht Dmg Min Sht Med Lng Torso
1 C Slave HD [E] (28)
1 Improved Heavy RT 2 22 [DB,X] 3 6 12 19
Gauss Rifle
1 ER Large Laser LT (T) 12 8 [DE] 7 14 19
1 ER Medium Laser LT (T) 5 5 [DE] 4 8 12
1 Quad Turret LT [E]

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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GHR-7P GRASSHOPPER Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Bloodhound Active HD [E] 6 Center
Left Arm Torso Right Arm
Probe (22) (22)
(32)
1 ER Medium Laser HD 5 5 [DE] 4 8 12
1 ER Medium Laser RA 5 5 [DE] 4 8 12
1 Large X-Pulse Laser RA 14 9 [P] 5 10 15
1 ER Medium Laser LA 5 5 [DE] 4 8 12 Left Right
1 Large X-Pulse Laser LA 14 9 [P] 5 10 15 Leg Center Leg
(30) Torso (30)
Rear (11)

Left Right
BV: 1,806 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Sensors Right Arm Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. ER Medium Laser 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Bloodhound Active Probe 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Bloodhound Active Probe 1-3 4. Hand Actuator 29
5. Large X-Pulse Laser 6. Bloodhound Active Probe 5. Large X-Pulse Laser 28*
6. Large X-Pulse Laser 6. Large X-Pulse Laser 27
1. ER Medium Laser
Center Torso 1. ER Medium Laser Left Right 26*
2. Endo Steel 1. Light Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. Light Fusion Engine 3. Endo Steel (11) (11)
4-6 3. Light Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Light Fusion Engine
Light Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. Light Fusion Engine 4-6 4. Light Fusion Engine
1. Light Fusion Engine 18*
2. Light Fusion Engine 2. Light Fusion Engine
5. Torso-Mounted Cockpit 17*
3. Life Support 3. Life Support
1-3 4. Double Heat Sink
6. Sensors 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Improved Jump Jet
Gyro Hits 1. Improved Jump Jet Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. Improved Jump Jet 2. Improved Jump Jet 12
28 Ammo Exp. avoid on 8+
4-6
3. Improved Jump Jet Life Support 3.
4-6 4.
Improved Jump Jet 26 Shutdown, avoid on 10+ 11
4. Improved Jump Jet Improved Jump Jet 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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. Improved Jump Jet 5. Improved Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Improved Jump Jet 6. Improved Jump Jet 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
(23) (23)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: THR-C4 THUNDER Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium X-Pulse HD 6 6 [P] 3 6 9 Center
Left Arm Torso Right Arm
Laser (22) (22)
(34)
1 Thunderbolt 20 RA 8 20 [M] 5 6 12 18
3 ER Medium Laser LA 5 5 [DE] 4 8 12

Left Right
Leg Center Leg
(30) Torso (30)
Rear (9)

Left Right
BV: 2,028 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium X-Pulse Laser 3. Thunderbolt 20
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Thunderbolt 20 29
5. Double Heat Sink 6. Life Support 5. Thunderbolt 20 28*
6. Double Heat Sink 6. Thunderbolt 20 27
1. ER Medium Laser
Center Torso 1. Thunderbolt 20 Left Right 26*
2. ER Medium Laser 1. XL Fusion Engine 2. Ammo (Thunderbolt 20) 3 Arm Arm 25*
3. ER Medium Laser 2. XL Fusion Engine 3. Ammo (Thunderbolt 20) 3 (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Ammo (Thunderbolt 20) 3
Center 23*
5. Endo Steel 5. Ammo (Thunderbolt 20) 3
5. Gyro Torso
6. Roll Again 6. CASE II 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Improved Jump Jet
6. Endo Steel 1-3 4. Improved Jump Jet 16
5. Improved Jump Jet 5. Improved Jump Jet HEAT DATA 15*
6. Improved Jump Jet Engine Hits 6. Improved Jump Jet Heat Heat Sinks: 14*
1. Improved Jump Jet
Gyro Hits 1. Improved Jump Jet Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Improved Jump Jet 2. Improved Jump Jet 12
28 Ammo Exp. avoid on 8+
4-6
3. Improved Jump Jet Life Support 3.
4-6 4.
Improved Jump Jet 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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
(24) (24)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: THUNDERBOLT IIC Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 8 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht
Dmg Min Sht Med Lng
1 Streak LRM 15 RT 5
1/Msl. 7 14 21 Center
Left Arm Torso Right Arm
[M,C,S] (22) (22)
(33)
3 ER Medium Laser LT 5 7 [DE] 5 10 15
1 Improved Heavy RA 18 16 [DE,X] 5 10 15
Large Laser
1 Improved Heavy LA 18 16 [DE,X] 5 10 15 Left Right
Large Laser Leg Center Leg
(30) Torso (30)
Rear (10)

Left Right
BV: 2,475 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm (CASE) 1. Life Support Right Arm (CASE) Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Improved Heavy Large Laser 6. Life Support 5. Improved Heavy Large Laser 28*
6. Improved Heavy Large Laser 6. Improved Heavy Large Laser 27
1. Improved Heavy Large Laser
Center Torso 1. Improved Heavy Large Laser Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. ER Medium Laser 5. Streak LRM 15 HEAT DATA 15*
6. ER Medium Laser Engine Hits 6. Streak LRM 15 Heat Heat Sinks: 14*
1. ER Medium Laser
Gyro Hits 1. Streak LRM 15 Level* Effects 17 (34) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Ammo (Streak LRM 15) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Ammo (Streak LRM 15) 8 26 Shutdown, avoid on 10+ 11
4. Roll Again CASE II 25 5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Double Heat Sink 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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ON3-M ORION Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 TAG HD 0 0 [S] 5 10 15 Center
Left Arm Torso Right Arm
1 Gauss Rifle RT 1 15 [DB,X] 2 7 15 22 (22) (22)
(35)
1 ER Medium Laser RA 5 5 [DE] 4 8 12
1 ER Medium Laser LA 5 5 [DE] 4 8 12
1 ExtendedLRM 15 LA 8 1/Msl. 10 12 22 38
[M,C,S] Left Right
Leg Center Leg
(31) Torso (31)
Rear (10)

Left Right
BV: 1,826 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (16)
Head
Right Torso (16)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. TAG 3. Lower Arm Actuator
1-3 4. ExtendedLRM 15 5. Sensors 1-3 4. ER Medium Laser 29
5. ExtendedLRM 15 6. Life Support 5. Roll Again 28*
6. ExtendedLRM 15 6. Roll Again 27
1. ExtendedLRM 15
Center Torso 1. Roll Again Left Right 26*
2. ExtendedLRM 15 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. ExtendedLRM 15 2. XL Fusion Engine 3. Roll Again (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. ER Medium Laser 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Ammo (Gauss) 8 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Ammo (ELRM 15) 6
6. Ammo (Gauss) 8 1-3 4. Gauss Rifle 16
5. Ammo (ELRM 15) 6 5. Gauss Rifle HEAT DATA 15*
6. Ammo (ELRM 15) 6 Engine Hits 6. Gauss Rifle Heat Heat Sinks: 14*
1. Ammo (ELRM 15) 6
Gyro Hits 1. Gauss Rifle Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. CASE II 2. Gauss Rifle 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Gauss Rifle 26 Shutdown, avoid on 10+ 11
4. Roll Again Gauss Rifle 25 5 Movement Points
5. Roll Again 5. CASE II 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: LFA-1A PANDARUS Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ExtendedLRM 10 RT 6 1/Msl. 10 12 22 38 Center
Left Arm Torso Right Arm
[M,C,S] (21) (21)
(32)
1 ExtendedLRM 10 LT 6 1/Msl. 10 12 22 38
[M,C,S]
1 ER Medium Laser RA 5 5 [DE] 4 8 12
1 ExtendedLRM 10 LA 6 1/Msl. 10 12 22 38 Left Right
[M,C,S] Leg Center Leg
(26) Torso (26)
Rear (9)

Left Right
BV: 1,589 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (16)
Head
Right Torso (16)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. ExtendedLRM 10 5. Sensors 1-3 4. ER Medium Laser 29
5. ExtendedLRM 10 6. Life Support 5. Roll Again 28*
6. ExtendedLRM 10 6. Roll Again 27
1. ExtendedLRM 10
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (12) (12)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. ExtendedLRM 10 4-6 4. Fusion Engine
1. ExtendedLRM 10 18*
2. ExtendedLRM 10 2. ExtendedLRM 10
5. Endo Steel 17*
3. ExtendedLRM 10 3. ExtendedLRM 10
1-3 4. ExtendedLRM 10
6. Endo Steel 1-3 4. ExtendedLRM 10 16
5. Ammo (ELRM 10) 9 5. Ammo (ELRM 10) 9 HEAT DATA 15*
6. Ammo (ELRM 10) 9 Engine Hits 6. Ammo (ELRM 10) 9 Heat Heat Sinks: 14*
1. Ammo (ELRM 10) 9
Gyro Hits 1. Ammo (ELRM 10) 9 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. CASE II 2. CASE II 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 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 Leg Right 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
(25) (25)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HTM-35K HATAMOTO-KAERU Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
UMU: 4 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser CT 3 5 [DE] 3 6 9 Center
Left Arm Torso Right Arm
1 LRM 15 RT 5 1/Msl. 6 7 14 21
(26) (35) (26)
[M,C,S]
2 Medium Laser RT 3 5 [DE] 3 6 9
1 LRM 15 LT 5 1/Msl. 6 7 14 21
[M,C,S]
2 Medium Laser LT 3 5 [DE] 3 6 9
Left Right
1 Snub-Nose PPC RA 10 10/8/5 9 13 15 Leg Leg
Center
[DE,V] (34) (34)
Torso
1 Snub-Nose PPC LA 10 10/8/5 9 13 15 Rear (15)
[DE,V]
1 SRT 4 RL 3 2/Trp. 3 6 9
[M,C,S]
1 SRT 4 RL 3 2/Trp. 3 6 9
[M,C,S]
1 MASS HD [E]
Notes: If playing under Advanced Rules, treat head as having
Full-Head Ejection System.
Left Right
BV: 1,961 Torso Rear Torso Rear
(9) (9)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (17)
Head
Right Torso (17)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. MASS 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Snub-Nose PPC 6. Life Support 5. Snub-Nose PPC 28*
6. Snub-Nose PPC 6. Snub-Nose PPC 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous (13) (13)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (17)
Leg
(17)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine Composite
5. Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. UMU
6. Ammo (SRT 4) 25 1-3 4. UMU 16
5. UMU 5. UMU HEAT DATA 15*
6. LRM 15 Engine Hits 6. LRM 15 Heat Heat Sinks: 14*
1. LRM 15
Gyro Hits 1. LRM 15 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. LRM 15 2. LRM 15 12
28 Ammo Exp. avoid on 8+
4-6
3. Medium Laser Life Support 3.
4-6 4.
Medium Laser 26 Shutdown, avoid on 10+ 11
4. Medium Laser Medium Laser 25 5 Movement Points
5. Ammo (LRM 15) 8 5. Ammo (LRM 15) 8 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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. SRT 4 5. SRT 4 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MAD CAT II ENHANCED Name:
Movement Points: Tonnage: 90 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 5 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 10 RT 4 1/Msl. 7 14 21 Center
Left Arm Torso Right Arm
[M,C,S] (20) (20)
(30)
1 LRM 10 LT 4 1/Msl. 7 14 21
1 ER Large Pulse RA 13 10 [P] 7 15 23 Hardened
Laser
1 ER Medium Laser RA 5 7 [DE] 5 10 15 Left Right
1 ER Large Pulse LA 13 10 [P] 7 15 23 Leg Center Leg
(23) Torso (23)
Laser
Rear (15)
1 ER Medium Laser LA 5 7 [DE] 5 10 15

Left Right
BV: 2,732 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (19)
Head
Right Torso (19)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ER Large Pulse Laser 4. Endo Steel 3. ER Large Pulse Laser
1-3 4. ER Large Pulse Laser 5. Sensors 1-3 4. ER Large Pulse Laser 29
5. ER Large Pulse Laser 6. Life Support 5. ER Large Pulse Laser 28*
6. ER Medium Laser 6. ER Medium Laser 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (15) (15)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (29)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (19)
Leg
(19)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 18 (36) 13*
Sensor Hits 30 Shutdown Double
2. Jump Jet 2. Jump Jet 12
28 Ammo Exp. avoid on 8+
4-6
3. LRM 10 Life Support 3.
4-6 4.
LRM 10 26 Shutdown, avoid on 10+ 11
4. Ammo (LRM 10) 12 Ammo (LRM 10) 12 25 5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 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 Leg Right 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
(30) (30)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PDG-1R PENDRAGON Name:
Movement Points: Tonnage: 95 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc
Ht Dmg Min Sht Med Lng
1 C Slave HD
[E] Center
Left Arm Torso Right Arm
3 ER Medium Laser RT
5 5 [DE] 4 8 12 (32) (32)
(48)
1 ER PPC LT
15 10 [DE] 7 14 23
1 PPC Capacitor 5LT +5 [E]
1 ExtendedLRM 15 RA
8 1/Msl. 10 12 22 38
[M,C,S] Left Right
1 ExtendedLRM 15 LA 8 1/Msl. 10 12 22 38 Leg Center Leg
(40) Torso (40)
[M,C,S]
Rear (12)

Left Right
BV: 2,216 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (20)
Head
Right Torso (20)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ExtendedLRM 15 4. C Slave 3. ExtendedLRM 15
1-3 4. ExtendedLRM 15 5. Sensors 1-3 4. ExtendedLRM 15 29
5. ExtendedLRM 15 6. Life Support 5. ExtendedLRM 15 28*
6. ExtendedLRM 15 6. ExtendedLRM 15 27
1. ExtendedLRM 15
Center Torso 1. ExtendedLRM 15 Left Right 26*
2. ExtendedLRM 15 1. XL Fusion Engine 2. ExtendedLRM 15 Arm Arm 25*
3. Ammo (ELRM 15) 6 2. XL Fusion Engine 3. Ammo (ELRM 15) 6 (16) (16)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ammo (ELRM 15) 6 1-3 4. Gyro
Ammo (ELRM 15) 6
Center 23*
5. CASE II 5. CASE II
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (30)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (20)
Leg
(20)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine Composite
5. Roll Again 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ER PPC
6. Roll Again 1-3 4. ER Medium Laser 16
5. ER PPC 5. ER Medium Laser HEAT DATA 15*
6. ER PPC Engine Hits 6. ER Medium Laser Heat Heat Sinks: 14*
1. PPC Capacitor
Gyro Hits 1. Ferro-Fibrous Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Roll Again 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 Leg Right 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. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 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

EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: BULLET SUICIDE DRONE Nose Damage
Thrust: Tonnage: 20 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Inner Sphere 1 (7)
Key:-
Maximum Thrust: 9 (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 SRM 2 [M,C,S] N 2
Ammo (SRM) 50
1 Booby Trap [AE,OS] 100 Point Defense
1 Drone Operating
System [E]

Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (5) 1 (5)

Fuel: 320 Points

BV: 104

Aft Damage
Threshold
(Total Armor)
1 (3)

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT


Name: MINIMUM STRAIGHT MOVEMENT
Avionics +1 +2 +5 Engine 2 4 D (IN HEXES)
Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED
VELOCITY FIGHTER WING SUPPORT VEHICLES
FCS +2 +4 D Gear +5 1 8 8
Hits Taken 1 2 3 4 5 6
2 12 14
Life Consciousness # 3 5 7 10 11 Dead 3 16 20
Sensors +1 +2 +5 +2
4 20 26
Support
5 24 32
Modifier +1 +2 +3 +4 +5 6 28 38
7 32 44
8 36 50
VELOCITY RECORD 9 40 56
10 44 62
Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68
Thrust 12 52 74
Velocity
Velocity above 12 is not possible on ground maps.
Effective Velocity
Altitude
FIGHTER RETURN TABLE
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust SAFE THRUST TURNS BEFORE RETURN
14 3
Velocity
58 2
Effective Velocity 912 1
Altitude 13+ 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

EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: DRAKE MEDIUM STRIKE FIGHTER Nose Damage
Thrust: Tonnage: 35 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Inner Sphere 1 (10)
Key:-
Maximum Thrust: 9 (Advanced) HE - High Explosive
Dark Age LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
2 MML 3 [M,C,S] N
LRM (40 salvos/ton) 2 2 2
SRM (33 salvos/ton) 3
Ammo (MML) 80/66
1 Guardian ECM Suite [E] A

Notes: Vehicular Stealth Armor. 10 Heat Sinks.


Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (8) 1 (8)

Fuel: 560 Points

BV: 389

Aft Damage
Threshold
(Total Armor)
1 (6)

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT


Name: MINIMUM STRAIGHT MOVEMENT
Avionics +1 +2 +5 Engine 2 4 D (IN HEXES)
Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED
VELOCITY FIGHTER WING SUPPORT VEHICLES
FCS +2 +4 D Gear +5 1 8 8
Hits Taken 1 2 3 4 5 6
2 12 14
Life Consciousness # 3 5 7 10 11 Dead 3 16 20
Sensors +1 +2 +5 +2
4 20 26
Support
5 24 32
Modifier +1 +2 +3 +4 +5 6 28 38
7 32 44
8 36 50
VELOCITY RECORD 9 40 56
10 44 62
Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68
Thrust 12 52 74
Velocity
Velocity above 12 is not possible on ground maps.
Effective Velocity
Altitude
FIGHTER RETURN TABLE
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust SAFE THRUST TURNS BEFORE RETURN
14 3
Velocity
58 2
Effective Velocity 912 1
Altitude 13+ 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

EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: PLANETLIFTER TACTICAL SUPPORT AIRCRAFT Nose Damage
Thrust: Tonnage: 50 Threshold (Total Armor)
Safe Thrust: 4 Tech Base: Inner Sphere 3 (22)
Key:-
Maximum Thrust: 6 (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Arrow IV Missile A 10
Launcher [AE]*
Ammo (Arrow IV) 10
1 Angel ECM Suite [E] N
1 Look-Down Radar [E] N
1 Command Console [E] N

*Arrow IV Missile Launcher may deliver artillery attacks to Structural


ground targets only. May not engage airborne targets. Integrity:
5
Notes: Vehicular Stealth Armor
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (7) 1 (7)

Fuel: 320 Points

BV: 475

Aft Damage
Threshold
(Total Armor)
2 (12)

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT


Name: MINIMUM STRAIGHT MOVEMENT
Avionics +1 +2 +5 Engine 2 4 D (IN HEXES)
Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED
VELOCITY FIGHTER WING SUPPORT VEHICLES
FCS +2 +4 D Gear +5 1 8 8
Hits Taken 1 2 3 4 5 6
2 12 14
Life Consciousness # 3 5 7 10 11 Dead 3 16 20
Sensors +1 +2 +5 +2
4 20 26
Support
5 24 32
Modifier +1 +2 +3 +4 +5 6 28 38
7 32 44
8 36 50
VELOCITY RECORD 9 40 56
10 44 62
Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68
Thrust 12 52 74
Velocity
Velocity above 12 is not possible on ground maps.
Effective Velocity
Altitude
FIGHTER RETURN TABLE
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust SAFE THRUST TURNS BEFORE RETURN
14 3
Velocity
58 2
Effective Velocity 912 1
Altitude 13+ 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

EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SEABUSTER STRIKE FIGHTER Nose Damage
Thrust: Tonnage: 50 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Inner Sphere 2 (19)
Key:-
Maximum Thrust: 8 (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Ultra AC/20 N 0 30
[DB,R/C]
Ammo (Ultra) 20
1 Medium Laser [DE] L/RW 3 5

Structural
Integrity:
5
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (10) 1 (10)

Fuel: 320 Points

BV: 856

Aft Damage
Threshold
(Total Armor)
1 (10)

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT


Name: MINIMUM STRAIGHT MOVEMENT
Avionics +1 +2 +5 Engine 2 4 D (IN HEXES)
Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED
VELOCITY FIGHTER WING SUPPORT VEHICLES
FCS +2 +4 D Gear +5 1 8 8
Hits Taken 1 2 3 4 5 6
2 12 14
Life Consciousness # 3 5 7 10 11 Dead 3 16 20
Sensors +1 +2 +5 +2
4 20 26
Support
5 24 32
Modifier +1 +2 +3 +4 +5 6 28 38
7 32 44
8 36 50
VELOCITY RECORD 9 40 56
10 44 62
Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68
Thrust 12 52 74
Velocity
Velocity above 12 is not possible on ground maps.
Effective Velocity
Altitude
FIGHTER RETURN TABLE
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust SAFE THRUST TURNS BEFORE RETURN
14 3
Velocity
58 2
Effective Velocity 912 1
Altitude 13+ 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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: OF-17A-R CHEETAH Nose Damage
Thrust: Tonnage: 25 Threshold (Total Armor)
Safe Thrust: 12 Tech Base: Inner Sphere 2 (11)
Key:-
Maximum Thrust: 18 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Hyperspectral Imager [E] N
1 Guardian ECM Suite [E] N
2 Small Laser [DE] A 1 3

Structural
Integrity:
12
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (11) 2 (11)

Fuel: 320 Points

BV: 290

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
1 (7)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10
Gunnery Skill: Piloting Skill: 30 Shutdown Single 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SB-31D SABRE Nose Damage
Thrust: Tonnage: 25 Threshold (Total Armor)
Safe Thrust: 11 Tech Base: Inner Sphere 2 (15)
Key:-
Maximum Thrust: 17 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Medium Laser [DE] N 5 5 5
1 Laser AMS [PD] N 7
1 ER Medium Laser [DE] L/RW 5 5 5
1 Laser AMS [PD] L/RW 7

Structural
Integrity:
11
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
3 (22) 3 (22)

Fuel: 400 Points

BV: 935

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (20)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 11 (22)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: CORAX C Nose Damage
Thrust: Tonnage: 30 Threshold (Total Armor)
Safe Thrust: 9 Tech Base: Clan 5 (46)
Key:-
Maximum Thrust: 14 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Streak LRM 15 [M,C,S] N 5 15 15 15
Ammo (Streak LRM 15) 16
1 ER Medium Laser [DE] L/RW 5 7 7

Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (34) 4 (34)

Fuel: 400 Points

BV: 1,233

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (30)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: RF-1 UMBRA Nose Damage
Thrust: Tonnage: 30 Threshold (Total Armor)
Safe Thrust: 10 Tech Base: Inner Sphere 5 (45)
Key:-
Maximum Thrust: 15 Era: (Asvanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Snub-Nose PPC N 15 15 13
w/Capacitor [DE]
2 ER Medium Laser [DE] N 5 5 5

Notes: Small Cockpit

Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (32) 4 (32)

Fuel: 400 Points

BV: 1,319

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (34)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: WKT-1S WILDKATZE Nose Damage
Thrust: Tonnage: 45 Threshold (Total Armor)
Safe Thrust: 8 Tech Base: Inner Sphere 5 (47)
Key:-
Maximum Thrust: 12 Era: (Advanced) HE - High Explosive
Dark Age LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Binary Laser [DE] N 16 12 12
1 MLM 5 [M,C,S] L/RW 2
LRM (20 salvos/ton) 3 3 3
SRM (24 salvos/ton) 6
Ammo (MML) 24/20
1 ER Medum Laser [DE] A 5 5 5

Notes: Reflective Armor Structural


Integrity:
8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (35) 4 (35)

Fuel: 320 Points

BV: 1,291

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (27)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: CSR-12D CORSAIR Nose Damage
Thrust: Tonnage: 50 Threshold (Total Armor)
Safe Thrust: 8 Tech Base: Inner Sphere 10 (95)
Key:-
Maximum Thrust: 12 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons
& Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Large X-Pulse Laser [P] N 14 9 9
1 Medium X-Pulse Laser [P] N 6 6
1 ER Medium Laser [DE] L/RW 5 5 5
1 Medium X-Pulse Laser [P] A 6 6

Structural
Integrity:
8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
8 (72) 8 (72)

Fuel: 400 Points

BV: 1,619

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (48)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 15 (30)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: TR-13G TRANSIT Nose Damage
Thrust: Tonnage: 50 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Inner Sphere 7 (65)
Key:-
Maximum Thrust: 9 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Long Tom Cannon [DB] N 20 20 20 20
Ammo (Tong Tom Cannon) 15
2 ER Medium Laser [DE] N 5 5 5
1 ER Medium Laser [DE] L/RW X X X

Notes: Reflective Armor

Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (35) 4 (35)

Fuel: 400 Points

BV: 1,522

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (33)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: TYRE 3 Nose Damage
Thrust: Tonnage: 55 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Clan 5 (45)
Key:-
Maximum Thrust: 8 Era: (Advanced) HE - High Explosive
Dark Age LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 LRM 20 N 6 16 16 16
w/Artemis V FCS [M,C,S]
Ammo (LRM 20 Artemis) 18
2 ER Medium Laser [DE] N 5 7 7
1 Improved Heavy L/RW 18 16 16
Large Laser [DE]
1 Laser AMS [DE,PD] A 5 Point Defense
Structural
Integrity:
5
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (40) 4 (40)

Fuel: 400 Points

BV: 1,499

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (38)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 22 (44)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: LCF-3 LUCIFER III Nose Damage
Thrust: Tonnage: 65 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Inner Sphere 12 (119)
Key:-
Maximum Thrust: 8 Era: (Advanced) HE - High Explosive
Dark Age LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 Binary Laser N 16 12 12
Cannon [DE]
1 ELRM 10 [M,C,S] L/RW 12 6 6 6 6
Ammo (ELRM) 18
1 Medium X-Pulse Laser [P] A 6 6

Structural
Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
9 (86) 9 (86)

Fuel: 400 Points

BV: 2,356

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
9 (85)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 13 (26)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: PERSEPOLIS Nose Damage
Thrust: Tonnage: 70 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Clan 6 (56)
Key:-
Maximum Thrust: 9 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
2 ER Large Laser [DE] N 12 10 10 10 10
2 Improved Heavy N 7 10
Medium Laser [DE]
1 Streak LRM 20 L/RW 6 20 20 20
[M,C,S]
Ammo (Streak LRM 20) 12
2 Improved Heavy A 3 6
Medium Laser Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (40) 4 (40)

Fuel: 400 Points

BV: 2,323

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (36)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


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,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SU-14 SUZAKU Nose Damage
Thrust: Tonnage: 70 Threshold (Total Armor)
Safe Thrust: 7 Tech Base: Inner Sphere 7 (66)
Key:-
Maximum Thrust: 11 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 MRM 40 [M,C,S] N 6 12 12
Ammo (MRM 40) 24
1 ER PPC L/RW 20 15 15 15
w/Capacitor [DE]
1 Laser AMS [DE,PD] A 7 Point Defense

Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
6 (58) 6 (58)

Fuel: 320 Points

BV: 1,940

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
6 (56)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


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,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: RPR-300S RAPIER Nose Damage
Thrust: Tonnage: 85 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Inner Sphere 8 (77)
Key:-
Maximum Thrust: 9 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
2 Hyper-Velocity AC/10 N 7 10 10 10
[DB,S]
Ammo (HVAC 10) 24
1 Extended LRM 10 N 6 6 6 6 6
[M,C,S]
Ammo (ELRM) 18
1 ER Medium Laser [DE] L/RW 5 5 5
2 ER Medium Laser [DE] L/RW 5 5 5 Structural
Integrity:
8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
7 (64) 7 (64)

Fuel: 400 Points

BV: 1,867

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
7 (62)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 15 (30)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: HYDASPES 3 Nose Damage
Thrust: Tonnage: 95 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Clan 10 (100)
Key:-
Maximum Thrust: 8 Era: (Advanced) HE - High Explosive
Jihad LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (16) (712) (1320) (2125)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER PPC [DE] N 15 15 15 15
2 Improved Heavy N 18 16 16
Large Laser [DE]
1 Laser AMS [DE,PD] N 7 Point Defense
1 LRM 20 L/RW 6 16 16 16
w/Artemis V FCS [M,C,S]
Ammo (LRM 20 Atremis V) 12
2 Medium Pulse Laser [P] L/RW 4 7 7 Structural
2 Coolant Pods [E] A Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
8 (80) 8(80)

Fuel: 320 Points

BV: 2,611

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
8 (76)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 30 (60)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid 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+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
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
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

Weapons & Equipment Inventory


Standard Scale (16) (712) (1320) (2125)
QtyType Loc Ht SRV MRV LRV ERV
2 ER Large Laser [DE] N 12 8 8 8
1 Laser AMS [DE,PD] N 7 Point Defense
1 Improved Heavy Gauss L/RS 2 22 22 22
[DB,X]
Ammo (iHeavy Gauss) 16
1 Laser AMS [DE,PD] A 7 Point Defense
Structural
Integrity:
9

Ammo: (iHeavy Gauss) 32

Fuel: 640 Points

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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
25 (250)

AERODYNE DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: CLAYMORE C3-CLASS DROPSHIP
Name: Tonnage: 1,400
Thrust: Tech Base: Inner Sphere
Safe Thrust: 6 (Advanced)
Jihad
Maximum Thrust: 9
Fighters/Small Craft: 0 / 0 Launch Rate: 0

Weapons & Equipment Inventory


Standard Scale (16) (712) (1320) (2125)
Bay Loc Ht SRV MRV LRV ERV
3 Bombast Laser N 36 5(51) 5(51)
3 ER Medium Laser N 15
2 Silver Bullet Gauss Rifle N 4 2(18) 2(18) 2(18)
(24 rnds.) Structural Integrity: 12
3 Laser AMS N 21 Point Defense
2 ER Large Laser L/RW 24 2(16) 2(16) 2(16)
2 ELRM 15 (24 rnds.) L/RW 10 2(18) 2(18) 2(18) 2(18)
2 Laser AMS L/RW Aft 14 Point Defense
2 Large Pulse Laser A 20 2(18) 2(18)
4 ER Medium Laser A 20 2(20) 2(20) Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
20 (200) 20 (200)

Cargo:
Bay 1: Cargo (258.5 tons) (2 doors)

Aft Damage
BV: 5,899 Threshold
(Total Armor)
15 (150)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 15 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 0 Collar
Life Boats/Escape Pods: 0 / 2
Left +1 +2 +3 D

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 110 (220) Nose: 74 Aft: 40
Velocity Double Left Wing: Right Wing:
Effective Velocity Fwd: 40 Fwd: 40
Altitude Aft: 14 Aft: 14

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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
25 (250)

SPHEROID DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: MERLIN R1-CLASS DROPSHIP
Name: Tonnage: 2,500
Thrust: Tech Base: Inner Sphere
Safe Thrust: 6 (Advanced)
Jihad
Maximum Thrust: 9
Fighters/Small Craft: 1 / 0 Launch Rate: 2

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)

BV: 6,115 Aft Damage


Threshold
(Total Armor)
30 (230)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 17 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 0 Collar
Life Boats/Escape Pods: 0 /2
Left +1 +2 +3 D

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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
22 (220)

SPHEROID DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: LUNG WANG P2-CLASS DROPSHIP
Name: Tonnage: 2,600
Thrust: Tech Base: Inner Sphere
Safe Thrust: 5 (Advanced)
Jihad
Maximum Thrust: 8
Fighters/Small Craft: 2 / 0 Launch Rate: 4

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

Standard Scale (16) (712) (1320) (2125)


Bay Loc Ht SRV MRV LRV ERV
3 ELRM 20 (60 rnds.) N 18 4(36) 4(36) 4(36) 4(36)
ER PPC N 15 1(10) 1(10) 1(10)
2 Large Pulse Laser N 24 2(24) 2(18)
Medium Pulse Laser Structural Integrity: 15
LB 10-X AC (20 rnds.) RL/R 2 1(6) 1(6)
ER Large Laser FL/R 18 2(18) 1(8) 1(8)
Medium Laser
ER PPC FL/R 15 1(10) 1(10) 1(10)
Medium Pulse Laser Fl/R 4 1(6)
ER Large Laser A 18 2(18) 1(8) 1(8)
Medium Laser
LRM 20 + Artemis IV A 6 2(16) 2(16) 2(16)
(12 rnds.)
Large Pulse Laser A 10 1(9)
SRM 6 + Artemis IV A 4 1(10)
(15 rnds.)
Cargo:
Bay 1: Fighters (2) (2 doors)
Bay 2: Infantry (2 foot platoons) (1 door)
Bay 3: Cargo (55.5 tons) (1 door)

BV: 7,921 Aft Damage


Threshold
(Total Armor)
19 (190)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 18 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 0 Collar
Life Boats/Escape Pods: 2 /4
Left +1 +2 +3 D

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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
36 (360)

SPHEROID DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: OUTPOST DEFENDER-CLASS DROPSHIP
Name: Tonnage: 7,000
Thrust: Tech Base: Clan
Safe Thrust: 5 (Advanced)
Jihad
Maximum Thrust: 8
Fighters/Small Craft: 10 / 0 Launch Rate: 8

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

Standard Scale (16) (712) (1320) (2125)


Bay Loc Ht SRV MRV LRV ERV
5 Arrow IV Missile (100 msl.) N 50 10(100) 10(100) 10(100) 10(100)
4 ER Large Laser N 48 4(40) 4(45) 4(40) 4(40)
5 Medium Pulse Laser N 20 4(35) 4(35)
2 Laser AMS N 14 Point Defense Structural Integrity: 20
3 ER Large Laser FL/R 36 3(30) 3(30) 3(30) 3(30)
5 Medium Pulse Laser FL/R 30 4(35) 4(35)
2 Laser AMS FL/R 14 Point Defense
2 ER Large Laser AL/R 24 2(20) 2(20) 2(20) 2(20)
4 Medium Pulse Laser AL/R 16 3(28) 3(28)
2 Laser AMS AL/R 14 Point Defense
2 ER Large Laser A 24 2(20) 2(20) 2(20) 2(20)
4 Medium Pulse Laser A 16 3(28) 3(28)
2 Laser AMS A 14 Point Defense

Cargo:
Bay 1: Fighters (10) (8 doors)
Bay 2: Battle Armor (5 Points) (1 door)
Bay 3: Cargo (909 tons) (1 door)

BV: 15,825 Aft Damage


Threshold
(Total Armor)
35 (350)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 68 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 25 Collar
Life Boats/Escape Pods: 5 /10
Left +1 +2 +3 D

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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
40 (400)

AERODYNE DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: VENGENCE DC-CLASS DROPSHIP
Name: Tonnage: 11,400
Thrust: Tech Base: Inner Sphere
Safe Thrust: 4 (Advanced)
Jihad
Maximum Thrust: 6
Fighters/Small Craft: 18 / 3 Launch Rate: 8

Weapons & Equipment Inventory


Capital Scale (112) (1324) (2540) (4150)
Bay Loc Ht SRV MRV LRV ERV
4 Piranha Launchers N 36 12 12 12
(60 salvos)
2 Piranha Launchers L/RW 18 6 6 6
(30 salvos) Structural Integrity: 17
Standard Scale (16) (712) (1320) (2125)
Bay Loc Ht SRV MRV LRV ERV
6 LRM 20 + Artemis IV N 36 10(96)10(96)10(96)
(144 rnds.)
2 AMS (60 rnds.) N 2 Point Defense
Left Wing Right Wing
6 LRM 20 + Artemis IV L/RW 36 10(96)10(96)10(96)
Damage Threshold Damage Threshold
(144 rnds.)
(Total Armor) (Total Armor)
2 Medium X-Pulse Laser L/RW 12 1(12)
30 (300) 30 (300)
2 AMS (60 rnds.) L/RW Point Defense
3 LRM 20 + Artemis IV A 18 5(48) 5(48) 5(48)
(72 rnds.)
4 ER Medium Laser A 20 2(20) 2(20)
2 AMS (60 rnds.) A 2 Point Defense

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)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 203 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 0 Collar
Life Boats/Escape Pods: 0 / 33
Left +1 +2 +3 D

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 148 (296) Nose: 73 Aft: 40
Velocity Double Left Wing: Right Wing:
Effective Velocity Fwd: 68 Fwd: 68
Altitude Aft: 0 Aft: 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

Nose Damage ARMOR DIAGRAM


Threshold
Standard Scale
(Total Armor)
35 (350)

AERODYNE DROPSHIP RECORD SHEET


DROPSHIP DATA
Type: TITAN MONITOR-CLASS DROPSHIP
Name: Tonnage: 12,000
Thrust: Tech Base: Clan
Safe Thrust: 5 (Advanced)
Jihad
Maximum Thrust: 8
Fighters/Small Craft: 10 / 0 Launch Rate: 10

Weapons & Equipment Inventory


Capital Scale (112) (1324) (2540) (4150)
Bay Loc Ht SRV MRV LRV ERV
4 Killer Whale (40 msl.) N 80 16 16 16 16

Standard Scale (16) (712) (1320) (2125) Structural Integrity: 18


Bay Loc Ht SRV MRV LRV ERV
3 LRM 20 + Artemis V N 18 5(48) 5(48) 5(48)
(60 rnds.)
3 ER Large Laser N 36 3(30) 3(30) 3(30) 3(30)
2 LRM 20 + Artemis V L/RW 12 3(32) 3(32) 3(32)
(42 rnds.) Left Wing Right Wing
3 ER Large Laser L/RW 36 3(30) 3(30) 3(30) 3(30) Damage Threshold Damage Threshold
2 Laser AMS L/RW 14 Point Defense (Total Armor) (Total Armor)
LRM 20 + Artemis V A 6 2(16) 2(16) 2(16) 35 (345) 35 (350)
(24 rnds.)
2 ER Large Laser A 24 2(20) 2(20) 2(20) 2(20)
4 Medium Pulse Laser A 16 3(28) 3(28)
2 Laser AMS A 14 Point Defense

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)

CREW DATA CRITICAL DAMAGE


Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 Life


FCS +2 +4 D +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 68 Marines: 0
Passengers: 0 Elementals: 0 Docking
Thrusters D
Other: 0 Battle Armor: 0 Collar
Life Boats/Escape Pods: 4 / 4
Left +1 +2 +3 D

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: 134 Aft: 56
Velocity Double Left Wing: Right Wing:
Effective Velocity Fwd: 58 Fwd: 58
Altitude Aft: 0 Aft: 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.
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

The Wars of Reaving


Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled
by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But
fractures within Nicholas Kerenskys Great Society have widened. A new enemy threatens to destroy the Clans once and
for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.
The Wars of Reaving sourcebook details the Clans from 3067 through the end of the Jihad era and includes detailed reports,
faction updates, personalities, units, and equipment that have a hand in this widespread orgy of war. Essential gameplay
statistics, maps, and a complete campaign allow players to immerse themselves completely within these Wars of Reaving.
Stock Number: 35306

the future of your battles


Players can use the Osteon Prime record sheet on the opposite page directly in their games to get a glimpse of the ultra-
advanced technologies unleashed during the Clans' Wars of Reaving. Use the following additional rules:

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).

Learn more about and Catalyst Game Labs www.battletech.com


other awesome BattleTech books at: www.catalystgamelabs.com
2011 The Topps Company, Inc. All Rights Reserved. A Time of War: The BattleTech RPG, Strategic Operations, The Wars of Reaving, Classic Battletech, BattleTech, Mech,
BattleMech, MechWarrior, and the WK Games logo are registered trademarks and/or trademarks of WizKids, Inc in the United States and/or other countries.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(24) (24)

MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: OSTEON PRIME Name:
Movement Points: Tonnage: 85 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 5 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Nova CEWS HD [E] Center
Left Arm Torso Right Arm
1 iATM 9 RA 6 [M,C,S]
(24) (40) (24)
Standard 2/Msl 4 5 10 15
Extended Range 1/Msl 4 9 15 27
High Explosive 3/Msl 3 6 9 Ferro-
1 iATM 9 RT 6 [M,C,S] Lamellor
Standard 2/Msl 4 5 10 15
Left Right
Extended Range 1/Msl 4 9 15 27 Leg Leg
Center
High Explosive 3/Msl 3 6 9 (36) (36)
Torso
1 iATM 9 LT 6 [M,C,S] Rear (12)
Standard 2/Msl 4 5 10 15
Extended Range 1/Msl 4 9 15 27
High Explosive 3/Msl 3 6 9
1 iATM 9 LA 6 [M,C,S]
Standard 2/Msl 4 5 10 15
Extended Range 1/Msl 4 9 15 27
High Explosive 3/Msl 3 6 9

Left Right
BV: 3,235 Torso Rear Torso Rear
(12) (12)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head (CASE)
Left Arm (CASE II) 1. Sensors Right Arm (CASE II) Left Torso (18)
Head
Right Torso (18)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Nova CEWS 2. Upper Arm Actuator
30*
3. iATM-9 4. Ammo (iATM-9) 7 3. iATM-9
1-3 4. iATM-9 5. Ammo (iATM-9) 7 1-3 4. iATM-9 29
5. iATM-9 6. Ammo (iATM-9) 7 5. iATM-9 28*
6. iATM-9 6. iATM-9 27
1. Ammo (iATM-9) 7
Center Torso 1. Ammo (iATM-9) 7 Left Right 26*
2. Ammo (iATM-9) 7 1. XL Fusion Engine 2. Ammo (iATM-9) 7 Arm Arm 25*
3. Ammo (iATM-9) 7 2. XL Fusion Engine 3. Ammo (iATM-9) 7 (14) (14)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. CASE II 1-3 4. Gyro
CASE II
Center 23*
5. Ferro-Lamellor 5. Ferro-Lamellor
5. Gyro Torso
6. Ferro-Lamellor 6. Ferro-Lamellor 22*
6. Gyro (27)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE II) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE II) (18)
Leg
(18)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine Reinforced
5. Torso-Mounted Cockpit 17*
3. Life Support 3. Life Support
1-3 4. iATM-9
6. Sensors 1-3 4. iATM-9 16
5. iATM-9 5. iATM-9 HEAT DATA 15*
6. iATM-9 Engine Hits 6. iATM-9 Heat Heat Sinks: 14*
1. iATM-9
Gyro Hits 1. iATM-9 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (iATM-9) 7 2. Ammo (iATM-9) 7 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (iATM-9) 7 Life Support 3.
4-6 4.
Ammo (iATM-9) 7 26 Shutdown, avoid on 10+ 11
4. CASE II CASE II 25 5 Movement Points
5. Ferro-Lamellor 5. Ferro-Lamellor 10*
24 +4 Modifier to Fire
6. Ferro-Lamellor 6. Ferro-Lamellor 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 Leg Right 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. Ferro-Lamellor 5. Ferro-Lamellor 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Lamellor 6. Ferro-Lamellor 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

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.

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