Record Sheets: 3060

BATTLETECH
CLASSIC
BATTLETECH
RECORD SHEETS: 3060
TM
• CATALYST GAME LABS •
CREDITS
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Writing
Randall N. Bills
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Joel Steverson
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Herbert A. Beas II
Production Staff
Art Direction
Randall N. Bills
Cover Art
Alex Iglesias
Cover Design
Matt Heerdt
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Shane Hartley, Steve Walker and Matt Heerdt
Layout
Matt Heerdt
Illustrations
Doug Chaffee
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Kevin Long
Gerhard Mozsi
Jim Nelson
Matt Plog
Brian Snoddy
Franz Vohwinkel
Miniatures Painting & Photography
Lance “Jal Phoenix” Scarinci
Record Sheets
David L. McCulloch
Playtesters/Proofreaders
Ron Barter, Blake Cetnar, Nicolai Duda, Bruce Ford, Glen “Lobsterback” Hopkins, Chris Marti, Corey Morris, Aaron Pollyea, Martin
Sharpe, John Unchelenko.
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INTRODUCTION
Welcome to Record Sheets: 3060! As a companion volume
to Total Warfare, players will have moved beyond the introductory products for BattleTech when purchasing this book.
Nevertheless, this product is designed to be quick and easy to
use and will have you tossing dice in no time.
To use this product, players should have Total Warfare.
HOW TO USE THIS BOOK
Having graduated from the Introductory Box Set and perhaps
having picked up Technical Readout: 3060, you might be wondering why you need this book. While a blank ’Mech record
sheet is included in the Introductory Box Set for players who
wish to design their own ’Mechs, the Technical Readout and
Record Sheets series of products opens a wide door to cool,
fun designs that can bring additional tactics and enjoyment to
any gaming table.
Record Sheets: 3060 widens the options available to players, with an eye toward ease of use that is the hallmark of all
BattleTech products. Players need only photocopy any design
they wish to play and can immediately start marching across
the battlefield.
Rules Addendum and Scenarios
A complete Rules Addendum follows this introduction
before the start of the record sheets. It includes ready-to-play
scenarios as well as a host of more advanced movement and
combat options.
Where are the other variants found in Technical Readout: 3060?
Players who want pre-printed record sheets for any variants
mentioned in the Technical Readout can purchase the Record
Sheet: 3060 PDF—as well as many other BattleTech products—
at www.battlecorps.com/catalog.
3
RULES ADDENDUM
The following advanced rules showcase that combat is far
more than just movement and firing and are just a slice of all
that Tactical Operations—The Advanced Planetary Conquest
Rules book—has to offer. The rules have been modified, as
appropriate, to ensure they are
completely playable with just
the rules and scenarios found in
this book.
COMMANDERS
At the start of a game, before
any play takes place, players
may nominate sub-force commanders (lances, companies,
battalions; Stars, Trinaries, Clusters; Level IIs, Level IIIs, Level IVs;
and so on), as well as the overall
force commander of each player’s force (see Commanders, p.
273, TW). An overall force commander cannot be a sub-force
commander; for example, a company of three lances would
have 3 sub-force (lance) commanders and 1 force (company)
commander.
Only units piloted by a single warrior may be nominated as
a sub-force commander or force commander. The exceptions
are infantry (the controlling player nominates which trooper in
the squad/platoon is the commander), or any vehicle that uses
the Ground Combat Vehicle Critical Hits Table. If the vehicle
suffers a Crew Stunned critical hit, the commander is considered to have retreated for purposes of these rules, for as long
as the crew is stunned; if the vehicle suffers a Commander Hit
critical hit, the commander is considered dead (see below).
Players can hide which commanders are operating which
units (or in which infantry unit), though it is advisable to
write such information down—each commander on a different piece of paper—and place it hidden on the table so it can
be easily confirmed during play as units start to retreat and/
or are destroyed.
For each sub-force commander fielded on a side, apply a
cumulative +1 Initiative modifier. The force commander can
roll twice each turn for Initiative, using the higher roll; the two
rolls are made automatically, without reference to any other
Initiative rolls made by other players, with the controlling
player using the highest value of the two dice rolls (all Initiative modifiers are applied after the two rolls are made and the
highest is chosen).
Additionally, each sub-commander and the force commander—at the controlling player’s discretion—may be
assigned one of the following unique abilities; each ability
only applies to the units under that commander’s sway. For
example, Player A is fielding a company-sized force. Sub-commander One has the Overrun Combat ability, Sub-commander
Two has the Disrupt Communications ability, Sub-commander
Three has the Zone of Control ability and finally the overall
force commander has the Forcing the Initiative ability. Only
the 4 ’Mechs of Subcommander One’s lance may use the
Overrun Combat ability, only the 4 ’Mechs of Sub-commander
Two’s lance may use the Disrupt Communications ability and
only the 4 ’Mechs of Subcommander Three’s lance may use
the Zone of Control ability. However, all 12 ’Mechs may use
the Forcing the Initiative ability of the force commander.
If any commander retreats off the playing area, his Initiative
modifier is lost, as is his ability; if the controlling player is in the
middle of using the ability, he can finish using it (for example, if
he is in the middle of off-map movement). If a sub-force commander is killed, not only are his ability and Initiative modifiers
lost, but an additional –1 Initiative modifier is applied (a –2
Initiative modifier is applied for the death of the overall force
commander).
Banking Initiative (Force Commander Only)
Before making the Initiative roll (both rolls), the controlling
player can choose to give the Initiative to his opponent. For
each two turns the controlling player elects to lose Initiative
in this manner, he may—at a later turn, and before making
his Initiative roll—choose to take the Initiative. The controlling
player may only “bank” up to two Initiative rolls (giving up four
beforehand) at any one time in this way. For purposes of any
other special abilities, consider the opponent to have won or
lost the Initiative (as appropriate) by a margin of 1.
Forcing the Initiative (Force Commander Only)
The controlling player can “force the initiative” and gain
bonuses to his Initiative rolls; the controlling player announces
at the start of every turn, before the dice are rolled, whether he
will use this ability or not. The bonus is equal to the number of
enemy units his side destroyed in the previous turn, reduced
by the number of his own destroyed units.
For example, a side with this capability receives a +2 Initiative bonus if it destroyed four enemy units and lost two of its
own during the previous turn.
Overrun Combat
When rolling Initiative for overrun-capable forces, the
controlling player notes the die roll result’s Margin of Success
(MoS). Divide the MoS by 2 and round fractions down. The
result equals the number of individual units that may move,
designate their targets and fire before any other units move
and fire. “Extra” successes (such as when the player has more
successes than there are units available to move) do not carry
over to later turns. For example, an overrun-capable force
makes an Initiative roll of 11, while its opponent rolls a 6. That
gives the overrun-capable force an MoS of 5, allowing two
units to move and fire before any opposing units may move (5
divided by 2 is 2.5, rounded down to 2).
Units employing the overrun capability do not take part in
the normal move/fire sequence and so do not count when
determining how many units each side must move when
alternating turns during the Movement and Weapon Attack
9
Anti-’Mech Skill Rating of 1, they can be used to pilot ’Mechs
and aerospace fighters. In this case, apply a +1 to-hit modifier
in addition to the standard +2 Piloting Skill modifier.
VEHICLE CREWS
Unlike ’Mechs, which are piloted by a single MechWarrior,
all but the smallest vehicles are controlled by a crew of two
or more. Many factors determine the number of crewmen a
vehicle requires, the most important factor being the number
of weapon systems the vehicle mounts. For purposes of game
play, however, the number of crewmen relates directly to the
size of the vehicle.
To determine the number of crewmen, divide the tonnage
of the vehicle by 15, rounding fractions up. The size of a vehicle’s crew is rarely important in a single game, but frequently
becomes important in campaign play.
Crew Numbers and Abilities
Depending on the number of crew it carries, a vehicle
may operate under certain restrictions or advantages, as
described below.
Single Crewman: Small vehicles (15 tons and lighter) have
only one crewman, who must act as the driver, gunner and commander. Such a vehicle may not attack more than a single target
each turn. Also, if any of the vehicle’s weapons or turrets jam,
the vehicle may neither move or fire while clearing the jam.
Two Crewmen: Vehicles with two crewmen (16–30 tons)
usually have one driver and one commander/gunner. Such
vehicles operate normally.
Multiple Crewmen: Large vehicles (31 tons and heavier)
have three or more crewmen, some of whom act as loaders or
additional gunners to allow the vehicle to attack multiple targets more easily. For every crewman above two, a vehicle may
attack an additional target without suffering the secondarytarget modifier.
These additional targets may fall outside the front firing arc.
For example, a 50-ton Maxim hovercraft has a crew of four (50
÷ 15 = 3.33, rounded up to 4). Its two extra crewmen allow it
to fire at up to three targets in the same Weapon Attack Phase
without penalty. The standard +1 secondary-target modifier
would apply to all targets past 3.
SCENARIOS
This section contains two ready-to-play scenarios. After the
name of each scenario, a parenthetical phrase defines what
type it is as described under Mission Types (see p. 35, Inner
Sphere At a Glance).
SCENARIO 1: WHAT IF…
(PLANETARY ASSAULT)
Leave it to the brass to come up with stupid ideas….
Adept Julian Hatamoto synced up his neurohelmet with
particular venom as the thought rolled around in his head like
an errant round from an autocannon that had pierced armor.
They’d spent months in the simulators, trying to replay almost
every aspect of Operations Serpent and Bulldog, to “be prepared for the day.” What day?! Things’d been calm on the Clan
border over the past few years. On the Lyran front the Falcons
were edgy as always, but here in the Free Rasalhague Republic
(or what was left of it), they hadn’t seen real combat in ages.
Yet the Precentor Martials—bad enough one, but when they
both pitched in!—had come up with something unusual: a
“what if” scenario.
Hatamoto had no idea what to expect this time. Last time,
they were surprised on Huntress by an invasion coalition force
consisting of Crusader Clans. It had been a short and brutal
fight and the forces of the Star League were obliterated. “I
could’ve told them as much…”, he whispered; despite his
frustration, he was not about to be called out because his mic
picked up his acerbic comments.
He gripped the simulator cockpit joystick and waited for the
inevitable situation report…
HYPOTHETICAL SITUATION
Hanover, Clan Smoke Jaguar Occupation Zone
25 June 3059
LS
The offensive to drive the Smoke Jaguars out of the Inner
Sphere and end their occupation of Draconis Combine worlds—
and the life of the Clan itself—is in full swing. The first wave was
13
BATTLEFORCE
BattleForce is the BattleTech
game of lightning-fast combat.
These rules ramp up standard
game play to a fast-playing
system that retains the feel of
BattleTech. Players familiar with
BattleTech will find it easy to
adapt to BattleForce. New players will discover that BattleForce
eases the learning curve of BattleTech, as it introduces similar
mechanics in a simpler fashion.
QUICK-START RULES
Players can download the free BattleForce Quick-Start
Rules (QSR) PDF from www.battletech.com. The rules contain everything a player needs to quickly learn how to play
BattleForce, including two scenarios to help a player fully
understand the rules.
The following scenario can be considered an Elite Training
Scenario, compared to the Green and Veteran Training Scenarios
as described in the BattleForce QSR.
BATTLEFORCE QUICKSTART RULES ADDENDUM
The following rules build on the BattleForce QSR so that players can play Scenario 3: Trial by Fire.
Level Change: A ’Mech may change levels by 1 or 2 levels
per hex, at a cost of 1 MP per level. ProtoMechs pay the same
cost but may only change 1 level per hex.
Determining Critical Hits: ProtoMechs have a unique table
for determining critical hits (see Determining Critical Hits Table
Addendum, below).
HIDDEN UNITS
Prior to the start of play, the defender may hide his ProtoMech Units on the playing area. He must write down the
number of each hex in which a Unit is hidden or otherwise
record its position, and designate its facing. No Unit may hide
in a clear hex. All other hexes are valid.
If a player plans to move a hidden Unit during a turn, he
must reveal it at the start of his Movement Phase. If he plans to
attack using a hidden Unit, he must reveal it at the beginning
of the Combat Phase.
Detecting Hidden Units
Hidden Units remain hidden until they attack or move, or
until an enemy Unit moves into their hex, attempts to move
DETERMINING CRITICAL HITS
TABLE ADDENDUM
2D6 Rolls
ProtoMech
2
Weapon Hit
3
Weapon Hit
4
Fire Control Hit
5
MP Hit
6
No Critical Hit
7
MP Hit
8
No Critical Hit
9
MP Hit
10
Proto Destroyed*
11
Weapon Hit
12
Weapon Hit
*The Element is eliminated from the game.
into their hex, ends its movement adjacent to their hex or has
the Active Probe special ability (see p. 14) and ends its movement such that the hidden Unit is within range of the probe.
If a Unit attempts to enter a hex containing a hidden Unit, the
move is aborted and the hidden Unit is revealed.
Surprise Attacks From Hidden Units
If an enemy Unit moves adjacent to a hidden ground Unit,
the hidden Unit may immediately make a surprise attack. This
attack may be augmented by overheating. The base to-hit
number for the attack is the attacker’s Skill Rating, modified
only for unrepaired critical hits to the attacker. Damage takes
place immediately; however, the attacker cannot move or fire
for the rest of the current turn.
PHYSICAL ATTACKS
These attacks may only be made when the attacker and target are in adjacent hexes and at the same elevation. Physical
attacks are made in place of weapon attacks. There are two
types of physical attacks: Standard and Melee.
Standard Physical Attacks: Standard physical attacks consist of punches and kicks where the ’Mech or ProtoMech uses
its limbs to inflict damage on a target.
Melee Physical Attacks: Only ’Mechs with the Melee (MEL)
special ability (see p. 14) may make Melee physical attacks.
The Unit uses a weapon to augment its normal physical attack
damage. Units that have the Melee (MEL) special ability may
not choose to make a Standard physical attack instead.
Resolving Physical Attacks
Physical attacks follow a process similar to weapon attacks.
The target must be in the attacker’s front arc, but it is not
necessary to verify LOS or firing arc, or to determine range or
attack direction. Physical attacks always strike from the front.
TM
INNER SPHERE/PERIPHERY
RECORD SHEET
Unit Name: Kingston’s Legionnaires - First Company - Alpha Lance
Element: STC-2C Striker
Destroyed
MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure
4
2
3
1
—
4
3
2
3
2
Element: AWS-9M Awesome
MV S (+0) M (+2) L (+4)
4
4
4
3
Element: JN-G8A Jinggau
MV S (+0) M (+2) L (+4)
5j
4
5
2
—
2
4
4
3
—
3
2
Armor/Structure
1
Armor/Structure
3
3
—
3
3
2
Element: SHD-5M Shadow Hawk
MV S (+0) M (+2) L (+4)
2
2
1
Element: GRF-3M Griffin
MV S (+0) M (+2) L (+4)
5j
2
1
1
—
3
4
Armor/Structure
2
2
1
1
—
—
Element: VND-3L Vindicator
MV S (+0) M (+2) L (+4)
2
2
2
Element: MS1-O Men Shen
MV S (+0) M (+2) L (+4)
8
Notes: None
3
S
2
3
S
Destroyed
E (+6) Wt. Skill OV
—
2
4
2
4
2
3
1
2
3
S
Special Abilities: ENE, TAG, TSM, MEL
Armor/Structure
Heat Scale:
1
2
3
S
Special Abilities: None
Armor/Structure
Heat Scale:
0
Destroyed
E (+6) Wt. Skill OV
—
Heat Scale:
1
Destroyed
E (+6) Wt. Skill OV
—
Weight Class: 2
Point Value: 70
1
2
3
S
Special Abilities: CASE, IF1, LRM 1/1/1/0
Armor/Structure
Heat Scale:
0
1
2
3
S
Special Abilities: CASE, IF1, LRM 1/1/1/0
Element: CPLT-C4 Catapult
MV S (+0) M (+2) L (+4)
4j
2
Heat Scale:
1
Unit Name: Kingston’s Legionnaires - First Company - Charlie Lance
Element: SNK-1V Snake
Destroyed
MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure
4j
S
Special Abilities: None
1
Notes: None
5j
3
Special Abilities: None
Element: WVR-Wolverine
MV S (+0) M (+2) L (+4)
5j
2
Heat Scale:
1
Unit Name: Kingston’s Legionnaires - First Company - Bravo Lance
Element: TSG-9H Ti Ts’ang
Destroyed
MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure
6/5j
S
Special Abilities: None
0
Notes: None
6j
3
Heat Scale:
1
Destroyed
E (+6) Wt. Skill OV
2
Special Abilities: None
0
Destroyed
E (+6) Wt. Skill OV
—
Heat Scale:
1
1
Element: HUR-W0-R4L Huron Warrior
Destroyed
MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV
5
Weight Class: 3
Point Value: 99
4
4
2
—
2
3
3
4
—
2
4
—
2
4
Armor/Structure
3
S
Heat Scale:
1
2
3
S
Special Abilities: IF2, LRM 2/2/2/0
Armor/Structure
0
Destroyed
E (+6) Wt. Skill OV
2
Special Abilities: CASE
0
Destroyed
E (+6) Wt. Skill OV
Heat Scale:
1
0
Destroyed
E (+6) Wt. Skill OV
—
Weight Class: 2
Point Value: 55
Heat Scale:
1
2
3
S
Special Abilities: CASE
Armor/Structure
0
Heat Scale:
1
2
3
S
Special Abilities: PRB, RCN, IF2
© 2009 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
ARMOR DIAGRAM
Front Armor
(16)
V.T.O.L. VEHICLE RECORD SHEET
CREW DATA
Type: DONAR ASSAULT HELICOPTER
Gunnery Skill:
Tonnage: 21
Movement Points:
Cruising: 9
Flank:
14
Tech Base: Clan
Succession
Wars
Driving Skill:
+1
Co-Pilot Hit
+2
Pilot Hit
Modifier to Driving
Skill rolls
Modifier to all Skill rolls
Engine Type: Fusion
Weapons & Equipment Inventory
Qty Type
1 ER Large Laser
2 Streak SRM 2
Loc
F
F
Dmg
10 [DE]
2/Msl.
[M,C]
(hexes)
Min Sht Med Lng
— 8 15 25
— 4
6 12
CRITICAL DAMAGE
Flight Stabilizer* +3 Engine Hit
Sensor Hits
+1 +2 +3
D
Stabilizers
Front
Left
Right
Right Side Armor (14)
Movement Type: VTOL
Rotor
Armor
(2)
Crew: 2
Left Side Armor (14)
VEHICLE DATA
Rear
*Move at Cruising speed only
Rear Armor
(11)
VTOL ELEVATION TRACK
Turn
Ammo (CASE): (Streak) 50
Elevation
BV: 915
Cost: 878,220 C-bills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
© 2009 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
ARMOR DIAGRAM
Front Armor
(9)
V.T.O.L. VEHICLE RECORD SHEET
VEHICLE DATA
CREW DATA
Type: HAWK MOTH GUNSHIP
Flank:
12
Tonnage: 25
Gunnery Skill:
Tech Base: Inner Sphere
Clan Invasion
Co-Pilot Hit
Driving Skill:
+1
Modifier to all Skill rolls
Movement Type: VTOL
+2
Pilot Hit
Modifier to Driving
Skill rolls
Weapons & Equipment Inventory
Qty Type
1 Light Gauss Rifle
Loc
F
Dmg
8
[DB,X]
(hexes)
Min Sht Med Lng
3
8 17 25
CRITICAL DAMAGE
Flight Stabilizer* +3 Engine Hit
Sensor Hits
+1 +2 +3
D
Stabilizers
Front
Left
Right
Rear
*Move at Cruising speed only
Right Side Armor (6)
Engine Type: ICE
Left Side Armor (6)
Movement Points:
Cruising: 8
Rotor
Armor
(2)
Crew: 2
Rear Armor
(3)
VTOL ELEVATION TRACK
Turn
Ammo: (Light Gauss) 32
Cost: 916,667 C-bills
BV: 492
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Elevation
© 2009 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
ARMOR DIAGRAM
Front Armor
(21)
HOVER VEHICLE RECORD SHEET
VEHICLE DATA
CREW DATA
Type: EPONA PURSUIT TANK PRIME
Crew: 4
Movement Points:
Cruising: 9
Flank:
14
Tech Base: Clan (Omni)
Succession
Wars
Driving Skill:
Commander Hit +1
Driver Hit
Modifier to all Skill rolls
Modifier to Driving
Skill rolls
+2
Engine Type: Fusion
Weapons & Equipment Inventory
Qty Type
Loc
4 Medium Pulse Laser T
1 Streak 4
T
Dmg
7 [P]
2/Msl.
[M,C]
CRITICAL DAMAGE
(hexes)
Min Sht Med Lng
— 4
8 12
— 4
8 12
Turret Locked
Engine Hit
Sensor Hits
+1 +2 +3
D
+1 +2 +3
Motive System Hits
Stabilizers
Left
Right
Front
Rear
Turret Armor
(17)
Right Side Armor (20)
Movement Type: Hover
Gunnery Skill:
Left Side Armor (20)
Tonnage: 50
Turret
Rear Armor
(18)
Ammo (CASE): (Streak) 25
BV: 1,477
Cost: 2,905,333 C-bills
© 2009 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
ARMOR DIAGRAM
Front Armor
(30)
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA
CREW DATA
Type: HACHIMAN FIRE SUPPORT TANK
Tech Base: Clan
Succession
Wars
6
Driving Skill:
Commander Hit +1
Driver Hit
Modifier to all Skill rolls
Modifier to Driving
Skill rolls
+2
Engine Type: Fusion
Weapons & Equipment Inventory
Qty Type
2 ER Medium Laser
2 LRM 20
w/Artemis IV FCS
1 Streak SRM 4
Loc
T
T
F
Dmg
7 [DE]
1/Msl.
[M,C,S]
2/Msl.
[M,C]
(hexes)
Min Sht Med Lng
— 5 10 15
— 7 14 21
—
Ammo (CASE): (LRM) 24, (Streak) 25
Cost: 3,289,750 C-bills
CRITICAL DAMAGE
4
8
12
Turret Locked
Engine Hit
Sensor Hits
+1 +2 +3
+1 +2 +3
Motive System Hits
Stabilizers
Front
Left
Right
Rear
D
Turret Armor
(27)
Right Side Armor (29)
Movement Type: Tracked
Gunnery Skill:
Left Side Armor (29)
Tonnage: 50
Movement Points:
Cruising: 4
Flank:
Crew: 4
Turret
Rear Armor
(19)
BV: 1,484
© 2009 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
ARMOR DIAGRAM
Head (9)
Left Torso
(22)
Right Torso
(22)
’MECH RECORD SHEET
'MECH DATA
WARRIOR DATA
Type: TSG-9H TI TS’ANG
Movement Points:
Walking: 6 (7)
Running: 9 (11)
Jumping: 6
Name:
Tonnage: 60
Tech Base: Inner Sphere
Clan Invasion
Weapons & Equipment Inventory
Qty
1
2
2
1
4
1
Type
Hatchet
ER Medium Laser
ER Medium Laser
ER Medium Laser
ER Small Laser
TAG
Loc
RA
RT
LT
LA
LA
CT
Gunnery Skill:
Piloting Skill:
Hits Taken 1
Consciousness# 3
2
5
3
7
4 5 6
10 11 Dead
(hexes)
Ht
Dmg
Min Sht Med Lng
0 12 [PD] — — — —
5
5 [DE]
— 4
8 12
5
5 [DE]
— 4
8 12
5
5 [DE]
— 4
8 12
2
3 [DE]
— 2
4
5
0
[E]
— 5
9 15
Left
Leg
(28)
Triple-Strength Myomer
Cost: 15,361,280 C-bills
BV: 1,841
CRITICAL HIT TABLE
1-3
4-6
1.
2.
3.
4.
5.
6.
Shoulder
Upper Arm Actuator
Lower Arm Actuator
ER Medium Laser
ER Small Laser
ER Small Laser
1.
2.
3.
4.
5.
6.
ER Small Laser
ER Small Laser
Endo Steel
Endo Steel
Endo Steel
Endo Steel
Left Torso
1-3
4-6
1.
2.
3.
4.
5.
6.
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
Jump Jet
ER Medium Laser
ER Medium Laser
1.
2.
3.
4.
5.
6.
Endo Steel
Endo Steel
Endo Steel
TSM
TSM
TSM
1.
2.
3.
4.
5.
6.
Life Support
Sensors
Cockpit
Roll Again
Sensors
Life Support
Center Torso
1-3
4-6
1.
2.
3.
4.
5.
6.
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
Gyro
Gyro
Gyro
1.
2.
3.
4.
5.
6.
Gyro
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
TAG
Roll Again
Engine Hits
Gyro Hits
Sensor Hits
Life Support
Left Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Jump Jet
Jump Jet
Right Arm
(20)
Right
Leg
(28)
Center
Torso
Rear (9)
Left
Torso Rear
Torso Rear
Right
(6)
(6)
INTERNAL STRUCTURE DIAGRAM
Head
Left Arm
Center
Torso
(30)
Left Arm
(20)
Right Arm
1.
2.
3.
1-3 4.
5.
6.
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Hatchet
Hatchet
1.
2.
3.
4-6 4.
5.
6.
Hatchet
Hatchet
Endo Steel
Endo Steel
Endo Steel
Endo Steel
Right Torso
1.
2.
3.
1-3 4.
5.
6.
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
Jump Jet
ER Medium Laser
ER Medium Laser
1.
2.
3.
4-6 4.
5.
6.
Endo Steel
Endo Steel
Endo Steel
TSM
TSM
TSM
Right Leg
Damage Transfer
Diagram
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Jump Jet
Jump Jet
Head
Left Torso (14)
Heat
Scale
Overflow
Right Torso (14)
30*
29
28*
27
Left
Arm
(10)
Right
Arm
(10)
Center
Torso
(20)
26*
25*
24*
23*
22*
Left
Leg
(14)
Right
Leg
(14)
21
20*
19*
18*
17*
16
HEAT DATA
Heat
Level*
30
28
26
25
24
23
22
20
19
18
17
15
14
13
10
8
5
15*
Heat Sinks:
13 (26)
Double
Effects
Shutdown
Ammo Exp. avoid on 8+
Shutdown, avoid on 10+
–5 Movement Points
+4 Modifier to Fire
Ammo Exp. avoid on 6+
Shutdown, avoid on 8+
–4 Movement Points
Ammo Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to Fire
–3 Movement Points
Shutdown, avoid on 4+
+2 Modifier to Fire
–2 Movement Points
+1 Modifier to Fire
–1 Movement Points
14*
13*
12
11
10*
9
8*
7
6
5*
4
3
2
1
0
© 2009 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
ARMOR DIAGRAM
Head (9)
Left Torso
(23)
Right Torso
(23)
’MECH RECORD SHEET
'MECH DATA
WARRIOR DATA
Type: NOVA CAT PRIME
Movement Points:
4
Walking:
6
Running:
Jumping: 0
Name:
Tonnage: 70
Tech Base: Clan (Omni)
Clan Invasion
Weapons & Equipment Inventory
Qty Type
3 ER Large Laser
2 ER PPC
Gunnery Skill:
Piloting Skill:
Hits Taken 1
Consciousness# 3
2
5
3
7
4 5 6
10 11 Dead
(hexes)
Loc Ht
Dmg
Min Sht Med Lng
LA 12 10 [DE]
— 8 15 25
RA 15 15 [DE]
— 7 14 23
Center
Torso
(35)
Left Arm
(22)
Left
Leg
(30)
Cost: 17,672,917 C-bills
BV: 2,530
CRITICAL HIT TABLE
1-3
4-6
1.
2.
3.
4.
5.
6.
Shoulder
Upper Arm Actuator
Double Heat Sink
Double Heat Sink
Double Heat Sink
Double Heat Sink
1.
2.
3.
4.
5.
6.
ER Large Laser
ER Large Laser
ER Large Laser
Roll Again
Roll Again
Roll Again
Left Torso
1-3
4-6
1.
2.
3.
4.
5.
6.
XL Fusion Engine
XL Fusion Engine
Double Heat Sink
Double Heat Sink
Double Heat Sink
Double Heat Sink
1.
2.
3.
4.
5.
6.
Double
Double
Double
Double
Double
Double
Heat
Heat
Heat
Heat
Heat
Heat
Sink
Sink
Sink
Sink
Sink
Sink
1.
2.
3.
4.
5.
6.
Life Support
Sensors
Cockpit
Endo Steel
Sensors
Life Support
Center Torso
1-3
4-6
1.
2.
3.
4.
5.
6.
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
Gyro
Gyro
Gyro
1.
2.
3.
4.
5.
6.
Gyro
XL Fusion Engine
XL Fusion Engine
XL Fusion Engine
Endo Steel
Endo Steel
Engine Hits
Gyro Hits
Sensor Hits
Life Support
Left Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Endo Steel
Endo Steel
Right
Leg
(30)
Center
Torso
Rear (8)
Left
Torso Rear
Torso Rear
Right
(7)
(7)
INTERNAL STRUCTURE DIAGRAM
Head
Left Arm
Right Arm
(22)
Right Arm
1.
2.
3.
1-3 4.
5.
6.
Shoulder
Upper Arm Actuator
Double Heat Sink
Double Heat Sink
Double Heat Sink
Double Heat Sink
1.
2.
3.
4-6 4.
5.
6.
ER PPC
ER PPC
ER PPC
ER PPC
Roll Again
Roll Again
XL Fusion Engine
XL Fusion Engine
Double Heat Sink
Double Heat Sink
Double Heat Sink
Double Heat Sink
1.
2.
3.
4-6 4.
5.
6.
Double
Double
Double
Double
Double
Double
Sink
Sink
Sink
Sink
Sink
Sink
Right Leg
Damage Transfer
Diagram
30*
29
28*
27
Right
Arm
(11)
Center
Torso
(22)
1.
2.
3.
1-3 4.
5.
6.
1.
2.
3.
4.
5.
6.
Overflow
Right Torso (15)
Left
Arm
(11)
Right Torso
Heat
Heat
Heat
Heat
Heat
Heat
Head
Left Torso (15)
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Endo Steel
Endo Steel
Heat
Scale
26*
25*
24*
23*
22*
Left
Leg
(15)
Right
Leg
(15)
21
20*
19*
18*
17*
16
HEAT DATA
Heat
Level*
30
28
26
25
24
23
22
20
19
18
17
15
14
13
10
8
5
15*
Heat Sinks:
25 (50)
Double
Effects
Shutdown
Ammo Exp. avoid on 8+
Shutdown, avoid on 10+
–5 Movement Points
+4 Modifier to Fire
Ammo Exp. avoid on 6+
Shutdown, avoid on 8+
–4 Movement Points
Ammo Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to Fire
–3 Movement Points
Shutdown, avoid on 4+
+2 Modifier to Fire
–2 Movement Points
+1 Modifier to Fire
–1 Movement Points
14*
13*
12
11
10*
9
8*
7
6
5*
4
3
2
1
0
© 2009 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
PROTOMECH
RECORD SHEET
PROTOMECH 1
Type: ROC
WEAPONS INVENTORY
LOC.
M
Tons: 7
TYPE
ER Medium Laser
HIT LOCATIONS AND CRITICAL HITS
Dmg Min Sht Med Lng
7 [DE]
—
5
10
15
Movement Points:
Walk/Run/Jump
5 /8 / 5
1
3
2
5
3 4 5 6
7 10 11 Dead
Cost: 809,428 C-bills
PROTOMECH 2
TYPE
ER Medium Laser
Walk/Run/Jump
5 /8 / 5
Hits Taken
Consciousness #
PROTOMECH 3
1
3
2
5
3 4 5 6
7 10 11 Dead
BV: 336
TYPE
ER Medium Laser
Dmg Min Sht Med Lng
7 [DE]
—
5
10
15
Walk/Run/Jump
5 /8 / 5
Torso
–1 Jump*
1/2 Jump*
Left Arm
+1 to Hit
Hits Taken
Consciousness #
1
3
2
5
PROTOMECH 4
2D6 LOCATION
3 4 5 6
7 10 11 Dead
BV: 336
TYPE
ER Medium Laser
Movement Points:
Walk/Run/Jump
5 /8 / 5
1
3
2
5
3 4 5 6
7 10 11 Dead
Cost: 809,428 C-bills
PROTOMECH 5
BV: 336
4
Right Arm
+1 to Hit
Right Arm Destroyed
Legs
–1 Walk MP
1/2 Walk MP
Torso
–1 Jump*
1/2 Jump*
10
Left Arm
+1 to Hit
12
Head
TYPE
ER Medium Laser
Movement Points:
Walk/Run/Jump
5 /8 / 5
2D6 LOCATION
Cost: 809,428 C-bills
2
5
1st HIT
2nd HIT
3 4 5 6
7 10 11 Dead
BV: 336
Head
Left
Arm
Right
Arm
Torso
Legs
Main Gun Destroyed
4
Right Arm
+1 to Hit
Right Arm Destroyed
Legs
–1 Walk MP
1/2 Walk MP
Torso
–1 Jump*
1/2 Jump*
Left Arm
+1 to Hit
10
ARMOR DIAGRAM
Main Gun
3rd HIT
Main Gun
No Move
Head
Left
Arm
Right
Arm
Torso
Legs
Proto
Destroyed
Left Arm Destroyed
12
Head
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
2D6 LOCATION
1st HIT
2nd HIT
ARMOR DIAGRAM
Main Gun
3rd HIT
2
Main Gun
Main Gun Destroyed
4
Right Arm
+1 to Hit
Right Arm Destroyed
Legs
–1 Walk MP
1/2 Walk MP
Torso
–1 Jump*
1/2 Jump*
10
Left Arm
+1 to Hit
12
Head
No Move
Head
Left
Arm
Right
Arm
Torso
Legs
Proto
Destroyed
Left Arm Destroyed
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
2D6 LOCATION
1st HIT
2nd HIT
Main Gun
Main Gun Destroyed
4
Right Arm
+1 to Hit
Right Arm Destroyed
Legs
–1 Walk MP
1/2 Walk MP
Torso
–1 Jump*
1/2 Jump*
Left Arm
+1 to Hit
10
ARMOR DIAGRAM
Main Gun
3rd HIT
2
6,7,8
1
3
Main Gun
Proto
Destroyed
Left Arm Destroyed
2
5,9
Hits Taken
Consciousness #
No Move
HIT LOCATIONS AND CRITICAL HITS
Dmg Min Sht Med Lng
7 [DE]
—
5
10
15
ARMOR DIAGRAM
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
WEAPONS INVENTORY
LOC.
M
Right
Arm
Torso
Legs
3rd HIT
Main Gun Destroyed
6,7,8
Hits Taken
Consciousness #
2nd HIT
Main Gun
5,9
PILOT DATA
Name:
Gunnery Skill:
1st HIT
HIT LOCATIONS AND CRITICAL HITS
Dmg Min Sht Med Lng
7 [DE]
—
5
10
15
Left
Arm
Proto
Destroyed
Left Arm Destroyed
2
WEAPONS INVENTORY
LOC.
M
No Move
Head
12
Head
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
6,7,8
Cost: 809,428 C-bills
PILOT DATA
Name:
Gunnery Skill:
1/2 Walk MP
5,9
PILOT DATA
Name:
Gunnery Skill:
Tons: 7
–1 Walk MP
HIT LOCATIONS AND CRITICAL HITS
Movement Points:
Type: ROC
Legs
WEAPONS INVENTORY
LOC.
M
Tons: 7
Right Arm Destroyed
6,7,8
Cost: 809,428 C-bills
Type: ROC
+1 to Hit
5,9
PILOT DATA
Name:
Gunnery Skill:
Tons: 7
Right Arm
HIT LOCATIONS AND CRITICAL HITS
Dmg Min Sht Med Lng
7 [DE]
—
5
10
15
Movement Points:
Type: ROC
4
10
Main Gun
3rd HIT
Main Gun Destroyed
WEAPONS INVENTORY
LOC.
M
Tons: 7
BV: 336
2nd HIT
Main Gun
6,7,8
Hits Taken
Consciousness #
1st HIT
2
5,9
PILOT DATA
Name:
Gunnery Skill:
Type: ROC
2D6 LOCATION
ARMOR DIAGRAM
No Move
Proto
Destroyed
Left Arm Destroyed
Head
Left
Arm
Torso
Legs
Right
Arm
12
Head
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
© 2009 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.