TM

RECORD SHEET DESIGN BY DAVID L. MCCULLOCH

TM

ARMOR DIAGRAM
Capital Scale

JUMPSHIP RECORD SHEET
JUMPSHIP DATA
Type:
Name: Thrust: Station-Keeping Only DropShip Capacity: Fighters/Small Craft: Tonnage: Tech Base: Clan Inner Sphere
Fore-Left Damage Threshold (Total Armor) ( )

Nose Damage Threshold (Total Armor) ( )

Fore-Right Damage Threshold (Total Armor) ( )

/

Launch Rate:

Weapons & Equipment Inventory
Capital Scale Standard Scale (1–12) (13–24) (25–40) (41–50) (1–6) (6–12) (13–20) (21–25)

Bay

Loc Ht SRV MRV LRV ERV

Structural Integrity: 1

K-F Drive Integrity:

Sail Integrity:

Docking Collars:

Aft-Left Damage Threshold (Total Armor) ( )

Aft-Right Damage Threshold (Total Armor) ( ) Aft Damage Threshold (Total Armor) ( )

CREW DATA
Gunnery Skill:
Hits Taken Modifier

CRITICAL DAMAGE
Avionics 6
Incp.

Piloting Skill:

+1 +2 +1

+2 +4 +2

+5 D +5

Life Support

+2

1

2

3

4

5

CIC Sensors Thrusters Left Right

Ammo:

+1 +2 +3 +4 +5
Marines: Elementals: Battle Armor: /

Crew: Passengers:

Cost:

BV:

Other:

Life Boats/Escape Pods:

+1 +1 –1

+2 +2 –2

+3 +3 –3

D D –4 –5 D

VELOCITY RECORD
Turn # Thrust Velocity Effective Velocity
1 2 3 4 5 6 7 8 9 10

Engine

HEAT DATA
11 12 13 14 15 16 17 18 19 20

Turn # Thrust Velocity Effective Velocity

Heat Sinks: ( ) Single Double

Heat Generation Per Arc
Nose: Left: Fwd: Broadside: Aft: Aft: Right: Fwd: Broadside: Aft:

© 2009 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM
Capital Scale Nose Damage Threshold (Total Armor) ( )

WARSHIP RECORD SHEET
WARSHIP DATA
Type:
Name: Thrust: Safe Thrust: Maximum Thrust: DropShip Capacity: Fighters/Small Craft: Tonnage: Tech Base: Clan Inner Sphere
Fore-Left Damage Threshold (Total Armor) ( )

Fore-Right Damage Threshold (Total Armor) ( )

/

Launch Rate:

Weapons & Equipment Inventory
Capital Scale Standard Scale (1–12) (13–24) (25–40) (41–50) (1–6) (6–12) (13–20) (21–25)

Bay

Loc Ht SRV MRV LRV ERV

Structural Integrity:

K-F Drive Integrity:

Sail Integrity: Docking Collars:

Aft-Left Damage Threshold (Total Armor) ( )

Aft-Right Damage Threshold (Total Armor) ( ) Aft Damage Threshold (Total Armor) ( )

CREW DATA
Gunnery Skill:
Hits Taken Modifier

CRITICAL DAMAGE
Avionics 6
Incp.

Piloting Skill:

+1 +2 +1

+2 +4 +2

+5 D +5

Life Support

+2

1

2

3

4

5

CIC Sensors Thrusters Left Right

+1 +2 +3 +4 +5
Marines: Elementals: Battle Armor: /

Ammo:

Crew: Passengers: Other:

Cost:

BV:

Life Boats/Escape Pods:

+1 +1 –1

+2 +2 –2

+3 +3 –3

D D –4 –5 D

VELOCITY RECORD
Turn # Thrust Velocity Effective Velocity
1 2 3 4 5 6 7 8 9 10

Engine

HEAT DATA
11 12 13 14 15 16 17 18 19 20

Turn # Thrust Velocity Effective Velocity

Heat Sinks: ( ) Single Double

Heat Generation Per Arc
Nose: Left: Fwd: Broadside: Aft: Aft: Right: Fwd: Broadside: Aft:

© 2009 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Permission to photocopy for personal use.

Classic BattleTech. Inc.TM ARMOR DIAGRAM Capital Scale Nose Damage Threshold (Total Armor) ( ) SPACE STATION RECORD SHEET SPACE STATION DATA Type: Name: Thrust: Station Keeping Only DropShip Capacity: Fighters/Small Craft: Tonnage: Tech Base: Clan Inner Sphere Fore-Left Damage Threshold (Total Armor) ( ) Fore-Right Damage Threshold (Total Armor) ( ) / Launch Rate: Weapons & Equipment Inventory Capital Scale Standard Scale (1–12) (13–24) (25–40) (41–50) (1–6) (6–12) (13–20) (21–25) Bay Loc Ht SRV MRV LRV ERV Structural Integrity: 1 Sail Integrity: Aft-Left Damage Threshold (Total Armor) ( ) Aft-Right Damage Threshold (Total Armor) ( ) Aft Damage Threshold (Total Armor) ( ) CREW DATA Gunnery Skill: Hits Taken Modifier CRITICAL DAMAGE Avionics 6 Incp. Permission to photocopy for personal use. . ’Mech and BattleMech are trademarks of WizKids. Piloting Skill: +1 +2 +1 +2 +4 +2 +5 D +5 Life Support +2 1 2 3 4 5 CIC Sensors Thrusters Left Right +1 +2 +3 +4 +5 Marines: Elementals: Battle Armor: / Ammo: Crew: Passengers: Other: Cost: BV: Life Boats/Escape Pods: +1 +1 +2 +2 +3 +3 D D NOTES HEAT DATA Heat Sinks: ( ) Single Double Heat Generation Per Arc Nose: Left: Fwd: Broadside: Aft: Aft: Right: Fwd: Broadside: Aft: © 2009 WizKids. Inc. All rights reserved.

and add the same value to the thrust value of the vector in between. note down that number on the record sheet in the appropriate vector (the vector of the unit’s facing). All rights reserved. . ’Mech and BattleMech are trademarks of WizKids. Next. After consolidating all vectors. A A A F E B C F E B C F E B C D D D OBLIQUE VECTORS If both vector markers are active. Permission to photocopy for personal use. consolidate any active opposing vectors (see Opposing Vectors diagram) by subtracting the lowest thrust value from both vectors. determine the effect of spending thrust by consolidating the active vectors. consolidate the oblique vectors (see Oblique Vectors diagram).TM A Advanced Movement Compass F E D B C ADVANCED AEROSPACE MOVEMENT SHEET VELOCITY RECORD Unit: Turn # Thrust 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Velocity B C D / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Facing A / / / / / / / / / / / / / / / / / / / / E / / / / / / / / / / / / / / / / / / / / F / / / / / / / / / / / / / / / / / / / / Fuel A vector is active if thrust is applied while the unit is facing that hexside. reducing one vector to 0. A vector is inactive if the unit spends no thrust to move through that hexside. subtract an equal amount from both and add that amount to vector X. When any pair of oblique vectors is active. Inc. F F E D X F E D A B X C F E A B C X E A B C F X E D X F A B C D C A B D A B X C E D VELOCITY RECORD Unit: Turn # Thrust 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Velocity B C D / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / VELOCITY RECORD Unit: Turn # Thrust 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Velocity B C D / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Facing A / / / / / / / / / / / / / / / / / / / / E / / / / / / / / / / / / / / / / / / / / F / / / / / / / / / / / / / / / / / / / / Fuel Facing A / / / / / / / / / / / / / / / / / / / / E / / / / / / / / / / / / / / / / / / / / F / / / / / / / / / / / / / / / / / / / / Fuel © 2009 WizKids. OPPOSING VECTORS If both vectors marked with arrows are active. Each time a unit spends thrust. First. subtract an equal amount from both until only one of them is active. reducing one (or both) oblique vectors to 0. Inc. subtract the lowest of the two thrust values from both vectors (or from both if they are equal). a unit should have no more than two active vectors. Next. Classic BattleTech.

TM SQUADRON RECORD SHEET SQUADRON DATA Name: Weapon Bay Loc. Permission to photocopy for personal use. Inc. All rights reserved. Starting#/ Current# / / / / / AV Each Heat Each / Current Total / / / / / Range Bracket Weapon Bay Loc. Inc. / / / / / Gunnery Skill: Starting#/ Current# AV Each Heat Each / Current Total / / / / / Piloting Skill: Range Bracket Weapon Bay Safe Thrust: Loc. . ’Mech and BattleMech are trademarks of WizKids. Classic BattleTech. Starting#/ Current# / / / / / Max Thrust: AV Each Heat Each / Current Total / / / / / Range Bracket Tech Base: Inner Sphere Clan Total Heat Capacity (Current): ( ) Total Fuel: SI: Ftr #1: Engine Avionics Sensors FCS FIGHTER DATA FIGHTER DATA 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Life Support +3 +4 +5 Ftr #2: Engine Avionics Sensors FCS 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Life Support +3 +4 +5 Ftr #3: Engine Avionics Sensors FCS 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Life Support +3 +4 +5 Ftr #4: Engine Avionics Sensors FCS 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Life Support +3 +4 +5 Ftr #5: Engine Avionics Sensors FCS 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / SI ( ) Weapons and Equipment Loc Ht AV/Range Weapons and Equipment Loc Ht AV/Range Life Support +3 +4 +5 Ftr #6: Engine Avionics Sensors FCS 2 4 D Gear Safe: Max: Pilot +5 Total Armor/Fatal Threshold ( / ) +1 +2 +5 +1 +2 +5 +2 +4 D +2 Thrust HS: ( +1 +2 ) D Fuel: G/P: / Life Support +3 +4 +5 VELOCITY RECORD Turn # Thrust Velocity Effective Velocity Altitude Fuel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 © 2009 WizKids.

Classic BattleTech. Inc.TM RADAR MAP 12 1 11 F 2 A 10 INNER 3 E CENTRAL ZONE B 9 RING 4 D 8 C 5 7 6 N © 2009 WizKids. Inc. All rights reserved. . Permission to photocopy for personal use. ’Mech and BattleMech are trademarks of WizKids.

Meeting Engagement Phase Meeting Engagement Maneuvers Meeting Engagement Weapons Fire Mine/Debris/Collisions Chaser Weapons Fire 4. Detection and Initial Maneuver Phase Determine Detection Launch and Redeploy Units Detection Maneuvering 2. Inc. All rights reserved. Capital Missile Phase Capital Missile Maneuvers Capital Missile Attacks 3. Permission to photocopy for personal use.TM HIGH SPEED CLOSING ENGAGEMENTS SHEET PLAYER Engagement Speed: Unit Ship/Squadron/ Mines/Debris Detection Phase Maneuver Maneuver Angle of Attack: Capital Missile Phase Target(s) Meeting Engagement Phase Maneuver Target(s) 1 2 3 4 5 6 7 8 9 10 CHARTS AND TABLES SEQUENCE OF PLAY 1. End Phase Recover Detached Units FIGHTER AND SMALL CRAFT DEPLOYMENT TABLE 1D6 1 2 3 4 5 6 % of Units Deployment* 15% 30% 45% 60% 75% 90% RANDOM ENGAGEMENT SPEED TABLE† 2D6 Roll 2 3 4 5 6 7 8 9 10 11 12 Speed Class Fast Medium Medium Slow Slow Slow Slow Slow Medium Medium Fast ANGLE OF ATTACK TABLE† 2D6 Roll 2 3 4 5 6 7 8 9 10 11 12 Angle of Attack (AoA) Crossing Crossing Crossing Head On Head On Head On Head On Head On Head On Crossing Crossing *In all cases. round down to the nearest whole fighter and small craft †Players may simply agree on an Engagement Speed and Angle of Attack in place of rolling on these tables. © 2009 WizKids. Classic BattleTech. . ’Mech and BattleMech are trademarks of WizKids. Inc.

Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Permission to photocopy for personal use. Skill OV Heat Scale: 1 2 3 S Notes: Unit Name: Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt.TM INNER SPHERE/PERIPHERY RECORD SHEET Unit Name: Element: MV Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: © 2009 WizKids. Skill OV Heat Scale: 1 2 3 S Notes: . ’Mech and BattleMech are trademarks of WizKids. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Notes: Unit Name: Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. All rights reserved. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Classic BattleTech. Inc. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt.

Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt.TM COMSTAR RECORD SHEET Unit Name: Element: MV Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Heat Scale: 1 2 3 S S (+0) M (+2) L (+4) Destroyed E (+6) Wt. All rights reserved. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. ’Mech and BattleMech are trademarks of WizKids. Permission to photocopy for personal use. . Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Notes: Unit Name: Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. Skill OV Notes: © 2009 WizKids. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Classic BattleTech. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt.

Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. ’Mech and BattleMech are trademarks of WizKids. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Permission to photocopy for personal use. Classic BattleTech.TM CLAN RECORD SHEET Unit Name: Element: MV Weight Class: Point Value: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Armor/Structure Special Abilities: Heat Scale: 1 2 3 S S (+0) M (+2) L (+4) Destroyed E (+6) Wt. All rights reserved. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Notes: Unit Name: Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. . Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S Element: MV S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. Skill OV Notes: © 2009 WizKids.

Classic BattleTech. Inc. . Skill OV Notes: © 2009 WizKids. Skill OV Special Abilities: Armor/Structure Threshold: Notes: Unit Name: Element: TP Special Abilities: Heat Scale: 1 2 3 S S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Weight Class: Point Value: Armor/Structure Threshold: Special Abilities: Armor/Structure Threshold: Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Inc. Skill OV Weight Class: Point Value: Armor/Structure Threshold: Special Abilities: Armor/Structure Threshold: Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. All rights reserved.TM AEROSPACE RECORD SHEET Unit Name: Element: TP Weight Class: Point Value: Armor/Structure Threshold: Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Notes: Unit Name: Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Weight Class: Point Value: Armor/Structure Threshold: Special Abilities: Armor/Structure Threshold: Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. ’Mech and BattleMech are trademarks of WizKids. Skill OV Weight Class: Point Value: Armor/Structure Threshold: Special Abilities: Armor/Structure Threshold: Special Abilities: Heat Scale: 1 2 3 S Heat Scale: 1 2 3 S Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Heat Scale: 1 2 3 S S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Skill OV Notes: Unit Name: Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt. Permission to photocopy for personal use. Skill OV Notes: Unit Name: Element: TP S (+0) M (+2) L (+4) Destroyed E (+6) Wt.

Inc. . S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl. All rights reserved. S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl. S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: © 2009 WizKids. S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl. Permission to photocopy for personal use. S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl. S (+0) M (+2) L (+4) E (+6) Fore: Left: Right: Aft: Point Value: Armor/Structure Threshold: Sub-Capital S (+0) M (+2) L (+4) E (+6) Special Abilities: Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl. ’Mech and BattleMech are trademarks of WizKids. Inc. Classic BattleTech.TM DROPSHIP RECORD SHEET Unit Name: Element: Skill: TP: Standard Fore: Left: Right: Aft: S (+0) M (+2) L (+4) E (+6) Destroyed Fore: Left: Right: Aft: Size Class: Notes: Capital Msl.

Inc. . Classic BattleTech. Inc.TM WARSHIP RECORD SHEET Unit Name: Element: Size Class: TP: Skill: CAPITAL WEAPONS Arc S (+0) Nose: FL/FR: LBS/RBS: AL/AR: Aft: CAPITAL MISSILE WEAPONS Arc S (+0) M (+2) Nose: FL/FR: LBS/RBS: AL/AR: Aft: SUB-CAPITAL WEAPONS Arc S (+0) M (+2) Nose: FL/FR: LBS/RBS: AL/AR: Aft: STANDARD WEAPONS Arc S (+0) Nose: FL/FR: LBS/RBS: AL/AR: Aft: Armor: Threshold: Point Value: Destroyed Unit Name: Element: Size Class: TP: Skill: CAPITAL WEAPONS Arc S (+0) Nose: FL/FR: LBS/RBS: AL/AR: Aft: CAPITAL MISSILE WEAPONS Arc S (+0) M (+2) Nose: FL/FR: LBS/RBS: AL/AR: Aft: SUB-CAPITAL WEAPONS Arc S (+0) M (+2) Nose: FL/FR: LBS/RBS: AL/AR: Aft: STANDARD WEAPONS Arc S (+0) Nose: FL/FR: LBS/RBS: AL/AR: Aft: Armor: Threshold: Point Value: Destroyed M (+2) L (+4) E (+6) M (+2) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) M (+2) L (+4) E (+6) M (+2) L (+4) E (+6) Structure: Structure: Special Abilities: Notes: Special Abilities: Notes: © 2009 WizKids. Permission to photocopy for personal use. All rights reserved. ’Mech and BattleMech are trademarks of WizKids.

AND SATELLITE RECORD SHEET Unit Name: Element: Size Class: TP: Skill: CAPITAL WEAPONS Arc S (+0) Nose: FL/FR: AL/AR: Aft: CAPITAL MISSILE WEAPONS Arc S (+0) M (+2) Nose: FL/FR: AL/AR: Aft: SUB-CAPITAL WEAPONS Arc S (+0) M (+2) Nose: FL/FR: AL/AR: Aft: STANDARD WEAPONS Arc S (+0) Nose: FL/FR: AL/AR: Aft: Armor: Threshold: M (+2) Point Value: Destroyed Unit Name: Element: Size Class: TP: Skill: CAPITAL WEAPONS Arc S (+0) Nose: FL/FR: AL/AR: Aft: CAPITAL MISSILE WEAPONS Arc S (+0) M (+2) Nose: FL/FR: AL/AR: Aft: SUB-CAPITAL WEAPONS Arc S (+0) M (+2) Nose: FL/FR: AL/AR: Aft: STANDARD WEAPONS Arc S (+0) Nose: FL/FR: AL/AR: Aft: Armor: Threshold: Point Value: Destroyed L (+4) E (+6) M (+2) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) L (+4) E (+6) M (+2) L (+4) E (+6) M (+2) L (+4) E (+6) Structure: Structure: Special Abilities: Notes: Special Abilities: Notes: © 2009 WizKids. Inc. Classic BattleTech. SPACE STATION. Inc. .TM JUMPSHIP. Permission to photocopy for personal use. ’Mech and BattleMech are trademarks of WizKids. All rights reserved.

Permission to photocopy for personal use. All rights reserved. Inc. . ’Mech and BattleMech are trademarks of WizKids. Inc. Classic BattleTech.TM LARGE SUPPORT VEHICLE RECORD SHEET Unit Name: Element: Skill: MV: Fore: Left: Right: Aft: Turret 1: Turret 2: Turret 3: Turret 4: Turret 5: Turret 6: Turret 7: Turret 8: Special Abilities: Size Class: Notes: L (+4) E (+6) Template: Armor/Structure Point Value: Destroyed S (+0) M (+2) Unit Name: Element: Skill: MV: Fore: Left: Right: Aft: Turret 1: Turret 2: Turret 3: Turret 4: Turret 5: Turret 6: Turret 7: Turret 8: Destroyed S (+0) M (+2) Size Class: Notes: L (+4) E (+6) Template: Armor/Structure Point Value: Special Abilities: Unit Name: Element: Skill: MV: Fore: Left: Right: Aft: Turret 1: Turret 2: Turret 3: Turret 4: Turret 5: Turret 6: Turret 7: Turret 8: Destroyed S (+0) M (+2) Size Class: Notes: L (+4) E (+6) Template: Armor/Structure Point Value: Special Abilities: © 2009 WizKids.

TM MOBILE STRUCTURE RECORD SHEET Unit Name: MV: Special Abilities: Skill: Point Value: Destroyed STRUCTURE MAP 1 2 4 5 7 8 3 6 9 Notes: HEX 1 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 5 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 3 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 7 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 2 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. All rights reserved. Permission to photocopy for personal use. Classic BattleTech. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 8 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 9 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. ’Mech and BattleMech are trademarks of WizKids. . Inc. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) © 2009 WizKids. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 6 Armor: ( Structure-T: ( ) S (+0) Capital: Cap. Inc. Missile: Sub Capital: Standard: Turret: ) M (+2) L (+4) E (+6) HEX 4 Armor: ( Structure-T: ( ) S (+0) Capital: Cap.

Inc. Inc. Classic BattleTech.TM SQUADRON RECORD SHEET Unit Name: Point Value: Skill: DROPSHIP/SMALL CRAFT CAPITAL MISSILE WEAPONS SQUADRON ATTACK VALUES Short (+0) Nose Wing Side Aft Medium (+2) Nose Wing Side Aft Long (+4) Nose Wing Side Aft Extreme (+6) Nose Wing Side Aft 6 5 4 3 2 DROPSHIP/SMALL CRAFT STANDARD WEAPONS 1 Short (+0) Nose Wing Side Aft Medium (+2) Nose Wing Side Aft Long (+4) Nose Wing Side Aft Extreme (+6) Nose Wing Side Aft 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 DROPSHIP/SMALL CRAFT SUB-CAPITAL WEAPONS FIGHTER SQUADRON Short (+0) Nose Wing Side Aft Medium (+2) Nose Wing Side Aft Long (+4) Nose Wing Side Aft Extreme (+6) Nose Wing Side Aft 6 5 4 3 2 1 Fighter TP Armor/Structure 6 5 4 3 2 1 6 5 4 3 2 1 6 5 4 3 2 1 Range Short [+0) Medium (+2) Long (+4) Extreme (+6) Damage By Number Successful 6 5 4 3 2 1 © 2009 WizKids. ’Mech and BattleMech are trademarks of WizKids. All rights reserved. . Permission to photocopy for personal use.

TM Level III Formation Name: Superior Formation: Superior Formation: Formation Name: Clan Cluster CHAIN OF COMMAND DIAGRAMS Inner Sphere/Periphery Battalion Formation Name: Superior Formation: Level III Cmd Tier 3 Battalion Command Lance (Optional)* Tier 1 Trinary Cmd Tier 3* *Also Tier 2 Under-Strength Level III Binary Trinary Cmd Tier 2 Trinary Cmd Tier 2 Trinary Cmd Tier 2 Trinary Cmd Tier 2 Tier 3 Under-Strength Company Binary Supernova Trinary Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Reinforced Level III Regular Company Tier 2 Tier 2 Tier 2 Tier 2 Tier 1 Trinary Supernova Regular Level III Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Reinforced Company Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Alpha Bravo Charlie Tier 1 Tier 1 Tier 1 Delta Tier 1 Tier 1 Charlie Tier 1 Tier 1 Bravo Tier 1 Tier 1 Tier 1 Alpha Delta Echo Reinforced Battalion Regular Battalion Under-Strength Battalion *Alpha Tier 2 becomes Battalion Command (Tier 3) if Battalion Command Lance is not used. Permission to photocopy for personal use. Inc. Strong Cluster Reinforced Cluster Regular Cluster Under-Strength Cluster Transport and Support Cmd Unit Transport Units Superior Formation: Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Cmd Unit Support Units Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 Tier 1 © 2009 WizKids. Inc. . All rights reserved. Classic BattleTech. ’Mech and BattleMech are trademarks of WizKids.

4 Battalions Strong .Tier 3 (Optional) Echo Battalion Regiment Formations Under-Strength .Tier 4 Regimental Command Company (Optional) Battalion Command Lance .3 Battalions Reinforced .Tier 3 (Optional) Charlie Battalion Battalion Command Lance .2 Battalions Regular . Inc. All rights reserved. ’Mech and BattleMech are trademarks of WizKids.TM HQ Cmd Unit Cmd Unit Transport Units Support Units INNER SPHERE/PERIPHERY CHAIN OF COMMAND SHEET Cmd Unit .Tier 3 (Optional) Battalion Command Lance .5 Battalions Bravo Battalion Delta Battalion Alpha Command List 1 2 3 4 5 8 9 10 7 6 1 2 3 4 5 Bravo Command List 6 7 8 9 10 Charlie Command List 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 Delta Command List 6 7 8 9 10 Echo Command List 1 6 2 7 3 8 4 9 5 10 © 2009 WizKids. Inc. . Permission to photocopy for personal use.Tier 3 (Optional) Battalion Command Lance .Tier 3 (Optional) Alpha Battalion Battalion Command Lance . Classic BattleTech.

Classic BattleTech. All rights reserved. Inc. Inc.Tier 4 Reinforced . ’Mech and BattleMech are trademarks of WizKids.5 Level IIIs Regular .TM HQ Cmd Unit Cmd Unit Transport Units Support Units COMSTAR/WORD OF BLAKE CHAIN OF COMMAND SHEET Level IV Formations Under-Strength .7 Level IIIs Golf Command List 1 6 2 7 3 8 4 9 5 10 Foxtrot Command List 1 6 2 7 3 8 Alpha Bravo Charlie Delta Echo Foxtrot Golf 4 9 5 10 Alpha Command List 1 2 3 4 5 8 9 10 7 6 1 2 3 4 5 Bravo Command List 6 7 8 9 10 Charlie Command List 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 Delta Command List 6 7 8 9 10 Echo Command List 1 6 2 7 3 8 4 9 5 10 © 2009 WizKids. . Permission to photocopy for personal use.6 Level IIIs Level IV Command .

. Classic BattleTech.3 Clusters Reinforced .Tier 4 Also Cluster Command Star .Tier 3 and Trinary Command . Inc.Tier 3 Galaxy Command .Tier 3 Bravo Cluster Alpha Cluster Cluster Command . All rights reserved.5 Clusters Charlie Cluster Alpha Command List 1 2 3 4 5 8 9 10 7 6 1 2 3 4 5 Bravo Command List 6 7 8 9 10 Charlie Command List 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 Delta Cluster Delta Command List 6 7 8 9 10 Echo Command List 1 6 2 7 3 8 4 9 5 10 © 2009 WizKids.Tier 3 Cluster Command .2 Clusters Regular .Teir 2 Cluster Command . ’Mech and BattleMech are trademarks of WizKids. Inc.4 Clusters Strong .Tier 3 Echo Cluster Galaxy Formations Under-Strength .TM Cmd Unit Cmd Unit Transport Units Support Units HQ CLAN CHAIN OF COMMAND SHEET Cluster Command . Permission to photocopy for personal use.

TM COUNTERS .

Classic BattleTech. Permission to photocopy for personal use. Inc. Inc. position the template over the miniature. ’Mech and BattleMech are trademarks of WizKids. . All rights reserved. Front & Right Arm & Left Arm Left Arm & Left Side Right Arm & Right Side Rear © 2009 WizKids.TM FIRING ARCS TEMPLATE Instructions: To use the Firing Arcs Template. cut out the hex in the center along the dotted outline. aligning the template’s front hexside (designated by the arrow) to the miniature’s front hexside.

Inc. Classic BattleTech.TM AERODYNE FIRING ARCS TEMPLATE Instructions: To use the Firing Arcs Template. Nose & Left Wing Nose & Right Wing & Left Wing Nose & Right Wing Aft & Right Wing (A) & Left Wing (A) Aft & Left Wing (A) Aft & Right Wing © 2009 WizKids. . All rights reserved. cut out the hex in the center along the dotted lines. ’Mech and BattleMech are trademarks of WizKids. position the template over the miniature. Inc. aligning the template’s front hexside (designated by the arrow) to the miniature’s front hexside. Permission to photocopy for personal use.

TM (3-4) (1-2) 1 6 Attack Direction AREA OF EFFECT TEMPLATES POI (5-6) 2 (3-4) Attack Direction 1 5 4 3 2” TE AOE PLA TEM (1-2) 6 (5-6) 2 POI 5 3 4 6” AOE TEMPLATE ATTACK PATH STRAFING TEMPLATE . Inc. . Classic BattleTech.UP TO 10” LONG © 2009 WizKids. All rights reserved. Inc. ’Mech and BattleMech are trademarks of WizKids. Permission to photocopy for personal use.

Permission to photocopy for personal use. All rights reserved. ’Mech and BattleMech are trademarks of WizKids.TM UNIT MAINTENANCE WORKSHEET UNIT Type: Maintenance Time: Tech Level: Overall Quality Rating: UNIT DAMAGE AND DEFECTS Component Tech Level Quality Rating Time Notes Notes: © 2009 WizKids. Inc. Classic BattleTech. Inc. .

Outworlds Alliance.75 2 4 Modifiers 5 5 2. TO). allocating all to a hypothetical Nose arc. 54.5 1 Mass/15 Mass/60 Mass/30 Modifiers 1. Unit takes 1D6 x Base Landing Damage. taking 2D6 x Base Landing Damage. A ’Mech cannot move cargo if it does not have any working hand actuators. If using different gravities (see High/ Low Gravity. PAGE CONVERSION OF GROUND UNITS TO FIGHTERS TABLE HULL LANDING MODIFIERS TABLE 439 . see p.2G. Unit takes 2D6 x Base Landing Damage. Note that these weapons have significantly reduced ranges in aerospace engagements (see Aerospace Weapon Range Table. 235. Collision. p. above 0. Unit bounces off the hull. 295. 55. 7 Cargo is in standard cargo containers (see p.5 0.2 1 1. Unit bounces off the hull. TW). the target takes a quarter of the damage applied to the landing unit (round down). TW). or less than –30 degrees C. Battle Armor Space Operations Adaptations Has Claws and/or Magnets Has Heavy Battle Claw No manipulators –1 –1 –1 +1 PAGE 25 FAILED HULL LANDING TABLE Conventional Infantry (Marines) Thrust Rating: Jump Rating ÷ 3 (round down) Fuel: Jump Rating x 2 Offensive Systems: Per weapons load-out Armor: Conventional infantry troops normally do not mount armor (each point of damage normally eliminates a single trooper). TM). If a unit is not equipped with Space Operations Adaptations (see p. Nueva Castile. 3 See Beast-Mounted Infantry. the number of methods (whether all the same or different) cannot be greater than the number of doors the unit mounts. Armor: Total the Armor Points (excluding the 00 box for the soldier) for all the troopers in the battle armor formation. 229. 11 If higher than 50 degrees C. 12 If no lights/cover available.75 0. 239. with certain exceptions (see Zero-G Ground Unit Combat. 8 If outside of a sealed structure/ building/unit. 10 Must have a sealed suit/vehicle/’Mech/ and so on (see Vacuum. 5 Cargo lifter manipulators (see p. p. 4 ’Mech must have two working hand actuators.9 0.75 0. Magistracy of Canopus. 119). 404-417 of TO. and fails to land. TO. p. divide this total by 2.8 0. Unit misses target craft. SEARCH AND RESCUE MODIFIERS TABLE Situation General Enemy in control of the battlefield Ground SAR force includes VTOL or WiGE SAR force has Improved Sensors SAR force has Active Probe Space Not in planetary orbit SAR force includes Small Craft* SAR force includes DropShip* SAR force includes WarShip* * Use largest modifier only +2 –1 –2 –3 –1 –1 –2 Method2 Human +2 Modifier 5 6+ Collision. Hard landing. p.5 Modifiers 0. taking 2D6 x Base Landing Damage. 2 If loading or unloading to a unit. and fails to land. Niops Association. 317. taking 3D6 x Base Landing Damage. Melee weapons may not be used. and fails to land. Margin of Failure 1 2 3 4 PAGE 46 Effect* Hard landing. Standard ground unit arcs apply.) Thrust Rating: Jumping MP ÷ 3 (round down) Fuel: Jumping MP x 6 + any fuel tanks Offensive Systems: Use the weapon Damage Values as presented on pages 303-305 of TW and pp. 269. *All damage is standard-scale. 9 Assumes a standard Terran gravity. TM). it is treated differently (see Infantry Armor. 25 +3 BattleMechs/ProtoMechs Thrust Rating: Jumping MP ÷ 3 (round down) Fuel: Jumping MP x 2 Offensive Systems: Use the weapon Damage Values as presented on pages 303-305 of TW and pp. modifier is mass/50. if a ’Mech only has one working hand actuator. May not make any other movement this turn. In all cases. palletized format that must be “broken” from the holds (“break bulk cargo”). Hanseatic League and pirates GEN ER A L RULES Collision. 404-417 of TO.2 1. TO). 6 Only in zero-G and vacuum. *Includes Circinus Federation. PAGE 42 CARGO TRANSPORT TABLE Results in Tons/Minute1 1 Base Modifier 0. TO).8 0.PAGE 24 PAGE 25 Situation No fuel remaining Relative velocity Target is Out of Control ’Mechs BattleMech armor facing destroyed Has Hatchet/Sword Has Claws or Talons Has Claws and Talons Modifier +2 See Landing on the Hull.2 0.5 Animal (Creature Size)3 Large Very Large Exoskeleton (including BA) ProtoMech Vehicle ’Mech4 PAGE 28 Lifter Type Cargo Manipulator5 Lift Hoist Zero-G Gear6 Light Cargo Platform Heavy Cargo Platform Cargo Type Containerized7 Liquid Null-G Pack Planetary Conditions8 Zero-G9 Vacuum10 Tainted Atmosphere Trace or Very High Pressure Atmosphere Extreme Temperatures11 Heavy Snowfall/Ice Storm/ Lightning Storm/Strong Gale/ Torrential Downpour Blizzard/Storm/Tornado Moonless Night/Solar Flare12 Pitch Black12 RECOMMENDED FIGHTER SQUADRON FORMATION TABLE Affiliation Clan Star (All) Inner Sphere Generic/Mercenary Capellan Confederation Draconis Combine Federated Suns Free Rasalhague Republic Lyran Alliance ComStar/Word of Blake Periphery (General)* Marian Hegemony Taurian Concordat Calderon Protectorate Additional Formations Clan Aerospace Point Inner Sphere Flight Capellan Flight 6 6 6 6 4 6 6 6 10 (Split 5/5 or 6/4 in two squadrons) 4 4 Force Size (# of Fighters) 2 2 3 Force Size (Fighters per Squadron) 10 (Split 5/5 or 6/4 in two squadrons) This assumes the cargo is in loose. p. even when they do wear armor.2 1. Armor: A ’Mech’s armor remains in the standard locations +1 facing –1 –1 –2 Battle Armor (BA squads/Points are treated as single units.75 0. Unit bounces off the hull. divide the cargo moved by the square root of the gravity in G’s. p.

Regular = 3. p. For example. these modifiers are only applied if the force suffered a desertion/mutineer in the previous Morale/Fatigue Cycles. 38 PAGE 38 PAGE 47 +2 –0 +0 +1 +2 Modifiers FORCE QUALITY TABLE Average Piloting/ Gunnery Skill Rating 7-6 5-4 3-2 1-0 Force Quality Green Regular Veteran Elite AEROSPACE SAR PILOT AND RESCUE TABLE Situation Rescuing aerospace unit expends thrust Rescuing aerospace unit is the target of attacks Ejected pilot has maneuvering pack Rescuing aerospace unit is Small Craft Rescuing aerospace unit is DropShip Rescuing aerospace unit is WarShip Modifier + Thrust Points spent +1 –1 –1 +1 +2 PAGE 38 GENERIC FORCE LOYALTY TABLE Equipment Rating A B C D F Clan Front Line = A Rating Second Line = B Rating Garrison/Solahma = D Rating Force Loyalty Fanatical Fanatical/Reliable Reliable Reliable/Questionable Questionable . 178). †Including crew of Support Vehicles ‡ See Force Loyalty. 39. Force is Clan * See Force Quality. must have four Morale/Fatigue Cycles pass without a desertion/mutineer for these modifiers to no longer apply for a new Morale/Fatigue Cycle. Scout: A Unit given the Scout order will seek to make contact with the enemy Force to determine its strength and position. 38. but is not ready to fight. armor and so on) for repairing or customizing units (see Obtaining Replacement Parts. Repair: A Unit with this order may repair constituent Elements according to the standard repair and salvage rules (see p. 41) are being used. 169) *See Force Quality. if it suffered a desertion/mutineer two Morale/Fatigue Cycles in the past. A Green force. §The time frame for these two modifiers is based on the Force Quality. the Unit will reduce its Fatigue Points by 1 providing it is not attacked during the current turn. Veterans = 2. If more than one Unit receives the Fight order. p. p. Situational Modifiers Force Quality* Green Regular Veteran Elite Misc. 166) as the time allocated to the Strategic Turn allows. Rest: If the Fatigue rules (see p. FATIGUE RATINGS TABLE Fatigue Points 0 1-4 5-8 9-12 13-16 17+ Combat Modifiers +0 +0 –1 –2 –3 –4 Non-Combat Modifiers +1 +0 +0 –1 –2 –3 Morale Check None None Yes Yes Yes Yes Non-Combat Orders Move: A Unit with this order may make a strategic move (if maps are being used to determine location) at twice its normal movement rate. with the following values representing a number of Morale/Fatigue Cycles: Elite = 1. Defend: A Unit with this order is combat ready but not actively seeking battle or enemy forces. for an Elite force. Such Units may not move or fight. PAGE 48 PAGE 41 COMBAT ORDERS TABLE Combat Orders Fight: A Unit with this order is actively seeking to engage the enemy and may be considered the aggressor in a scenario (see Determining Attacker and Defender below). Supply: A Unit with this order may spend unused BV to purchase equipment (weapons. Green = 4. the player should specify whether the Units are working together as a combined Force (in which case they are treated as a single Unit when determining their opposition) or as distinct forces. 168) Modifiers –1 –2 –1 +0 –1 –1 –2 +2 –2 –1 +0 +1 +2 Other Non-Combat Staff† Small Craft DropShip (Military) DropShip (Civilian) JumpShip (Military +1 +0 –1 JumpShip (Civilian) WarShip Space Station Force Loyalty‡ +1 +1 +0 –1 +0 +1 +1 Fanatical Reliable Questionable Other Force has Military Police Force has suffered desertion§ Force has suffered mutineers§ +1 +0 –1 +1 +1 +3 GEN ER A L RULES Fighter Medical Personnel (see p. but will attempt to avoid a pitched battle. however. the modifiers do not apply. p.440 PAGE 40 MORALE RATINGS TABLE Morale Rating 1 (Unbreakable) 2 (Very High) 3 (High) 4 (Normal) 5 (Low) 6 (Very Low) 7 (Broken) Combat Modifiers +1 +1 +0 +0 +0 –1 –2 Non-Combat Modifiers +2 +1 +1 +0 –1 –1 –2 Desertion Check Target Number 0 0 0 2 5 5 8 Mutiny Check Target Number 0 0 0 0 4 4 7 PAGE Situational Modifiers Force Quality* Green Regular Veteran Elite Force Allegiance Clan House/Periphery Mercenary Force Type ’Mech ProtoMech Vehicle Infantry Battle Armor Modifiers Situational Modifiers Technical Personnel (see p.

000 2. Both docking collars take 1 box of damage.3 hours 14 hours 18. JUMP CALCULATION TABLE Target is zenith or nadir With computer: (2D6 – MoS) x 10 minutes Without computer: (2D6 – MoS) hours JUMPSHIP/WARSHIP/SPACE STATION HIT LOCATION TABLE 2D6 Roll 2 3 4 Nose Nose/Life Support Nose/Control Fore-Right/Weapon Fore-Right/Thruster Nose/CIC Nose/Weapon Nose/Sensors Fore-Left/Thruster Fore-Left/Weapon Nose/Crew Nose/K-F Drive Aft Aft/Fuel Aft/Avionics Aft-Right/Weapon Aft-Right/Thruster Aft/Engine Aft/Weapon Aft/Engine Aft-Left/Thruster Aft-Left/Weapon Aft/Control Aft/K-F Drive Side Nose/Avionics Front Side/Sensors Front Side/Front Side Weapon Front Side/Docking Collar Front Side/K-F Drive Aft-Side/Broadside Weapon Aft-Side/Grav Deck Aft-Side/Door Aft-Side/Aft-Side Weapon Aft/Cargo Aft/Engine Target is non-standard jump point With computer: (2D6 – MoS) x 30 minutes Without computer: Impossible 5 6 7 8 Other Unit is moving: Base time x 1.000 2.500 2. PAGE 69 ATMOSPHERIC FLIGHT TIMES TABLE Distance in Kilometers 500 1.000 tons 20.000 Flight Time 15 minutes 18 minutes 20 minutes 30 minutes 50 minutes 90 minutes 120 minutes 140 minutes *If an effect occurs.25 *Add 1D6 damage if the unit is conducting a vertical landing. use the Cargo rules on page 239 of Total Warfare to determine the final outcome of that damage. and apply that critical damage.75 No Modifier No Modifier Multiply Damage by 1. PAGE 95 Modifier +2 +1 +3 +0 +4 +4 0 +2 +2 PAGE 73 SIZE CLASS DAMAGE TABLE (ALL DAMAGE IN CAPITAL SCALE) Unit Tonnage Zero to 500 tons 501 to 5.000 40.4 hours 4.000 40.3 hours 12.6 minutes 2.9 minutes 32. +1 modifier to all Weapon Attack Rolls Randomly determine a column and location on the appropriate aerospace Hit Location Table. The pilot can attempt another docking after a delay of 10 turns.000 tons Damage* 8 + 1D6 14 + 2D6 18 + 3D6 24 + 4D6 30 + 5D6 ATMOSPHERIC CONDITIONS Atmospheric Pressure Vacuum Trace Thin Standard High Very High Water Take Off Modifier No Damage Multiply Damage by . Docking unsuccessful. Both docking collars suffer damage. Apply standard-scale damage equal to (MoF – 3) x 10 to the location of both units where the docking collars chosen for the docking attempt are located. TO) PAGE 66 PAGE 69 12 RANDOM MOVEMENT (ADVANCED VECTORS) 1D6 1 2 3 Effect Turn 2 hexsides left Turn 1 hexside left Increase vector corresponding to current facing by 1 Increase vector corresponding to current facing by 2 Turn 1 hexside right Turn 2 hexsides right SUBORBITAL AND ORBITAL FLIGHT TIMES TABLE Distance in Kilometers 1. **Transient points require detailed charts of the destination system.000 30. 4+ PAGE 71 FAILED PREFLIGHT CHECK LIST TABLE 2D6 Die 2-5 6-7 8-9 10-11 No Effect +1 modifier to all Control Rolls +2 modifier to all Control Rolls.0 minutes 1. adding the final die roll result from the roll on the Failed Preflight Check List Table to determine the number of tons damaged.3 hours 9. Flight Times (by Altitude)* Ground Row 18.000 tons 5.1 9 10 11 12 AEROSPACE MOVEMENT/AEROSPACE COMBAT PAGE DOCKING MODIFIERS TABLE DOCKING DAMAGE TABLE 441 . Roll 1D6.000 20.000 20.000 5.25 Multiply Damage by 1. cargo is damaged as well (if there is cargo.000 tons Per 15 minutes added to docking time Per 5 minutes subtracted from docking time Sensor damage** Avionics damage** Towing Adaptor on docking unit Target unit is Out of Control Docking collar damaged Modifier +1/box +2 +4 +3 +2 –1 –1 +1 +1/box +1/box –2 +5*** Double docking time Margin of Failure 0 1 2 3 Effect Docking successful Docking successful.4 hours 4 5 6 HYPERSPACE NAVIGATION TABLE Situation Calculations made without navigation computer* Aerospace unit is moving predictably Aerospace unit is moving out-of-control Destination is nadir or zenith point Destination is non-standard point* Destination is transient point** Origin point is at nadir or zenith Origin is non-standard (Lagrange) point Origin is transient point *Non-standard points cannot be calculated if a navigation computer is unavailable.5 Multiply Damage by .000 PAGE 88 * Takeoff and Landing are a military profile of 5 minutes.PAGE 68 PAGE 68 Condition Unit has critical damage to thruster Docking conducted during combat* Docking unit is JumpShip Docking unit is WarShip Docking unit is DropShip over 20.7 hours 9. *** Impossible unless docking unit has Naval Tug Adaptor (see p.500 5. The craft miss each other. Transport Bays are considered cargo in this instance). The pilot can attempt another docking after 10 turns.5 minutes 42.001 to 10.000 10.000 tons 10.001 to 35.8 minutes 60. and apply both critical damages.000 30. Effect* *This modifier applies to any docking attempts made within 10 hexes of units firing or being fired upon during the docking procedure.000 10. 334.6 hours 3.3 minutes 23.001 to 20. Docking unsuccessful.6 hours Atmospheric Row 1 14.000 tons Docking unit is DropShip under 5. Randomly determine a column and location twice on the appropriate aerospace unit Hit Location Table. **On either the docking unit or the target. cross off 1 box.2 hours 6. but the pilot can attempt another docking after 10 turns Docking unsuccessful.

–1 per level above 1 (Max of 0). which always move last after all other aerospace units have moved. Type B = +0 Type C = –1.e. *All other units apply standard damage.442 PAGE 115 PAGE 96 CAPITAL WEAPONS DETAILED RANGES TABLE Type Direct-Fire Ballistic Weapons Light Mass Driver Medium Mass Driver Heavy Mass Driver NAC/10 NAC/20 NAC/25 NAC/30 NAC/35 NAC/40 Light N-Gauss Medium N-Gauss Heavy N-Gauss Light SC-Cannon Medium SC-Cannon Heavy SC-Cannon Direct-Fire Energy Weapons 30/60 60/100 90/140 30 60 85 100 120 135 9 15 18 12 30 42 1–10 1-9 1-8 1-11 1-11 1-10 1-9 1-7 1-6 1-14 1-13 1-12 1-7 1-6 1-5 11–20 10-18 9-16 12-22 12-21 11-20 10-18 8-14 7-12 15-28 14-26 13-24 8-14 7-12 6-10 21–30 19-27 17-24 23-33 22-31 21-30 19-27 15-21 13-18 29-40 27-39 25-36 15-21 13-18 11-15 31–40 28-36 25-32 34-44 32-42 31-40 28-36 22-28 19-24 41-56 40-52 37-48 22-28 19-24 16-20 Heat Short Range Medium Range Long Range Extreme Range RAMMING ATTACKS TABLE (EXPANDED) Base To-Hit Number: 6 + (target Piloting Skill – attacker Piloting Skill) Modifiers Attacker existing damage: Sensor damage Avionics damage Target is (in space): Fighter or Small Craft DropShip JumpShip WarShip Space Station Satellite Cannot spend thrust Evading Target is (in atmosphere): Grounded DropShip hex Building hex Grounded fighter or Small Craft Ground Unit‡ Large Support Vehicle Large Naval Vesses Support Vehicle Small or Medium Airships§ Large Airships§ Mobile Structures Airborne Air Mobile Structure Infantry Attacker is: Fighter or Small Craft DropShip WarShip In atmosphere –2 –1 +1 +2 –2†† –2†† +4†† +4 +2 Variable‡‡ –1 –2 Variable§§ +0 Not Possible§§§ +4* +2 +0 +1 –1 –2 –2 Variable** +1 +1 per box AEROSPACE MOVEMENT/AEROSPACE COMBAT PAGE NL35 NL45 NL55 Light NPPC Medium NPPC Heavy NPPC SCL1 SCL2 SCL3 Missile Weapons Killer Whale White Shark Barracuda† AR10* Sub-Capital Manta Ray Swordfish Stingray Piranha Tele-Operated‡ Kraken-T Killer Whale-T White Shark-T Barracuda-T Equipment Screen Launcher 52 70 85 105 135 225 24 28 32 1-11 1-12 1-13 1-11 1-12 1-13 1-9 1-8 1-7 12-22 13-24 14-26 12-22 13-24 14-26 10-18 9-14 8-13 23-33 25-36 27-39 23-33 25-36 27-36 19-27 15-19 14-18 34-44 47-48 40-52 34-44 37-48 40-52 28-36 20-24 19-22 20 15 10 * 1-12 1-12 1-20 * 13-24 13-24 21-30 * 25-36 25-36 31-40 * 37-48 37-48 41-50 * 21 15 12 9 1-3 1-3 1-6 1-9 4-5 4-6 7-12 10-18 6-7 7-9 13-18 19-27 8-9 10-12 19-24 28-36 *Fighter squadrons may not make (or be the target of) ramming attacks **See p. ‡Tele-operated missile (see p. 82. TW) PAGE 100 DropShip Support Vehicle (aircraft) WarShip Airship BRACKETING FIRE MODE TABLE Weapon Bay Damage Value Reduction* 80% 60% 40% *Round all fractions down PAGE 116 To-Hit Modifier –1 –2 –3 Minimum Number of Weapons in Firing Bay 2 3 4 JumpShip Space Station Ground Unit in Zero-G Ops Satellite OVER-PENETRATION WEAPONS FIRE 1D6 Roll 1-3 4 5 6 Result All units apply standard damage JumpShips and Space Stations apply over-penetration rules* JumpShips. The exception are ejected pilots/lifeboats/escape pods (see p. TW. If the Control Roll fails. 22) always move after all other aerospace units have moved (including ground units in zero-g operations). the attacker crashes into the ground in the hex behind the target. apply the standard –4 to-hit modifier and treat as a standard crash (see Avoiding or Taking Damage. §§Start with a +0 modifier. above 10. ‡‡Apply the following modifier based upon template size: Type A = +1. (Control Roll does not apply if the target was airborne. including drooping troops. §Grounded or airborne. 26).) ††Target’s Piloting Skill Rating is considered equal to attacker. p. TW) for effects on infantry in the hex. 77. dropping troops (see p. Type D = –2. Space Stations or DropShips apply over-penetration rules* *Including squadrons Dropping Troops: Even when using Advanced Initiative. make a Control Roll with +4 modifier. a 31 hex Mobile Structure would apply a –6 modifier. ‡Includes ’Mechs. Combat Vehicles. i. †If the attack misses. 50 20 15 10 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A PAGE 63 ADVANCED INITIATIVE TABLE Initiative = Controll Roll MoS/MoF + Class Modifier Class Modifiers +3* +0 +0 –1 –3 –4 –5 –5 –6 –7 10 1-3 4-6 7-9 10-12 Fighter Small Craft *Per missile type †If using weapon-specific ranges. ProtoMechs. 251. Space Stations and DropShips apply over-penetration rules* WarShips with an SI 30 or less and any JumpShips. . §§§Hexes containing infantry can be targeted. Barracuda missiles do not gain a to-hit bonus. then apply a cumulative –2 modifier for every 10 hexes of size. Type E = –3. Support Vehicles. or fractions there of.

vehicles4. Naval vessel VTOL. 12Airborne aerospace Elements must pay for facing changes (see Facing and Heading. Naval vessel VTOL. WiGE10 Wheeled. ProtoMechs. 6 Wheeled or tracked Support Vehicles with the Amphibious Chassis and Controls Modification can move through any water hex on the surface at a cost of 2 MP. 221). for rules governing entering hexes whose level is lower than the Unit’s current hex. †Includes Airship Support Elements. BAT TLE ORC E: STANDARD R UL ES BAT T LE F O RC E : S T A N DA RD RULES TLEFORCE: LEF RCE D RUL P PAGE 443 . ground vehicles WiGE10.50 . then movement costs 1 additional MP per hex.75 1 Free12 MP cost to move along the bottom of the water hex 2Infantry pays only 1 MP to enter any building hex. ProtoMechs) +2 (infantry. if airborne) must be included in the level of the underlying hex when determining a Unit’s total height. Vehicles. * Plus cost to change levels if applicable PAGE 226 RANGE TABLE STANDARD RANGES Distance 0-1 hexes 2-4 hexes Range Short Medium Long PAGE 219 PAGE 221 5-8 hexes INFANTRY MOVEMENT MODE TABLE Movement Mode Foot Jump Mechanized Hover Tracked Wheeled Motorized h t w m Hover Element Tracked Element Wheeled Element Ground Element BF Movement Code f j Move As Ground Element Ground Element with Jumping ability ATMOSPHERIC FACING CHANGES TABLE UNDERWATER RANGES Powered Turn 1 1 1 1 1 1 1 2 2 2 2 3 Conventional Fighter 3 4 5 7 8 9 11 12 13 15 16 17 Aerospace Fighter* 3 5 7 9 11 13 15 17 19 21 23 25 Aerodyne DropShip/ Small Craft† 3 5 8 11 13 16 19 21 27 27 29 32 SPACE RANGES (STANDARD WEAPONS) Distance 0-2 hexes 3-4 hexes PAGE 224 5-6 hexes 7-8 hexes Range Short Medium Long Extreme 0-32 hexes 33-64 hexes 65-107 hexes 108-133 hexes Short Medium Long Extreme Distance AIR-TO-AIR RANGES Range Distance 0 hexes 1-2 hexes 3-4 hexes Range Short Medium Long Velocity 1 2 3 4 5 6 7 8 9 10 PAGE 225 11 12 UNIT HEIGHT TABLE Type ’Mechs ProtoMechs. p. the height of aerospace Units for LOS purposes is irrelevant while airborne. 11 Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MP. VTOL9 WiGE9. submarines. 9VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex. otherwise cost of underlying terrain. Naval vessel Wheeled13.25 . 8 Infantry pays only 2 MP to enter any Heavy Woods hex. ProtoMechs ’Mechs.PAGE 217 MOVEMENT COSTS TABLE Movement Action/Terrain Type Cost to Enter Any Hex Terrain Cost When Entering Any New Hex Clear Paved/Bridge Road Rough Light Woods Heavy Woods Water Depth 0 Depth 1 Depth 2+ +0 +11* +31* Naval vessel Infantry11. WiGE. ground vehicles. submarines) +1 +12 +22 +32 +42 Infantry. 7Infantry pays only 1 MP to enter any Light Woods hex. VTOLs. WiGE. Naval vessel VTOL. Naval vessel VTOL. submarines) +1/level (VTOLs. WiGE. see Wing-In-Ground-Effect. Infantry and Fighters Submarines Large Support Vehicles and Small Craft Aerodyne DropShips Spheroid DropShips Height* 2 levels 1 level 1 depth 2 levels 5 levels 10 levels *Small and Medium Fixed-Wing Support Elements use this column. p. Naval vessel PAGE 232 CHARGE DAMAGE TABLE Element Weight Light Medium Heavy Assault Multiply MP by . 218. 10 This only applies to WiGE Units entering a hex whose level is higher than the Unit’s current hex.6 Infantry11. 5 If a wheeled Support Vehicle lacks the Off-Road Vehicle Chassis and Controls Modification. WiGE. Naval vessel MP Cost Per Hex 1 Prohibited Elements PAGE 217 VEHICLE MOVEMENT MODE TABLE Movement Mode Hover Naval Submersible Tracked VTOL Wheeled WiGE BR Movement Code h n s t v w (b/m)**† g Level Change (up or down) 1 level +1 (’Mechs. IndustrialMechs +05 +0 +03 +1 +17 +28 Naval vessel Naval vessel Naval vessel Wheeled.6. 4Hovercraft may enter all water hexes along the surface. infantry. 13 Wheeled Elements with the Bicycle or Monocycle movement modes may enter light woods as if they were a tracked Element. VTOLs. ground vehicles) 2 levels 3+ levels Rubble Light building Medium building Heavy building Hardened building Additional Movement Actions Facing change 1 — **Vehicles and mechanized conventional infantry †Bicycle or Monocycle Chassis and Controls modification +2 (’Mechs. SPACE FACING CHANGE TABLE Current Velocity 0-2 3-5 6-7 8-9 10 11 12+ Thrust Point Cost 1 2 3 4 5 6 +1 per point of velocity SPACE RANGES (CAPITAL WEAPONS) Distance 0-4 hexes 5-8 hexes 9-13 hexes 14-17 hexes Range Short Medium Long Extreme *A Unit’s height levels (or elevations. 3If traveling along road. Naval vessel Vehicles9. hover. Large Fixed-Wing Support Elements use the Aerodyne DropShip/Small Craft column. vehicles4.

Large Support Element Modifier +2 +3 +1 +0 –2 TARGET MODIFIER Target Has Stealth Armor Is Shutdown/Immobile 11 PAGE 282 ProtoMech Grounded Small Craft Grounded Aerospace Element ELEMENT HEIGHT TABLE Height* 2 levels 1 level 2 levels 3 levels 4 levels 5 levels 10 levels Varies** ProtoMechs. 14 Aerospace Elements that are not DropShips add a +2 to-hit modifier when on the ground. 225). PAGE 220 AEROSPACE MOVEMENT TABLE Movement Mode Aerodyne Airship Spheroid BR Movement Code a i p . DropShips ignore this modifier. 5 May apply multiple times. 8 If Support Element has basic fire control. Battle armor targets: Add +1 at short and medium ranges. Shutdown Elements do not get a target movement modifier. Multiply the Element’s MV by 0. replace with +1 modifier. grounded DropShips. hexes and woods. 4 Only aerospace Elements use Extreme range in the standard rules. replace with +0 modifier. Sides (+2). 12 Includes bridges. Vehicles. if airborne) must be included in the level of the underlying hex when determining a Unit’s total height. 345). Does not apply to physical attacks 6 Applies for ground-to-air attacks against airborne aerospace. conventional fighters. Spheroid DropShips Mobile Structures *A Unit’s height levels (or elevations. the height of aerospace Units for LOS purposes is irrelevant while airborne. Airships and Conventional Fighters ‡Includes Small Craft PAGE 227 PAGE 232 TO-HIT MODIFIERS TABLE RANGE MODIFIERS Range Short Medium Modifier +0 +2 +4 +64 MISCELLANEOUS MODIFIERS Attacker Attacking Indirectly Fire Control Hit Flak Special Ability (see p. †Includes Fixed-Wing Support Elements. Grounded DropShips do not get an angle of attack modifier. buildings. All others: +0 at short range. but instead get a target movement modifier as if they had a MV equal to 1/2 their TP (rounded down). Apply an angle of attack modifier as follows: Attacks against the Nose(+1). 3 Does not apply if attacker is submerged. 13 Applies to all attacks after the first. Does not apply to aerospace Elements. VTOL and WiGE targets only. or Aft (+0). MP expended are irrelevant. All modifiers are cumulative. 349) IndustrialMech Attacking Multiple Targets TARGET MOVEMENT MODIFIER1 Target’s Available MP 0-2 3-4 5-6 7-9 10-17 18+ Modifier +0 +1 +2 +3 +4 +5 Support Element Is Grounded Aerospace Element Striking Strafing Altitude Bombing Dive Bombing Spotting for Indirect Fire Overheated Modifier +14 +25 –26 +17 +113 +28 +214 +2 +4 +3 +2 +1 9 DETERMINING MOTIVE SYSTEMS DAMAGE CHANCE FOR MOTIVE SYSTEM DAMAGE 1D6 Roll 1-4 5-6 Result No Effect Roll for Motive Systems Effect (below) BAT TLEFORCE: STANDARD RULES Long Extreme EFFECT OF MOTIVE SYSTEMS DAMAGE 2D6 Roll 2-7 8-9 10-11 12 Result No Effect –1 MV. 9 If the spotter is also making an attack. p. 2 Applies when target occupies a hex with the indicated terrain type. If Support Element has advanced fire control. 7 Disregard if the IndustrialMech has the Advanced Fire Control special ability (see p. Add +2 at long range.5 and round down The Element is immobilized MODIFIERS* Tracked/Naval Wheeled +0 +2 +1 +3 +4 +Heat Level [1-3] TERRAIN MODIFIERS2 Terrain Depth 1 Water Light Woods Heavy Woods Modifier +13 +1 +2 TARGET TYPE MODIFIER Target Element Type Airborne Element Battle Armor Jump Capable PHYSICAL ATTACKS MODIFIER Physical Attack Type Charge Death From Above Melee Physical Attack Standard Physical Attack Target is Grounded DropShip 1 Hit from the rear Modifier +1/+2/+010 +1 +1 –1 +1 –116 *15 Type ’Mechs Hovercraft/Hydrofoil VTOL/WiGE *Applies to Effects of Motive Systems Damage only. Apply both Critical Hits. The Element’s MV is reduced by 1 for the remainder of the game –1/2 MV. **Refer to the Mobile Structure’s Total Warfare statistics for its height. 16 Grounded Small Craft do not get an angle of attack modifier. and size class 1 & 2 airships do not get an angle of attack modifier. 10 Applies to all aerospace Elements that are airborne or in space. and the indirect attack (see Indirect Fire Attacks. 15 Grounded aerospace fighters. Infantry and Fighters Modifier Varies11 –412 Large Support Vehicles and Small Craft Very Large Support Elements Super Large Support Elements Aerodyne DropShips Modifier is based upon available MP modified by heat level and critical hits if applicable. +1 at medium range and +2 at long range. size class 1 & 2 fixed-wing support elements.444 PAGE 230 DETERMINING CRITICAL HITS TABLE 2D6 Roll 2 3 4 5 6 7 8 9 10 11 12 ’Mech* Ammo Hit Engine Hit Fire Control Hit No Critical Hit Weapon Hit MP Hit Weapon Hit No Critical Hit Fire Control Hit Engine Hit Head Blown Off ProtoMech Weapon Hit Weapon Hit Fire Control Hit MP Hit No Critical Hit MP Hit No Critical Hit MP Hit Proto Destroyed Weapon Hit Weapon Hit Vehicle Ammo Hit Crew Stunned FCS Hit FCS Hit No Critical Hit No Critical Hit No Critical Hit Weapon Hit Weapon Hit Crew Killed Engine Hit Aerospace† Fuel Hit Fire Control Hit Engine Hit Weapon Hit No Critical Hit No Critical Hit No Critical Hit Weapon Hit Engine Hit Fire Control hit Crew Killed DropShip‡ KF Boom Hit Docking Collar Hit No Critical Hit Fire Control Hit Weapon Hit Thruster Hit Weapon Hit Door Hit No Critical Hit Engine Hit Crew Hit PAGE *Roll 2D6 twice for IndustrialMechs. apply this modifier to the spotter’s attack.

The Element rolls 360 degrees. PRB or BH PAGE 287 Spotter has Recon† Modifier –1 –1 –2 –1 Action Reveal a Command Reveal a Request Eliminate a Command Eliminate a Request Reveal a Command Unit Reveal Tier of Command Change a Command Initiate Forced Withdrawal Modifier –0 –0 –4 –3 –2 –4 –6 –4 ARTILLERY RANGE AND DAMAGE TABLE Artillery Type Arrow IV (IS) Arrow IV (Clan) Thumper Sniper Long Tom Cruise Missile/50 Cruise Missile/70 Cruise Missile/90 Cruise Missile/120 Thumper Cannon Sniper Cannon Long Tom Cannon Range in BF Maps 3 3 7 6 10 17 30 40 50 — — — Range in BF Hexes 45 51 119 102 170 283 510 680 850 5 4 6 BF Damage 3(2) 3(2) 3 3 5/1 8 11/2 16/6 22/14 1 1 3 *Applies only if a spotter has LOS to the target hex in the turn in which the attack is resolved. The remainder is spent normally. Instead of moving into the hex directly ahead. The Element gains one altitude and ends the maneuver facing any hexside.34) rounded down MHQ3 + 4 or More Elements with Recon MHQ7 MHQ7 + 4 or More Elements with Recon Battlefield Modifier Objective Occupied Objective Captured Opponent’s Tier Four Command Unit Destroyed Modifier +1* +2* +2* +1* Row 4 Interface PAGE 288 ALL OTHERS BF Maps 1 2–3 4–5 6–7 8–9 10 BF Hexes 1–17 18–45 46–85 86–119 120–147 148–170 Resolve the Attack Immediately 1 turn later 2 turns later 3 turns later 4 turns later 5 turns later Opponent’s Tier Three Command Unit Destroyed Leadership Modifiers Field Commander Modifier +Tier† CONVENTIONAL MINEFIELD TABLE Density Target Number 5+ 6+ 7+ 8+ 9+ 5 4 3 2 1 Force Status Modifiers ≥ 50% of Forces Broken ≥ 50% of Forces Routed ≥ 50% of Forces Destroyed Force Has No Elements With Recon Headquarters Occupied Headquarters Captured Penalty –1 –2 –3 –1 –2‡ –4‡ *Applies to the following turn only. Velocity drops by 1. though the actual velocity remains unchanged. the Element moves 1 hex to the front-left or front-right without changing facing. Successfully using this Vector in Forward Flight maneuver. †Unit must have at least one functional Element. PAGE 290 CREW CASUALTIES TABLE Percentage of Crew Casualties 5–25 26–50 51–75 76+ Crew Hits 1 2 3 4 PAGE 274 PAGE 264 INITIATIVE MODIFIERS TABLE Special Ability MHQ3 Modifier +1 +2 +2 +4 HIGH ALTITUDE MAP ATMOSPHERIC VELOCITY TABLE Altitude Ground Hex Row 1 Row 2 Row 3 Maximum Velocity 2 3 6 9 12 15 ARTILLERY FLIGHT TIME TABLE CRUISE MISSILES Range In BattleForce mapsheets In BattleForce hexes Resolve the Attack in … turns 1 + (range in mapsheets/1. but changes facing 180 degrees. Points are awarded for the highest tier of command only. †Do not apply this modifier if the spotter has LPRB. BAT TLEFORCE: ADVANCED RULES ADVANCED ESPIONAGE PAGE BATTLEFIELD INTELLIGENCE TABLE SPECIAL MANEUVERS TABLE 445 . a VSTOL Element halts its forward momentum and gains one altitude. ending with the same facing. PRB or BH. Velocity increases by 1. not Mobile Headquarters (MHQ). Velocity drops by 2.PAGE 264 PAGE 275 Battlefield Intelligence Rating Maneuver Points 2 1 2 2 5 1 Item Each ground Element with the Recon special ability Each non-DropShip aerospace Unit Each non-DropShip aerospace Unit with the Recon special ability Each DropShip Each Satellite Element with the Recon special ability Each point of MHQ special ability Split-S Hammerhead PAGE 265 Immelmann Loop Min/Max Velocity TP Cost Effect The Element spends its first 4 points of Velocity in the loop. The Element loses one altitude and ends the maneuver facing any hexside. ‡Applies to the Headquarters Counter only. Min 4 3 Min 3 3 Any Any Min 2 2 Velocity +3 1 STANDARD COMMAND POINTS TABLE Typical Formation Inner Sphere/Periphery Company Inner Sphere/Periphery Battalion Inner Sphere/Periphery Regiment Clan Trinary Clan Cluster Clan Galaxy ComStar/WoB Level II ComStar/WoB Level III ComStar/WoB Level IV Points Available Without HQ 4 15 51 4 13 40 1 8 49 Points Available With HQ 11 22 58 11 20 47 8 15 56 Barrel roll Sideslip Any 1 VIFF * VSTOL Unit only Any* Velocity +2 PAGE 286 PAGE 268 ARTILLERY MODIFIERS TABLE Situation Each successive shot at the same target hex* Friendly Element acting as spotter Spotter has LPRB.67) rounded down 1 + (range in hexes/28. It ends in the same hex where it started the move. then spends the remainder of its Velocity normally. The Element remains in its starting hex.

apply this modifier to the indirect attack(s) as well. not per hex). Light Jungle. 31 Grounded aerospace fighters. Light Smoke. Does not apply to aerospace Elements. Strong Gale Modifier +2 +2 +1 +223 +1 +2 +3 15 Altitude Bombing Artillery (Direct-Fire) Artillery (Indirect-Fire) Artillery (Homing) Attacking Indirectly Dive Bombing (including VTOLS) Grappling Strafing (including VTOLS) Striking TAG +215 +415 +2 +1 +1 +2 +126 +2 +1 Target Element Type Aerospace Element Airborne VTOL or WiGE Battle Armor Grounded DropShip Jump Capable Dropping from High Altitude Modifier +1/+2/+010 +1 +1 –411 +1 +4 +1 –130 *31 –1 –2 –3 –4 TARGET TYPE MODIFIERS PHYSICAL ATTACKS MODIFIERS Type Charge Death From Above Melee Physical Attack Standard Physical Attack Modifier +2 +3 +1 +0 ProtoMech Grounded Small Craft Grounded Aerospace Element Large Support Element Very Large Support Element Super Large Support Element Mobile Structure Modifier is based on available MP modified by heat level and critical hits if applicable. 22 Do not include modifiers for terrain. Heavy Woods. Small Target Surface-to-Surface Fire (Capital Artillery Attack) Sub-Capital Weapon vs. 17 Include the +3 modifier for jumping in addition to this modifier. 2 . but do apply modifiers from the Artillery Modifiers Table. aerospace fighter squadrons. 8 If Support Element has basic fire control. MP expended are irrelevant. hexes and woods. but do not apply an additional -4 for this. 18 Only DropShips and WarShips may make attacks when engaged in evasive maneuvers. 12 Battle armor targets: Add +1 at short and medium ranges. thus an orbit-to-surface attack adds +8. All others: +0 at short range. 25 Only applies if the target is within the probe’s range. replace with +1 modifier. 21 Target gets half (round down) of its normal MV for its target movement modifier. target movement or Immobile targets on this type of attack. conventional fighters. Moderate. 20 Applies when attacker is using capital-scale/sub-capital scale weapons. 284 PAGE ADVANCED COMBAT MODIFIERS TABLE RANGE MODIFIERS Range Short Medium Long Extreme Modifier +0 +2 +4 +6 Attacker Capital Weapon vs. Heavy Smoke. or Aft (+0). Storm Winds. Heavy Jungle. VTOL and WiGE targets only. 13 Includes buildings. 27 Applies only to Elements landing on the battlefield using the Dropping Troops rules (see p. 313). 11 Also considered immobile. 24 See Mimetic Armor System (MAS) special ability. On a result of 1. PRB or BH Affected by EMP Mine Is Grounded DropShip ATTACK TYPE MODIFIERS Type Modifier +3 +422 +729 Special19 +14 +2 +0 +2 +2 +0 ENVIRONMENTAL MODIFIERS Type Blizzard Blowing Sand Dusk/Dawn Space/Atmosphere Interface Fog Geyser Moonless Night Night Pitch Black Rainfall. 7 Disregard if the IndustrialMech has the Advanced Fire Control (AFC) special ability (see p. 30 Grounded Small Craft do not get an angle of attack modifier. 29 Do not apply any other modifiers from this table. except for orbitto-surface attack. Shutdown Elements do not get a target movement modifier. 9 Not cumulative with the modifier for attacking indirectly. 286. 26 Automatically imposes the environmental condition Cold. 10 Applies to all aerospace Elements that are airborne or in space. 4 If the spotting Element makes a weapon attack in the same turn as it spots. 23 Applies to all shots into. Applies when target occupies a hex with the indicated terrain type. but instead get a target movement modifier as if they had a MV equal to 1/2 their TP (rounded down). Sleet Winds. Apply an additional –2 for physical attacks. the attack strikes the Hull Element instead. Light. out of or through the space/atmosphere interface. size class 1 & 2 fixed-wing support elements. 6 Applies for ground-to-air attacks against airborne aerospace. Also applies if the attacker or target are in Depth 10 water or deeper. Torrential Rainfall. 28 Applies to a capital weapon attack (+5) or sub-capital weapon attack (+3) against aerospace fighters. 345). p. 16 Per hex. Sub-Capital weapons add an additional +2 (once. 19 Hits on a 2D6 roll of 4+ if TAG roll is successful. 352). +1 at medium range and +2 at long range. 3 Does not apply if attacker is submerged. Light Woods. Grounded DropShips do not get an angle of attack modifier. 14 +1 per Point Defense System to a maximum of +4 against capital missiles only. Ultra-Heavy Woods. and size class 1 & 2 airships do not get an angle of attack modifier. Ultra-Heavy Modifier +13 +1 +1 +2 +3 +1 +2 +3 Landing on the Hull (Friendly) Making Anti-’Mech attack Overheated Spotting for Indirect Fire Support Element Has LPRB. p. Small Target Evasive Maneuvers (Aerospace) Fire Control Hit MISCELLANEOUS MODIFIERS Modifier +528 +9 +328 +218 +25 –26 +216 +217 +4 +7 +17 +1 +4 +327 +5 +3 +4 +Heat Level [1–4] +19 +28 –125 +2 –2 1 TARGET MODIFIERS Target Evading (Ground) Wet Behind the Ears Really Green Green Regular Veteran Elite Heroic Legendary Evasive Maneuvers (Aerospace) Fighter Fighter Squadron Small Craft DropShip DropShip Squadron WarShip Has Point Defense Special Ability Has Mimetic Armor Has Stealth Armor Fighter or Fighter Squadron Landing on Hull Shutdown/Immobile +3 +2 +3 +2 +1 +1 +114 Varies24 Varies12 +5/+320 +221 –413 +1 +1 +1 +2 +3 +3 +4 +4 Modifier TARGET MOVEMENT MODIFIER1 Target’s Available MP 0–2 3–4 5–6 7–9 10–17 18+ Modifier +0 +1 +2 +3 +4 +5 Flak Special Ability Firing Through Atmosphere In Freefall Direct-Fire Artillery Indirect-Fire Artillery IndustrialMech Drone Ground Element in Zero-G Landed This Turn Landing on the Hull (Enemy) TERRAIN MODIFIERS2 BAT TLEFORCE: ADVANCED RULES Terrain Depth 1 Water Heavy Industrial Zone Jungle. replace with +0 modifier. Does not apply to physical attacks. Sides (+2). 350. 15 For Elements without the Searchlight (SRCH) special ability (see p. 5 May apply multiple times. If Support Element has advanced fire control.446 PAGES 283. Small Craft or Satellites. Add +2 at long range. Apply an angle of attack modifier as follows: Attacks against the Nose(+1). Heavy Snowfall. Roll 1D6 for every attack. grounded DropShips.

3. or Force opponent to re-roll Opposing Unit cannot attack Unit automatically makes Morale check All subordinate Units move double One Element makes special charge attack Unit is easier to hit in exchange for attack bonus Unit can’t move. 3. ‡Reduce target movement modifier by 2 to a minimum of zero. 4 and any Support or Transport Vehicle up to 200 tons in mass Infantry Only†† ’Mech Attack Artillery Attack Broken Morale In Building Hex Battle Armor Modifiers +1 +2 +1 –2 –2 Units Only Broken Morale Modifiers +1 Situation Inferno Attack Cruise Missile Orbit-to-Surface Attack Modifiers +1/+3§ +2 +4 PAGE 282 ELEMENT HEIGHT TABLE Type ’Mechs ProtoMechs. 2. JumpShips and Space Stations. Vehicles. all attacks using Semi-Guided mUnitions ignore the target’s movement modifier. Unit is easier to hit Target Unit can’t move. non-infantry Unit within LOS Friendly ’Mech in LOS Routed infantry Element/Unit within LOS Modifier –1 –2 +1 +2 Element Experience Really Green Green Regular Veteran Elite Legendary Heroic BattleMechs* 6 4 2 — — — — Combat Vehicles† 8 6 4 2 — — — Infantry** 11 9 6 4 2 — — Support Vehicles‡ 12 10 7 5 2 — — Routed non-infantry Element/Unit within LOS PAGE 325 VEHICLE BAY TYPE TABLE Bay Type Medium Heavy Super-Heavy Abbreviation M H S Vehicle Weight Classes Allowed 1 and 2 1. §All other Element types / infantry Elements Large Support Vehicles and Small Craft Very Large Support Elements Super Large Support Elements Aerodyne DropShips Spheroid DropShips Mobile Structures *A Unit’s height levels (or elevations. **Includes battle armor. ††Apply each modifier only once. Elements at 1/2 move for to-hit Unit gets a –1 to-hit modifier and make Morale check Cancel opposing Unit’s command Target Element suffers 1 point of damage Unit may re-roll any one roll. **Refer to the Mobile Structure’s Total Warfare statistics for its height. Damage in excess of 2 points is lost. to a max of HT2. if airborne) must be included in the level of the underlying hex when determining a Unit’s total height. BAT TLEFORCE: ADVANCED RULES PAGE COMMAND SUMMARY TABLE ALTERNATE MUNITIONS TABLE 447 PAGE 310 . PAGE 296 PAGE 296 MORALE TABLE Unit Experience Really Green Green Regular Veteran Elite Legendary Heroic BattleMechs* 5 3 1 — — — — Combat Vehicles† 7 5 3 1 — — — Infantry** 10 8 5 3 1 — — Support Vehicles‡ 11 9 6 4 1 — — RECOVERING NERVE TABLE All Elements/Unit Situation Element with the Leader special ability within 6 hexes Modifier –Tier of Command Infantry Only Situation Friendly non-’Mech. the height of aerospace Units for LOS purposes is irrelevant while airborne. §Eliminate any dusk/dawn to-hit modifiers and reduce night modifiers by 1 ††Convert SRM damage to Heat damage. aerospace fighters and ProtoMechs. 4 and Support or Transport Vehicles up to 100 tons in mass 1. but gains –1 to-hit modifier Force gets a +2 initiative modifier next turn Element does +1 damage in physical attacks Interrupts all opposing commands One Element gets –3 to-hit modifier Opposing Unit changes sides 1 additional MP. HQ? Hold the Line Jam Transmission Jury-Rig Luck of the Fox No Joy Rally to the Flag Retreat Sacrifice Social General Stand and Shoot PH C C C M C C E C A C A M M M C A C A A A C E M C C C PV 2 3 2 3 3 2 3 1 4 2 4 1 2 2 2 3 2 2 1 3 2 1 2 2 3 4 MP — — –2 — — None — — — — — +1 — +2 — None None — — — — — Double — — None Attacks — — –1 — +2 –1 — — — –3 — +1 None +2 — — –1 — — — — — None — Varies –2 Effects Add +1 to the Overheat Value of entire Unit Interrupt opponent’s movement phase and attack Attacks against Unit suffer +1 to-hit modifier Opposing aerospace Unit leaves play Add +2 to the Overheat Value for entire Unit Unit may not jump. Small Craft. DropShips and WarShips. but gets a –2 to-hit modifier Weapon Autocannon Armor-Piercing Flak Flechette Ammo Precision Ammo Tracer Ammo I-Narc ECM Explosive Haywire Short Range Missiles Heat Seeking (HS) Infernos Magnetic Pulse (MP) Mine Clearance Smoke Tandem Charge (TC) Long Range Missiles Follow the Leader (FTL) Heat Seeking (HS) Magnetic Pulse (MP) Mine Clearance Semi-Guided Smoke Swarm/I-Swarm Thunder +2 –2* +0 +0 † +0 +0 +0 +1 +0 +0 +0 +0 +0 +0 +0 –2* +0 +0 +0 +0 +0 +0 †† +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +1 –2 +0 ‡ § +0 +0 +0 +0 +0 To-Hit Modifier Damage Modifier *Target must be at 2 or higher on the heat scale †If the target is successfully hit by a TAG attack in the current turn. with a +1 to-hit modifier All attacks against Unit at +2 to-hit modifier All subordinate Units may not move closer to enemy Eliminates one opposing Element. ‡Includes Military Support Vehicles. 2. †Includes conventional fighters. Infantry and Fighters Height* 2 levels 1 level 2 levels 3 levels 4 levels 5 levels 10 levels Varies** *Includes OmniMechs.PAGE 305 Command Name Alpha Strike! Ambush Bait and Switch Bingo Fuel Bravo Zulu Careful Aim Carpe Diem Charlie Foxtrot Command Disruption Dead to Rights Defector Double-Time March Evasive Action Fall Back! Final Glory Hello.

ice is removed from the hex and the underlying terrain remains unchanged. Light: 20 Jungle. §Infernos automatically start fires. regardless of the building type. Rail. These hexes are non-flammable. Storm Winds. PAGE 319 FIRE STARTING TABLE Water — Clear* 11/11 Paved† — Rough‡ 12/12 Jungle 7/10 Woods 6/9 Building 9/10 Industrial 4/6 Magma 4/6 MODIFIERS BAT TLEFORCE: ADVANCED RULES Environmental Condition†† Deep Snow Geyser Ice Mud Rapids Swamp Blizzard Rainfall. Ultra-Heavy: 40 DETERMINING PREVAILING WIND TABLE 1D6 Roll 1-2 3 4 5 6 Wind Type None Light Gale Moderate Gale Strong Gale Storm Wind Force 0 1 2 3 4 *These hexes still count as road hexes. Apply both critical hits. Heavy: 32 Jungle. ‡Includes Rubble ‡‡Attacks with the Heat special ability may set intentional fires to clear and rough hexes on a result of 9 or 10. Strong Gale Tornado Modifier Weapon Type +3 +3 +4 +5 N/A§ +5 +2 +2 +1 +2 +1 +2 +4 No Fire§§ *Includes Tundra. Ultra-Heavy: 45 Light Snow: 5 Magma Crust: 9 Paved Hex: 60 Paved Road: 45 Planted Fields: 9 Sand: 30 PAGE 316 Sheer Cliffs: 15 Tundra: 21 Woods. Torrential Rainfall. Accidental fires may be started on a 10 and 11 respectively. Bridge. §§Infernos burn out after 1turn. Heavy: 27 Woods. **Includes Warships. except in rapids. Fire Spreading Directly Downwind Obliquely Downwind Crossing Non-Flammable Hex Modifier +1 +3 +3 (per hex) Indirect Fire Heat‡‡ Inferno +1 –2 Automatic§ Modifier PAGE 311 BUILDINGS TABLE Building Type Light Medium Heavy Hardened Additional MP Per Hex* +1 +2 +3 +4 Construction Factor (CF) 5 12 27 36 Damage Absorbed (Infantry) 2 4 6 8 Damage Absorbed (Non-Infantry) 1 2 3 4 PAGE 323 TERRAIN FACTOR AND CONVERSION Terrain Factor Clear/Rough: 200 Deep Snow: 9 Dirt Road: 6 Gravel Piles: 30 Gravel Road: 15 Ice: 12 PAGE 312 New Terrain Sub-Level 1 Light Snow Rough* Rough Rough* † Light Jungle Rough Heavy Jungle Mud Magma Liquid Rough Rough* Rough Sand Sub-Level 1 ‡ Rough Light Woods Rough Heavy Woods *Infantry (including battle armor) and ProtoMechs only pay 1 MP to enter building hexes. †If the underlying terrain is water. Moderate Winds. and Sand. Sleet Winds. Damage* 1 2 3 4 Jungle. Airships and conventional fighters. . ‡Includes Satellites and Small Craft. otherwise. Fires may only burn on the surface of a water hex. Very Large and Super Large Support Elements. ††All modifiers are cumulative. and Mobile Structures. †Includes Fixed-Wing Support Elements. Light. respectively. COLLAPSE DAMAGE TABLE Building Type Light Medium Heavy Hardened *Per 4 full levels of building. †† Includes non-aerospace Large. Satellites and Space Stations.448 PAGE 285 EXPANDED CRITICAL HITS TABLE 2D6 Roll 2 3 4 5 6 7 8 9 10 11 12 ’Mech* Ammo Hit Engine Hit FCS Hit No Critical Hit Weapon Hit MP Hit Weapon Hit No Critical Hit FCS Hit Engine Hit Head Blown Off ProtoMech Weapon Hit Weapon Hit FCS Hit MP Hit No Critical Hit MP Hit No Critical Hit MP Hit Proto Destroyed Weapon Hit Weapon Hit Vehicle†† Ammo Hit Crew Stunned FCS Hit FCS Hit No Critical Hit No Critical Hit No Critical Hit Weapon Hit Weapon Hit Crew Killed Engine Hit Aerospace† Fuel Hit FCS Hit Engine Hit Weapon Hit No Critical Hit No Critical Hit No Critical Hit Weapon Hit Engine Hit FCS Hit Crew Killed DropShips‡ KF Boom Hit Collar Hit No Critical Hit FCS Hit Weapon Hit Thruster Hit Weapon Hit Door Hit No Critical Hit Engine Hit Crew Hit JumpShips** Door Hit Dock Hit FCS Hit No Critical Hit Weapon Hit Weapon Hit Thruster Hit No Critical Hit K-F Drive Hit Engine Hit Crew Hit PAGE *Roll 2D6 twice for IndustrialMechs. Moderate. Light: 15 Woods. †Includes Road. though Elements must pay 1 additional MP per hex traveled. the hex becomes a water hex. Heavy Snowfall. Fires in these hexes burn for 1D6 turns and then go out. ‡The feature is removed from the hex.

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