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TM

TM

A Tactical Operations Companion


You’ve grasped the tactics involved
with the additional units and weapons
from Total Warfare to
defeat your opponents.
Now you own Technical
Readout: 3055 Upgrade
and want to deploy some
of those ’Mechs, vehicles,
and battle armor on your
gaming table. Grab your
dice and start rolling,
because these sheets are
for you!

Record Sheets: 3055 Upgrade is a


companion to Technical Readout:
3055 Upgrade, containing 80 pre-
printed ’Mech—and 12 Clan aerospace
fighter—record sheets that will have players
firing autocannons, missiles and PPCs at
each other in no time. The extensive Rules
Addendum of this record sheet brings
Solaris: The Gaming World to your table
tops with rules for playing as a member
of a MechWarrior stable, running arena
scenarios, and even how to modify any
map sheet into several of the most
famous gladitorial arenas!
Record Sheets: 3055 Upgrade is a stand-alone book, but
The Solaris VII BattleMechs are Technical Readout: 3055 Upgrade is recommended for use.
constructed using select equipment
found in Tactical Operations. To use those
designs, players will need that book.

STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA

SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA

©2011 The Topps Company Inc. All Rights Reserved. BattleTech Record Sheets: 3055 Upgrade, BattleTech Technical Readout:
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InMediaRes Productions, LLC. Printed in USA.
BATTLEteCH
CLASSIC BATTLEteCH
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Record Sheets: 3055 Upgrade

• catalyst game labs •


CREDITS introduction
Project Development Welcome to Record Sheets: 3055 Upgrade! As a companion
Randall N. Bills volume to Tactical Operations, players will have moved beyond
the standard products for BattleTech when purchasing this book.
Writing Nevertheless, this product is designed to be quick and easy to use
Randall N. Bills
and will have you tossing dice in no time.
Based on Original Material By:
To use this product, players should have Tactical Operations.
Herbert A. Beas II
Random Assignment Table:
Johannes Heidler and Paul Sjardijn How To Use This book
Having graduated from Total Warfare and perhaps having
Product Editing picked up Technical Readout: 3055 Upgrade, you might be
Diane Piron-Gelman wondering why you need this book. While a blank ’Mech
record sheet is included in the Introductory Box Set (as well as
BattleTech Line Developer TechManual) for players who wish to design their own ’Mechs, the
Herbert A. Beas II Technical Readout and Record Sheets series of products opens a
wide door to cool, fun designs that can bring additional tactics
Production Staff
and enjoyment to any gaming table.
Art Direction
Record Sheets: 3055 Upgrade widens the options available to
Brent Evans
Cover Art players, with an eye toward ease of use that is the hallmark of
Alex Iglesias BattleTech products. Players need only photocopy any design
Cover Design they wish to play and can immediately start marching across
Ray Arrastia the battlefield.
BattleTech Logo Design
Shane Hartley, Steve Walker and Matt Heerdt Rules Addendum and Scenarios
Layout A complete Rules Addendum follows this introduction before
Ray Arrastia the start of the record sheets. It includes a host of rules and
Illustrations scenarios that help to bring the arenas of Solaris VII: The Game
Doug Chaffee
World to life on your gaming table.
Chris Lewis
Matt Plog
Miniatures Painting & Photography Where are the other variants
Matt "Cyttorak" Edwards found in Technical Readout: 3055 Upgrade?
Todd "Mastergunz" Farnholtz Players who want pre-printed record sheets for any variants
Joel "Psycho" Hardwick mentioned in the Technical Readout can purchase the Record
David "DAK" Kerber Sheet: 3055 Upgrade Unabridged PDF—as well as many other
Mark “Hyena” Maestas BattleTech products—at www.battlecorps.com/catalog.
Lance “Jal Phoenix” Scarinci
Peter "Wackrabbit" Wort
Record Sheets
David L. McCulloch

Playtesters/Proofreaders
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other than that in which it is published. (online ordering)
3

rules addendum
The following rules allow players to infuse their standard game Introduction
play with various elements of Solaris VII gladiatorial combat. Solaris VII, the Game World, is arguably one of the BattleTech
However, an in-depth look at the world of Solaris is beyond the universe’s most popular venues for roleplaying and straight
scope of this product. BattleTech combat. With its variety of unique arenas and its melting
Era: While this section primarily covers Solaris VII at the end pot of factions from throughout the Inner Sphere, Solaris is a lethal
of the FedCom Civil War Era (just before the start of the Jihad playground for the MechWarrior in us all. Here, MechWarriors of every
Era), players can use these rules in any era they wish, though style and affiliation clash with opponents either singly or in groups as
they should pay attention to which ’Mechs were not available large as a full lance, with the winner taking home the purse and the
in a given era. bragging rights—and the loser often lucky to be alive.

THE GAMING PLANET


To many people all over the Inner Sphere, Solaris VII’s the fierce-yet-clean arena battles broadcast daily into
very name conjures images of veteran MechWarriors their living rooms via HPG.
battling in the close quarters of an arena for the pleasure Though it lies in Lyran territory, Solaris is open to all
of bloodthirsty spectators, their chances for glory and people of the Inner Sphere, with Solaris City, the core
fortune on the line along with their lives. of its gaming industry, a haven for citizens of
Once a major producer of BattleMechs every Great House and minor power—and
and a testing ground for competing now even for the Clans. For centuries,
BattleMech designs during the Star these diverse individuals have come,
League era, Solaris evolved over drawn by the lure of the Games,
the centuries into a microcosm the glamour of local celebrities
of the Inner Sphere, its and the untapped wealth that
remaining factories almost is always just one more match
totally devoted to supplying outcome away. Each year
the local economy and the brings a new generation of
MechWarrior champions who would-be champions to the
are its focus. Game World, gathered from
Throughout centuries of across the Inner Sphere to
warfare, from the fall of the take part in the high-tech
Star League through the gladiatorial duels while eager
Succession Wars, the Clan bettors wager their meager
invasion and the FedCom Civil earnings on the results. Each
War, Solaris VII has remained an warrior hopes to be the next Oliver
island of controlled violence. Two Horse, Gray Noton, Justin Xiang or
Here, where war is a game and warriors Kai Allard-Liao, and each one is willing to
a commodity, the strife between the Successor risk life and limb for the chance.
States is organized, channeled and controlled, to a
greater or lesser extent. All across the Inner Sphere, —“Spotlight on Solaris” by Margaret Nelson, Insider
people recognize and identify with the fights on Solaris, Magazine, May 3064, New Avalon
Also, remember that an overall equipment rating often reflects the
solaris vii Scenarios average of the ratings for the team’s component units. For example, a
lance with a B rating may include an A unit, two B units and a C unit.
The unique dueling arenas of Solaris VII are ideally suited to After determining equipment rating, roll 2D6 and apply the
creating small, fast BattleTech games that can be played singly or modifier from the equipment rating. Then consult the appropriate
as part of a larger campaign or tournament. The following section rating column to find the specific ’Mech or vehicle.
provides new rules for use with such BattleTech scenarios. Note: Unlike Total Warfare assignment tables, the following table
The first segment, Team Generation, enables players to generate indicates where the record sheet is found, not which technical
BattleTech forces quickly for pick-up games and campaigns. readout contains a given unit. Additionally, to cover the wide range of
Scenario Generation outlines the general process for choosing stables and the units they field, numerous different variants appear,
arenas and playing out a typical arena match. which means the record sheet books indicated are for the online
The next segment, Solaris Stables, provides players with special record sheet PDFs, not any of the abridged print record sheet books.
rules for playing any of the stables and cooperatives featured in this For ease of use, the tables have been annotated to show which
product, and are followed by arena-specific rules in the Solaris Arenas PDF books contain which units: (3039) is Record Sheets: 3039
section. All of these rules are compatible with Total Warfare (TW) and Unabridged; (3050U-C) is Record Sheets: 3050 Upgrade: Clan & Star
Tactical Operations (TO), as well as A Time of War: The BattleTech RPG, League; (3050U-I) is Record Sheets: 3050 Upgrade: Inner Sphere;
and may be used to enhance Solaris-based campaigns. (3055) is Record Sheets: 3055 Upgrades Unabridged; (3058U-C) is
Terminology: In these rules, the term “unit” will be used as it Record Sheets: 3058 Unabridged: Clan ’Mechs, Star League Units
is in TW, to refer to a single battlefield element such as a ’Mech, and Battle Armor; (3058U-I) is Record Sheets: 3058 Unabridged:
vehicle or infantry platoon. Inner Sphere Vehicles and BattleMechs; (3060) is Record Sheets:
3060 Unabridged; (3067) is Record Sheets: 3067 Unabridged;
TEAM GENERATION (3085U-P) is Record Sheets: 3085 Unabridged: Project Phoenix ;
The following rules are used to generate forces for Solaris VII (Prototypes) is Record Sheets: Prototypes; (Klondike) is Record
game play. Sheets: Operation Klondike; and (XTROCorps) is Experimental
Technical Readout: Corporations.
Non-’Mech Dueling The exception is (Vehicle), which is Technical Readout: Vehicle
The majority of Solaris VII duels are performed between Annex. No record sheets currently exist for this Technical Readout.
BattleMechs, and so the rules presented here work best when only If players do not have access to either the indicated record sheet
’Mechs are involved. Players can use other units such as vehicles, or the corresponding Technical Readout for the game statistics,
battle armor, conventional infantry, and aerospace, but should take simply re-roll until the indicated number matches a ’Mech record
care that the particular features of some arenas and the limitations sheet to which the player has access.
of non-’Mech units do not produce an unbalanced game.
ProtoMechs: In universe there’s really no way for ProtoMechs Assigning Pilots
to be on Solaris. However, if players wish to use such units in After determining the team’s units, assign pilots using the
Solaris-style games, by all means, enjoy. Random Experience Rating Table and the Random Skills Table
(Expanded) on page 273 of TW. If the team consists of warriors
Assigning ’Mechs from a specific stable featured in this book, their relative
Because arenas are small, contained battlefields, a typical experience ratings may be determined based on the stable’s
Solaris match is a single duel, a paired match (known as “tag team” special rules, which use the familiar Experience Ratings of Green,
or doubles), or a full lance-on-lance engagement. Players should Regular, Veteran and Elite.
therefore keep their team sizes no larger than four units when Players should also use the following additional modifiers:
playing a Solaris-based scenario, and determine their various Elite Stable: A +4 modifier to the Random Experience
units’ weight classes accordingly per the rules on page 265 of TW. Ratings Table roll and a +2 modifier to the Random Skills Table
To keep matches fair, both sides should field units of the same (Expanded) roll.
weight classes and technology levels, though more experienced Veteran Stable:
players or more complex campaigns may introduce more variety A +2 modifier to the
by employing various tech levels, weight classes and skills. Random Experience Equipment Rating
Ratings Table roll and
Once players have determined the weight classes of the units
a +1 modifier to the
Modifier Table
in each team, they can use the Random BattleMech Assignment
Table: Solaris VII (see p. 5) to determine specific designs. To use the Random Skills Table
table, players must first set their forces’ equipment ratings (A, B, C, (Expanded) roll. Equipment
D or F). If playing a stable listed in this book, consult the stable’s Regular Stable: No Rating Modifier
write-up or special rules to determine the rating of equipment it modifiers. A +32
may field. Alternatively, players may simply set equipment ratings for Green Stable: A
–2 modifier to the B +24
their teams beforehand (where a C-rating is average), or roll 1D6 to
Random Experience C +16
determine the equipment rating randomly. In the latter case, a result
of 1 provides an A rating, a 2 provides a B rating, and so on (re-roll Ratings Table roll and D +8
a –1 modifier to the
on a result of 6). Keep in mind that using similar equipment ratings F +0
Random Skills Table
for both sides increases the likelihood of an evenly matched battle.
(Expanded) roll.
5

Random BattleMech Assignment Table: Solaris VII


2D6
Roll Light BattleMechs Medium BattleMechs Heavy BattleMechs Assault BattleMechs
CPK-6 Copper SecurityMech [25] BC XV (AC) Buster LoaderMech [50] GTX-2 (Militarized) Daedalus [60]
2 BNC-3Q Banshee [95] (3039)
(Vehicle) (Vehicle) (Klondike)
3 ARB-001 Arbiter [35] (Prototypes) PXH-1 Phoenix Hawk [45] (3085U-P) OSR-3C Ostroc [60] (3039) AS7-D Atlas [100] (3039)
4 UM-R60 UrbanMech [30] (3039) TBT-5S Trebuchet [50] (3039) QKD-5A Quickdraw [60] (3039) VTR-9B Victor [80] (3039)
5 WSP-1A Wasp [20] (3085U-P) GRF-1S Griffin [55] (3039) TDR-5SS Thunderbolt [65] (3039) STK-3F Stalker [85] (3039)
6 LCT-1V Locust [20] (3085U-P) HBK-4N Hunchback [50] (3039) BL-7-KNT Black Knight [75] (3039) CGR-1A1 Charger [80] (3039)
7 FS9-H Firestarter [35] (3039) HCT-3F Hatchetman [45] (3039) GLT-4L Guillotine [70] (3039) BLR-1G BattleMaster [85] (3039)
8 JR7-F Jenner [35] (3039) CN9-A Centurion [50] (3039) PTR-4D Penetrator [75] (3055) BNC-5S Banshee [95] (3050U-I)
9 DRT-6S Dart [25] (3055) BMB-010 Bombard [50] (3055) MR-P1 Morpheus [65] (3055) KGC-0000 King Crab [100] (3039)
10 LNG-1B Longshot [35] (3055) SA-RN Ronin [50] (3055) AXM-1N Axman [65] (3055U-I) JG-R9T1 Juggernaut [90] (3055)
11 SA-MN Mantis [30] (3055) HBK-5M Hunchback [50] (3050U-I) QKD-5K Quickdraw [60] (3050U-I) MR-V2 Cerberus [95] (3055)
12 KT-P2 Koto [25] (3055) TS-P1 Tsunami [50] (3055) CPLT-K5 Catapult [65] (3055U-I) STK-4N Stalker [85] (3039)
13 FL-19 Flea [20] (3050U-I) CRB-27 Crab [50] (3050U-C) PAL-1 Paladin [60] (3055) SQS-001 Sasquatch [80] (3055)
14 FLS-P4 Flashfire [30] (3055) VND-3L Vindicator [45] (3050U-I) SA-OS Onslaught [75] (3055) ANH-1A Annihilator [100] (3050U-I)
15 JVN-10P Javelin [30] (3050U-I) GRF-1DS Griffin [50] (3050U-I) QKD-8K Quickdraw [60] (3050U-I) CGR-SA5 Charger [80] (3050U-I)
16 C-SK1 Cossack [20] (3060) WVR-6M Wolverine [55] (3039) DAI-02 Daikyu [70] (3055) CDG-1A Cudgel [80] (3055)
17 LDT-X2 Brigand [25] (3067) TS-P1D Tsunami [50] (3055) ANV-5Q Anvil [60] (3055) CL-P3 Colossus [95] (3055)
CPR-HD-002 Copperhead [30]
18 DAD-3C Daedalus [45] (3055) WR-DG-02FC War Dog [75] (3055) AWS-9Q Awesome [80] (3050U-I)
(3055)
19 SCB-9A Scarabus [30] (3055) SA-RN7 Ronin [50] (3055) NDA-1K No-Dachi [70] (3067) BRZ-A3 Berserker [100] (3055)
20 JA-KL-1532 Jackal [30] (3055) NGS-4S Nightsky [50] (3055) HCA-3T Hachiwara [70] (3055) STK-5S Stalker [85] (3050U-I)
21 WLF-2 Wolfhound [35] (3050U-I) WER-LF-004 Werewolf [40] (3055) AXM-3S Axman [65] (3050U-I) MR-6B Cerberus [95] (3055)
22 SDR-9K Venom [35] (3055) TR-1 Wraith [55] (3055) PAL-2 Paladin [60] (3055) ZEU-9T Zeus (80) [3050U-I)
23 FLS-P5 Flashfire [30] (3055) BSW-S2 Bushwacker [55] (3058U-I) RFL-8D Rifleman [60] (3085U-P) BNC-8S Banshee [95] (3050U-I)
24 BH-K305 Battle Hawk [30] (3055) TBT-9K Trebuchet [50] (3050U-I) TMP-3M Tempest [65] (3055) AKU-1X Akuma [90] (3067)
25 SVR-5Y Silver Fox [35] (3055) CDA-3MA Cicada [40] (3050U-I) PAL-2 Paladin [60] (3055) GUN-2ERD Gunslinger [85] (3055)
26 JA-KL-55 Jackal [30] (3055) ASN-99 Assassin [40] (3055U-I) HRC-LS-9000 Hercules [70] (3055) CDG-2A Cudgel [80] (3055)
27 PRC-1N Porcupine [20] (3055) BMB-013 Bombard [50] (3055) WR-DG-03FC War Dog [75] (3055) SQS-002 Sasquatch [80] (3055)
28 LNG-2 Longshot [35] (3055) CN9-D5 Centurion [50] (3050U-I) HCA-4U Hachiwara [70] (3055) JG-R9T2 Juggernaut [90] (3055)
29 MTS-S Mantis [30] (3055) HCT-6S Hatchetman [50] (3050U-I) MRO-3S Morpheus [65] (3055) STK-7D Stalker [85] (3055U-I)
30 KTO-2A Koto [25] (3055) WVR-8D Wolverine [55] (3050U-I) THR-1L Thunder [70] (3055) BRZ-C3 Berserker [100] (3055)
31 RZK-9S Razorback [30] (3067) NGS-6S Nightsky [50] (3055) GRH-7K Grasshopper [70] (3050U-I) T-IT-N10M Grand Titan [100] (3055)
CPR-HD-004 Copperhead [30]
32 DAD-4A Daedalus [45] (3055) TSG-9J Ti Ts’ang [60] (3060) CGR-KMZ Charger [80] (3050U-I)
(3055)
33 UM-R70 UrbanMech [30] (3050U-I) VND-5L Vindicator [45] (3050U-I) HCA-4U Hachiwara [70] (3055) GTR-1 Great Turtle [100] (3055)
34 KTO-3A Koto [25] (3055) HCT-6D Hatchetman [50] (3050U-I) SA-OS2 Onslaught [75] (3055) CLS-4S Colossus [95] (3055)
35 FLE-20 Flea [20] (3050U-I) BMB-1X Bombard [50] (3055) PAL-3 Paladin [60] (3055) CDG-2B Cudgel [80] (3055)
36 MTS-T2 Mantis [30] (3055) VKH-7 Volkh [45] (3055) MRP-3T Morpheus 65] (3055) JG-R9T3 Juggernaut [90] (3055)
37 LNG-4 Longshot [35] (3055) WER-LF-005 Werewolf [40] (3055) HCA-6P Hachiwara [70] (3055) ANH-2A Annihilator [100] (3050U-I)
SVR-5X Silver Fox Silver Fox [35]
38 DAD-3D Daedalus [45] (3055) MRP-3S Morpheus [65] (3055) STK-8S Stalker [85] (3055U-I)
(3055)
39 PRC-2N Porcupine [20] (3055) BTZ-3F Blitzkrieg [50] (3060) HCA-4T Hachiwara [70] (3055) VTR-10D Victor [80] (3050U-i)
40 MTS-L Mantis [30] (3055) PW-1X Prowler [55] (3055) SA-OS3 Onslaught [75] (3055) CLS-5S Colossus [95] (3055)
41 LNG-3C Longshot [35] (3055) VKH-1 Volkh [45] (3055) Thresher [70] (3058U-C) SQS-TH-003 Sasquatch [80] (3055)
42 Piranha [20] (3058U-C) PW-1X1 Prowler [55] (3055) SP-1X Spatha [60] (3055) GTR-2 Great Turtle [100] (100)
43 Vixen [30] (3055) Goshawk [55] (3055) Timber Wolf A [75] (3050U-C) Dire Wolf S [100] (3050U-C)
44 Player’s Choice* Players’ Choice* Player’s Choice* Player’s Choice*

* The player can select any ’Mech from the table within the rolled weight class.
Customization
The no-holds-barred nature of most Solaris matches and Customization Pool Table
the ready availability of advanced—even experimental—
weapons and equipment mean that combatants often take to Stable Rating Customization Pool
the field in modified machines. The extent and type of these
A 8 points per unit
customizations may vary with the team based on the stable’s
B 6 points per unit
popularity and resources or the flamboyance of its warriors.
Players willing to incorporate such variations may do so under C 4 points per unit
the following guidelines. D 3 points per unit
Any customization must adhere to the standard construction F 2 points per unit
rules presented in the TechManual, with the exception that Clan No Stable* –2 points per unit
and Inner Sphere technology (along with Advanced/Experimental
*Includes cooperatives and freelance warriors.
equipment) may be mounted on the same unit.

Customization Costs Table

Cost Customization Type Description*


1 Ammo Swap Swap standard ammunition for non-standard (Level 1 or 2) ammo**
Swap standard or non-standard Standard Rules ammo for Advanced/
2 Ammo Swap 2
Experimental ammo**
Drop equipment for armor or armor for equipment of equal level and
2 Armor Swap
technology base
Swap one piece of equipment (other than armor, structure, engines, gyros and
2 Equipment Swap 1
heat sinks) for another of equal level and technology base
Swap one large piece of equipment (other than armor, structure, engines, gyros
3 Equipment Swap 2
and heat sinks) for up to four smaller ones of equal level and technology base†
Swap one large piece of equipment (other than armor, structure, engines,
4 Equipment Swap 3 gyros and heat sinks) for any number of smaller ones of equal level and
technology base†
Upgrade Introductory Rules armor, structure, gyro, cockpit systems or heat sinks
4 Basic Upgrade 1
to Standard Rules (IS)
Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to
5 Basic Upgrade 2
Standard Rules (Clan)
6 Basic Upgrade 3 Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to
4 Weapon Upgrade 1‡ Upgrade one or two Introductory Rules weapons to Standard Rules (IS)
4 Weapon Upgrade 2‡ Upgrade one Standard Rules (IS) weapon to Standard Rules (Clan)
6 Weapon Upgrade 3‡ Upgrade one Standard Rules (IS) weapon to Advanced/Experimental Rules
2 Melee Weapon Upgrade 1 Add one Introductory Rules melee weapon
3 Melee Weapon Upgrade 2 Add one Standard Rules melee weapon
5 Melee Weapon Upgrade 3 Add one Advanced/Experimental melee weapon
6 Engine Upgrade 1 Upgrade Introductory Rules engine to Standard Rules (IS)
6 Engine Upgrade 2 Upgrade Standard Rules (IS) engine to Standard Rules (Clan)
8 Engine Upgrade 3 Upgrade Standard Rules engine to Advanced/Experimental Rules

*In all instances, when reference is made to a “large” and “small” equipment, use tonnage to determine when something is “smaller” than another
piece of equipment.
**Standard ammo is as follows: ACs (standard and LB-X cluster), LRM/SRM (standard/Narc/Artemis IV), Gauss (standard only), ATM (all types), Arrow
IV (unguided), Narc (standard only)
†Adding ammunition with swapped weapons is free (not counted toward weapon limits).
‡Applies only to addition/upgrade of ranged combat weapons.
7
Determining Customization Pool: A player must first
determine the pool of points available with which to customize CREATING SCENARIOS
his units by determining the stable’s overall Equipment Rating
and cross-referencing it on the The following section outlines the unique nature of Solaris
Customization Pool Table (see p. 6). If the combatants are games. These rules modify the scenario creation rules beginning
fighting in an arena as part of a team, they suffer a 1-point on page 256 of Total Warfare, as appropriate. Unless stated
deduction per unit, with individual freelance warriors basing their otherwise, standard scenario creation rules apply in addition to
Point Pools on the Equipment Rating of their machines (when in the ones given below.
doubt, let the gamemaster or a random die make the call). The
figure given under the Customization Pool column represents
NUMBER OF PLAYERS
how many points of customization the team receives per unit.
The Solaris arenas are small, controlled venues that offer
For example, a full lance of BattleMechs from an A-rated stable
combatants few ways in or out and limit the size of engagements
provides a pool of 28 points (4 x 8 – 4 = 28), while a two-unit team
considerably more than a conventional battlefield. Geared
from a C-rated cooperative offers only 4 points (2 x [4 – 2] = 4).
primarily toward BattleMech combat, most of these arenas are
Players can use these points to upgrade any unit in the team’s
force prior to a scenario, based on its original design and model, as nonetheless capable of hosting vehicle or battle armor matches
well as on the nature of the arena and the type of scenario. For more (for the benefit of those fringe audiences who enjoy them). Even
information on Solaris scenario options, see Creating Scenarios, p. 7. the rare aerospace fighter matches are controlled by electronic
Spending Pool Points: The controlling player may spend all, boundaries that define their three-dimensional combat areas.
some or none of his Customization Pool points toward upgrading Either way, these tight boundaries confine force sizes by
units in his team prior to a scenario. These customizations are necessity to no more than four units per team or side. Some
based on the machine’s existing chassis as determined earlier scenario types—such as the Free-For-All—do not limit the
and must follow the construction rules, though the player need number of sides that can play, but no more than sixteen combat
make no roll to see if a customization can be accomplished under units should appear in the same arena in any given scenario. At
the standard construction or repair rules. The point cost of each the very least, each side should have a player in control and all
customization is shown in the Customization Cost Table and must sides should roll Initiative separately.
be spent for each upgrade undertaken.
Because all effects are cumulative, more and more extensive ARENA ENTRY POINTS
refits may result in correspondingly higher costs. An Introductory Unlike open battlefields, the arenas on Solaris VII are mostly
Rules Trebuchet upgraded to carry three Clan extended-range enclosed, with points located throughout via which BattleMechs and
medium lasers rather than three Introductory Rules medium arena crews may enter and exit. These entry points feature heavily
lasers, for example, costs 20 points ([4 x 2] to upgrade the lasers to reinforced doors that are often sealed when matches are underway.
Standard Rules Inner Sphere, plus 12 [4 x 3] to upgrade the lasers
The rules for each arena state which hexes along the map edge
to Clan Standard Rules).
serve as entry points. For game purposes, each door has a CF of
120 when closed, and remains impassable (with the same effect
as the arena walls) until its CF is reduced to 0 by weapons fire
or physical combat damage. Units that manage to breach these
barriers and pass through the entry points are considered to have
retreated and are removed from play.

Off-Circuit Arenas and Open Fields


Some of the less prestigious arenas on Solaris VII, as well as
open fields where units can do battle, permit entrance and egress
from a variety of different points. In an arena match or an open-
field scenario, players must choose their home edges per the rules
under Set-Up on page 256 of TW. Units in an open-field scenario
then proceed with setup per the standard TW rules.
If the scenario is an arena duel, each player’s units start play on
rather than off the map, within one to three hexes of that player’s
home edge. Units in arena duels always begin from a stop (or from
a base Thrust Rate of 2 for aerospace fighter duels).

MOVEMENT AND RETREAT


All arenas except for aerospace venues—which are played using
LS blank hex-maps such as those found on the back of most BattleTech
maps that describe the combat region—are effectively enclosed,
JG-R9T2 Juggernaut, Renegades Cooperative and so players generally cannot exit the board during a match.
ENDING THE GAME Non-combat victory points (such as for capturing the “flag” in
Regardless of the nature of the fighting, Solaris matches a flag-capture scenario) may be awarded as well, at the players’
generally narrow down to a simple format: a warrior or a team of discretion. In such a case, the point values should be equal to the
warriors battles another to see who is the last one left standing; average BV of all units involved in the scenario, so that successfully
killing an opponent is heavily frowned upon and in most cases accomplishing the non-combat goal equates to destroying a
will result in a participant losing favor with the masses (an attitude single combatant.
fostered by stables that investment too much time and money In a Solaris arena-based campaign, the level of a team’s victory (or
creating stars to lose them to unlucky head shots). Players achieve defeat) can be used to modify a team’s Customization Pool for the
victory by destroying all opposition or simply by having the last next match (see Customization, p. 6). A substantial victory in the last
unit on the map able to act under its own power. Whether a match translates to a fifteen percent increase in Customization Points
player wins by utterly destroying the opponent or by forcing his for a team going into its next match, while a decisive victory increases
surrender through heavy combat damage is largely immaterial to the team’s Customization Pool points by ten percent and a marginal
the terms of the duel (see Scenario Types, below, for more ways to victory by five percent (rounding all figures up). A defeat in the
successfully end a Solaris arena game). previous match decreases these point pools by fifteen, ten and five
percent, respectively, for a substantial, decisive or marginal defeat.
DETERMINING VICTORY Pre-Existing Conditions: Per the definition for a “disabled unit”
When in doubt—such as in the case of mutual destruction or above, some units start the game already disabled. For example
surrender—victory in a given Solaris scenario may be determined the OTT-7K Ostscout does not mount any weapons, or if players
either by using the system described on page 257 of TW or by are fielding conventional infantry many start the game with only
consulting the victory conditions of the given scenario type. 1 MP. In such instances, only destruction victory points can be
Victorious players may determine whether a victory is substantial, applied to such units.
decisive or marginal by adding up the Battle Value of all opposing
units destroyed or disabled by combat damage and comparing it to SCENARIO TYPES
the Battle Value of all their own units destroyed or disabled by the In the arenas of Solaris, SOLARIS
many scenario t ypes
opposing team. If the value of all units destroyed or disabled by the SCENARIO TYPE
victorious player is more than twice that of those he lost, the victory is outlined in TW simply
decisive. If the value of destroyed or disabled opposing units exceeds do not apply, but that TABLE
the value of the victor’s destroyed or disabled units by more than has not prevented the
fifty percent, the victory is substantial. Otherwise, the player wins a local gaming commission 2D6 Scenario Type
marginal victory. The same formula defines the level of defeat for the from establishing several 2 Free-For-All
opposing force; a victorious player’s substantial victory translates to popular variations on 3 Flag Capture
a substantial defeat for his opponent. Disabled units are any whose the simple themes of 4 Tag Team Match
maximum MP is reduced to 1, or that can no longer inflict more than gladiatorial combat. The 5 Team Match
5 points of damage beyond a range of one hex. common scenario types
6-8 Single Duel
described below include
9 Team Match
recommendations for
10 Tag Team Match
force strengths and general
victory conditions and are 11 Free-For-All
common either as filler 12 Race/Gauntlet
matches or as part of a
larger tournament system
(though the Grand Tournament is invariably limited to single duels).
Players interested in variety for their own Solaris campaigns may
randomly determine the nature of their Solaris scenarios by rolling
2D6 and consulting the Solaris Scenario Type Table (see above).

Optional Rule: “Weapons Dead”


If the scenario participants agree, most of the scenarios waged
in the Solaris arenas may be fought as “weapons dead” rather than
“weapons live”. In a “weapons dead” scenario, all ranged combat
weapons are rendered inoperative, leaving the combatants to
fight using melee combat. If both players agree, one may make
a 2D6 roll to determine if ammunition bins are left loaded before
the scenario starts (for devastating yet crowd-pleasing effects
PW during battle). If the roll result is 9 or higher, the ammunition bins
are full, and may not be dumped at any time during the scenario
A Dispossessed Cooperative Atlas uses a ball and chain to dismantle an upstart contender. (stingy Stablemasters would fire a pilot for such a wasteful action).
9
Single Duels Flag Captures
A single duel is the simplest and most popular form of combat Flag capture matches evolved as a means of bringing tactics
in the arenas. Limited to one unit versus another, the goal is simply into the Games, by giving combatants something other than the
to be the last unit on the field and under its own power at the opponent’s armor and firepower to worry about. In a capture-the-
end. Single duels are limited to two sides and are fought until one flag scenario, one marker is placed at each team’s start point (as
combatant is destroyed or disabled, or until one side surrenders. defined in the scenario or map rules). To win, one side must capture
The victorious unit automatically receives a substantial victory for all markers from its opponent(s) and carry them back to the winning
winning a single duel. side’s own marker. As soon as one side has all markers at its own
start point, including its own flag, the match is over and players may
Free-For-All (Grand Melee) determine victory using the battle value calculation system.
A free-for-all match (often referred to as a grand melee) involves Markers are electronic beacons rather than actual flags, and may
anywhere between three and six sides, each consisting of one be “picked up” whether or not the unit doing the capturing has hand
unit, depending upon the size of the arena. The warriors from each actuators. Capturing a marker simply requires a unit to enter the
side do battle until only one warrior controls the field. All players marker hex and make a successful Piloting Skill roll. The unit must
roll Initiative individually, with additional rolls to resolve any ties. then get safely back to its home hex, whereupon the controlling
Under the Determining Victory rules (see p. 8), the victorious player makes another Piloting Skill roll to successfully deliver the
unit in a free-for-all match automatically receives full credit for a marker. The marker cannot be lost in transit unless the carrying unit is
decisive victory, while the last opponent defeated is considered to destroyed, disabled or surrenders. In such a case, the marker is placed
have suffered a marginal defeat. All other combatants at the end in the destroyed unit’s hex, where either side may then retrieve it.
of a free-for-all have suffered a substantial defeat. A marker successfully captured and returned to its home hex may
be recaptured by a unit from an opposing side, so long as no team
Team Match has successfully captured and returned all opposing markers first.
In a team match, two to four sides—each comprised of two to
four units—take the field and do battle until only one team is left Race/Gauntlet Match
standing. All teams must contain an equal number of units, and In the rare race/gauntlet match, two or more combatants have
should include roughly the same tech levels and weight classes. a limited amount of time to proceed from one end to the other
Typically fought as one team versus another, a team match with of a series of pre-set battlefield navigation points, while their
more than two sides can easily escalate into a large-scale free-for- opponents attempt to thwart them through weapons fire. In this
all. Before beginning the game, players should determine whether match, competing units are chosen for identical performance
to roll Initiative by side or by individual unit, with additional rolls profiles, leaving it up to the skill of the pilots to win the race. Some
to resolve any ties. Players can determine victory according to the arenas that sponsor these events include minefields and other
rules above for one-on-one team matches, or by the free-for-all booby traps for added effect, making the gauntlet one of the most
rules when more than two teams engage in combat. Players should intense forms of combat in the arenas even though it has yet to
continue to track heat for any unit that has “tagged out”. Treat all enter the mainstream Games.
“tagged out” units as if they were active, but did not generate any For a race/gauntlet match, both sides must choose units that
movement heat that turn; such units cannot be re-paired, though have identical Movement Points and jump capability (if applicable).
they can use the rules the Rearming Under Fire (see p. 213, TO). During set-up, the players designate a series of 2 to 6 numbered
waypoints on the field, with a minimum distance in hexes between
Tag Team Matches each consecutive point equal to the Running MP of each unit plus 1.
In this type of duel, a specialized form of team match, only a Players set up their units within one hex of the first waypoint
single combatant from each side may do battle at any one time, before game play begins. Both players then roll 1D6 and add their
with second, third and even fourth “backup” units waiting on the unit’s Running MP to the roll result and multiplying that number
fringes (in the related team’s start hex for the match). The waiting by the number of waypoints on the board. This final number is
combatants are individually activated upon the destruction, the number of rounds in which the players must complete each
disabling or surrender of their active partner, or when touched by lap (by running to each waypoint in order until they return to the
an active teammate who enters an adjacent hex and announces first one). If the players agree, they may multiply the time by the
his intention to “tag out”. Any unit that tags out of a tag team number of laps desired to complete the full race (though most
match may be reactivated later on in the same fashion, up to a gauntlets typically last only four or five laps).
maximum of three time; such units cannot be re-paired, though If both sides agree, each player may also write down a series
they can use the rules the Rearming Under Fire (see p. 213, TO). of 1D6 hexes along the course, which may contain conventional
Only the active combatants for each team roll Initiative, and the minefields or pit traps (players should note the type of each trap
battle is resolved much like a free-for-all (or a single duel if only as well). Any unit that passes through the hex may fall afoul of
two opposing teams fight the match). Final victory goes to the last these hazards, causing leg damage in the case of mines (see
team with an active combatant in the field (neither disabled nor Conventional Mines, p. 208, TO) or acting as a hidden, Depth 1
surrendered) at the end of the scenario. Determine victory levels basement (see Basements, p. 179, TW) in the case of pit traps.
using the rules for team matches, as appropriate for the number Normal stacking rules apply, and weapons are always “live” during
of teams involved. a race/gauntlet match.
SELECTING Arenas
Solaris Arenas The arenas detailed in this section, in which a Solaris scenario
is to be played out, may be determined randomly, by the
Solaris has a wide range of arena venues, from small, makeshift gamemaster of a Solaris campaign, or by mutual agreement of
backwater arenas to the monolithic, Class-V arenas supported by the participating players.
each House. As maps for these specific arenas are not currently If players are willing to take their chances on a random arena, they
available, the following rules provide a description of a few of the can determine the arena used by randomly selecting one player
most popular arenas, along with rules for how you can modify to make all rolls. The designated player then rolls 2D6, adding the
pre-existing BattleTech mapsheets to incorporate arena elements. appropriate Equipment Rating modifiers for each participating
Such rules allow players to quickly and easily insert all the flavor stable (or warrior, for those operating outside the stable/cooperative
of big-ticket arena fighting onto their gaming tables with the systems) from the Solaris Arenas Sample Table below.
gaming material they have on hand. These rules do not cover all If played as part of a campaign, the player who won the last
the arenas available...just enough of a sampling to hype all the
match may also choose to modify the result by 2 points either
Gaming World may have to offer for your gaming group.
way, calling the modifier before the dice roll is made. Players then
Unless otherwise specified, all of these arenas are fully enclosed,
check the roll result against Table 1: Solaris Arena Venues to find
save for a few entry points large enough to accommodate
out whether the match will occur in a major arena, a minor arena
BattleMechs (see Arena Entry Points in Creating Scenarios, p. 7).
or an off-circuit venue.
This means that the map edges represent walls or other barriers
impassable to BattleMechs, which theoretically protect spectators If the result of the venue roll indicates a major or minor venue,
from the giant machines. No unit in any of these enclosed venues the player rolls 1D6 again to determine which arena to use. An off-
may fall or be pushed off a map edge. Instead, units are displaced circuit venue result requires another 1D6 roll to determine which
to one side of their current position along the arena wall, and overall terrain type will be used instead of these custom-built
remain in play but suffer damage equal to their tonnage divided arenas (see p. 263, TW).
by 10. Divide this damage into 5-point Damage Value clusters
and resolve it as if the unit had fallen on the side that faced the Boreal Reach: House Davion (Major)
wall at the time it was displaced. If the unit remains standing, The Boreal Reach arena (also known as the Davion arena)
the controlling player must make an immediate Piloting Skill roll is a technological marvel that uses advanced holography,
to avoid falling in the new hex. This rule replaces the standard sophisticated environmental controls and portable, prefabricated
scenario rules for Movement and Retreat found on page 257, TW. constructs to simulate a wide range of environments, from an
Map Substitution: If players do not have access to an indicated arctic wasteland to a tropical forest to a post-apocalyptic urban
map(s), simply use what maps are available. battleground. Its most popular venue is a polar glacier.

SOLARIS MAPSHEETS TABLE


Stable Rating Venue Roll Modifier Table 3: Minor Arenas
A +2 1D6 Arena
B +1 1-2 King of the Mountain
C 0 3-4 The Scrapyard
D –2 5 The Pool
F –4 6 Off-Circuit Venue

Table 1: Solaris Arena Venues Table 4: Off-Circuit Venues


2D6 Roll Arena Venue Table 1D6 Arena
3 or less Off-Circuit Venue 1 Flatlands Terrain
4–9 Minor Arena 2 Hill Terrain
10 or more Major Arena 3 Mountain Terrain
4 Badlands Terrain
Table 2: Major Arenas 5 Wetlands Terrain
1D6 Arena 6 Wooded Terrain
1-2 Boreal Reach (Davion Arena)
3-4 The Jungle (Liao Arena)
5 Steiner Coliseum (Steiner Arena)
6 Minor Arena
11
Map Set-Up A unit standing in the falls hex is considered submerged for
Place any two Hill terrain maps (see p. 263, TW), with their long purposes of heat dissipation (though heat sinks in all locations are
edges together, modified per the rules below. considered submerged), and may not fire any ballistic or missile
Entry Points: All four corners of the playing area are entry weapons (but is not susceptible to hull breaches). Units standing
points. These points do not change, regardless of the maps being under the falls may make physical and energy weapon attacks,
used. At the beginning of any scenario, unless stated otherwise, but both apply a +3 to-hit modifier because of the rushing water.
place opposing units within two hexes of these entry points. These units may be fired upon normally, but the water adds a +2
to-hit modifier to such attacks. A BattleMech moving through or
Special Features ending its movement in the falls hex must also make a Piloting
The following rules re-create this arena: Skill roll to avoid falling. Ejections are not allowed.
Extreme Cold: The standard temperature used for the Boreal Variable Planetary Conditions (Optional): The Jungle
Reach’s arctic environment is –40 degrees Centigrade, but if the features basic environmental controls that, at
gamemaster or players so desire, temperatures in this setting can the gamemaster’s or players’ discretion, can simulate combat
range from a low of –60 Centigrade to a high of –20 degrees (see at dusk or dawn, or under different night conditions (see p.
p. 63, TO). 58, TO), or even in fog or rain (see pp. 57 and 59, TO). In a non-
Ice: Any Clear hex (including any levels where the hex does not gamemastered scenario, players may decide on such conditions
also include woods or rough terrain) is covered in ice (see p. 50, TO). by mutual agreement or by random dice rolls. All such conditions
Woods: Any Woods hex is treated as a Rough hex. must be determined before play begins.
Crevasse: Before the start of play, gamemasters or players should Hidden Mines and Traps (Optional): If the players or
designate an area on the playing area to be the crevasse. The crevasse gamemaster so desire, mines and other hidden traps may be
area consists of a total of 40 continuous hexes and is a uniform 6 located throughout the battleground. The gamemaster rolls 2D6
Sublevels, regardless of the level of any hex occupied by the crevasse. or the players roll 1D6 each; the result is the number of hexes the
It should appear as a vast crack in the ice, with breaks pushing out players or gamemaster may nominate as a possible trap location.
from the main trunk in various directions. Ultimately, how it looks is The nominated hexes may not contain woods or water, and should
left up to each playing group, just so long as it is clearly marked. The be noted on a separate piece of paper before game play begins.
gamemaster or players must also determine whether the crevasse is Whenever a unit enters a nominated hex, the controlling player
filled with Depth 4 water that is frozen over, or if it is empty. makes a 1D6 roll. On a result of 1 or 6, the hex is mined. On a 2 or a
During game play, if the crevasse is filled with frozen Depth 4 4, the hex contains a two-level pit trap. A result of 3 or 5 indicates
water, moving onto it might cause a unit to break and fall through the hex is clear. No matter the roll result, players should place a
(see p. 50, TO). If there is no water in it, the crevasse is simply a marker on the hex to indicate that the roll was made.
6-Sublevel region (with no ice on any hex of the crevasse). • Mines: A mined hex contains a 10-point density conven-
tional minefield, which may immediately damage the
the jungle: House liao (Major) controlling units per standard minefield rules (see p. 207,
The Liao arena (known as the Jungle for obvious reasons) was TO). These mines remain effective against any passing
originally planned as a Buddhist monastery, but upon termination unit until cleared per the standard Clearing Minefields
of that construction project in 2770, the Capellan government rules (see p. 210, TW).
moved quickly to remake the structure as its official arena on • Pits: Units entering a pit hex must immediately make a
Solaris. Though straightforward in design, the jungle environment successful Piloting Skill roll with a +3 modifier or fall into
within the arena hides a number of surprises for the unwary, the pit. Pits are considered to be 2 levels deep, and so dam-
including pit traps, minefields and other hazards. age from falling is sustained as if the unit has fallen 2 levels.
Vehicles and ProtoMechs falling into a pit sustain damage
Map Set-Up equal to their tonnage divided by 5 (rounding up), resolved
Place any two Wooded or Wetlands terrain maps (except against their Front hit locations, while battle armor sustains
BattleTech; see p. 263, TW), with their long edges together, 1 point of damage to each trooper. Non-’Mech units that
modified per the rules below. Both maps should have river hexes. do not have jump jets may not exit a pit trap.
Entry Points: Unlike other arenas, the Jungle has no defined entry Shrinking Battlefield (Optional): A final optional feature of
points along its outer wall. Instead, units are elevated into position the Liao arena is the “shrinking battlefield”, where the designated
from underground bays. This means that combatants may begin boundaries are gradually reduced over the course of the fight to
battle anywhere within three hexes of their home edge, determined force a closer, more desperate battle.
per the standard set-up rules in Scenario Creation (see p. 256, TW). Before the start of play, the gamemaster or players should
note that there are beacons in Hexes 0801 and 0816 on both
Special Features maps. At a randomly determine time, one set of beacons will turn
The following rules re-create this arena: on, automatically “shrinking” the battlefield by one-third, and
The Falls: Before the start of play, the gamemaster or players disqualifying any units that are in the same hex row as the activated
should designate one water hex that is part of the river to be the beacons or on the outside of that hex row. At another randomly
“falls” hex. determined time, the beacons on the other map will turn on, once
Determining Wall Sections: Before the start of play, the
gamemaster or players must create the moveable walls on the
arena floor. The following chevron-shaped walls should be noted
on the map:
• Wall Section 1: A straight line running from Hex 0211 to
0609 to 0608 to 0206.
• Wall Section 2: A straight line running from Hex 0202 to
0805 to 1402.
• Wall Section 3: A straight line running from Hex 0215 to
0812 to 1415.
• Wall Section 4: A straight line running from Hex 0204 to
0807 to 1404.
• Wall Section 5: A straight line running from Hex 0213 to
0810 to 1413.
• Wall Section 6: A straight line running from Hex 1411 to
1009 to 1008 to 1406.
Determining Pylons: Before the start of play, the gamemaster
or players must also create the moveable groups of pylons on the
arena floor. The following hexes should be noted on the map with
the following numerical values:
MM • Pylon Group 1: Hexes 0616, 0814, 1016, 0601, 0803, 1001
• Pylon Group 2: Hexes 0203, 0205, 1412, 1414
The massive footfalls of a Cenotaph Stables Great Turtle set off a vibromine. • Pylon Group 3: Hexes 0212, 0214, 1403, 1405
• Pylon Group 4: Hexes 0102, 1516
again “shrinking” the battlefield by one-third and disqualifying any • Pylon Group 5: Hexes 0116, 1502
units that in that hex row, or on the outside of it. Both instances of • Pylon Group 6: Hexes 0806, 0808, 0809, 0811
shrinkage may disqualify all units at the same time, resulting in a tie. Wall Sections and Pylon Groups Before Play Begins: Both
Players receive a two-turn warning in advance of these shifts, players or the gamemaster should roll 1D6 twice before game play
so that they can attempt to move within the new combat zone. begins. The first die roll result indicates that a corresponding wall
To determine when a shift will take place, the gamemaster (or the section is raised, while the second indicates that a correspondingly
player who wins Initiative for the turn) must roll 2D6. On a result numbered group of pylons is raised. If both players roll the same
of 9 or higher, the “two-turn warning” sounds. result for a given wall section or pylon group, the obstacle is
lowered, effectively canceling out the rolls. The height of each
Steiner coliseum: House Steiner (Major) obstruction varies, but at the start of the scenario all raised
The Steiner Coliseum (also known as Steiner Stadium) is one of obstructions are 3 levels. In matches where all the fighting units
Solaris VII’s most popular venues because of its classical style and lack jump jets, the height of these obstructions is 2 levels.
the deceptively simple yet challenging environment it provides Wall Sections During Game Play: Wall sections may remain
for combatants. Though its battlefield area is smaller than that of lowered or raised throughout a scenario, or may rise and fall
the other Great House arenas, the Coliseum’s rising walls, pylons depending on the players’ and/or gamemaster’s preference. In a
and “chaos mode” features provide a dynamic, ever-shifting standard game, a raised wall section stands 3 levels tall (2 levels if
battlefield as deadly as it is unpredictable. all combatants lack jump jets), while a lowered one is flush with
the ground. Players and gamemasters interested in more variety
Map Set-Up may roll 1D6 and divide the result by 2 (rounding up) to determine
A single map is used for the Steiner Coliseum, with all terrain the level of a raised wall section instead.
considered Clear hexes before modification per the rules below (as Walls in a typical Steiner Stadium match rise and fall with
all terrain on the map is ignored, players are advised to choose a map regularity, though players and gamemasters may choose to lock
with as little terrain on it as possible to make the process easier; or, if the walls and pylons in place instead. To reflect this, both players
they have maps with a blank back side, to use it). or the gamemaster should make two 1D6 rolls at the end of every
Entry Points: At the start of game play, opposing players turn, to determine which walls and pylons rise. Walls and pylons
should place their units within two hexes of hexes 1401 and 1416 not selected to rise, and that were raised in the previous turn,
(randomly determine which forces are set up next to which hexes). reset to Level 0. All wall and pylon elevation changes take place
immediately before the Movement Phase of the following turn.
Special Features Raised wall sections have a Construction Factor (CF) of 100
The following rules re-create this arena (the modification below per hex and are wide enough to support the weight of a unit.
can be tracked with pieces of paper, counters on the playing area Destroying a wall section hex does not destroy the entire wall,
or drawing directly on a map; regardless of the manner, players only that hex. Any unit standing on a wall section when it rises or
will need to not only create these sections, but be able to note falls must make a Piloting Skill roll to stay upright. Failure means
when they are raised or lowered): the unit falls from the wall’s final position.
13
A wall cannot support units heavier in tonnage than its current Before Play Begins: Acid pits and obstructions created by
CF. If any unit stands on a wall section with a CF lower than its falling debris provide a few surprises in the Scrapyard. To set
weight and a height of more than 0, the wall section is instantly these features, the gamemaster rolls 2D6 or the players roll 1D6
destroyed and the unit automatically falls from a height equal each. The result is the number of hexes that may be nominated
to the wall section’s height at the time it was destroyed, landing as locations for these special features. The nominated hexes may
in the same hex as the destroyed wall section. If a Level 0 wall not contain walls (see Building Hexes, below) or acid terrain (see
section rises under a unit whose weight is greater than that wall Large Acid Pool, above), and should be noted on a separate piece
section’s current CF, the unit immediately falls from a height of of paper before game play begins.
Level 1 into the same hex and that wall section is destroyed. Building Hexes: All building hexes are considered discarded
metallic waste, and are 2 levels tall with a CF 120. Units may not
Any wall hex that is destroyed becomes a Rubble hex.
move through walls, though walls may support a unit so long as
Pylon Groups During Game Play: The pylon groups function
its tonnage does not exceed the current CF of the wall section in
much like wall sections; use the rules above for raising and
the hex where the unit is standing.
lowering pylon groups each turn.
Units standing on a wall section with a CF lower than the unit’s
Each pylon has a CF of 50 and is thick enough to block line of
weight at the end of any phase automatically destroy the wall
sight and movement, but cannot support a unit standing on it. section and fall into the same hex as the destroyed wall, taking
Any unit in a pylon’s hex when that pylon rises automatically falls standard falling damage.
into an adjacent hex (determined per Facing After a Fall, p. 68, TW) A destroyed wall section fills its hex with rubble.
as if dropped from the pylon’s final height. Obstructions: Whenever a unit obtains a line of sight to a hex
Chaos Mode (Optional Rule): Steiner Stadium operators nominated for an obstruction, the controlling player immediately
may also add lighting effects for an even greater challenge makes a 1D6 roll. On a result of 1 or 6, the hex is obstructed
during arena matches. In this so-called chaos mode, the walls by debris and a counter should be placed to mark the hex as
and pylons are set to rise and fall faster and with more variation, impassable; the debris blocks all LOS and a unit may not enter or
while the stadium lights blink on and off. Under chaos mode move through the hex. Any other result indicates no obstruction,
rules, the players or gamemaster make three 1D6 rolls per type of but players should still mark the hex with a counter to indicate
obstruction rather than one roll to determine which obstructions that an obstruction roll was made.
rise or fall. In addition, both players roll 1D6 to determine whether Acid Pits: When a unit enters a hex nominated as an acid pit,
the lights are on or off in the following round, with a result of 4 the controlling player rolls 1D6. On a result of 1 or 6, the hex
or more indicating darkness per the standard rules for Full Moon contains an acid pit and the controlling player must immediately
Night combat (see p. 58, TW). Identical opposing roll results cancel make a Piloting Skill roll with a penalty of +3 to avoid falling in;
each other out, and so if both players roll the same result, the each subsequent time a unit enters the hex, a similar Piloting Skill
lights stay in their previous state. Finally, the level of a rising wall roll must be made to avoid falling in.
section or pylon group is determined by rolling 1D6 and dividing All acid pits (including the Large Acid Pool) in the Scrapyard are
the result by 2, regardless of whether or not the combatants are Depth 1, and BattleMechs may move into or out of them as though
entering or leaving Depth 1 water, with the following exception.
jump capable.
Unlike water, acid does not reduce a ’Mech’s heat level. In fact, for
every location of a BattleMech exposed to acid in a given turn, the
The Scrapyard: Burgton Region (Solaris)
’Mech generates 3 heat points. This heat is cumulative for multiple
A converted junkyard in the Burgton area of the Reaches, the
exposed locations.
Scrapyard is a maze of debris on top of debris. Chemical and
Any BattleMech that falls into an acid pit hex, or through any
acid pits throughout the arena provide additional hazards for hexes that are part of the one-level deep acid pool (marked
combatants in this small but deadly hunting ground. Depth 1 Acid on the map), must automatically roll 4D6 and apply
the result as damage in 5-point Damage Value groupings to the
Map Set-Up BattleMech’s legs.
Place any Heavy Urban terrain map (see p. 263, TW), modified A player whose ’Mech enters an acid pit must make a Piloting
per the rules below. Skill roll to avoid falling as though entering Depth 1 water. If this
Entry Points: At the start of game play, opposing players roll fails, in addition to the normal falling damage, each separate
should place their units within three hexes of hexes 1401 and location exposed to acid sustains 4D6 points of damage (front
1416 (randomly determine which forces are set up next to which and back locations apply full damage separately).
hexes). The units cannot be placed in a wall hex (see below). Non-hovering vehicles, ProtoMechs and battle armor entering
an acid pit suffer 4D6 damage to all non-turret locations and must
Special Features make a Piloting Skill roll with a +5 modifier to avoid getting stuck.
The following rules re-create this arena: Any critical hits sustained from acid damage automatically destroy
Large Acid Pool: Before the start of play, gamemasters or a vehicle’s motive systems first, immobilizing it. ProtoMechs suffer
players should designate a portion of the playing area as a large critical damage as normal.
acid pool. The pool consists of a total of 10 continuous hexes Sensor Interference (Optional Rule): The high concentration
and is a uniform Depth 1 liquid. It should appear as a pool, but of metals in the Scrapyard arena scrambles all sensors here. The
ultimately how it looks is left up to each playing group, just so effect renders active probes useless, doubles the range of ECM
long as it is clearly marked. “bubbles” and reduces rolls on the Missile Hits Table by 2.
king of the mountain: Xolara Region (Minor) the pool: bracken swamp Region (Minor)
Built in the center of a nuclear blast crater that once served as Easily among Solaris VII’s most unusual venues, the Pool is also
a landfill, the ugly and intimidating King of the Mountain Arena is one of the most dangerous. Built from the remains of a sewage
one of the Reaches’ most popular venues. Deceptively simple, the treatment facility, this aquatic arena features a blastproof transplas
shifting terrain and occasional vibrabombs hidden throughout ceiling that allows spectators to watch the action from nearby
keep MechWarriors on their toes. bleachers, while its treacherous floor is covered with mounds of
debris that make for an interesting and dangerous landscape.
Map Set-Up
Place any Mountain terrain map (see p. 263, TW), modified per Map Set-Up
the rules below. Place any Light Urban terrain map (see p. 263, TW), modified
Entry Points: At the start of game play, opposing players should per the rules below.
place their units in hexes 0101, 0116, 1401, or 1416; randomly Entry Points: At the start of game play, opposing players should
determine who will place first, after which the opponent chooses place their units in hexes 0101, 0116, 1401, or 1416; randomly
where to place his units. determine who will place first, after which the opponent chooses
where to place his units.
Special Features Special Features
The following rules re-create this arena: The following rules re-create this arena:
Slope: The mountain slope is cut sharply enough to make Underwater: The Pool is a completely submerged environment,
climbing difficult. All level changes on the King of the Mountain map and so all underwater operations rules apply per pp. 94-95,
therefore cost 1 extra Movement Point. A fall on any hex that has an BattleTech Master Rules.
adjacent lower level will result in a drop to the lower hex on a second The pool floor is considered five depths underwater. Before a
failed Piloting Skill roll. If there are two or more hexes the unit could scenario begins, players may swap missile weapons for equivalent
fall into with that failed Piloting Skill roll, randomly determine the hex torpedoes at a cost of only 1 Customization Point, rather than the
into which it falls. In all instances, determine falling damage normally. 2 points for a normal swap.
Vibrabombs: The gamemaster or another neutral third party Pool Bottom: Debris covers the floor of the pool, making
may place 1D6 vibrabombs (see p. 209, TW), each rated for 1D6 x movement exceedingly difficult. In addition to requiring a Piloting Skill
10 tons, on the map. The person who placed them must monitor roll to prevent falling for every hex moved, the rough terrain increases
when and if they go off. the normal cost for movement along the pool floor to 5 MP per hex.
Building Hexes: Any buildings are considered debris mounds.
Rising 2 levels above the arena floor, these mounds block line of
sight and require 5 MP to enter per hex (in addition to the points
expended for the level change).
MechWarrior Ejection: Most MechWarriors who know they
will be fighting in the Pool take special precautions in advance,
such as including an underwater respirator and oxygen tanks
with their standard cockpit garb. Doing so allows them to eject
normally. MechWarriors not so prepared may not eject.

OPTIONAL SOLARIS ARENA RULE:


CROWD PARTICIPATION
The duels of Solaris VII are a spectator sport, and how the crowds
react to the combatants as they duke it out can have an impact on a
warrior’s career and possibly even the fight at hand. A warrior whose
actions elicit oohs and aahs from a packed audience is a definite
keeper for his or her stable, while another who—while perfectly able
to fight—merely manages to survive an otherwise fair exchange of
slugfest blows may come off as unimaginative and unimpressive,
winding up on the stable’s “B-list” for filler matches and the like.
Often, warriors like to hear the crowd’s reaction during battle, and
so most arenas allow them to patch into the announcer’s chatter and
sound pick-ups in the stands, enabling them to gauge the audience
response. The audience in turn can affect the outcome of a fight, as
DAK their reactions can influence the effectiveness of a warrior’s acts.
Both players should agree to the use of this optional crowd
An Overlord Stables Morpheus stalks his prey at the bottome of the Pool. participation rule beforehand, reflecting a mutual decision to
15
allow crowd reactions to be piped into the respective units’ comm
channels throughout the fight. During each turn of battle, each STABLE-SPECIFIC RULES
side receives positive and negative modifiers as indicated on the
Crowd Participation Modifiers Table at right. Positive modifiers The major stables and cooperatives on Solaris VII all possess
reflect cheering and inspired chanting from the crowd, while certain specialties and skills based on their experience and the
negative modifiers represent booing and jeers. philosophies of their champions; the following game rules
During the End Phase of each turn, both players roll 2D6, applying attempt to simulate these characteristics. They should add variety
all the modifiers earned by their respective warriors to the result. to and enhance game play, but not give unfair advantage to
On a result of 9 or higher, the crowd is “with” the warrior, and the players, and so gamemasters and players should all agree on
controlling player may use the resulting increase in confidence to add using any of these supplemental rules before game play begins.
a +1 modifier to all of the warrior’s Piloting, Gunnery or Initiative rolls Similarly, players should feel free to modify any rule that seems
for the following turn. On any result below 4, the crowd has grown inappropriate for their campaign.
hostile or cool toward the warrior, resulting in a –1 Initiative modifier Below are the specific rules that apply to each listed stable
during the following turn. Each turn is treated separately, and so the and cooperative on Solaris VII. Each stable and cooperative also
effects of crowd participation do not accumulate from turn to turn. has overall experiment and equipment ratings following its
name in parentheses.
The overall equipment rating represents that stable’s
access to advanced BattleMechs and other equipment, refit
CROWD PARTICIPATION kits, exceptional salvage, the purchase of new designs and
MODIFIERS TABLE preserved (or recovered) Star League-era technology. Players
can use the rating when assigning ’Mechs to a stable with
Event Point the Random BattleMech Assignment Table: Solaris VII, or
“Home” crowd** +2 when building a stable for their own campaigns. If using an
“Away” crowd** –2 alternate generation method or exercising a stablemaster’s
Each 20 points* of damage dealt to opponent +1 prerogative to choose ’Mechs, the equipment rating can serve
as a guideline for those choices.
Each 20 points* of damage received from opponent –1
Overlapping Abilities and Advantages: If opposing champions
Warrior delivered successful physical attack +1
possess identical abilities or advantages, the advantages cancel
Warrior fell while making/suffering physical attack –1
each other out. For example, if two opposing units both have the
Warrior delivered a head shot to opponent –1
advantage of choosing the side of the map from which they enter,
Warrior received a head shot from opponent +1
ignore that advantage and instead determine entrance edges using
Warrior suffered critical damage this turn –1
the standard setup rules in Creating Scenarios (see p. 256, TW).
Warrior dealt critical damage this turn +1 Note: The six lines of information for each stable following
Warrior suffered ammo explosion –1 its name are not rules. Instead, that information is “sourcebook
Warrior caused opponent’s ammo explosion +1 fiction”, provided so players have more flavor when using these
Each Initiative loss (after 3 consecutive turns) –1 rules in their games, as well as when making up their own Solaris
Each Initiative win (after 3 consecutive turns) +1 VII scenarios and campaigns. All of the “flavor” information
provided is circa 3067.
Team Matches Only:
Player unit surrenders –2
Player unit destroyed –3
SOLARIS STABLE
Player unit warrior(s) killed +2
Opponent unit surrenders +2 EQUIPMENT RATING TABLE
Opponent unit destroyed +3
Opponent unit warrior(s) killed –2 Rating Description Example
A Heavy Upgrades Cenotaph Stables
All modifiers are cumulative, but only for the turn in which they apply.
B Good Upgrades Blackstar Stables
*Or fraction thereof. C Fair Upgrades Fitzhugh Stables
**“Home” crowd advantage only applies if the arena is affiliated D Average Upgrades Hombres Stable
with the same faction as the player’s stable, such as Cenotaph
(Liao) or Lion City Stables (Steiner). “Away” crowd disadvantage F Poor Upgrades Renegades Cooperative
only applies when the arena is affiliated with the same faction as
the opposing player’s stable. In all other circumstances, neither
modifier applies. These modifiers only apply to the major arenas
of Solaris City: Boreal Reach, the Jungle and Steiner Coliseum.
Blackstar Stables (B, Veteran)
Banshees Stables (C, Veteran) Current Stablemaster: Nigel Daelun
Current Stablemaster: Burton Rothroc Affiliation (Formed/Base of Operations): Federated Suns (3033/
Affiliation (Formed/Base of Operations): Steiner/Rasalhagian Black Hills)
(3049/Kalamazoo Reaches) Colors/Badge: Black/copper; a black compass star against a
Colors/Badge: Blue/black; a vicious bee with a prominent, copper field.
forward-pointing laser/stinger on a red circle. ’Mechs: 13
’Mechs: 13 MechWarriors: 11
Standard Contract: 20 percent; 1,500 C-bills/month
MechWarriors: 19
In any scenario, the Blackstar player may choose to upgrade the two
Standard Contract: 30 percent; 700 C-bills/month
most powerful Introductory Rules technology weapons on his or her
Banshees MechWarriors receive a +1 Initiative modifier when ’Mechs with a corresponding Inner Sphere Standard Rules weapon
fighting on any Hills or Wooded terrain (see p. 263, TW). If facing of a similar type (for example, an AC/10 may become an LB 10-X, or a
warriors from the Huntsmen Stable, they may also receive a –1 PPC may become an ER PPC), as long as the change does not violate
to-hit modifier for all weapon and physical attacks, at a cost of standard construction rules. Any remaining tonnage may be used
1 additional heat point per weapon used in that turn (including for additional ammunition, armor and heat sinks only. No rolls are
hands, melee weapons and feet); the choice is made before required to perform this swap, nor does this change count against any
players make any attack rolls. Customization points if using the Customization rule (see p. 6).

Bromley Stables (C, Elite)


Black Lions Cooperative (D, Regular) Current Stablemaster: Thaddeus Bromley
Current Stablemaster: Guido Akhbar Affiliation (Formed/Base of Operations): Free Worlds League
Affiliation (Formed/Base of Operation): Free Worlds League (2981/Montenegro)
Colors/Badge: Orange/gray; orange weight scales against a black
(3035/Montenegro)
and gray yin-yang.
Colors/Badge: Black/purple; a black lion’s head with glowing red
’Mechs: 24
eyes set against a purple disc. MechWarriors: 32
’Mechs: 25 Standard Contract: 25 percent; 1,200 C-bills/month
MechWarriors: 31 Bromley Stables’ MechWarriors will not surrender under any
Standard Contract: 28 percent; 1,500 C-bill initiation fee circumstances, fearing Bromley’s punishment for failure. If facing
The Black Lions’ unpredictability tends to confuse opponents, a MechWarrior cooperative rather than a regular Solaris stable,
applying a –1 Initiative modifier to all opposing players. Bromley MechWarriors receive a +1 Initiative modifier.
17

DeLon Stables (B, Veteran)


Cenotaph Stables (A, Veteran) Current Stablemaster: Thomas DeLon
Current Stablemaster: Larry Acuff Affiliation (Formed/Base of Operations): Draconis Combine
(3041/Kobe)
Affiliation (Formed/Base of Operations): Capellan
Colors/Badge: Black/white/red; a dagger with a rose vine
Confederation/St. Ives (3053/Cathay)
entwined around its blade, set on a black circular field.
Colors/Badge: White/red; a mechanical hand clutching a ’Mechs: 20
supernova, overlaid with a yin-yang symbol. MechWarriors: 16
Mechs: 21 Standard Contract: 25 percent; 1,200 C-bills/month
Warriors: 19 In any scenario, the DeLon player may choose to upgrade
Standard Contract: 18 percent; 1,600 C-bills/month the most powerful weapon system on his or her ’Mechs with a
Any time a Cenotaph player rolls a head location for a weapon corresponding Clan-made weapon (one only) of a similar type
or physical attack, that player must re-roll the location hit. The (for example, an AC/10 may become an LB 10-X, or a PPC may
second roll stands, even if it also yields a head shot. become an ER PPC), so long as this modification does not violate
standard construction rules (with the exception of mounting Clan
and Inner Sphere technology on the same unit). Any remaining
tonnage may be used for additional ammunition, armor and heat
sinks only. No rolls are required to perform this swap, nor does it
affect Customization points when using the Customization rules
(p. 6). DeLon MechWarriors apply a –1 Initiative modifier if fighting
any other type of match than a one-on-one duel.

Dispossessed Cooperative (D, Veteran)


Current Stablemaster: Chantelle Westcott
Affiliation (Formed/Base of Operations): None (3049/None)
Colors/Badge: Black/red; the “skull” of an Atlas weeping blood
against a red field.
’Mechs: 17
MechWarriors: 36
Standard Contract: 30 percent; 900 C-bill initiation fee
MM
The Dispossessed’s MechWarriors may elect to “aim low” by
TS-P1D Tsunami, Delon Stables accepting a +2 to-hit modifier for all weapon attacks. When
aiming low, hits are resolved using the Kick Locations Table.
Galahad Stables (A, Veteran)
Current Stablemaster: Jergen Gaalf
Fitzhugh Stables (C, Veteran) Affiliation (Formed/Base of Operations): Free Worlds League
Current Stablemaster: André Fitzhugh (3059/Montenegro)
Affiliation (Formed/Base of Operations): Free Worlds League/ Colors/Badge: Purple/gold; a jewel-encrusted golden chalice
Andurien Province (3048/Montenegro) against a black eagle silhouette.
Colors/Badge: Purple/white; a snarling white tiger’s head against ’Mechs: 23
an inverted purple triangle. MechWarriors: 30
’Mechs: 22 Standard Contract: 20 percent; 1,600 C-bills/month
MechWarriors: 17 Galahad warriors will not take any shot that enters an opponent’s
Standard Contract: 24 percent; 1,200 C-bills/month hex through his rear arc, nor will they fire on a prone BattleMech. In
Stable Experience/Rating: Elite/B addition, Galahad MechWarriors may elect to aim for limbs rather
Fitzhugh MechWarriors can “hide on the move.” Doing so than the torso or head of a BattleMech, to minimize the chance
requires them to begin a turn where their opponent(s) have no of a lethal hit. Doing so applies +2 to-hit modifier for the attack
valid LOS to the “hiding” ’Mech. The Fitzhugh MechWarrior may (weapon or physical), but allows the Galahad warrior to re-roll any
then move his machine to any other hex—using Walking/Running torso or head hit location, keeping the second roll result.
MP only—that is also out of his opponent’s LOS. This move must
be legal per standard movement and terrain rules. The Fitzhugh
player may then deploy in that hex as if placed using the standard
rules for hidden units (see p. 259, TW).
Fitzhugh Stables MechWarriors apply a +1 Initiative modifier
during matches against Bromley Stables. Also when facing Bromley
Stables units, Fitzhugh ‘Mechs also apply a +1 to-hit modifier for all
attacks made against them when the LOS for an attack encounters
partial cover, woods or smoke (this modifier is not cumulative).

Gemini Stables (B, Veteran)


Current Stablemasters: Tanya and Elizabeth O’Bannon
Affiliation (Formed/Base of Operations): Federated Suns (3058/
Black Hills)
Colors/Badge: Red/silver; two female figure silhouettes, standing
back to back against a silver sunburst.
’Mechs: 19
MechWarriors: 28
Standard Contract: 25 percent; 1,600 C-bills/month
Reduce all modifiers from heat by 1 for Gemini MechWarriors.
JH Also, if the Gemini player wins Initiative by more than 4 points,
the Gemini warrior applies a –1 to-hit modifier to all non-melee
Galahad Stables Grand Titan charges at his opponent. weapon attacks for that turn only.
19

Hombres Stables (D, Veteran) Lion City Stables (A, Elite)


Current Stablemaster: Cino Vincenti Current Stablemaster: Vernon Singh
Affiliation (Formed/Base of Operations): Free Worlds League Affiliation (Formed/Base of Operations): Lyran Alliance (2960/
(3055/Roland Fields) Silesia)
Colors/Badge: Brown/red; a red bull’s head with silver horns. Colors/Badge: Blue/green/white; single-headed white lion, with
’Mechs: 10 three bodies, against a blue and green field.
MechWarriors: 11 ’Mechs: 17
Standard Contract: 18 percent; 1,100 C-bills/month MechWarriors: 16
The Hombres apply a +1 Initiative modifier when fighting in Standard Contract: 25 percent; 1,300 C-bills/month
Hills, Wooded, Wetlands or Light Urban terrain (see p. 263, TW). For Lion City warriors reduce the modifier for long-range weapons
all physical and weapon attacks carried out at 3 hexes’ distance or fire to +3 rather than the standard +4. When firing at short range
less, the Hombres gain a –1 to-hit bonus, reflecting their affinity or making physical attacks, they apply a +1 to-hit modifier.
for close-range fighting.

Huntsmen Stables (B, Elite) Lynch Stables (A, Veteran)


Current Stablemaster: Matthew Alder Current Stablemaster: Trevor Lynch
Affiliation (Formed/Base of Operations): None (3052/Joppa) Affiliation (Formed/Base of Operations): Lyran Alliance (3057/
Colors/Badge: Green/red; a green banner with a diagonal Silesia)
crimson slash Colors/Badge: Blue/gold; a gold Steiner fist set against a black,
’Mechs: 15 snowcapped mountain.
MechWarriors: 21 ’Mechs: 13
Standard Contract: 30 percent; 1,000 C-bills/month MechWarriors: 10
Huntsmen MechWarriors apply a –2 Initiative modifier in any Standard Contract: 25 percent; 1,500 C-bills/month
scenario that is not a one-on-one engagement. They also apply Lynch Stables warriors apply a –1 modifier to the Attacker
a +1 to-hit modifier for all physical attacks. Huntsmen will not Movement Modifier for all weapon and physical attacks. This
surrender under any circumstances. modifier does not apply if the Lynch unit stands still.
Overlord Stables (A, Elite) Silver Dragons Stables (A, Elite)
Current Stablemaster: Rhianna Murray Current Stablemaster: Marcus Nevil
Affiliation (Formed/Base of Operations): Lyran Alliance (3001/ Affiliation (Formed/Base of Operations): Draconis Combine
Silesia) (3024/Kobe)
Colors/Badge: Green/gold; two gold acorns above a gold Colors/Badge: Silver/green; rampant silver dragon against a
cauldron, against a green field. green field.
’Mechs: 35 ’Mechs: 29
MechWarriors: 31 MechWarriors: 32
Standard Contract: 20 percent; 1,600 C-bills/month Standard Contract: 17 percent; 1,300 C-bills/month
Overlord MechWarriors apply a –1 to-hit modifier for weapon Silver Dragons MechWarriors are adept at using covering
attacks made at short range, and apply a +1 to-hit modifier for terrain, imposing an additional +1 to-hit modifier for all attacks
attacks made at long range. In addition, the Overlord Stables made against them when the LOS for an attack encounters partial
player applies a +1 Initiative modifier when playing in Wooded, cover, woods or smoke (this modifier is not cumulative). The Silver
Mountains, and Light Urban terrain (see p. 263, TW). Dragons player also applies a –1 to-hit modifier for all non-melee
weapon attacks made at short range.

Renegades Cooperative (F, Regular)


Current Stablemaster: Miles Stafford
Affiliation (Formed/Base of Operations): None (3043/Unknown)
Colors/Badge: Black/green; a fanged skull and crossbones with
blazing green eyes, set on a black disc.
’Mechs: 15
MechWarriors: 18
Standard Contract: 30 percent; 625 C-bill initiation fee
When fielding more than one ’Mech in a scenario, the
Renegades player applies a –2 Initiative modifier. This modifier is
reduced to –1 if fighting in Wooded, Mountains, Light Urban or TF
Badlands terrain (see p. 263, TW).
Fire Ant, Silver Dragons Stables
21

Skye Tigers Stables (B, Veteran)


Current Stablemaster: James Stroud
Affiliation (Formed/Base of Operations): Lyran Alliance/
Federation of Skye (3055/Silesia) Tandrek Stables (B, Elite)
Colors/Badge: Blue/gray; a white tiger’s head in profile against a Current Stablemaster: Robynn Tandrek
full blue moon. Affiliation (Formed/Base of Operations): Capellan
’Mechs: 13 Confederation (3007/Cathay)
MechWarriors: 10 Colors/Badge: Yellow/red; a flaming sword against a yellow field.
Standard Contract: 23 percent; 1,400 C-bills/month ’Mechs: 20
In any scenario, the Skye Tigers player may choose to upgrade MechWarriors: 17
the two most powerful Level 1 weapon systems on his or her Standard Contract: 28 percent; 1,600 C-bills/month
’Mechs with a corresponding Inner Sphere Level 2 weapon of Tandrek MechWarriors apply a –1 to-hit modifier for any attacks
a similar type (for example, an AC/10 may become an LB 10- X,
made at less than a 5-hex range. To reflect their preference for
or a PPC may become an ER PPC), so long as this change does
shorter, faster battles, the Tandrek player applies a –1 Initiative
not violate standard construction rules (with the exception of
mounting Clan and Inner Sphere technology on the same unit). modifier for every six full turns the math lasts after the first six
Any remaining tonnage may be used for additional ammunition, turns. This penalty is cumulative and increases every six turns
armor and heat sinks only. No rolls are required to perform this beyond Turn 6 (for example, in turns 1–6, Tandrek applies no
swap, nor does it count against the Skye Tigers’ Customization modifier; in turns 7–12, Tandrek applies –1 modifier; in turns
points if using the Customization rule (see p. 6). 13–18, the modifier is –2, and so on).
Against Zelazni Stables, if Tandrek loses the Initiative in a turn,
they modify either their Gunnery or Piloting Skill Rating by –1 for
that turn. The decision to modify either their Piloting or Gunnery
Skill Rating must be announce after Initiative has been lost, but
before any units are moved in that turn. The modification is not in
effect in any round that Tandrek wins Initiative.”

Starlight Stables (A, Elite)


Current Stablemaster: Tran Ky Bo
Affiliation (Formed/Base of Operations): Federated Suns (2898/
Black Hills)
Colors/Badge: Silver/blue; a silver comet trailing stars across a
gray, black and white triple-S, set against a blue field.
’Mechs: 21
MechWarriors: 19
Standard Contract: 22 percent; 1,100 C-bills/month
Opponents facing Starlight MechWarriors apply an additional +1
to-hit modifier against any Starlight ’Mech that uses more than 3 ME
MP in a turn. Additionally, the Starlight player applies a +1 Initiative
modifier if fighting on Hills or Wooded terrain (see p. 263, TW). A Starllight Stables Victor leaps over a thicket of trees in the Boreal Reach.
Zelazni stable (A, Veteran)
White Hand Stables (A, Elite) Current Stablemaster: Victor Zelazni
Current Stablemaster: Fiona Louden
Affiliation (Formed/Base of Operations): Capellan
Affiliation (Formed/Base of Operations): Federated Suns (2907/
Confederation (2990/Cathay)
Black Hills)
Colors/Badge: Blue/copper; a blue BattleMech against a copper field.
Colors/Badge: Black/silver; a silver hand palm up against a black field.
’Mechs: 20
’Mechs: 33
MechWarriors: 23
MechWarriors: 40
Standard Contract: 20 percent; 1,400 C-bills/month
Standard Contract: 20 percent; 1,600 C-bills/month
Zelazni MechWarriors apply a –1 to-hit modifier for all physical
White Hand MechWarriors apply a –1 to-hit modifier for attacks
attacks and a +1 modifier to all Piloting Skill rolls. Against Tandrek
made at long range, but apply a +1 to-hit modifier for short range
Stables, they apply a –2 to-hit modifier for all physical attacks and
weapon attacks and all physical attacks. In addition, when resolving
a +1 modifier to all Guinnery Skill rolls.
hit locations, the White Hand player should re-roll any head shots,
taking the second result (even if it also indicates a head hit).

Zellbrigen Stables (A, Veteran)


Current Stablemaster: Marcin Hammond
Wraiths Stable (F, Regular) Affiliation: Clan Jade Falcon/Diamond Shark (3062/Cathay)
Current Stablemaster: Joshua Ling
Colors/Badge: Green/blue; a white and red daggerstar on a
Affiliation (Formed/Base of Operations): Capellan
silver shield.
Confederation (3053/Cathay)
’Mechs: 15
Colors/Badge: White/gray; a white shield emblazoned with a
MechWarriors: 21
shadowy wraith wielding a golden sword.
Standard Contract: 50 percent; 400 C-bills/month
’Mechs: 9
Opponents of Zellbrigen Stables who receive any positive
MechWarriors: 11
Initiative modifiers through special abilities lose these abilities
Standard Contract: 30 percent; 1,000 C-bills/month
when facing MechWarriors from this stable, but only when facing
The Wraiths receive a +2 Initiative modifier when fighting in
Zellbrigen fighters in one-on-one duels. In any team matches
Wooded, Light Urban, Heavy Urban or Wetlands terrain. However,
where each side fields more than one unit apiece, the Zellbrigen
they apply a –1 Initiative modifier when fighting on Flatlands,
team applies a –2 Initiative modifier. Zellbrigen MechWarriors do
Hills, Badlands and Wetlands terrain (see p. 263, TW). No Initiative
not surrender under any circumstances.
modifiers apply on any other terrain.
TM

ARMOR DIAGRAM
Head (7)
Left Torso Right Torso
(7) (7)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BABOON 2 Name:
Movement Points: Tonnage: 20 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 [12] Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
4 ATM 3 RT 2 [M,S,C] Center
Left Arm Torso Right Arm
Standard 2/Msl. 4 5 10 15 (5) (5)
(8)
Extended Range 1/Msl. 4 9 18 27
High-Explosive 3/msl. — 3 6 9

Left Right
Leg Center Leg
(6) Torso (6)
Rear (2)

Left Right
BV: 757 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Endo Steel 28*
6. Double Heat Sink 6. Endo Steel 27
1. Double Heat Sink
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Double Heat Sink 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Double Heat Sink 2. XL Fusion Engine 3. Roll Again (3) (3)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Double Heat Sink 1-3 4. Gyro
Roll Again
Center 23*
5. Ferro-Fibrous 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (6)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (4)
Leg
(4)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. MASC 17*
3. Double Heat Sink 3. ATM 3
1-3 4. Double Heat Sink
6. Endo Steel 1-3 4. ATM 3 16
5. Endo Steel 5. ATM 3 HEAT DATA 15*
6. Endo Steel Engine Hits 6. ATM 3 Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. ATM 3 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. ATM 3 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
ATM 3 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous ATM 3 25 –5 Movement Points
5. Ferro-Fibrous 5. Ammo (ATM 3) 20 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ammo (ATM 3) 20 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Double Heat Sink 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(8) (8)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ALM-7D FIREBALL Name:
Movement Points: Tonnage: 20 Gunnery Skill: Piloting Skill:
Walking: 11 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 17 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Machine Gun RT 0 2 [DB,AI] — 1 2 3 Center
Left Arm Torso Right Arm
1 Streak SRM 2 LT 2 2 /Msl. — 3 6 9 (5) (5)
(9)
[M,C]

Left Right
Leg Center Leg
(7) Torso (7)
Rear (2)

Left Right
BV: 385 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (3) (3)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (6)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (4)
Leg
(4)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Streak SRM 2
6. Endo Steel 1-3 4. Machine Gun 16
5. Ammo (Streak SRM 2) 50 5. Ammo (Machine Gun) 200 HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PRC-1N PORCUPINE Name:
Movement Points: Tonnage: 20 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 14 [18] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Spikes HD — [E] — — — — Center
Left Arm Torso Right Arm
1 Medium Laser RT 3 5 [DE] — 3 6 9 (6) (6)
(8)
1 Spikes RT — [E] — — — —
1 Medium Laser LT 3 5 [DE] — 3 6 9
1 Spikes LT — [E] — — — —
1 Medium Laser RA 3 5 [DE] — 3 6 9 Left Right
1 Spikes RA — [E] — — — — Leg Center Leg
(7) Torso (7)
1 Medium Laser LA 3 5 [DE] — 3 6 9
Rear (2)
1 Spikes LA — [E] — — — —

Left Right
BV: 870 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Spikes 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Laser 6. Life Support 5. Medium Laser 28*
6. Spikes 6. Spikes 27
1. Endo Steel
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Ferro-Fibrous (3) (3)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Endo Steel 5. Ferro-Fibrous
5. Gyro Torso
6. Endo Steel 6. Ferro-Fibrous 22*
6. Gyro (6)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (4)
Leg
(4)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Heat Sink 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Laser
6. Supercharger 1-3 4. Medium Laser 16
5. Spikes 5. Spikes HEAT DATA 15*
6. Endo Steel Engine Hits 6. Ferro-Fibrous Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Ferro-Fibrous Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Endo Steel Ferro-Fibrous 25 –5 Movement Points
5. Endo Steel 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (6)
Left Torso Right Torso
(7) (7)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: DRT-3S DART Name:
Movement Points: Tonnage: 25 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 14 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Pulse Laser HD 2 3 [P,AI] — 1 2 3 Center
Left Arm Torso Right Arm
2 Small Pulse Laser CT 2 3 [P,AI] — 1 2 3 (5) (5)
(7)

Left Right
Leg Center Leg
(5) Torso (5)
Rear (3)

Left Right
BV: 436 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (6)
Head
Right Torso (6)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Pulse Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Roll Again 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (4) (4)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (8)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (6)
Leg
(6)
19*
1. Roll Again 4-6 4. Fusion Engine
1. Roll Again 18*
2. Roll Again 2. Roll Again
5. Small Pulse Laser 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Small Pulse Laser 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: KTO-2A KOTO Name:
Movement Points: Tonnage: 25 Gunnery Skill: Piloting Skill:
Walking: 8 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 12 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser HD 2 3 [DE] — 2 4 5 Center
Left Arm Torso Right Arm
1 Large X-Pulse Laser CT 14 9 [P] — 5 10 15 (6) (6)
(12)
1 ER Medium Laser RA 5 5 [DE] — 4 8 12
1 ER Medium Laser LA 5 5 [DE] — 4 8 12

Left Right
Leg Center Leg
(10) Torso (10)
Rear (4)

Left Right
BV: 977 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (6)
Head
Right Torso (6)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ER Medium Laser 4. ER Small Laser 3. ER Medium Laser
1-3 4. Ferro-Fibrous 5. Sensors 1-3 4. Ferro-Fibrous 29
5. Ferro-Fibrous 6. Life Support 5. Ferro-Fibrous 28*
6. Ferro-Fibrous 6. Ferro-Fibrous 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous (4) (4)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (8)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (6)
Leg
(6)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Large X-Pulse Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Large X-Pulse Laser 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Roll Again 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(5) (5)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: NXS2-A NEXUS II Name:
Movement Points: Tonnage: 25 Gunnery Skill: Piloting Skill:
Walking: 8 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 12 Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Improved C³ CPU CT — [E] — — — — Center
Left Arm Torso Right Arm
1 ER Medium Laser RA 5 5 [DE] — 4 8 12 (5) (5)
(7)
1 ER Small Laser RA 2 3 [DE] — 2 4 5
1 ER Medium Laser LA 5 5 [DE] — 4 8 12
1 ER Small Laser LA 2 3 [DE] — 2 4 5
Left Right
Leg Center Leg
(7) Torso (7)
Rear (3)

Left Right
BV: 702 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (6)
Head
Right Torso (6)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. ER Medium Laser 5. Sensors 1-3 4. ER Medium Laser 29
5. ER Small Laser 6. Life Support 5. ER Small Laser 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. Light Fusion Engine 2. Endo Steel Arm Arm 25*
3. Roll Again 2. Light Fusion Engine 3. Endo Steel (4) (4)
4-6 3. Light Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (8)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Light Fusion Engine
Light Fusion Engine
Right Torso (6)
Leg
(6)
19*
1. Light Fusion Engine 4-6 4. Light Fusion Engine
1. Light Fusion Engine 18*
2. Light Fusion Engine 2. Light Fusion Engine
5. Improved C³ CPU 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Improved C³ CPU 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (6)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ZPH-1 TARANTULA Name: Left Right
Torso Torso
Movement Points: Tonnage: 25 Gunnery Skill: Piloting Skill: (7) (7)
Walking: 8 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 12 Consciousness# 3 5 7 10 11 Dead
Jumping: 8 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Center
Qty Type Loc Ht Dmg Min Sht Med Lng Torso
1 Streak SRM 2 CT 2 2/Msl. — 3 6 9 (10)
[M,C]
1 Medium Laser RT 3 5 [DE] — 3 6 9
1 Medium Laser LT 3 5 [DE] — 3 6 9

Left Right
Left Rear Leg Rear Leg Right
Front Leg (7) (7) Front Leg
(7) (7)

Left Right
Torso Rear Torso Rear
BV: 666
(4) (4)
Center Torso Rear (6)
CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Head Overflow
1. Life Support Left Head Right
2. Sensors Torso Torso
3. Cockpit (6) (6)
30*
4. Roll Again
Left Front Leg 5. Sensors
Right Front Leg 29
1. Hip 6. Life Support 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator 27
4. Foot Actuator
Center Torso 4. Foot Actuator Left Right 26*
5. Jump Jet 1. XL Fusion Engine 5. Jump Jet Front Leg Front Leg 25*
6. Jump Jet 2. XL Fusion Engine 6. Jump Jet (6) (6)
3. XL Fusion Engine 24*
1-3 4. Gyro Center 23*
5. Gyro Torso 22*
6. Gyro Left (8) Right
21
Rear Leg Rear Leg
1. Gyro 20*
(6) (6)
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso 19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Streak SRM 2 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Ammo (Streak SRM 2) 50 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Medium Laser
Gyro Hits 1. Medium Laser Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Rear Leg Right Rear Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BH-K305 BATTLE HAWK Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS HD 1 — [PD] — 0 0 0 Center
Left Arm Torso Right Arm
3 Med. Pulse Laser RA 4 6 [P] — 2 4 6 (9) (9)
(16)
1 Streak SRM 2 LA 2 2/Msl. — 3 6 9
[M,C]

Note: If playing under Advanced Rules, treat head as having a Left Right
Full-Head Ejection System. Leg Center Leg
(12) Torso (12)
Rear (3)

Left Right
BV: 771 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. AMS 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Medium Pulse Laser 28*
6. Double Heat Sink 6. Medium Pulse Laser 27
1. Double Heat Sink
Center Torso 1. Medium Pulse Laser Left Right 26*
2. Streak SRM 2 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ammo (Streak SRM 2) 50 2. XL Fusion Engine 3. Ferro-Fibrous (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Ammo (AMS) 12 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Double Heat Sink
Gyro Hits 1. Double Heat Sink Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Double Heat Sink 2. Double Heat Sink 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Double Heat Sink 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: CPR-HD-003 COPPERHEAD Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [12] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 2 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Magshot HD 1 2 [DB,X] — 3 6 9 Center
Left Arm Torso Right Arm
1 ER Medium Laser CT 5 5 [DE] — 4 8 12 (7) (7)
(10)
1 ER Medium Laser RT 5 5 [DE] — 4 8 12
1 ER Medium Laser LT 5 5 [DE] — 4 8 12
1 Stresk SRM 4 RA 3 2/Msl. — 3 6 9
[M,C] Left Right
1 Med. X-Pulse Laser LA 6 6 [P] — 3 6 9 Leg Center Leg
(9) Torso (9)
Rear (4)

Left Right
BV: 1,117 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Magshot 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Magshot 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Medium X-Pulse Laser 1. XL Fusion Engine 2. Streak SRM 4 Arm Arm 25*
3. Reflective 2. XL Fusion Engine 3. Reflective (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Reflective 1-3 4. Gyro
Reflective
Center 23*
5. Reflective 5. Reflective
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Supercharger 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Double Heat Sink
Gyro Hits 1. Double Heat Sink Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. Double Heat Sink 2. Double Heat Sink 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Double Heat Sink 26 Shutdown, avoid on 10+ 11
4. ER Medium Laser ER Medium Laser 25 –5 Movement Points
5. Ammo (Magshot) 50 5. Ammo (Streak SRM 4) 25 10*
24 +4 Modifier to Fire
6. Reflective 6. Reflective 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Reflective 6. Reflective 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: FLS-P5 FLASHFIRE Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type LocHt Dmg Min Sht Med Lng
2 ER Small Laser RA 2 3 [DE] — 2 4 5 Center
Left Arm Torso Right Arm
1 Fluid Gun RA 0 0 [DB,S] — 1 2 3 (8) (8)
(12)
1 SRM 6 RA 4 2/Msl. — 3 6 9
[M,C,S]
2 ER Small Laser LA 2 3 [DE] — 2 4 5
1 Fluid Gun LA 0 0 [DB,S] — 1 2 3 Left Right
1 Spikes LA — [E] — — — — Leg Center Leg
(12) Torso (12)
Rear (3)

Left Right
BV: 654 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Double Heat Sink 5. Sensors 1-3 4. SRM 6 29
5. Double Heat Sink 6. Life Support 5. SRM 6 28*
6. Double Heat Sink 6. ER Small Laser 27
1. ER Small Laser
Center Torso 1. ER Small Laser Left Right 26*
2. ER Small Laser 1. XL Fusion Engine 2. Fluid Gun Arm Arm 25*
3. Fluid Gun 2. XL Fusion Engine 3. Fluid Gun (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Fluid Gun 1-3 4. Gyro
Ammo (SRM 6) 15
Center 23*
5. Ammo (Fluid Gun) 20 5. Ammo (Fluid Gun) 20
5. Gyro Torso
6. Spikes 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Endo Steel 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HMR-3M HAMMER Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser HD 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
2 Medium Laser CT 3 5 [DE] — 3 6 9 (10) (10)
(14)
1 LRM 5 RT 2 1/Msl. 6 7 14 21
w/Artemis IV FCS [M,C,S]
1 LRM 5 LT 2 1/Msl. 6 7 14 21
w/Artemis IV FCS [M,C,S] Left Right
Leg Center Leg
(10) Torso (10)
Rear (5)

Left Right
BV: 787 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (5) (5)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. Heat Sink 4-6 4. Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. LRM 5
5. Medium Laser 17*
3. LRM 5 3. Artemis IV FCS
1-3 4. Artemis IV FCS
6. Medium Laser 1-3 4. Ammo (LRM 5 Artemis) 24 16
5. Ammo (LRM 5 Artemis) 24 5. Endo Steel HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 11 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

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

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HM-1 HITMAN Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 [14] Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 TAG HD 0 0 [S] — 5 10 15 Center
Left Arm Torso Right Arm
1 Beagle Active Probe RT — [E] — — — 4 (7) (7)
(10)
1 Guardian ECM Suite LT — [E] — — — 6
1 LRM 5 LT 2 1/Msl. 6 7 14 21
w/Artemis IV FCS [M,C,S]
3 Medium Laser LA 3 5 [DE] — 3 6 9 Left Right
Leg Center Leg
(9) Torso (9)
Rear (6)

Left Right
BV: 925 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. TAG 3. Lower Arm Actuator
1-3 4. Medium Laser 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Laser 6. Life Support 5. Endo Steel 28*
6. Medium Laser 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Roll Again Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 5
6. Endo Steel 1-3 4. Heat Sink 16
5. Artemis IV FCS 5. Heat Sink HEAT DATA 15*
6. Ammo (LRM 5 Artemis) 24 Engine Hits 6. Beagle Active Probe Heat Heat Sinks: 14*
1. Guardian ECM Suite
Gyro Hits 1. Beagle Active Probe Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Guardian ECM Suite 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. MASC 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. MASC 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: JA-KL-1532 JACKAL Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS HD 1 — [PD] — 0 0 0 Center
Left Arm Torso Right Arm
1 ER PPC RT 15 10 [DE] — 7 14 23 (8) (8)
(15)
1 Streak SRM 2 LA 2 2/Msl. — 3 6 9
[M,C]

Left Right
Leg Center Leg
(12) Torso (12)
Rear (5)

Left Right
BV: 918 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. AMS 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Streak SRM 2 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Ammo (AMS) 12 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Heat Sink
6. Roll Again 1-3 4. ER PPC 16
5. Ammo (SRM 2 Streak) 50 5. ER PPC HEAT DATA 15*
6. Endo Steel Engine Hits 6. ER PPC Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 11 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Endo Steel 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(9) (9)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MTS-S MANTIS Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 14 [18] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser CT 5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
1 ER Medium Laser RT 5 5 [DE] — 4 8 12 (9) (9)
(11)
1 ER Small Laser RT 2 3 [DE] — 2 4 5
1 ER Medium Laser LT 5 5 [DE] — 4 8 12
1 ER Small Laser LT 2 3 [DE] — 2 4 5
1 Claw RA — 5 — — — — Left Right
1 Claw LA — 5 — — — — Leg Center Leg
(12) Torso (12)
Rear (3)

Left Right
BV: 1,128 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Claw 5. Sensors 1-3 4. Claw 29
5. Claw 6. Life Support 5. Claw 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ER Medium Laser
6. Ferro-Fibrous 1-3 4. ER Medium Laser 16
5. ER Small Laser 5. ER Small Laser HEAT DATA 15*
6. MASC Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. MASC
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SCB-9A SCARABUS Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 10 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 15 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 TAG HD 0 0 [S] — 5 10 15 Center
Left Arm Torso Right Arm
1 Guardian ECM Suite CT — [E] — — — 6 (9) (9)
(12)
1 Hatchet RA — 6 — — — —
2 Medium Laser LA 3 5 [DE] — 3 6 9
2 Small Laser LA 1 3 [DE] — 1 2 3
Left Right
Leg Center Leg
(13) Torso (13)
Rear (5)

Left Right
BV: 846 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. TAG 3. Lower Arm Actuator
1-3 4. Medium Laser 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Laser 6. Life Support 5. Hatchet 28*
6. Small Laser 6. Hatchet 27
1. Small Laser
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Guardian ECM Suite 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Endo Steel
6. Guardian ECM Suite 1-3 4. Endo Steel 16
5. Endo Steel 5. Endo Steel HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: VIXEN 4 Name:
Movement Points: Tonnage: 30 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 14 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Micro Laser RT 1 2 [DE] — 1 2 4 Center
Left Arm Torso Right Arm
1 Med. Pulse Laser RT 4 7 [P] — 4 8 12 (10) (10)
(15)
1 Micro Pulse Laser RT 1 3 [P] — 1 2 3
1 ER Micro Laser LT 1 2 [DE] — 1 2 4
1 Med. Pulse Laser LT 4 7 [P] — 4 8 12
1 Micro Pulse Laser LT 1 3 [P] — 1 2 3 Left Right
1 Heavy Large Laser RA 18 16 [DE] — 5 10 15 Leg Center Leg
(14) Torso (14)
Rear (5)

Left Right
BV: 1,581 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Heavy Large Laser 28*
6. Roll Again 6. Heavy Large Laser 27
1. Roll Again
Center Torso 1. Heavy Large Laser Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (5) (5)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (10)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (7)
Leg
(7)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. Medium Pulse Laser 3. Medium Pulse Laser
1-3 4. Micro Pulse Laser
6. Roll Again 1-3 4. Micro Pulse Laser 16
5. ER Micro Laser 5. ER Micro Laser HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

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

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BZK-F3 HOLLANDER Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Gauss Rifle RT 1 15 [DB,X] 2 7 15 22 Center
Left Arm Torso Right Arm
(6) (10) (6)

Left Right
Leg Center Leg
(8) Torso (8)
Rear (3)

Left Right
BV: 953 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Heat Sink 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. Fusion Engine 3. Ferro-Fibrous (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion
Fusion
Engine
Engine
Right Torso (8)
Leg
(8)
19*
1. Endo Steel 4-6 4. Fusion Engine
1. Heat Sink 18*
2. Endo Steel 2. Heat Sink
5. Ammo (Gauss) 8 17*
3. Endo Steel 3. Gauss Rifle
1-3 4. Endo Steel
6. Ammo (Gauss) 8 1-3 4. Gauss Rifle 16
5. Endo Steel 5. Gauss Rifle HEAT DATA 15*
6. Endo Steel Engine Hits 6. Gauss Rifle Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. Gauss Rifle Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Ferro-Fibrous 2. Gauss Rifle 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Gauss Rifle 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (7)
Left Torso Right Torso
(6) (6)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: JENNER IIC 4 Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 14 Consciousness# 3 5 7 10 11 Dead
Jumping: 7 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Streak SRM 4 CT 3 2/Msl. — 4 8 12 Center
Left Arm Torso Right Arm
[M,C] (3) (3)
(13)
1 ATM 3 RA 2 [M,C,S]
Standard 2/Msl. 4 5 10 15
Extended Range 1/Msl. 4 9 18 27
High-Explosive 3/Msl. — 3 6 9 Left Right
1 ATM 3 LA 2 [M,C,S] Leg Center Leg
(8) Torso (8)
Standard 2/Msl. 4 5 10 15
Rear (7)
Extended Range 1/Msl. 4 9 18 27
High-Explosive 3/Msl. — 3 6 9

Left Right
BV: 1,052 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ATM 3 4. Ferro-Fibrous 3. ATM 3
1-3 4. ATM 3 5. Sensors 1-3 4. ATM 3 29
5. Ammo (ATM 3) 20 6. Life Support 5. Ammo (ATM 3) 20 28*
6. Ferro-Fibrous 6. Ferro-Fibrous 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (8)
Leg
(8)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. Jump Jet 3. Jump Jet
1-3 4. Endo Steel
6. Streak SRM 4 1-3 4. Ammo (Streak SRM 4) 25 16
5. Endo Steel 5. Endo Steel HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


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

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Med. X-Pulse Laser RT 6 6 [P] — 3 6 9 Center
Left Arm Torso Right Arm
1 Small X-Pulse Laser RT 3 3 [P,AI] — 2 4 5 (7) (7)
(14)
1 SRM 6 RT 4 2/Msl. — 3 6 9
w/Artemis IV FCS [M,C,S]
1 Med. X-Pulse Laser LT 6 6 [P] — 3 6 9
1 Small X-Pulse Laser LT 3 3 [P,AI] — 2 4 5 Left Right
1 SRM 6 LT 4 2/Msl. — 3 6 9 Leg Center Leg
(10) Torso (10)
w/Artemis IV FCS [M,C,S]
Rear (7)

Left Right
BV: 1,215 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Endo Steel 29
5. Double Heat Sink 6. Life Support 5. Endo Steel 28*
6. Double Heat Sink 6. Endo Steel 27
1. Double Heat Sink
Center Torso 1. Endo Steel Left Right 26*
2. Reactive 1. XL Fusion Engine 2. Reactive Arm Arm 25*
3. Reactive 2. XL Fusion Engine 3. Reactive (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Reactive 1-3 4. Gyro
Reactive
Center 23*
5. Reactive 5. Reactive
5. Gyro Torso
6. Reactive 6. Reactive 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (8)
Leg
(8)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. SRM 6
6. Endo Steel 1-3 4. SRM 6 16
5. SRM 6 5. SRM 6 HEAT DATA 15*
6. Artemis IV FCS Engine Hits 6. Artemis IV FCS Heat Heat Sinks: 14*
1. Medium X-Pulse Laser
Gyro Hits 1. Medium X-Pulse Laser Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Small X-Pulse Laser 2. Small X-Pulse Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Ammo (SRM Artemis) 15
26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Reactive 5. Reactive 10*
24 +4 Modifier to Fire
6. Reactive 6. Reactive 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PEREGRINE 4 Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser CT 5 7 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
2 ATM 3 RA 2 [M,C,S] (9) (9)
(13)
Standard 2/Msl. 4 5 10 15
Extended Range 1/Msl. 4 9 18 27
Hight-Explosive 3/Msl. — 3 6 9
2 ATM 3 LA 2 [M,C,S] Left Right
Standard 2/Msl. 4 5 10 15 Leg Center Leg
(11) Torso (11)
Extended Range 1/Msl. 4 9 18 27
Rear (6)
Hight-Explosive 3/Msl. — 3 6 9

Left Right
BV: 1,198 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. ATM 3 6. Life Support 5. ATM 3 28*
6. ATM 3 6. ATM 3 27
1. ATM 3
Center Torso 1. ATM 3 Left Right 26*
2. ATM 3 1. Fusion Engine 2. ATM 3 Arm Arm 25*
3. Endo Steel 2. Fusion Engine 3. Endo Steel (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Endo Steel
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
Fusion Engine
Fusion Engine
Right Torso (CASE) (8)
Leg
(8)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. ER Medium Laser 17*
3. Jump Jet 3. Jump Jet
1-3 4. Ammo (ATM 3 ER) 20
6. Roll Again 1-3 4. Ammo (ATM 3) 20 16
5. Ammo (ATM 3 HE) 20 5. Endo Steel HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Ferro-Fibrous Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SVR-5X SILVER FOX Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 14 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser HD 2 3 [DE] — 2 4 5 Center
Left Arm Torso Right Arm
1 Targeting Computer CT — [E] — — — — (11) (11)
(15)
1 Ange; ECM Suite RT — [E] — — — 6
2 ER Medium Laser RA 5 5 [DE] — 4 8 12 Reflective
5 Magshot LA 1 2 [DB,X] — 3 6 9
Left Right
Leg Center Leg
(15) Torso (15)
Rear (6)

Left Right
BV: 1,432 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Magshot 4. ER Small Lasser 3. Lower Arm Actuator
1-3 4. Magshot 5. Sensors 1-3 4. Hand Actuator 29
5. Magshot 6. Life Support 5. ER Medium Laser 28*
6. Magshot 6. ER Medium Laser 27
1. Magshot
Center Torso 1. Roll Again Left Right 26*
2. Magshot 1. XXL Fusion Engine 2. Roll Again Arm Arm 25*
3. Magshot 2. XXL Fusion Engine 3. Roll Again (6) (6)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Magshot 1-3 4. Gyro
Roll Again
Center 23*
5. Magshot 5. Roll Again
5. Gyro Torso
6. Magshot 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion Engine
XXL Fusion Engine
Right Torso (8)
Leg
(8)
19*
1. XXL Fusion Engine 4-6 4. XXL Fusion Engine
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine
5. Targeting Computer 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. Targeting Computer 1-3 4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat Heat Sinks: 14*
1. Ammo (Magshot) 50
Gyro Hits 1. Angel ECM Suite Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Reflective 2. Angel ECM Suite 12
28 Ammo Exp. avoid on 8+
4-6
3. Reflective Life Support 3.
4-6 4.
Reflective 26 Shutdown, avoid on 10+ 11
4. Reflective Reflective 25 –5 Movement Points
5. Roll Again 5. Reflective 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Reflective 5. Reflective 8 +1 Modifier to Fire
Damage Transfer
6. Reflective 6. Reflective 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SDR-9K VENOM Name:
Movement Points: Tonnage: 35 Gunnery Skill: Piloting Skill:
Walking: 8 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 12 Consciousness# 3 5 7 10 11 Dead
Jumping: 8 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Med. Pulse Laser RT 4 6 [P] — 2 4 6 Center
Left Arm Torso Right Arm
2 Med. Pulse Laser LT 4 6 [P] — 2 4 6 (6) (6)
(7)

Left Right
Leg Center Leg
(6) Torso (6)
Rear (3)

Left Right
BV: 798 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Heat Sink 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Ferro-Fibrous 6. Life Support 5. Ferro-Fibrous 28*
6. Ferro-Fibrous 6. Ferro-Fibrous 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (11)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (8)
Leg
(8)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Ferro-Fibrous 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Ferro-Fibrous 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 12 13*
Sensor Hits 30 Shutdown Single
2. Medium Pulse Laser 2. Medium Pulse Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Medium Pulse Laser Life Support 3.
4-6 4.
Medium Pulse Laser 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(15) (15)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: DMO-1K DAIMYO Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 SRM 6 RT 4 2/Msl. — 3 6 9 Center
Left Arm Torso Right Arm
[M,C,S] (12) (12)
(16)
2 Medium Laser RA 3 5 [DE] — 3 6 9
1 ER PPC LA 15 10 [DE] — 7 14 23

Left Right
Leg Center Leg
(19) Torso (19)
Rear (7)

Left Right
BV: 1,148 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. ER PPC 5. Sensors 1-3 4. Hand Actuator 29
5. ER PPC 6. Life Support 5. Medium Laser 28*
6. ER PPC 6. Medium Laser 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Ferro-Fibrous 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Ferro-Fibrous 1-3 4. SRM 6 16
5. Double Heat Sink 5. SRM 6 HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Ammo (SRM 6) 15 Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. Ammo (SRM 6) 15 Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PHANTOM PRIME Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 14 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Active Probe CT — [E] — — — 5 Center
Left Arm Torso Right Arm
1 ECM Suite RT — [E] — — — 6 (12) (12)
(12)
1 Clan TAG LT 0 0 [S] — 5 10 15
1 ER Small Laser LT 2 5 [DE] — 2 4 6
1 ER Medium Laser RA 5 7 [DE] — 5 10 15
1 LRM 5 LA 2 1/Msl. — 7 14 21 Left Right
[M,C,S] Leg Center Leg
(13) Torso (13)
Rear (8)

Left Right
BV: 1,159 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. LRM 5 5. Sensors 1-3 4. Hand Actuator 29
5. Ammo (LRM 5) 24 6. Life Support 5. ER Medium Laser 28*
6. Endo Steel 6. Endo Steel 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Active Probe 17*
3. ER Small Laser 3. ECM Suite
1-3 4. Clan TAG
6. Endo Steel 1-3 4. Endo Steel 16
5. Endo Steel 5. Ferro-Fibrous HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: POUNCER PRIME Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Targeting Computer RT — [E] — — — — Center
Left Arm Torso Right Arm
1 ER Small Laser LT 2 5 [DE] — 2 4 6 (12) (12)
(12)
1 ER PPC RA 15 15 [DE] — 7 14 23
1 ER PPC LA 15 15 [DE] — 7 14 23

Left Right
Leg Center Leg
(13) Torso (13)
Rear (8)

Left Right
BV: 2,557 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Double Heat Sink 4. Ferro-Fibrous 3. Double Heat Sink
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink 29
5. ER PPC 6. Life Support 5. ER PPC 28*
6. ER PPC 6. ER PPC 27
1. Ferro-Fibrous
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. Jump Jet 3. Double Heat Sink
1-3 4. Jump Jet
6. Endo Steel 1-3 4. Double Heat Sink 16
5. ER Small Laser 5. Jump Jet HEAT DATA 15*
6. Endo Steel Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. Targeting Computer Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Targeting Computer 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Targeting Computer 26 Shutdown, avoid on 10+ 11
4. Roll Again Endo Steel 25 –5 Movement Points
5. Roll Again 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Roll Again 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(13) (13)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: TS-P1D TSUNAMI Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [11] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser HD 5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
2 ER Medium Laser CT 5 5 [DE] — 4 8 12 (11) (11)
(16)
1 Streak SRM 4 LT 3 2/Msl. — 3 6 9
[M,C]
1 Magshot RA 1 2 [DB,X] — 3 6 9
1 Magshot LA 1 2 [DB,X] — 3 6 9 Left Right
Leg Center Leg
(18) Torso (18)
Rear (6)

Left Right
BV: 1,298 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Magshot 6. Life Support 5. Magshot 28*
6. Magshot 6. Magshot 27
1. Triple-Strength Myomer
Center Torso 1. Triple-Strength Myomer Left Right 26*
2. Triple-Strength Myomer 1. Fusion Engine 2. Triple-Strength Myomer Arm Arm 25*
3. Triple-Strength Myomer 2. Fusion Engine 3. Triple-Strength Myomer (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. Jump Jet 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Streak SMR 4 2. Double Heat Sink
5. ER Medium Laser 17*
3. Ferro-Fibrous 3. Double Heat Sink
1-3 4. Ferro-Fibrous
6. ER Medium Laser 1-3 4. Jump Jet 16
5. Ferro-Fibrous 5. Ammo (Streak SRM 4) 25 HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. Ammo (Magshot) 50 Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. CASE Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Roll Again 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(14) (14)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: WTC-4M WATCHMAN Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Medium Laser RA 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
1 Large Laser LA 8 8 [DE] — 5 10 15 (12) (12)
(16)
2 Machine Gun LA 0 2 [DB,AI] — 1 2 3

Left Right
Leg Center Leg
(20) Torso (20)
Rear (8)

Left Right
BV: 1,067 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Heat Sink 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Large Laser 6. Life Support 5. Medium Laser 28*
6. Large Laser 6. Medium Laser 27
1. Machine Gun
Center Torso 1. Roll Again Left Right 26*
2. Machine Gun 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (6) (6)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. Ammo (Machine Gun) 200 4-6 4. Fusion Engine
1. Heat Sink 18*
2. CASE 2. Heat Sink
5. Heat Sink 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Jump Jet 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 12 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(14) (14)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: WER-LF-005 WEREWOLF Name:
Movement Points: Tonnage: 40 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 2 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Magshot RT 1 2 [DB,X] — 3 6 9 Center
Left Arm Torso Right Arm
1 Magshot LT 1 2 [DB,X] — 3 6 9 (11) (11)
(16)
1 Streak SRM 6 RA 4 2/Msl. — 3 6 9
[M,C]
1 Lg. X-Pulse Laser LA 14 9 [P] — 5 10 15
Left Right
Leg Center Leg
(19) Torso (19)
Rear (5)

Left Right
BV: 1,082 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (10)
Head
Right Torso (10)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Large X-Pulse Laser 1. XL Fusion Engine 2. Streak SRM 6 Arm Arm 25*
3. Large X-Pulse Laser 2. XL Fusion Engine 3. Streak SRM 6 (6) (6)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Null Signature System 1-3 4. Gyro
Null Signature System
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (12)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (10)
Leg
(10)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Null Signature System 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Double Heat Sink
Gyro Hits 1. Magshot Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. Double Heat Sink 2. Magshot 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Ammo (Magshot) 50 26 Shutdown, avoid on 10+ 11
4. Magshot Ammo (Streak SRM 6) 15 25 –5 Movement Points
5. Magshot 5. Null Signature System 10*
24 +4 Modifier to Fire
6. Null Signature System 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Null Signature System 6. Null Signature System 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(16) (16)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: DAD-3D DAEDALUS Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [11] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 ER Small Laser HD 2 3 [DE] — 2 4 5 Center
Left Arm Torso Right Arm
2 ER Medium Laser CT 5 5 [DE] — 4 8 12 (14) (14)
(21)
1 Targeting Computer RT — [E] — — — —
1 Lg. X-Pulse Laser RA 14 9 [P] — 5 10 15
2 ER Medium Laser LA 5 5 [DE] — 4 8 12
Left Right
Leg Center Leg
(22) Torso (22)
Rear (7)

Left Right
BV: 1,729 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. ER Small Laser 1-3 4. Large X-Pulse Laser 29
5. ER Medium Laser 6. ER Small Laser 5. Large X-Pulse Laser 28*
6. ER Medium Laser 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Triple-Strength Myomer 6. Triple-Strength Myomer 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. ER Medium Laser 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Jump Jet 2. Jump Jet 12
28 Ammo Exp. avoid on 8+
4-6
3. Jump Jet Life Support 3.
4-6 4.
Jump Jet 26 Shutdown, avoid on 10+ 11
4. Endo Steel Targeting Computer 25 –5 Movement Points
5. Endo Steel 5. Targeting Computer 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Targeting Computer 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Triple-Strength Myomer 5. Triple-Strength Myomer 8 +1 Modifier to Fire
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(12) (12)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: KIM-2 KOMODO Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 TAG HD 0 0 [S] — 5 10 15 Center
Left Arm Torso Right Arm
1 Guardian ECM Suite RT — [E] — — — 6 (14) (14)
(13)
1 AMS RA 1 — [PD] — 0 0 0
5 Medium Laser RA 3 5 [DE] — 3 6 9
1 AMS LA 1 — [PD] — 0 0 0
5 Medium Laser LA 3 5 [DE] — 3 6 9 Left Right
Leg Center Leg
(16) Torso (16)
Rear (6)

Left Right
BV: 1,533 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. TAG 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Laser 6. Life Support 5. Medium Laser 28*
6. Medium Laser 6. Medium Laser 27
1. Medium Laser
Center Torso 1. Medium Laser Left Right 26*
2. Medium Laser 1. XL Fusion Engine 2. Medium Laser Arm Arm 25*
3. Medium Laser 2. XL Fusion Engine 3. Medium Laser (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. AMS 1-3 4. Gyro
AMS
Center 23*
5. Ammo (AMS) 12 5. Ammo (AMS) 12
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Double Heat Sink
Gyro Hits 1. Double Heat Sink Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. Double Heat Sink 2. Double Heat Sink 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Double Heat Sink 26 Shutdown, avoid on 10+ 11
4. Double Heat Sink Guardian ECM Suite 25 –5 Movement Points
5. Double Heat Sink 5. Guardian ECM Suite 10*
24 +4 Modifier to Fire
6. Double Heat Sink 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SNK-1V SNAKE Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
3 Streak SRM 2 LT 2 2/Msl. — 3 6 9 Center
Left Arm Torso Right Arm
[M,C] (10) (10)
(16)
1 LB 10-X AC RA 2 10 — 6 12 18
[DB,C/F/S]

Left Right
Leg Center Leg
(16) Torso (16)
Rear (6)

Left Right
BV: 980 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. LB 10-X AC 29
5. Roll Again 6. Life Support 5. LB 10-X AC 28*
6. Roll Again 6. LB 10-X AC 27
1. Roll Again
Center Torso 1. LB 10-X AC Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. LB 10-X AC Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. LB 10-X AC (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Streak SRM 2
Gyro Hits 1. Ammo (LB 10-X) 10 Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Streak SRM 2 2. Ammo (LB 10-X Cluster) 10 12
28 Ammo Exp. avoid on 8+
4-6
3. Streak SRM 2 Life Support 3.
4-6 4.
Ammo (Streak SRM 2) 50
26 Shutdown, avoid on 10+ 11
4. Roll Again CASE 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: STH-1D STEALTH Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 [14] Consciousness# 3 5 7 10 11 Dead
Jumping: 7 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Beagle Active Probe RT — [E] — 0 0 4 Center
Left Arm Torso Right Arm
1 Medium Laser RT 3 5 [DE] — 3 6 9 (12) (12)
(21)
1 Streak SRM 2 RT 2 2/Msl. — 3 6 9
[M,C]
1 Medium Laser LT 3 5 [DE] — 3 6 9
1 SRM 6 LT 4 2/Msl. — 3 6 9 Left Right
[M,C,S] Leg Center Leg
(20) Torso (20)
Rear (6)

Left Right
BV: 1,231 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (7) (7)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Endo Steel 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Medium Laser
Gyro Hits 1. Medium Laser Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. SRM 6 2. Streak SRM 2 12
28 Ammo Exp. avoid on 8+
4-6
3. SRM 6 Life Support 3.
4-6 4.
Ammo (Streak SRM 2) 50
26 Shutdown, avoid on 10+ 11
4. Ammo (SRM 6) 15 Beagle Active Probe 25 –5 Movement Points
5. MASC 5. Beagle Active Probe 10*
24 +4 Modifier to Fire
6. MASC 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(15) (15)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: VKH-1 VOLKH Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 7 [9] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
4 ER Medium Laser HD 5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
1 SRM 4 RT 3 2/Msl. — 3 6 9 (13) (13)
(20)
[M,C,S]
1 Targeting Computer RT — [E] — — — — Hardened
1 Lance RA — 9 — — — —
1 Lance LA — 9 — — — — Left Right
Leg Center Leg
(20) Torso (20)
Rear (6)

Left Right
BV: 1,635 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. ER Medium Laser 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. ER Medium Laser 1-3 4. Hand Actuator 29
5. Lance 6. ER Medium Laser 5. Lance 28*
6. Lance 6. Lance 27
1. Lance
Center Torso 1. Lance Left Right 26*
2. Endo Steel 1. XXL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XXL Fusion Engine 3. Endo Steel (7) (7)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion Engine
XXL Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. XXL Fusion Engine 4-6 4. XXL Fusion Engine
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine
5. Torso-Mounted Cockpit 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. Sensors 1-3 4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat 14*
1. Life Support
Gyro Hits 1. Life Support Level* Effects 13*
Sensor Hits 30 Shutdown
2. Double Heat Sink 2. SRM 4 12
28 Ammo Exp. avoid on 8+
4-6
3. Double Heat Sink Life Support 3.
4-6 4.
Ammo (SRM 4) 25 26 Shutdown, avoid on 10+ 11
4. Double Heat Sink Targeting Computer 25 –5 Movement Points
5. Supercharger 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: AQS-3 AQUAGLADIUS Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 (Experimental) Consciousness# 3 5 7 10 11 Dead
UMU: 5 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Flail RA — 9 — — — — Center
Left Arm Torso Right Arm
1 Taser LA 6 1 [DB,S,X] — 1 2 3 (15) (15)
(22)

Left Right
Leg Center Leg
(23) Torso (23)
Rear (8)

Left Right
BV: 834 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Light Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Flail 29
5. Taser 6. Life Support 5. Flail 28*
6. Taser 6. Flail 27
1. Taser
Center Torso 1. Flail Left Right 26*
2. Light Ferro-Fibrous 1. Light Fusion Engine 2. Light Ferro-Fibrous Arm Arm 25*
3. Light Ferro-Fibrous 2. Light Fusion Engine 3. Light Ferro-Fibrous (8) (8)
4-6 3. Light Fusion Engine 4-6 4. 24*
4. Light Ferro-Fibrous 1-3 4. Gyro
Light Ferro-Fibrous
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Light Fusion Engine
Light Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. Light Fusion Engine 4-6 4. Light Fusion Engine
1. Light Fusion Engine 18*
2. Light Fusion Engine 2. Light Fusion Engine
5. UMU 17*
3. UMU 3. UMU
1-3 4. UMU
6. HarJel 1-3 4. UMU 16
5. Ammo (Taser) 5 5. HarJel HEAT DATA 15*
6. Ammo (Taser) 5 Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Ammo (Taser) 5
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. HarJel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BMB-013 BOMBARD Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 2 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 3 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser RT 5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
1 ER Medium Laser LT 5 5 [DE] — 4 8 12 (15) (15)
(22)
1 Thunderbolt 15 RA 7 15 [M] 5 6 12 18
1 Thunderbolt 15 LA 7 15 [M] 5 6 12 18
1 Spikes RL — [E] — — — —
1 Spikes LL — [E] — — — — Left Right
Leg Center Leg
(23) Torso (23)
Rear (7)

Left Right
BV: 1,019 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Thunderbolt 15 4. Roll Again 3. Thunderbolt 15
1-3 4. Thunderbolt 15 5. Sensors 1-3 4. Thunderbolt 15 29
5. Thunderbolt 15 6. Life Support 5. Thunderbolt 15 28*
6. Ammo (Thunderbolt 15) 4 6. Ammo (Thunderbolt 15) 4 27
1. Ammo (Thunderbolt 15) 4
Center Torso 1. Ammo (Thunderbolt 15) 4 Left Right 26*
2. Ammo (Thunderbolt 15) 4 1. XL Fusion Engine 2. Ammo (Thunderbolt 15) 4 Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Heat Sink
6. Roll Again 1-3 4. Heat Sink 16
5. Heat Sink 5. Heat Sink HEAT DATA 15*
6. ER Medium Laser Engine Hits 6. ER Medium Laser Heat Heat Sinks: 14*
1. CASE
Gyro Hits 1. CASE Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Spikes 6. Spikes 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HELLHOUND 2 Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 11 Consciousness# 3 5 7 10 11 Dead
Jumping: 7 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Targeting Computer HD — [E] — — — — Center
Left Arm Torso Right Arm
1 ATM 9 RA 6 [M,C,S] (16) (16)
(25)
Standard 2/Msl. 4 5 10 15
Extended Range 1/Msl. 4 9 18 27
High-Explosive 3/Msl. — 3 6 9
2 Med. Pulse Laser LA 4 7 [P] — 4 8 12 Left Right
Leg Center Leg
(24) Torso (24)
Rear (7)

Left Right
BV: 2,097 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. ATM 9 29
5. Medium Pulse Laser 6. Life Support 5. ATM 9 28*
6. Medium Pulse Laser 6. ATM 9 27
1. Ferro-Fibrous
Center Torso 1. ATM 9 Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ammo (ATM 9] 7 Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Ammo (ATM 9 ER) 7 (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Ammo (ATM 9 HE) 7
Center 23*
5. Roll Again 5. Ferro-Fibrous
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. Jump Jet 3. Jump Jet
1-3 4. Jump Jet
6. Ferro-Fibrous 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HUR-WD-R4L HURON WARRIOR Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Med. Pulse Laser LT 4 6 [P] — 2 4 6 Center
Left Arm Torso Right Arm
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22 (16) (16)
(22)
1 ER Large Laser LA 12 8 [DE] — 7 14 19

Left Right
Leg Center Leg
(20) Torso (20)
Rear (9)

Left Right
BV: 1,530 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. ER Large Laser 5. Sensors 1-3 4. Hand Actuator 29
5. ER Large Laser 6. Life Support 5. Gauss Rifle 28*
6. Endo Steel 6. Gauss Rifle 27
1. Roll Again
Center Torso 1. Gauss Rifle Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Gauss Rifle (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Roll Again 5. Gauss Rifle
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Heat Sink
6. Endo Steel 1-3 4. Ammo (Gauss) 8 16
5. Medium Pulse Laser 5. Ammo (Gauss) 8 HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 11 13*
Sensor Hits 30 Shutdown Single
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: NGS-4S NIGHTSKY Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Pulse Laser HD 2 3 [P,AI] — 1 2 3 Center
Left Arm Torso Right Arm
1 Med. Pulse Laser RT 4 6 [P] — 2 4 6 (14) (14)
(23)
1 Med. Pulse Laser LT 4 6 [P] — 2 4 6
1 Hatchet RA — 10 — — — —
1 Large Pulse Laser LA 10 9 [P] — 3 7 10
Left Right
Note: If playing under Advanced Rules, treat head as having a Leg Center Leg
(20) Torso (20)
Full-Head Ejection System.
Rear (6)

Left Right
BV: 1,159 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Pulse Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Large Pulse Laser 6. Life Support 5. Hatchet 28*
6. Large Pulse Laser 6. Hatchet 27
1. Roll Again
Center Torso 1. Hatchet Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Hatchet Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Pulse Laser
6. Jump Jet 1-3 4. Medium Pulse Laser 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RJN-200-A RAIJIN II Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [11] Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc
Ht Dmg Min Sht Med Lng
1 ER Medium Laser HD5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
1 Improved C³ CPU CT
— [E] — — — — (16) (16)
(24)
1 ER PPC RT
15 10 [DE] — 7 14 23
1 Streak SRM 4 LT
3 2/Msl. — 3 6 9
[M,C]
1 ER Medium Laser RA 5 5 [DE] — 4 8 12 Left Right
1 ER Medium Laser LA 5 5 [DE] — 4 8 12 Leg Center Leg
(24) Torso (24)
Rear (8)

Left Right
BV: 1,763 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ER Medium Laser 4. ER Medium Laser 3. ER Medium Laser
1-3 4. Endo Steel 5. Sensors 1-3 4. Endo Steel 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Triple-Strength Myomer 1. XL Fusion Engine 2. Triple-Strength Myomer Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Improved C³ CPU 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Improved C³ CPU 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Streak SRM 4
Gyro Hits 1. ER PPC Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (Streak SRM 4) 25 2. ER PPC 12
28 Ammo Exp. avoid on 8+
4-6
3. CASE Life Support 3.
4-6 4.
ER PPC 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Triple-Strength Myomer 5. Triple-Strength Myomer 8 +1 Modifier to Fire
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SA-RN7 RONIN Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser HD 2 3 [DE] — 2 4 5 Center
Left Arm Torso Right Arm
1 LRM 10 RT 4 1/Msl. 6 7 14 21 (16) (16)
(24)
[M,C,S]
1 M-Pod RT 0 15 — 1 2 3
[DB,X,OS]
1 LRM 10 LT 4 1/Msl. 6 7 14 21 Left Right
[M,C,S] Leg Center Leg
(24) Torso (24)
1 M-Pod LT 0 15 — 1 2 3
Rear (8)
[DB,X,OS]
1 Large Pulse Laser RA 10 9 [P] — 3 7 10
1 Claw LA — 8 — — — —

Left Right
BV: 1,183 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Small Laser 3. Lower Arm Actuator
1-3 4. Claw 5. Sensors 1-3 4. Large Pulse Laser 29
5. Claw 6. Life Support 5. Large Pulse Laser 28*
6. Claw 6. Endo Steel 27
1. Claw
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (8) (8)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 10
6. Ferro-Fibrous 1-3 4. LRM 10 16
5. LRM 10 5. LRM 10 HEAT DATA 15*
6. M-Pod Engine Hits 6. M-Pod Heat Heat Sinks: 14*
1. Ammo (LRM 10) 12
Gyro Hits 1. Ammo (LRM 10) 12 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Endo Steel 25 –5 Movement Points
5. Ferro-Fibrous 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


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

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Small Pulse Laser CT 2 3 [P,AI] — 1 2 3 Center
Left Arm Torso Right Arm
1 LRM 15 RT 5 1/Msl. 6 7 14 21 (18) (18)
(28)
w/Artemis IV FCS [M,C,S]
1 LRM 15 LT 5 1/Msl. 6 7 14 21
w/Artemis IV FCS [M,C,S]
Left Right
Leg Center Leg
(26) Torso (26)
Rear (7)

Left Right
BV: 1,207 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Roll Again 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (9) (9)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (13)
Leg
(13)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Small Pulse Laser 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. LRM 15
6. Small Pulse Laser 1-3 4. LRM 15 16
5. LRM 15 5. LRM 15 HEAT DATA 15*
6. LRM 15 Engine Hits 6. LRM 15 Heat Heat Sinks: 14*
1. Artemis IV FCS
Gyro Hits 1. Artemis IV FCS Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (LRM 15 Artemis) 8 2. Ammo (LRM 15 Artemis) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (LRM 15 Artemis) 8 Life Support 3.
4-6 4.
Ammo (LRM 15 Artemis) 8
26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GOSHAWK 3 Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Heavy Medium RT 7 10 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
Laser (16) (16)
(28)
1 SRM 2 RT 2 2/Msl. — 3 6 9
[M,C,S]
1 Targeting Computer RT — [E] — — — —
1 Heavy Medium LT 7 10 [DE] — 3 6 9 Left Right
Laser Leg Center Leg
(24) Torso (24)
1 SRM 2 LT 22/Msl. — 3 6 9
Rear (5)
[M,C,S]
1 ER PPC RA 15 15 [DE] — 7 14 23
1 ATM 3 LA 2 [M,C,S]
Standard 2/Msl. 4 5 10 15
Extended-Range 1/Msl. 4 9 18 27
High-Explosive 3/Msl. — 3 6 9
Left Right
BV: 2,466 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. ER PPC 29
5. ATM 3 6. Life Support 5. ER PPC 28*
6. ATM 3 6. Endo Steel 27
1. Ammo (ATM 3) 20
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Ferro-Fibrous (9) (9)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (13)
Leg
(13)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Ferro-Fibrous 1-3 4. Double Heat Sink 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Heavy Medium Laser Engine Hits 6. Heavy Medium Laser Heat Heat Sinks: 14*
1. Heavy Medium Laser
Gyro Hits 1. Heavy Medium Laser Level* Effects 15 (30) 13*
Sensor Hits 30 Shutdown Double
2. SRM 2 2. Heavy Medium Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (SRM 2) 50 Life Support 3.
4-6 4.
Heavy Medium Laser 26 Shutdown, avoid on 10+ 11
4. Endo Steel SRM 2 25 –5 Movement Points
5. Endo Steel 5. Targeting Computer 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Targeting Computer 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GRM-R-PR29 GRIM REAPER Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc HtDmg Min Sht Med Lng
1 AMS CT 1 — [PD] — 0 0 0 Center
Left Arm Torso Right Arm
1 LRM 20 RT 6 1/Msl. 6 7 14 21 (18) (18)
(26)
[M,C,S]
1 ER Large Laser RA 12 8 [DE] — 7 14 19
1 Med. Pulse Laser LA 4 6 [P] — 2 4 6
1 SRM 6 LA 4 2/Msl. — 3 6 9 Left Right
[M,C,S] Leg Center Leg
(26) Torso (26)
Rear (10)

Left Right
BV: 1,469 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. SRM 6 6. Life Support 5. ER Large Laser 28*
6. SRM 6 6. ER Large Laser 27
1. Medium Pulse Laser
Center Torso 1. Ferro-Fibrous Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Roll Again (9) (9)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (13)
Leg
(13)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. AMS 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Ammo (SRM 6) 15
6. Ferro-Fibrous 1-3 4. LRM 20 16
5. CASE 5. LRM 20 HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. LRM 20 Heat Heat Sinks: 14*
1. Ferro-Fibrous
Gyro Hits 1. LRM 20 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. LRM 20 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Ammo (LRM 20) 6 26 Shutdown, avoid on 10+ 11
4. Roll Again Ammo (LRM 20) 6 25 –5 Movement Points
5. Roll Again 5. Ammo (AMS) 12 10*
24 +4 Modifier to Fire
6. Roll Again 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PWR-1X PROWLER Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Mixed Tech (I.S.) Hits Taken 1 2 3 4 5 6
Running: 11 [14] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 7 Era: Jihad

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Large Pulse CT 13 10 [P] — 7 15 23 Center
Left Arm Torso Right Arm
Laser (Clan) (18) (18)
(27)
1 ER Small Pulse RT(R) 3 5 [P,AI] — 2 4 6
Laser (Clan)
1 ER Small Pulse LT(R) 3 5 [P,AI] — 2 4 6
Laser (Clan) Left Right
1 ER Medium Pulse RA 6 7 [P] — 5 9 14 Leg Center Leg
(26) Torso (26)
Laser (Clan)
Rear (9)
1 ER Medium Pulse LA 6 7 [P] — 5 9 14
Laser (Clan)

Left Right
BV: 2,042 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Heavy Ferro-Fibrous 1-3 4. Hand Actuator 29
5. ER Medium Pulse Laser (Clan) 6. Heavy Ferro-Fibrous 5. ER Medium Pulse Laser (Clan) 28*
6. ER Medium Pulse Laser (Clan) 6. ER Medium Pulse Laser (Clan) 27
1. Heavy Ferro-Fibrous
Center Torso 1. Heavy Ferro-Fibrous Left Right 26*
2. Heavy Ferro-Fibrous 1. XXL Fusion Engine 2. Heavy Ferro-Fibrous Arm Arm 25*
3. Heavy Ferro-Fibrous 2. XXL Fusion Engine 3. Heavy Ferro-Fibrous (9) (9)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Heavy Ferro-Fibrous 1-3 4. Compact Gyro
Heavy Ferro-Fibrous
Center 23*
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous
5. Compact Gyro Torso
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous 22*
6. XXL Fusion Engine (18)
21
1. XXL Fusion Engine Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion Engine
Jump Jet
Right Torso (13)
Leg
(13)
19*
1. XXL Fusion Engine 4-6 4. ER Large Pulse Laser (Clan)
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine Composite
5. ER Large Pulse Laser (Clan) 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. ER Large Pulse Laser (Clan) 1-3
4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. ER Small Pulse Laser (Clan) (R) 2. ER Small Pulse Laser (Clan) (R) 12
28 Ammo Exp. avoid on 8+
4-6
3. Heavy Ferro-Fibrous Life Support 3.
4-6 4.
Supercharger 26 Shutdown, avoid on 10+ 11
4. Heavy Ferro-Fibrous Heavy Ferro-Fibrous 25 –5 Movement Points
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: TR1 WRAITH Name:
Movement Points: Tonnage: 55 Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 11 Consciousness# 3 5 7 10 11 Dead
Jumping: 7 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large Pulse Laser RA 10 9 [P] — 3 7 10 Center
Left Arm Torso Right Arm
2 Med. Pulse Laser LA 4 6 [P] — 2 7 6 (14) (14)
(23)

Left Right
Leg Center Leg
(20) Torso (20)
Rear (7)

Left Right
BV: 1,287 Torso Rear Torso Rear
(5) (5)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Medium Pulse Laser 6. Life Support 5. Large Pulse Laser 28*
6. Medium Pulse Laser 6. Large Pulse Laser 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (9) (9)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (18)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (13)
Leg
(13)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Ferro-Fibrous 1-3 4. Jump Jet 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Jump Jet Engine Hits 6. Jump Jet Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ANV-3M ANVIL Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser HD 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
1 Medium Laser CT 3 5 [DE] — 3 6 9 (15) (15)
(24)
1 Guardian ECM Suite RT — [E] — — — 6
1 Large Pulse Laser RT 10 9 [P] — 3 7 10
1 Large Pulse Laser LT 10 9 [P] — 3 7 10
Left Right
Leg Center Leg
(15) Torso (15)
Rear (7)

Left Right
BV: 1,441 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Endo Steel 6. Endo Steel 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. Large Pulse Laser 4-6 4. Fusion Engine
1. Large Pulse Laser 18*
2. Large Pulse Laser 2. Large Pulse Laser
5. Jump Jet 17*
3. Endo Steel 3. Guardian ECM Suite
1-3 4. Endo Steel
6. Medium Laser 1-3 4. Guardian ECM Suite 16
5. Endo Steel 5. Endo Steel HEAT DATA 15*
6. Endo Steel Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Endo Steel Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GALAHAD 3 Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
3 Heavy Medium Laser RT 7 10 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
2 Med. Pulse Laser LT 4 7 [P] — 4 8 12 (20) (20)
(30)
1 Targeting Computer LT — [E] — — — —
1 ER PPC RA 15 15 [DE] — 7 14 23
1 ER PPC LA 15 15 [DE] — 7 14 23
Left Right
Leg Center Leg
(28) Torso (28)
Rear (10)

Left Right
BV: 2,508 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Double Heat Sink 4. Ferro-Fibrous 3. Double Heat Sink
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink 29
5. Double Heat Sink 6. Life Support 5. ER PPC 28*
6. Double Heat Sink 6. ER PPC 27
1. ER PPC
Center Torso 1. Ferro-Fibrous Left Right 26*
2. ER PPC 1. Fusion Engine 2. Ferro-Fibrous Arm Arm 25*
3. Ferro-Fibrous 2. Fusion Engine 3. Roll Again (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Endo Steel 17*
3. Double Heat Sink 3. Heavy Medium Laser
1-3 4. Double Heat Sink
6. Ferro-Fibrous 1-3 4. Heavy Medium Laser 16
5. Double Heat Sink 5. Heavy Medium Laser HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Heavy Medium Laser Heat Heat Sinks: 14*
1. Medium Pulse Laser
Gyro Hits 1. Heavy Medium Laser Level* Effects 16 (32) 13*
Sensor Hits 30 Shutdown Double
2. Medium Pulse Laser 2. Heavy Medium Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Targeting Computer Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Targeting Computer Endo Steel 25 –5 Movement Points
5. Targeting Computer 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Targeting Computer 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)

’MECH RECORD SHEET


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

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Streak SRM 4 LT 3 2/Msl. — 3 6 9 Center
Left Arm Torso Right Arm
[M,C] (20) (20)
(30)
1 Streak SRM 6 LT 4 2/Msl. — 3 6 9
[M.C]
1 Medium X-Pulse RA 6 6 [P] — 3 6 9
Laser Left Right
1 Rotary AC/2 LA 1 2/Sht. — 6 12 18 Leg Center Leg
(28) Torso (28)
[DB,R,C]
Rear (10)

Left Right
BV: 1,642 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Rotary AC/2 4. Sensors 3. Lower Arm Actuator
1-3 4. Rotary AC/2 5. Roll Again 1-3 4. Medium X-Pulse Laser 29
5. Rotary AC/2 6. Roll Again 5. Light Ferro-Fibrous 28*
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous 27
1. Light Ferro-Fibrous
Center Torso 1. Triple-Strength Myomer Left Right 26*
2. Triple-Strength Myomer 1. XXL Fusion Engine 2. Triple-Strength Myomer Arm Arm 25*
3. Triple-Strength Myomer 2. XXL Fusion Engine 3. Roll Again (10) (10)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion Engine
XXL Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. XXL Fusion Engine 4-6 4. XXL Fusion Engine
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine Composite
5. Light Ferro-Fibrous 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. Light Ferro-Fibrous 1-3 4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat Heat Sinks: 14*
1. Jump Jet
Gyro Hits 1. Jump Jet Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Jump Jet 2. Jump Jet 12
28 Ammo Exp. avoid on 8+
4-6
3. Streak SRM 6 Life Support 3.
4-6 4.
Ammo (Rotary AC/2) 45
26 Shutdown, avoid on 10+ 11
4. Streak SRM 6 Ammo (Streak SRM 6) 15 25 –5 Movement Points
5. Streak SRM 4 5. Ammo (Streak SRM 4) 25 10*
24 +4 Modifier to Fire
6. Light Ferro-Fibrous 6. CASE 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SP1-X SPATHA Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 [11] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium X-Pulse HD 6 6 [P] — 3 6 9 Center
Left Arm Torso Right Arm
Laser (18) (18)
(26)
1 Laser AMS CT 7 — [PD] — — — —
1 Medium X-Pulse RT 6 6 [P] — 3 6 9 Reflective
Laser
1 Sword RA — 7 — — — — Left Right
1 ER PPC LA 15 10 [DE] — 7 14 23 Leg Center Leg
(24) Torso (24)
1 PPC Capacitor LA 5 [E] — — — —
Rear (9)
1 Streak SRM 6 LA 4 2/Msl. — 3 6 9
[M,C]

Left Right
BV: 2,201 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium X-Pulse Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. ER PPC 6. Life Support 5. Sword 28*
6. ER PPC 6. Sword 27
1. ER PPC
Center Torso 1. Sword Left Right 26*
2. PPC Capacitor 1. XXL Fusion Engine 2. Sword Arm Arm 25*
3. Streak SRM 6 2. XXL Fusion Engine 3. Reflective (10) (10)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Streak SRM 6 1-3 4. Gyro
Roll Again
Center 23*
5. Ammo (Streak SRM 6) 15 5. Roll Again
5. Gyro Torso
6. Reflective 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion Engine
XXL Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. XXL Fusion Engine 4-6 4. XXL Fusion Engine
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine
5. Laser AMS 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. Laser AMS 1-3 4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat Heat Sinks: 14*
1. Reflective
Gyro Hits 1. Medium X-Pulse Laser Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. Reflective 2. Reflective 12
28 Ammo Exp. avoid on 8+
4-6
3. Reflective Life Support 3.
4-6 4.
Reflective 26 Shutdown, avoid on 10+ 11
4. Triple-Strength Myomer Reflective 25 –5 Movement Points
5. Triple-Strength Myomer 5. Triple-Strength Myomer 10*
24 +4 Modifier to Fire
6. Roll Again 6. Triple-Strength Myomer 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Reflective 5. Reflective 8 +1 Modifier to Fire
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MRP-3S MORPHEUS Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 9 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 6 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Medium Laser HD 5 5 [DE] — 4 8 12 Center
Left Arm Torso Right Arm
1 Magshot CT 1 2 [DB,X] — 3 6 9 (20) (20)
(34)
1 Guardian ECM LT — [E] — — — 6
Suite
1 Claw RA — 10 — — — —
1 ER Medium Laser RA 5 5 [DE] — 4 8 12 Left Right
1 Spikes RA — [E] — — — — Leg Center Leg
(30) Torso (30)
1 ER Medium Laser LA 5 5 [DE] — 4 8 12
Rear (7)
1 Spikes LA — [E] — — — —

Left Right
BV: 1,437 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. ER Medium Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. ER Medium Laser 29
5. ER Medium Laser 6. Life Support 5. Claw 28*
6. Spikes 6. Claw 27
1. Heavy Ferro-Fibrous
Center Torso 1. Claw Left Right 26*
2. Heavy Ferro-Fibrous 1. XL Fusion Engine 2. Claw Arm Arm 25*
3. Heavy Ferro-Fibrous 2. XL Fusion Engine 3. Claw (10) (10)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Heavy Ferro-Fibrous 1-3 4. Gyro
Spikes
Center 23*
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous
5. Gyro Torso
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Magshot 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Magshot 1-3 4. Jump Jet 16
5. Ammo (Magshot) 50 5. Heavy Ferro-Fibrous HEAT DATA 15*
6. Guardian ECM Suite Engine Hits 6. Heavy Ferro-Fibrous Heat Heat Sinks: 14*
1. Guardian ECM Suite
Gyro Hits 1. Heavy Ferro-Fibrous Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Heavy Ferro-Fibrous 2. Heavy Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Heavy Ferro-Fibrous Life Support 3.
4-6 4.
Heavy Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Heavy Ferro-Fibrous Heavy Ferro-Fibrous 25 –5 Movement Points
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: LINEBACKER PRIME Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser RT (R) 25 [DE] — 2 4 6 Center
Left Arm Torso Right Arm
1 Streak SRM 4 RT 3 2/Msl. — 4 8 12 (20) (20)
(25)
[M,C]
1 LRM 5 LT 2 1/Msl. — 7 14 21
[M,C,S]
1 ER PPC RA 15 15 [DE] — 7 14 23 Left Right
1 ER PPC LA 15 15 [DE] — 7 14 23 Leg Center Leg
(24) Torso (24)
Rear (10)

Left Right
BV: 2,390 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. ER PPC 4. Ferro-Fibrous 3. ER PPC
1-3 4. ER PPC 5. Sensors 1-3 4. ER PPC 29
5. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Ferro-Fibrous 6. Ferro-Fibrous 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again (10) (10)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. LRM 5 3. Streak SRM 4
1-3 4. Ammo (LRM 5) 24
6. Roll Again 1-3 4. ER Small Laser (R) 16
5. Endo Steel 5. Ammo (Streak SRM 4) 25 HEAT DATA 15*
6. Ferro-Fibrous Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Ferro-Fibrous Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: TMP-3M TEMPEST Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht
Dmg Min Sht Med Lng
1 Medium Laser HD 3
5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
2 Medium Laser CT 3
5 [DE] — 3 6 9 (18) (18)
(32)
1 SRM 6 LT 4
2/Msl. — 3 6 9
[M,C,S]
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22
1 Large Pulse Laser LA 10 9 [P] — 3 7 10 Left Right
Leg Center Leg
(28) Torso (28)
Rear (7)

Left Right
BV: 1,786 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium Laser 3. Lower Arm Actuator
1-3 4. Large Pulse Laser 5. Sensors 1-3 4. Gauss Rifle 29
5. Large Pulse Laser 6. Life Support 5. Gauss Rifle 28*
6. Endo Steel 6. Gauss Rifle 27
1. Endo Steel
Center Torso 1. Gauss Rifle Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Gauss Rifle (10) (10)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Roll Again 5. Ammo (Gauss) 8
5. Gyro Torso
6. Roll Again 6. Ammo (Gauss) 8 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. SRM 6
6. Medium Laser 1-3 4. Double Heat Sink 16
5. SRM 6 5. Double Heat Sink HEAT DATA 15*
6. Ammo (SRM 6) 15 Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: DAI-01 DAIKYU Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 5 LT 2 1/Msl. 6 7 14 21 Center
Left Arm Torso Right Arm
[M,C,S] (19) (19)
(27)
1 Medium Laser LT 3 5 [DE] — 3 6 9
1 Ultra AC/5 RA 1 5/Sht. 2 6 13 20
[DB,R,C]
1 ER PPC LA 15 10 [DE] — 7 14 23 Left Right
1 Ultra AC/5 LA 1 5/Sht. 2 6 13 20 Leg Center Leg
(26) Torso (26)
[DB,R,C]
Rear (10)

Left Right
BV: 1,603 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Ultra AC/5 6. Life Support 5. Ultra AC/5 28*
6. Ultra AC/5 6. Ultra AC/5 27
1. Ultra AC/5
Center Torso 1. Ultra AC/5 Left Right 26*
2. Ultra AC/5 1. XL Fusion Engine 2. Ultra AC/5 Arm Arm 25*
3. Ultra AC/5 2. XL Fusion Engine 3. Ultra AC/5 (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. ER PPC 1-3 4. Gyro
Endo Steel
Center 23*
5. ER PPC 5. Roll Again
5. Gyro Torso
6. ER PPC 6. Roll Again 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 5
6. Endo Steel 1-3 4. Ammo (Ultra AC/5) 20 16
5. Medium Laser 5. Ammo (Ultra AC/5) 20 HEAT DATA 15*
6. Endo Steel Engine Hits 6. Ammo (LRM 5) 24 Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. CASE Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Endo Steel 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GAL-1GLS GALLOWGLAS Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Laser HD 1 3 [DE] — 1 2 3 Center
Left Arm Torso Right Arm
2 Large Laser RT 8 8 [DE] — 5 10 15 (20) (20)
(30)
1 ER PPC RA 15 10 [DE] — 7 14 23
2 Med. Pulse Laser LA 4 6 [P] — 2 4 6

Left Right
Leg Center Leg
(22) Torso (22)
Rear (9)

Left Right
BV: 1,695 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Double Heat Sink 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Medium Pulse Laser 1. Fusion Engine 2. Double Heat Sink Arm Arm 25*
3. Medium Pulse Laser 2. Fusion Engine 3. Double Heat Sink (11) (11)
4-6 3. Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
ER PPC
Center 23*
5. Endo Steel 5. ER PPC
5. Gyro Torso
6. Endo Steel 6. ER PPC 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Jump Jet 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Endo Steel 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Large Laser Level* Effects 18 (36) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Large Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Large Laser 26 Shutdown, avoid on 10+ 11
4. Endo Steel Large Laser 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HCA-3T HACHIWARA Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 [10] (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 M-Pod CT 0 15 — 1 2 3 Center
Left Arm Torso Right Arm
[DB,X,OS] (19) (19)
(33)
1 ER Medium Laser RT 5 5 [DE] — 4 8 12
1 M-Pod RT 0 15 — 1 2 3
[DB,X,OS]
1 ER Medium Laser LT 5 5 [DE] — 4 8 12 Left Right
1 M-Pod LT 0 15 — 1 2 3 Leg Center Leg
(26) Torso (26)
[DB,X,OS]
Rear (10)
1 Large Vibroblade RA — 8 — — — —
1 Ultra AC/10 LA 4 10/Sht. — 6 12 18
[DB,R,C]

Left Right
BV: 1,656 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Ultra AC/10 4. Roll Again 3. Lower Arm Actuator
1-3 4. Ultra AC/10 5. Sensors 1-3 4. Hand Actuator 29
5. Ultra AC/10 6. Life Support 5. Large Vibroblade 28*
6. Ultra AC/10 6. Large Vibroblade 27
1. Ultra AC/10
Center Torso 1. Large Vibroblade Left Right 26*
2. Ultra AC/10 1. XL Fusion Engine 2. Large Vibroblade Arm Arm 25*
3. Ultra AC/10 2. XL Fusion Engine 3. Endo Steel (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Endo Steel
Center 23*
5. Roll Again 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. M-Pod 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ER Medium Laser
6. M-Pod 1-3 4. ER Medium Laser 16
5. M-Pod 5. M-Pod HEAT DATA 15*
6. Ammo (Ultra AC/10) 10 Engine Hits 6. Supercharger Heat Heat Sinks: 14*
1. Ammo (Ultra AC/10) 10
Gyro Hits 1. Endo Steel Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (Ultra AC/10) 10 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. CASE Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Roll Again 25 –5 Movement Points
5. Endo Steel 5. Roll Again 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HRC-LS-9000 HERCULES Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS CT 1 — [PD] — 0 0 0 Center
Left Arm Torso Right Arm
1 ER PPC RT 15 10 [DE] — 7 14 23 (18) (18)
(34)
1 Small Pulse Laser RT (R) 2 3 [P,AI] — 1 2 3
1 Small Pulse Laser LT (R) 2 3 [P,AI] — 1 2 3
1 Streak SRM 2 LT 2 2/Msl. — 3 6 9
[M,C] Left Right
1 LB 10-X AC RA 2 10 — 6 12 18 Leg Center Leg
(24) Torso (24)
[DB,C/F/S]
Rear (10)
1 Med. Pulse Laser LA 4 6 [P] — 2 4 6

Left Right
BV: 1,561 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. LB 10-X AC 29
5. Medium Pulse Laser 6. Life Support 5. LB 10-X AC 28*
6. Ferro-Fibrous 6. LB 10-X AC 27
1. Roll Again
Center Torso 1. LB 10-X AC Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. LB 10-X AC Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. LB 10-X AC (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. AMS 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Streak SRM 2
6. Ferro-Fibrous 1-3 4. ER PPC 16
5. Small Pulse Laser (R) 5. ER PPC HEAT DATA 15*
6. Ammo (Streak SRM 2) 50 Engine Hits 6. ER PPC Heat Heat Sinks: 14*
1. Ammo (AMS) 12
Gyro Hits 1. Small Pulse Laser (R) Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ammo (LB-X) 10 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ammo (LB-X Cluster) 10
26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Ferro-Fibrous 25 –5 Movement Points
5. Roll Again 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Roll Again 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Ferro-Fibrous 5. Ferro-Fibrous 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: THR-1L THUNDER Name:
Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Med. Pulse Laser CT 4 6 [DE] — 2 4 6 Center
Left Arm Torso Right Arm
1 Autocannon/20 RT/RA 7 20 [DB,S] — 3 6 9 (22) (22)
(34)
1 Med. Pulse Laser RT 4 6 [DE] — 2 4 6
1 LRM 5 LT 2 1/Msl. 6 7 14 21
[M,C,S]
1 Med. Pulse Laser LT 4 6 [P] — 2 4 6 Left Right
Leg Center Leg
(30) Torso (30)
Rear (9)

Left Right
BV: 1,471 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Autocannon/20
1-3 4. Hand Actuator 5. Sensors 1-3 4. Autocannon/20 29
5. Roll Again 6. Life Support 5. Autocannon/20 28*
6. Roll Again 6. Autocannon/20 27
1. Roll Again
Center Torso 1. Autocannon/20 Left Right 26*
2. Roll Again 1. XL Fusion Engine 2. Autocannon/20 Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Autocannon/20 (11) (11)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Autocannon/20
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (22)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Medium Pulse Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Pulse Laser
6. Roll Again 1-3 4. Autocannon/20 16
5. LRM 5 5. Autocannon/20 HEAT DATA 15*
6. Ammo (AC/20) 5 Engine Hits 6. Medium Pulse Laser Heat Heat Sinks: 14*
1. Ammo (AC/20) 5
Gyro Hits 1. Roll Again Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (AC/20) 5 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (LRM 5) 24 Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. CASE Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BNDR-01A BANDERSNATCH Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 5 HD 2 1/Msl. 6 7 14 21 Center
Left Arm Torso Right Arm
[M,C,S] (18) (18)
(23)
2 Medium Laser CT(R) 3 5 [DE] — 3 6 9
1 LRM 5 RT 2 1/Msl. 6 7 14 21
[M,C,S]
1 LRM 5 LT 2 1/Msl. 6 7 14 21 Left Right
[M,C,S] Leg Center Leg
(18) Torso (18)
1 LB 10-X AC RA 2 10 — 6 12 18
Rear (10)
[DB,C/F/S]
2 Medium Laser RA 3 5 [DE] — 3 6 9
1 LB 10-X AC LA 2 10 — 6 12 18
[DB,C/F/S]
2 Medium Laser LA 3 5 [DE] — 3 6 9

Left Right
BV: 1,478 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. LRM 5 3. Lower Arm Actuator
1-3 4. LB 10-X AC 5. Sensors 1-3 4. LB 10-X AC 29
5. LB 10-X AC 6. Life Support 5. LB 10-X AC 28*
6. LB 10-X AC 6. LB 10-X AC 27
1. LB 10-X AC
Center Torso 1. LB 10-X AC Left Right 26*
2. LB 10-X AC 1. XL Fusion Engine 2. LB 10-X AC Arm Arm 25*
3. LB 10-X AC 2. XL Fusion Engine 3. LB 10-X AC (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Medium Laser 1-3 4. Gyro
Medium Laser
Center 23*
5. Medium Laser 5. Medium Laser
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Medium Laser (R) 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 5
6. Medium Laser (R) 1-3 4. LRM 5 16
5. Ammo (LRM 5) 24 5. Ammo (LRM 5) 24 HEAT DATA 15*
6. Ammo (LB-X) 10 Engine Hits 6. Ammo (LB-X) 10 Heat Heat Sinks: 14*
1. Ammo (LB-X Cluster) 10
Gyro Hits 1. Ammo (LB-X Cluster) 10
Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. CASE 2. CASE 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: FLC-8R FALCONER Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Medium Laser RT 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
2 Medium Laser LT 3 5 [DE] — 3 6 9 (19) (19)
(31)
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22
1 ER PPC LA 15 10 [DE] — 7 14 23

Left Right
Leg Center Leg
(22) Torso (22)
Rear (8)

Left Right
BV: 2,231 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. ER PPC 5. Sensors 1-3 4. Gauss Rifle 29
5. ER PPC 6. Life Support 5. Gauss Rifle 28*
6. ER PPC 6. Gauss Rifle 27
1. Endo Steel
Center Torso 1. Gauss Rifle Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Gauss Rifle (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Roll Again 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Laser
6. Endo Steel 1-3 4. Medium Laser 16
5. Medium Laser 5. Medium Laser HEAT DATA 15*
6. Endo Steel Engine Hits 6. Ammo (Gauss) 8 Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Ammo (Gauss) 8 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Endo Steel 25 –5 Movement Points
5. Roll Again 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SA-OS2 ONSLAUGHT Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 5 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
3 Machine Gun RT 0 2 [DB,AI] — 1 2 3 Center
Left Arm Torso Right Arm
1 SRM 6 RT 4 2/Msl. — 3 6 9 (23) (23)
(30)
[M,C,S]
1 Angel ECM Suite LT — [E] — — — 6
3 Machine Gun LT 0 2 [DB,AI] — 1 2 3
1 SRM 6 LT 4 2/Msl. — 3 6 9 Left Right
[M,C,S] Leg Center Leg
(16) Torso (16)
1 Light Auto RA 1 5 [DB,S] — 5 10 15
Rear (15)
Cannon/5
1 Large X-Pulse LA 14 9 [P] — 5 10 15
Laser

Left Right
BV: 1,693 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Large X-Pulse Laser 4. Endo Steel 3. Lower Arm Actuator
1-3 4. Large X-Pulse Laser 5. Sensors 1-3 4. Hand Actuator 29
5. Endo Steel 6. Life Support 5. Light Auto Cannon/5 28*
6. Endo Steel 6. Light Auto Cannon/5 27
1. Endo Steel
Center Torso 1. Ammo (Light AC/5) 20 Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Ammo (Light AC/5) 20 Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Endo Steel
Center 23*
5. Roll Again 5. Endo Steel
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. SRM 6
6. Endo Steel 1-3 4. SRM 6 16
5. SRM 6 5. SRM 6 HEAT DATA 15*
6. Machine Gun Engine Hits 6. Machine Gun Heat Heat Sinks: 14*
1. Machine Gun
Gyro Hits 1. Machine Gun Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Machine Gun 2. Machine Gun 12
28 Ammo Exp. avoid on 8+
4-6
3. Angel ECM Suite Life Support 3.
4-6 4.
Ammo (Machine Gun) 200
26 Shutdown, avoid on 10+ 11
4. Angel ECM Suite Ammo (SRM 6) 15 25 –5 Movement Points
5. Endo Steel 5. CASE 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PTR-4D PENETRATOR Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS CT 1 — [PD] — 0 0 0 Center
Left Arm Torso Right Arm
3 Med. Pulse Laser RT 4 6 [P] — 2 4 6 (21) (21)
(34)
3 Med Pulse Laser LT 4 6 [P] — 2 4 6
1 ER Large Laser RA 12 8 [DE] — 7 14 19
1 ER Large Laser LA 12 8 [DE] — 7 14 19
Left Right
Leg Center Leg
(26) Torso (26)
Rear (9)

Left Right
BV: 1,687 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. ER Large Laser 5. Sensors 1-3 4. ER Large Laser 29
5. ER Large Laser 6. Life Support 5. ER Large Laser 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (12) (12)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion
Fusion
Engine
Engine
Right Torso (16)
Leg
(16)
19*
1. Medium Pulse Laser 4-6 4. Fusion Engine
1. Medium Pulse Laser 18*
2. Medium Pulse Laser 2. Medium Pulse Laser
5. AMS 17*
3. Medium Pulse Laser 3. Medium Pulse Laser
1-3 4. Roll Again
6. Ammo (AMS) 12 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MDG-1A RAKSHASA Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 10 RT 4 1/Msl. 6 7 14 21 Center
Left Arm Torso Right Arm
w/Artemis IV FCS [M,C,S] (21) (21)
(32)
1 LRM 10 LT 4 1/Msl. 6 7 14 21
w/Artemis IV FCS [M,C,S]
1 Med. Pulse Laser LT 4 6 [DE] — 2 4 6
1 ER Large Laser RA 12 8 [DE] — 7 14 19 Left Right
1 Medium Laser RA 3 5 [DE] — 3 6 9 Leg Center Leg
(28) Torso (28)
1 ER Large Laser LA 12 8 [DE] — 7 14 19
Rear (9)
1 Medium Laser LA 3 5 [DE] — 3 6 9

Left Right
BV: 1,795 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. ER Large Laser 5. Sensors 1-3 4. ER Large Laser 29
5. ER Large Laser 6. Life Support 5. ER Large Laser 28*
6. Medium Laser 6. Medium Laser 27
1. Endo Steel
Center Torso 1. Endo Steel Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Ferro-Fibrous
Center 23*
5. Ferro-Fibrous 5. Ferro-Fibrous
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Endo Steel 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 10
6. Endo Steel 1-3 4. LRM 10 16
5. LRM 10 5. LRM 10 HEAT DATA 15*
6. Artemis IV FCS Engine Hits 6. Artemis IV FCS Heat Heat Sinks: 14*
1. Medium Pulse Laser
Gyro Hits 1. Ammo (LRM 10 Artemis) 12
Level* Effects 15 (30) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (LRM 10 Artemis) 12 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Ferro-Fibrous 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: VIPER 3 Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 8 Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Heavy Large Laser RT 18 16 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
1 Med. Pulse Laser RT 4 7 [P] — 4 8 12 (24) (24)
(34)
2 Small Pulse Laser RT 2 3 [P,AI] — 2 4 6
1 Heavy Large Laser LT 18 16 [DE] — 5 10 15
1 Med. Pulse Laser LT 4 7 [P] — 4 8 12
2 Small Pulse Laser LT 2 3 [P,Ai] — 2 4 6 Left Right
1 Machine Gun RA 0 2 [DB,AI] — 1 2 3 Leg Center Leg
(32) Torso (32)
1 Targeting Computer RA — [E] — — — —
Rear (11)
1 Machine Gun LA 0 2 [DB,AI] — 1 2 3

Left Right
BV: 2,421 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Machine Gun
Center Torso 1. Machine Gun Left Right 26*
2. Ammo (Machine Gun) 200 1. XL Fusion Engine 2. Targeting Computer Arm Arm 25*
3. Endo Steel 2. XL Fusion Engine 3. Targeting Computer (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Targeting Computer
Center 23*
5. Roll Again 5. Targeting Computer
5. Gyro Torso
6. Roll Again 6. Ferro-Fibrous 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. Heavy Large Laser 3. Heavy Large Laser
1-3 4. Heavy Large Laser
6. Jump Jet 1-3 4. Heavy Large Laser 16
5. Heavy Large Laser 5. Heavy Large Laser HEAT DATA 15*
6. Medum Pulse Laser Engine Hits 6. Medum Pulse Laser Heat Heat Sinks: 14*
1. Small Pulse Laser
Gyro Hits 1. Small Pulse Laser Level* Effects 17 (34) 13*
Sensor Hits 30 Shutdown Double
2. Small Pulse Laser 2. Small Pulse Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Ferro-Fibrous 5. Ferro-Fibrous 10*
24 +4 Modifier to Fire
6. Ferro-Fibrous 6. Ferro-Fibrous 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: WR-DG-02FC WAR DOG Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Pulse Laser HD (R) 2 3 [P,AI] — 1 2 3 Center
Left Arm Torso Right Arm
1 Guardian ECM CT — [E] — — — 6 (16) (24)
(36)
Suite
1 AMS RT 1 — [PD] — — — —
1 Med.Pulse Laser LT 4 6 [P] — 2 4 6
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22 Left Right
1 Med. Pulse Laser RA 4 6 [P] — 2 4 6 Leg Center Leg
(28) Torso (28)
1 Large Pulse Laser LA 10 9 [P] — 3 7 10
Rear (10)
1 Streak SRM 2 (OS) RL 2 2/Msl. — 3 6 9
[M,C]
1 Streak SRM 2 (OS) RL 2 2/Msl. — 3 6 9
[M,C]

Left Right
BV: 1,814 Torso Rear Torso Rear
(9) (9)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Pulse Laser (R) 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Gauss Rifle 29
5. Large Pulse Laser 6. Life Support 5. Gauss Rifle 28*
6. Large Pulse Laser 6. Gauss Rifle 27
1. Ferro-Fibrous
Center Torso 1. Gauss Rifle Left Right 26*
2. Ferro-Fibrous 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Gauss Rifle (12) (12)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ferro-Fibrous 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Ferro-Fibrous 5. Medium Pulse Laser
5. Gyro Torso
6. Ferro-Fibrous 6. Ferro-Fibrous 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Guardian ECM Suite 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Pulse Laser
6. Guardian ECM Suite 1-3 4. AMS 16
5. Ammo (Gauss) 8 5. Ammo (AMS) 12 HEAT DATA 15*
6. Ammo (Gauss) 8 Engine Hits 6. Ammo (AMS) 12 Heat Heat Sinks: 14*
1. Ammo (Gauss) 8
Gyro Hits 1. Ammo (Gauss) 8 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Ferro-Fibrous 2. Ammo (Gauss) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. Ferro-Fibrous Life Support 3.
4-6 4.
Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Roll Again 25 –5 Movement Points
5. Ferro-Fibrous 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Streak SRM 2 (OS) 5. Streak SRM 2 (OS) 8 +1 Modifier to Fire
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(26) (26)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: CDG-2A CUDGEL Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 5 [6] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 [9] (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser HD 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
1 Small Laser CT(R) 1 3 [DE] — 1 2 3 (26) (26)
(38)
2 ER Medium Laser RT 5 5 [DE] — 4 8 12
1 Medium Laser RT 3 5 [DE] — 3 6 9
1 Medium Laser RT(R) 3 5 [DE] — 3 6 9
2 ER Medium Laser LT 5 5 [DE] — 4 8 12 Left Right
1 Medium Laser LT 3 5 [DE] — 3 6 9 Leg Center Leg
(34) Torso (34)
1 Medium Laser LT(R) 3 5 [DE] — 3 6 9
Rear (12)
1 Claw RA — 12 — — — —
1 Mace LA — 20 — — — —

Left Right
BV: 1,700 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Medium Laser 1-3 4. Claw 29
5. Mace 6. Light Ferro-Fibrous 5. Claw 28*
6. Mace 6. Claw 27
1. Mace
Center Torso 1. Claw Left Right 26*
2. Mace 1. XL Fusion Engine 2. Claw Arm Arm 25*
3. Mace 2. XL Fusion Engine 3. Claw (13) (13)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Mace 1-3 4. Gyro
Light Ferro-Fibrous
Center 23*
5. Mace 5. Roll Again
5. Gyro Torso
6. Mace 6. Roll Again 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (17)
Leg
(17)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Small Laser (R) 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ER Medium Laser
6. Light Ferro-Fibrous 1-3 4. ER Medium Laser 16
5. ER Medium Laser 5. ER Medium Laser HEAT DATA 15*
6. Medium Laser Engine Hits 6. Medium Laser Heat Heat Sinks: 14*
1. Medium Laser (R)
Gyro Hits 1. Medium Laser (R) Level* Effects 11 (22) 13*
Sensor Hits 30 Shutdown Double
2. Light Ferro-Fibrous 2. Light Ferro-Fibrous 12
28 Ammo Exp. avoid on 8+
4-6
3. Light Ferro-Fibrous Life Support 3.
4-6 4.
Light Ferro-Fibrous 26 Shutdown, avoid on 10+ 11
4. Triple-Strength Myomer Triple-Strength Myomer 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Triple-Strength Myomer 5. Triple-Strength Myomer 8 +1 Modifier to Fire
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GRN-D-04 GRAND CRUSADER II Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 4 [5] Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 [8] Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Improved C³ CPU CT — [E] — — — — Center
Left Arm Torso Right Arm
1 Streak SRM 6 LT 4 2/Msl. — 3 6 9 (26) (26)
(35)
[M,C]
1 ER Medium Laser RA 5 5 [DE] — 4 8 12
1 ER PPC RA 15 10 [DE] — 7 14 23
1 ER Medium Laser LA 5 5 [DE] — 4 8 12 Left Right
1 Light Gauss Rifle LA 1 8 [DB,X] 3 8 17 25 Leg Center Leg
(34) Torso (34)
Rear (15)

Left Right
BV: 2,292 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Light Gauss Rifle 5. Sensors 1-3 4. ER PPC 29
5. Light Gauss Rifle 6. Life Support 5. ER PPC 28*
6. Light Gauss Rifle 6. ER PPC 27
1. Light Gauss Rifle
Center Torso 1. ER Medium Laser Left Right 26*
2. Light Gauss Rifle 1. Light Fusion Engine 2. Endo Steel Arm Arm 25*
3. ER Medium Laser 2. Light Fusion Engine 3. Endo Steel (13) (13)
4-6 3. Light Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Triple-Strength Myomer 6. Triple-Strength Myomer 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Light Fusion Engine
Light Fusion Engine
Right Torso (17)
Leg
(17)
19*
1. Light Fusion Engine 4-6 4. Light Fusion Engine
1. Light Fusion Engine 18*
2. Light Fusion Engine 2. Light Fusion Engine
5. Improved C³ CPU 17*
3. Streak SRM 6 3. Endo Steel
1-3 4. Streak SRM 6
6. Improved C³ CPU 1-3 4. Endo Steel 16
5. Ammo (Streak SRM 6) 15 5. Endo Steel HEAT DATA 15*
6. Ammo (Light Gauss) 16 Engine Hits 6. Endo Steel Heat Heat Sinks: 14*
1. Ammo (Light Gauss) 16
Gyro Hits 1. Endo Steel Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. CASE 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Triple-Strength Myomer Triple-Strength Myomer 25 –5 Movement Points
5. Triple-Strength Myomer 5. Triple-Strength Myomer 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(15) (15)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: NAGA PRIME Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 8 (Advanced) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Succession Wars

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Small Laser CT 2 5 [DE] — 2 4 6 Center
Left Arm Torso Right Arm
1 Arrow IV RT/RA10 20 — 1 2 9 (14) (14)
(17)
[AE,S,F]
1 ER Small Laser RT 2 5 [DE] — 2 4 6
1 Arrow IV LT/LA 10 20 — 1 2 9
[AE,S,F] Left Right
1 ER Small Laser LT 2 5 [DE] — 2 4 6 Leg Center Leg
(16) Torso (16)
Rear (10)

Left Right
BV: 1,840 Torso Rear Torso Rear
(9) (9)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Arrow IV 4. Roll Again 3. Arrow IV
1-3 4. Arrow IV 5. Sensors 1-3 4. Arrow IV 29
5. Arrow IV 6. Life Support 5. Arrow IV 28*
6. Arrow IV 6. Arrow IV 27
1. Arrow IV
Center Torso 1. Arrow IV Left Right 26*
2. Arrow IV 1. XL Fusion Engine 2. Arrow IV Arm Arm 25*
3. Arrow IV 2. XL Fusion Engine 3. Arrow IV (13) (13)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Arrow IV 1-3 4. Gyro
Arrow IV
Center 23*
5. Arrow IV 5. Arrow IV
5. Gyro Torso
6. Arrow IV 6. Arrow IV 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (17)
Leg
(17)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. ER Small Laser 17*
3. Arrow IV 3. Arrow IV
1-3 4. Arrow IV
6. Endo Steel 1-3 4. Arrow IV 16
5. ER Small Laser 5. ER Small Laser HEAT DATA 15*
6. Ammo (Arrow IV) 5 Engine Hits 6. Ammo (Arrow IV Homing) 5 Heat Heat Sinks: 14*
1. Ammo (Arrow IV) 5
Gyro Hits 1. Ammo (Arrow IV Homing) 5
Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (Arrow IV) 5 2. Ammo (Arrow IV Homing) 5 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(28) (28)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: PPR-5S SALAMANDER Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Medium Laser CT 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
1 LRM 20 RT 6 1/Msl. 6 7 14 21 (26) (26)
(42)
[M,C,S]
1 LRM 20 LT 6 1/Msl. 6 7 14 21
[M,C,S]
1 LRM 20 LA 6 1/Msl. 6 7 14 21 Left Right
[M,C,S] Leg Center Leg
(34) Torso (34)
Rear (8)

Left Right
BV: 1,769 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Endo Steel 3. Lower Arm Actuator
1-3 4. LRM 20 5. Sensors 1-3 4. Hand Actuator 29
5. LRM 20 6. Life Support 5. Endo Steel 28*
6. LRM 20 6. Endo Steel 27
1. LRM 20
Center Torso 1. Endo Steel Left Right 26*
2. LRM 20 1. XL Fusion Engine 2. Endo Steel Arm Arm 25*
3. Ammo (LRM 20) 6 2. XL Fusion Engine 3. Endo Steel (13) (13)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ammo (LRM 20) 6 1-3 4. Gyro
Endo Steel
Center 23*
5. Ammo (LRM 20) 6 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (17)
Leg
(17)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Medium Laser 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. LRM 20
6. Medium Laser 1-3 4. LRM 20 16
5. LRM 20 5. LRM 20 HEAT DATA 15*
6. LRM 20 Engine Hits 6. LRM 20 Heat Heat Sinks: 14*
1. LRM 20
Gyro Hits 1. LRM 20 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. LRM 20 2. LRM 20 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (LRM 20) 6 Life Support 3.
4-6 4.
Ammo (LRM 20) 6 26 Shutdown, avoid on 10+ 11
4. Ammo (LRM 20) 6 Ammo (LRM 20) 6 25 –5 Movement Points
5. Ammo (LRM 20) 6 5. Ammo (LRM 20) 6 10*
24 +4 Modifier to Fire
6. CASE 6. CASE 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(25) (25)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GUN-1ERD GUNSLINGER Name:
Movement Points: Tonnage: 85 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 Consciousness# 3 5 7 10 11 Dead
Jumping: 2 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Laser HD 1 3 [DE] — 1 2 3 Center
Left Arm Torso Right Arm
1 Beagle Active CT — [E] — — — 4 (25) (25)
(34)
Probe
1 Guardian ECM RT — [E] — — — 6
Suite
2 Medium Laser RT 3 5 [DE] — 3 6 9 Left Right
2 Medium Laser LT 3 5 [DE] — 3 6 9 Leg Center Leg
(32) Torso (32)
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22
Rear (19)
1 Gauss Rifle LA 1 15 [DB,X] 2 7 15 22
1 Med. Pulse Laser RL(R) 4 6 [P] — 2 4 6
1 Med. Pulse Laser LL(R) 4 6 [P] — 2 4 6

Left Right
BV: 2,286 Torso Rear Torso Rear
(11) (11)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (18)
Head
Right Torso (18)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Laser 3. Lower Arm Actuator
1-3 4. Gauss Rifle 5. Sensors 1-3 4. Gauss Rifle 29
5. Gauss Rifle 6. Life Support 5. Gauss Rifle 28*
6. Gauss Rifle 6. Gauss Rifle 27
1. Gauss Rifle
Center Torso 1. Gauss Rifle Left Right 26*
2. Gauss Rifle 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Gauss Rifle 2. XL Fusion Engine 3. Gauss Rifle (14) (14)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Gauss Rifle 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (27)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (18)
Leg
(18)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Beagle Active Probe 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Laser
6. Beagle Active Probe 1-3 4. Medium Laser 16
5. Medium Laser 5. Medium Laser HEAT DATA 15*
6. Ammo (Gauss) 8 Engine Hits 6. Ammo (Gauss) 8 Heat Heat Sinks: 14*
1. Ammo (Gauss) 8
Gyro Hits 1. Ammo (Gauss) 8 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Ammo (Gauss) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Guardian ECM Suite 26 Shutdown, avoid on 10+ 11
4. Roll Again Guardian ECM Suite 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Medium Pulse Laser (R) 6. Medium Pulse Laser (R) 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(27) (27)
DC

’MECH RECORD SHEET DA

'MECH DATA WARRIOR DATA


Type: SQS-TH-002 SASQUATCH Name:
Movement Points: Tonnage: 85 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small Laser HD(R) 1 3 [DE] — 1 2 3 Center
Left Arm Torso Right Arm
3 Med. X-Pulse Laser LT 6 6 [P] — 3 6 9 (28) (28)
(40)
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22
1 Large Shield LA — 7 [E] — — — —

Left Right
Leg Center Leg
(36) Torso (36)
Rear (14)

Left Right
BV: 1.993 Torso Rear Torso Rear
(9) (9)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (18)
Head
Right Torso (18)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Small Laser (R) 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Gauss Rifle 29
5. Large Shield 6. Life Support 5. Gauss Rifle 28*
6. Large Shield 6. Gauss Rifle 27
1. Large Shield
Center Torso 1. Gauss Rifle Left Right 26*
2. Large Shield 1. XXL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Large Shield 2. XXL Fusion Engine 3. Gauss Rifle (14) (14)
4-6 3. XXL Fusion Engine 4-6 4. 24*
4. Large Shield 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Large Shield 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (27)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XXL Fusion
XXL Fusion
Engine
Engine
Right Torso (18)
Leg
(18)
19*
1. XXL Fusion Engine 4-6 4. XXL Fusion Engine
1. XXL Fusion Engine 18*
2. XXL Fusion Engine 2. XXL Fusion Engine
5. XXL Fusion Engine 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
6. XXL Fusion Engine 1-3 4. XXL Fusion Engine 16
5. XXL Fusion Engine 5. XXL Fusion Engine HEAT DATA 15*
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Heat Heat Sinks: 14*
1. Medium X-Pulse Laser
Gyro Hits 1. Ammo (Gauss) 8 Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Medium X-Pulse Laser 2. Ammo (Gauss) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. Medium X-Pulse Laser Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(27) (27)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: JG-R9T2 JUGGERNAUT Name:
Movement Points: Tonnage: 90 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium X-Pulse Laser HD 6 6 [P] — 3 6 9 Center
Left Arm Torso Right Arm
1 Large X-Pulse Laser CT 14 9 [P] — 5 10 15 (28) (28)
(41)
6 Machine Gun RT 0 2 [DB,AI] — 1 2 3
6 Machine Gun LT 0 2 [DB,AI] — 1 2 3
1 Large X-Pulse Laser RA 14 9 [P] — 5 10 15
1 Medium X-Pulse Laser RA 6 6 [P] — 3 6 9 Left Right
1 Large X-Pulse Laser LA 14 9 [P] — 5 10 15 Leg Center Leg
(36) Torso (36)
1 Medium X-Pulse Laser LA 6 6 [P] — 3 6 9
Rear (14)

Left Right
BV: 1,916 Torso Rear Torso Rear
(9) (9)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium X-Pulse Laser 3. Lower Arm Actuator
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Double Heat Sink 1. Fusion Engine 2. Double Heat Sink Arm Arm 25*
3. Double Heat Sink 2. Fusion Engine 3. Double Heat Sink (15) (15)
4-6 3. Fusion Engine 4-6 4. 24*
4. Large X-Pulse Laser 1-3 4. Gyro
Large X-Pulse Laser
Center 23*
5. Large X-Pulse Laser 5. Large X-Pulse Laser
5. Gyro Torso
6. Medium X-Pulse Laser 6. Medium X-Pulse Laser 22*
6. Gyro (29)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (19)
Leg
(19)
19*
1. Double Heat Sink 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. Double Heat Sink 2. Double Heat Sink
5. Large X-Pulse Laser 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Machine Gun
6. Large X-Pulse Laser 1-3 4. Machine Gun 16
5. Machine Gun 5. Machine Gun HEAT DATA 15*
6. Machine Gun Engine Hits 6. Machine Gun Heat Heat Sinks: 14*
1. Machine Gun
Gyro Hits 1. Machine Gun Level* Effects 16 (32) 13*
Sensor Hits 30 Shutdown Double
2. Machine Gun 2. Machine Gun 12
28 Ammo Exp. avoid on 8+
4-6
3. Machine Gun Life Support 3.
4-6 4.
Machine Gun 26 Shutdown, avoid on 10+ 11
4. Ammo (Machine Gun) 100 Ammo (Machine Gun) 100 25 –5 Movement Points
5. Coolant Pod 5. Coolant Pod 10*
24 +4 Modifier to Fire
6. Coolant Pod 6. Coolant Pod 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: ALB-3U ALBATROSS Name:
Movement Points: Tonnage: 95 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 15 RT 5 1/Msl. 6 7 14 21 Center
Left Arm Torso Right Arm
[M,C,S] (21) (21)
(37)
1 SRM 6 RT 4 2/Msl. — 3 6 9
[M,C,S]
1 ER Large Laser LT 12 8 [DE] — 7 14 19
1 Large Pulse Laser RA 10 9 [P] — 3 7 10 Left Right
2 Medium Laser RA 3 5 [DE] — 3 6 9 Leg Center Leg
(23) Torso (23)
1 LB 10-X AC LA 2 10 — 6 12 18
Rear (10)
[DB,C/F/S]

Left Right
BV: 1,668 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. LB 10-X AC 5. Sensors 1-3 4. Large Pulse Laser 29
5. LB 10-X AC 6. Life Support 5. Large Pulse Laser 28*
6. LB 10-X AC 6. Medium Laser 27
1. LB 10-X AC
Center Torso 1. Medium Laser Left Right 26*
2. LB 10-X AC 1. XL Fusion Engine 2. Roll Again Arm Arm 25*
3. LB 10-X AC 2. XL Fusion Engine 3. Roll Again (16) (16)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (30)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (20)
Leg
(20)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. ER Large Laser
6. Roll Again 1-3 4. LRM 15 16
5. ER Large Laser 5. LRM 15 HEAT DATA 15*
6. Ammo (LB-X) 10 Engine Hits 6. LRM 15 Heat Heat Sinks: 14*
1. Ammo (LB-X Cluster) 10
Gyro Hits 1. SRM 6 Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. CASE 2. SRM 6 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Ammo (SRM 6) 15 26 Shutdown, avoid on 10+ 11
4. Roll Again Ammo (LRM 15) 8 25 –5 Movement Points
5. Roll Again 5. Ammo (LRM 15) 8 10*
24 +4 Modifier to Fire
6. Roll Again 6. CASE 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MR-V2 CERBERUS Name:
Movement Points: Tonnage: 95 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS HD 1 — [PD] — — — — Center
Left Arm Torso Right Arm
1 Machine Gun RT (R) 0 2 [DB,AI] — 1 2 3 (19) (19)
(35)
2 Med. Pulse Laser RT 4 6 [P] — 2 4 6
1 Machine Gun LT (R) 0 2 [DB,AI] — 1 2 3
2 Med. Pulse Laser LT 4 6 [P] — 2 4 6
1 Gauss Rifle RA 1 15 [DB,X] 2 7 15 22 Left Right
1 Gauss Rifle LA 1 15 [DB,X] 2 7 15 22 Leg Center Leg
(19) Torso (19)
Rear (15)

Left Right
BV: 2,001 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. AMS 3. Lower Arm Actuator
1-3 4. Gauss Rifle 5. Sensors 1-3 4. Gauss Rifle 29
5. Gauss Rifle 6. Life Support 5. Gauss Rifle 28*
6. Gauss Rifle 6. Gauss Rifle 27
1. Gauss Rifle
Center Torso 1. Gauss Rifle Left Right 26*
2. Gauss Rifle 1. XL Fusion Engine 2. Gauss Rifle Arm Arm 25*
3. Gauss Rifle 2. XL Fusion Engine 3. Gauss Rifle (16) (16)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Gauss Rifle 1-3 4. Gyro
Gauss Rifle
Center 23*
5. Ammo (Gauss) 8 5. Ammo (Gauss) 8
5. Gyro Torso
6. Ammo (Gauss) 8 6. Ammo (Gauss) 8 22*
6. Gyro (30)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (20)
Leg
(20)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Ammo (Machine Gun) 100 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Pulse Laser
6. Ammo (AMS) 12 1-3 4. Medium Pulse Laser 16
5. Medium Pulse Laser 5. Medium Pulse Laser HEAT DATA 15*
6. Machine Gun (R) Engine Hits 6. Machine Gun (R) Heat Heat Sinks: 14*
1. Endo Steel
Gyro Hits 1. Endo Steel Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Endo Steel Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(30) (30)
DC DC

’MECH RECORD SHEET DA DA

'MECH DATA WARRIOR DATA


Type: CLS-4S COLOSSUS Name:
Movement Points: Tonnage: 95 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LB 20-X AC LT 6 20 — 4 8 12 Center
Left Arm Torso Right Arm
[DB,C/F/S] (32) (32)
(40)
1 Large X-Pulse Laser RA 14 9 [P] — 5 10 15
1 Medium X-Pulse Laser RA 6 6 [P] — 5 10 15
1 Small Shield RA — 3 [E] — — — —
1 Large X-Pulse Laser LA 14 9 [P] — 5 10 15 Left Right
1 Medium X-Pulse Laser LA 6 6 [P] — 5 10 15 Leg Center Leg
(38) Torso (38)
1 Small Shield LA — 3 [E] — — — —
Rear (19)

Left Right
BV: 2,392 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Large X-Pulse Laser 4. Endo Steel 3. Large X-Pulse Laser
1-3 4. Large X-Pulse Laser 5. Sensors 1-3 4. Large X-Pulse Laser 29
5. Medium X-Pulse Laser 6. Life Support 5. Medium X-Pulse Laser 28*
6. Small Shield 6. Small Shield 27
1. Small Shield
Center Torso 1. Small Shield Left Right 26*
2. Small Shield 1. Fusion Engine 2. Small Shield Arm Arm 25*
3. Endo Steel 2. Fusion Engine 3. Endo Steel (16) (16)
4-6 3. Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (30)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (20)
Leg
(20)
19*
1. LB 20-X AC 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. LB 20-X AC 2. Double Heat Sink
5. Jump Jet 17*
3. LB 20-X AC 3. Double Heat Sink
1-3 4. LB 20-X AC
6. Endo Steel 1-3 4. Double Heat Sink 16
5. LB 20-X AC 5. Double Heat Sink HEAT DATA 15*
6. LB 20-X AC Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. LB 20-X AC
Gyro Hits 1. Ammo (LB-X) 5 Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. LB 20-X AC 2. Ammo (LB-X) 5 12
28 Ammo Exp. avoid on 8+
4-6
3. LB 20-X AC Life Support 3.
4-6 4.
Ammo (LB-X Cluster) 5 26 Shutdown, avoid on 10+ 11
4. LB 20-X AC Ammo (LB-X Cluster) 5 25 –5 Movement Points
5. LB 20-X AC 5. CASE 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(26) (26)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: NG-C3A NAGINATA Name:
Movement Points: Tonnage: 95 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 15 RT 5 1/Msl. 6 7 14 21 Center
Left Arm Torso Right Arm
/w Artemis IV FCS [M,C,S] (25) (25)
(35)
1 C³ Master LT 0 [E] — 5 10 15
1 LRM 15 LT 5 1/Msl. 6 7 14 21
/w Artemis IV FCS [M,C,S]
1 LRM 15 RA 5 1/Msl. 6 7 14 21 Left Right
/w Artemis IV FCS [M,C,S] Leg Center Leg
(32) Torso (32)
1 ER PPC LA 15 10 [DE] — 7 14 23
Rear (14)

Left Right
BV: 1,954 Torso Rear Torso Rear
(8) (8)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Hand Actuator 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Double Heat Sink
Center Torso 1. Double Heat Sink Left Right 26*
2. Double Heat Sink 1. Fusion Engine 2. LRM 15 Arm Arm 25*
3. Double Heat Sink 2. Fusion Engine 3. LRM 15 (16) (16)
4-6 3. Fusion Engine 4-6 4. 24*
4. ER PPC 1-3 4. Gyro
LRM 15
Center 23*
5. ER PPC 5. Artemis IV FCS
5. Gyro Torso
6. ER PPC 6. Roll Again 22*
6. Gyro (30)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (20)
Leg
(20)
19*
1. LRM 15 4-6 4. Fusion Engine
1. Double Heat Sink 18*
2. LRM 15 2. Double Heat Sink
5. Roll Again 17*
3. LRM 15 3. Double Heat Sink
1-3 4. Artemis IV FCS
6. Roll Again 1-3 4. LRM 15 16
5. Ammo (LRM Artemis) 8 5. LRM 15 HEAT DATA 15*
6. Ammo (LRM Artemis) 8 Engine Hits 6. LRM 15 Heat Heat Sinks: 14*
1. C³ Master
Gyro Hits 1. Artemis IV FCS Level* Effects 15 (30) 13*
Sensor Hits 30 Shutdown Double
2. C³ Master 2. Ammo (LRM Artemis) 8 12
28 Ammo Exp. avoid on 8+
4-6
3. C³ Master Life Support 3.
4-6 4.
Ammo (LRM Artemis) 8 26 Shutdown, avoid on 10+ 11
4. C³ Master Ammo (LRM Artemis) 8 25 –5 Movement Points
5. C³ Master 5. Ammo (LRM Artemis) 8 10*
24 +4 Modifier to Fire
6. CASE 6. CASE 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(32) (32)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BEHEMOTH 2 Name:
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 5 Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS HD 1 2 [PD] — — — — Center
Left Arm Torso Right Arm
1 Gauss Rifle RT 1 15 [DB,X] 2 7 15 22 (34) (34)
(44)
1 Heavy Med. Laser RT(R) 7 10 [DE] — 3 6 9
1 Gauss Rifle LT 1 15 [DB,X] 2 7 15 22
1 Heavy Med. Laser LT(R) 7 10 [DE] — 3 6 9
1 Heavy Large Laser RA 18 16 [DE] — 5 10 15 Left Right
1 Heavy Med. Laser RA 7 10 [DE] — 3 6 9 Leg Center Leg
(42) Torso (42)
1 Heavy Small Laser RA 3 6 [DE] — 1 2 3
Rear (15)
1 Heavy Large Laser LA 18 16 [DE] — 5 10 15
1 Heavy Med. Laser LA 7 10 [DE] — 3 6 9
1 Heavy Small Laser LA 3 6 [DE] — 1 2 3
1 A-Pod RL — [PD,OS,AI] — — — —
1 A-Pod LL — [PD,OS,AI] — — — —

Left Right
BV: 3,107 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (21)
Head
Right Torso (21)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Double Heat Sink 4. AMS 3. Double Heat Sink
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink 29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink 27
1. Heavy Large Laser
Center Torso 1. Heavy Large Laser Left Right 26*
2. Heavy Large Laser 1. XL Fusion Engine 2. Heavy Large Laser Arm Arm 25*
3. Heavy Large Laser 2. XL Fusion Engine 3. Heavy Medium Laser (17) (17)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Heavy Medium Laser 1-3 4. Gyro
Heavy Medium Laser
Center 23*
5. Heavy Medium Laser 5. Heavy Medium Laser
5. Gyro Torso
6. Heavy Small Laser 6. Heavy Small Laser 22*
6. Gyro (31)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (21)
Leg
(21)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. Gauss Rifle 3. Gauss Rifle
1-3 4. Gauss Rifle
6. Ammo (AMS) 24 1-3 4. Gauss Rifle 16
5. Gauss Rifle 5. Gauss Rifle HEAT DATA 15*
6. Gauss Rifle Engine Hits 6. Gauss Rifle Heat Heat Sinks: 14*
1. Gauss Rifle
Gyro Hits 1. Gauss Rifle Level* Effects 16 (32) 13*
Sensor Hits 30 Shutdown Double
2. Gauss Rifle 2. Gauss Rifle 12
28 Ammo Exp. avoid on 8+
4-6
3. Heavy Medium Laser (R) Life Support 3.
4-6 4.
Heavy Medium Laser (R) 26 Shutdown, avoid on 10+ 11
4. Heavy Medium Laser (R) Heavy Medium Laser (R) 25 –5 Movement Points
5. Ammo (Gauss) 8 5. Ammo (Gauss) 8 10*
24 +4 Modifier to Fire
6. Ammo (Gauss) 8 6. Ammo (Gauss) 8 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. A-Pod 6. A-Pod 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(31) (31)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: BRZ-A3 BERSERKER Name:
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 [8] Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Flamer HD 3 2 — 1 2 3 Center
Left Arm Torso Right Arm
[DE,H,AI] (34) (34)
(46)
1 AMS CT 1 — [PD] — — — —
1 Guardian ECM RT — [E] — — — 6
Suite
1 Large Pulse Laser RT 10 9 [P] — 3 7 10 Left Right
1 Large Pulse Laser LT 10 9 [P] — 3 7 10 Leg Center Leg
(38) Torso (38)
1 Hatchet RA — 20 — — — —
Rear (15)
1 ER PPC LA 15 10 [DE] — 7 14 23

Left Right
BV: 2,117 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (21)
Head
Right Torso (21)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Flamer 3. Lower Arm Actuator
1-3 4. ER PPC 5. Sensors 1-3 4. Hand Actuator 29
5. ER PPC 6. Life Support 5. Hatchet 28*
6. ER PPC 6. Hatchet 27
1. Endo Steel
Center Torso 1. Hatchet Left Right 26*
2. Endo Steel 1. XL Fusion Engine 2. Hatchet Arm Arm 25*
3. Roll Again 2. XL Fusion Engine 3. Hatchet (17) (17)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Hatchet
Center 23*
5. Roll Again 5. Hatchet
5. Gyro Torso
6. Roll Again 6. Endo Steel 22*
6. Gyro (31)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (21)
Leg
(21)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. AMS 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Large Pulse Laser
6. Ammo (AMS) 12 1-3 4. Large Pulse Laser 16
5. Large Pulse Laser 5. Large Pulse Laser HEAT DATA 15*
6. MASC Engine Hits 6. Guardian ECM Suite Heat Heat Sinks: 14*
1. MASC
Gyro Hits 1. Guardian ECM Suite Level* Effects 16 (32) 13*
Sensor Hits 30 Shutdown Double
2. MASC 2. Endo Steel 12
28 Ammo Exp. avoid on 8+
4-6
3. MASC Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. MASC Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Endo Steel 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(31) (31)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: T-IT-N10M GRAND TITAN Name:
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Clan Invasion

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 AMS HD 1 — [PD] — — — — Center
Left Arm Torso Right Arm
1 Small Pulse Laser RT(R) 2 3 [P,Ai] — 1 2 3 (29) (29)
(42)
1 SRM 6 RT 4 2/Msl. — 3 6 9
/w Artemis IV FCS [M,C,S]
1 Small Pulse Laser LT(R) 2 3 [P,AI] — 1 2 3
1 SRM 6 LT 4 2/Msl. — 3 6 9 Left Right
/w Artemis IV FCS [M,C,S] Leg Center Leg
(38) Torso (38)
2 Large Pulse Laser RA 10 9 [P] — 3 7 10
Rear (19)
1 Med. Pulse Laser RA 4 6 [P] — 2 4 6
1 LRM 15 LA 5 1/Msl. 6 7 14 21
/w Artemis IV FCS [M,C,S]
1 Med. Pulse Laser LA 4 6 [P] — 2 4 6

Left Right
BV: 1,817 Torso Rear Torso Rear
(11) (11)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (21)
Head
Right Torso (21)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. AMS 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. LRM 15 6. Life Support 5. Large Pulse Laser 28*
6. LRM 15 6. Large Pulse Laser 27
1. LRM 15
Center Torso 1. Large Pulse Laser Left Right 26*
2. Artemis IV FCS 1. XL Fusion Engine 2. Large Pulse Laser Arm Arm 25*
3. Medium Pulse Laser 2. XL Fusion Engine 3. Medium Pulse Laser (17) (17)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Endo Steel 1-3 4. Gyro
Endo Steel
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (31)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (21)
Leg
(21)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Ammo (AMS) 12 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. SRM 6
6. Endo Steel 1-3 4. SRM 6 16
5. SRM 6 5. SRM 6 HEAT DATA 15*
6. Artemis IV FCS Engine Hits 6. Artemis IV FCS Heat Heat Sinks: 14*
1. Small Pulse Laser (R)
Gyro Hits 1. Small Pulse Laser (R) Level* Effects 12 (24) 13*
Sensor Hits 30 Shutdown Double
2. Ammo (SRM 6 Artemis) 15 2. Ammo (SRM 6 Artemis) 15 12
28 Ammo Exp. avoid on 8+
4-6
3. Ammo (LRM Artemis) 8 Life Support 3.
4-6 4.
Endo Steel 26 Shutdown, avoid on 10+ 11
4. Ammo (LRM Artemis) 8 Endo Steel 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Roll Again 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: GTR-1 GREAT TURTLE Name: Left Right
Torso Torso
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill: (32) (32)
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 4 (Experimental) Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Era: Civil War

Weapons & Equipment Inventory (hexes)


Center
Qty Type Loc Ht Dmg Min Sht Med Lng Torso
1 Med. X-Pulse Laser HD 6 6 [P] — 3 6 9 (46)
1 Large X-Pulse Laser RT 14 9 [P] — 5 10 15
1 Targeting Computer RT — [E] — — — —
2 Med. X-Pulse Laser LT 6 6 [P] — 3 6 9

Left Hardened Right


Left Rear Leg Rear Leg Right
Front Leg (42) (42) Front Leg
(42) (42)

Left Right
Torso Rear Torso Rear
BV: 3,152
(10) (10)
Center Torso Rear (16)
CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Head Overflow
1. Sensors Left Head Right
2. Sensors Torso Torso
3. Medium X-Pulse Laser (XX) (XX)
30*
4. Endo Steel
Left Front Leg 5. Endo Steel
Right Front Leg 29
1. Hip 6. Roll Again 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator 27
4. Foot Actuator
Center Torso 4. Foot Actuator Left Right 26*
5. Endo Steel 1. Fusion Engine 5. Endo Steel Front Leg Front Leg 25*
6. Endo Steel 2. Fusion Engine 6. Endo Steel (XX) (XX)
3. Fusion Engine 24*
1-3 4. Compact Gyro Center 23*
5. Compact Gyro Torso 22*
6. Fusion Engine Left (XX) Right
21
Rear Leg Rear Leg
1. Fusion Engine 20*
(XX) (XX)
Left Torso 2.
3.
Fusion Engine
Torso-Mounted Cockpit
Right Torso 19*
1. Life Support 4-6 4. Sensors
1. Life Support 18*
2. Double Heat Sink 2. Double Heat Sink
5. Jump Jet 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Medium X-Pulse Laser Engine Hits 6. Large X-Pulse Laser Heat Heat Sinks: 14*
1. Medium X-Pulse Laser
Gyro Hits 1. Large X-Pulse Laser Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Targeting Computer 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Targeting Computer 26 Shutdown, avoid on 10+ 11
4. Endo Steel Targeting Computer 25 –5 Movement Points
5. Endo Steel 5. Targeting Computer 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Rear Leg Right Rear Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(32) (32)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: KRAKEN 4 Name:
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Clan Hits Taken 1 2 3 4 5 6
Running: 5 Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Civil War

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 ATM 6 RT 4 [M,C,S] Center
Left Arm Torso Right Arm
Standard 2/Msl. 4 5 10 15 (34) (34)
(46)
Extended-Range 1/Msl. 4 9 18 27
High-Explosive 3/Msl. — 3 6 9
1 Large Laser RT 12 10 [DE] — 8 15 25
1 ATM 6 LT 4 [M,C,S] Left Right
Standard 2/Msl. 4 5 10 15 Leg Center Leg
(42) Torso (42)
Extended-Range 1/Msl. 4 9 18 27
Rear (13)
High-Explosive 3/Msl. — 3 6 9
1 Ultra AC/20 RA 7 20 — 4 8 12
[DB,R,C]
1 Ultra AC/20 LA 7 20 — 4 8 12
[DB,R,C]

Left Right
BV: 2,709 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm (CASE) 1. Life Support Right Arm (CASE) Left Torso (21)
Head
Right Torso (21)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Ultra AC/20 4. Roll Again 3. Ultra AC/20
1-3 4. Ultra AC/20 5. Sensors 1-3 4. Ultra AC/20 29
5. Ultra AC/20 6. Life Support 5. Ultra AC/20 28*
6. Ultra AC/20 6. Ultra AC/20 27
1. Ultra AC/20
Center Torso 1. Ultra AC/20 Left Right 26*
2. Ultra AC/20 1. XL Fusion Engine 2. Ultra AC/20 Arm Arm 25*
3. Ultra AC/20 2. XL Fusion Engine 3. Ultra AC/20 (17) (17)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. Ultra AC/20 1-3 4. Gyro
Ultra AC/20
Center 23*
5. Ammo (Ultra AC) 5 5. Ammo (Ultra AC) 5
5. Gyro Torso
6. Ammo (Ultra AC) 5 6. Ammo (Ultra AC) 5 22*
6. Gyro (31)
21
1. Gyro Left Right
20*
Leg
Left Torso (CASE) 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (CASE) (21)
Leg
(21)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Double Heat Sink 17*
3. Double Heat Sink 3. ATM 6
1-3 4. Double Heat Sink
6. Double Heat Sink 1-3 4. ATM 6 16
5. Double Heat Sink 5. ATM 6 HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. ATM 6 Heat Heat Sinks: 14*
1. ATM 6
Gyro Hits 1. ATM 6 Level* Effects 17 (34) 13*
Sensor Hits 30 Shutdown Double
2. ATM 6 2. ATM 6 12
28 Ammo Exp. avoid on 8+
4-6
3. ATM 6 Life Support 3.
4-6 4.
ER Large Laser 26 Shutdown, avoid on 10+ 11
4. Ammo (ATM) 10 Ammo (ATM) 10 25 –5 Movement Points
5. Ammo (Ultra AC) 5 5. Ammo (ATM ER) 10 10*
24 +4 Modifier to Fire
6. Ammo (Ultra AC) 5 6. Ammo (ATM HE) 10 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Double Heat Sink 5. Double Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: BASHKIR PRIME Nose Damage
Thrust: Tonnage: 20 Threshold (Total Armor)
Safe Thrust: 13 Tech Base: Clan 2 (19)
Key:-
Maximum Thrust: 20 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Small Laser [DE] N 2 5 — — —
1 Streak SRM 2 [M,C] N 2 4 4 — —
1 ER Medium Laser [DE] L/RW 5 7 7 — —

Structural
Integrity:
13
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (17) 2 (17)
Ammo (CASE): (Streak SRM 2) 50
Fuel: 240 Points

BV: 1,108

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (14)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 11 (22)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: VANDAL PRIME Nose Damage
Thrust: Tonnage: 30 Threshold (Total Armor)
Safe Thrust: 14 Tech Base: Clan 3 (29)
Key:-
Maximum Thrust: 21 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 Active Probe [E] N 0 — — — —
2 ER Small Laser [DE] N 2 5 — — —

Structural
Integrity:
14
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (20) 2 (20)

Fuel: 320 Points

BV: 525

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (17)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: AVAR PRIME Nose Damage
Thrust: Tonnage: 35 Threshold (Total Armor)
Safe Thrust: 10 Tech Base: Clan 5 (42)
Key:-
Maximum Thrust: 15 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Large Laser [DE] N 12 10 10 10 10
1 Md. Pulse Laser [P] N 4 7 7 — —
1 Streak SRM 6 [M,C] N 4 12 12 — —
1 Med. Pulse Laser [P] L/RW 4 7 7 — —

Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (32) 4 (32)
Ammo (CASE): (Streak SRM 6) 15
Fuel: 240 Points

BV: 2,068

Heat
Scale
Overflow

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

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 10 (20)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: BATU PRIME Nose Damage
Thrust: Tonnage: 40 Threshold (Total Armor)
Safe Thrust: 9 Tech Base: Clan 5 (50)
Key:-
Maximum Thrust: 14 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Large Laser [DE] N 12 10 10 10 10
1 Targeting Computer [E] N 0 — — — —
2 Med. Pulse Laser [P] L/RW 4 7 7 — —
1 ER Medium Laser [DE] A 5 7 7 — —

Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (38) 4 (38)

Fuel: 240 Points

BV: 2,495

Heat
Scale
Overflow

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

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 12 (24)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SULLA PRIME Nose Damage
Thrust: Tonnage: 45 Threshold (Total Armor)
Safe Thrust: 9 Tech Base: Clan 5 (46)
Key:-
Maximum Thrust: 14 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER PPC [DE] N 15 15 15 15 —
1 ER Large Laser [DE] L/RW 12 10 10 10 10
1 ER Small Laser [DE] A 2 5 — — —

Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (41) 5 (41)

Fuel: 400 Points

BV: 2,489

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (35)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 13 (26)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: TURK PRIME Nose Damage
Thrust: Tonnage: 50 Threshold (Total Armor)
Safe Thrust: 7 Tech Base: Clan 5 (48)
Key:-
Maximum Thrust: 11 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Large Laser [DE] L/RW 12 10 10 10 10
1 ER PPC [DE] L/RW 15 15 15 15 —

Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (44) 5 (44)

Fuel: 400 Points

BV: 2,668

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (46)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 16 (32)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: VISIGOTH PRIME Nose Damage
Thrust: Tonnage: 60 Threshold (Total Armor)
Safe Thrust: 7 Tech Base: Clan 7 (65)
Key:-
Maximum Thrust: 11 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
3 ER Medium Laser [DE] N 5 7 7 — —
1 LB 10-X AC N 2 10 10 — —
[DV,C,F,S]
1 Small Pulse Laser [P,AI] L/RW 2 3 — — —
1 Streak SRM 4 [M,C] L/RW 3 8 8 — —
2 ER Medium Laser [DE] A 5 7 7 — —

Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
Ammo (CASE): (LB-10X Cluster) 30, 5 (47) 5 (47)
(Streak SRM 4) 50
Fuel: 400 Points

BV: 2,139

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (42)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 16 (32)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: JAGATAI PRIME Nose Damage
Thrust: Tonnage: 70 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Clan 7 (65)
Key:-
Maximum Thrust: 9 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 LRM 20 [M,C,S] N 6 12 12 12 —
1 ER PPC [DE] L/RW 15 15 15 15 —
1 Large Pulse Laser [P] L/RW 10 10 10 10 —
1 Large Pulse Laser [P] A 10 10 10 10 —

Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (50) 5 (50)
Ammo (CASE): (LRM 20) 12
Fuel: 320 Points

BV: 2,827

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (46)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 17 (34)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SABUTAI PRIME Nose Damage
Thrust: Tonnage: 75 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Clan 7 (62)
Key:-
Maximum Thrust: 9 Era: Clan Invasion HE - High Explosive
LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Small Laser [DE] N 2 5 — — —
1 Gauss Rifle [DB,X] N 1 15 15 15 —
1 ER PPC [DE] L/RW 15 15 15 15 —
1 Large Pulse Laser [P] L/RW 10 10 10 10 —
2 ER Small Laser [DE] A 2 5 — — —

Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (45) 5 (45)
Ammo (CASE): (Gauss) 8
Fuel: 240 Points

BV: 3,210

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (40)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 21 (42)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: JENGIZ PRIME Nose Damage
Thrust: Tonnage: 80 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Clan 9 (85)
Key:-
Maximum Thrust: 8 Era: Succession HE - High Explosive
War LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER PPC [DE] N 15 15 15 15 —
1 ER Small Laser [DE] N 2 5 — — —
1 LB 10-X AC N 2 10 10 — —
[DB,C,F,S]
1 Med. Pulse Laser [P] N 4 7 7 — —
1 Large Pulse Laser [P] L/RW 10 10 10 — —
1 Med. Pulse Laser [P] L/RW 4 7 7 — —
1 SRM 6 [M,C] L/RW 4 8 — — — Structural
1 ECM Suite [E] A 0 — — — — Integrity:
1 Med. Pulse Laser [P] A 4 7 7 — — 8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
7 (63) 7 (63)
Ammo (CASE): (SRM 6) 30, (LB-10X Cluster) 10
Fuel: 320 Points

BV: 3,015

Heat
Scale
Overflow

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

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 20 (40)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: SCYTHA PRIME Nose Damage
Thrust: Tonnage: 90 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Clan 9 (89)
Key:-
Maximum Thrust: 9 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 ER Large Laser [DE] N 12 10 10 10 10
1 ER Small Laser [DE] N 2 5 — — —
1 Ultra AC/20 [DB,R/C] N 7 30 30 — —
2 ER Large Laser [DE] L/RW 12 10 10 10 10
2 ER Medium Laser [DE] A 5 7 7 — —

Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
7 (66) 7 (66)
Ammo (CASE): (Ultra AC/20) 10
Fuel: 320 Points

BV: 3,232

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (47)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 26 (52)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: KIRGHIZ PRIME Nose Damage
Thrust: Tonnage: 100 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Clan 9 (84)
Key:-
Maximum Thrust: 8 Era: Succession HE - High Explosive
Wars LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 LB 10-X AC [DB,C,F,S] N 2 10 10 10 —
1 ER Large Laser [DE] L/RW 12 10 10 10 10
1 Gauss Rifle [DB,X] L/RW 1 15 15 15 —
1 ER Small Laser [DE] A 2 5 — — —
2 Streak SRM 6 [M,C] A 4 12 12 — —

Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
Ammo (CASE): (LB-10X Cluster) 20, (Gauss) 32, 7 (62) 7 (62)
(Streak SRM 6) 30
Fuel: 400 Points

BV: 3,046

Heat
Scale
Overflow

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

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 20 (40)
Gunnery Skill: Piloting Skill: 30 Shutdown Double 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Warrior Trilogy Omnibus
The marriage of Hanse Davion to Melissa Steiner unites two Great Houses, upsetting the balance of power
among the stars. While some hope this may bring an end to centuries of warfare, dark forces rally in an
effort to destory this union before it is even born.
Welcome back to the Inner Sphere—where BattleMechs rule the day, betrayal is state policy, and a spy’s
loyalty is always for sale.
In addition to covering the breadth of the Fourth Succession War, all the action and intrigue of the gaming
world of Solaris VII is experienced through the seminal Warrior Trilogy Omnibus (En Guard, Riposte, Coupe).

Purchase the ebook of the entire omnibus for just $9.99 today at www.battlecorps.com/catalog!

the future of your battles


As described in the bio below, no one ultimately knows whether Gray Noton piloted a modified Rifleman or whether he was really just that good.
The following pages include the record sheet for the most common Succession Wars era variant for the Rifleman, as well record sheets for several
more exotic possible variants he was claimed to pilot. Read the bio below, then use the noted special piloting abilities and take each variant for
a spin to make up your own mind concerning one of the greatest Solaris Champions in history!

Gray Noton
In more than 250 years of conflict, only the Legend-Killer, Gray Noton, claimed
championship seven years running (3016-22).
Arriving on Solaris VII as a stowaway, Noton learned to pilot a BattleMech in the Class
One arenas and then left Solaris for several years to fight as a mercenary. Upon his return
in 3015 with a brand-new Rifleman, he announced his intention to compete in the Class
Five arenas. Despite a host of detractors claiming a 60-ton BattleMech couldn’t possibly
compete in an arena often battling assault ’Mechs, Noton claimed victory after victory.
Not surprising for such an infamous gladiatorial star, rumors swirled around Gray
Noton like a constant fusillade of laser fire. From his supposed dabbling in espionage
and assassination—using his modest import/export business after his retirement in
3022 as a front—to the un-resolved questions surrounding his mysterious death in
2027, to the often sited evidence he piloted a variant Rifleman, perhaps even mounting
long lost Star League-era technology; a spectacular claim, coming as it did in the depth
of the Third Succession War, long before the recovery of such technology.
A master of keeping secrets as well as vanquishing competitors, in seven years of
fighting, not a single nosy holovid reporter or jealous rival stable master managed to
peak under the hood of the Rifleman, only fueling the rumors his ride was not what it
appeared to be.
Regardless of whether the rumors were true or false, there is no denying one
unquestionable fact: Gray Noton was the finest MechWarrior to ever fight on Solaris VII.

SPECIAL PILOTING ABILITIES


The following Special Piloting Abilities (PSA) are similar to those found in A Time of War: The BattleTech RPG, but are specifically geared towards Solaris VII.

Arena Expert Crowd Favorite


An Arena Expert is familiar enough with a given arena he receives a The Crowd Favorite is especially adapt at moving and fighting in a
+1 Initiative modifier while fighting in that arena. Gray Noton is Arena way that appeals to the audience. He can gain double the sum of all his
Expert in Boreal Reach, The Jungle and Steiner Coliseum (see p. 10). Crowd Participation Modifiers (be it positive OR negative) to his Crowd
A Time of War-Specific Rules: A character may possess Arena Participation roll, if he elects to use the Crowd Favorite ability (see p. 14).
Expert multiple times, but each does not count towards the In order to use the Crowd Favorite ability, he may not have remained
maximum of three Gunnery-class abilities. Also, any character who stationary that turn, he must have fired all of the unit’s weapons, and he
meets the prerequisites can earn XPs towards becoming an Arena must have engaged in a physical attack if at all possible.
Expert through the use of Training (see p. 334, AToW), where the
difference between Student and Teacher is 1 with regards to the Duelist
Skill Level. Additionally, every A Duelist thrives when he is faced with only a single opponent in
time a character fights in the combat. Whenever a ‘Mech piloted by a Duelist is only opposed by a single
designated Arena will award 2 XP hostile unit, he gains a +2 Initiative modifier (this is cumulative with Arena
towards this SPA. Expert). In all other combat situations, he applies a –1 Initiative modifier.

©2011 The Topps Company, Inc. All Rights Reserved. Warrior Trilogy,
www.catalystgamelabs.com BattleTech, ’Mech, BattleMech and MechWarrior, are registered trademarks and/or
trademarks of The Topps Company, Inc. in the United States and/or other countries.
TM

ARMOR DIAGRAM
Head (6)
Left Torso Right Torso
(15) (15)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RFL-3N RIFLEMAN Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Intro) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Era: Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large Laser RA 8 8 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
1 Autocannon/5 RA 1 5 [DB] 3 6 12 18 (15) (15)
(22)
1 Large Laser LA 8 8 [DE] — 5 10 15
1 Autocannon/5 LA 1 5 [DB] 3 6 12 18
1 Medium Laser RT 3 5 [DE] — 3 6 9
1 Medium Laser LT 3 5 [DE] — 3 6 9 Left Right
Leg Center Leg
(12) Torso (12)
Rear (4)

Left Right
BV: 1,039 Torso Rear Torso Rear
(2) (2)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Large Laser 4. Roll Again 3. Large Laser
1-3 4. Large Laser 5. Sensors 1-3 4. Large Laser 29
5. Autocannon/5 6. Life Support 5. Autocannon/5 28*
6. Autocannon/5 6. Autocannon/5 27
1. Autocannon/5
Center Torso 1. Autocannon/5 Left Right 26*
2. Autocannon/5 1. Fusion Engine 2. Autocannon/5 Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. Medium Laser 4-6 4. Fusion Engine
1. Medium Laser 18*
2. Roll Again 2. Roll Again
5. Ammo (AC/5) 20 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Single Heat Sink 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(14) (14)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RFL-3N RIFLEMAN (Legend Killer) Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Intro) Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Era: Succession Wars

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Autocannon/5 RA 1 5 [DB,S] 3 6 12 18 Center
Left Arm Torso Right Arm
1 Large Laser RA 8 8 [DE] — 5 10 15 (12) (12)
(31)
1 Autocannon/5 LA 1 5 [DB,S] 3 6 12 18
1 Large Laser LA 1 8 [DE] — 5 10 15

Left Right
Leg Center Leg
(16) Torso (16)
Rear (6)

Left Right
BV: 1,101 Torso Rear Torso Rear
(4) (4)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Large Laser 4. Heat Sink 3. Large Laser
1-3 4. Large Laser 5. Sensors 1-3 4. Large Laser 29
5. Autocannon/5 6. Life Support 5. Autocannon/5 28*
6. Autocannon/5 6. Autocannon/5 27
1. Autocannon/5
Center Torso 1. Autocannon/5 Left Right 26*
2. Autocannon/5 1. Fusion Engine 2. Autocannon/5 Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. Heat Sink 4-6 4. Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. Heat Sink
5. Jump Jet 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Ammo (AC/5) 20 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 14 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RFL-3N RIFLEMAN (Legend Killer 2) Name:
Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Intro) Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Succession Wars

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Autocannon/5 RA 1 5 [DB,S] 3 6 12 18 Center
Left Arm Torso Right Arm
1 Medium Laser RA 3 5 [DE] — 3 6 9 (20) (20)
(30)
1 Autocannon/5 LA 1 5 [DB,S] 3 6 12 18
1 Medium Laser LA 3 5 [DE] — 3 6 9

Left Right
Leg Center Leg
(28) Torso (28)
Rear (9)

Left Right
BV: 1,209 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Autocannon/5 4. Roll Again 3. Autocannon/5
1-3 4. Autocannon/5 5. Sensors 1-3 4. Autocannon/5 29
5. Autocannon/5 6. Life Support 5. Autocannon/5 28*
6. Autocannon/5 6. Autocannon/5 27
1. Medium Laser
Center Torso 1. Medium Laser Left Right 26*
2. Roll Again 1. Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Fusion Engine 3. Roll Again (10) (10)
4-6 3. Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (20)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Fusion Engine
Fusion Engine
Right Torso (14)
Leg
(14)
19*
1. Jump Jet 4-6 4. Fusion Engine
1. Jump Jet 18*
2. Jump Jet 2. Jump Jet
5. Ammo (AC/5) 20 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 11 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: RFL-3N-2 RIFLEMAN II (Legend Killer) Name:
Movement Points: Tonnage: 80 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 Consciousness# 3 5 7 10 11 Dead
Jumping: 4 Era: Succession Wars

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 LB 10-X AC RA 2 10 — 6 12 18 Center
Left Arm Torso Right Arm
[DB,C/F/S] (21) (21)
(31)
1 Large Laser RA 8 8 [DE] — 5 10 15
1 Medium Laser RT 3 5 [DE] — 3 6 9
1 LB 10-X AC LA 2 10 — 6 12 18
[DB,C/F/S] Left Right
1 Large Laser LA 8 8 [DE] — 5 10 15 Leg Center Leg
(26) Torso (26)
1 Medium Laser LT 3 5 [DE] — 3 6 9
Rear (10)

Left Right
BV: 1,768 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


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

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator
30*
3. Large Laser 4. Roll Again 3. Large Laser
1-3 4. Large Laser 5. Sensors 1-3 4. Large Laser 29
5. LB 10-X AC 6. Life Support 5. LB 10-X AC 28*
6. LB 10-X AC 6. LB 10-X AC 27
1. LB 10-X AC
Center Torso 1. LB 10-X AC Left Right 26*
2. LB 10-X AC 1. XL Fusion Engine 2. LB 10-X AC Arm Arm 25*
3. LB 10-X AC 2. XL Fusion Engine 3. LB 10-X AC (13) (13)
4-6 3. XL Fusion Engine 4-6 4. 24*
4. LB 10-X AC 1-3 4. Gyro
LB 10-X AC
Center 23*
5. Endo Steel 5. Endo Steel
5. Gyro Torso
6. Endo Steel 6. Endo Steel 22*
6. Gyro (25)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso (17)
Leg
(17)
19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Jump Jet 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
6. Jump Jet 1-3 4. Double Heat Sink 16
5. Medium Laser 5. Double Heat Sink HEAT DATA 15*
6. Ammo (LB 10-X) 10 Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Ammo (LB 10-X Cluster) 10
Gyro Hits 1. Jump Jet Level* Effects 13 (26) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Medium Laser 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Ammo (LB 10-X) 10 26 Shutdown, avoid on 10+ 11
4. Endo Steel Ammo (LB 10-X Cluster) 10 25 –5 Movement Points
5. Endo Steel 5. Endo Steel 10*
24 +4 Modifier to Fire
6. Roll Again 6. Endo Steel 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

BattleTech Eras will forge a new Star League, something hundreds of years of warfare
failed to accomplish. In addition, the Clans will act as a catalyst for a
The BattleTech universe is a living, vibrant entity that grows each
technological renaissance.
year as more sourcebooks and fiction are published. A dynamic
universe, its setting and characters evolve over time within a highly
CIVIL WAR (3062, 3067)
detailed continuity framework, bringing everything to life in a way a
The Clan threat is eventually lessened
static game universe cannot match.
with the complete destruction of a Clan.
However, the same dynamic energy that makes BattleTech so com-
With that massive external threat appar-
pelling can also make it confusing, with so many sourcebooks pub-
ently neutralized, internal conflicts explode
lished over the years. As people encounter BattleTech, get hooked and
around the Inner Sphere. House Liao conquers
start to obtain sourcebooks, they need to know where a particular
its former Commonality, the St. Ives Compact; a rebellion of military
sourcebook is best used along the BattleTech timeline.
units belonging to House Kurita sparks a war with their powerful
To help quickly and easily convey the timeline of the BattleTech uni-
border enemy, Clan Ghost Bear; the fabulously powerful Federated
verse—and to allow a player to easily “plug in” a given sourcebook—
Commonwealth of House Steiner and House Davion collapses into five
we’ve divided BattleTech into six major eras. (For those that own the
long years of bitter civil war.
BattleTech Introductory Box Set, the year dates in parentheses follow-
ing each era’s title correspond to the maps found in the Inner Sphere at
JIHAD (3067, Current)
a Glance sourcebook.)
Following the Federated Common-
wealth Civil War, the leaders of the Great
STAR LEAGUE (2570) Houses meet and disband the new Star
Ian Cameron, ruler of the Terran Hege-
League, declaring it a sham. The pseudo-
mony, concludes decades of tireless effort
religious Word of Blake—a splinter group
with the creation of the Star League, a
of ComStar, the protectors and controllers of
political and military alliance between all Great
interstellar communication—launch the Jihad: an interstellar war
Houses and the Hegemony. Star League armed
that will ultimately pit every faction against each other and even
forces immediately launch the Reunification War, forcing the Periphery
against themselves, as weapons of mass destruction are used for the
realms to join. For the next two centuries, humanity experiences a
first time in centuries while new and frightening technologies are
golden age across the thousand light-years of human-occupied space
likewise unleashed.
known as the Inner Sphere. It also sees the creation of the most powerful
military in human history.
DARK AGE (3132+)
Under the guidance of Devlin Stone, the
SUCCESSION WARS (3025, 3030, 3040) Republic of the Sphere is born at the heart of
Every last member of First Lord Richard Cam-
the Inner Sphere following the Jihad. One of
eron’s family is killed during a coup launched
the more extensive periods of peace begins
by Stefan Amaris. Following the thirteen-year
to break out as the 32nd century dawns. The
war to unseat him, the rulers of each of the
factions, to one degree or another, embrace dis-
five Great Houses disband the Star League.
armament and the massive armies of the Succession Wars begin to
General Aleksandr Kerensky departs with
fade. However, in 3132 eighty percent of interstellar communications
eighty percent of the Star League Defense
collapses, throwing the universe into chaos. Wars almost immediately
Force beyond known space and the Inner
erupt and the factions begin rebuilding their armies.
Sphere collapses into centuries of warfare known as
the Succession Wars that will eventually result in a massive loss of
Sourcebooks
technology across most worlds.
As Catalyst Game Labs continues to publish new BattleTech prod-
ucts (and reprint previously published products), easy reference
CLAN INVASION (3052, 3057) logos—corresponding to those above—will be printed directly on
A mysterious invading force strikes the
their back covers. This will allow retailers and players alike to know at
coreward region of the Inner Sphere. The
a glance what eras are covered by a given product. For additionalease
invaders, called the Clans, are descendants
of reference, era logos will also appear on product’s sell sheet, on-line
of Kerensky’s SLDF troops, forged into a
products page and so on.
society dedicated to becoming the greatest
Note that if a Catalyst Game Labs BattleTech product does not con-
fighting force in history. With vastly superior
tain an era logo, then it is considered a core rulebook or supplement
technology and warriors, the Clans conquer
to be used across all eras, such as the Introductory Box Set, Total Warfare
world after world. Eventually this outside threat
and so on.

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