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ARMOR DIAGRAM

HIT LOCATION TABLE


Standard Armor Die Roll
He ad ( 9 ) (2D6) LS F/R RS
Le ft Tors o Right Tors o
( 20 ) ( 20 ) 2* LT(C) CT(C) RT(C)
3 LL RA RL
OMNIMECH RECORD SHEET 4 LA RA RA
5 LA RL RA
'MECH DATA WARRIOR DATA 6 LL RT RL
Type: Deva C-DVA-OD Luminos 7 LT CT RT
Name:
Movement Points: Tonnage: 70 8 CT LT CT
Gunnery Skill: Piloting Skill: 9 RT LL LT
Walking: 4 Tech Base: Inner Sphere
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6 10 RA LA LA
Jumping: 4 Role: Skirmisher Consciousness # 3 5 7 10 11 Dead 11 RL LA LL
Engine Type: 280 Light 12 HD HD HD
Weapons & Equipment Inventory (hexes) *A result of 2 may inflict a critical hit.
Qty Type Loc Ht Dmg Min Sht Med Lng
2 ER Medium Laser LA 5 5 [DE] — 4 8 12
1 Heavy PPC RA 15 15 [DE] 3 6 12 18 Ce nte r TO-HIT MODIFIERS
Le ft Arm Tors o Right Arm
1 Medium Pulse LT 4 6 [P] — 2 4 6 ( 22 ) ( 33 ) ( 22 ) Attacker
Laser Stationary +0
1 Medium Pulse RT 4 6 [P] — 2 4 6 Walked +1
Laser Ran +2
1 C3i RT — [E] — — — — Le ft Right
Jumped +3
Le g Ce nte r Le g
1 ER Medium Laser CT 5 5 [DE] — 4 8 12 ( 30 ) ( 30 ) Prone +2
Tors o
(R) ( 10 ) Skidding +1
1 ER Small Laser CT 2 3 [DE] — 2 4 5 Terrain
(R) Light Woods +1/hex
2 Medium Pulse HD 4 6 [P] — 2 4 6 Heavy Woods +2/hex
Laser Partial Cover +1
Total Heat (Dissipation): 48 (30) Target
Prone (adjacent hex) -2
Le ft Right
Prone (other hex) +1
Tors o Re ar Tors o Re ar
Immobile -4
( 10 ) ( 10 )
Skidding -2
Moved 0-2 hexes +0
BV: 1,711 INTERNAL STRUCTURE DIAGRAM Moved 3-4 hexes +1
Endo Steel Heat Moved 5-6 hexes +2
CRITICAL TABLE Scale Moved 7-9 hexes +3
He ad
Head Moved 10-17 hexes +4
Le ft Tors o ( 15 ) Right Tors o ( 15 ) Overflow
Left Arm 1. Life Support Right Arm Moved 18-24 hexes +5
1. Shoulder 2. Sensors 1. Shoulder Moved 25+ hexes +6
2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator Jumped +1
30*
3. Lower Arm Actuator 4. Sensors 3. Double Heat Sink BattleArmor unit +1
1-3 4. Hand Actuator 5. Medium Pulse Laser 1-3 4. Double Heat Sink
29
28*
Secondary target (front) +1
5. Double Heat Sink 6. Medium Pulse Laser 5. Double Heat Sink
Secondary target (side/rear) +2
6. Double Heat Sink 6. Heavy PPC Le ft Right 27
Arm
Large support vehicle -1
Arm 26*
1. Double Heat Sink Center Torso 1. Heavy PPC
( 11 ) ( 11 ) or grounded DropShip
2. ER Medium Laser 1. Light Fusion Engine 2. Heavy PPC 25*
Damage
3. ER Medium Laser 2. Light Fusion Engine 3. Heavy PPC Ce nte r 24*
4-6 4. Endo Steel 3. Light Fusion Engine
4-6 4. Endo Steel Tors o
Sensor hit +2
23*
5. Endo Steel 1-3 4. Heavy Duty Gyro 5. Endo Steel ( 22 ) Shoulder hit +4
6. Roll Again 6. Roll Again 22* Arm Actuator +1
5. Heavy Duty Gyro Le ft Right
6. Heavy Duty Gyro 21
Le g Le g
( 15 ) ( 15 )
20*
1. Heavy Duty Gyro
Left Torso 2. Light Fusion Engine Right Torso 19* PHYSICAL ATTACKS
1. Light Fusion Engine 3. Light Fusion Engine 1. Light Fusion Engine 18* Attack To-Hit Damage
2. Light Fusion Engine 4-6 4. Light Fusion Engine 2. Light Fusion Engine 17*
3. Double Heat Sink 3. Double Heat Sink
Punch (LA) +0 7
1-3 4. Double Heat Sink
5.
6.
ER Medium Laser (R)
ER Small Laser (R)
1-3 4. Double Heat Sink
HEAT DATA 16 Punch (RA) +2 3
Double Heat Sinks: 15*
5. Double Heat Sink 5. Double Heat Sink Heat Kick -2 14
15 (30)
6. Jump Jet Engine Hits 6. Jump Jet Level* Effects 14* Push -1 —
Gyro Hits 30 Shutdown 13*
1. Jump Jet 1. Jump Jet
28 Ammo Exp, avoid on 8+ Charge +0* 7/Hex
2. Medium Pulse Laser Sensor Hits 2. Medium Pulse Laser 12
26 Shutdown, avoid on 10+ DFA +0* 21
3. Endo Steel Life Support 3. C3i 11
4-6 4-6 25 -5 Movement Points *Modified by target piloting skill
4. Endo Steel 4. C3i
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Endo Steel
23 Ammo Exp, avoid on 6+
6. Endo Steel 6. Endo Steel 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8* PUNCH LOCATION TABLE
19 Ammo Exp, avoid on 4+ 7 Die Roll
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 (1D6) LS F/R RS
1. Hip 1. Hip 17 +3 Modifier to Fire
5* 1 LT LA RT
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points
14 Shutdown, avoid on 4+ 4 2 LT LT RT
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3 3 CT CT CT
4. Foot Actuator 4. Foot Actuator
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2 4 LA RT RA
Damage Transfer
6. Endo Steel 6. Endo Steel 8 +1 Modifier to Fire
Diagram 1 5 LA RA RA
5 -1 Movement Points
0 6 HD HD HD
© 2023 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.
KICK LOCATION TABLE
MOVEMENT RECORD
Die Roll
(1D6) LS F/R RS
Turn # 1 2 3 4 5 6 7 8 9 10 1-3 LL RL RL
Hex/Facing 4-6 LL LL RL

Move Mode

FACING AFTER FALL


Die Roll
(1D6) New Facing Hit Location
1 Same Direction Front
Turn # 11 12 13 14 15 16 17 18 19 20 2 1 Hexside Right Right Side
Hex/Facing 3 2 Hexsides Right Right Side
Move Mode 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side
ARMOR DIAGRAM
HIT LOCATION TABLE
Light Ferro-Fibrous Die Roll
He ad ( 9 ) (2D6) LS F/R RS
Le ft Tors o Right Tors o
( 20 ) ( 20 ) 2* LT(C) CT(C) RT(C)
3 LL RA RL
OMNIMECH RECORD SHEET 4 LA RA RA
5 LA RL RA
'MECH DATA WARRIOR DATA 6 LL RT RL
Type: Grigori C-GRG-OA Dominus 7 LT CT RT
Name:
Movement Points: Tonnage: 60 8 CT LT CT
Gunnery Skill: Piloting Skill: 9 RT LL LT
Walking: 4 Tech Base: Inner Sphere
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6 10 RA LA LA
Jumping: 4 Role: Skirmisher Consciousness # 3 5 7 10 11 Dead 11 RL LA LL
Engine Type: 240 Light 12 HD HD HD
Weapons & Equipment Inventory (hexes) *A result of 2 may inflict a critical hit.
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Heavy PPC RA 15 15 [DE] 3 6 12 18
1 Medium Pulse LT 4 6 [P] — 2 4 6 Ce nte r TO-HIT MODIFIERS
Le ft Arm Tors o Right Arm
Laser ( 19 ) ( 26 ) ( 19 ) Attacker
1 ER Medium Laser LT 5 5 [DE] — 4 8 12 Stationary +0
1 C3i LT — [E] — — — — Walked +1
1 Medium Pulse RT 4 6 [P] — 2 4 6 Ran +2
Laser Le ft Right
Jumped +3
Le g Ce nte r Le g
1 ER Medium Laser RT 5 5 [DE] — 4 8 12 ( 26 ) ( 26 ) Prone +2
Tors o
1 Streak SRM 6 HD 4 2/Msl — 3 6 9 (9) Skidding +1
[M,C] Terrain
Total Heat (Dissipation): 37 (24) Light Woods +1/hex
Heavy Woods +2/hex
Partial Cover +1
Target
Prone (adjacent hex) -2
Le ft Right
Prone (other hex) +1
Tors o Re ar Tors o Re ar
Ammo: (Streak SRM 6) 15 Immobile -4
(6) (6)
Skidding -2
Moved 0-2 hexes +0
BV: 1,536 INTERNAL STRUCTURE DIAGRAM Moved 3-4 hexes +1
Standard Structure Heat Moved 5-6 hexes +2
CRITICAL TABLE Scale Moved 7-9 hexes +3
He ad
Head Moved 10-17 hexes +4
Le ft Tors o ( 14 ) Right Tors o ( 14 ) Overflow
Left Arm 1. Life Support Right Arm Moved 18-24 hexes +5
1. Shoulder 2. Sensors 1. Shoulder Moved 25+ hexes +6
2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator Jumped +1
30*
3. Lower Arm Actuator 4. Sensors 3. Heavy PPC BattleArmor unit +1
1-3 4. Hand Actuator 5. Streak SRM 6 1-3 4. Heavy PPC
29
28*
Secondary target (front) +1
5. Double Heat Sink 6. Streak SRM 6 5. Heavy PPC
Secondary target (side/rear) +2
6. Double Heat Sink 6. Heavy PPC Le ft Right 27
Arm
Large support vehicle -1
Arm 26*
1. Double Heat Sink Center Torso 1. Light Ferro-Fibrous
( 10 ) ( 10 ) or grounded DropShip
2. Roll Again 1. Light Fusion Engine 2. Light Ferro-Fibrous 25*
Damage
3. Roll Again 2. Light Fusion Engine 3. Light Ferro-Fibrous Ce nte r 24*
4-6 4. Roll Again 3. Light Fusion Engine
4-6 4. Roll Again Tors o
Sensor hit +2
23*
5. Roll Again 1-3 4. XL Gyro 5. Roll Again ( 20 ) Shoulder hit +4
6. Roll Again 6. Roll Again 22* Arm Actuator +1
5. XL Gyro Le ft Right
6. XL Gyro 21
Le g Le g
( 14 ) ( 14 )
20*
1. XL Gyro
Left Torso 2. XL Gyro Right Torso (CASE) 19* PHYSICAL ATTACKS
1. Light Fusion Engine 3. XL Gyro 1. Light Fusion Engine 18* Attack To-Hit Damage
2. Light Fusion Engine 4-6 4. Light Fusion Engine 2. Light Fusion Engine 17*
3. Double Heat Sink 3. Double Heat Sink
Punch (LA) +0 6
1-3 4. Double Heat Sink
5.
6.
Light Fusion Engine
Light Fusion Engine
1-3 4. Double Heat Sink
HEAT DATA 16 Punch (RA) +2 3
Double Heat Sinks: 15*
5. Double Heat Sink 5. Double Heat Sink Heat Kick -2 12
12 (24)
6. Jump Jet Engine Hits 6. Jump Jet Level* Effects 14* Push -1 —
Gyro Hits 30 Shutdown 13*
1. Jump Jet 1. Jump Jet
28 Ammo Exp, avoid on 8+ Charge +0* 6/Hex
2. Medium Pulse Laser Sensor Hits 2. Medium Pulse Laser 12
26 Shutdown, avoid on 10+ DFA +0* 18
3. ER Medium Laser Life Support 3. ER Medium Laser 11
4-6 4-6 25 -5 Movement Points *Modified by target piloting skill
4. C3i 4. Ammo (Streak SRM 6) 15
24 +4 Modifier to Fire 10*
5. C3i 5. CASE
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8* PUNCH LOCATION TABLE
19 Ammo Exp, avoid on 4+ 7 Die Roll
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 (1D6) LS F/R RS
1. Hip 1. Hip 17 +3 Modifier to Fire
5* 1 LT LA RT
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points
14 Shutdown, avoid on 4+ 4 2 LT LT RT
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3 3 CT CT CT
4. Foot Actuator 4. Foot Actuator
5. Light Ferro-Fibrous 5. Light Ferro-Fibrous 10 -2 Movement Points 2 4 LA RT RA
Damage Transfer
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1 5 LA RA RA
5 -1 Movement Points
0 6 HD HD HD
© 2023 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.
KICK LOCATION TABLE
MOVEMENT RECORD
Die Roll
(1D6) LS F/R RS
Turn # 1 2 3 4 5 6 7 8 9 10 1-3 LL RL RL
Hex/Facing 4-6 LL LL RL

Move Mode

FACING AFTER FALL


Die Roll
(1D6) New Facing Hit Location
1 Same Direction Front
Turn # 11 12 13 14 15 16 17 18 19 20 2 1 Hexside Right Right Side
Hex/Facing 3 2 Hexsides Right Right Side
Move Mode 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side
ARMOR DIAGRAM
HIT LOCATION TABLE
Standard Armor Die Roll
He ad ( 9 ) (2D6) LS F/R RS
Le ft Tors o Right Tors o
( 26 ) ( 26 ) 2* LT(C) CT(C) RT(C)
3 LL RA RL
OMNIMECH RECORD SHEET 4 LA RA RA
5 LA RL RA
'MECH DATA WARRIOR DATA 6 LL RT RL
7 LT CT RT
Type: Seraph C-SRP-OA Dominus Name:
8 CT LT CT
Movement Points: Tonnage: 85
Gunnery Skill: Piloting Skill: 9 RT LL LT
Walking: 3 [4] Tech Base: Inner Sphere
Running: 5 [6] Rules Level: Advanced Hits Taken 1 2 3 4 5 6
10 RA LA LA
Jumping: 5 Role: Skirmisher Consciousness # 3 5 7 10 11 Dead
11 RL LA LL
Engine Type: 255 Light 12 HD HD HD
*A result of 2 may inflict a critical hit.
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Retractable LA — 9 — — — —
Blade Ce nte r TO-HIT MODIFIERS
Le ft Arm Tors o Right Arm
1 Heavy PPC RA 15 15 [DE] 3 6 12 18 ( 27 ) ( 40 ) ( 27 ) Attacker
1 Medium Pulse LT 4 6 [P] — 2 4 6 Stationary +0
Laser Walked +1
1 ER Medium Laser LT 5 5 [DE] — 4 8 12 Ran +2
1 TAG LT — [E] — 5 9 15 Le ft Right Jumped +3
Le g Ce nte r Le g
1 C3i LT — [E] — — — — ( 35 ) ( 35 )
Prone +2
Tors o
1 Targeting RT — [E] — — — — ( 13 ) Skidding +1
Computer Terrain
1 Plasma Rifle HD 10 10 [DE,H] — 5 10 15 Light Woods +1/hex
Total Heat (Dissipation): 34 (22) Heavy Woods +2/hex
Partial Cover +1
Target
Prone (adjacent hex) -2
Le ft Right Prone (other hex) +1
Tors o Re ar Tors o Re ar Immobile -4
Ammo: (Plasma Rifle) 20
(9) (9) Skidding -2
Moved 0-2 hexes +0
BV: 2,360 INTERNAL STRUCTURE DIAGRAM Moved 3-4 hexes +1
Moved 5-6 hexes +2
Standard Structure Heat Moved 7-9 hexes +3
CRITICAL TABLE He ad
Scale
Moved 10-17 hexes +4
Head Le ft Tors o ( 18 ) Right Tors o ( 18 ) Overflow Moved 18-24 hexes +5
Left Arm 1. Life Support Right Arm Moved 25+ hexes +6
1. Shoulder 2. Sensors 1. Shoulder
3. Small Cockpit Jumped +1
2. Upper Arm Actuator 2. Upper Arm Actuator 30*
4. Sensors BattleArmor unit +1
3. Lower Arm Actuator 3. Double Heat Sink
1-3 4. Hand Actuator 5. Plasma Rifle 1-3 4. Double Heat Sink
29 Secondary target (front) +1
5. Retractable Blade 6. Plasma Rifle 5. Double Heat Sink 28* Secondary target (side/rear) +2
6. Retractable Blade 6. Heavy PPC Le ft Right 27 Large support vehicle -1
Arm Arm 26* or grounded DropShip
1. Retractable Blade Center Torso 1. Heavy PPC
( 14 ) ( 14 )
2. Retractable Blade 1. Light Fusion Engine 2. Heavy PPC 25* Damage
3. Retractable Blade 2. Light Fusion Engine 3. Heavy PPC Ce nte r 24* Sensor hit +2
4-6 4. Retractable Blade 3. Light Fusion Engine
4-6 4. Roll Again Tors o Shoulder hit +4
23*
5. Triple Strength Myomer 1-3 4. Gyro 5. Roll Again ( 27 ) Arm Actuator +1
6. Triple Strength Myomer 6. Roll Again 22*
5. Gyro Le ft Right
6. Gyro 21
Le g Le g
20*
1. Gyro ( 18 ) ( 18 ) PHYSICAL ATTACKS
Left Torso 2. Light Fusion Engine Right Torso 19*
1. Light Fusion Engine 1. Light Fusion Engine
Attack To-Hit Damage
3. Light Fusion Engine 18*
2. Light Fusion Engine 4-6 4. Light Fusion Engine 2. Light Fusion Engine 17*
Punch (LA) +0 8
3. Improved Jump Jet 3. Improved Jump Jet Punch (RA) +2 4
1-3 4. Improved Jump Jet
5.
6.
Improved Jump Jet
Improved Jump Jet
1-3 4. Improved Jump Jet
HEAT DATA 16
Double Heat Sinks: Kick -2 17
5. Improved Jump Jet 5. Improved Jump Jet Heat 15*
11 (22) Push -1 —
6. Improved Jump Jet Engine Hits 6. Improved Jump Jet Level* Effects 14*
Gyro Hits 30 Shutdown Charge +0* 8/Hex
1. Medium Pulse Laser 1. Ammo (Plasma Rifle) 10 13*
Sensor Hits 28 Ammo Exp, avoid on 8+ DFA +0* 24
2. ER Medium Laser 2. Targeting Computer
26 Shutdown, avoid on 10+ 12
3. TAG Life Support 3. Targeting Computer Retractable Blade -2 9
25 -5 Movement Points 11
4-6 4. Ammo (Plasma Rifle) 10 4-6 4. Targeting Computer *Modified by target piloting skill
24 +4 Modifier to Fire 10*
5. C3i 5. Targeting Computer
23 Ammo Exp, avoid on 6+
6. C3i 6. Targeting Computer 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8* PUNCH LOCATION TABLE
19 Ammo Exp, avoid on 4+ 7
18 Shutdown, avoid on 6+
Die Roll
Left Leg Right Leg 6
(1D6) LS F/R RS
1. Hip 1. Hip 17 +3 Modifier to Fire
5*
15 -3 Movement Points 1 LT LA RT
2. Upper Leg Actuator 2. Upper Leg Actuator 4
3. Lower Leg Actuator 3. Lower Leg Actuator 14 Shutdown, avoid on 4+ 2 LT LT RT
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator 3 CT CT CT
5. Triple Strength Myomer 5. Triple Strength Myomer 10 -2 Movement Points 2
Damage Transfer 4 LA RT RA
6. Triple Strength Myomer 6. Triple Strength Myomer 8 +1 Modifier to Fire
Diagram 1 5 LA RA RA
5 -1 Movement Points
0 6 HD HD HD
© 2023 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.

KICK LOCATION TABLE


MOVEMENT RECORD
Die Roll
(1D6) LS F/R RS
Turn # 1 2 3 4 5 6 7 8 9 10 1-3 LL RL RL
Hex/Facing 4-6 LL LL RL
Move Mode

FACING AFTER FALL


Die Roll
(1D6) New Facing Hit Location
1 Same Direction Front
Turn # 11 12 13 14 15 16 17 18 19 20
2 1 Hexside Right Right Side
Hex/Facing 3 2 Hexsides Right Right Side
Move Mode 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side
ARMOR DIAGRAM
HIT LOCATION TABLE
Light Ferro-Fibrous Die Roll
He ad ( 9 ) (2D6) LS F/R RS
Le ft Tors o Right Tors o
2* LT(C) CT(C) RT(C)
( 11 ) ( 11 )
3 LL RA RL
OMNIMECH RECORD SHEET 4
5
LA
LA
RA
RL
RA
RA
6 LL RT RL
'MECH DATA WARRIOR DATA 7 LT CT RT
8 CT LT CT
Type: Malak C-MK-O Invictus Name: 9 RT LL LT
Movement Points: Tonnage: 30 10 RA LA LA
Gunnery Skill: Piloting Skill:
Walking: 7 Tech Base: Inner Sphere 11 RL LA LL
Running: 11 Rules Level: Advanced Hits Taken 1 2 3 4 5 6 12 HD HD HD
Jumping: 0 Role: Striker Consciousness # 3 5 7 10 11 Dead *A result of 2 may inflict a critical hit.
Engine Type: 210 Light
Weapons & Equipment Inventory (hexes) TO-HIT MODIFIERS
Qty Type Loc Ht Dmg Min Sht Med Lng
Attacker
1 Retractable LA — 3 — — — —
Stationary +0
Blade Ce nte r
Le ft Arm Tors o Right Arm Walked +1
1 Flamer RA 3 2 — 1 2 3 ( 10 ) ( 14 ) ( 10 ) Ran +2
[DE,H,AI] Prone +2
1 SRM 2 LT 2 2/Msl — 3 6 9 Skidding +1
Terrain
[M,C,S]
Light Woods +1/hex
1 C3i LT — [E] — — — — Le ft Right
Le g Le g Heavy Woods +2/hex
1 Light PPC RT 5 5 [DE] 3 6 12 18 Ce nte r
( 13 ) Tors o ( 13 ) Partial Cover +1
1 ER Medium Laser HD 5 5 [DE] — 4 8 12 (4) Target
Total Heat (Dissipation): 15 (20) Prone (adjacent hex) -2
Prone (other hex) +1
Immobile -4
Skidding -2
Moved 0-2 hexes +0
Moved 3-4 hexes +1
Moved 5-6 hexes +2
Le ft Right Moved 7-9 hexes +3
Tors o Re ar Tors o Re ar Moved 10-17 hexes +4
Ammo: (SRM 2) 50 Moved 18-24 hexes +5
(3) (3)
Moved 25+ hexes +6
Jumped +1
BV: 792 INTERNAL STRUCTURE DIAGRAM BattleArmor unit +1
Secondary target (front) +1
Endo Steel Heat Secondary target (side/rear) +2
CRITICAL TABLE He ad
Scale Large support vehicle -1
Head or grounded DropShip
Le ft Tors o ( 7 ) Right Tors o ( 7 ) Overflow
Damage
Left Arm 1. Life Support Right Arm Sensor hit +2
1. Shoulder 2. Sensors 1. Shoulder Shoulder hit +4
2. Upper Arm Actuator 3. Small Cockpit 2. Upper Arm Actuator 30* Arm Actuator +1
3. Lower Arm Actuator 4. Sensors 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. ER Medium Laser 1-3 4. Hand Actuator
29
5. Double Heat Sink 6. Roll Again 5. Flamer 28* PHYSICAL ATTACKS
6. Double Heat Sink 6. Endo Steel Le ft Right 27
Attack To-Hit Damage
Arm Arm 26*
1. Double Heat Sink Center Torso 1. Endo Steel Punch +0 3
(5) (5)
2. Retractable Blade 1. Light Fusion Engine 2. Endo Steel 25* Kick -2 6
3. Retractable Blade 2. Light Fusion Engine 3. Endo Steel Ce nte r 24* Push -1 —
4-6 4. Retractable Blade 4-6 4. Endo Steel Tors o
3. Light Fusion Engine 23* Club -1 6
5. Light Ferro-Fibrous 1-3 4. XL Gyro 5. Endo Steel ( 10 ) Charge +0* 3/Hex
6. Light Ferro-Fibrous 6. Roll Again 22*
5. XL Gyro Le ft Right Retractable Blade -2 3
6. XL Gyro 21
Le g Le g *Modified by target piloting skill
(7) (7)
20*
1. XL Gyro
Left Torso 2. XL Gyro Right Torso (CASE) 19*
1. Light Fusion Engine 3. XL Gyro 1. Light Fusion Engine 18* PUNCH LOCATION TABLE
2. Light Fusion Engine 4-6 4. Light Fusion Engine 2. Light Fusion Engine 17*
3. Double Heat Sink 3. Light PPC
Die Roll
1-3 4. Double Heat Sink
5.
6.
Light Fusion Engine
Light Fusion Engine
1-3 4. Light PPC
HEAT DATA 16 (1D6) LS F/R RS
Double Heat Sinks: 15* 1 LT LA RT
5. Double Heat Sink 5. Ammo (SRM 2) 50 Heat
10 (20) 2 LT LT RT
6. SRM 2 Engine Hits 6. CASE Level* Effects 14*
Gyro Hits 30 Shutdown 3 CT CT CT
1. C3i 1. Endo Steel 13*
Sensor Hits 28 Ammo Exp, avoid on 8+ 4 LA RT RA
2. C3i 2. Endo Steel
26 Shutdown, avoid on 10+ 12
Life Support 5 LA RA RA
3. Endo Steel 3. Endo Steel 11
4-6 4-6 25 -5 Movement Points 6 HD HD HD
4. Endo Steel 4. Endo Steel
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Light Ferro-Fibrous
23 Ammo Exp, avoid on 6+
6. Endo Steel 6. Roll Again 9
22 Shutdown, avoid on 8+ KICK LOCATION TABLE
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7 Die Roll
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 (1D6) LS F/R RS
1. Hip 1. Hip 17 +3 Modifier to Fire 1-3 LL RL RL
5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points 4-6 LL LL RL
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
5. Light Ferro-Fibrous 5. Light Ferro-Fibrous 10 -2 Movement Points 2
Damage Transfer FACING AFTER FALL
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points Die Roll
0
(1D6) New Facing Hit Location
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 1 Same Direction Front
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 2 1 Hexside Right Right Side
3 2 Hexsides Right Right Side
MOVEMENT RECORD 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side
Turn # 1 2 3 4 5 6 7 8 9 10
Hex/Facing
CLUSTER HITS TABLE
Move Mode
Die Roll
(2D6) 2
2 1
3 1
4 1
5 1
Turn # 11 12 13 14 15 16 17 18 19 20 6 1
7 1
Hex/Facing
8 2
Move Mode 9 2
10 2
11 2
12 2
ARMOR DIAGRAM TO-HIT MODIFIERS
Vehicular Stealth Attacker
Stationary +0
Front Armor
Cruised +1
( 34 )
WHEELED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Bolla Stealth Tank Comminus Crew:
Movement Points: Tonnage: 60 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 5 Tech Base: Inner Sphere Partial Cover +1
Flanking: 8 Rules Level: Advanced Target
Movement Type: Wheeled Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 280 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 32 )


Prone (other hex) +1

Le ft S ide Armor ( 32 )
Weapons & Equipment Inventory (hexes)
Turre t Armor Immobile -4
QtyType Loc Dmg Min Sht Med Lng
( 40 ) Skidding -2
1 Machine Gun FR 2 [DB,AI] — 1 2 3 CRITICAL DAMAGE
1 Light Gauss Rifle TU 8 [DB,X] 3 8 17 25 Moved 0-2 hexes +0
1 Anti-Missile TU [PB] — 1 — — Turret Locked Engine Hit Moved 3-4 hexes +1
System Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
1 C3i BD [E] — — — — Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3
1 ECM Suite BD [E] — — — 6
Front Left Right Moved 10-17 hexes +4
(Guardian)
Rear Turret Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Ammo: (AMS) 12, (Light Gauss) 32, (Machine Gun) Secondary target (side/rear) +2
200 Large support vehicle -1
Features Infantry Bay (6 tons)
or grounded DropShip
Rear Armor
BV: 1,005
( 30 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough Prohibited
4 Front† Rear† Side† Driving Skill Rolls Light woods Prohibited
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble Prohibited
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
TO-HIT MODIFIERS
BATTLE ARMOR Terrain
RECORD SHEET Light Woods +1/hex

Heavy Woods +2/hex


BATTLE ARMOR: LEVEL I 1 LEG ATTACKS TABLE Partial Cover +1
Type: Kobold Battle Armor (CS) [GL]
1 BATTLE ARMOR BASE TO-HIT
Gunnery Skill: Anti-'Mech Skill: TROOPERS ACTIVE MODIFIER Target
Ground MP: 1 Jump MP: 3 2 4-6 0
Qty Type Dmg Min Sht Med Lng 3 +2 Prone (adjacent hex) -2
1 Grenade Launcher 1 [DB,AI] — 1 2 —
3 2 +5
1 +7
Prone (other hex) +1
(Micro)
2 Armored Glove — — — — 4
Immobile -4
1 Small Pulse Laser 3 [P,AI] — 1 2 3
(SSW) 5 SWARM ATTACKS TABLE Skidding -2
Mechanized: ✓ Swarm: ✓ Leg: ✓ AP: ✓ 6 BATTLE ARMOR BASE TO-HIT Moved 0-2 hexes +0
Armor: Stealth (Standard)BV: 224/25 TROOPERS ACTIVE MODIFIER
4-6 +2 Moved 3-4 hexes +1
1-3 +5
Moved 5-6 hexes +2

Moved 7-9 hexes +3


SWARM ATTACK MODIFIERS TABLE
Moved 10-17 hexes +4
ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE
BATTLE ARMOR ARMOR TROOPERS ACTIVE Moved 18-24 hexes +5
TROOPERS ACTIVE 1 2 3 4 5 6
6 +0 +0 +0 +0 +1 +2 Moved 25+ hexes +6
5 +0 +0 +0 +1 +2 +3
Jumped +1
4 +0 +0 +1 +2 +3 +4
3 +0 +1 +2 +3 +4 +5 Secondary Target +1
2 +1 +2 +3 +4 +5 +6
1 +2 +3 +4 +5 +6 +7 Large support vehicle -1

BATTLE ARMOR EQUIPMENT or grounded DropShip


Claws with magnets -1

SITUATION*
'Mech prone -2
'Mech or vehicle immobile -4 MOVEMENT COSTS
Vehicle -2 Move Cost
*Modifiers are cumulative
Cost to Enter Any Hex: 1

Terrain Cost:
SWARM ATTACKS HIT LOCATION TABLE
2D6 BIPEDAL/TRIPOD QUAD Clear +0
ROLL LOCATION LOCATION
Paved/Bridge +0
2 Head Head
3 Rear Center Torso Front Right Torso
Road +0
4 Rear Right Torso Rear Center Torso
5 Front Right Torso Rear Right Torso Rough +1
6 Right Arm Front Right Torso
7 Front Center Torso Front Center Torso Light woods +0
8 Left Arm Front Left Torso
9 Front Left Torso Rear Left Torso Heavy woods +1
10 Rear Left Torso Rear Center Torso
11 Rear Center Torso Front Left Torso Water
12 Head Head
Depth 1+ Prohibited

Rubble +1
TRANSPORT POSITIONS TABLE
TROOPER 'MECH VEHICLE
Building +0
NUMBER LOCATION LOCATION
1 Right Torso Right Side Level Change (Up or Down)
2 Left Torso Right Side
3 Right Torso (rear) Left Side 1 level +2
4 Left Torso (rear) Left Side
5 Center Torso (rear) Rear
6 Center Torso Rear 2+ levels Prohibited

TROOPER LARGE SUPPORT


NUMBER VEHICLE LOCATION*
1 Right Side (Unit 1/Unit 2)
2 Right Side (Unit 1/Unit 2)
3 Left Side (Unit 1/Unit 2)
4 Left Side (Unit 1/Unit 2) CLUSTER HITS TABLE
5 Rear (Unit 1/Unit 2) Die Roll
6 Rear (Unit 1/Unit 2)
(2D6) 2 3 4 5 6
*Unit 1 and Unit 2 represent two battle armor units.
2 1 1 1 1 2
© 2023 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. 3 1 1 2 2 2

MOVEMENT RECORD 4 1 1 2 2 3

5 1 2 2 3 3
Turn # 1 2 3 4 5 6 7 8 9 10
6 1 2 2 3 4
Hex 7 1 2 3 3 4
Move Mode 8 2 2 3 3 4

9 2 2 3 4 5

10 2 3 3 4 5
Turn # 11 12 13 14 15 16 17 18 19 20 11 2 3 4 5 6
Hex 12 2 3 4 5 6
Move Mode

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