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R ECOGN ITION G UIDE: I LCLA N

VOLUME 27

STAR SUCCESSION CLAN CIVIL WAR JIHAD DARK AGE ILCLAN


LEAGUE WARS INVASION

C A T A LY S T G A M E L A B S
INTRODUCTION 3

RECOGNITION GUIDE: ILCLAN VOL. 27


SaFactor,
Words which once seemed impossible now seem inevitable: The ilClan is nigh.
The turbulence of the last two decades has brought several of our fellow Clans to Terra’s doorstep, to say nothing of the Inner Sphere powers which gaze upon humanity’s
birthplace with hungry eyes. But we know our people, we know their aggression. One of them will move to take Terra first and claim the mantle of ilClan, however briefly. If
they intend to hold it, however, they will need new hardware—and, as ever, we stand ready to deliver. For a price.
Contained within these volumes is that hardware. It is an intriguing combination of all-new BattleMechs, combat vehicles, and battle armor, and retrofits of existing Inner
Sphere and Clan designs with weapons and equipment suitable for modern combat. All are in our inventories or otherwise obtainable, and I have instructed all Merchant
Caste personnel under my command above the rank of Point Merchant to familiarize themselves with the contents of these reports and be ready to negotiate terms for any
merchandise herein. I hope you will assist me, “old friend,” with their distribution across all Khanates.
The wheel of power is poised to spin once more, but we must be the axle on which it revolves. Who winds up atop that wheel, and who is crushed beneath it, matters
little as long as we profit from each turn.

—Merchant Colonel Reece, aboard CSF Atlantean, Skate Khanate, 14 November 3150

Welcome to Recognition Guide: ilClan, a supplement offering players exciting new units and variants which took to the battlefield during the closing days of the
Dark Age era and the first years of the ilClan era. Inside, you’ll discover a mix of all-new ’Mechs and other combat units only recently seen on battlefields of the Inner
Sphere, alongside modern refits of long-existing and much-loved units.
Each volume of Recognition Guide: ilClan includes full, Technical Readout-style entries on new units or significant rebuilds of existing designs; a selection of brief
write-ups on existing variants; notable pilots for each unit; and record sheets for immediate game use.
Special attention has been given to units which will be redesigned as part of the BattleTech: Mercenaries crowd funding campaign, to ensure that these brand-new
miniatures have a place in games set in the ilClan Era. Many of these units have torn apart battlefields of the Inner Sphere for hundreds of years. With these guides, they
will continue to do so for hundreds more.
CREDITS
Project Development: Johannes Heidler Record Sheets: Étienne Charron-Willard, Dave Nawton, Zac Schwartz FIND US ONLINE
Development Assistance: Aaron Cahall, Étienne Charron-Willard, precentor_martial@catalystgamelabs.com
Proofers, Core Fact Checkers, and Unit Design: Ray Arrastia, Étienne
Chris Wheeler (e-mail address for any BattleTech questions)
Charron-Willard, Matt Cross, Joshua Franklin, William Gauthier, Keith
BattleTech Line Developer: Ray Arrastia
Hann, Johannes Heidler, Mike Miller, Joshua Perian, Luke Robertson, http://bg.battletech.com/
Assistant Line Developer: Aaron Cahall
Eric Salzman, Lance Scarinci, Chris Wheeler, Matt Wilsbacher (official BattleTech web pages)
Writing: Étienne Charron-Willard, Edward McEneely, Luke Robertson, Eric
Salzman, Elliotte C. Want Additional Fact Checkers: Stephan Frabartolo http://www.CatalystGameLabs.com
BattleTech Line Editor: Aaron Cahall (Catalyst web pages)
Special Thanks: To David “MacAttack” McCulloch, for always sharing
Editing: Geoff ‘Doc’ Swift such a sense of wonder in the BattleTech universe, through the http://store.catalystgamelabs.com
work for MFUK, early fan sites, his writing, and some of the most (online ordering)
Production Staff
Art Director: Anthony Scroggins elegant—and crazy!—construction rules we will ever see. To my Published by Catalyst Game Labs,
Assistant Art Director: Ray Arrastia mentors, Chris “Chunga” Smith for roping me in with the words, “In an imprint of InMediaRes Productions, LLC.
Cover Design and Layout: David A. Kerber for life!” all those years ago, Joel “Welshman” Bancroft-Connors for 5003 Main St. #110 • Tacoma, WA 98407
Illustrations: Alan Blackwell, Matthew Cross, Harri Kallio giving me a shot at writing, Herb Beas for letting me transition into
product development, and Ray, always Ray Arrastia, for letting me
pursue dreams.
35TR127 Under License From

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KAMISORI LIGHT TANK 4

BATTLE HISTORY NOTABLE VEHICLES


vehicle Early combat illustrated that the Kamisori shared the AND CREW
same firepower limitations as the Galleon. During pirate
raids on Chapineria, Kamisoris were deployed in the Point Commander “Bodacious” Campbell: Campbell
traditional fire support role of the Panther BattleMech. Perez was street urchin in the lower levels of the
They suffered when they got in range of their heavier subterranean city of Homer on the planet Luzerne.
opponents’ return fire, and they were too slow to get He was adopted by a no-hope outfit and trained to
away. Conversely on Hartshill, Kamisori plasma cannons command a Kamisori “recovered” from a local DCMS
were effective against pirate infantry but proved storage depot. In the early 3120s, the mixed company
difficult to coordinate with supporting fire. On Chirala, was clandestinely deployed on Vipaava to provide
the relatively wealthy planetary militia found success security for an illegal mining operation in the Blue Road
fielding entire lances of Kamisoris. Focused fire turned cave system. Given the Rasalhague Dominion’s attitude
them into a serious threat. They supported the flanks toward sellswords, the mercenaries avoided contact
Mass: 20 tons
of the First Amphigean Light Assault Group against the with the locals. Perez became a cynic, questioning
Movement Type: Tracked
Raven Alliance. Kamisori lances proved fast enough at whether he would ever see the light of any day.
Power Plant: GM 120 Fusion
blunting ProtoMech flanking probes. That came in 3125, when the Second Tyr Assault
Cruising Speed: 64 kph
Still, most militias could not afford literal com- Cluster approached and called for the surrender of
Maximum Speed: 97 kph
panies of Kamisoris. When Kishi battle armor finally the Motstånd leader Cilla Amdahl. Perez’s commander
Armor: New Samarkand Royal Heavy Ferro-Fibrous
filtered down to militia units, transportation became panicked and opened fire, dying in the Tyr’s response.
Armament:
an issue. Few old Goblins or Maxims were equipped With his compatriots exploding around him, Perez
5 tons of pod space available to support battle armor, but a half dozen militia directed his driver in a merry chase through the
Manufacturer: Pesht Motors Kamisoris could transport the armored infantry, who plant and shacks of the mining camp. The Kamisori
Primary Factory: Unity in turn provided the firepower boost the tank need- managed to break contact, tearing down the road to
Communications System: Neil 500 ed. The reputation of Kamisoris and their tank riders Bled. Perez and his driver torched the tank outside the
Targeting & Tracking System: Matabushi Stalker soon changed. The rout of Raaghav’s Red Fist on Ad city. They hoped to find passage off-world but were
Duwayd set the template: the militia’s Kamisoris closed apprehended by the Watch. The pair found themselves
Pesht Motors entered the military market with IFVs in, deployed their battlesuits, and then provided fire minor celebrities amongst the Second Tyr and both
during the Jihad and soon had their eye on replacing support in classic IFV tactics. were made bondsmen, going on to serve in the
the decrepit Galleons serving in DCMS planetary Ironically, given the attempts to avoid Republican Dominion touman.
militias. They proposed the Kamisori with a simple notice, before Gray Monday, Kamisoris were already
pitch—equal firepower for half the cost, and on an serving on multiple worlds in Prefectures II and III. Chu-i Rupert Gruber: Chu-i Gruber is a highly visible
Omni chassis, no less. The DCMS—looking to cut This put a pair of Kamisoris directly in the path of figure in Nouvion on occupied New Avalon. His “little
costs and appear less threatening in the eyes of the Erik Sandoval-Groell’s Swordsworn attempting to tank” is often seen outside a local café where Gruber
Republic—jumped at the offer. annex Mara in 3132. With their accompanying Raiden can be sure of a complimentary glass of wine from the
troopers, the tanks escorted one of the local militia’s fawning proprietor. Gruber is popular with the clientele
CAPABILITIES few IndustrialMech MODs into short range where it and has been known to accompany the proprietor’s wife
At twenty tons, the Kamisori was deemed no offensive grappled Sandoval-Groell’s Centurion into submission. when she sings to the crowd. Nevertheless, Gruber is an
threat and went under the radar of the Republic’s Kamisoris as IFVs have become a fixture from occupier and his Kamisori is regularly called upon by the
Military Materiel Redemption Program. Nevertheless, Kanowit to Kesai IV and will no doubt become a corrupt garrison or the scheming Mokonete. He hunts
the Kamisori offers the same armor and payload of mainstay of the Ashigaru Initiatives. down escaped AFFS soldiers, crushes the resistance, or
a Galleon, and its modular turret allows one larger loots Davion treasures, as ordered. Happily, his superiors’
weapon. The tank’s innovative Omni construction incompetence has saved Gruber from actual combat,
means flexibility, so militias can get by with fewer tanks and his stay in Nouvion remains a pleasant sojourn.
and IFVs.
KAMISORI LIGHT TANK 5

Type: Kamisori Weapons


Technology Base: Inner Sphere and Ammo Location Tonnage
Movement Type: Tracked Alternate Configuration R—Mixed
Tonnage: 20 Plasma Cannon (C) Turret 3
Ammo (Plasma) 20 (C) Body 2
Role: Scout
Battle Value: 669 Role: Scout
Battle Value: 536

Equipment Mass
Internal Structure: 2
Engine: 120 6
Type: Fusion
Cruise MP: 6
Flank MP: 9
Heat Sinks: 10 0
Control Equipment: 1
Lift Equipment: 0
Power Amplifier: 0
Turret: .5
Armor Factor (Hvy. Ferro): 109 5.5
Armor
Value
Front 30
Front R/L Side 20/20
Rear 10
Turret 29

Weapons
and Ammo Location Tonnage
Primary Weapons Configuration
Large Laser Turret 5

Alternate Configuration A
Light PPC Turret 3
PPC Capacitor Turret 1
Targeting Computer Body 1
Battle Value: 599 Role: Sniper

Alternate Configuration B
Medium VSP Laser Turret 4
Supercharger Body 1
Battle Value: 487 Role: Scout

Alternate Configuration C
ER Medium Laser Turret 1
C3 Slave Unit Body 1
Beagle Active Probe Body 1.5
Guardian ECM Suite Body 1.5
Battle Value: 527 Role: Scout
GAL-106 GALLEON LIGHT TANK 6

CAPABILITIES anyone who could prove they had hijacked a tank. The
vehicle Rumored to have once been produced at eight Sudiques’ ultimate 4-3 win brought the war to a close.
locations in the rimward Inner Sphere alone, the Galleon With not a single life lost, the Great Galleon War remains
is synonymous with light tank in the Successor States. a point of pride for Anduriens everywhere.
The carefully upgraded -106 is just as prolific, and its
expanded production is one of the most persuasive VARIANTS
examples of the potential of a reunified Free Worlds Maxwell’s increased technological access allowed
League. Though some decry the tank’s increased them to revisit a shelved IFV concept. Streamlined to
complexity, realities of the modern battlefield make fit extant production, the -106M has been outselling
this quicker, sturdier, and harder-hitting Galleon an easy Brooks’ slower Main Gauche IFV. Clan Wolf, in turn, has
investment for most buyers Sphere-wide. not left its dilapidated Amity plant inactive. Though the
Clan opted to allocate minimal Clan technology, the
BATTLE HISTORY inexpensive Galleon C remains effective and is broadly
Mass: 30 tons exported at a steep mark-up.
The post-Jihad collapse of the Free Worlds League
Movement Type: Tracked The ramshackle GAL-200R has existed in the
left many minor provinces ripe pickings for larger and
Power Plant: Hermes 240 XL Fusion Periphery in one form or another for centuries, though it
better equipped states. The minuscule Duchy of New
Cruising Speed: 86 kph took the Marian Hegemony to standardize and produce
Assam was no exception. Sharing the planet Tiber
Maximum Speed: 129 kph the rocket-armed variant. Likewise, Ceres Metals
with the increasingly jingoistic Regulan Fiefs, Duchess
Armor: Riese-675 Hardened with CASE upgraded their own ancient line on Indicass shortly
Lhamo Seren saw the writing on the wall and purchased
Armament: after Operation Great Flood. This stealthy Galleon is
a battalion of Galleons barely a year before the Second
1 Fusigon Shorttooth Light Particle Projection often assigned alongside Capellan infantry formations,
Regulan Hussars launched their invasion.
Cannon though its weak armor discourages sustained combat.
Colonel Vinoth Singh, a hawk in every sense of the
2 Hellion-V Medium Lasers Terra’s Galleon lines, sold to Maxwell-Pulaski
word, hoped to break the Duchy’s tenmag with a three-
Manufacturer: Brooks Incorporated, Maxwell Motors, were retooled to manufacture the unusual
pronged assault on the capital. The Duchess held a wild
Planetary Defense Consortium -300. Popular with mercenaries during the Prefectures’
card, however: her Galleons. The light tanks struck at
Primary Factory: Andurien, Irian, Kendall dissolution after the Blackout, this Galleon features
each Regulan thrust before quickly fading away. This
(Brooks), Maxwell hidden weapon ports that give it a surprising and
threw each prong of the attack into disarray. Singh’s powerful punch.
Communications System: Maxell 500
timetable was in tatters and his supply lines were
Communication System
under constant threat. He was forced to call in the Sixth NOTABLE VEHICLES
Targeting & Tracking System: Maxell TA50
Hussars to bring the campaign to a close. AND CREW
with Beagle Active Probe and TAG
The Great Galleon War, in comparison, was a livelier
affair. The 3140 Andurien Hockey League finals pitted Demi-Precentor V Miguel Zapata: Disarmed after the
For every tanker commanding an Alacorn in battle,
Cap Rouge’s Sudiques against Kanata’s aptly named Jihad, ComStar still attracted many idealistic dreamers
dozens spend unimpressive careers in the cramped
Kanatians in a fiercely contested series. Fans of both with tales of past greatness. Zapata is one such individ-
confines of a Galleon. These vehicles, often found in
teams played their own game of one-upmanship as ual. He joined Dalton’s branch on a whim and became
planetary militias and defensive regiments, still fill
the matches dragged on. Matters ultimately flew out of an advocate for the return of a proactive ComStar.
an undeniably important role within Inner Sphere
hand when militia soldiers hijacked a Galleon to drive it Zapata’s meteoric rise was cut short by Gray Monday,
militaries. Just as with the ubiquitous Stinger or Wasp,
into a popular, though thankfully empty, Kanatians bar. though it was Clan Sea Fox’s purchase of all Free
the Galleon remains an affordable, multi-function light
Troops sent to recover the tank found it missing. Urgent Worlds ComStar assets that broke the camel’s back.
tank. It can stiffen infantry battalions, scout for heavier
calls reported that the same Galleon was now upside The Demi-Precentor absconded with as much as he
forces, or skirmish at high speeds. In these uncertain
down in a branded Sudiques store. could carry, reappearing months later at the helm of
times, with new foes at seemingly every corner, it
This back and forth escalated and spread to other a white Galleon. Now raiding his former workplace in
comes as no surprise that such a versatile vehicle is a
Andurien planets as media gleefully covered the chaos. the name of ComStar, he is causing a minor diplomatic
top seller once more—one that remains at the forefront
Duchess Humphreys herself publicly implored her incident as Clan Sea Fox demands Dalton’s authorities
of modern vehicular formations.
people to return to civility, a hopeless appeal as the resolve the situation before they take matters into
Kanatians began issuing Galleon-shaped “medals” to their own hands.
GAL-106 GALLEON LIGHT TANK 7

Type: Galleon Light Tank


Technology Base: Inner Sphere
Movement Type: Tracked
Tonnage: 30
Role: Scout
Battle Value: 762

Equipment Mass
Internal Structure: 3
Engine: 240 9
Type: XL Fusion
Cruise MP: 8
Flank MP: 12
Heat Sinks: 11 1
Control Equipment: 1.5
Lift Equipment: 0
Power Amplifier: 0
Turret: .5
Sponson Turrets: .5
Armor Factor (Hardened): 56 7.5
Armor
Value
Front 11
R/L Side 10/10
Rear 11
Turret 14

Weapons
and Ammo Location Tonnage
Light PPC Turret 3
Medium Laser Right Sponson 1
Medium Laser Left Sponson 1
TAG Front .5
Beagle Active Probe Body 1.5

Notes: Features the following Design Quirks: Ubiquitous.


HOVER TANK (FALCON) 8

and components unassembled. This placed the burden several of the tanks’ armor plates fell off during high-
vehicle of making the tanks battle-ready upon the militias. speed combat maneuvers and that at least one shook
Buyers are frequently disheartened to receive crates of itself completely apart.
bolt-on armor plating and wire bundles with assembly In 3148, Moriguchi Militia Buzzard Hover Tanks
instructions incomprehensible to their limited technical engaged Rim Territories slavers. The hovercrafts’ high
staff. Backwater worlds receiving such equipment speed enabled them to intercept the bandit ’Mechs
often require mercenary units on cadre contracts to on the plains south of Settsu. Configured for urban
accompany the shipment, both to help with assembly in-fighting, the pirates were unable to close with the
and to train local crews how to put them to effective use. nimble hovertanks and were worn down by relentless
Once assembled, however, the Falcon provides long-range missile and particle beam barrages, finally
users with a high-speed ground interceptor that can retreating to their ship with the militia tanks nipping at
easily outpace most BattleMechs. Its twin missile racks their heels.
make it ideal for anti-armor operations, shredding
Mass: 50 tons VARIANTS
exposed drive systems and hover skirts, and its laser
Movement Type: Hover Component parts can be ordered in various configura-
allows it to remain a threat even after its ammunition
Power Plant: WorkHorse 215 with PowerChain ICE tions that differ only in power pack and turret.
is expended. A small cargo area enables it to serve as
Cruising Speed: 97 kph The most common variant is Quikscell’s original
a courier or go on extended patrols, though its fuel
Maximum Speed: 151 kph direct copy of the LTV-4, the Hawk. The Hawk is a sniper,
dependence still ties it to fixed supply lines.
Armor: ProtecTech Light built around a particle cannon, backed by a single
Armament: missile rack. It is slower than the Falcon, sacrificing
BATTLE HISTORY
1 Defiance B3M Medium Laser speed to pack a heavier punch.
One of the first recorded engagements of the Falcon
2 Holly SRM 6 Packs During the Jihad, Quikscell began offering the
was on Trellwan in 3024, when the Sarghad Militia
Manufacturer: Quikscell Company Buzzard variant to desperate worlds beset on all sides. A
deployed its newly delivered Falcons and Hawks against
Primary Factory: Richvale fuel cell makes it faster than the Hawk while allowing for
an Oberon Confederation raiding party, driving them
Communications System: Basix 200 heavier payload than the Falcon. It swaps the laser for
out of the city and subsequently deploying with the
Targeting & Tracking System: OptiSight-12 a light particle cannon and the missile racks for multi-
Trellwan Light Lancers to repulse a Draconis Combine
missile launcher systems.
incursion.
Hurtling across the battlefield at speeds unmatched After the Blackout, Jacob Bannson revealed
by most hovercraft, the Falcon Hover Tank is a premier NOTABLE VEHICLES
that he had used corporate cutouts to source Falcon AND CREW
strike platform capable of outmaneuvering enemy components far in excess of strict Republic controls on
forces to put its heavy weapons into position for military technology. Assembled by Bannson Universal Sergeant Stephen “Springy” Spring: Spring was a
maximum impact in hit-and-run strikes. Armor brigades Unlimited technicians, Falcons and variants significantly MechWarrior with the Fighting Intellectuals during
and planetary militias frequently deploy Falcons as expanded the roster of Bannson’s Raiders. On Ozawa in the FedCom Civil War. Due to lack of tech support,
rapid-reaction forces, usually tasked with scouting, anti- 3132, they took the field to defend BUU facilities against he became adept at servicing equipment. A Blakist
armor, and flank attack roles during bandit raids. the Spirit Cats. Though many attributed the heavy losses bombing forced his retirement in 3067, and he
at Sapporo to the failure of the Falcon’s light armor returned to the Noongar enclave on his homeworld of
CAPABILITIES against Clan weaponry, Rikkard Nova Cat asserted Australia. The militia, still rebuilding after the 3058 Jade
Built on the same chassis as the ancient and ubiquitous that his warriors were guided to the tanks’ weak points Falcon attack, requested assistance with a shipment
LTV-4 “Hover Tank,” Quikscell upgraded the Falcon’s through mystic visions. of Buzzards. He was instrumental in readying them
power plant and billed it as an alternative to the Condor No mystic claims were needed to explain the tank’s to engage a Blakist raiding party in 3075. Though the
as a front-line combat hovertank, with superior speed shortcomings when the Oriente Protectorate attacked rush job did nothing for the vehicles’ aesthetics, they
and firepower, and comparable durability. It likewise the Senate Alliance on Park Place in 3135. Frantically were mechanically sound—a rarely used descriptor for
outperformed the popular Pegasus, matching its attempting to rearm after retreating from Terra, the Quikscell products. While his old injuries kept him from
weaponry and outrunning the lighter vehicle. Alliance purchased large numbers of Falcons and taking to the field except at great need, the militia gave
Quikscell determined that significant savings threw them into the field as quickly as possible, often him command of a Buzzard, which he named Yagan
could be realized by shipping its Hover Tank chassis with disastrous results. The Eagle’s Talons reported that after a legendary Noongar warrior of ancient Terra.
HOVER TANK (FALCON) 9

Type: Falcon Hover Tank


Technology Base: Inner Sphere
Movement Type: Hover
Tonnage: 50
Role: Striker
Battle Value: 676

Equipment Mass
Internal Structure: 5
Engine: 215 19
Type: ICE
Cruise MP: 9
Flank MP: 14
Heat Sinks: 3 3
Control Equipment: 2.5
Lift Equipment: 5
Power Amplifier: .5
Turret: 1
Armor Factor: 88 5.5
Armor
Value
Front 24
R/L Side 16/16
Rear 16
Turret 16

Weapons
and Ammo Location Tonnage
Medium Laser Turret 1
2 SRM 6 Turret 6
Ammo (SRM) 15 Body 1
Cargo Body .5

Notes: Features the following Design Quirk: Ramshackle.


PATTON TANK (XL) 10

During the Jihad, the Rommel was re-focused into a Major Alecto Zibler of the Twentieth Avalon Hussars
vehicle close support artillery unit, while the upgraded Patton captured a treasure trove of documents relating to
remains a go-anywhere, do-anything heavy tank. An Palmyra. Among them were images of AFFS Pattons
extralight fusion engine—eschewed on the Rommel raiding a DCMS supply depot in early 3149. Analysis of
Howitzer—allows this MBT to upgrade secondary visible serial numbers identified these tanks as issued
weapons and targeting control, and to make a more to the Seventh Crucis Lancers in 3141. That they remain
comfortable, CASE-protected crew compartment. combat-capable in conditions as demanding as any
faced during the depths of the Succession Wars is a
BATTLE HISTORY testament to the ruggedness of the upgraded Patton,
The first new Pattons to roll off the production lines along with indicating that not every Patton fell into
were quickly snapped up for use as command tanks in enemy hands.
AFFS LCTs and Lyran heavy armored regiments. Because
the Patton’s expense dissuaded mercenary commands VARIANTS
Mass: 65 tons from purchasing it, the tank saw little action prior to the The Patton (Ultra) was the direct progenitor of the
Movement Type: Tracked Blackout. As the Inner Sphere collapsed into anarchy, modern Patton. It used a standard fusion engine but
Power Plant: GM 260 XL Fusion however, the Patton moved into the spotlight. had fewer features. The Taurian Concordat had been
Cruising Speed: 43 kph During the confused, three-way fighting for New testing Pattons for use in hostile environments and
Maximum Speed: 64 kph Hessen, new First Prince Caleb Davion’s mismanagement used this research to develop a variant equipped with
Armor: StarSlab/6 Ferro-Fibrous with CASE of the battle resulted in Ying Longs stumbling across an LB-X and a supercharger.
Armament: a command post for the planet’s armored forces. The When the Rommel was upgraded with a Gauss rifle
1 Mydron Excel Ultra Type 10 Autocannon moment the alarm was raised, the tank crews sprang after the Clan Invasion, it suddenly competed with the
1 Holly MML 5 into action, engaging the closing enemy while reversing Patton’s market. The resulting negative slump in sales of
1 Martell-X Medium X-Pulse Laser to keep the range open. The Capellan battlesuits were both tanks prompted Defiance to ensure distinct roles
1 Hotshot Flamer cut to ribbons without being able to bring their deadly in later models.
Manufacturer: General Motors, Defiance Industries plasma rifles to bear. The First Prince was immensely When offered Clan combat vehicles that have a
Primary Factory: Salem, Hesperus II impressed and placed a massive fifteen-year contract for near-total disregard for crew comfort, the KungsArmé
Communications System: TharHes Muse 54-58K more Pattons with GM, over the strenuous objections of wanted to retain their Axel tanks, Rasalhagian reverse-
Targeting & Tracking System: TharHes Mars 5 with the AFFS Judge Advocate General Corps’ contract law engineered Patton knock-offs. Once married to Clan
Targeting Computer and Artemis IV department. technology, the Axel IIC was welcomed into the Bear
In 3137, the LCAF’s Pattons saw action in Operation touman. An attempt to mass-produce an even faster
The Patton is the picture book main battle tank of Hammerfall, the Lyran offensive against provinces of XL-engine variant floundered over cost concerns, but a
Houses Steiner and Davion. When it was introduced the former Free Worlds League. During the fighting for few trickle off the production lines every year.
after the Third Succession War alongside its sister, Bondurant, heavy losses in the First Hesperus Armor
the Rommel, it was proof that the Inner Sphere could Brigade compelled Duke Brewer to commit his Patton- NOTABLE VEHICLES
advance beyond merely modifying decaying relics heavy command company to tip the scales against the AND CREW
of yore. The two tanks became strong sellers whose Silver Hawk Irregulars. The Silver Hawks and Lyrans alike
performance outweighed complaints about the use were surprised by the tank’s resilience. When Colonel Sergeant Major Jackson T. Murphy: A Patton
expensive fusion reactors in vehicles. Anzoátegui’s Behemoth was obliterated by long-range commander in the Seventh Crucis Lancers, Murphy em-
This glorious tradition lives on in a collaboration artillery fire, Leutnant-Colonel Denise Wilson assumed braced the vehicle because its spacious interior readily
between DefHes and GM on a new Patton model command from her Patton. Using her targeting accommodated his two-meter height. Initially believed
that has been described as both cutting-edge and computer to great effect, she shot a leg off the Venom lost in the disaster on Palmyra, recent intelligence has
ludicrously opulent. spotting for the Marik-Stewart guns, then crushed the identified his tank as remaining active against the
hapless light ’Mech beneath her treads. Combine garrison there as recently as 3149. A psych
CAPABILITIES Pattons were present in large numbers on Palmyra, profile assembled by MIIO in the wake of this revelation
Defiance’s marketing department long ago realized in the last military action of First Prince Caleb Davion’s indicates that Murphy’s leadership skills make it likely
that producing two visually similar tanks with nearly ill-starred reign. Many fell into Combine hands. During he has survived and kept his Patton operational for at
identical roles teetered on the brink of madness. the abortive Combine counteroffensive on Robinson, least five years behind enemy lines.
PATTON TANK (XL) 11

Type: Patton Tank (XL)


Technology Base: Inner Sphere
Movement Type: Tracked
Tonnage: 65
Role: Brawler
Battle Value: 1,278

Equipment Mass
Internal Structure: 6.5
Engine: 260 10.5
Type: XL
Cruise MP: 4
Flank MP: 6
Heat Sinks: 10 0
Control Equipment: 3.5
Lift Equipment: 0
Power Amplifier: 0
Turret: 2
Armor Factor (Ferro): 232 13
Armor
Value
Front 51
R/L Side 46/46
Rear 38
Turret 51

Weapons
and Ammo Location Tonnage
Ultra AC/10 Turret 13
Ammo (Ultra) 30 Body 3
MML 5 Turret 3
Artemis IV FCS Turret 1
Ammo (MML) 48/40 Body 2
Medium X-Pulse Laser Front 2
Flamer Rear 1
CASE Body .5
Targeting Computer Body 4

Notes: Features the following Design Quirks: Narrow/


Low Profile, Poor Targeting/Short Range.
PHANTOM 12

to open holes for the smaller weapons found on all Weapons and Ammo Location Critical Tonnage
Phantom configurations. A Phantom in the hands of a Weapons Configuration T
ER Medium Pulse Laser RA 2 2
shrewd warrior can easily take down an overconfident ER Small Laser LT 1 .5
opponent. Light TAG LT 1 .5
LRM 5 LA 1 1
Artemis V FCS LA 2 1.5
BATTLE HISTORY Ammo (LRM) 24 LA 1 1
When elements of the Second Seeker Cluster appeared Battle Value: 1,112 Role: Scout
on Solaris VII in 3145, a Phantom with an unusual paint
scheme was among the forces. Further investigation Alternate Configuration F
Heavy Medium Laser RA 2 1
confirmed that the Phantom once belonged to ER Medium Laser RT 1 1
MechWarrior Robert Scott of the Crimson Seeker Star. ECM Suite CT 1 1
Rather than Scott’s preferred C configuration, this ER Medium Laser LT 1 1
Heavy Flamer LA 1 1.5
warrior used the J configuration’s supercharger to Ammo (Heavy Flamer) 10 LA 1 1
devastating effect by flanking Wolf ’Mechs to shred their Battle Value: 1,375 Role: Striker
weak rear armor. The Phantom’s warrior accounted for
two solo kills in the Scorpion victory. Alternate Configuration G
ER Medium Laser RA 1 1
Phantoms in the Wolf Empire have become a ProtoMech AC/4 LA 3 4.5
probationary assignment before the best warriors Ammo (PAC) 20 LA 1 1
Mass: 40 tons move on to rare Wulfens, given their similarities. Some Battle Value: 975 Role: Scout
Speed: 97 kph cruising, 151 kph max MechWarriors have tried to mimic Wulfen configurations,
Jump Capacity: none Alternate Configuration I
leading to some new standard Phantom configurations. ER Medium Laser RA 1 1
Payload: 6.5 tons of pod space Among those warriors is Star Commander Isabella Targeting Computer CT 1 1
Manufacturer: Earthwerks-FWL, Inc. (Keystone), Winson of the Ninth Wolf Guards Striker Cluster. Winson Light TAG LT 1 .5
Manufacturing Plant SFF-TS1 (CSF Tsunami Mobile Imp. Heavy Large Laser LA 3 4
and her medium striker Star had cleanup duty of the Battle Value: 1,713 Role: Scout
Production Facility) Jade Falcon’s Turkina Keshik during the assault of
Featured in TRO: 3055 Upgrade / Jihad Skye. Winson’s Phantom R and a Star-mate’s Phantom I Alternate Configuration J
Imp. Heavy Medium Laser RA 2 1
excelled in hunting down and destroying Falcon ’Mechs Supercharger CT 1 2
The Phantom is a fast reconnaissance OmniMech that were preoccupied with their own hunt for Khan ER Small Laser LT 1 .5
that originally enjoyed a short service life with Clan Alaric Ward, whom they believed was on the battlefield. 3 ER Medium Lasers LA 3 3
Wolf between Operation Revival and the Jihad. After Battle Value: 1,902 Role: Striker
the Wulfen was reintroduced to the Wolf Empire, its NOTABLE ’MECHS Alternate Configuration K
popularity created a demand that outstripped Kallon AND MECHWARRIORS Watchdog CEWS RT 2 1.5
Weapon Industries’ industrial capacity. As the Phantom Targeting Computer CT 1 1
possesses similar performance, Clan Wolf sought out ER Large Laser LT 1 4
Captain Adam Klee: A lance leader during Operation Battle Value: 1,387 Role: Sniper
our help retooling a Bloodhound factory for renewed Kingbreaker, Klee put his Phantom Prime’s electronics
production of the older OmniMech. In exchange, the to good use tracking down elements of the traitorous Alternate Configuration L
ilKhanate received the design specs and can now Second Collective Guards. His lance’s performance led Plasma Cannon RA 1 3
Ammo (Plasma) 10 RA 1 1
provide the Phantom to all interested parties. to promotion when his company commander was killed 3 AP Gauss Rifles LA 3 1.5
in the fighting. Now in command of an independent Ammo (AP Gauss) 40 LA 1 1
CAPABILITIES company, per the First Buena Guards’ preferred Battle Value: 1,178 Role: Scout
The Phantom has always been unfairly judged by style, Klee has purchased a T configuration package. Alternate Configuration R—Mixed
comparison to slower OmniMechs. When judged on Its similarity to the Prime has led many opponents 2 Medium Lasers (IS) RA 2 2
its own merits, the Phantom can excel in diverse roles, to underestimate the capabilities of Captain Klee’s Imp. Heavy Medium Laser RT 2 1
including reconnaissance, harassment, as a platform Phantom. Klee’s eagle eyes and electronics expertise Imp. Heavy Medium Laser LT 2 1
SRM 6 LA 1 1.5
for mechanized infantry, and in single combat. Modern have frequently spotted ambushes despite his Phantom Ammo (SRM) 15 LA 1 1
configurations feature at least one hard-hitting weapon no longer carrying advanced electronics. Battle Value: 1,365 Role: Striker
NIGHTSKY PENETRATOR GUNSLINGER

Mass: 50 tons Mass: 75 tons Mass: 85 tons


Manufacturer: Defiance Industries (Hesperus II) Manufacturer: Kallon Weapons Industries (Wernke) Manufacturer: Independence Weaponry (Quentin), Defiance
Featured in TRO: 3055 Upgrade / Clan Invasion Featured in TRO: 3055 Upgrade / Clan Invasion Industries (Hesperus II)
Featured in TRO: 3055 Upgrade / Clan Invasion
When the LCAF asked Defiance to update the Nightsky Few BattleMechs designed and produced in the Inner Sphere
for the new century, the company happily obliged. after the fall of the first Star League managed to become as The Gunslinger may be one of the galaxy’s cruelest jokes:
Concerns about the ’Mech’s flagging sales had already led beloved as the Penetrator. A mainstay of AFFS, LCAF, and a weapons platform that could only be produced during a
to an internal proposal to enhance its capabilities with mercenary heavy lances, it has a well-deserved reputation time of peace. The current GUN-3ERD was intended to be a
components available within the DefHes supply chain. The for phenomenal staying power. Kallon’s latest Penetrator renewed symbol of friendly relations between the Combine,
Lyran Quartermaster Corps was stunned when presented is an iterative development. Because of the increasing Commonwealth, and Republic shortly before the Blackout.
with detailed blueprints within hours of their request. proliferation of reflective armor, older Penetrators struggled Instead, it became one of the first casualties of the Inner
Careful planning by Defiance during the design phase to deliver effective firepower. Kallon’s Tonkya complex on Sphere’s descent into anarchy. While the industrial muscle
ensured that it would be easy to bring older ’Mechs up to Wernke found an easy solution by leveraging the Federated of Defiance Industries enabled Lyran production to resume
the NGS-7S standard. The comparative ease of transporting Suns’ experience with re-engineered lasers. The Tonkya after the necessary substitutions were made, the Draconis
upgrade kits compared to whole BattleMechs enabled complex initially refit battle-damaged Penetrators, but soon Combine could not obtain extralight 255-rated Clan fusion
the LCAF to refit a substantial percentage of its Nightskys. it dedicated multiple lines to building new ’Mechs. For engines from former Nova Cat holdings. Instead, they are
Appearing nearly identical to older models, this latest the AFFS, struggling to recover from devastating losses of dependent on paying our premiums or salvaging engines
variant has shocked enemies from the Duchy of Tamarind- personnel and materiel, the PTR-8D has been a lifeline, and from Rasalhague Dominion or Raven Alliance assault ’Mechs.
Abbey to the Jade Falcon OZ. demand is sky-high. Only the high value the DCMS places on the Gunslinger
makes the latter method of acquisition worth the risk.
Hauptmann Samantha Hoop: Hoop commanded a lance Major Marcus Coralie Pieters: Pieters is the deputy
in the Tenth Lyran Guards’ lightning company until the commander of the Fifth Syrtis Fusiliers LCT’s ’Mech Star Captain Brian: Brian hailed from the Krouse family of
RCT was all but destroyed by Clan Wolf. Her lance’s escape battalion. The New Syrtis native and veteran of hard fighting Krenice and served in the First Tyr Assault Cluster for decades.
in a captured Broadsword was one of the few bright spots on Royalston against Warrior House Hiritsu volunteered He tested down with his battered Pack Hunter to serve as
in an otherwise catastrophic blow to Lyran morale. Hoop to serve as the AFFS liaison to the Twelfth Vegan Rangers commander of Krenice’s humble polis in the late 3120s. In
was promoted to Hauptmann and assigned to the Twelfth during the liberation of his homeworld. Despite his advisory the last few peaceful years, he did little more than use the
Lyran Guards. This aggressive officer uses her ’Mech’s speed role, Pieters could not resist getting into the thick of the ’Mech to provide electricity to most of his rural town. When
and maneuverability to maximum effect, shattering foes in fighting after learning the Rangers were facing his old a Combine raiding force hit the planet shortly after the
a blizzard of physical attacks. The Hauptmann is frequently Hiritsu foes. The Major’s Penetrator withstood considerable Blackout, Brian faced one of the handful of pre-production
mistaken for the popular Tharkad torch singer Nerisse punishment, losing both arms and a large portion of GUN-3ERDs in Combine hands. The Gunslinger blew both
von Sisten when in civilian clothes, due to her uncanny its torso, but stayed in the fight. Pieters refused to leave legs off his Pack Hunter before a lucky PPC blast obliterated
physical resemblance to “the Mourning Valkyrie” and to her the field, delivering punishing death from above attacks, its head. After a successful head transplant from the Pack
remarkably melodious voice. and using his anti-missile system as a haphazard weapon Hunter, the Gunslinger is now the lone BattleMech of the
against Capellan infantry. Krenice Polis.

13
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 30 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Kamisori Light Tank Prime Crew:
Movement Points: Tonnage: 20
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 120 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 20 )


Left Side Arm or ( 20 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 29 )
1 Large Laser TU 8 [DE] — 5 10 15 CRITICAL DAMAGE
Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
BV: 536
( 10 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 30 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Kamisori Light Tank A Crew:
Movement Points: Tonnage: 20
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Engine Type: 120 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 20 )


Left Side Arm or ( 20 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 29 )
1 Light PPC TU 5 [DE] 3 6 12 18 CRITICAL DAMAGE
w/Capacitor
1 Targeting Computer BD [E] — — — — Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
BV: 599
( 10 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 30 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Kamisori Light Tank B Crew:
Movement Points: Tonnage: 20
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 [12] Rules Level: Standard
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 120 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 20 )


Left Side Arm or ( 20 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 29 )
1 Medium VSP Laser TU 9/7/5 [P,V] — 2 5 9 CRITICAL DAMAGE
1 Supercharger BD [E] — — — —
Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
BV: 487
( 10 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 30 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Kamisori Light Tank C Crew:
Movement Points: Tonnage: 20
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 120 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 20 )


Left Side Arm or ( 20 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 29 )
1 ER Medium Laser TU 5 [DE] — 4 8 12 CRITICAL DAMAGE
1 C3 Computer (Slave) BD [E] — — — —
1 Active Probe (Beagle) BD [E] — — — 4 Turret Locked Engine Hit
1 ECM Suite (Guardian) BD [E] — — — 6 Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
BV: 527
( 10 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 30 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Kamisori Light Tank R Crew:
Movement Points: Tonnage: 20
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Mixed
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 120 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 20 )


Left Side Arm or ( 20 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 29 )
1 Plasma Cannon TU [DE,H,AI] — 6 12 18 CRITICAL DAMAGE
Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (Plasma Cannon) 20

Rear Armor
BV: 669
( 10 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Hardened
Front Armor
( 11 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank GAL-106 Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 8 Tech Base: Inner Sphere
Flanking: 12 Rules Level: Advanced
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 240 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 10 )


Left Side Arm or ( 10 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 14 )
1 TAG FR [E] — 5 9 15 CRITICAL DAMAGE
1 Medium Laser (S) RS 5 [DE] — 3 6 9
1 Medium Laser (S) LS 5 [DE] — 3 6 9 Turret Locked Engine Hit
1 Light PPC TU 5 [DE] 3 6 12 18 Sensor Hits +1 +2 +3 D
1 Active Probe (Beagle) BD [E] — — — 4 Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Rear Armor
BV: 762
( 11 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Hardened
Front Armor
( 11 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank GAL-106M Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 8 Tech Base: Inner Sphere
Flanking: 12 Rules Level: Advanced
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 240 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 10 )


Left Side Arm or ( 10 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 14 )
1 Anti-Missile System FR [PB] — 1 — — CRITICAL DAMAGE
1 Machine Gun (S) RS 2 [DB,AI] — 1 2 3
1 Machine Gun (S) LS 2 [DB,AI] — 1 2 3 Turret Locked Engine Hit
1 ER Medium Laser TU 5 [DE] — 4 8 12 Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo (CASE): (AMS) 12, (Machine Gun) 100


Features Infantry Bay (4 tons)

Rear Armor
BV: 601
( 11 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Standard Armor
Front Armor
( 14 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank GAL-200R Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Ambusher Commander Hit +1 Driver Hit +2
Engine Type: 180 ICE Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 13 )


Left Side Arm or ( 13 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 18 )
4 Rocket Launcher 10 FR 1/Msl [M,C] — 5 11 18 CRITICAL DAMAGE
2 Machine Gun TU 2 [DB,AI] — 1 2 3
2 Rocket Launcher 20 TU 1/Msl [M,C] — 3 7 12 Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (Machine Gun) 100

Rear Armor
BV: 455
( 14 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Vehicular Stealth
Front Armor
( 13 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank GAL-201 Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Scout Commander Hit +1 Driver Hit +2
Engine Type: 180 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 12 )


Left Side Arm or ( 12 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 15 )
1 Magshot (S) RS 2 [DB,X] — 3 6 9 CRITICAL DAMAGE
1 Magshot (S) LS 2 [DB,X] — 3 6 9
1 Light AC/5 TU 5 [DB,S] — 5 10 15 Turret Locked Engine Hit
1 ECM Suite (Guardian) BD [E] — — — 6 Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo (CASE): (LAC/5) 20, (Magshot) 50

Rear Armor
BV: 504
( 12 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 25 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank GAL-300 Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Striker Commander Hit +1 Driver Hit +2
Engine Type: 180 Light Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 19 )


Left Side Arm or ( 19 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 27 )
1 MML 7 FR [M,C,S] CRITICAL DAMAGE
LRM 1/Msl 6 7 14 21
SRM 2/Msl — 3 6 9 Turret Locked Engine Hit
1 ER Small Laser (S) RS 3 [DE] — 2 4 5 Sensor Hits +1 +2 +3 D
1 M-Pod RS 15 [DB,X,OS] — 1 2 3 Motive System Hits +1 +2 +3
1 ER Small Laser (S) LS 3 [DE] — 2 4 5 Stabilizers
1 M-Pod LS 15 [DB,X,OS] — 1 2 3 Front Left Right
1 ER Medium Laser TU 5 [DE] — 4 8 12 Rear Turret

Ammo: (MML 7/LRM) 17, (MML 7/SRM) 14

Rear Armor
BV: 648
( 19 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Standard Armor
Front Armor
( 20 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Galleon Light Tank C Crew:
Movement Points: Tonnage: 30
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Clan
Flanking: 9 Rules Level: Standard
Movement Type: Tracked Role: Striker Commander Hit +1 Driver Hit +2
Engine Type: 180 Fuel Cell Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 18 )


Left Side Arm or ( 18 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 22 )
1 Medium Chemical Laser RS 5 [DE] — 3 6 9 CRITICAL DAMAGE
(S)
1 Medium Chemical Laser LS 5 [DE] — 3 6 9 Turret Locked Engine Hit
(S) Sensor Hits +1 +2 +3 D
1 Large Chemical Laser TU 8 [DE] — 5 10 15 Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (Large Chemical Laser) 20, (Medium Chemical Laser) 30

Rear Armor
BV: 633
( 18 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Standard Armor
Front Armor
( 24 )
HOVER VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Buzzard Hover Tank Crew:
Movement Points: Tonnage: 50
Gunnery Skill: Driving Skill:
Cruising: 8 Tech Base: Inner Sphere
Flanking: 12 Rules Level: Standard
Movement Type: Hover Role: Striker Commander Hit +1 Driver Hit +2
Engine Type: 165 Fuel Cell Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 16 )


Left Side Arm or ( 16 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 16 )
1 Light PPC TU 5 [DE] 3 6 12 18 CRITICAL DAMAGE
2 MML 7 TU [M,C,S]
LRM 1/Msl 6 7 14 21 Turret Locked Engine Hit
SRM 2/Msl — 3 6 9 Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (MML 7/LRM) 34, (MML 7/SRM) 28

Rear Armor
BV: 780
( 16 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Standard Armor
Front Armor
( 24 )
HOVER VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Falcon Hover Tank Crew:
Movement Points: Tonnage: 50
Gunnery Skill: Driving Skill:
Cruising: 9 Tech Base: Inner Sphere
Flanking: 14 Rules Level: Introductory
Movement Type: Hover Role: Striker Commander Hit +1 Driver Hit +2
Engine Type: 215 ICE Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 16 )


Left Side Arm or ( 16 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 16 )
1 Medium Laser TU 5 [DE] — 3 6 9 CRITICAL DAMAGE
2 SRM 6 TU 2/Msl [M,C,S] — 3 6 9
Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (SRM 6) 15
Features Cargo (0.5 tons)

Rear Armor
BV: 676
( 16 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Standard Armor
Front Armor
( 24 )
HOVER VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Hawk Hover Tank (LTV-4) Crew:
Movement Points: Tonnage: 50
Gunnery Skill: Driving Skill:
Cruising: 7 Tech Base: Inner Sphere
Flanking: 11 Rules Level: Introductory
Movement Type: Hover Role: Striker Commander Hit +1 Driver Hit +2
Engine Type: 115 ICE Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 16 )


Left Side Arm or ( 16 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 16 )
1 PPC TU 10 [DE] 3 6 12 18 CRITICAL DAMAGE
1 SRM 4 TU 2/Msl [M,C,S] — 3 6 9
Turret Locked Engine Hit
Sensor Hits +1 +2 +3 D
Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (SRM 4) 25

Rear Armor
BV: 684
( 16 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Front Armor
( 65 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Axel Heavy Tank IIC Crew:
Movement Points: Tonnage: 65
Gunnery Skill: Driving Skill:
Cruising: 4 Tech Base: Clan
Flanking: 6 Rules Level: Standard
Movement Type: Tracked Role: Brawler Commander Hit +1 Driver Hit +2
Engine Type: 260 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 45 )


Left Side Arm or ( 45 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
QtyType Loc Dmg Min Sht Med Lng
( 35 )
1 AP Gauss Rifle FR 3 [DB,AI,X] — 3 6 9 CRITICAL DAMAGE
1 Large Pulse Laser TU 10 [P] — 6 14 20
2 LRM 15 TU 1/Msl [M,C,S] — 7 14 21 Turret Locked Engine Hit
w/Artemis IV Sensor Hits +1 +2 +3 D
1 ECM Suite BD [E] — — — 6 Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo (CASE): (AP Gauss) 40, (LRM 15 Artemis) 32

Rear Armor
BV: 1,612
( 30 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Front Armor
( 65 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Axel Heavy Tank IIC (XL) Crew:
Movement Points: Tonnage: 65
Gunnery Skill: Driving Skill:
Cruising: 5 Tech Base: Clan
Flanking: 8 Rules Level: Standard
Movement Type: Tracked Role: Brawler Commander Hit +1 Driver Hit +2
Engine Type: 325 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 45 )


Left Side Arm or ( 45 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
QtyType Loc Dmg Min Sht Med Lng
( 35 )
1 AP Gauss Rifle FR 3 [DB,AI,X] — 3 6 9 CRITICAL DAMAGE
1 ER Large Laser TU 10 [DE] — 8 15 25
2 LRM 15 TU 1/Msl [M,C,S] — 7 14 21 Turret Locked Engine Hit
w/Artemis IV Sensor Hits +1 +2 +3 D
1 Anti-Missile System TU [PB] — 1 — — Motive System Hits +1 +2 +3
1 Targeting Computer BD [E] — — — — Stabilizers
1 ECM Suite BD [E] — — — 6 Front Left Right
Rear Turret

Ammo (CASE): (AMS) 24, (AP Gauss) 40, (LRM 15 Artemis) 32

Rear Armor
BV: 2,003
( 30 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Front Armor
( 50 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Patton Tank (Taurian) Crew:
Movement Points: Tonnage: 65
Gunnery Skill: Driving Skill:
Cruising: 4 Tech Base: Inner Sphere
Flanking: 6 [8] Rules Level: Standard
Movement Type: Tracked Role: Brawler Commander Hit +1 Driver Hit +2
Engine Type: 260 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 44 )


Left Side Arm or ( 44 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 50 )
1 ER Medium Laser FR 5 [DE] — 4 8 12 CRITICAL DAMAGE
1 Flamer RR 2 [DE,H,AI] — 1 2 3
1 LB 10-X AC TU 10 — 6 12 18 Turret Locked Engine Hit
[DB,C/F/S] Sensor Hits +1 +2 +3 D
1 LRM 5 TU 1/Msl [M,C,S] 6 7 14 21 Motive System Hits +1 +2 +3
1 Supercharger BD [E] — — — — Stabilizers
Front Left Right
Rear Turret

Ammo: (LB 10-X) 20, (LB 10-X Cluster) 10, (LRM 5) 24

Rear Armor
BV: 1,213
( 40 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Front Armor
( 51 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Patton Tank (Ultra) Crew:
Movement Points: Tonnage: 65
Gunnery Skill: Driving Skill:
Cruising: 4 Tech Base: Inner Sphere
Flanking: 6 Rules Level: Standard
Movement Type: Tracked Role: Brawler Commander Hit +1 Driver Hit +2
Engine Type: 260 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 46 )


Left Side Arm or ( 46 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 51 )
2 Machine Gun FR 2 [DB,AI] — 1 2 3 CRITICAL DAMAGE
1 Machine Gun RR 2 [DB,AI] — 1 2 3
1 Ultra AC/10 TU 10/Sht — 6 12 18 Turret Locked Engine Hit
[DB,R/C] Sensor Hits +1 +2 +3 D
2 Medium Laser TU 5 [DE] — 3 6 9 Motive System Hits +1 +2 +3
Stabilizers
Front Left Right
Rear Turret

Ammo: (Machine Gun) 100, (Ultra AC/10) 30

Rear Armor
BV: 1,160
( 38 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Front Armor
( 51 )
TRACKED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
Type: Patton Tank (XL) Crew:
Movement Points: Tonnage: 65
Gunnery Skill: Driving Skill:
Cruising: 4 Tech Base: Inner Sphere
Flanking: 6 Rules Level: Standard
Movement Type: Tracked Role: Brawler Commander Hit +1 Driver Hit +2
Engine Type: 260 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right Side Arm or ( 46 )


Left Side Arm or ( 46 )
Weapons & Equipment Inventory (hexes)
Turret Arm or
Qty Type Loc Dmg Min Sht Med Lng
( 51 )
1 Medium X-Pulse Laser FR 6 [P] — 3 6 9 CRITICAL DAMAGE
1 Flamer RR 2 [DE,H,AI] — 1 2 3
1 Ultra AC/10 TU 10/Sht — 6 12 18 Turret Locked Engine Hit
[DB,R/C] Sensor Hits +1 +2 +3 D
1 MML 5 TU [M,C,S] Motive System Hits +1 +2 +3
LRM 1/Msl 6 7 14 21 Stabilizers
SRM 2/Msl — 3 6 9 Front Left Right
1 Targeting Computer BD [E] — — — — Rear Turret

Ammo (CASE): (MML 5/LRM Artemis) 24, (MML 5/SRM Artemis) 20,
(Ultra AC/10) 30

Rear Armor
BV: 1,278
( 38 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
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
4 Front† Rear† Side† Driving Skill Rolls
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
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
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
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
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. 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
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
§ 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.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom T Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Scout Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 5 LA 2 1/Msl [M,C,S] — 7 14 21
w/Artemis V
1 ER Medium Pulse RA 6 7 [P] — 5 9 14 Center
Left Arm Torso Right Arm
Laser ( 12 ) ( 12 ) ( 12 )
1 ER Small Laser LT 2 5 [DE] — 2 4 6
1 Micro Pulse Laser LT 1 3 [P,AI] — 1 2 3

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

Ammo: (LRM 5 Artemis) 24 Left Right


Torso Rear Torso Rear
(7) (7)
BV: 1,138

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
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. Artemis V FCS 6. Life Support 5. ER Medium Pulse Laser 28*
6. Artemis V FCS 6. ER Medium Pulse Laser Left Right 27
Arm Arm 26*
1. Ammo (LRM 5 Artemis) 24 Center Torso 1. Endo Steel
(6) (6)
2. Endo Steel 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Small Laser 3. Endo Steel
1-3 4. Micro Pulse Laser
5.
6.
Endo Steel
Roll Again
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Endo Steel 5. Roll Again Heat
12 (24)
6. Ferro-Fibrous Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom F Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Striker Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Heavy Flamer LA 5 4 [DE,H,AI] — 2 3 4
1 Heavy Medium Laser RA 7 10 [DE] — 3 6 9
1 ER Medium Laser LT 5 7 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
1 ER Medium Laser RT 5 7 [DE] — 5 10 15 ( 12 ) ( 12 ) ( 12 )
1 ECM Suite CT — [E] — — — 6

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

Ammo: (Heavy Flamer) 10 Left Right


Torso Rear Torso Rear
(7) (7)
BV: 1,375

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
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. Heavy Flamer 5. Sensors 1-3 4. Hand Actuator
29
5. Ammo (Heavy Flamer) 10 6. Life Support 5. Heavy Medium Laser 28*
6. Endo Steel 6. Heavy Medium Laser Left Right 27
Arm Arm 26*
1. Ferro-Fibrous Center Torso 1. Endo Steel
(6) (6)
2. Roll Again 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Medium Laser 3. ER Medium Laser
1-3 4. Endo Steel
5.
6.
ECM Suite
Endo Steel
1-3 4. Endo Steel
HEAT DATA 16
Double Heat Sinks: 15*
5. Ferro-Fibrous 5. Ferro-Fibrous Heat
12 (24)
6. Roll Again Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom G Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Scout Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 ProtoMech AC/4 LA 1 4 [DB,S] — 5 10 15
1 ER Medium Laser RA 5 7 [DE] — 5 10 15
Center
Left Arm Torso Right Arm
( 12 ) ( 12 ) ( 12 )

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

Ammo: (Proto AC/4) 20 Left Right


Torso Rear Torso Rear
(7) (7)
BV: 975

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. ProtoMech AC/4 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. ProtoMech AC/4 5. Sensors 1-3 4. Hand Actuator
29
5. ProtoMech AC/4 6. Life Support 5. ER Medium Laser 28*
6. Ammo (Proto AC/4) 20 6. Endo Steel Left Right 27
Arm Arm 26*
1. Endo Steel Center Torso 1. Ferro-Fibrous
(6) (6)
2. Ferro-Fibrous 1. XL Fusion Engine 2. Roll Again 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. Endo Steel 3. Endo Steel
1-3 4. Ferro-Fibrous
5.
6.
Endo Steel
Roll Again
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Roll Again 5. Roll Again Heat
12 (24)
6. Roll Again Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom I Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Scout Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Imp. Heavy Large LA 18 16 [DE,X] — 5 10 15
Laser
1 ER Medium Laser RA 5 7 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
1 Light TAG LT — [E] — 3 6 9 ( 12 ) ( 12 ) ( 12 )
1 Targeting Computer CT — [E] — — — —

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

Left Right
Torso Rear Torso Rear
(7) (7)
BV: 1,713

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
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. Imp. Heavy Large Laser 5. Sensors 1-3 4. Hand Actuator
29
5. Imp. Heavy Large Laser 6. Life Support 5. ER Medium Laser 28*
6. Imp. Heavy Large Laser 6. Endo Steel Left Right 27
Arm Arm 26*
1. Endo Steel Center Torso 1. Ferro-Fibrous
(6) (6)
2. Ferro-Fibrous 1. XL Fusion Engine 2. Roll Again 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. Light TAG 3. Endo Steel
1-3 4. Endo Steel
5.
6.
Targeting Computer
Endo Steel
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Ferro-Fibrous 5. Roll Again Heat
12 (24)
6. Roll Again Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom J Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 [18] Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Striker Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
3 ER Medium Laser LA 5 7 [DE] — 5 10 15
1 Imp. Heavy Medium RA 7 10 [DE,X] — 3 6 9
Laser Center
Left Arm Torso Right Arm
1 ER Small Laser LT 2 5 [DE] — 2 4 6 ( 12 ) ( 12 ) ( 12 )

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

Left Right
Torso Rear Torso Rear
(7) (7)
BV: 1,902

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm 1. Life Support Right Arm (CASE)
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. ER Medium Laser 5. Sensors 1-3 4. Hand Actuator
29
5. ER Medium Laser 6. Life Support 5. Imp. Heavy Medium Laser 28*
6. ER Medium Laser 6. Imp. Heavy Medium Laser Left Right 27
Arm Arm 26*
1. Endo Steel Center Torso 1. Endo Steel
(6) (6)
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Small Laser 3. Endo Steel
1-3 4. Endo Steel
5.
6.
Supercharger
Endo Steel
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Ferro-Fibrous 5. Roll Again Heat
12 (24)
6. Roll Again Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom K Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Sniper Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER Large Laser LT 12 10 [DE] — 8 15 25
1 Watchdog CEWS RT — [E] — — — 3
1 Targeting Computer CT — [E] — — — — Center
Left Arm Torso Right Arm
( 12 ) ( 12 ) ( 12 )

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

Left Right
Torso Rear Torso Rear
(7) (7)
BV: 1,387

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm 1. Life Support Right Arm
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. Endo Steel 6. Life Support 5. Endo Steel 28*
6. Ferro-Fibrous 6. Ferro-Fibrous Left Right 27
Arm Arm 26*
1. Roll Again Center Torso 1. Roll Again
(6) (6)
2. Roll Again 1. XL Fusion Engine 2. Roll Again 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Large Laser 3. Watchdog CEWS
1-3 4. Endo Steel
5.
6.
Targeting Computer
Endo Steel
1-3 4. Watchdog CEWS
HEAT DATA 16
Double Heat Sinks: 15*
5. Ferro-Fibrous 5. Endo Steel Heat
12 (24)
6. Roll Again Engine Hits 6. Ferro-Fibrous Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom L Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Clan
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Scout Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
3 AP Gauss Rifle LA 1 3 [DB,AI,X] — 3 6 9
1 Plasma Cannon RA 7 [DE,H,AI] — 6 12 18
Center
Left Arm Torso Right Arm
( 12 ) ( 12 ) ( 12 )

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

Ammo: (AP Gauss) 40, (Plasma Cannon) 10 Left Right


Torso Rear Torso Rear
(7) (7)
BV: 1,178

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. AP Gauss Rifle 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. AP Gauss Rifle 5. Sensors 1-3 4. Hand Actuator
29
5. AP Gauss Rifle 6. Life Support 5. Plasma Cannon 28*
6. Ammo (AP Gauss) 40 6. Ammo (Plasma Cannon) 10 Left Right 27
Arm Arm 26*
1. Endo Steel Center Torso 1. Endo Steel
(6) (6)
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. Endo Steel 3. Endo Steel
1-3 4. Ferro-Fibrous
5.
6.
Endo Steel
Roll Again
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Roll Again 5. Roll Again Heat
12 (24)
6. Roll Again Engine Hits 6. Roll Again Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 11 ) ( 11 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phantom R Name:
Movement Points: Tonnage: 40
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Mixed
Running: 14 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Striker Consciousness # 3 5 7 10 11 Dead
Engine Type: 360 XL
Weapons & Equipment Inventory (hexes)
QtyType Loc Ht Dmg Min Sht Med Lng
1 SRM 6 (C) LA 4 2/Msl [M,C,S] — 3 6 9
2 Medium Laser RA 3 5 [DE] — 3 6 9
1 Imp. Heavy Medium LT 7 10 [DE,X] — 3 6 9 Center
Left Arm Torso Right Arm
Laser ( 12 ) ( 12 ) ( 12 )
1 Imp. Heavy Medium RT 7 10 [DE,X] — 3 6 9
Laser

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

Ammo: (SRM 6) 15 Left Right


Torso Rear Torso Rear
(7) (7)
BV: 1,365

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 10 ) Right Torso ( 10 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
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. SRM 6 5. Sensors 1-3 4. Hand Actuator
29
5. Ammo (SRM 6) 15 6. Life Support 5. Medium Laser 28*
6. Endo Steel 6. Medium Laser Left Right 27
Arm Arm 26*
1. Ferro-Fibrous Center Torso 1. Endo Steel
(6) (6)
2. Roll Again 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 12 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 10 ) ( 10 ) 20*
1. Gyro
Left Torso (CASE) 2. XL Fusion Engine Right Torso (CASE) 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. Imp. Heavy Medium Laser 3. Imp. Heavy Medium Laser
1-3 4. Imp. Heavy Medium Laser
5.
6.
Endo Steel
Roll Again
1-3 4. Imp. Heavy Medium Laser
HEAT DATA 16
Double Heat Sinks: 15*
5. Endo Steel 5. Endo Steel Heat
12 (24)
6. Ferro-Fibrous Engine Hits 6. Ferro-Fibrous Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Roll Again
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Roll Again
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Roll Again 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Fibrous 6. Ferro-Fibrous 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Heavy Ferro-Fibrous
Head ( 9 )
Left Torso Right Torso
( 18 ) ( 18 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Nightsky NGS-7S Name:
Movement Points: Tonnage: 50
Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Mixed
Running: 9 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 6 Role: Striker Consciousness # 3 5 7 10 11 Dead
Engine Type: 300 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large X-Pulse Laser LA 14 9 [P] — 5 10 15
1 Hatchet RA — 10 — — — —
1 AES RA — [E] — — — — Center
Left Arm Torso Right Arm
1 ER Medium Laser (C) LT 5 7 [DE] — 5 10 15 ( 15 ) ( 23 ) ( 15 )
1 ER Medium Laser (C) RT 5 7 [DE] — 5 10 15
1 Small X-Pulse Laser HD 3 3 [P,AI] — 2 4 5

Left Right
Leg Center Leg
( 22 ) Torso ( 22 )
(6)

LeftRight
Torso Rear Torso Rear
(5) (5)
BV: 1,591

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 12 ) Right Torso ( 12 ) Overflow
Left Arm 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Small X-Pulse Laser 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator
29
5. Double Heat Sink 6. Life Support 5. Hatchet 28*
6. Double Heat Sink 6. Hatchet Left Right 27
Arm Arm 26*
1. Double Heat Sink Center Torso 1. Hatchet
(8) (8)
2. Large X-Pulse Laser 1. XL Fusion Engine 2. Hatchet 25*
3. Large X-Pulse Laser 2. XL Fusion Engine 3. AES Center 24*
4-6 4. Heavy Ferro-Fibrous 3. XL Fusion Engine
4-6 4. AES Torso
23*
5. Heavy Ferro-Fibrous 1-3 4. Gyro 5. Heavy Ferro-Fibrous ( 16 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 12 ) ( 12 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Medium Laser [Clan] 3. ER Medium Laser [Clan]
1-3 4. Heavy Ferro-Fibrous
5.
6.
Jump Jet
Jump Jet
1-3 4. Heavy Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous Heat
13 (26)
6. Heavy Ferro-Fibrous Engine Hits 6. Heavy Ferro-Fibrous Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Heavy Ferro-Fibrous 1. Heavy Ferro-Fibrous
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Heavy Ferro-Fibrous 2. Heavy Ferro-Fibrous
26 Shutdown, avoid on 10+ 12
3. Heavy Ferro-Fibrous Life Support 3. Heavy Ferro-Fibrous 11
4-6 4-6 25 -5 Movement Points
4. Heavy Ferro-Fibrous 4. Heavy Ferro-Fibrous
24 +4 Modifier to Fire 10*
5. Heavy Ferro-Fibrous 5. Heavy Ferro-Fibrous
23 Ammo Exp, avoid on 6+
6. Heavy Ferro-Fibrous 6. Heavy Ferro-Fibrous 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Jump Jet 5. Jump Jet 10 -2 Movement Points 2
Damage Transfer
6. Jump Jet 6. Jump Jet 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Reflective
Head ( 9 )
Left Torso Right Torso
( 24 ) ( 24 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Penetrator PTR-8D Name:
Movement Points: Tonnage: 75
Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 4 Role: Brawler Consciousness # 3 5 7 10 11 Dead
Engine Type: 300 Fusion
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large Re-engineered LA 9 9 [P] — 5 10 15
Laser
1 Large Re-engineered RA 9 9 [P] — 5 10 15 Center
Left Arm Torso Right Arm
Laser ( 21 ) ( 34 ) ( 21 )
3 Medium Laser LT 3 5 [DE] — 3 6 9
3 Medium Laser RT 3 5 [DE] — 3 6 9
1 Laser AMS CT 7 [PB] — 1 — —
Left Right
Leg Center Leg
( 26 ) Torso ( 26 )
(9)

LeftRight
Torso Rear Torso Rear
(7) (7)
BV: 2,130

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 16 ) Right Torso ( 16 ) Overflow
Left Arm 1. Life Support Right Arm
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. Large Re-engineered Laser 5. Sensors 1-3 4. Large Re-engineered Laser
29
5. Large Re-engineered Laser 6. Life Support 5. Large Re-engineered Laser 28*
6. Large Re-engineered Laser 6. Large Re-engineered Laser Left Right 27
Arm Arm 26*
1. Large Re-engineered Laser Center Torso 1. Large Re-engineered Laser
( 12 ) ( 12 )
2. Large Re-engineered Laser 1. Fusion Engine 2. Large Re-engineered Laser 25*
3. Endo Steel 2. Fusion Engine 3. Endo Steel Center 24*
4-6 4. Endo Steel 3. Fusion Engine
4-6 4. Endo Steel Torso
23*
5. Reflective 1-3 4. Compact Gyro 5. Reflective ( 23 )
6. Reflective 6. Reflective 22*
5. Compact Gyro Left Right
6. Fusion Engine 21
Leg Leg
( 16 ) ( 16 ) 20*
1. Fusion Engine
Left Torso 2. Fusion Engine Right Torso 19*
1. Medium Laser 3. Laser AMS 1. Double Heat Sink 18*
2. Medium Laser 4-6 4. Laser AMS 2. Double Heat Sink 17*
3. Medium Laser 3. Double Heat Sink
1-3 4. Coolant Pod
5.
6.
Reflective
Reflective
1-3 4. Medium Laser
HEAT DATA 16
Double Heat Sinks: 15*
5. Endo Steel 5. Medium Laser Heat
13 (26)
6. Endo Steel Engine Hits 6. Medium Laser Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Endo Steel 1. Endo Steel
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Endo Steel 2. Endo Steel
26 Shutdown, avoid on 10+ 12
3. Endo Steel Life Support 3. Endo Steel 11
4-6 4-6 25 -5 Movement Points
4. Reflective 4. Endo Steel
24 +4 Modifier to Fire 10*
5. Reflective 5. Endo Steel
23 Ammo Exp, avoid on 6+
6. Reflective 6. Reflective 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Jump Jet 5. Jump Jet 10 -2 Movement Points 2
Damage Transfer
6. Jump Jet 6. Jump Jet 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.
ARMOR DIAGRAM
Ballistic-Reinforced
Head ( 9 )
Left Torso Right Torso
( 25 ) ( 25 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Gunslinger GUN-3ERD Name:
Movement Points: Tonnage: 85
Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Mixed
Running: 5 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 2 Role: Juggernaut Consciousness # 3 5 7 10 11 Dead
Engine Type: 255 XL
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
1 Small X-Pulse Laser LL 3 3 [P,AI] — 2 4 5
(R)
1 Small X-Pulse Laser RL 3 3 [P,AI] — 2 4 5 Center
Left Arm Torso Right Arm
(R) ( 25 ) ( 34 ) ( 25 )
1 Gauss Rifle (IS) LA 1 15 [DB,X] 2 7 15 22
1 Gauss Rifle (IS) RA 1 15 [DB,X] 2 7 15 22
2 ER Medium Laser (C) LT 5 7 [DE] — 5 10 15
2 ER Medium Laser (C) RT 5 7 [DE] — 5 10 15 Left Right
1 Small X-Pulse Laser HD 3 3 [P,AI] — 2 4 5 Leg Center Leg
( 32 ) Torso ( 32 )
( 17 )

Ammo: (Gauss) 32 LeftRight


Torso Rear Torso Rear
( 11 ) ( 11 )
BV: 2,844

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 18 ) Right Torso ( 18 ) Overflow
Left Arm (CASE II) 1. Life Support Right Arm (CASE II)
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Small X-Pulse 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 Left Right 27
Arm Arm 26*
1. Gauss Rifle Center Torso 1. Gauss Rifle
( 14 ) ( 14 )
2. Gauss Rifle 1. XL Fusion Engine 2. Gauss Rifle 25*
3. Gauss Rifle 2. XL Fusion Engine 3. Gauss Rifle Center 24*
4-6 4. Gauss Rifle 3. XL Fusion Engine
4-6 4. Gauss Rifle Torso
23*
5. CASE II 1-3 4. XL Gyro 5. CASE II ( 27 )
6. Roll Again 6. Roll Again 22*
5. XL Gyro Left Right
6. XL Gyro 21
Leg Leg
( 18 ) ( 18 ) 20*
1. XL Gyro
Left Torso 2. XL Gyro Right Torso 19*
1. XL Fusion Engine 3. XL Gyro 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. ER Medium Laser [Clan] 3. ER Medium Laser [Clan]
1-3 4. ER Medium Laser [Clan]
5.
6.
XL Fusion Engine
XL Fusion Engine
1-3 4. ER Medium Laser [Clan]
HEAT DATA 16
Double Heat Sinks: 15*
5. Ammo (Gauss) 8 5. Ammo (Gauss) 8 Heat
10 (20)
6. Ammo (Gauss) 8 Engine Hits 6. Ammo (Gauss) 8 Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Ballistic-Reinforced 1. Ballistic-Reinforced
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Ballistic-Reinforced 2. Ballistic-Reinforced
26 Shutdown, avoid on 10+ 12
3. Ballistic-Reinforced Life Support 3. Ballistic-Reinforced 11
4-6 4-6 25 -5 Movement Points
4. Ballistic-Reinforced 4. Ballistic-Reinforced
24 +4 Modifier to Fire 10*
5. Ballistic-Reinforced 5. Ballistic-Reinforced
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
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
5. Jump Jet 5. Jump Jet 10 -2 Movement Points 2
Damage Transfer
6. Small X-Pulse Laser (R) 6. Small X-Pulse Laser (R) 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2022 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.

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