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TABLE OF CONTENTS 1

EXPERIMENTAL TECHNICAL READOUT: CAVEAT EMPTOR

INTRODUCTION 2 CREDITS

GAME NOTES 3 Project Wrangling Original Illustrations


David A. Kerber Chris Daranouvong
HOW TO USE THIS TECHNICAL READOUT 3 Johannes Heidler Brent Evans
David A. Kerber
CON-9M-D Carbine ConstructionMech MOD 4 BattleTech Line Developer Matt Plog
Ray Arrastia
Crosscut IIC SolahmaMech 5 Assistant Line Developer Proofers and Fact Checkers
Aaron Cahall Yeah, no. Wait, we’re releasing this thing? Okay, then:
Gauss-Buster MilitiaMech 6 Étienne Charron-Willard, Eric “Chopped Liver” Salzman,
Development and Writing Chris Wheeler
Uni ATAE-70A ArtilleryMech 7 Keith Hann
Johannes Heidler ©2021 The Topps Company Inc. All Rights Reserved.
PRC-3N Porcupine 8 BattleTech Technical Readout: Golden Century, Classic
David A. Kerber
David Nawton BattleTech, BattleTech, BattleMech, and ’Mech are
WSP-3X Wasp 9 registered trademarks and/ or trademarks of The
Joshua Perian
Topps Company Inc. in the United States and/ or other
VLK-QD5 Valkyrie 10 Eric Salzman countries. Catalyst Game Labs and the Catalyst Game
Paul Sjardijn Labs logo are trademarks of InMediaRes Productions,
DAD-DX Daedalus 11 Chris Wheeler LLC. No part of this work may be reproduced, stored in
Matthew Wilsbacher a retrieval system, or transmitted in any form or by any
PHX-99 Phoenix Hawk 12 Patrick Wynne means, without the prior permission in writing of the
Copyright Owner, nor be otherwise circulated in any
VKH-68 Volkh 13 BattleTech Line Editor form other than that in which it is published.
Aaron Cahall
AQS-5 MAM Aquagladius 14 Published by Catalyst Game Labs,
Editing
an imprint of InMediaRes Productions, LLC.
G. ‘Doc’ Swift 7108 S. Pheasant Ridge Dr. • Spokane, WA 99224
SCG-WX1 Scourge 15
Production Staff FIND US ONLINE:
MAD-BR-O OmniMarauder 16
Art Direction precentor_martial@catalystgamelabs.com

RECORD SHEETS 18 Anthony Scroggins (e-mail address for any BattleTech questions)
Cover Art http://bg.battletech.com/
(official BattleTech web pages)
David A. Kerber
http://www.CatalystGameLabs.com
Layout & Cover Design (Catalyst web pages)
David A. Kerber http://www.store.catalystgamelabs.com
(online ordering)

STAR LEAGUE SUCCESSION WARS CLAN INVASION CIVIL WAR JIHAD DARK AGE ILCLAN
INTRODUCTION 2

To: General Raymond Gideon, MI2 HQ, New Avalon

D ear Ray,

The last couple years have been rough on the grand plan our Republic friends were pursuing. The vision of a universe where swords were turned into ploughshares has ended
in a new Dark Age of conflict. Nobody knows what their neighbors are doing and, consequently, everyone is turning on each other. Every podunk militia is a potential customer for
outlandish, haphazard constructions straight out of a dystopian nightmare, and arms factories that took decades to start producing civilian goods have returned to military output
overnight.
In the reports my teams ceaselessly compile, we generally cover the potential threats that individual BattleMechs pose to their enemies. Today, we’ll look at the ones that pose
a threat to their owners. It is of no surprise that the myriad of IndustrialMech refits result in more than a few duds; the market for such refits remains strong no matter the cost. The
same can be said of the various chop shops still persisting on Solaris VII, though it is disappointing that the Republic, of all nations, was the one to help revive VEST. More surprisingly,
even well-established producers have no qualms turning R&D failures into commercial successes.
A little byproduct of our usual work, we hope the following amuses you. It shall be our textbook contribution to the old adage: Buyer beware!

—Major Jonas Heathcote, 31 October 3135

…which is of course not what we are really telling you, the reader. Other than the bottom line, everything else in the above introduction is real—the following 13 ’Mechs
are a byproduct of work on various Technical Readout or sculpting projects. Particularly, they are not-so-serious variations of units found in Technical Readout:
Irregulars, the Recognition Guide: IlClan series, and miniatures concepts related to Technical Readout: 3055 Upgrade’s Solaris VII section. We hope you have fun—if
these pique your interest, be sure to check out the real products!
3

GAME NOTES
Experimental Technical Readout: Caveat Emptor covers a wide breadth of units and equipment. To understand how these various units plug into the core BattleTech rulebooks, it’s useful to
cover how those rulebooks interact.

Standard Rules
Total Warfare (TW) and TechManual (TM) present the core game and construction rules for BattleTech, otherwise referred to as the Standard Rules.

Advanced Rules
Beyond the Standard Rules exists a legion of Advanced Rules, allowing players to expand their games with more complex weapons, equipment, and battlefields. These Advanced Rules are
contained in four additional core rulebooks, each building off of the previous rules set.
Tactical Operations: Advanced Rules (TO:AR) and Tactical Operations: Advanced Units & Equipment (TO:AUE) are the first of the advanced rulebooks. The former details exotic terrain, special
cases, and other advanced gameplay rules, while the latter offers new weapons, equipment, and unit types beyond those found in the standard rules.
Strategic Operations (SO) is the second advanced rulebook, focusing on action spanning a solar system as well as aerospace game play.
Interstellar Operations (IO) offers the final level of play, where players can assume the roles of a House lord or Clan Khan and dominate the galaxy.
Finally, various modes of campaign play are covered in a one last core rulebook, Campaign Operations (CO).

HOW TO USE THIS EXPERIMENTAL TECHNICAL READOUT


The rules for using ’Mechs in BattleTech game play can be found in Total Warfare, while the rules for their construction can be found in TechManual. However, the nature of these designs
also draws upon the Advanced- and Experimental-level rules presented in Tactical Operations: Advanced Rules (or Interstellar Operations, in the case of the Porcupine), and reflects their evolution
as presented in the Jihad Technology Advancement Table starting on p. 206 of Technical Readout: Prototypes. As a result, none of the units featured in this volume are considered tournament
legal (or even construction legal!), and their use in introductory games is discouraged.
The following three definitions are applied to the various units that appear in Experimental Technical Readout: Caveat Emptor:

Standard: Most of these units can be used with Total Warfare rules only, but some Advanced rules items may be present, requiring Tactical Operations: Advanced Rules, Tactical Operations:
Advanced Units & Equipment, or Interstellar Operations for full effect.
Advanced: Applied to units which have been mass-produced “in universe”; Tactical Operations: Advanced Rules, Tactical Operations: Advanced Units & Equipment, Strategic Operations and/
or Interstellar Operations, in addition to Total Warfare, are required to use these units in game play.
Experimental Rules: These units were not mass-produced “in universe,” either because they were prohibitively expensive, extraor­dinarily sophisticated, exceedingly difficult to maintain,
or deemed simply too unreliable or restrictive for widespread deployment. Tactical Operations: Advanced Rules, Tactical Operations: Advanced Units & Equipment, Strategic Operations and/or
Interstellar Operations, in addition to Total Warfare, are required to use these units in game play.

Design Quirks (Optional)


Every unit described in Experimental Technical Readout: Caveat Emptor may have one or more positive and/or negative Design Quirks (see p. 225, CO; p. 82, BattleMech Manual; or p. 204,
TRO: Prototypes). These quirks give each design a unique flavor, but their use is optional and should be agreed upon by all players before play begins.
CON-9M-D CARBINE CONSTRUCTIONMECH MOD 4

Field Testing Summation: Customized Carbine Refit customers hailed from outside the company’s Prefecture IV
Producer/Site: Jake’s Discount Equipment Warehouse, base of operations, few of these MODs were ever functional
Ronel enough for long-term service.
Supervising Technician PR Manager: Curtis Adeola Several lawsuits have been filed against JDEW, but few
(rumored, but unlikely) “Jake” himself (of course) industry observers believe anything will come from them
Project Start Date: 3133 in the current state of emergency. Of more concern is the
Scam Analysis: increasingly violent open conflict between JDEW (and
Unstable Double Heat Sinks Bannson in general) and the expanding salvage enterprise
Haphazard Ferro-Fibrous Armor Belyakov-Ourobouros.

One of the multitude of new businesses formed Type: Carbine MOD “Deluxe”
with funds from the Republic’s generous MMRP loan Technology Base: Mixed Inner Sphere (Advanced)
program, Discount Equipment Warehouse operated Tonnage: 30
for nearly two decades as a mid-performing supplier of Battle Value: 257
industrial hardware at low prices. A series of bad financial
decisions during the 3120s, however, led the company Equipment Mass
into bankruptcy and ultimately to acquisition by Bannson Internal Structure: Industrial 6
Universal Unlimited in late 3128. Rebranded as Jake’s Engine: 90 ICE 6
Discount Equipment Warehouse (JDEW), the revitalized Walking MP: 3
company soon began branching out into a wider variety Running MP: 5
of hardware, especially military modifications to industrial Jumping MP: 0
equipment. The catastrophic crash of the HPG network in Heat Sinks: 2 [4] 2
August 3132 exponentially increased the market for such Gyro: 1
designs and, though JDEW was not the lone business Cockpit (Industrial): 3
concern to boost such production, it was perhaps the Armor Factor (Ferro): 28 2
most shameless in utilizing deceptive advertising to snare Internal Armor
desperate customers facing an uncertain future. Structure Value
The pinnacle of JDEW’s misleading advertising is the Head 3 5
CON-9M-D Carbine MOD, first appearing on the market Center Torso 10 5
in early 3133. Presented as a “deluxe” modification of the Center Torso (rear) 1
standard Carbine ConstructionMech, the ad campaign R/L Torso 7 4
offered such draws as a 400 percent increase in heat R/L Torso (rear) 1
tolerance and double the ammunition capacity of the R/L Arm 5 3
standard MOD package. What the marketers at JDEW failed R/L Leg 7 4
to mention was that these selling points, though somewhat
supported by internal testing, were achieved through Weapons
the use of questionable design decisions and unstable and Ammo Location Critical Tonnage
equipment integrations. As an example of the former, the 2 Machine Guns RA 2 1
ferro-fibrous armor plating on this MOD was repurposed Ammo (MG) 200 RT 1 1
Ammo (SRM) 25 RT 1 1
from the company’s Marksman MBT refit and was, as
2 SRM 4 CT 2 4
advertised, lighter than standard armor and therefore
Lift Hoist LA 3 3
available in greater capacity than would have otherwise
been possible, but that greater amount of armor came with
Notes: Features Advanced Fire Control. Features the
the cost of actually offering less protection. The so-called
following Design Quirks: Stable, Exposed Actuators,
“4x” heat sinks were even more misleading; the shortcuts
Gas Hog, Illegal Design (IndustrialMech with double
and hacks used to get double heat sinks operable on an
heat sinks), No Torso Twist.
IndustrialMech proved completely unstable in the long run
and resulted in cascading failures throughout the Carbine’s
internal systems. These failures proved nearly impossible to
service outside of JDEW’s own facilities; given that many
CROSSCUT IIC SOLAHMAMECH 5

Field Testing Summation: Customized Crosscut Refit in the Clan’s Periphery holdings. Rumors that he continued
Producer/Site: Manufacturing Plant SFF-IT7, Itabaiana to tinker with the MOD and was later killed in a Trial of
Supervising Technician: Technician Kit (†) Grievance by a MechWarrior who suffered defeat as a result
Project Start Date: 3133 of this tinkering are unconfirmed.
Scam Analysis:
Ridiculous XXL Engine (for Maximum Profit) Type: Crosscut IIC
Technology Base: Clan (Experimental)
Ever on the lookout for new revenue streams, Clan Tonnage: 30
Sea Fox jumped at the opportunities presented by the Battle Value: 571
widespread adoption of combat-modified IndustrialMechs
in the wake of the Blackout. More than one ambitious Equipment Mass
technician earned admittance to the merchant caste by Internal Structure: Industrial 6
developing a successful (i.e., profitable) MOD, though an Engine: 300 XXL 6.5
even greater number produced modifications that suffered Walking MP: 10
from flaws severe enough to make them non-viable on Running MP: 15
the battlefield. One MOD, however, proved that battlefield Jumping MP: 0
success will always come second to marketplace success Heat Sinks: 11 1
for the Sea Foxes. Gyro: 3
In addition to the forces attached to each Khanate and Cockpit (Industrial): 3
Aimag, the Foxes maintain several Shoal Clusters stationed Armor Factor (Heavy Ind.): 64 4
at each of their ground-bound enclaves throughout the
Inner Sphere. These clusters consist mainly of retired
warrior-merchants and cadets on their first assignments.
They not only defend the enclave but also provide pilots for
the local fleet of IndustrialMechs, with the added benefit
of keeping the pilots’ skills sharp without the burden of
unnecessary Trials. These pilots also give the Clan a deep
pool of test pilots for experimental designs. Technician Kit
of the Itabaiana enclave was attached to one such testing Internal Armor
unit when he developed what he dubbed the “Crosscut IIC” Structure Value
MOD in early 3133, in an attempt to impress the enclave’s Head 3 8
Senior Merchant, Dibney Oshika. Center Torso 10 9
Replacing the IndustrialMech’s engine with a 300 Center Torso (rear) 3
XXL power plant created an impressively fast, though R/L Torso 7 6
difficult to control, ’Mech. Sea Fox pilots who tested the R/L Torso (rear) 2
MOD appreciated how the increased speed offset the puny R/L Arm 5 6
armament, making the modified ForestryMech’s chainsaw R/L Leg 7 8
useful as a weapon. Senior Merchant Oshika approved
the Crosscut IIC for sale and tentatively scheduled Kit for Weapons
and Ammo Location Critical Tonnage
adoption as a Merchant.
Chainsaw RA 5 5
Unfortunately for Kit, his design flopped on the open
Ejection Seat H 1 .5
market. The XXL engine made it too expensive for most
Imp. Hvy. Medium Laser LA 2 1
planetary militias. Conversely, though the larger state-
sponsored militaries could easily afford the pricey Indy,
Notes: Features Advanced Fire Control. Features the
they had little reason to purchase any; while the Crosscut IIC
following Design Quirks: Hard to Pilot, Illegal Design
may have performed well for a jumped-up IndustrialMech,
(IndustrialMech with XXL engine).
it paled in comparison to an actual BattleMech of similar
cost. As a result, the Crosscut program was scrapped
and Kit lost his chance for advancement, instead being
relegated to the support staff of a solahma unit stationed
GAUSS-BUSTER MILITIAMECH 6

Outcome Summation: Customized Buster Refit—the first


of our ‘mobile turrets’ (alas, not the last…)
Producer/Site: Mississauga Militia, Mississauga
Supervising Technician: Francis Zappa
Project Start Date: 3134
Scam Analysis:
Heavy Gauss Rifle (Inoperable under Own Power)

Some say that necessity is the mother of invention,


and this is clearly evident in a Buster refit observed on
Mississauga. A Lyran backwater planet several jumps
from the Jade Falcon border, Mississauga is too small
and unimportant to require regular LCAF defenders.
With military action across the Sphere heating up since
the failure of the HPG network, the local militia looked to
bolster their meager forces and was forced to think outside Type: Gauss-Buster
the box with their so-called Gauss-Buster refit. Technology Base: Inner Sphere
One of the militia’s most potent ’Mechs—a BXK-F7 Tonnage: 50
Hollander II—was sidelined with fusion reactor damage. Battle Value: 675
With no parts on hand to fix it, the techs looked to mount
its heavy Gauss rifle on another unit. Unfortunately, the Equipment Mass
only unit that could physically mount the weapon was a Internal Structure: Industrial 10
lowly Buster HaulerMech, its sure-footed stance making Engine: 150 ICE 11
it an ideal platform. However, its lack of a fusion reactor Walking MP: 3
meant it couldn’t charge the capacitors to fire the weapon. Running MP: 5
Unperturbed, the techs acquired plans for the Gauss rifle- Jumping MP: 0
armed Buster MOD C, which they hoped to scale up. Heat Sinks: 2 2
To get around the power issue, Chief Technician Gyro: 2
Francis Zappa had a “eureka” moment and decided to create Cockpit (Industrial): 3
an armored charging cable which would allow the ’Mech Armor Factor (Heavy Ind.): 48 3
to connect to an external power source. While workable in Internal Armor
theory, the unit must remain stationary while “plugged in,” Structure Value
lest it sever the connection, potentially damaging both it Head 3 5
and the cable. The militia’s techs also installed a better fire Center Torso 16 5
control system and upgraded the Gauss-Buster’s armor to Center Torso (rear) 4
BattleMech-grade, although that left capacity for only one R/L Torso 12 5
ton of ammunition. Given the unlikelihood of the Gauss- R/L Torso (rear) 2
Buster surviving long enough to fire four rounds, this was R/L Arm 8 5
deemed acceptable. R/L Leg 12 5
Surprisingly, the Gauss-Buster does seem to work, to a
limited degree. It is best considered a mobile turret, able to Weapons
move the weapon from site to site. It then requires external and Ammo Location Critical Tonnage
assistance to connect or disconnect the cable. An infantry Heavy Gauss Rifle RT 11 18
platoon proved best suited to this operation. By housing a Ammo (Gauss) 4 CT 1 1
power source in an APC, the platoon takes about a minute
to wrangle the cable. Sketchy reports from Mississauga Notes: Features Advanced Fire Control. Features the
suggest the militia has been creating ’Mech-sized power following Design Quirks: Easy to Maintain, Stable,
hookups near valuable targets to enable the Gauss-Buster Illegal Design (Heavy Gauss on non-fusion-
to connect itself in a fraction of the time. Should the engine unit).
Falcons come knocking, they may be in for a rude surprise.
UNI ATAE-70A ARTILLERYMECH 7

Outcome Summation: Mobile Artillery Carrier Type: Uni Weapons


Producer/Site: Unknown, Astrokaszy Technology Base: Inner Sphere (Advanced) and Ammo Location Critical Tonnage
Supervising Technician: Unknown Tonnage: 70 Thumper Artillery RT/CT/LT 7/1/7 15
Project Start Date: 3133 Battle Value: 865 Ammo (Thumper) 20 RT 1 1
Scam Analysis: Infantry Compartment RT 3 3
(Not offered for sale, but if it were: Equipment Mass Cargo LT 3 3
Limited Application Internal Structure: Industrial 14
Poor Design) Engine: 210 Fuel Cell 11 Notes: Features Advanced Fire Control. Features the
Walking MP: 3 following Design Quirks: Easy to Maintain, Illegal
Running MP: 5 Design (Thumper artillery spread across more than
Since the HPG failure, intelligence reports from across
Jumping MP: 0 two locations; ’Mech with infantry compartment).
the Inner Sphere have taken much longer to filter in and Heat Sinks: 5 4
process, and likewise military coordination is much more Gyro: 3
difficult. Pirates, insurgents and other irregular forces Cockpit (Industrial): 4
across the Inner Sphere have become bolder, taking their Armor Factor (Heavy Ind.): 192 12
chances with the breakdown of usual communications. A Internal Armor
much-delayed report from distant Astrokaszy details the Structure Value
somewhat novel use of a Uni IndustrialMech. Head 3 9
Absorbed into the Rim Commonality through politics Center Torso 22 31
rather than force of arms, many of the pirates that made Center Torso (rear) 10
Astrokaszy their home merely faded into the populace. R/L Torso 15 20
In the depths of the world’s many deserts, tales have R/L Torso (rear) 9
surfaced of a jury-rigged Uni IndustrialMech being used as R/L Front Leg 15 21
an artillery carrier. The ’Mech features a Thumper artillery R/L Rear Leg 15 21
field gun that has been permanently attached to it. Empty
cargo containers welded to the ’Mech’s flatbed form the
pedestal on which the weapon is mounted and also seem
to have been converted into ad hoc living quarters for the
pirates and garages for their small vehicles and loot. The
Uni’s armor and heatsinks have also been upgraded, at the
expense of the environmental sealing and lift hoists.
The ’Mech seems to serve as the pirates’ operating
base and has been used to extort supplies and valuables
from outlying settlements. The Uni moves into artillery
range, and the pirates issue their demands. Should the
target not provide the stated supplies, they are shelled into
submission. Once the blackmailed loot has been dropped
off at a safe distance from the settlement, it is collected by
a number of retrieval teams in lightweight dune buggies,
who then speed off in separate directions to evade any
potential pursuers.
The best efforts of the on-world Fifth Rim
Commonality Guards have been unable to capture the
pirates. Pursuit is hampered by a lack of air assets, as the
pirates simply disappear into the deserts and badlands that
make up the majority of Astrokaszy whenever they are in
danger. Although the Sword Breakers have been able to
corner the odd member of a loot retrieval team, none have
let themselves be taken alive for questioning.
PRC-3N PORCUPINE 8

Field Testing Summation: Production Porcupine Variant Type: Porcupine


Producer/Site: Innovative Design Concepts, Solaris VII Technology Base: Inner Sphere (Experimental)
Supervising Technician: Jeremy Stuart Tonnage: 20
Project Start Date: 3132 Battle Value: 511
Scam Analysis:
Weaponless Combat Platform Equipment Mass
Spikes and Impact-Resistant Armor. (Really?) Internal Structure: 2
Incredible Price Tag Engine: 180 XXL 2.5
Walking MP: 9
There is something to be said for a signature, that Running MP: 14 (23)
aspect of a ’Mech that firmly locks it in the mind of its Jumping MP: 0
pilots and opponents alike. A ’Mech with a signature tends Heat Sinks: 10 [20] 0
to attract pilots who can use it to its best effect, and sells Gyro: 2
well to quartermasters who know just what they’re getting. Cockpit: 3
With the Porcupine, however, one moves from Armor Factor (Impact-Res.): 69 5
signature to gimmick. Like the Charger, it’s going to point Internal Armor
itself at you and charge. Unlike the Charger, however, the Structure Value
light, fragile Porcupine is unable to take much punishment. Head 3 9
And even if it manages to survive a gauntlet of fire and Center Torso 16 10
connect, it might easily smash itself apart in the process. Center Torso (rear) 2
The intrepid engineers of Innovative Design Concepts R/L Torso 5 8
refused to accept these criticisms and were convinced that R/L Torso (rear) 2
a few tweaks here and there would make a BattleMech as R/L Arm 3 6
capable in the field as it was in the arenas of Solaris VII. R/L Leg 4 8
New impact-resistant armor would help prevent it from
battering itself to pieces. A null-signature system would Weapons
help it survive enemy fire until it could line up a charge. and Ammo Location Critical Tonnage
Outgoing weapons fire tended to overheat the ’Mech, and Spikes RA 1 .5
they weapons weren’t being used when charging anyway, Spikes RT 1 .5
so they could go, though the ports were left in place to MASC RT 1 1
confuse opponents regarding which model they faced Spikes H 1 .5
(and to reduce modification costs). As the Porcupine was Supercharger CT 1 .5
still vulnerable to weapons fire when charging, a laser Laser Anti-Missile System LT 2 1.5
anti-missile system would deflect some incoming fire. Spikes LT 1 .5
To help the ’Mech close, it needed more speed, so MASC Spikes LA 1 .5
was added. A hot-running XXL engine was needed to fit Null-Signature System * 7 0
all this equipment, and perhaps a few corners were cut
when costs reached the stratosphere, but the base concept Notes: *Null-Signature System occupies 1 critical in the
seemed sound. RA, RT, RL, CT, LL, LT, and LA locations. Features the
following Design Quirks: Distracting.
The result of this careful, considered analysis was
a twenty-ton ’Mech costing as much as three modern
Panthers, with no ranged weaponry or scouting capability,
and requiring three times the maintenance of a typical light
’Mech. The charge—when it can be set up and the ’Mech
doesn’t tear itself to bits by engaging the supercharger
and MASC at once—is devastating, but is essentially what
amounts to an 11.5-million-C-bill roll of the dice.
Innovative Design Concepts has had no buyers
proceed past the trial phase. They remain undaunted.
WSP-3X WASP 9

Field Testing Summation: Preproduction Wasp Testbed asked IrTech engineers if they, themselves, would feel
Producer/Site: Irian BattleMechs, Unlimited, Irian comfortable taking the -3X into combat. He was answered
Supervising Technician: Herbert Sampson only by an uncomfortable and prolonged silence.
Project Start Date: 3088 In 3091, the Republic formally announced the
Scam Analysis: closure of IrTech’s Soapstone Mountain complex as a
Compact Heat Sinks demonstration of its commitment to disarmament.
Rampant Expenses
Type: Wasp
During the Jihad, Irian BattleMechs Unlimited’s initially Technology Base: Inner Sphere (Experimental)
neutral stance gave way to a takeover by the Word of Blake. Tonnage: 20
When the Master and his followers were defeated, IBMU Battle Value: 521
was restored to IrTech’s corporate management, albeit
under strict Republic of the Sphere oversight. Desperate Equipment Mass
to shed the negative publicity of Blakist associations, the Internal Structure: Endo Steel 1
new management focused on revamping production to Engine: 120 XL 2
equip the Republic Armed Forces. Realizing that Devlin Walking MP: 6
Stone’s Military Materiel Redemption Program, launched in Running MP: 9
3083, would lead to a shift in focus from quantity to quality, Jumping MP: 6
executives directed IBMU engineers—those who had Heat Sinks (Compact): 10 0
survived the Blakist regime—at their Soapstone Mountain Gyro (XL): 1
facility to design a new generation of BattleMech upgrades Cockpit: 3
that would incorporate as much cutting-edge engineering Armor Factor (Ferro): 35 2
and technology as possible. Internal Armor
With a mandate to “spare no expense,” the engineers Structure Value
set to work, starting with a WSP-3M chassis and upgrading Head 3 3
the engine and gyroscope to ultralight models. They Center Torso 6 5
replaced the short-range missile rack with twin Class-5 Center Torso (rear) 1
Thunderbolt launchers, while downgrading the pulse R/L Torso 5 5
laser to a standard model, reflecting the -3X’s focus on R/L Torso (rear) 1
engagement at longer ranges than the -3M. However, the R/L Arm 3 3
added bulk of the upgraded components left insufficient R/L Leg 4 4
space for all the new equipment. A solution presented
itself in the form of compact heat sinks, which offered Weapons
equal performance in a denser package. and Ammo Location Critical Tonnage
Regrettably, the arsenal exceeded the weight savings Medium Laser RA 1 1
from the other components and precluded upgrading Ammo (Thunderbolt) 12 LT 1 1
the engine to reach speeds equal to competing scout 2 Thunderbolt 5 LL 2 6
designs. When load-bearing struts showed stress 3 Jump Jets RT 3 1.5
fractures after test runs, the team had to strip off armor 3 Jump Jets LT 3 1.5
plating to compensate, leaving the -3X with the barest
Notes: Features the following Design Quirks: Easy to
minimum of protection. Even worse, the surfeit of
Maintain, Extended Torso Twist.
advanced systems pushed the cost more than 50 percent
above the -3M, making it uncompetitive with resource-
strapped planetary militias.
The Republic Armed Forces’ Procurement Board
reviewed the WSP-3X in late 3090, noting its many
deficiencies in concept, execution, and field performance.
Observing that the prototype’s functionality was
significantly degraded by the kitchen-sink approach to
incorporating lostech, Board Chair Lucius Gunderson
VLK-QD5 VALKYRIE 10

Field Testing Summation: Failed Valkyrie Production After having again drummed up initial sales before
Variant scaring everyone away, Corean’s MacAdams-Suharno
Producer/Site: Corean Enterprises—MacAdams-Suharno, management recognized the error of its ways and
Stewart disbanded the entire Valkyrie R&D operation. To this day,
Supervising Technician: [redacted] they have offered no new model, and the old -QD4 can be
Project Start Date: 3101 purchased by special order only.
Scam Analysis:
ATM 3 (Ammunition-Deficient) Type: Valkyrie VLK-QD5
Worst Valkyrie Ever Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 30
The Valkyrie VLK-QD5 is a failure for its company and Battle Value: 690
for any unfortunate customer.
Corean Enterprises’ MacAdams-Suharno plant on Equipment Mass
Stewart is technically part of the same multi-national Internal Structure: 3
corporation as Corean’s New Avalon factories. Houses Marik Engine: 150 XL 3
and Davion closely regulated the transfer of technology Walking MP: 5
between the two concerns, and New Avalon’s fully Running MP: 8
automated Valkyrie plant was considered a state secret. Jumping MP: 5
This all changed during the Jihad. After Vicore had Heat Sinks: 10 [20] 0
used its Project Phoenix-badged partnership ploy to put Gyro (XL): 1
the once-proprietary Valkyrie into Word of Blake use during Cockpit: 3
the conflict, the stopgap VLK-QD4 that afterwards emerged Armor Factor (Light Ferro): 84 5
from the ruins of New Avalon was short on prestige and Internal Armor
performance. Corean of Stewart was eager finally to get Structure Value
in on Valkyrie production, as one of their biggest FWL Head 3 9
competitors for the light support ’Mech market—FWDI Center Torso 10 13
and its Hammer—had vanished in the apocalypse of Center Torso (rear) 4
Gibson. What they finally got with their precious license R/L Torso 7 9
was no more than some basic tools and merely the plans R/L Torso (rear) 2
for the interim model. R/L Arm 5 8
The Valkyrie never made the desired splash in the R/L Leg 7 10
FWL. When the M-Bill is the bottom line, rush jobs to get
existing product out will always win over careful planning Weapons
and creative genius. The overriding need to produce and Ammo Location Critical Tonnage
quickly with what was on hand overrode the need for Medium Pulse Laser RA 1 2
quality. The paltry effort that went into creating an Ammo (MML) 34/28 RT 2 2
improved Valkyrie merely produced a series of miserably Ammo (ATM) 40 (C) RT 2 2
failed prototypes. To the surprise of absolutely no one, this CASE RT 1 .5
resulted in quick but lackluster sales and disappointed MML 7 LT 4 4.5
ATM 3 (C) LT 2 1.5
FWLM procurement officers.
3 Jump Jets RT 3 1.5
When Clan Diamond Shark came knocking with
2 Jump Jets LT 2 1
an easy solution, Corean was eager to add a small ATM
launcher to the Valkyrie’s arsenal, at the small cost of 5
Notes: Features Advanced Fire Control. Features the
percent of company shares (and all of its soul, according to
following Design Quirks: Improved Communications.
some staff ). Additionally, mating the -QD4’s poor resilience
with the historic Valkyrie’s limited speed was a huge folly,
and rewarding the Clan an exclusive logistics contract
for ATM ammunition was fatal—at least to any hapless
customer. The few Valkyrie VLK-QD5s that were purchased
generally deployed with empty ATM ammunition bays.
DAD-DX DAEDALUS 11

Field Testing Summation: Prototype Daedalus Variant the deactivated Daedalus—his Violator’s drill revving in
Producer/Site: Innovative Design Concepts, Solaris VII anticipation—Xi ejected from his doomed machine and
Supervising Technician: Shaun Xi watched as McAfree eviscerated IDC’s financial future.
Project Start Date: 3097
Scam Failure Analysis: Type: Daedalus
Stupid Expensive Technology Base: Inner Sphere (Experimental)
Badly Piloted Tonnage: 45
Battle Value: 1,606
Among the handful of BattleMech firms to survive
the Word of Blake occupation of Solaris VII, Innovative
Design Concepts (IDC) entered the thirty-second century
doing what it did best: updating old designs with the latest
technology. At least, that is what IDC’s sales brochure says
if anyone bothers to read it. In truth, IDC was swept aside
after the Jihad as the Inner Sphere’s major BattleMech
manufacturers binged on producing new ’Mechs using
the latest technologies. Boutique design firms like IDC Equipment Mass
could not compete with the likes of Defiance Industries or Internal Structure: Endo-Composite 3.5
Coventry Metal Works and found their outdated models Engine: 270 XXL 5
relegated to Solaris’s Reaches, or worse. Walking MP: 6
Despite the setback, or perhaps in spite of it, IDC Running MP: 9
embarked on an ambitious—by their standards— Jumping MP: 0
update of one of their flagship ’Mechs. Scraping together Heat Sinks: 13 [26] 3
technology assets, both legal and less so, along with a Gyro: 3
substantial loan from First Solaris Bank, IDC began building Cockpit (Small): 2
what was considered by many to be one of the biggest Armor Factor: 136 8.5
BattleMech design follies in Solaris VII history. Internal Armor
Costing well over 90 million C-bills in R&D, the DAD- Structure Value
DX Daedalus was one of the most expensive one-offs ever. Head 3 9
Outfitted with a custom endo-composite skeleton and XXL Center Torso 14 20
engine to save weight, the 45-tonner packed a powerful Center Torso (rear) 7
punch thanks to its capacitor-boosted Heavy PPC, but an R/L Torso 11 16
incautious MechWarrior could easily overtax the ’Mech’s R/L Torso (rear) 6
heat sinks. R/L Arm 7 11
At IDC’s unveiling event at Branson Brewery, R/L Leg 11 17
supervising technician and project brainchild Shaun
Xi told local reporters that the -DX was ton for ton the Weapons
deadliest machine in the games and he would prove it by and Ammo Location Critical Tonnage
piloting the Daedalus in the next open match at Hartford Heavy PPC RA 4 10
Gardens Arena. PPC Capacitor RA 1 1
In a tale of hubris now retold often, Xi did indeed pilot Small X-Pulse Laser RT 1 1
the Daedalus in the next open match. However, he did not ER Small Laser RT (R) 1 .5
face a typical Class 4 opponent. Instead he was pitted 2 ER Medium Lasers H 2 2
against Gilligan McAfree, a Class 2 pilot of some repute, Supercharger CT 1 .5
known for his physical attacks and short temper. Piloting a Small X-Pulse Laser LT 1 1
brand-new Violator, McAfree was clearly there to teach Xi 2 Med. X-Pulse Lasers LA 2 4
a lesson. In one of the shortest arena fights ever recorded,
the inexperienced Xi charged, firing every weapon at his Notes: Features the following Design Quirks: Difficult to
disposal and sending his ’Mech into automatic shutdown. Maintain.
Stuck in a dead ’Mech while McAfree sauntered over to
PXH-99 PHOENIX HAWK 12

Field Testing Summation: “Mobile Turret” Concept Type: Phoenix Hawk


From Hell Technology Base: Inner Sphere (Advanced)
Producer/Site: Unknown (but F— those guys) Tonnage: 45
Supervising Technician: Biff McStrongjaw (seriously) Battle Value: 1,444
Project Start Date: 3134
Scam Analysis: Equipment Mass
Not a Phoenix Hawk, Probably Not Even a Real ’Mech Internal Structure: 4.5
Engine: 45 1
[JH: P. wouldn’t be P. without digging up something special. Walking MP: 0
I’ll leave in his inimitable commentary.] Running MP: 1
Jumping MP: 2
Ugh, this thing. It’s generally accepted that you can’t Heat Sinks: 10 [20] 0
bag on the original tech teams too much in these briefs, Gyro (Heavy-Duty): 2
but I’m just going to forge ahead and get ready for the Cockpit: 3
reprimand. Armor Factor (Hardened): 148 18.5
This thing makes me very angry, and this will also be
your reaction.
This Biff guy (I’m not using the last name he legally
chose four years ago) decided that the biggest problem
a Phoenix Hawk faces is a lack of armor. So far, I agree. We
should probably take a hard look at reflective and reactive Internal Armor
armor, or some of the stuff that’s come out more recently. Structure Value
Heck, even hardened could work on a frame with this Head 3 8
much speed. Center Torso 14 22
But then Biff...took it too far. The result is a nearly Center Torso (rear) 6
indestructible turret that can kick. It doesn’t miss the R/L Torso 11 17*
anti-infantry weapons, since most infantry and many R/L Torso (rear) 5
civilians can simply run away from this thing. It’s a unique R/L Arm 7 13
BattleMech in that it arrives on the battlefield in a ’Mech R/L Leg 11 22*
Carrier. Its gait has been described as “a barefoot rheumatic
nonagenarian with hip-trauma and PTSD walking on glass.” Weapons
It also has some lasers. Whatever. Screw the guy who and Ammo Location Critical Tonnage
came up with it, and screw the guy who approved it for Large X-Pulse Laser RA 2 7
manufacture. ER Medium Laser RA 1 1
ER Small Laser RA 1 .5
Modular Armor RT 1 1
Modular Armor RL 1 1
Modular Armor LL 1 1
Modular Armor RT 1 1
ER Medium laser LA 1 1
ER Small Laser LA 1 .5
Improved Jump Jet RT 2 1
Improved Jump Jet LT 2 1

Notes: *Modular Armor provides an additional 10 points


of standard armor to these locations, decreases
Walk MP by 1, and applies a +1 Piloting Skill target
modifier. Features the following Design Quirks:
Improved Communications, Jettison-Capable
Weapon (Large X-Pulse Laser).
VKH-68 VOLKH 13

Field Testing Summation: Unsold Military Field immobilizing the hapless Volkh—its vaunted hardened
Prototype armor merely prolonging its death throes.
Producer/Site: Vining Engineering and Salvage Team, As Victory Conditions Industries signed a Republic
Solaris VII contract, VEST returned to the drawing board for the
Supervising Technician: Dr. Julia Vining VKH-69.
Project Start Date: 3133
Scam Analysis: Type: Volkh
Plagiarism (Possibly) Technology Base: Inner Sphere (Advanced)
Tonnage: 45
The Vining Engineering and Salvage Team (VEST) has Battle Value: 1,679
used the VKH chassis as a test-bed for new technologies
since the 3050s, but each Volkh production model has Equipment Mass
been hand-built in their Solaris workshop. The ’Mech has Internal Structure: Endo Steel 2.5
performed admirably in the gladiatorial circuit, thrilling Engine: 225 XXL 3.5
audiences with its ability to keep advancing under fire that Walking MP: 5
would drop many ’Mechs twice its size and to triumph over Running MP: 7 (12)
opponents with a lance thrust through their chest. VEST Jumping MP: 0
saw the growing post-Blackout Sphere-wide instability as Heat Sinks: 10 [20] 0
an opportunity to manufacture a variant for the Republic Gyro (Compact): 4.5
Armed Forces. Cockpit (Torso-Mounted): 4
Armor Factor (Hardened): 112 14
The VKH-68 retained the torso-mounted cockpit and
Internal Armor
XXL engine of most variants, using a supercharger and
Structure Value
MASC to overcome the loss of agility from carrying 14 Head 3 8
tons of hardened armor sheathing. The head-mounted Center Torso 14 15
quad-laser array was upgraded with accurate, hard-hitting Center Torso (rear) 5
X-pulse lasers slaved to the targeting computer. The lance R/L Torso 11 12
was removed from the left arm, though the right arm R/L Torso (rear) 4
weapon mount was retained for melee strikes. R/L Arm 7 10
Pleased with its internal evaluations, VEST invited R/L Leg 11 16
the RAF procurement office to Solaris VII to evaluate
the Volkh’s performance in both the traditional arena
and, thanks to the holographic systems at Boreal Reach,
simulated battlefield conditions. Other companies were
invited to field their equipment against the Volkh so it
could showcase its capabilities against a variety of likely Weapons
opponents RAF MechWarriors would face. and Ammo Location Critical Tonnage
To VEST’s horror, one of the entrants was Victory Lance RA 3 3
Conditions Industries of Mizar, which debuted their NSR- Targeting Computer RT 2 2
K3 Night Stalker in the competition. Similar in profile to 4 Med. X-Pulse Lasers* H 4 8
the Volkh, the Night Stalker also featured a torso-mounted Head Turret CT 1 1
cockpit, head-mounted laser, and lance, prompting an MASC LT 2 2
extended series of copyright infringement lawsuits from Supercharger LT 1 .5
VEST’s legal department. Unfortunately for VEST, the VKH-
68 fared poorly against its doppelganger, which used Notes: *Mounted in BattleMech Head Turret. Features the
superior speed to stay out of the laser array’s effective following Design Quirks: Protected Actuators, Non-
range while its own ER lasers connected. VEST’s pilots Standard Parts.
used their superchargers and MASC systems to keep
pace with the nimble Night Stalker, but time and again
the overstressed systems failed under prolonged use,
AQS-5 MAM AQUAGLADIUS 14

Field Testing Summation: Limited Production in the decades since its conception. As it turns out, the
Aquagladius Variant reason that use of the Aquagladius during the Jihad was
Producer/Site: Vining Engineering and Salvage Team, so novel was because their deployment is so rarely needed
Solaris VII in modern warfare. Meanwhile, the odd ’Mech has proved
Supervising Technician: Consuela Banana-Hammock a boon for VEST, funding the development of a number of
Project Start Date: 3090 other projects with an eye toward RAF contracts.
Scam Analysis:
Convincing the RAF that Underwater ’Mechs Type: Aquagladius
are a Thing Technology Base: Inner Sphere (Experimental)
Hangar Queen Tonnage: 50
Battle Value: 1,946
The Jihad featured combat the likes of which
humanity hadn’t seen in generations. The invasion of Equipment Mass
Terra in particular brought entirely new challenges in Internal Structure: Composite 2.5
preparation and execution that often involved unorthodox Engine: 300 XXL 6.5
solutions. One of those solutions involved the Aquagladius, Walking MP: 6 (7)
made for Solaris VII and thus rarely seen in proper combat. Running MP: 9 (11)
Designed for underwater arenas, the aquatic ’Mechs were UMU MP: 6
used in waterborne assaults on Word of Blake positions in Heat Sinks: 10 [20] 0
a stroke of martial genius. Gyro (XL): 1.5
As the Republic of the Sphere sought to build Cockpit: 3
a standardized army, some muckety-mucks were so Armor Factor (Patchwork): 48 + 96* 15
enamored by the success of the quirky Aquagladius surging Internal Armor
through the waves into battle that they hoped to expand Structure Value
the concept into a standardized doctrine. With this in mind, Head 3 6*
VEST was approached to develop a model better suited to Center Torso 16 20*
battle outside of a Solaris stadium. VEST’s engineers were Center Torso (rear) 4*
more than eager to please a potentially lucrative new R/L Torso 12 18*
customer. The BattleMech eventually presented to the RAF R/L Torso (rear) 3*
was a simple war machine—by the standards of the Game R/L Arm 8 12*
World. High, self-imposed performance expectations R/L Leg 12 24
steered the design team to a chain of extravagant and
questionable choices, many of which stretched logic in Weapons
their justification. For example, it was argued that the and Ammo Location Critical Tonnage
excess heat of the XXL fusion engine, needed to maintain 2 Small VSP Lasers RA 2 4
speed while using hardened armor, wouldn’t be an issue 2 ER Flamers RA 2 2
as the ’Mech’s natural habitat would be the cooling seas of MASS H 1 1.5
the Inner Sphere. Heavy PPC LA 4 10
When the time came to present new AQS-5 Marine PPC Capacitor LA 1 1
Assault ’Mech to the waiting Republic, a demonstration Triple-Strength Myomer ** 6 0
UMU RL 1 .5
lance swiftly sliced through the water like a bask of 50-
2 UMU RT 2 1
ton crocodilians while picking off targets at range with
2 UMU LT 2 1
focused PPC fire. Equally impressive was their overland
UMU LL 1 .5
speed once their triple-strength myomers were activated.
The RAF brass overseeing the project saw the Aquagladius
Notes: *These locations mount Hardened Armor. All
so profoundly exceed their expectations that orders were
others mount standard.
quickly placed, barely acknowledging the hefty price
**Triple-Strength Myomer occupies 1 critical in the
tag. An entire company would be trained in amphibious RA, RT, RL, LL, LT, and LA locations. Features the
warfare with AQS-5 MAMs making up the bulk of the following Design Quirks: Difficult Ejection,
force. Extensively drilled, masters of sea and shore, the Difficult to Maintain.
force stationed on Terra has yet to see actual combat
SCG-WX1 SCOURGE 15

Field Testing Summation: Prototype Scourge Refit that the concept was sound, but required a new design,
Producer/Site: Kaiser Systems, Herzberg not a refit.
Supervising Technician: Jerome Perian
Project Start Date: 3132
Scam Analysis: Type: Scourge
(Not offered for sale, but if it were: Technology Base: Mixed Inner Sphere (Experimental)
Chronic Glitches Tonnage: 65
Incompatible Technology) Battle Value: 2,480

The flagship BattleMech produced by Kaiser Systems Equipment Mass


in the Lyran Commonwealth, the robust Scourge was a Internal Structure: Endo Steel 3.5
popular testbed for some of the company’s more radical Engine: 325 XL 12
engineering ideas, many of which would fail to find buyers Walking MP: 5
for one reason or another. In the case of the -WX1, it was Running MP: 8
Kaiser’s attempt to fuse the Scourge’s endo-steel structure Jumping MP: 0
with newly acquired reflective armor. Every attempt to Heat Sinks: 15 [30] 5
mesh the ’Mech’s skeleton with the new armor was a bust. Gyro (Heavy Duty): 8
Like ripples in a pond, fixing one problem created another. Cockpit: 3
For instance, software modifications to the heavy-duty Armor Factor (Reflective): 211 13.5
gyro to adjust for the new armor and weapons created Internal Armor
cascading power surges that overloaded the finely Structure Value
tuned AES and caused the Scourge’s arm to develop an Head 3 9
uncontrollable “twitch.” Another software patch corrected Center Torso 21 30
the power problem to the AES but prompted the ClanTech Center Torso (rear) 12
weapons to seize during weapons testing. R/L Torso 15 20
Despite the near-constant technical glitches and R/L Torso (rear) 10
almost permanent assignment to Kaiser’s test hangar, R/L Arm 10 20
the Scourge did see action once. In 3134, the Eighth Free R/L Leg 15 30
Worlds Guards, riding high after raiding Bolan, launched
a raid against Herzberg. Undetected and under the Weapons
cover of darkness, a company of Guards landed between and Ammo Location Critical Tonnage
the planetary capital of Brookland and the outskirts of 3 ER Medium Lasers (C) RA 3 3
the Kaiser factory complex. Moving quickly, the Eighth AES RA 3 2
attacked the well-equipped but less experienced Kaiser Ammo (Ultra) 10 (C) LT 1 1
security force, quickly pushing through the defensive Ultra AC/10 (C) LA 4 10
perimeter in a hard drive for the factory’s valuable storage Improved Heavy
sheds. It was at that moment that the much-maligned Large Laser (C) LA 3 4
-WX1 Scourge, piloted by Samantha “Rawhide” Holcomb,
emerged from its berth. Notes: Features the following Design Quirks: Reinforced
Legs, Exposed Actuators, Difficult to Maintain.
Firing wildly into a nearby Guard Trebuchet, the
Scourge cored the lighter ’Mech with a heavy laser
shot through its XXL engine. Not stopping, the Scourge
waded into the Guards, firing every laser at its disposal,
its reflective armor backlit by every laser discharge.
Somehow, Holcomb managed to get the Scourge into
combat, and her reckless attack stunned the Guards,
who slowed long enough for the remains of Kaiser’s
security to rally and drive the raiders back. While the
Scourge and its valiant pilot did not survive, the ’Mech’s
impromptu performance convinced Kaiser executives
MAD-BR-O OMNIMARAUDER 16

Field Testing Summation: Future Marauder [JH: It’s also prohibitively expensive. Kathil has been doing Weapons
Feasibility Study great work with beam technology in the past decade and their and Ammo Location Critical Tonnage
Producer/Site: General Motors, Kathil conventional Marauders are the new bulwark of the AFFS. But Primary Weapons Configuration
Supervising Technician: Luke Schteele (on loan from this...this is too much. If we go down this path, the armies of ER PPC (C) RA 2 6
Bander BattleMechs) the Inner Sphere may as well buy all their equipment from the ER Medium Laser (C) RA 1 1
Project Start Date: 3135 Sea Foxes.]
2 Double Heat Sinks (C) RA 4 2
Scam Analysis:
Prohibitively Expensive: Type: OmniMarauder HAG 30 (C) RT 8 13
Clan Endo, Technology Base: Mixed Inner Sphere (Advanced) CASE II (C) RT 1 .5
and Engine, Tonnage: 75 Ammo (HAG) 12 (C) CT 3 3
and Heat Sinks, Battle Value: 2,836 Double Heat Sink (C) LT 2 1
Oh My! ER PPC (C) LA 2 6
Clan Weapons, Equipment Mass ER Medium Laser (C) LA 1 1
and Armor, Internal Structure: Endo Steel (C) 4 2 Double Heat Sinks (C) LA 4 2
Omni Pods, Engine: 300 XL (C) 9.5
Oh My! Walking MP: 4
Alternate Configuration A
Running MP: 6
Jumping MP: 0 Plasma Rifle RA 2 6
[JH: To wind things up, here is P. again, one-upping himself.
He wants me to convince you to convince the AFFS to place Heat Sinks (C): 12 [24] 2 Ammo (Plasma) 10 RA 1 1
an actual order for this monster. See for yourself...] Gyro (Compact): 4.5 Heavy Gauss Rifle RT/CT 8/3 18
Cockpit: 3 CASE II (C) RT 1 .5
There are countless axioms in the ’Mech Armor Factor (Lamellor): 231 16.5 CASE II (C) CT 1 .5
manufacturing world. Many are bunk, but some hold Internal Armor Ammo (Heavy Gauss) 8 LT 2 2
true—such as, “There is a customer for every BattleMech.” Structure Value Light TAG (C) LT 1 .5
Related to that is, “You can always sell a Marauder.” It should Head 3 9 Plasma Rifle LA 2 6
come as no surprise, then, that GM went and made another Center Torso 23 35 Ammo (Plasma) 10 LA 1 1
Marauder. What is surprising is that they actually made it Center Torso (rear) 11
Battle Value: 2,127
rather different (and better!) this time around. Also, they R/L Torso 16 24
made it an OmniMech. Why not? I don’t know who this R/L Torso (rear) 8
Schteele guy is, but I like the cut of his jib. R/L Arm 12 24
Using cutting-edge Clan technology as the basis for R/L Leg 16 32
the ’Mech is common sense. A particularly nice touch
is the ferro-lamellor armor, which reduces how many Weight and Space Allocation
bulky weapons you can slap on the chassis. Also note the Location Fixed Spaces Remaining
compact gyro, a clever choice that creates some options Head 1 Ferro-Lamellor 0
with today’s huge weaponry. Center Torso None 4
The prime configuration is an example of smart Right Torso 2 XL Engine 9
marketing. A PPC in each arm and a powerful ballistic 1 Ferro-Lamellor
weapon in the right flank make it reminiscent of the classic Left Torso 2 XL Engine 3
Marauder, and that’s no accident. The A configuration 7 Endo Steel
shows this OmniMech’s potential. With two Plasma Rifles Right Arm 3 Ferro-Lamellor 6
and a heavy Gauss, it mates Spheroid weapons (that the Left Arm 3 Ferro-Lamellor 6
Clans haven’t yet exceeded) to a Clan frame. It’s light on Right Leg 2 Ferro-Lamellor 0
ammo, but if you’re fighting something that’s still kicking Left Leg 2 Ferro-Lamellor 0
after eating eight Gauss slugs, winning was never an
option. Get the hell out of there. You’re not Malvina Hazen, Notes: Features the following Design Quirks: Command
retreat isn’t a dirty word. ’Mech, Directional Torso Mount (RT), Hyper-
This thing is the best of both worlds. I love it. Just keep Extending Actuators, Narrow/Low Profile.
me away from that [censored] Phoenix Hawk.
MAD-BR-O OMNIMARAUDER 17
ARMOR DIAGRAM
Head ( 5 )
Left Torso Right Torso
(4) (4)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Carbine CON-9M-D ConstructionMech MOD Name:
Movement Points: Tonnage: 30
Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Mixed
Running: 5 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Lift Hoist/Arresting LA — [E] — — — —
Hoist
Center
2 Machine Gun RA — 2 [DB,AI] — 1 2 3 Left Arm Torso Right Arm
2 SRM 4 CT 3 2/Msl [M,C,S] — 3 6 9 (3) (5) (3)

Left Right
Leg Center Leg
(4) Torso (4)
(1)

i
Left R ght
Ammo: (Machine Gun) 200, (SRM 4) 25 Torso Rear Torso Rear
(1) (1)

BV: 257

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 7 ) Right Torso ( 7 ) Overflow
Left Arm 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Industrial Cockpit (adv. FCS) 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. Lift Hoist/Arresting Hoist 5. Sensors 1-3 4. Machine Gun
29
5. Lift Hoist/Arresting Hoist 6. Life Support 5. Machine Gun 28*
6. Lift Hoist/Arresting Hoist 6. Ferro-Fibrous Left Right 27
Arm Arm 26*
1. Ferro-Fibrous Center Torso 1. Ferro-Fibrous
(5) (5)
2. Ferro-Fibrous 1. I.C.E. Engine 2. Ferro-Fibrous 25*
3. Roll Again 2. I.C.E. Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. I.C.E. Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 10 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
(7) (7) 20*
1. Gyro
Left Torso 2. I.C.E. Engine Right Torso 19*
1. Ferro-Fibrous 3. I.C.E. Engine 1. Ammo (SRM 4) 25 18*
2. Ferro-Fibrous 4-6 4. I.C.E. Engine 2. Ammo (Machine Gun) 200 17*
3. Ferro-Fibrous 3. Ferro-Fibrous
1-3 4. Roll Again
5.
6.
SRM 4
SRM 4
1-3 4. Ferro-Fibrous
HEAT DATA 16
Double Heat Sinks: 15*
5. Roll Again 5. Ferro-Fibrous Heat
2 (4)
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. Ferro-Fibrous 5. Ferro-Fibrous 10 -2 Movement Points 2
Damage Transfer
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

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Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
ARMOR DIAGRAM
Head ( 8 )
Left Torso Right Torso
(6) (6)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Crosscut IIC SolahmaMech Name:
Movement Points: Tonnage: 30
Gunnery Skill: Piloting Skill:
Walking: 10 Tech Base: Clan
Running: 15 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Imp. Heavy Medium LA 7 10 [DE,X] — 3 6 9
Laser
Center
1 Chainsaw RA — 5 — — — — Left Arm Torso Right Arm
1 Ejection Seat HD — [E] — — — — (6) (9) (6)

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

i
Left R ght
Torso Rear Torso Rear
(2) (2)

BV: 571

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 7 ) Right Torso ( 7 ) Overflow
Left Arm (CASE) 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Industrial Cockpit (adv. FCS) 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Ejection Seat 3. Lower Arm Actuator
1-3 4. Imp. Heavy Medium Laser 5. Sensors 1-3 4. Chainsaw
29
5. Imp. Heavy Medium Laser 6. Life Support 5. Chainsaw 28*
6. Roll Again 6. Chainsaw Left Right 27
Arm Arm 26*
1. Roll Again Center Torso 1. Chainsaw
(5) (5)
2. Roll Again 1. XXL Fusion Engine 2. Chainsaw 25*
3. Roll Again 2. XXL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XXL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 10 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
(7) (7) 20*
1. Gyro
Left Torso 2. XXL Fusion Engine Right Torso 19*
1. XXL Fusion Engine 3. XXL Fusion Engine 1. XXL Fusion Engine 18*
2. XXL Fusion Engine 4-6 4. XXL Fusion Engine 2. XXL Fusion Engine 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
5.
6.
Roll Again
Roll Again
1-3 4. XXL Fusion Engine
HEAT DATA 16
Heat Sinks: 15*
5. Roll Again 5. Roll Again Heat
11
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. Roll Again 5. Roll Again 10 -2 Movement Points 2
Damage Transfer
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 5 )
Left Torso Right Torso
(5) (5)

INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Gauss-Buster MilitiaMech Name:
Movement Points: Tonnage: 50
Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere
Running: 5 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Heavy Gauss Rifle RT 2 25/20/10 4 6 13 20
[DB,X]
Center
Left Arm Torso Right Arm
(5) (5) (5)

Left Right
Leg Center Leg
(5) Torso (5)
(4)

i
Left R ght
Ammo: (Heavy Gauss) 4 Torso Rear Torso Rear
(2) (2)

BV: 675

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. Industrial Cockpit (adv. FCS) 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator
29
5. Roll Again 6. Life Support 5. Roll Again 28*
6. Roll Again 6. Roll Again Left Right 27
Arm Arm 26*
1. Roll Again Center Torso 1. Roll Again
(8) (8)
2. Roll Again 1. I.C.E. Engine 2. Roll Again 25*
3. Roll Again 2. I.C.E. Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. I.C.E. Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 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. I.C.E. Engine Right Torso 19*
1. Roll Again 3. I.C.E. Engine 1. Heavy Gauss Rifle 18*
2. Roll Again 4-6 4. I.C.E. Engine 2. Heavy Gauss Rifle 17*
3. Roll Again 3. Heavy Gauss Rifle
1-3 4. Roll Again
5.
6.
Ammo (Heavy Gauss) 4
Roll Again
1-3 4. Heavy Gauss Rifle
HEAT DATA 16
Heat Sinks: 15*
5. Roll Again 5. Heavy Gauss Rifle Heat
2
6. Roll Again Engine Hits 6. Heavy Gauss Rifle Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Roll Again 1. Heavy Gauss Rifle
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Roll Again 2. Heavy Gauss Rifle
26 Shutdown, avoid on 10+ 12
3. Roll Again Life Support 3. Heavy Gauss Rifle 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Heavy Gauss Rifle
24 +4 Modifier to Fire 10*
5. Roll Again 5. Heavy Gauss Rifle
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. Roll Again 5. Roll Again 10 -2 Movement Points 2
Damage Transfer
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )

FOUR-LEGGED INDUSTRIALMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Uni ATAE-70 ArtilleryMech Name: Left Right
Movement Points: Tonnage: 70 Torso Torso
Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere ( 20 ) ( 20 )
Running: 5 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Thumper CT 5 15[AE,S,F] — 1 2 21
1 Cargo (3 tons) LT — [E] — — — — Center
1 Infantry Compartment RT — [E] — — — — Torso
[3 Tons] ( 31 )

Left Right
Left Rear Leg Rear Leg Right
Front Leg ( 21 ) ( 21 ) Front Leg
( 21 ) ( 21 )

Ammo: (Thumper) 20 L e ft R ig h t
Torso Rear Torso Rear
BV: 865 (9) (9)
Center Torso Rear ( 10 )
INTERNAL STRUCTURE DIAGRAM Heat
CRITICAL TABLE Left Head Right Scale
Head Torso Torso Overflow
1. Life Support ( 15 ) ( 15 )
2. Sensors
3. Industrial Cockpit (adv. FCS)
30*
4. Roll Again
Front Left Leg 5. Sensors Front Right Leg 29
1. Hip 6. Life Support 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator Left Right 27
3. Lower Leg Actuator 3. Lower Leg Actuator Front Leg Front Leg 26*
4. Foot Actuator Center Torso 4. Foot Actuator ( 15 ) ( 15 )
5. Roll Again 1. Fuel Cell Engine 5. Roll Again 25*
6. Roll Again 2. Fuel Cell Engine 6. Roll Again Center 24*
3. Fuel Cell Engine Torso 23*
1-3 4. Gyro Left ( 22 ) Right 22*
5. Gyro Rear Leg Rear Leg 21
6. Gyro
( 15 ) ( 15 )
20*
1. Gyro
Left Torso 2. Fuel Cell Engine Right Torso 19*
1. Thumper 3. Fuel Cell Engine 1. Thumper 18*
2. Thumper 4-6 4. Fuel Cell Engine 2. Thumper 17*
3. Thumper 3. Thumper
1-3 4. Thumper
5.
6.
Thumper
Roll Again
1-3 4. Thumper
HEAT DATA 16
Heat Sinks: 15*
5. Thumper 5. Thumper Heat
5
6. Thumper Engine Hits 6. Thumper Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Thumper 1. Thumper
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Cargo 2. Ammo (Thumper) 20
26 Shutdown, avoid on 10+ 12
3. Cargo Life Support 3. Infantry Compartment 11
4-6 4-6 25 -5 Movement Points
4. Cargo 4. Infantry Compartment
24 +4 Modifier to Fire 10*
5. Roll Again 5. Infantry Compartment
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
Rear Left Leg Rear 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. Roll Again 5. Roll Again 10 -2 Movement Points 2
Damage Transfer
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )
Left Torso Right Torso
(8) (8)

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Porcupine PRC-3N Name:
Movement Points: Tonnage: 20
Gunnery Skill: Piloting Skill:
Walking: 9 Tech Base: Inner Sphere
Running: 14 [23] Rules Level: Experimental Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Spikes LA — [E] — — — —
1 Spikes HD — [E] — — — —
Center
1 Spikes RT — [E] — — — — Left Arm Torso Right Arm
1 Laser AMS LT 7 [PD] — 1 — — (6) ( 10 ) (6)
1 Spikes RA — [E] — — — —
1 Spikes LT — [E] — — — — Impact
1 Null Signature System * 10 [E] — — — — Resistant
Left Right
Leg Center Leg
(8) Torso (8)
(2)

L e ft R ig h t
Torso Rear Torso Rear
(2) (2)

BV: 511

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head L e ft To rs o ( 5 ) R ig h t To rs o ( 5 ) 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. Spikes 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator
29
5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28*
6. Double Heat Sink 6. Double Heat Sink Left Right 27
Arm Arm 26*
1. Double Heat Sink Center Torso 1. Double Heat Sink
(3) (3)
2. Spikes 1. XXL Fusion Engine 2. Spikes 25*
3. Impact-Resistant 2. XXL Fusion Engine 3. Impact-Resistant Center 24*
4-6 4. Impact-Resistant 3. XXL Fusion Engine
4-6 4. Impact-Resistant Torso
23*
5. Impact-Resistant 1-3 4. Gyro 5. Impact-Resistant (6)
6. Null Signature System 6. Null Signature System 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
(4) (4) 20*
1. Gyro
Left Torso 2. XXL Fusion Engine Right Torso 19*
1. XXL Fusion Engine 3. XXL Fusion Engine 1. XXL Fusion Engine 18*
2. XXL Fusion Engine 4-6 4. XXL Fusion Engine 2. XXL Fusion Engine 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
5.
6.
Supercharger
Null Signature System
1-3 4. XXL Fusion Engine
HEAT DATA 16
Double Heat Sinks: 15*
5. XXL Fusion Engine 5. XXL Fusion Engine Heat
10 (20)
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Laser AMS 1. Double Heat Sink
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Laser AMS 2. Double Heat Sink
26 Shutdown, avoid on 10+ 12
3. Spikes Life Support 3. Double Heat Sink 11
4-6 4-6 25 -5 Movement Points
4. Impact-Resistant 4. Spikes
24 +4 Modifier to Fire 10*
5. Impact-Resistant 5. MASC
23 Ammo Exp, avoid on 6+
6. Null Signature System 6. Null Signature System 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. Impact-Resistant 5. Impact-Resistant 10 -2 Movement Points 2
Damage Transfer
6. Null Signature System 6. Null Signature System 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 3 )
Left Torso Right Torso
(5) (5)

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Wasp WSP-3X Name:
Movement Points: Tonnage: 20
Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere
Running: 9 Rules Level: Experimental Hits Taken 1 2 3 4 5 6
Jumping: 6 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser RA 3 5 [DE] — 3 6 9
2 Thunderbolt 5 LL 3 5[M] 5 6 12 18
Center
Left Arm Torso Right Arm
(3) (5) (3)

Left Right
Leg Center Leg
(4) Torso (4)
(1)

LeftRight
Ammo: (Thunderbolt 5) 12 Torso Rear Torso Rear
(1) (1)

BV: 521

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 5 ) Right Torso ( 5 ) 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. Ferro-Fibrous 6. Life Support 5. Medium Laser 28*
6. Ferro-Fibrous 6. Ferro-Fibrous Left Right 27
Arm Arm 26*
1. Ferro-Fibrous Center Torso 1. Ferro-Fibrous
(3) (3)
2. Ferro-Fibrous 1. XL Fusion Engine 2. Ferro-Fibrous 25*
3. Ferro-Fibrous 2. XL Fusion Engine 3. Ferro-Fibrous Center 24*
4-6 4. Ferro-Fibrous 3. XL Fusion Engine
4-6 4. Ferro-Fibrous Torso
23*
5. Ferro-Fibrous 1-3 4. XL Gyro 5. Ferro-Fibrous (6)
6. Endo Steel 6. Endo Steel 22*
5. XL Gyro Left Right
6. XL Gyro 21
Leg Leg
(4) (4) 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. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Jump Jet
5.
6.
XL Fusion Engine
XL Fusion Engine
1-3 4. 2 Compact Heat Sinks
HEAT DATA 16
Heat Sinks: 15*
5. Jump Jet 5. Jump Jet Heat
10
6. Jump Jet Engine Hits 6. Jump Jet Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Ammo (Thunderbolt 5) 12 1. Jump Jet
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. Endo Steel 4. Endo Steel
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Endo Steel
23 Ammo Exp, avoid on 6+
6. Endo Steel 6. Endo Steel 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
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. Thunderbolt 5 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Thunderbolt 5 6. Endo Steel 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )
Left Torso Right Torso
(9) (9)

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Valkyrie VLK-QD5 Name:
Movement Points: Tonnage: 30
Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Mixed
Running: 8 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 5 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Pulse Laser RA 4 6 [P] — 2 4 6
(IS)
Center
1 ATM 3 LT 2 [M,C,S] Left Arm Torso Right Arm
Standard 2/Msl 4 5 10 15 (8) ( 13 ) (8)
Extended Range 1/Msl 4 9 18 27
High Explosive 3/Msl — 3 6 9
1 MML 7 LT 4 [M,C,S]
LRM 1/Msl 6 7 14 21 Left Right
Leg Center Leg
SRM 2/Msl — 3 6 9
( 10 ) Torso ( 10 )
(4)

LeftRight
Ammo: (ATM 3) 40, (MML 7/LRM) 17, (MML 7/SRM) 14 Torso Rear Torso Rear
(2) (2)

BV: 690

INTERNAL STRUCTURE DIAGRAM Heat


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

© 2020 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
Head ( 9 )
Left Torso Right Torso
( 16 ) ( 16 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Daedalus DAD-4X Name:
Movement Points: Tonnage: 45
Gunnery Skill: Piloting Skill:
Walking: 6 Tech Base: Inner Sphere
Running: 9 [12] Rules Level: Experimental Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
2 Medium X-Pulse Laser LA 6 6 [P] — 3 6 9
1 Heavy PPC RA 15 15 [DE] 3 6 12 18
Center
w/Capacitor Left Arm Torso Right Arm
1 Small X-Pulse Laser LT 3 3 [P,AI] — 2 4 5 ( 11 ) ( 20 ) ( 11 )
1 Small X-Pulse Laser RT 3 3 [P,AI] — 2 4 5
1 ER Small Laser (R) RT 2 3 [DE] — 2 4 5
2 ER Medium Laser HD 5 5 [DE] — 4 8 12
Left Right
Leg Center Leg
( 17 ) Torso ( 17 )
(7)

LeftRight
Torso Rear Torso Rear
(6) (6)

BV: 1,606

INTERNAL STRUCTURE DIAGRAM Heat


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

© 2020 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
Head ( 8 )
Left Torso Right Torso
( 17 ) ( 17 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Phoenix Hawk PXH-99 Name:
Movement Points: Tonnage: 45
Gunnery Skill: Piloting Skill:
Walking: 0 Tech Base: Inner Sphere
Running: 1 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 2 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large X-Pulse Laser RA 14 9 [P] — 5 10 15
1 ER Medium Laser RA 5 5 [DE] — 4 8 12
Center
1 ER Small Laser LA 2 3 [DE] — 2 4 5 Left Arm Torso Right Arm
1 ER Medium Laser LA 5 5 [DE] — 4 8 12 ( 12 ) ( 22 ) ( 12 )
1 ER Small Laser RA 2 3 [DE] — 2 4 5
1 Modular Armor RT — [E] — — — — Hardened
1 Modular Armor LT — [E] — — — —
1 Modular Armor RL — [E] — — — — Left Right
Leg Center Leg
1 Modular Armor LL — [E] — — — —
( 22 ) Torso ( 22 )
(6)

Left Right
Torso Rear Torso Rear
(5) (5)

BV: 1,444

INTERNAL STRUCTURE DIAGRAM Heat


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

© 2020 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
Head ( 8 )
Left Torso Right Torso
( 12 ) ( 12 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Volkh VKH-68 Name:
Movement Points: Tonnage: 45
Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere
Running: 7 [12] Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Lance RA — 9 — — — —
4 Medium X-Pulse Laser HD 6 6 [P] — 3 6 9
Center
(T) Left Arm Torso Right Arm
1 Head Turret CT — [E] — — — — ( 10 ) ( 15 ) ( 10 )
1 Targeting Computer RT — [E] — — — —
Hardened

Left Right
Leg Center Leg
( 16 ) Torso ( 16 )
(5)

Left Right
Torso Rear Torso Rear
(4) (4)

BV: 1,679

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 11 ) Right Torso ( 11 ) Overflow
Left Arm 1. Sensors Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Medium X-Pulse Laser (T) 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Medium X-Pulse Laser (T) 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Medium X-Pulse Laser (T) 1-3 4. Hand Actuator
29
5. Double Heat Sink 6. Medium X-Pulse Laser (T) 5. Lance 28*
6. Double Heat Sink 6. Lance Left Right 27
Arm Arm 26*
1. Double Heat Sink Center Torso 1. Lance
(7) (7)
2. Endo Steel 1. XXL Fusion Engine 2. Endo Steel 25*
3. Endo Steel 2. XXL Fusion Engine 3. Endo Steel Center 24*
4-6 4. Endo Steel 3. XXL Fusion Engine
4-6 4. Endo Steel Torso
23*
5. Endo Steel 1-3 4. Compact Gyro 5. Endo Steel ( 14 )
6. Endo Steel 6. Roll Again 22*
5. Compact Gyro Left Right
6. XXL Fusion Engine 21
Leg Leg
( 11 ) ( 11 ) 20*
1. XXL Fusion Engine
Left Torso 2. XXL Fusion Engine Right Torso 19*
1. XXL Fusion Engine 3. Torso-Mounted Cockpit 1. XXL Fusion Engine 18*
2. XXL Fusion Engine 4-6 4. Sensors 2. XXL Fusion Engine 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
5.
6.
Head Turret
Roll Again
1-3 4. XXL Fusion Engine
HEAT DATA 16
Double Heat Sinks: 15*
5. XXL Fusion Engine 5. XXL Fusion Engine Heat
10 (20)
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Life Support 1. Life Support
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Supercharger 2. Targeting Computer [IS]
26 Shutdown, avoid on 10+ 12
3. MASC Life Support 3. Targeting Computer [IS] 11
4-6 4-6 25 -5 Movement Points
4. MASC 4. Endo Steel
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. Endo Steel 6. Endo Steel 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 6 ) Hardened
Left Torso Right Torso
( 17 ) ( 17 )
Hardened Hardened

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Aquagladius AQS-5 MAM Name:
Movement Points: Tonnage: 50
Gunnery Skill: Piloting Skill:
Walking: 6 [7] Tech Base: Inner Sphere
Running: 9 [11] Rules Level: Experimental Hits Taken 1 2 3 4 5 6
UMU: 6 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Heavy PPC LA 15 15 [DE] 3 6 12 18
w/Capacitor
Center
2 Small VSP Laser RA 3 5/4/3 [P,V] — 2 4 6 Left Arm Torso Right Arm
2 ER Flamer RA 4 2 [DE,H,AI] — 3 5 7 ( 12 ) ( 22 ) ( 12 )
Hardened Hardened Hardened

Patchwork

Left Right
Leg Center Leg
( 24 ) Torso ( 24 )
(4)

L e ft R ig h t
Torso Rear Torso Rear
(3) (3)

BV: 1,946

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head L e ft To rs o ( 12 ) R ig h t To rs o ( 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. MASS 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Small VSP Laser
29
5. Heavy PPC 6. Life Support 5. Small VSP Laser 28*
6. Heavy PPC 6. ER Flamer Left Right 27
Arm Arm 26*
1. Heavy PPC Center Torso 1. ER Flamer
(8) (8)
2. Heavy PPC 1. XXL Fusion Engine 2. Triple-Strength Myomer 25*
3. PPC Capacitor 2. XXL Fusion Engine 3. Roll Again Center 24*
4-6 4. Triple-Strength Myomer 3. XXL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. XL Gyro 5. Roll Again ( 16 )
6. Roll Again 6. Roll Again 22*
5. XL Gyro Left Right
6. XL Gyro 21
Leg Leg
( 12 ) ( 12 ) 20*
1. XL Gyro
Left Torso 2. XL Gyro Right Torso 19*
Composite
1. XXL Fusion Engine 3. XL Gyro 1. XXL Fusion Engine 18*
2. XXL Fusion Engine 4-6 4. XXL Fusion Engine 2. XXL Fusion Engine 17*
3. XXL Fusion Engine 3. XXL Fusion Engine
1-3 4. XXL Fusion Engine
5.
6.
XXL Fusion Engine
XXL Fusion Engine
1-3 4. XXL Fusion Engine
HEAT DATA 16
Double Heat Sinks: 15*
5. XXL Fusion Engine 5. XXL Fusion Engine Heat
10 (20)
6. XXL Fusion Engine Engine Hits 6. XXL Fusion Engine Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. UMU 1. UMU
Sensor Hits 28 Ammo Exp, avoid on 8+
2. UMU 2. UMU
26 Shutdown, avoid on 10+ 12
3. Triple-Strength Myomer Life Support 3. Triple-Strength Myomer 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. UMU 5. UMU 10 -2 Movement Points 2
Damage Transfer
6. Triple-Strength Myomer 6. Triple-Strength Myomer 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )
Left Torso Right Torso
( 20 ) ( 20 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Scourge SCG-WX1 Name:
Movement Points: Tonnage: 65
Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Mixed
Running: 8 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
3 ER Medium Laser RA 5 7 [DE] — 5 10 15
(Clan)
Center
1 Ultra AC/10 (Clan) LA 3 10/Sht — 6 12 18 Left Arm Torso Right Arm
[DB,R/C] ( 20 ) ( 30 ) ( 20 )
1 Imp. Heavy Large LA 18 16 [DE,X] — 5 10 15
Laser Reflective
1 AES RA — [E] — — — —
Left Right
Leg Center Leg
( 30 ) Torso ( 30 )
( 12 )

LeftRight
Ammo: (Ultra AC/10) 10 Torso Rear Torso Rear
( 10 ) ( 10 )

BV: 2,480

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 15 ) Right Torso ( 15 ) 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. Double Heat Sink 4. Endo Steel 3. Lower Arm Actuator
1-3 4. Double Heat Sink 5. Sensors 1-3 4. ER Medium Laser [Clan]
29
5. Double Heat Sink 6. Life Support 5. ER Medium Laser [Clan] 28*
6. Imp. Heavy Large Laser [Clan] 6. ER Medium Laser [Clan] Left Right 27
Arm Arm 26*
1. Imp. Heavy Large Laser [Clan] Center Torso 1. AES
( 10 ) ( 10 )
2. Imp. Heavy Large Laser [Clan] 1. XL Fusion Engine 2. AES 25*
3. Ultra AC/10 [Clan] 2. XL Fusion Engine 3. AES Center 24*
4-6 4. Ultra AC/10 [Clan] 3. XL Fusion Engine
4-6 4. Reflective Torso
23*
5. Ultra AC/10 [Clan] 1-3 4. Heavy Duty Gyro 5. Reflective ( 21 )
6. Ultra AC/10 [Clan] 6. Reflective 22*
5. Heavy Duty Gyro Left Right
6. Heavy Duty Gyro 21
Leg Leg
( 15 ) ( 15 ) 20*
1. Heavy Duty 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. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
5.
6.
Endo Steel
Reflective
1-3 4. Endo Steel
HEAT DATA 16
Double Heat Sinks: 15*
5. Double Heat Sink 5. Endo Steel Heat
15 (30)
6. Double Heat Sink Engine Hits 6. Endo Steel Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Ammo (Ultra AC/10) 10 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. Endo Steel 4. Reflective
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Reflective
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. Endo Steel 5. Endo Steel 10 -2 Movement Points 2
Damage Transfer
6. Reflective 6. Reflective 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )
Left Torso Right Torso
( 24 ) ( 24 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: OmniMarauder MAD-BR-O Name:
Movement Points: Tonnage: 75
Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Mixed
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER PPC (Clan) LA 15 15 [DE] — 7 14 23
1 ER Medium Laser LA 5 7 [DE] — 5 10 15
Center
(Clan) Left Arm Torso Right Arm
1 ER PPC (Clan) RA 15 15 [DE] — 7 14 23 ( 24 ) ( 35 ) ( 24 )
1 ER Medium Laser RA 5 7 [DE] — 5 10 15
(Clan) Ferro
1 HAG/30 RT 6 30 [C,F,X] 2 8 16 24 Lamellor
Left Right
Leg Center Leg
( 32 ) Torso ( 32 )
( 11 )

Left Right
Ammo: (HAG 30) 12 Torso Rear Torso Rear
(8) (8)

BV: 2,836

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. Double Heat Sink [Clan] 4. Ferro-Lamellor [Clan] 3. Double Heat Sink [Clan]
1-3 4. Double Heat Sink [Clan] 5. Sensors 1-3 4. Double Heat Sink [Clan]
29
5. Double Heat Sink [Clan] 6. Life Support 5. Double Heat Sink [Clan] 28*
6. Double Heat Sink [Clan] 6. Double Heat Sink [Clan] Left Right 27
Arm Arm 26*
1. ER PPC [Clan] Center Torso 1. ER PPC [Clan]
( 12 ) ( 12 )
2. ER PPC [Clan] 1. XL Fusion Engine 2. ER PPC [Clan] 25*
3. ER Medium Laser [Clan] 2. XL Fusion Engine 3. ER Medium Laser [Clan] Center 24*
4-6 4. Ferro-Lamellor [Clan] 3. XL Fusion Engine
4-6 4. Ferro-Lamellor [Clan] Torso
23*
5. Ferro-Lamellor [Clan] 1-3 4. Compact Gyro 5. Ferro-Lamellor [Clan] ( 23 )
6. Ferro-Lamellor [Clan] 6. Ferro-Lamellor [Clan] 22*
5. Compact Gyro Left Right
6. XL Fusion Engine 21
Leg Leg
( 16 ) ( 16 ) 20*
1. XL Fusion Engine
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. Ammo (HAG 30) 4 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. Ammo (HAG 30) 4 2. XL Fusion Engine 17*
3. Double Heat Sink [Clan] 3. HAG/30 [Clan]
1-3 4. Double Heat Sink [Clan]
5.
6.
Ammo (HAG 30) 4
Roll Again
1-3 4. HAG/30 [Clan]
HEAT DATA 16
Double Heat Sinks: 15*
5. Endo Steel [Clan] 5. HAG/30 [Clan] Heat
17 (34)
6. Endo Steel [Clan] Engine Hits 6. HAG/30 [Clan] Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Endo Steel [Clan] 1. HAG/30 [Clan]
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Endo Steel [Clan] 2. HAG/30 [Clan]
26 Shutdown, avoid on 10+ 12
3. Endo Steel [Clan] Life Support 3. HAG/30 [Clan] 11
4-6 4-6 25 -5 Movement Points
4. Endo Steel [Clan] 4. HAG/30 [Clan]
24 +4 Modifier to Fire 10*
5. Endo Steel [Clan] 5. CASE II [Clan]
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Ferro-Lamellor [Clan] 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. Ferro-Lamellor [Clan] 5. Ferro-Lamellor [Clan] 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Lamellor [Clan] 6. Ferro-Lamellor [Clan] 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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
Head ( 9 )
Left Torso Right Torso
( 24 ) ( 24 )

OMNIMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: OmniMarauder MAD-BR-OA Name:
Movement Points: Tonnage: 75
Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Mixed
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Plasma Rifle (IS) LA 10 10 [DE,H] — 5 10 15
1 Plasma Rifle (IS) RA 10 10 [DE,H] — 5 10 15
Center
1 Light TAG [Clan] LT — [E] — 3 6 9 Left Arm Torso Right Arm
1 Heavy Gauss Rifle RT/CT 2 25/20/10 4 6 13 20 ( 24 ) ( 35 ) ( 24 )
[DB,X]
Ferro
Lamellor
Left Right
Leg Center Leg
( 32 ) Torso ( 32 )
( 11 )

L e ft R ig h t
Ammo: (Heavy Gauss) 8, (Plasma Rifle) 20 Torso Rear Torso Rear
(8) (8)

BV: 2,127

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head L e ft To rs o ( 16 ) R ig h t To rs o ( 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. Plasma Rifle 4. Ferro-Lamellor [Clan] 3. Plasma Rifle
1-3 4. Plasma Rifle 5. Sensors 1-3 4. Plasma Rifle
29
5. Ammo (Plasma Rifle) 10 6. Life Support 5. Ammo (Plasma Rifle) 10 28*
6. Ferro-Lamellor [Clan] 6. Ferro-Lamellor [Clan] Left Right 27
Arm Arm 26*
1. Ferro-Lamellor [Clan] Center Torso 1. Ferro-Lamellor [Clan]
( 12 ) ( 12 )
2. Ferro-Lamellor [Clan] 1. XL Fusion Engine 2. Ferro-Lamellor [Clan] 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. Compact Gyro 5. Roll Again ( 23 )
6. Roll Again 6. Roll Again 22*
5. Compact Gyro Left Right
6. XL Fusion Engine 21
Leg Leg
( 16 ) ( 16 ) 20*
1. XL Fusion Engine
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. Heavy Gauss Rifle 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. Heavy Gauss Rifle 2. XL Fusion Engine 17*
3. Ammo (Heavy Gauss) 4 3. Heavy Gauss Rifle
1-3 4. Ammo (Heavy Gauss) 4
5.
6.
Heavy Gauss Rifle
CASE II [Clan]
1-3 4. Heavy Gauss Rifle
HEAT DATA 16
Double Heat Sinks: 15*
5. Light TAG [Clan] 5. Heavy Gauss Rifle Heat
12 (24)
6. Endo Steel [Clan] Engine Hits 6. Heavy Gauss Rifle Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Endo Steel [Clan] 1. Heavy Gauss Rifle
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Endo Steel [Clan] 2. Heavy Gauss Rifle
26 Shutdown, avoid on 10+ 12
3. Endo Steel [Clan] Life Support 3. Heavy Gauss Rifle 11
4-6 4-6 25 -5 Movement Points
4. Endo Steel [Clan] 4. Heavy Gauss Rifle
24 +4 Modifier to Fire 10*
5. Endo Steel [Clan] 5. CASE II [Clan]
23 Ammo Exp, avoid on 6+
6. Endo Steel [Clan] 6. Ferro-Lamellor [Clan] 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. Ferro-Lamellor [Clan] 5. Ferro-Lamellor [Clan] 10 -2 Movement Points 2
Damage Transfer
6. Ferro-Lamellor [Clan] 6. Ferro-Lamellor [Clan] 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

© 2020 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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