35162 Record Sheets 3055 Upgrades

July 24, 2017 | Author: Gilberto Ramos | Category: Battle Tech, Unrest, Armed Conflict
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TM

TM

A Tactical Operations Companion

You’ve grasped the tactics involved with the additional units and weapons from Total Warfare to defeat your opponents. Now you own Technical Readout: 3055 Upgrade and want to deploy some of those ’Mechs, vehicles, and battle armor on your gaming table. Grab your dice and start rolling, because these sheets are for you! Record Sheets: 3055 Upgrade is a companion to Technical Readout: 3055 Upgrade, containing 80 preprinted ’Mech—and 12 Clan aerospace fighter—record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. The extensive Rules Addendum of this record sheet brings Solaris: The Gaming World to your table tops with rules for playing as a member of a MechWarrior stable, running arena scenarios, and even how to modify any map sheet into several of the most famous gladitorial arenas! The Solaris VII BattleMechs are constructed using select equipment found in Tactical Operations. To use those designs, players will need that book.

Record Sheets: 3055 Upgrade is a stand-alone book, but Technical Readout: 3055 Upgrade is recommended for use.

STAR LEAGUE ERA CLAN INVASION ERA

JIHAD ERA

®

SUCCESSION WARS ERA

CIVIL WAR ERA

DARK AGE ERA

©2011 The Topps Company Inc. All Rights Reserved. BattleTech Record Sheets: 3055 Upgrade, BattleTech Technical Readout: 3055 Upgrade, Classic BattleTech, BattleTech, BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in USA.

www.catalystgamelabs.com

BATTLEteCH CLASSIC BATTLEteCH Record Sheets: 3055 Upgrade TM

• catalyst game labs •

CREDITS Project Development Randall N. Bills Writing Randall N. Bills Based on Original Material By: Herbert A. Beas II Random Assignment Table: Johannes Heidler and Paul Sjardijn Product Editing Diane Piron-Gelman BattleTech Line Developer Herbert A. Beas II Production Staff Art Direction Brent Evans Cover Art Alex Iglesias Cover Design Ray Arrastia BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt Layout Ray Arrastia Illustrations Doug Chaffee Chris Lewis Matt Plog Miniatures Painting & Photography Matt "Cyttorak" Edwards Todd "Mastergunz" Farnholtz Joel "Psycho" Hardwick David "DAK" Kerber Mark “Hyena” Maestas Lance “Jal Phoenix” Scarinci Peter "Wackrabbit" Wort Record Sheets David L. McCulloch Playtesters/Proofreaders Johannes Heidler, Glenn “Lobsterback” Hopkins, Ken' Horner, Michael Konig, Darrel Myers, Aaron “Gravedigger” Pollyea, Craig Reed, Eric “Mendrugo” Salzman, Paul Sjardijn, Chris Smith, Elliotee Want, Chris Wheeler. ©2011 The Topps Company, Inc. All Rights Reserved. BattleTech Record Sheets: 3055 Upgrade, Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published.

introduction Welcome to Record Sheets: 3055 Upgrade! As a companion volume to Tactical Operations, players will have moved beyond the standard products for BattleTech when purchasing this book. Nevertheless, this product is designed to be quick and easy to use and will have you tossing dice in no time. To use this product, players should have Tactical Operations.

How To Use This book Having graduated from Total Warfare and perhaps having picked up Technical Readout: 3055 Upgrade, you might be wondering why you need this book. While a blank ’Mech record sheet is included in the Introductory Box Set (as well as TechManual) for players who wish to design their own ’Mechs, the Technical Readout and Record Sheets series of products opens a wide door to cool, fun designs that can bring additional tactics and enjoyment to any gaming table. Record Sheets: 3055 Upgrade widens the options available to players, with an eye toward ease of use that is the hallmark of BattleTech products. Players need only photocopy any design they wish to play and can immediately start marching across the battlefield.

Rules Addendum and Scenarios A complete Rules Addendum follows this introduction before the start of the record sheets. It includes a host of rules and scenarios that help to bring the arenas of Solaris VII: The Game World to life on your gaming table.

Where are the other variants found in Technical Readout: 3055 Upgrade? Players who want pre-printed record sheets for any variants mentioned in the Technical Readout can purchase the Record Sheet: 3055 Upgrade Unabridged PDF—as well as many other BattleTech products—at www.battlecorps.com/catalog.

Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258 Find us online: [email protected] (e-mail address for any BattleTech questions) http://www.classicbattletech.com (official BattleTech web pages) http://www.CatalystGameLabs.com (Catalyst web pages) http://www.battlecorps.com/catalog (online ordering)

3 rules addendum The following rules allow players to infuse their standard game play with various elements of Solaris VII gladiatorial combat. However, an in-depth look at the world of Solaris is beyond the scope of this product. Era: While this section primarily covers Solaris VII at the end of the FedCom Civil War Era (just before the start of the Jihad Era), players can use these rules in any era they wish, though they should pay attention to which ’Mechs were not available in a given era.

Introduction Solaris VII, the Game World, is arguably one of the BattleTech universe’s most popular venues for roleplaying and straight BattleTech combat. With its variety of unique arenas and its melting pot of factions from throughout the Inner Sphere, Solaris is a lethal playground for the MechWarrior in us all. Here, MechWarriors of every style and affiliation clash with opponents either singly or in groups as large as a full lance, with the winner taking home the purse and the bragging rights—and the loser often lucky to be alive.

THE GAMING PLANET To many people all over the Inner Sphere, Solaris VII’s very name conjures images of veteran MechWarriors battling in the close quarters of an arena for the pleasure of bloodthirsty spectators, their chances for glory and fortune on the line along with their lives. Once a major producer of BattleMechs and a testing ground for competing BattleMech designs during the Star League era, Solaris evolved over the centuries into a microcosm of the Inner Sphere, its remaining factories almost totally devoted to supplying the local economy and the MechWarrior champions who are its focus. Throughout centuries of warfare, from the fall of the Star League through the Succession Wars, the Clan invasion and the FedCom Civil War, Solaris VII has remained an island of controlled violence. Here, where war is a game and warriors a commodity, the strife between the Successor States is organized, channeled and controlled, to a greater or lesser extent. All across the Inner Sphere, people recognize and identify with the fights on Solaris,

the fierce-yet-clean arena battles broadcast daily into their living rooms via HPG. Though it lies in Lyran territory, Solaris is open to all people of the Inner Sphere, with Solaris City, the core of its gaming industry, a haven for citizens of every Great House and minor power—and now even for the Clans. For centuries, these diverse individuals have come, drawn by the lure of the Games, the glamour of local celebrities and the untapped wealth that is always just one more match outcome away. Each year brings a new generation of would-be champions to the Game World, gathered from across the Inner Sphere to take part in the high-tech gladiatorial duels while eager bettors wager their meager earnings on the results. Each warrior hopes to be the next Oliver Two Horse, Gray Noton, Justin Xiang or Kai Allard-Liao, and each one is willing to risk life and limb for the chance. —“Spotlight on Solaris” by Margaret Nelson, Insider Magazine, May 3064, New Avalon

solaris vii Scenarios The unique dueling arenas of Solaris VII are ideally suited to creating small, fast BattleTech games that can be played singly or as part of a larger campaign or tournament. The following section provides new rules for use with such BattleTech scenarios. The first segment, Team Generation, enables players to generate BattleTech forces quickly for pick-up games and campaigns. Scenario Generation outlines the general process for choosing arenas and playing out a typical arena match. The next segment, Solaris Stables, provides players with special rules for playing any of the stables and cooperatives featured in this product, and are followed by arena-specific rules in the Solaris Arenas section. All of these rules are compatible with Total Warfare (TW) and Tactical Operations (TO), as well as A Time of War: The BattleTech RPG, and may be used to enhance Solaris-based campaigns. Terminology: In these rules, the term “unit” will be used as it is in TW, to refer to a single battlefield element such as a ’Mech, vehicle or infantry platoon.

TEAM GENERATION The following rules are used to generate forces for Solaris VII game play.

Non-’Mech Dueling The majority of Solaris VII duels are performed between BattleMechs, and so the rules presented here work best when only ’Mechs are involved. Players can use other units such as vehicles, battle armor, conventional infantry, and aerospace, but should take care that the particular features of some arenas and the limitations of non-’Mech units do not produce an unbalanced game. ProtoMechs: In universe there’s really no way for ProtoMechs to be on Solaris. However, if players wish to use such units in Solaris-style games, by all means, enjoy.

Assigning ’Mechs Because arenas are small, contained battlefields, a typical Solaris match is a single duel, a paired match (known as “tag team” or doubles), or a full lance-on-lance engagement. Players should therefore keep their team sizes no larger than four units when playing a Solaris-based scenario, and determine their various units’ weight classes accordingly per the rules on page 265 of TW. To keep matches fair, both sides should field units of the same weight classes and technology levels, though more experienced players or more complex campaigns may introduce more variety by employing various tech levels, weight classes and skills. Once players have determined the weight classes of the units in each team, they can use the Random BattleMech Assignment Table: Solaris VII (see p. 5) to determine specific designs. To use the table, players must first set their forces’ equipment ratings (A, B, C, D or F). If playing a stable listed in this book, consult the stable’s write-up or special rules to determine the rating of equipment it may field. Alternatively, players may simply set equipment ratings for their teams beforehand (where a C-rating is average), or roll 1D6 to determine the equipment rating randomly. In the latter case, a result of 1 provides an A rating, a 2 provides a B rating, and so on (re-roll on a result of 6). Keep in mind that using similar equipment ratings for both sides increases the likelihood of an evenly matched battle.

Also, remember that an overall equipment rating often reflects the average of the ratings for the team’s component units. For example, a lance with a B rating may include an A unit, two B units and a C unit. After determining equipment rating, roll 2D6 and apply the modifier from the equipment rating. Then consult the appropriate rating column to find the specific ’Mech or vehicle. Note: Unlike Total Warfare assignment tables, the following table indicates where the record sheet is found, not which technical readout contains a given unit. Additionally, to cover the wide range of stables and the units they field, numerous different variants appear, which means the record sheet books indicated are for the online record sheet PDFs, not any of the abridged print record sheet books. For ease of use, the tables have been annotated to show which PDF books contain which units: (3039) is Record Sheets: 3039 Unabridged; (3050U-C) is Record Sheets: 3050 Upgrade: Clan & Star League; (3050U-I) is Record Sheets: 3050 Upgrade: Inner Sphere; (3055) is Record Sheets: 3055 Upgrades Unabridged; (3058U-C) is Record Sheets: 3058 Unabridged: Clan ’Mechs, Star League Units and Battle Armor; (3058U-I) is Record Sheets: 3058 Unabridged: Inner Sphere Vehicles and BattleMechs; (3060) is Record Sheets: 3060 Unabridged; (3067) is Record Sheets: 3067 Unabridged; (3085U-P) is Record Sheets: 3085 Unabridged: Project Phoenix ; (Prototypes) is Record Sheets: Prototypes; (Klondike) is Record Sheets: Operation Klondike; and (XTROCorps) is Experimental Technical Readout: Corporations. The exception is (Vehicle), which is Technical Readout: Vehicle Annex. No record sheets currently exist for this Technical Readout. If players do not have access to either the indicated record sheet or the corresponding Technical Readout for the game statistics, simply re-roll until the indicated number matches a ’Mech record sheet to which the player has access.

Assigning Pilots After determining the team’s units, assign pilots using the Random Experience Rating Table and the Random Skills Table (Expanded) on page 273 of TW. If the team consists of warriors from a specific stable featured in this book, their relative experience ratings may be determined based on the stable’s special rules, which use the familiar Experience Ratings of Green, Regular, Veteran and Elite. Players should also use the following additional modifiers: Elite Stable: A +4 modifier to the Random Experience Ratings Table roll and a +2 modifier to the Random Skills Table (Expanded) roll. Veteran Stable: A +2 modifier to the Random Experience Equipment Rating Ratings Table roll and Modifier Table a +1 modifier to the Random Skills Table Equipment (Expanded) roll. Regular Stable: No Rating Modifier modifiers. A +32 Green Stable: A B +24 –2 modifier to the C +16 Random Experience Ratings Table roll and D +8 a –1 modifier to the F +0 Random Skills Table (Expanded) roll.

5 Random BattleMech Assignment Table: Solaris VII 2D6 Roll

Light BattleMechs

Medium BattleMechs

Heavy BattleMechs

Assault BattleMechs

2

CPK-6 Copper SecurityMech [25] (Vehicle)

BC XV (AC) Buster LoaderMech [50] (Vehicle)

GTX-2 (Militarized) Daedalus [60] (Klondike)

BNC-3Q Banshee [95] (3039)

3

ARB-001 Arbiter [35] (Prototypes)

PXH-1 Phoenix Hawk [45] (3085U-P)

OSR-3C Ostroc [60] (3039)

AS7-D Atlas [100] (3039)

4

UM-R60 UrbanMech [30] (3039)

TBT-5S Trebuchet [50] (3039)

QKD-5A Quickdraw [60] (3039)

VTR-9B Victor [80] (3039)

5

WSP-1A Wasp [20] (3085U-P)

GRF-1S Griffin [55] (3039)

TDR-5SS Thunderbolt [65] (3039)

STK-3F Stalker [85] (3039)

6

LCT-1V Locust [20] (3085U-P)

HBK-4N Hunchback [50] (3039)

BL-7-KNT Black Knight [75] (3039)

CGR-1A1 Charger [80] (3039)

7

FS9-H Firestarter [35] (3039)

HCT-3F Hatchetman [45] (3039)

GLT-4L Guillotine [70] (3039)

BLR-1G BattleMaster [85] (3039)

8

JR7-F Jenner [35] (3039)

CN9-A Centurion [50] (3039)

PTR-4D Penetrator [75] (3055)

BNC-5S Banshee [95] (3050U-I)

9

DRT-6S Dart [25] (3055)

BMB-010 Bombard [50] (3055)

MR-P1 Morpheus [65] (3055)

KGC-0000 King Crab [100] (3039)

10

LNG-1B Longshot [35] (3055)

SA-RN Ronin [50] (3055)

AXM-1N Axman [65] (3055U-I)

JG-R9T1 Juggernaut [90] (3055)

11

SA-MN Mantis [30] (3055)

HBK-5M Hunchback [50] (3050U-I)

QKD-5K Quickdraw [60] (3050U-I)

MR-V2 Cerberus [95] (3055)

12

KT-P2 Koto [25] (3055)

TS-P1 Tsunami [50] (3055)

CPLT-K5 Catapult [65] (3055U-I)

STK-4N Stalker [85] (3039)

13

FL-19 Flea [20] (3050U-I)

CRB-27 Crab [50] (3050U-C)

PAL-1 Paladin [60] (3055)

SQS-001 Sasquatch [80] (3055)

14

FLS-P4 Flashfire [30] (3055)

VND-3L Vindicator [45] (3050U-I)

SA-OS Onslaught [75] (3055)

ANH-1A Annihilator [100] (3050U-I)

15

JVN-10P Javelin [30] (3050U-I)

GRF-1DS Griffin [50] (3050U-I)

QKD-8K Quickdraw [60] (3050U-I)

CGR-SA5 Charger [80] (3050U-I)

16

C-SK1 Cossack [20] (3060)

WVR-6M Wolverine [55] (3039)

DAI-02 Daikyu [70] (3055)

CDG-1A Cudgel [80] (3055)

17

LDT-X2 Brigand [25] (3067)

TS-P1D Tsunami [50] (3055)

ANV-5Q Anvil [60] (3055)

CL-P3 Colossus [95] (3055)

18

CPR-HD-002 Copperhead [30] (3055)

DAD-3C Daedalus [45] (3055)

WR-DG-02FC War Dog [75] (3055)

AWS-9Q Awesome [80] (3050U-I)

19

SCB-9A Scarabus [30] (3055)

SA-RN7 Ronin [50] (3055)

NDA-1K No-Dachi [70] (3067)

BRZ-A3 Berserker [100] (3055)

20

JA-KL-1532 Jackal [30] (3055)

NGS-4S Nightsky [50] (3055)

HCA-3T Hachiwara [70] (3055)

STK-5S Stalker [85] (3050U-I)

21

WLF-2 Wolfhound [35] (3050U-I)

WER-LF-004 Werewolf [40] (3055)

AXM-3S Axman [65] (3050U-I)

MR-6B Cerberus [95] (3055)

22

SDR-9K Venom [35] (3055)

TR-1 Wraith [55] (3055)

PAL-2 Paladin [60] (3055)

ZEU-9T Zeus (80) [3050U-I)

23

FLS-P5 Flashfire [30] (3055)

BSW-S2 Bushwacker [55] (3058U-I)

RFL-8D Rifleman [60] (3085U-P)

BNC-8S Banshee [95] (3050U-I)

24

BH-K305 Battle Hawk [30] (3055)

TBT-9K Trebuchet [50] (3050U-I)

TMP-3M Tempest [65] (3055)

AKU-1X Akuma [90] (3067)

25

SVR-5Y Silver Fox [35] (3055)

CDA-3MA Cicada [40] (3050U-I)

PAL-2 Paladin [60] (3055)

GUN-2ERD Gunslinger [85] (3055)

26

JA-KL-55 Jackal [30] (3055)

ASN-99 Assassin [40] (3055U-I)

HRC-LS-9000 Hercules [70] (3055)

CDG-2A Cudgel [80] (3055)

27

PRC-1N Porcupine [20] (3055)

BMB-013 Bombard [50] (3055)

WR-DG-03FC War Dog [75] (3055)

SQS-002 Sasquatch [80] (3055)

28

LNG-2 Longshot [35] (3055)

CN9-D5 Centurion [50] (3050U-I)

HCA-4U Hachiwara [70] (3055)

JG-R9T2 Juggernaut [90] (3055)

29

MTS-S Mantis [30] (3055)

HCT-6S Hatchetman [50] (3050U-I)

MRO-3S Morpheus [65] (3055)

STK-7D Stalker [85] (3055U-I)

30

KTO-2A Koto [25] (3055)

WVR-8D Wolverine [55] (3050U-I)

THR-1L Thunder [70] (3055)

BRZ-C3 Berserker [100] (3055)

31

RZK-9S Razorback [30] (3067)

NGS-6S Nightsky [50] (3055)

GRH-7K Grasshopper [70] (3050U-I)

T-IT-N10M Grand Titan [100] (3055)

32

CPR-HD-004 Copperhead [30] (3055)

DAD-4A Daedalus [45] (3055)

TSG-9J Ti Ts’ang [60] (3060)

CGR-KMZ Charger [80] (3050U-I)

33

UM-R70 UrbanMech [30] (3050U-I)

VND-5L Vindicator [45] (3050U-I)

HCA-4U Hachiwara [70] (3055)

GTR-1 Great Turtle [100] (3055)

34

KTO-3A Koto [25] (3055)

HCT-6D Hatchetman [50] (3050U-I)

SA-OS2 Onslaught [75] (3055)

CLS-4S Colossus [95] (3055)

35

FLE-20 Flea [20] (3050U-I)

BMB-1X Bombard [50] (3055)

PAL-3 Paladin [60] (3055)

CDG-2B Cudgel [80] (3055)

36

MTS-T2 Mantis [30] (3055)

VKH-7 Volkh [45] (3055)

MRP-3T Morpheus 65] (3055)

JG-R9T3 Juggernaut [90] (3055)

37

LNG-4 Longshot [35] (3055)

WER-LF-005 Werewolf [40] (3055)

HCA-6P Hachiwara [70] (3055)

ANH-2A Annihilator [100] (3050U-I)

38

SVR-5X Silver Fox Silver Fox [35] (3055)

DAD-3D Daedalus [45] (3055)

MRP-3S Morpheus [65] (3055)

STK-8S Stalker [85] (3055U-I)

39

PRC-2N Porcupine [20] (3055)

BTZ-3F Blitzkrieg [50] (3060)

HCA-4T Hachiwara [70] (3055)

VTR-10D Victor [80] (3050U-i)

40

MTS-L Mantis [30] (3055)

PW-1X Prowler [55] (3055)

SA-OS3 Onslaught [75] (3055)

CLS-5S Colossus [95] (3055)

41

LNG-3C Longshot [35] (3055)

VKH-1 Volkh [45] (3055)

Thresher [70] (3058U-C)

SQS-TH-003 Sasquatch [80] (3055)

42

Piranha [20] (3058U-C)

PW-1X1 Prowler [55] (3055)

SP-1X Spatha [60] (3055)

GTR-2 Great Turtle [100] (100)

43

Vixen [30] (3055)

Goshawk [55] (3055)

Timber Wolf A [75] (3050U-C)

Dire Wolf S [100] (3050U-C)

44

Player’s Choice*

Players’ Choice*

Player’s Choice*

Player’s Choice*

* The player can select any ’Mech from the table within the rolled weight class.

Customization The no-holds-barred nature of most Solaris matches and the ready availability of advanced—even experimental— weapons and equipment mean that combatants often take to the field in modified machines. The extent and type of these customizations may vary with the team based on the stable’s popularity and resources or the flamboyance of its warriors. Players willing to incorporate such variations may do so under the following guidelines. Any customization must adhere to the standard construction rules presented in the TechManual, with the exception that Clan and Inner Sphere technology (along with Advanced/Experimental equipment) may be mounted on the same unit.

Customization Pool Table Stable Rating

Customization Pool

A B C D F No Stable*

8 points per unit 6 points per unit 4 points per unit 3 points per unit 2 points per unit –2 points per unit

*Includes cooperatives and freelance warriors.

Customization Costs Table Cost

Customization

Type Description*

1

Ammo Swap

Swap standard ammunition for non-standard (Level 1 or 2) ammo**

2

Ammo Swap 2

Swap standard or non-standard Standard Rules ammo for Advanced/ Experimental ammo**

2

Armor Swap

Drop equipment for armor or armor for equipment of equal level and technology base

2

Equipment Swap 1

Swap one piece of equipment (other than armor, structure, engines, gyros and heat sinks) for another of equal level and technology base

3

Equipment Swap 2

Swap one large piece of equipment (other than armor, structure, engines, gyros and heat sinks) for up to four smaller ones of equal level and technology base†

4

Equipment Swap 3

Swap one large piece of equipment (other than armor, structure, engines, gyros and heat sinks) for any number of smaller ones of equal level and technology base†

4

Basic Upgrade 1

Upgrade Introductory Rules armor, structure, gyro, cockpit systems or heat sinks to Standard Rules (IS)

5

Basic Upgrade 2

Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to Standard Rules (Clan)

6

Basic Upgrade 3

Upgrade Standard Rules armor, structure, gyro, cockpit systems or heat sinks to

4

Weapon Upgrade 1‡

Upgrade one or two Introductory Rules weapons to Standard Rules (IS)

4

Weapon Upgrade 2‡

Upgrade one Standard Rules (IS) weapon to Standard Rules (Clan)

6

Weapon Upgrade 3‡

Upgrade one Standard Rules (IS) weapon to Advanced/Experimental Rules

2

Melee Weapon Upgrade 1

Add one Introductory Rules melee weapon

3

Melee Weapon Upgrade 2

Add one Standard Rules melee weapon

5

Melee Weapon Upgrade 3

6

Engine Upgrade 1

Upgrade Introductory Rules engine to Standard Rules (IS)

6

Engine Upgrade 2

Upgrade Standard Rules (IS) engine to Standard Rules (Clan)

8

Engine Upgrade 3

Upgrade Standard Rules engine to Advanced/Experimental Rules

Add one Advanced/Experimental melee weapon

*In all instances, when reference is made to a “large” and “small” equipment, use tonnage to determine when something is “smaller” than another piece of equipment. **Standard ammo is as follows: ACs (standard and LB-X cluster), LRM/SRM (standard/Narc/Artemis IV), Gauss (standard only), ATM (all types), Arrow IV (unguided), Narc (standard only) †Adding ammunition with swapped weapons is free (not counted toward weapon limits). ‡Applies only to addition/upgrade of ranged combat weapons.

7 Determining Customization Pool: A player must first determine the pool of points available with which to customize his units by determining the stable’s overall Equipment Rating and cross-referencing it on the Customization Pool Table (see p. 6). If the combatants are fighting in an arena as part of a team, they suffer a 1-point deduction per unit, with individual freelance warriors basing their Point Pools on the Equipment Rating of their machines (when in doubt, let the gamemaster or a random die make the call). The figure given under the Customization Pool column represents how many points of customization the team receives per unit. For example, a full lance of BattleMechs from an A-rated stable provides a pool of 28 points (4 x 8 – 4 = 28), while a two-unit team from a C-rated cooperative offers only 4 points (2 x [4 – 2] = 4). Players can use these points to upgrade any unit in the team’s force prior to a scenario, based on its original design and model, as well as on the nature of the arena and the type of scenario. For more information on Solaris scenario options, see Creating Scenarios, p. 7. Spending Pool Points: The controlling player may spend all, some or none of his Customization Pool points toward upgrading units in his team prior to a scenario. These customizations are based on the machine’s existing chassis as determined earlier and must follow the construction rules, though the player need make no roll to see if a customization can be accomplished under the standard construction or repair rules. The point cost of each customization is shown in the Customization Cost Table and must be spent for each upgrade undertaken. Because all effects are cumulative, more and more extensive refits may result in correspondingly higher costs. An Introductory Rules Trebuchet upgraded to carry three Clan extended-range medium lasers rather than three Introductory Rules medium lasers, for example, costs 20 points ([4 x 2] to upgrade the lasers to Standard Rules Inner Sphere, plus 12 [4 x 3] to upgrade the lasers to Clan Standard Rules).

CREATING SCENARIOS The following section outlines the unique nature of Solaris games. These rules modify the scenario creation rules beginning on page 256 of Total Warfare, as appropriate. Unless stated otherwise, standard scenario creation rules apply in addition to the ones given below.

NUMBER OF PLAYERS The Solaris arenas are small, controlled venues that offer combatants few ways in or out and limit the size of engagements considerably more than a conventional battlefield. Geared primarily toward BattleMech combat, most of these arenas are nonetheless capable of hosting vehicle or battle armor matches (for the benefit of those fringe audiences who enjoy them). Even the rare aerospace fighter matches are controlled by electronic boundaries that define their three-dimensional combat areas. Either way, these tight boundaries confine force sizes by necessity to no more than four units per team or side. Some scenario types—such as the Free-For-All—do not limit the number of sides that can play, but no more than sixteen combat units should appear in the same arena in any given scenario. At the very least, each side should have a player in control and all sides should roll Initiative separately.

ARENA ENTRY POINTS Unlike open battlefields, the arenas on Solaris VII are mostly enclosed, with points located throughout via which BattleMechs and arena crews may enter and exit. These entry points feature heavily reinforced doors that are often sealed when matches are underway. The rules for each arena state which hexes along the map edge serve as entry points. For game purposes, each door has a CF of 120 when closed, and remains impassable (with the same effect as the arena walls) until its CF is reduced to 0 by weapons fire or physical combat damage. Units that manage to breach these barriers and pass through the entry points are considered to have retreated and are removed from play.

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

MOVEMENT AND RETREAT LS

JG-R9T2 Juggernaut, Renegades Cooperative

All arenas except for aerospace venues—which are played using blank hex-maps such as those found on the back of most BattleTech maps that describe the combat region—are effectively enclosed, and so players generally cannot exit the board during a match.

ENDING THE GAME Regardless of the nature of the fighting, Solaris matches generally narrow down to a simple format: a warrior or a team of warriors battles another to see who is the last one left standing; killing an opponent is heavily frowned upon and in most cases will result in a participant losing favor with the masses (an attitude fostered by stables that investment too much time and money creating stars to lose them to unlucky head shots). Players achieve victory by destroying all opposition or simply by having the last unit on the map able to act under its own power. Whether a player wins by utterly destroying the opponent or by forcing his surrender through heavy combat damage is largely immaterial to the terms of the duel (see Scenario Types, below, for more ways to successfully end a Solaris arena game).

DETERMINING VICTORY When in doubt—such as in the case of mutual destruction or surrender—victory in a given Solaris scenario may be determined either by using the system described on page 257 of TW or by consulting the victory conditions of the given scenario type. Victorious players may determine whether a victory is substantial, decisive or marginal by adding up the Battle Value of all opposing units destroyed or disabled by combat damage and comparing it to the Battle Value of all their own units destroyed or disabled by the opposing team. If the value of all units destroyed or disabled by the victorious player is more than twice that of those he lost, the victory is decisive. If the value of destroyed or disabled opposing units exceeds the value of the victor’s destroyed or disabled units by more than fifty percent, the victory is substantial. Otherwise, the player wins a marginal victory. The same formula defines the level of defeat for the opposing force; a victorious player’s substantial victory translates to a substantial defeat for his opponent. Disabled units are any whose maximum MP is reduced to 1, or that can no longer inflict more than 5 points of damage beyond a range of one hex.

Non-combat victory points (such as for capturing the “flag” in a flag-capture scenario) may be awarded as well, at the players’ discretion. In such a case, the point values should be equal to the average BV of all units involved in the scenario, so that successfully accomplishing the non-combat goal equates to destroying a single combatant. In a Solaris arena-based campaign, the level of a team’s victory (or defeat) can be used to modify a team’s Customization Pool for the next match (see Customization, p. 6). A substantial victory in the last match translates to a fifteen percent increase in Customization Points for a team going into its next match, while a decisive victory increases the team’s Customization Pool points by ten percent and a marginal victory by five percent (rounding all figures up). A defeat in the previous match decreases these point pools by fifteen, ten and five percent, respectively, for a substantial, decisive or marginal defeat. Pre-Existing Conditions: Per the definition for a “disabled unit” above, some units start the game already disabled. For example the OTT-7K Ostscout does not mount any weapons, or if players are fielding conventional infantry many start the game with only 1 MP. In such instances, only destruction victory points can be applied to such units.

SCENARIO TYPES

In the arenas of Solaris, SOLARIS many scenario t ypes SCENARIO TYPE outlined in TW simply TABLE do not apply, but that has not prevented the 2D6 Scenario Type local gaming commission from establishing several 2 Free-For-All popular variations on 3 Flag Capture the simple themes of 4 Tag Team Match gladiatorial combat. The 5 Team Match common scenario types 6-8 Single Duel described below include 9 Team Match recommendations for 10 Tag Team Match force strengths and general 11 Free-For-All victory conditions and are 12 Race/Gauntlet common either as filler matches or as part of a larger tournament system (though the Grand Tournament is invariably limited to single duels). Players interested in variety for their own Solaris campaigns may randomly determine the nature of their Solaris scenarios by rolling 2D6 and consulting the Solaris Scenario Type Table (see above).

Optional Rule: “Weapons Dead”

PW

A Dispossessed Cooperative Atlas uses a ball and chain to dismantle an upstart contender.

If the scenario participants agree, most of the scenarios waged in the Solaris arenas may be fought as “weapons dead” rather than “weapons live”. In a “weapons dead” scenario, all ranged combat weapons are rendered inoperative, leaving the combatants to fight using melee combat. If both players agree, one may make a 2D6 roll to determine if ammunition bins are left loaded before the scenario starts (for devastating yet crowd-pleasing effects during battle). If the roll result is 9 or higher, the ammunition bins are full, and may not be dumped at any time during the scenario (stingy Stablemasters would fire a pilot for such a wasteful action).

9 Single Duels

Flag Captures

A single duel is the simplest and most popular form of combat in the arenas. Limited to one unit versus another, the goal is simply to be the last unit on the field and under its own power at the end. Single duels are limited to two sides and are fought until one combatant is destroyed or disabled, or until one side surrenders. The victorious unit automatically receives a substantial victory for winning a single duel.

Flag capture matches evolved as a means of bringing tactics into the Games, by giving combatants something other than the opponent’s armor and firepower to worry about. In a capture-theflag scenario, one marker is placed at each team’s start point (as defined in the scenario or map rules). To win, one side must capture all markers from its opponent(s) and carry them back to the winning side’s own marker. As soon as one side has all markers at its own start point, including its own flag, the match is over and players may determine victory using the battle value calculation system. Markers are electronic beacons rather than actual flags, and may be “picked up” whether or not the unit doing the capturing has hand actuators. Capturing a marker simply requires a unit to enter the marker hex and make a successful Piloting Skill roll. The unit must then get safely back to its home hex, whereupon the controlling player makes another Piloting Skill roll to successfully deliver the marker. The marker cannot be lost in transit unless the carrying unit is destroyed, disabled or surrenders. In such a case, the marker is placed in the destroyed unit’s hex, where either side may then retrieve it. A marker successfully captured and returned to its home hex may be recaptured by a unit from an opposing side, so long as no team has successfully captured and returned all opposing markers first.

Free-For-All (Grand Melee) A free-for-all match (often referred to as a grand melee) involves anywhere between three and six sides, each consisting of one unit, depending upon the size of the arena. The warriors from each side do battle until only one warrior controls the field. All players roll Initiative individually, with additional rolls to resolve any ties. Under the Determining Victory rules (see p. 8), the victorious unit in a free-for-all match automatically receives full credit for a decisive victory, while the last opponent defeated is considered to have suffered a marginal defeat. All other combatants at the end of a free-for-all have suffered a substantial defeat.

Team Match In a team match, two to four sides—each comprised of two to four units—take the field and do battle until only one team is left standing. All teams must contain an equal number of units, and should include roughly the same tech levels and weight classes. Typically fought as one team versus another, a team match with more than two sides can easily escalate into a large-scale free-forall. Before beginning the game, players should determine whether to roll Initiative by side or by individual unit, with additional rolls to resolve any ties. Players can determine victory according to the rules above for one-on-one team matches, or by the free-for-all rules when more than two teams engage in combat. Players should continue to track heat for any unit that has “tagged out”. Treat all “tagged out” units as if they were active, but did not generate any movement heat that turn; such units cannot be re-paired, though they can use the rules the Rearming Under Fire (see p. 213, TO).

Tag Team Matches In this type of duel, a specialized form of team match, only a single combatant from each side may do battle at any one time, with second, third and even fourth “backup” units waiting on the fringes (in the related team’s start hex for the match). The waiting combatants are individually activated upon the destruction, disabling or surrender of their active partner, or when touched by an active teammate who enters an adjacent hex and announces his intention to “tag out”. Any unit that tags out of a tag team match may be reactivated later on in the same fashion, up to a maximum of three time; such units cannot be re-paired, though they can use the rules the Rearming Under Fire (see p. 213, TO). Only the active combatants for each team roll Initiative, and the battle is resolved much like a free-for-all (or a single duel if only two opposing teams fight the match). Final victory goes to the last team with an active combatant in the field (neither disabled nor surrendered) at the end of the scenario. Determine victory levels using the rules for team matches, as appropriate for the number of teams involved.

Race/Gauntlet Match In the rare race/gauntlet match, two or more combatants have a limited amount of time to proceed from one end to the other of a series of pre-set battlefield navigation points, while their opponents attempt to thwart them through weapons fire. In this match, competing units are chosen for identical performance profiles, leaving it up to the skill of the pilots to win the race. Some arenas that sponsor these events include minefields and other booby traps for added effect, making the gauntlet one of the most intense forms of combat in the arenas even though it has yet to enter the mainstream Games. For a race/gauntlet match, both sides must choose units that have identical Movement Points and jump capability (if applicable). During set-up, the players designate a series of 2 to 6 numbered waypoints on the field, with a minimum distance in hexes between each consecutive point equal to the Running MP of each unit plus 1. Players set up their units within one hex of the first waypoint before game play begins. Both players then roll 1D6 and add their unit’s Running MP to the roll result and multiplying that number by the number of waypoints on the board. This final number is the number of rounds in which the players must complete each lap (by running to each waypoint in order until they return to the first one). If the players agree, they may multiply the time by the number of laps desired to complete the full race (though most gauntlets typically last only four or five laps). If both sides agree, each player may also write down a series of 1D6 hexes along the course, which may contain conventional minefields or pit traps (players should note the type of each trap as well). Any unit that passes through the hex may fall afoul of these hazards, causing leg damage in the case of mines (see Conventional Mines, p. 208, TO) or acting as a hidden, Depth 1 basement (see Basements, p. 179, TW) in the case of pit traps. Normal stacking rules apply, and weapons are always “live” during a race/gauntlet match.

Solaris Arenas Solaris has a wide range of arena venues, from small, makeshift backwater arenas to the monolithic, Class-V arenas supported by each House. As maps for these specific arenas are not currently available, the following rules provide a description of a few of the most popular arenas, along with rules for how you can modify pre-existing BattleTech mapsheets to incorporate arena elements. Such rules allow players to quickly and easily insert all the flavor of big-ticket arena fighting onto their gaming tables with the gaming material they have on hand. These rules do not cover all the arenas available...just enough of a sampling to hype all the Gaming World may have to offer for your gaming group. Unless otherwise specified, all of these arenas are fully enclosed, save for a few entry points large enough to accommodate BattleMechs (see Arena Entry Points in Creating Scenarios, p. 7). This means that the map edges represent walls or other barriers impassable to BattleMechs, which theoretically protect spectators from the giant machines. No unit in any of these enclosed venues may fall or be pushed off a map edge. Instead, units are displaced to one side of their current position along the arena wall, and remain in play but suffer damage equal to their tonnage divided by 10. Divide this damage into 5-point Damage Value clusters and resolve it as if the unit had fallen on the side that faced the wall at the time it was displaced. If the unit remains standing, the controlling player must make an immediate Piloting Skill roll to avoid falling in the new hex. This rule replaces the standard scenario rules for Movement and Retreat found on page 257, TW. Map Substitution: If players do not have access to an indicated map(s), simply use what maps are available.

SELECTING Arenas The arenas detailed in this section, in which a Solaris scenario is to be played out, may be determined randomly, by the gamemaster of a Solaris campaign, or by mutual agreement of the participating players. If players are willing to take their chances on a random arena, they can determine the arena used by randomly selecting one player to make all rolls. The designated player then rolls 2D6, adding the appropriate Equipment Rating modifiers for each participating stable (or warrior, for those operating outside the stable/cooperative systems) from the Solaris Arenas Sample Table below. If played as part of a campaign, the player who won the last match may also choose to modify the result by 2 points either way, calling the modifier before the dice roll is made. Players then check the roll result against Table 1: Solaris Arena Venues to find out whether the match will occur in a major arena, a minor arena or an off-circuit venue. If the result of the venue roll indicates a major or minor venue, the player rolls 1D6 again to determine which arena to use. An offcircuit venue result requires another 1D6 roll to determine which overall terrain type will be used instead of these custom-built arenas (see p. 263, TW).

Boreal Reach: House Davion (Major) The Boreal Reach arena (also known as the Davion arena) is a technological marvel that uses advanced holography, sophisticated environmental controls and portable, prefabricated constructs to simulate a wide range of environments, from an arctic wasteland to a tropical forest to a post-apocalyptic urban battleground. Its most popular venue is a polar glacier.

SOLARIS MAPSHEETS TABLE Stable Rating

Venue Roll Modifier

A B C D F

+2 +1 0 –2 –4

Table 3: Minor Arenas 1D6 1-2

King of the Mountain

3-4

The Scrapyard

5 6

Table 1: Solaris Arena Venues 2D6

Roll Arena Venue Table

3 or less Off-Circuit Venue 4–9 Minor Arena 10 or more Major Arena

Table 2: Major Arenas 1D6

Arena

1-2

Boreal Reach (Davion Arena)

3-4

The Jungle (Liao Arena)

5 6

Steiner Coliseum (Steiner Arena) Minor Arena

Arena

The Pool Off-Circuit Venue

Table 4: Off-Circuit Venues 1D6

Arena

1

Flatlands Terrain

2 3 4

Hill Terrain Mountain Terrain Badlands Terrain

5 6

Wetlands Terrain Wooded Terrain

11 Map Set-Up Place any two Hill terrain maps (see p. 263, TW), with their long edges together, modified per the rules below. Entry Points: All four corners of the playing area are entry points. These points do not change, regardless of the maps being used. At the beginning of any scenario, unless stated otherwise, place opposing units within two hexes of these entry points.

Special Features The following rules re-create this arena: Extreme Cold: The standard temperature used for the Boreal Reach’s arctic environment is –40 degrees Centigrade, but if the gamemaster or players so desire, temperatures in this setting can range from a low of –60 Centigrade to a high of –20 degrees (see p. 63, TO). Ice: Any Clear hex (including any levels where the hex does not also include woods or rough terrain) is covered in ice (see p. 50, TO). Woods: Any Woods hex is treated as a Rough hex. Crevasse: Before the start of play, gamemasters or players should designate an area on the playing area to be the crevasse. The crevasse area consists of a total of 40 continuous hexes and is a uniform 6 Sublevels, regardless of the level of any hex occupied by the crevasse. It should appear as a vast crack in the ice, with breaks pushing out from the main trunk in various directions. Ultimately, how it looks is left up to each playing group, just so long as it is clearly marked. The gamemaster or players must also determine whether the crevasse is filled with Depth 4 water that is frozen over, or if it is empty. During game play, if the crevasse is filled with frozen Depth 4 water, moving onto it might cause a unit to break and fall through (see p. 50, TO). If there is no water in it, the crevasse is simply a 6-Sublevel region (with no ice on any hex of the crevasse).

the jungle: House liao (Major) The Liao arena (known as the Jungle for obvious reasons) was originally planned as a Buddhist monastery, but upon termination of that construction project in 2770, the Capellan government moved quickly to remake the structure as its official arena on Solaris. Though straightforward in design, the jungle environment within the arena hides a number of surprises for the unwary, including pit traps, minefields and other hazards.

Map Set-Up Place any two Wooded or Wetlands terrain maps (except BattleTech; see p. 263, TW), with their long edges together, modified per the rules below. Both maps should have river hexes. Entry Points: Unlike other arenas, the Jungle has no defined entry points along its outer wall. Instead, units are elevated into position from underground bays. This means that combatants may begin battle anywhere within three hexes of their home edge, determined per the standard set-up rules in Scenario Creation (see p. 256, TW).

Special Features The following rules re-create this arena: The Falls: Before the start of play, the gamemaster or players should designate one water hex that is part of the river to be the “falls” hex.

A unit standing in the falls hex is considered submerged for purposes of heat dissipation (though heat sinks in all locations are considered submerged), and may not fire any ballistic or missile weapons (but is not susceptible to hull breaches). Units standing under the falls may make physical and energy weapon attacks, but both apply a +3 to-hit modifier because of the rushing water. These units may be fired upon normally, but the water adds a +2 to-hit modifier to such attacks. A BattleMech moving through or ending its movement in the falls hex must also make a Piloting Skill roll to avoid falling. Ejections are not allowed. Variable Planetary Conditions (Optional): The Jungle features basic environmental controls that, at the gamemaster’s or players’ discretion, can simulate combat at dusk or dawn, or under different night conditions (see p. 58, TO), or even in fog or rain (see pp. 57 and 59, TO). In a nongamemastered scenario, players may decide on such conditions by mutual agreement or by random dice rolls. All such conditions must be determined before play begins. Hidden Mines and Traps (Optional): If the players or gamemaster so desire, mines and other hidden traps may be located throughout the battleground. The gamemaster rolls 2D6 or the players roll 1D6 each; the result is the number of hexes the players or gamemaster may nominate as a possible trap location. The nominated hexes may not contain woods or water, and should be noted on a separate piece of paper before game play begins. Whenever a unit enters a nominated hex, the controlling player makes a 1D6 roll. On a result of 1 or 6, the hex is mined. On a 2 or a 4, the hex contains a two-level pit trap. A result of 3 or 5 indicates the hex is clear. No matter the roll result, players should place a marker on the hex to indicate that the roll was made.

• Mines: A mined hex contains a 10-point density conventional minefield, which may immediately damage the controlling units per standard minefield rules (see p. 207, TO). These mines remain effective against any passing unit until cleared per the standard Clearing Minefields rules (see p. 210, TW). • Pits: Units entering a pit hex must immediately make a successful Piloting Skill roll with a +3 modifier or fall into the pit. Pits are considered to be 2 levels deep, and so damage from falling is sustained as if the unit has fallen 2 levels. Vehicles and ProtoMechs falling into a pit sustain damage equal to their tonnage divided by 5 (rounding up), resolved against their Front hit locations, while battle armor sustains 1 point of damage to each trooper. Non-’Mech units that do not have jump jets may not exit a pit trap. Shrinking Battlefield (Optional): A final optional feature of the Liao arena is the “shrinking battlefield”, where the designated boundaries are gradually reduced over the course of the fight to force a closer, more desperate battle. Before the start of play, the gamemaster or players should note that there are beacons in Hexes 0801 and 0816 on both maps. At a randomly determine time, one set of beacons will turn on, automatically “shrinking” the battlefield by one-third, and disqualifying any units that are in the same hex row as the activated beacons or on the outside of that hex row. At another randomly determined time, the beacons on the other map will turn on, once

Determining Wall Sections: Before the start of play, the gamemaster or players must create the moveable walls on the arena floor. The following chevron-shaped walls should be noted on the map:

• Wall Section 1: A straight line running from Hex 0211 to 0609 to 0608 to 0206. • Wall Section 2: A straight line running from Hex 0202 to 0805 to 1402. • Wall Section 3: A straight line running from Hex 0215 to 0812 to 1415. • Wall Section 4: A straight line running from Hex 0204 to 0807 to 1404. • Wall Section 5: A straight line running from Hex 0213 to 0810 to 1413. • Wall Section 6: A straight line running from Hex 1411 to 1009 to 1008 to 1406.

Determining Pylons: Before the start of play, the gamemaster or players must also create the moveable groups of pylons on the arena floor. The following hexes should be noted on the map with the following numerical values: MM

The massive footfalls of a Cenotaph Stables Great Turtle set off a vibromine. again “shrinking” the battlefield by one-third and disqualifying any units that in that hex row, or on the outside of it. Both instances of shrinkage may disqualify all units at the same time, resulting in a tie. Players receive a two-turn warning in advance of these shifts, so that they can attempt to move within the new combat zone. To determine when a shift will take place, the gamemaster (or the player who wins Initiative for the turn) must roll 2D6. On a result of 9 or higher, the “two-turn warning” sounds.

Steiner coliseum: House Steiner (Major) The Steiner Coliseum (also known as Steiner Stadium) is one of Solaris VII’s most popular venues because of its classical style and the deceptively simple yet challenging environment it provides for combatants. Though its battlefield area is smaller than that of the other Great House arenas, the Coliseum’s rising walls, pylons and “chaos mode” features provide a dynamic, ever-shifting battlefield as deadly as it is unpredictable.

Map Set-Up A single map is used for the Steiner Coliseum, with all terrain considered Clear hexes before modification per the rules below (as all terrain on the map is ignored, players are advised to choose a map with as little terrain on it as possible to make the process easier; or, if they have maps with a blank back side, to use it). Entry Points: At the start of game play, opposing players should place their units within two hexes of hexes 1401 and 1416 (randomly determine which forces are set up next to which hexes).

Special Features The following rules re-create this arena (the modification below can be tracked with pieces of paper, counters on the playing area or drawing directly on a map; regardless of the manner, players will need to not only create these sections, but be able to note when they are raised or lowered):

• Pylon Group 1: Hexes 0616, 0814, 1016, 0601, 0803, 1001 • Pylon Group 2: Hexes 0203, 0205, 1412, 1414 • Pylon Group 3: Hexes 0212, 0214, 1403, 1405 • Pylon Group 4: Hexes 0102, 1516 • Pylon Group 5: Hexes 0116, 1502 • Pylon Group 6: Hexes 0806, 0808, 0809, 0811

Wall Sections and Pylon Groups Before Play Begins: Both players or the gamemaster should roll 1D6 twice before game play begins. The first die roll result indicates that a corresponding wall section is raised, while the second indicates that a correspondingly numbered group of pylons is raised. If both players roll the same result for a given wall section or pylon group, the obstacle is lowered, effectively canceling out the rolls. The height of each obstruction varies, but at the start of the scenario all raised obstructions are 3 levels. In matches where all the fighting units lack jump jets, the height of these obstructions is 2 levels. Wall Sections During Game Play: Wall sections may remain lowered or raised throughout a scenario, or may rise and fall depending on the players’ and/or gamemaster’s preference. In a standard game, a raised wall section stands 3 levels tall (2 levels if all combatants lack jump jets), while a lowered one is flush with the ground. Players and gamemasters interested in more variety may roll 1D6 and divide the result by 2 (rounding up) to determine the level of a raised wall section instead. Walls in a typical Steiner Stadium match rise and fall with regularity, though players and gamemasters may choose to lock the walls and pylons in place instead. To reflect this, both players or the gamemaster should make two 1D6 rolls at the end of every turn, to determine which walls and pylons rise. Walls and pylons not selected to rise, and that were raised in the previous turn, reset to Level 0. All wall and pylon elevation changes take place immediately before the Movement Phase of the following turn. Raised wall sections have a Construction Factor (CF) of 100 per hex and are wide enough to support the weight of a unit. Destroying a wall section hex does not destroy the entire wall, only that hex. Any unit standing on a wall section when it rises or falls must make a Piloting Skill roll to stay upright. Failure means the unit falls from the wall’s final position.

13 A wall cannot support units heavier in tonnage than its current CF. If any unit stands on a wall section with a CF lower than its weight and a height of more than 0, the wall section is instantly destroyed and the unit automatically falls from a height equal to the wall section’s height at the time it was destroyed, landing in the same hex as the destroyed wall section. If a Level 0 wall section rises under a unit whose weight is greater than that wall section’s current CF, the unit immediately falls from a height of Level 1 into the same hex and that wall section is destroyed. Any wall hex that is destroyed becomes a Rubble hex. Pylon Groups During Game Play: The pylon groups function much like wall sections; use the rules above for raising and lowering pylon groups each turn. Each pylon has a CF of 50 and is thick enough to block line of sight and movement, but cannot support a unit standing on it. Any unit in a pylon’s hex when that pylon rises automatically falls into an adjacent hex (determined per Facing After a Fall, p. 68, TW) as if dropped from the pylon’s final height. Chaos Mode (Optional Rule): Steiner Stadium operators may also add lighting effects for an even greater challenge during arena matches. In this so-called chaos mode, the walls and pylons are set to rise and fall faster and with more variation, while the stadium lights blink on and off. Under chaos mode rules, the players or gamemaster make three 1D6 rolls per type of obstruction rather than one roll to determine which obstructions rise or fall. In addition, both players roll 1D6 to determine whether the lights are on or off in the following round, with a result of 4 or more indicating darkness per the standard rules for Full Moon Night combat (see p. 58, TW). Identical opposing roll results cancel each other out, and so if both players roll the same result, the lights stay in their previous state. Finally, the level of a rising wall section or pylon group is determined by rolling 1D6 and dividing the result by 2, regardless of whether or not the combatants are jump capable.

The Scrapyard: Burgton Region (Solaris) A converted junkyard in the Burgton area of the Reaches, the Scrapyard is a maze of debris on top of debris. Chemical and acid pits throughout the arena provide additional hazards for combatants in this small but deadly hunting ground.

Map Set-Up Place any Heavy Urban terrain map (see p. 263, TW), modified per the rules below. Entry Points: At the start of game play, opposing players should place their units within three hexes of hexes 1401 and 1416 (randomly determine which forces are set up next to which hexes). The units cannot be placed in a wall hex (see below).

Special Features The following rules re-create this arena: Large Acid Pool: Before the start of play, gamemasters or players should designate a portion of the playing area as a large acid pool. The pool consists of a total of 10 continuous hexes and is a uniform Depth 1 liquid. It should appear as a pool, but ultimately how it looks is left up to each playing group, just so long as it is clearly marked.

Before Play Begins: Acid pits and obstructions created by falling debris provide a few surprises in the Scrapyard. To set these features, the gamemaster rolls 2D6 or the players roll 1D6 each. The result is the number of hexes that may be nominated as locations for these special features. The nominated hexes may not contain walls (see Building Hexes, below) or acid terrain (see Large Acid Pool, above), and should be noted on a separate piece of paper before game play begins. Building Hexes: All building hexes are considered discarded metallic waste, and are 2 levels tall with a CF 120. Units may not move through walls, though walls may support a unit so long as its tonnage does not exceed the current CF of the wall section in the hex where the unit is standing. Units standing on a wall section with a CF lower than the unit’s weight at the end of any phase automatically destroy the wall section and fall into the same hex as the destroyed wall, taking standard falling damage. A destroyed wall section fills its hex with rubble. Obstructions: Whenever a unit obtains a line of sight to a hex nominated for an obstruction, the controlling player immediately makes a 1D6 roll. On a result of 1 or 6, the hex is obstructed by debris and a counter should be placed to mark the hex as impassable; the debris blocks all LOS and a unit may not enter or move through the hex. Any other result indicates no obstruction, but players should still mark the hex with a counter to indicate that an obstruction roll was made. Acid Pits: When a unit enters a hex nominated as an acid pit, the controlling player rolls 1D6. On a result of 1 or 6, the hex contains an acid pit and the controlling player must immediately make a Piloting Skill roll with a penalty of +3 to avoid falling in; each subsequent time a unit enters the hex, a similar Piloting Skill roll must be made to avoid falling in. All acid pits (including the Large Acid Pool) in the Scrapyard are Depth 1, and BattleMechs may move into or out of them as though entering or leaving Depth 1 water, with the following exception. Unlike water, acid does not reduce a ’Mech’s heat level. In fact, for every location of a BattleMech exposed to acid in a given turn, the ’Mech generates 3 heat points. This heat is cumulative for multiple exposed locations. Any BattleMech that falls into an acid pit hex, or through any hexes that are part of the one-level deep acid pool (marked Depth 1 Acid on the map), must automatically roll 4D6 and apply the result as damage in 5-point Damage Value groupings to the BattleMech’s legs. A player whose ’Mech enters an acid pit must make a Piloting Skill roll to avoid falling as though entering Depth 1 water. If this roll fails, in addition to the normal falling damage, each separate location exposed to acid sustains 4D6 points of damage (front and back locations apply full damage separately). Non-hovering vehicles, ProtoMechs and battle armor entering an acid pit suffer 4D6 damage to all non-turret locations and must make a Piloting Skill roll with a +5 modifier to avoid getting stuck. Any critical hits sustained from acid damage automatically destroy a vehicle’s motive systems first, immobilizing it. ProtoMechs suffer critical damage as normal. Sensor Interference (Optional Rule): The high concentration of metals in the Scrapyard arena scrambles all sensors here. The effect renders active probes useless, doubles the range of ECM “bubbles” and reduces rolls on the Missile Hits Table by 2.

king of the mountain: Xolara Region (Minor)

the pool: bracken swamp Region (Minor)

Built in the center of a nuclear blast crater that once served as a landfill, the ugly and intimidating King of the Mountain Arena is one of the Reaches’ most popular venues. Deceptively simple, the shifting terrain and occasional vibrabombs hidden throughout keep MechWarriors on their toes.

Easily among Solaris VII’s most unusual venues, the Pool is also one of the most dangerous. Built from the remains of a sewage treatment facility, this aquatic arena features a blastproof transplas ceiling that allows spectators to watch the action from nearby bleachers, while its treacherous floor is covered with mounds of debris that make for an interesting and dangerous landscape.

Map Set-Up Place any Mountain terrain map (see p. 263, TW), modified per the rules below. Entry Points: At the start of game play, opposing players should place their units in hexes 0101, 0116, 1401, or 1416; randomly determine who will place first, after which the opponent chooses where to place his units.

Map Set-Up

Special Features

Special Features

The following rules re-create this arena: Slope: The mountain slope is cut sharply enough to make climbing difficult. All level changes on the King of the Mountain map therefore cost 1 extra Movement Point. A fall on any hex that has an adjacent lower level will result in a drop to the lower hex on a second failed Piloting Skill roll. If there are two or more hexes the unit could fall into with that failed Piloting Skill roll, randomly determine the hex into which it falls. In all instances, determine falling damage normally. Vibrabombs: The gamemaster or another neutral third party may place 1D6 vibrabombs (see p. 209, TW), each rated for 1D6 x 10 tons, on the map. The person who placed them must monitor when and if they go off.

The following rules re-create this arena: Underwater: The Pool is a completely submerged environment, and so all underwater operations rules apply per pp. 94-95, BattleTech Master Rules. The pool floor is considered five depths underwater. Before a scenario begins, players may swap missile weapons for equivalent torpedoes at a cost of only 1 Customization Point, rather than the 2 points for a normal swap. Pool Bottom: Debris covers the floor of the pool, making movement exceedingly difficult. In addition to requiring a Piloting Skill roll to prevent falling for every hex moved, the rough terrain increases the normal cost for movement along the pool floor to 5 MP per hex. Building Hexes: Any buildings are considered debris mounds. Rising 2 levels above the arena floor, these mounds block line of sight and require 5 MP to enter per hex (in addition to the points expended for the level change). MechWarrior Ejection: Most MechWarriors who know they will be fighting in the Pool take special precautions in advance, such as including an underwater respirator and oxygen tanks with their standard cockpit garb. Doing so allows them to eject normally. MechWarriors not so prepared may not eject.

Place any Light Urban terrain map (see p. 263, TW), modified per the rules below. Entry Points: At the start of game play, opposing players should place their units in hexes 0101, 0116, 1401, or 1416; randomly determine who will place first, after which the opponent chooses where to place his units.

OPTIONAL SOLARIS ARENA RULE: CROWD PARTICIPATION

DAK

An Overlord Stables Morpheus stalks his prey at the bottome of the Pool.

The duels of Solaris VII are a spectator sport, and how the crowds react to the combatants as they duke it out can have an impact on a warrior’s career and possibly even the fight at hand. A warrior whose actions elicit oohs and aahs from a packed audience is a definite keeper for his or her stable, while another who—while perfectly able to fight—merely manages to survive an otherwise fair exchange of slugfest blows may come off as unimaginative and unimpressive, winding up on the stable’s “B-list” for filler matches and the like. Often, warriors like to hear the crowd’s reaction during battle, and so most arenas allow them to patch into the announcer’s chatter and sound pick-ups in the stands, enabling them to gauge the audience response. The audience in turn can affect the outcome of a fight, as their reactions can influence the effectiveness of a warrior’s acts. Both players should agree to the use of this optional crowd participation rule beforehand, reflecting a mutual decision to

15 allow crowd reactions to be piped into the respective units’ comm channels throughout the fight. During each turn of battle, each side receives positive and negative modifiers as indicated on the Crowd Participation Modifiers Table at right. Positive modifiers reflect cheering and inspired chanting from the crowd, while negative modifiers represent booing and jeers. During the End Phase of each turn, both players roll 2D6, applying all the modifiers earned by their respective warriors to the result. On a result of 9 or higher, the crowd is “with” the warrior, and the controlling player may use the resulting increase in confidence to add a +1 modifier to all of the warrior’s Piloting, Gunnery or Initiative rolls for the following turn. On any result below 4, the crowd has grown hostile or cool toward the warrior, resulting in a –1 Initiative modifier during the following turn. Each turn is treated separately, and so the effects of crowd participation do not accumulate from turn to turn.

CROWD PARTICIPATION MODIFIERS TABLE Event

Point

“Home” crowd** “Away” crowd** Each 20 points* of damage dealt to opponent Each 20 points* of damage received from opponent Warrior delivered successful physical attack Warrior fell while making/suffering physical attack Warrior delivered a head shot to opponent Warrior received a head shot from opponent Warrior suffered critical damage this turn Warrior dealt critical damage this turn Warrior suffered ammo explosion Warrior caused opponent’s ammo explosion Each Initiative loss (after 3 consecutive turns) Each Initiative win (after 3 consecutive turns)

+2 –2 +1 –1 +1 –1 –1 +1 –1 +1 –1 +1 –1 +1

Team Matches Only: Player unit surrenders Player unit destroyed Player unit warrior(s) killed Opponent unit surrenders Opponent unit destroyed Opponent unit warrior(s) killed

–2 –3 +2 +2 +3 –2

All modifiers are cumulative, but only for the turn in which they apply. *Or fraction thereof. **“Home” crowd advantage only applies if the arena is affiliated with the same faction as the player’s stable, such as Cenotaph (Liao) or Lion City Stables (Steiner). “Away” crowd disadvantage only applies when the arena is affiliated with the same faction as the opposing player’s stable. In all other circumstances, neither modifier applies. These modifiers only apply to the major arenas of Solaris City: Boreal Reach, the Jungle and Steiner Coliseum.

STABLE-SPECIFIC RULES The major stables and cooperatives on Solaris VII all possess certain specialties and skills based on their experience and the philosophies of their champions; the following game rules attempt to simulate these characteristics. They should add variety to and enhance game play, but not give unfair advantage to players, and so gamemasters and players should all agree on using any of these supplemental rules before game play begins. Similarly, players should feel free to modify any rule that seems inappropriate for their campaign. Below are the specific rules that apply to each listed stable and cooperative on Solaris VII. Each stable and cooperative also has overall experiment and equipment ratings following its name in parentheses. The overall equipment rating represents that stable’s access to advanced BattleMechs and other equipment, refit kits, exceptional salvage, the purchase of new designs and preserved (or recovered) Star League-era technology. Players can use the rating when assigning ’Mechs to a stable with the Random BattleMech Assignment Table: Solaris VII, or when building a stable for their own campaigns. If using an alternate generation method or exercising a stablemaster’s prerogative to choose ’Mechs, the equipment rating can serve as a guideline for those choices. Overlapping Abilities and Advantages: If opposing champions possess identical abilities or advantages, the advantages cancel each other out. For example, if two opposing units both have the advantage of choosing the side of the map from which they enter, ignore that advantage and instead determine entrance edges using the standard setup rules in Creating Scenarios (see p. 256, TW). Note: The six lines of information for each stable following its name are not rules. Instead, that information is “sourcebook fiction”, provided so players have more flavor when using these rules in their games, as well as when making up their own Solaris VII scenarios and campaigns. All of the “flavor” information provided is circa 3067.

SOLARIS STABLE EQUIPMENT RATING TABLE Rating

Description

Example

A

Heavy Upgrades Good Upgrades Fair Upgrades Average Upgrades Poor Upgrades

Cenotaph Stables Blackstar Stables Fitzhugh Stables Hombres Stable Renegades Cooperative

B C D F

Banshees Stables (C, Veteran) Current Stablemaster: Burton Rothroc Affiliation (Formed/Base of Operations): Steiner/Rasalhagian (3049/Kalamazoo Reaches) Colors/Badge: Blue/black; a vicious bee with a prominent, forward-pointing laser/stinger on a red circle. ’Mechs: 13 MechWarriors: 19 Standard Contract: 30 percent; 700 C-bills/month Banshees MechWarriors receive a +1 Initiative modifier when fighting on any Hills or Wooded terrain (see p. 263, TW). If facing warriors from the Huntsmen Stable, they may also receive a –1 to-hit modifier for all weapon and physical attacks, at a cost of 1 additional heat point per weapon used in that turn (including hands, melee weapons and feet); the choice is made before players make any attack rolls.

Blackstar Stables (B, Veteran)

Current Stablemaster: Nigel Daelun Affiliation (Formed/Base of Operations): Federated Suns (3033/ Black Hills) Colors/Badge: Black/copper; a black compass star against a copper field. ’Mechs: 13 MechWarriors: 11 Standard Contract: 20 percent; 1,500 C-bills/month In any scenario, the Blackstar player may choose to upgrade the two most powerful Introductory Rules technology weapons on his or her ’Mechs with a corresponding Inner Sphere Standard Rules weapon of a similar type (for example, an AC/10 may become an LB 10-X, or a PPC may become an ER PPC), as long as the change does not violate standard construction rules. Any remaining tonnage may be used for additional ammunition, armor and heat sinks only. No rolls are required to perform this swap, nor does this change count against any Customization points if using the Customization rule (see p. 6).

Bromley Stables (C, Elite)

Black Lions Cooperative (D, Regular) Current Stablemaster: Guido Akhbar Affiliation (Formed/Base of Operation): Free Worlds League (3035/Montenegro) Colors/Badge: Black/purple; a black lion’s head with glowing red eyes set against a purple disc. ’Mechs: 25 MechWarriors: 31 Standard Contract: 28 percent; 1,500 C-bill initiation fee The Black Lions’ unpredictability tends to confuse opponents, applying a –1 Initiative modifier to all opposing players.

Current Stablemaster: Thaddeus Bromley Affiliation (Formed/Base of Operations): Free Worlds League (2981/Montenegro) Colors/Badge: Orange/gray; orange weight scales against a black and gray yin-yang. ’Mechs: 24 MechWarriors: 32 Standard Contract: 25 percent; 1,200 C-bills/month Bromley Stables’ MechWarriors will not surrender under any circumstances, fearing Bromley’s punishment for failure. If facing a MechWarrior cooperative rather than a regular Solaris stable, Bromley MechWarriors receive a +1 Initiative modifier.

17

DeLon Stables (B, Veteran)

Cenotaph Stables (A, Veteran) Current Stablemaster: Larry Acuff Affiliation (Formed/Base of Operations): Capellan Confederation/St. Ives (3053/Cathay) Colors/Badge: White/red; a mechanical hand clutching a supernova, overlaid with a yin-yang symbol. Mechs: 21 Warriors: 19 Standard Contract: 18 percent; 1,600 C-bills/month Any time a Cenotaph player rolls a head location for a weapon or physical attack, that player must re-roll the location hit. The second roll stands, even if it also yields a head shot.

Current Stablemaster: Thomas DeLon Affiliation (Formed/Base of Operations): Draconis Combine (3041/Kobe) Colors/Badge: Black/white/red; a dagger with a rose vine entwined around its blade, set on a black circular field. ’Mechs: 20 MechWarriors: 16 Standard Contract: 25 percent; 1,200 C-bills/month In any scenario, the DeLon player may choose to upgrade the most powerful weapon system on his or her ’Mechs with a corresponding Clan-made weapon (one only) of a similar type (for example, an AC/10 may become an LB 10-X, or a PPC may become an ER PPC), so long as this modification does not violate standard construction rules (with the exception of mounting Clan and Inner Sphere technology on the same unit). Any remaining tonnage may be used for additional ammunition, armor and heat sinks only. No rolls are required to perform this swap, nor does it affect Customization points when using the Customization rules (p. 6). DeLon MechWarriors apply a –1 Initiative modifier if fighting any other type of match than a one-on-one duel.

Dispossessed Cooperative (D, Veteran)

MM

TS-P1D Tsunami, Delon Stables

Current Stablemaster: Chantelle Westcott Affiliation (Formed/Base of Operations): None (3049/None) Colors/Badge: Black/red; the “skull” of an Atlas weeping blood against a red field. ’Mechs: 17 MechWarriors: 36 Standard Contract: 30 percent; 900 C-bill initiation fee The Dispossessed’s MechWarriors may elect to “aim low” by accepting a +2 to-hit modifier for all weapon attacks. When aiming low, hits are resolved using the Kick Locations Table.

Galahad Stables (A, Veteran) Fitzhugh Stables (C, Veteran) Current Stablemaster: André Fitzhugh Affiliation (Formed/Base of Operations): Free Worlds League/ Andurien Province (3048/Montenegro) Colors/Badge: Purple/white; a snarling white tiger’s head against an inverted purple triangle. ’Mechs: 22 MechWarriors: 17 Standard Contract: 24 percent; 1,200 C-bills/month Stable Experience/Rating: Elite/B Fitzhugh MechWarriors can “hide on the move.” Doing so requires them to begin a turn where their opponent(s) have no valid LOS to the “hiding” ’Mech. The Fitzhugh MechWarrior may then move his machine to any other hex—using Walking/Running MP only—that is also out of his opponent’s LOS. This move must be legal per standard movement and terrain rules. The Fitzhugh player may then deploy in that hex as if placed using the standard rules for hidden units (see p. 259, TW). Fitzhugh Stables MechWarriors apply a +1 Initiative modifier during matches against Bromley Stables. Also when facing Bromley Stables units, Fitzhugh ‘Mechs also apply a +1 to-hit modifier for all attacks made against them when the LOS for an attack encounters partial cover, woods or smoke (this modifier is not cumulative).

Current Stablemaster: Jergen Gaalf Affiliation (Formed/Base of Operations): Free Worlds League (3059/Montenegro) Colors/Badge: Purple/gold; a jewel-encrusted golden chalice against a black eagle silhouette. ’Mechs: 23 MechWarriors: 30 Standard Contract: 20 percent; 1,600 C-bills/month Galahad warriors will not take any shot that enters an opponent’s hex through his rear arc, nor will they fire on a prone BattleMech. In addition, Galahad MechWarriors may elect to aim for limbs rather than the torso or head of a BattleMech, to minimize the chance of a lethal hit. Doing so applies +2 to-hit modifier for the attack (weapon or physical), but allows the Galahad warrior to re-roll any torso or head hit location, keeping the second roll result.

Gemini Stables (B, Veteran)

JH

Galahad Stables Grand Titan charges at his opponent.

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

19

Hombres Stables (D, Veteran)

Lion City Stables (A, Elite)

Current Stablemaster: Cino Vincenti Affiliation (Formed/Base of Operations): Free Worlds League (3055/Roland Fields) Colors/Badge: Brown/red; a red bull’s head with silver horns. ’Mechs: 10 MechWarriors: 11 Standard Contract: 18 percent; 1,100 C-bills/month The Hombres apply a +1 Initiative modifier when fighting in Hills, Wooded, Wetlands or Light Urban terrain (see p. 263, TW). For all physical and weapon attacks carried out at 3 hexes’ distance or less, the Hombres gain a –1 to-hit bonus, reflecting their affinity for close-range fighting.

Current Stablemaster: Vernon Singh Affiliation (Formed/Base of Operations): Lyran Alliance (2960/ Silesia) Colors/Badge: Blue/green/white; single-headed white lion, with three bodies, against a blue and green field. ’Mechs: 17 MechWarriors: 16 Standard Contract: 25 percent; 1,300 C-bills/month Lion City warriors reduce the modifier for long-range weapons fire to +3 rather than the standard +4. When firing at short range or making physical attacks, they apply a +1 to-hit modifier.

Huntsmen Stables (B, Elite) Current Stablemaster: Matthew Alder Affiliation (Formed/Base of Operations): None (3052/Joppa) Colors/Badge: Green/red; a green banner with a diagonal crimson slash ’Mechs: 15 MechWarriors: 21 Standard Contract: 30 percent; 1,000 C-bills/month Huntsmen MechWarriors apply a –2 Initiative modifier in any scenario that is not a one-on-one engagement. They also apply a +1 to-hit modifier for all physical attacks. Huntsmen will not surrender under any circumstances.

Lynch Stables (A, Veteran) Current Stablemaster: Trevor Lynch Affiliation (Formed/Base of Operations): Lyran Alliance (3057/ Silesia) Colors/Badge: Blue/gold; a gold Steiner fist set against a black, snowcapped mountain. ’Mechs: 13 MechWarriors: 10 Standard Contract: 25 percent; 1,500 C-bills/month Lynch Stables warriors apply a –1 modifier to the Attacker Movement Modifier for all weapon and physical attacks. This modifier does not apply if the Lynch unit stands still.

Overlord Stables (A, Elite) Current Stablemaster: Rhianna Murray Affiliation (Formed/Base of Operations): Lyran Alliance (3001/ Silesia) Colors/Badge: Green/gold; two gold acorns above a gold cauldron, against a green field. ’Mechs: 35 MechWarriors: 31 Standard Contract: 20 percent; 1,600 C-bills/month Overlord MechWarriors apply a –1 to-hit modifier for weapon attacks made at short range, and apply a +1 to-hit modifier for attacks made at long range. In addition, the Overlord Stables player applies a +1 Initiative modifier when playing in Wooded, Mountains, and Light Urban terrain (see p. 263, TW).

Silver Dragons Stables (A, Elite) Current Stablemaster: Marcus Nevil Affiliation (Formed/Base of Operations): Draconis Combine (3024/Kobe) Colors/Badge: Silver/green; rampant silver dragon against a green field. ’Mechs: 29 MechWarriors: 32 Standard Contract: 17 percent; 1,300 C-bills/month Silver Dragons MechWarriors are adept at using covering terrain, imposing an additional +1 to-hit modifier for all attacks made against them when the LOS for an attack encounters partial cover, woods or smoke (this modifier is not cumulative). The Silver Dragons player also applies a –1 to-hit modifier for all non-melee weapon attacks made at short range.

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

TF

Fire Ant, Silver Dragons Stables

21

Skye Tigers Stables (B, Veteran)

Current Stablemaster: James Stroud Affiliation (Formed/Base of Operations): Lyran Alliance/ Federation of Skye (3055/Silesia) Colors/Badge: Blue/gray; a white tiger’s head in profile against a full blue moon. ’Mechs: 13 MechWarriors: 10 Standard Contract: 23 percent; 1,400 C-bills/month In any scenario, the Skye Tigers player may choose to upgrade the two most powerful Level 1 weapon systems on his or her ’Mechs with a corresponding Inner Sphere Level 2 weapon of a similar type (for example, an AC/10 may become an LB 10- X, or a PPC may become an ER PPC), so long as this change does not violate standard construction rules (with the exception of mounting Clan and Inner Sphere technology on the same unit). Any remaining tonnage may be used for additional ammunition, armor and heat sinks only. No rolls are required to perform this swap, nor does it count against the Skye Tigers’ Customization points if using the Customization rule (see p. 6).

Tandrek Stables (B, Elite) Current Stablemaster: Robynn Tandrek Affiliation (Formed/Base of Operations): Capellan Confederation (3007/Cathay) Colors/Badge: Yellow/red; a flaming sword against a yellow field. ’Mechs: 20 MechWarriors: 17 Standard Contract: 28 percent; 1,600 C-bills/month Tandrek MechWarriors apply a –1 to-hit modifier for any attacks made at less than a 5-hex range. To reflect their preference for shorter, faster battles, the Tandrek player applies a –1 Initiative modifier for every six full turns the math lasts after the first six turns. This penalty is cumulative and increases every six turns beyond Turn 6 (for example, in turns 1–6, Tandrek applies no modifier; in turns 7–12, Tandrek applies –1 modifier; in turns 13–18, the modifier is –2, and so on). Against Zelazni Stables, if Tandrek loses the Initiative in a turn, they modify either their Gunnery or Piloting Skill Rating by –1 for that turn. The decision to modify either their Piloting or Gunnery Skill Rating must be announce after Initiative has been lost, but before any units are moved in that turn. The modification is not in effect in any round that Tandrek wins Initiative.”

Starlight Stables (A, Elite)

Current Stablemaster: Tran Ky Bo Affiliation (Formed/Base of Operations): Federated Suns (2898/ Black Hills) Colors/Badge: Silver/blue; a silver comet trailing stars across a gray, black and white triple-S, set against a blue field. ’Mechs: 21 MechWarriors: 19 Standard Contract: 22 percent; 1,100 C-bills/month Opponents facing Starlight MechWarriors apply an additional +1 to-hit modifier against any Starlight ’Mech that uses more than 3 MP in a turn. Additionally, the Starlight player applies a +1 Initiative modifier if fighting on Hills or Wooded terrain (see p. 263, TW).

ME

A Starllight Stables Victor leaps over a thicket of trees in the Boreal Reach.

White Hand Stables (A, Elite) Current Stablemaster: Fiona Louden Affiliation (Formed/Base of Operations): Federated Suns (2907/ Black Hills) Colors/Badge: Black/silver; a silver hand palm up against a black field. ’Mechs: 33 MechWarriors: 40 Standard Contract: 20 percent; 1,600 C-bills/month White Hand MechWarriors apply a –1 to-hit modifier for attacks made at long range, but apply a +1 to-hit modifier for short range weapon attacks and all physical attacks. In addition, when resolving hit locations, the White Hand player should re-roll any head shots, taking the second result (even if it also indicates a head hit).

Zelazni stable (A, Veteran) Current Stablemaster: Victor Zelazni Affiliation (Formed/Base of Operations): Capellan Confederation (2990/Cathay) Colors/Badge: Blue/copper; a blue BattleMech against a copper field. ’Mechs: 20 MechWarriors: 23 Standard Contract: 20 percent; 1,400 C-bills/month Zelazni MechWarriors apply a –1 to-hit modifier for all physical attacks and a +1 modifier to all Piloting Skill rolls. Against Tandrek Stables, they apply a –2 to-hit modifier for all physical attacks and a +1 modifier to all Guinnery Skill rolls.

Zellbrigen Stables (A, Veteran) Wraiths Stable (F, Regular) Current Stablemaster: Joshua Ling Affiliation (Formed/Base of Operations): Capellan Confederation (3053/Cathay) Colors/Badge: White/gray; a white shield emblazoned with a shadowy wraith wielding a golden sword. ’Mechs: 9 MechWarriors: 11 Standard Contract: 30 percent; 1,000 C-bills/month The Wraiths receive a +2 Initiative modifier when fighting in Wooded, Light Urban, Heavy Urban or Wetlands terrain. However, they apply a –1 Initiative modifier when fighting on Flatlands, Hills, Badlands and Wetlands terrain (see p. 263, TW). No Initiative modifiers apply on any other terrain.

Current Stablemaster: Marcin Hammond Affiliation: Clan Jade Falcon/Diamond Shark (3062/Cathay) Colors/Badge: Green/blue; a white and red daggerstar on a silver shield. ’Mechs: 15 MechWarriors: 21 Standard Contract: 50 percent; 400 C-bills/month Opponents of Zellbrigen Stables who receive any positive Initiative modifiers through special abilities lose these abilities when facing MechWarriors from this stable, but only when facing Zellbrigen fighters in one-on-one duels. In any team matches where each side fields more than one unit apiece, the Zellbrigen team applies a –2 Initiative modifier. Zellbrigen MechWarriors do not surrender under any circumstances.

TM

ARMOR DIAGRAM Head (7)

Left Torso (7)

Right Torso (7)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BABOON 2 Movement Points: 6 Walking: Running: 9 [12] Jumping: 0

Name:

Era:

Loc Ht RT 2

Dmg [M,S,C] 2/Msl. 1/Msl. 3/msl.

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty Type 4 ATM 3 Standard Extended Range High-Explosive

Gunnery Skill:

Tonnage: 20 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng 4 4 —

5 9 3

10 18 6

Center Torso (8)

Left Arm (5)

15 27 9

Left Leg (6)

BV: 757

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink Ferro-Fibrous Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine MASC Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

Right Leg (6)

Center Torso Rear (2)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (5)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine ATM 3 ATM 3 ATM 3 ATM 3

1. 2. 3. 4-6 4. 5. 6.

ATM 3 ATM 3 ATM 3 ATM 3 Ammo (ATM 3) 20 Ammo (ATM 3) 20

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

Head Left Torso (5)

Heat Scale Overflow

Right Torso (5)

30* 29 28* 27 Left Arm (3)

Right Arm (3) Center Torso (6)

26* 25* 24* 23* 22*

Left Leg (4)

Right Leg (4)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (8)

Right Torso (8)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: ALM-7D FIREBALL Movement Points: Walking: 11 Running: 17 Jumping: 0

Name:

Tonnage: 20 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 Machine Gun 1 Streak SRM 2

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht Dmg Min Sht Med Lng RT 0 2 [DB,AI] — 1 2 3 LT 2 2 /Msl. — 3 6 9 [M,C]

Center Torso (9)

Left Arm (5)

Left Leg (7)

BV: 385

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

1. 2. 3. 4. 5. 6.

XL Fusion Engine 4-6 XL Fusion Engine XL Fusion Engine Streak SRM 2 Ammo (Streak SRM 2) 50 Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Right Leg (7)

Center Torso Rear (2)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (5)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Machine Gun

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Ammo (Machine Gun) 200

Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Head Left Torso (5)

Heat Scale Overflow

Right Torso (5)

30* 29 28* 27 Left Arm (3)

Right Arm (3) Center Torso (6)

26* 25* 24* 23* 22*

Left Leg (4)

Right Leg (4)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (7)

Right Torso (7)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PRC-1N PORCUPINE Movement Points: 9 Walking: Running: 14 [18] Jumping: 0

Name:

Tonnage: 20 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1 1 1

Type Spikes Medium Spikes Medium Spikes Medium Spikes Medium Spikes

Laser Laser Laser Laser

Loc HD RT RT LT LT RA RA LA LA

Ht — 3 — 3 — 3 — 3 —

Dmg [E] 5 [DE] [E] 5 [DE] [E] 5 [DE] [E] 5 [DE] [E]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — — — — — 3 6 9 — — — — — 3 6 9 — — — — — 3 6 9 — — — — — 3 6 9 — — — —

Left Leg (7)

BV: 870

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Spikes

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Spikes Endo Steel

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Spikes Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Heat Sink Supercharger

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Right Arm (6)

Right Leg (7)

Center Torso Rear (2)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (8)

Left Arm (6)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Spikes

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Spikes Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Ferro-Fibrous

Head Left Torso (5)

Heat Scale Overflow

Right Torso (5)

30* 29 28* 27 Left Arm (3)

Right Arm (3) Center Torso (6)

26* 25* 24* 23* 22*

Left Leg (4)

Right Leg (4)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (6)

Left Torso (7)

Right Torso (7)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: DRT-3S DART Movement Points: 9 Walking: Running: 14 Jumping: 0

Name:

Tonnage: 25 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc Ht 1 Small Pulse Laser HD 2 2 Small Pulse Laser CT 2

Dmg 3 [P,AI] 3 [P,AI]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 — 1 2 3

Center Torso (7)

Left Arm (5)

Left Leg (5)

BV: 436

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Pulse Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Small Pulse Laser Small Pulse Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Leg (5)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (5)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Roll Again

Head Left Torso (6)

Heat Scale Overflow

Right Torso (6)

30* 29 28* 27 Left Arm (4)

Right Arm (4) Center Torso (8)

26* 25* 24* 23* 22*

Left Leg (6)

Right Leg (6)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: KTO-2A KOTO Movement Points: 8 Walking: Running: 12 Jumping: 0

Name:

Tonnage: 25 Tech Base: Inner Sphere (Experimental) Era: Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1

Type Loc ER Small Laser HD Large X-Pulse Laser CT ER Medium Laser RA ER Medium Laser LA

Ht 2 14 5 5

Dmg 3 [DE] 9 [P] 5 [DE] 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — 2 4 — 5 10 — 4 8 — 4 8

Lng 5 15 12 12

Center Torso (12)

Left Arm (6)

Left Leg (10)

BV: 977

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator ER Medium Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit ER Small Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Large X-Pulse Laser Large X-Pulse Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (10)

Center Torso Rear (4)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (6)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator ER Medium Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (6)

Heat Scale Overflow

Right Torso (6)

30* 29 28* 27 Left Arm (4)

Right Arm (4) Center Torso (8)

26* 25* 24* 23* 22*

Left Leg (6)

Right Leg (6)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (5)

Right Torso (5)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: NXS2-A NEXUS II Movement Points: 8 Walking: Running: 12 Jumping: 6

Name:

Tonnage: 25 Tech Base: Inner Sphere Era:

Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1

Type Improved C³ CPU ER Medium Laser ER Small Laser ER Medium Laser ER Small Laser

Loc CT RA RA LA LA

Ht — 5 2 5 2

Dmg [E] 5 [DE] 3 [DE] 5 [DE] 3 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — — — — — 4 8 12 — 2 4 5 — 4 8 12 — 2 4 5

Center Torso (7)

Left Arm (5)

Left Leg (7)

BV: 702

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Medium Laser ER Small Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink Jump Jet

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine Light Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Light Fusion Engine Light Fusion Engine Light Fusion Engine Improved C³ CPU Improved C³ CPU

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (7)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (5)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Medium Laser ER Small Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Light Fusion Engine Light Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (6)

Heat Scale Overflow

Right Torso (6)

30* 29 28* 27 Left Arm (4)

Right Arm (4) Center Torso (8)

26* 25* 24* 23* 22*

Left Leg (6)

Right Leg (6)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (6)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: ZPH-1 TARANTULA Movement Points: 8 Walking: Running: 12 Jumping: 8

Name:

Tonnage: 25 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 Streak SRM 2

Loc Ht CT 2

1 1

RT LT

Medium Laser Medium Laser

3 3

Dmg 2/Msl. [M,C] 5 [DE] 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

Left Torso (7)

Right Torso (7)

4 5 6 10 11 Dead

(hexes)

Center Torso (10)

Min Sht Med Lng — 3 6 9 — —

3 3

6 6

9 9

Left Front Leg

Left Rear Leg

Right Rear Leg

(7)

(7)

Right Front Leg

(7)

(7)

Left Torso Rear (4)

BV: 666

Right Torso Rear (4) Center Torso Rear (6)

CRITICAL HIT TABLE

1. 2. 3. 4. 5. 6.

Left Front Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

INTERNAL STRUCTURE DIAGRAM

Head Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Streak SRM 2 Ammo (Streak SRM 2) 50

Engine Hits Gyro Hits Sensor Hits Life Support

Left Rear Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Left Torso (6)

Right Front Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

Right Rear Leg

Damage Transfer Diagram

Right Torso (6)

Head

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Heat Scale Overflow

30* 29 28* 27

Left Front Leg (6)

Left Rear Leg (6)

Right Front Leg (6) Center Torso (8)

26* 25* 24* 23* 22*

Right 21 Rear Leg 20* (6) 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BH-K305 BATTLE HAWK Movement Points: 5 Walking: 8 Running: Jumping: 5

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 3 1

Type AMS Med. Pulse Laser Streak SRM 2

Loc HD RA LA

Name:

Tonnage: 30 Tech Base: Inner Sphere

Ht 1 4 2

Dmg — [PD] 6 [P] 2/Msl. [M,C]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 0 0 0 — 2 4 6 — 3 6 9

Note: If playing under Advanced Rules, treat head as having a Full-Head Ejection System.

Left Leg (12)

BV: 771

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Streak SRM 2 Ammo (Streak SRM 2) 50 Ferro-Fibrous 1-3 Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

4-6

Life Support Sensors Cockpit AMS Sensors Life Support

Center Torso 1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Ammo (AMS) 12

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (9)

Right Leg (12)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (16)

Left Arm (9)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Pulse Laser Medium Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Medium Pulse Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (7)

Right Torso (7)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: CPR-HD-003 COPPERHEAD Movement Points: 6 Walking: Running: 9 [12] Jumping: 2

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type Magshot ER Medium Laser ER Medium Laser ER Medium Laser Stresk SRM 4

Name:

Tonnage: 30 Tech Base: Inner Sphere (Experimental) Era: Civil War

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc HD CT RT LT RA

Ht Dmg Min Sht Med Lng 1 2 [DB,X] — 3 6 9 5 5 [DE] — 4 8 12 5 5 [DE] — 4 8 12 5 5 [DE] — 4 8 12 3 2/Msl. — 3 6 9 [M,C] Med. X-Pulse Laser LA 6 6 [P] — 3 6 9

Left Leg (9)

BV: 1,117

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Medium X-Pulse Laser Reflective Reflective Reflective Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink ER Medium Laser Ammo (Magshot) 50 Reflective

1. 2. 3. 4. 5. 6.

Life Support Sensors Small Cockpit Sensors Magshot Magshot

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser Supercharger

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Reflective

Right Arm (7)

Right Leg (9)

Center Torso Rear (4)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (10)

Left Arm (7)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Streak SRM 4 Reflective Reflective Reflective Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink ER Medium Laser Ammo (Streak SRM 4) 25

Reflective

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Reflective

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 13 (26) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: FLS-P5 FLASHFIRE Movement Points: 6 Walking: 9 Running: Jumping: 4

Name:

Tonnage: 30 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 2 1 1

Type ER Small Laser Fluid Gun SRM 6

2 1 1

ER Small Laser Fluid Gun Spikes

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc RA RA RA

Ht Dmg Min Sht Med Lng 2 3 [DE] — 2 4 5 0 0 [DB,S] — 1 2 3 4 2/Msl. — 3 6 9 [M,C,S] LA 2 3 [DE] — 2 4 5 LA 0 0 [DB,S] — 1 2 3 LA — [E] — — — —

Left Leg (12)

BV: 654

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

ER Small Laser ER Small Laser Fluid Gun Fluid Gun Ammo (Fluid Gun) 20 Spikes

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (8)

Right Leg (12)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (12)

Left Arm (8)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator SRM 6 SRM 6 ER Small Laser

1. 2. 3. 4-6 4. 5. 6.

ER Small Laser Fluid Gun Fluid Gun Ammo (SRM 6) 15 Ammo (Fluid Gun) 20 Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HMR-3M HAMMER Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 30 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 2 1 1

Type Loc Medium Laser HD Medium Laser CT LRM 5 RT w/Artemis IV FCS LRM 5 LT w/Artemis IV FCS

Ht 3 3 2 2

Dmg 5 [DE] 5 [DE] 1/Msl. [M,C,S] 1/Msl. [M,C,S]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 — 3 6 9 6 7 14 21 6

7

14

Left Leg (10)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Heat Sink Heat Sink LRM 5 Artemis IV FCS

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Ammo (LRM 5 Artemis) 24

Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Medium Laser Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Right Leg (10)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (10)

21

BV: 787

CRITICAL HIT TABLE

Center Torso (14)

Left Arm (10)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Heat Sink LRM 5 Artemis IV FCS

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Ammo (LRM 5 Artemis) 24

Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (8)

Right Torso (8)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HM-1 HITMAN Movement Points: 7 Walking: Running: 11 [14] Jumping: 0

Name:

Tonnage: 30 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 3

Type Loc TAG HD Beagle Active Probe RT Guardian ECM Suite LT LRM 5 LT w/Artemis IV FCS Medium Laser LA

Ht 0 — — 2 3

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med Lng 0 [S] — 5 10 15 [E] — — — 4 [E] — — — 6 1/Msl. 6 7 14 21 [M,C,S] 5 [DE] — 3 6 9

Left Leg (9)

BV: 925

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Medium Laser Medium Laser Medium Laser

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit TAG Sensors Life Support

Center Torso 1-3

1. 2. 3. 4. 5. 6.

XL Fusion Engine 4-6 XL Fusion Engine XL Fusion Engine LRM 5 Artemis IV FCS Ammo (LRM 5 Artemis) 24

1. 2. 3. 4. 5. 6.

Guardian ECM Suite Guardian ECM Suite Endo Steel Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Arm (7)

Right Leg (9)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (10)

Left Arm (7)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Heat Sink Heat Sink Beagle Active Probe

1. 2. 3. 4-6 4. 5. 6.

Beagle Active Probe Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator MASC MASC

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: JA-KL-1532 JACKAL Movement Points: 7 Walking: Running: 11 Jumping: 0

Name:

Tonnage: 30 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1

Type AMS ER PPC Streak SRM 2

Loc HD RT LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 1 — [PD] — 0 0 0 15 10 [DE] — 7 14 23 2 2/Msl. — 3 6 9 [M,C]

Center Torso (15)

Left Arm (8)

Left Leg (12)

BV: 918

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Streak SRM 2 Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit AMS Sensors Life Support

Center Torso 1-3

1. 2. 3. 4. 5. 6.

XL Fusion Engine 4-6 XL Fusion Engine XL Fusion Engine Heat Sink Ammo (SRM 2 Streak) 50 Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Ammo (AMS) 12 Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Right Leg (12)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (8)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER PPC ER PPC ER PPC

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Endo Steel

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (9)

Right Torso (9)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: MTS-S MANTIS Movement Points: 9 Walking: Running: 14 [18] Jumping: 0

Name:

Tonnage: 30 Tech Base: Inner Sphere (Advanced) Era: Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1

Type ER Medium Laser ER Medium Laser ER Small Laser ER Medium Laser ER Small Laser Claw Claw

Loc CT RT RT LT LT RA LA

Ht 5 5 2 5 2 — —

Dmg 5 [DE] 5 [DE] 3 [DE] 5 [DE] 3 [DE] 5 5

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 4 8 12 — 4 8 12 — 2 4 5 — 4 8 12 — 2 4 5 — — — — — — — —

Left Leg (12)

BV: 1,128

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Claw Claw Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser ER Small Laser MASC

1. 2. 3. 4. 5. 6.

MASC Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (9)

Right Leg (12)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (11)

Left Arm (9)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Claw Claw Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser ER Small Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SCB-9A SCARABUS Movement Points: Walking: 10 Running: 15 Jumping: 0

Name:

Tonnage: 30 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 2 2

Type Loc TAG HD Guardian ECM Suite CT Hatchet RA Medium Laser LA Small Laser LA

Ht 0 — — 3 1

Dmg 0 [S] [E] 6 5 [DE] 3 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 5 10 15 — — — 6 — — — — — 3 6 9 — 1 2 3

Center Torso (12)

Left Arm (9)

Left Leg (13)

BV: 846

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Medium Laser Medium Laser Small Laser

1. 2. 3. 4. 5. 6.

Small Laser Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit TAG Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Guardian ECM Suite Guardian ECM Suite

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (13)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (9)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Hatchet Hatchet

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: VIXEN 4

Name:

Movement Points: 9 Walking: Running: 14 Jumping: 0

Era:

Type Loc ER Micro Laser RT Med. Pulse Laser RT Micro Pulse Laser RT ER Micro Laser LT Med. Pulse Laser LT Micro Pulse Laser LT Heavy Large Laser RA

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1

Gunnery Skill:

Tonnage: 30 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med 1 2 [DE] — 1 2 4 7 [P] — 4 8 1 3 [P] — 1 2 1 2 [DE] — 1 2 4 7 [P] — 4 8 1 3 [P] — 1 2 18 16 [DE] — 5 10

Lng 4 12 3 4 12 3 15

Left Leg (14)

BV: 1,581

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Medium Pulse Laser Micro Pulse Laser ER Micro Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Right Arm (10)

Right Leg (14)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (15)

Left Arm (10)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Heavy Large Laser Heavy Large Laser

1. 2. 3. 4-6 4. 5. 6.

Heavy Large Laser Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Medium Pulse Laser Micro Pulse Laser ER Micro Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Head Left Torso (7)

Heat Scale Overflow

Right Torso (7)

30* 29 28* 27 Left Arm (5)

Right Arm (5) Center Torso (10)

26* 25* 24* 23* 22*

Left Leg (7)

Right Leg (7)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (8)

Right Torso (8)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BZK-F3 HOLLANDER Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 35 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 Gauss Rifle

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht Dmg Min Sht Med Lng RT 1 15 [DB,X] 2 7 15 22

Center Torso (10)

Left Arm (6)

Left Leg (8)

BV: 953

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Heat Sink Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Fusion Fusion Ammo Ammo

Engine Engine Engine (Gauss) 8 (Gauss) 8

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (8)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (6)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Heat Sink Heat Sink Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (8)

Heat Scale Overflow

Right Torso (8)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (11)

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (7)

Left Torso (6)

Right Torso (6)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: JENNER IIC 4

Name:

Movement Points: 9 Walking: Running: 14 Jumping: 7

Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 Streak SRM 4

Loc Ht CT 3

1

RA

1

ATM 3 Standard Extended Range High-Explosive ATM 3 Standard Extended Range High-Explosive

Gunnery Skill:

Tonnage: 35 Tech Base: Clan

LA

2

2

Dmg 2/Msl. [M,C] [M,C,S] 2/Msl. 1/Msl. 3/Msl. [M,C,S] 2/Msl. 1/Msl. 3/Msl.

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 4 8 12

4 4 — 4 4 —

5 9 3 5 9 3

10 18 6 10 18 6

15 27 9

Left Leg (8)

15 27 9

BV: 1,052

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator ATM 3 ATM 3 Ammo (ATM 3) 20 Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Jump Jet Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Streak SRM 4

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (3)

Right Leg (8)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm (CASE)

Center Torso (13)

Left Arm (3)

Right Arm (CASE) 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator ATM 3 ATM 3 Ammo (ATM 3) 20 Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Ammo (Streak SRM 4) 25

Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (8)

Heat Scale Overflow

Right Torso (8)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (11)

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: LNG-2 LONGSHOT Movement Points: 7 Walking: Running: 11 Jumping: 0

Name:

Tonnage: 35 Tech Base: Inner Sphere (Experimental) Era: Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type Loc Med. X-Pulse Laser RT Small X-Pulse Laser RT SRM 6 RT w/Artemis IV FCS Med. X-Pulse Laser LT Small X-Pulse Laser LT SRM 6 LT w/Artemis IV FCS

Ht 6 3 4 6 3 4

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med Lng 6 [P] — 3 6 9 3 [P,AI] — 2 4 5 2/Msl. — 3 6 9 [M,C,S] 6 [P] — 3 6 9 3 [P,AI] — 2 4 5 2/Msl. — 3 6 9 [M,C,S]

Left Leg (10)

BV: 1,215

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Reactive Reactive Reactive Reactive Reactive

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Artemis IV FCS

1. 2. 3. 4. 5. 6.

Medium X-Pulse Laser Small X-Pulse Laser Endo Steel Endo Steel Reactive Reactive

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (7)

Right Leg (10)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (14)

Left Arm (7)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Endo Steel Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Reactive Reactive Reactive Reactive Reactive

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Artemis IV FCS

1. 2. 3. 4-6 4. 5. 6.

Medium X-Pulse Laser Small X-Pulse Laser Ammo (SRM Artemis) 15

Endo Steel Reactive Reactive

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (8)

Heat Scale Overflow

Right Torso (8)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (11)

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PEREGRINE 4 Movement Points: 6 Walking: 9 Running: Jumping: 6

Name:

Era:

Loc Ht CT 5 RA 2

LA

2

Dmg 7 [DE] [M,C,S] 2/Msl. 1/Msl. 3/Msl. [M,C,S] 2/Msl. 1/Msl. 3/Msl.

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty Type 1 ER Medium Laser 2 ATM 3 Standard Extended Range Hight-Explosive 2 ATM 3 Standard Extended Range Hight-Explosive

Gunnery Skill:

Tonnage: 35 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 5 10 15 4 4 —

5 9 3

10 18 6

15 27 9

4 4 —

5 9 3

10 18 6

15 27 9

Left Leg (11)

BV: 1,198

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ATM 3 ATM 3

1. 2. 3. 4. 5. 6.

ATM 3 ATM 3 Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

1-3

4-6

Double Heat Double Heat Jump Jet Ammo (ATM Ammo (ATM Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Sink Sink 3 ER) 20 3 HE) 20

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

Left Torso (CASE) 1. 2. 3. 4. 5. 6.

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine ER Medium Laser Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (9)

Right Leg (11)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (13)

Left Arm (9)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ATM 3 ATM 3

1. 2. 3. 4-6 4. 5. 6.

ATM 3 ATM 3 Endo Steel Endo Steel Ferro-Fibrous Roll Again

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Jump Jet Ammo (ATM 3) 20 Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (8)

Heat Scale Overflow

Right Torso (8)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (11)

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (10)

Right Torso (10)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SVR-5X SILVER FOX Movement Points: 9 Walking: Running: 14 Jumping: 0

Name:

Tonnage: 35 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 1 2 5

Type Loc ER Small Laser HD Targeting Computer CT Ange; ECM Suite RT ER Medium Laser RA Magshot LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 2 3 [DE] — 2 4 5 — [E] — — — — — [E] — — — 6 5 5 [DE] — 4 8 12 1 2 [DB,X] — 3 6 9

Center Torso (15)

Left Arm (11)

Reflective Left Leg (15)

BV: 1,432

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Magshot Magshot Magshot Magshot

1. 2. 3. 4. 5. 6.

Magshot Magshot Magshot Magshot Magshot Magshot

1-3

4-6

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4. 5. 6.

Ammo (Magshot) 50 Reflective Reflective Reflective Roll Again Roll Again

Life Support Sensors Cockpit ER Small Lasser Sensors Life Support

Center Torso 1-3

Left Torso Fusion Fusion Fusion Fusion Fusion Fusion

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Targeting Computer Targeting Computer

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Reflective Reflective

Right Leg (15)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (11)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4-6 4. 5. 6.

Angel ECM Suite Angel ECM Suite Reflective Reflective Reflective Roll Again

Right Leg

Damage Transfer Diagram

30* 29 28* 27 Right Arm (6) Center Torso (11)

1. 2. 3. 1-3 4. 5. 6.

1. 2. 3. 4. 5. 6.

Overflow

Right Torso (8)

Left Arm (6)

Right Torso Fusion Fusion Fusion Fusion Fusion Fusion

Head Left Torso (8)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Reflective Reflective

Heat Scale

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (7)

Right Torso (7)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SDR-9K VENOM Movement Points: 8 Walking: Running: 12 Jumping: 8

Name:

Tonnage: 35 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc Ht 2 Med. Pulse Laser RT 4 2 Med. Pulse Laser LT 4

Dmg 6 [P] 6 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 2 4 6 — 2 4 6

Center Torso (7)

Left Arm (6)

Left Leg (6)

BV: 798

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4. 5. 6.

Jump Jet Medium Pulse Laser Medium Pulse Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Heat Sink Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Ferro-Fibrous Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Roll Again

Right Leg (6)

Center Torso Rear (3)

Left Torso Rear

Torso Rear

Right

(3)

(3)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (6)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Jump Jet Medium Pulse Laser Medium Pulse Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Roll Again

Head Left Torso (8)

Heat Scale Overflow

Right Torso (8)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (11)

26* 25* 24* 23* 22*

Left Leg (8)

Right Leg (8)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (15)

Right Torso (15)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: DMO-1K DAIMYO Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 40 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 SRM 6 2 1

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht RT 4

Medium Laser ER PPC

Dmg Min Sht Med Lng 2/Msl. — 3 6 9 [M,C,S] RA 3 5 [DE] — 3 6 9 LA 15 10 [DE] — 7 14 23

Center Torso (16)

Left Arm (12)

Left Leg (19)

BV: 1,148

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER PPC ER PPC ER PPC

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

1-3

4-6

Double Double Double Double Double Double

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Heat Heat Heat Heat Heat Heat

Sink Sink Sink Sink Sink Sink

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

Left Torso 1. 2. 3. 4. 5. 6.

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Ferro-Fibrous Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Right Leg (19)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink SRM 6 SRM 6 Ammo (SRM 6) 15

1. 2. 3. 4-6 4. 5. 6.

Ammo (SRM 6) 15 Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PHANTOM PRIME Movement Points: 9 Walking: Running: 14 Jumping: 0

Name:

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type Active Probe ECM Suite Clan TAG ER Small Laser ER Medium Laser LRM 5

Loc CT RT LT LT RA LA

Gunnery Skill:

Tonnage: 40 Tech Base: Clan

Ht — — 0 2 5 2

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med [E] — — — [E] — — — 0 [S] — 5 10 5 [DE] — 2 4 7 [DE] — 5 10 1/Msl. — 7 14 [M,C,S]

Lng 5 6 15 6 15 21

Left Leg (13)

BV: 1,159

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LRM 5 Ammo (LRM 5) 24 Endo Steel

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine ER Small Laser Clan TAG Endo Steel Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Active Probe Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Right Arm (12)

Right Leg (13)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (12)

Left Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine ECM Suite Endo Steel Ferro-Fibrous Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: POUNCER PRIME Movement Points: 6 Walking: 9 Running: Jumping: 5

Name:

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1

Type Loc Targeting Computer RT ER Small Laser LT ER PPC RA ER PPC LA

Gunnery Skill:

Tonnage: 40 Tech Base: Clan

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med — [E] — — — 2 5 [DE] — 2 4 15 15 [DE] — 7 14 15 15 [DE] — 7 14

Lng — 6 23 23

Center Torso (12)

Left Arm (12)

Left Leg (13)

BV: 2,557

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink ER PPC ER PPC

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet ER Small Laser Endo Steel

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (13)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink ER PPC ER PPC

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Jump Jet Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Targeting Computer Targeting Computer Targeting Computer Endo Steel Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (13)

Right Torso (13)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: TS-P1D TSUNAMI Movement Points: Walking: 6 [7] Running: 9 [11] Jumping: 4

Name:

Tonnage: 40 Tech Base: Inner Sphere (Advanced) Era: Civil War

Weapons & Equipment Inventory Qty 1 2 1

Type ER Medium Laser ER Medium Laser Streak SRM 4

Loc HD CT LT

Ht 5 5 3

1 1

Magshot Magshot

RA LA

1 1

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med Lng 5 [DE] — 4 8 12 5 [DE] — 4 8 12 2/Msl. — 3 6 9 [M,C] 2 [DB,X] — 3 6 9 2 [DB,X] — 3 6 9

Left Leg (18)

BV: 1,298

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Magshot Magshot

1. 2. 3. 4. 5. 6.

Triple-Strength Myomer Triple-Strength Myomer Triple-Strength Myomer Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Jump Jet Streak SMR 4 Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit ER Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine ER Medium Laser ER Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Roll Again

Right Arm (11)

Right Leg (18)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (16)

Left Arm (11)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Magshot Magshot

1. 2. 3. 4-6 4. 5. 6.

Triple-Strength Myomer Triple-Strength Myomer Triple-Strength Myomer Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Jump Jet Ammo (Streak SRM 4) 25 Ammo (Magshot) 50

1. 2. 3. 4-6 4. 5. 6.

CASE Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Roll Again

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (14)

Right Torso (14)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: WTC-4M WATCHMAN Movement Points: 5 Walking: 8 Running: Jumping: 5

Name:

Tonnage: 40 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 2 1 2

Type Medium Laser Large Laser Machine Gun

Loc RA LA LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 3 5 [DE] — 3 6 9 8 8 [DE] — 5 10 15 0 2 [DB,AI] — 1 2 3

Center Torso (16)

Left Arm (12)

Left Leg (20)

BV: 1,067

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Laser Large Laser

1. 2. 3. 4. 5. 6.

Machine Gun Machine Gun Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Ammo (Machine Gun) 200

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

CASE Roll Again Roll Again Roll Again Roll Again Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Heat Sink Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Heat Sink Jump Jet

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (20)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Heat Sink Heat Sink Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (14)

Right Torso (14)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: WER-LF-005 WEREWOLF Movement Points: 5 Walking: 8 Running: Jumping: 2

Weapons & Equipment Inventory Qty 1 1 1 1

Type Magshot Magshot Streak SRM 6

Name:

Tonnage: 40 Tech Base: Inner Sphere (Experimental) Era: Civil War

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc RT LT RA

Ht Dmg Min Sht Med Lng 1 2 [DB,X] — 3 6 9 1 2 [DB,X] — 3 6 9 4 2/Msl. — 3 6 9 [M,C] Lg. X-Pulse Laser LA 14 9 [P] — 5 10 15

Center Torso (16)

Left Arm (11)

Left Leg (19)

BV: 1,082

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Large X-Pulse Laser Large X-Pulse Laser Null Signature System Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Magshot Magshot Null Signature System

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Null Signature System Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Null Signature System

Right Leg (19)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (11)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Streak SRM 6 Streak SRM 6 Null Signature System Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Magshot Magshot Ammo (Magshot) 50 Ammo (Streak SRM 6) 15

Null Signature System Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Null Signature System

Head Left Torso (10)

Heat Scale Overflow

Right Torso (10)

30* 29 28* 27 Left Arm (6)

Right Arm (6) Center Torso (12)

26* 25* 24* 23* 22*

Left Leg (10)

Right Leg (10)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 13 (26) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (16)

Right Torso (16)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: DAD-3D DAEDALUS Movement Points: Walking: 6 [7] Running: 9 [11] Jumping: 6

Name:

Tonnage: 45 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 2 2 1 1 2

Type Loc ER Small Laser HD ER Medium Laser CT Targeting Computer RT Lg. X-Pulse Laser RA ER Medium Laser LA

Ht 2 5 — 14 5

Dmg 3 [DE] 5 [DE] [E] 9 [P] 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — 2 4 — 4 8 — — — — 5 10 — 4 8

Lng 5 12 — 15 12

Center Torso (21)

Left Arm (14)

Left Leg (22)

BV: 1,729

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel Triple-Strength Myomer

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Jump Jet Jump Jet Jump Jet Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Small Cockpit Sensors ER Small Laser ER Small Laser

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser ER Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Right Leg (22)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (14)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Large X-Pulse Laser Large X-Pulse Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel Triple-Strength Myomer

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Jump Jet Jump Jet Jump Jet Targeting Computer Targeting Computer Targeting Computer

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Head Left Torso (11)

Heat Scale Overflow

Right Torso (11)

30* 29 28* 27 Left Arm (7)

Right Arm (7) Center Torso (14)

26* 25* 24* 23* 22*

Left Leg (11)

Right Leg (11)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (12)

Right Torso (12)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: KIM-2 KOMODO Movement Points: 5 Walking: 8 Running: Jumping: 5

Name:

Tonnage: 45 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 5 1 5

Type Loc TAG HD Guardian ECM Suite RT AMS RA Medium Laser RA AMS LA Medium Laser LA

Ht 0 — 1 3 1 3

Dmg 0 [S] [E] — [PD] 5 [DE] — [PD] 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 5 10 15 — — — 6 — 0 0 0 — 3 6 9 — 0 0 0 — 3 6 9

Left Leg (16)

BV: 1,533

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Medium Laser

1. 2. 3. 4. 5. 6.

Medium Laser Medium Laser Medium Laser AMS Ammo (AMS) 12 Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Double Double Double Double Double

Heat Heat Heat Heat Heat Heat

Sink Sink Sink Sink Sink Sink

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit TAG Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (14)

Right Leg (16)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (13)

Left Arm (14)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Medium Laser Medium Laser Medium Laser AMS Ammo (AMS) 12 Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Guardian ECM Suite Guardian ECM Suite Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (11)

Heat Scale Overflow

Right Torso (11)

30* 29 28* 27 Left Arm (7)

Right Arm (7) Center Torso (14)

26* 25* 24* 23* 22*

Left Leg (11)

Right Leg (11)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 14 (28) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (11)

Right Torso (11)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SNK-1V SNAKE Movement Points: 5 Walking: 8 Running: Jumping: 5

Name:

Tonnage: 45 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 3 Streak SRM 2

Loc Ht LT 2

1

RA

LB 10-X AC

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med Lng 2/Msl. — 3 6 9 [M,C] 2 10 — 6 12 18 [DB,C/F/S]

Center Torso (16)

Left Arm (10)

Left Leg (16)

BV: 980

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Streak SRM 2 Streak SRM 2 Streak SRM 2 Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (16)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (10)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LB 10-X AC LB 10-X AC LB 10-X AC

1. 2. 3. 4-6 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Ammo (LB 10-X) 10 Ammo (LB 10-X Cluster) 10 Ammo (Streak SRM 2) 50

CASE Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (11)

Heat Scale Overflow

Right Torso (11)

30* 29 28* 27 Left Arm (7)

Right Arm (7) Center Torso (14)

26* 25* 24* 23* 22*

Left Leg (11)

Right Leg (11)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (17)

Right Torso (17)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: STH-1D STEALTH Movement Points: 7 Walking: Running: 11 [14] Jumping: 7

Name:

Tonnage: 45 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1

Type Loc Beagle Active Probe RT Medium Laser RT Streak SRM 2 RT

Ht — 3 2

1 1

Medium Laser SRM 6

3 4

LT LT

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med Lng [E] — 0 0 4 5 [DE] — 3 6 9 2/Msl. — 3 6 9 [M,C] 5 [DE] — 3 6 9 2/Msl. — 3 6 9 [M,C,S]

Left Leg (20)

BV: 1,231

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4. 5. 6.

Medium Laser SRM 6 SRM 6 Ammo (SRM 6) 15 MASC MASC

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (12)

Right Leg (20)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (21)

Left Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Medium Laser Streak SRM 2 Ammo (Streak SRM 2) 50

Beagle Active Probe Beagle Active Probe Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (11)

Heat Scale Overflow

Right Torso (11)

30* 29 28* 27 Left Arm (7)

Right Arm (7) Center Torso (14)

26* 25* 24* 23* 22*

Left Leg (11)

Right Leg (11)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (15)

Right Torso (15)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: VKH-1 VOLKH Movement Points: 5 Walking: Running: 7 [9] Jumping: 0

Name:

Tonnage: 45 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty Type Loc Ht 4 ER Medium Laser HD 5 1 SRM 4 RT 3 1 1 1

Targeting Computer RT — Lance RA — Lance LA —

Dmg 5 [DE] 2/Msl. [M,C,S] [E] 9 9

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 4 8 12 — 3 6 9 — — —

— — —

— — —

Left Leg (20)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Lance Lance

1. 2. 3. 4. 5. 6.

Lance Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

1-3

4-6

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4. 5. 6.

Life Support Double Heat Sink Double Heat Sink Double Heat Sink Supercharger Endo Steel

Sensors Sensors ER Medium ER Medium ER Medium ER Medium

Right Arm Laser Laser Laser Laser

Center Torso 1-3

Left Torso Fusion Fusion Fusion Fusion Fusion Fusion

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Torso-Mounted Cockpit Sensors

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (20)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (13)

Hardened

— — —

BV: 1,635

CRITICAL HIT TABLE

Center Torso (20)

Left Arm (13)

1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Lance Lance

1. 2. 3. 4-6 4. 5. 6.

Lance Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4-6 4. 5. 6.

Life Support SRM 4 Ammo (SRM 4) 25 Targeting Computer Endo Steel Roll Again

Right Leg

Damage Transfer Diagram

30* 29 28* 27 Right Arm (7) Center Torso (14)

1. 2. 3. 1-3 4. 5. 6.

1. 2. 3. 4. 5. 6.

Overflow

Right Torso (11)

Left Arm (7)

Right Torso Fusion Fusion Fusion Fusion Fusion Fusion

Head Left Torso (11)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Heat Scale

Left Leg (11)

26* 25* 24* 23* 22*

Right Leg (11)

21 20* 19* 18* 17*

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (17)

Right Torso (17)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: AQS-3 AQUAGLADIUS Movement Points: 6 Walking: 9 Running: 5 UMU:

Name:

Tonnage: 50 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty Type 1 Flail 1 Taser

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht Dmg Min Sht Med Lng RA — 9 — — — — LA 6 1 [DB,S,X] — 1 2 3

Center Torso (22)

Left Arm (15)

Left Leg (23)

BV: 834

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Taser Taser

1. 2. 3. 4. 5. 6.

Taser Light Ferro-Fibrous Light Ferro-Fibrous Light Ferro-Fibrous Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine UMU UMU Ammo (Taser) 5 Ammo (Taser) 5

1. 2. 3. 4. 5. 6.

Ammo (Taser) 5 HarJel Endo Steel Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Light Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine Light Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Light Fusion Engine Light Fusion Engine Light Fusion Engine UMU HarJel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (23)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (15)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Flail Flail Flail

1. 2. 3. 4-6 4. 5. 6.

Flail Light Ferro-Fibrous Light Ferro-Fibrous Light Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Light Fusion Engine Light Fusion Engine UMU UMU HarJel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (17)

Right Torso (17)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BMB-013 BOMBARD Movement Points: 2 Walking: 3 Running: Jumping: 0

Name:

Tonnage: 50 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type ER Medium Laser ER Medium Laser Thunderbolt 15 Thunderbolt 15 Spikes Spikes

Loc RT LT RA LA RL LL

Ht 5 5 7 7 — —

Dmg 5 [DE] 5 [DE] 15 [M] 15 [M] [E] [E]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — 4 8 — 4 8 5 6 12 5 6 12 — — — — — —

Lng 12 12 18 18 — —

Left Leg (23)

BV: 1,019

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Thunderbolt 15 Thunderbolt 15 Thunderbolt 15

1. 2. 3. 4. 5. 6.

Ammo (Thunderbolt 15) 4 Ammo (Thunderbolt 15) 4

Ammo (Thunderbolt 15) 4

Endo Steel Endo Steel Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Heat Sink Heat Sink ER Medium Laser

1. 2. 3. 4. 5. 6.

CASE Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Roll Again Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Spikes

Right Arm (15)

Right Leg (23)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (22)

Left Arm (15)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Thunderbolt 15 Thunderbolt 15 Thunderbolt 15

1. 2. 3. 4-6 4. 5. 6.

Ammo (Thunderbolt 15) 4 Ammo (Thunderbolt 15) 4

Endo Steel Endo Steel Roll Again Roll Again

1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Heat Sink Heat Sink ER Medium Laser

1. 2. 3. 4-6 4. 5. 6.

CASE Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

Overflow

Right Torso (12)

30* 29 28*

Ammo (Thunderbolt 15) 4

Right Torso

1. 2. 3. 4. 5. 6.

Head Left Torso (12)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Spikes

Heat Scale

27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (19)

Right Torso (19)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HELLHOUND 2 Movement Points: 7 Walking: Running: 11 Jumping: 7

Name:

Era:

Ht — 6

4

Dmg [E] [M,C,S] 2/Msl. 1/Msl. 3/Msl. 7 [P]

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty Type Loc 1 Targeting Computer HD 1 ATM 9 RA Standard Extended Range High-Explosive 2 Med. Pulse Laser LA

Gunnery Skill:

Tonnage: 50 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — — — — 4 4 — —

5 9 3 4

10 18 6 8

15 27 9 12

Left Leg (24)

BV: 2,097

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Pulse Laser Medium Pulse Laser

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet Endo Steel

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (16)

Right Leg (24)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (25)

Left Arm (16)

Right Arm (CASE) 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ATM 9 ATM 9 ATM 9

1. 2. 3. 4-6 4. 5. 6.

ATM 9 Ammo (ATM 9] 7 Ammo (ATM 9 ER) 7 Ammo (ATM 9 HE) 7 Ferro-Fibrous Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (17)

Right Torso (17)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HUR-WD-R4L HURON WARRIOR Movement Points: 5 Walking: 8 Running: Jumping: 0

Tonnage: 50 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1

Type Med. Pulse Laser Gauss Rifle ER Large Laser

Loc LT RA LA

Name: Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 4 6 [P] — 2 4 6 1 15 [DB,X] 2 7 15 22 12 8 [DE] — 7 14 19

Center Torso (22)

Left Arm (16)

Left Leg (20)

BV: 1,530

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Large Laser ER Large Laser Endo Steel

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Heat Sink Medium Pulse Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (20)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (16)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Ammo (Gauss) 8 Ammo (Gauss) 8 Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: NGS-4S NIGHTSKY Movement Points: 6 Walking: 9 Running: Jumping: 6

Name:

Tonnage: 50 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1

Type Loc Small Pulse Laser HD Med. Pulse Laser RT Med. Pulse Laser LT Hatchet RA Large Pulse Laser LA

Ht 2 4 4 — 10

Dmg 3 [P,AI] 6 [P] 6 [P] 10 9 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 — 2 4 6 — 2 4 6 — — — — — 3 7 10

Left Leg (20)

Note: If playing under Advanced Rules, treat head as having a Full-Head Ejection System.

BV: 1,159

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Pulse Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (14)

Right Leg (20)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (23)

Left Arm (14)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Hatchet Hatchet

1. 2. 3. 4-6 4. 5. 6.

Hatchet Hatchet Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: RJN-200-A RAIJIN II Movement Points: Walking: 6 [7] Running: 9 [11] Jumping: 6

Name:

Tonnage: 50 Tech Base: Inner Sphere Era:

Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type ER Medium Laser Improved C³ CPU ER PPC Streak SRM 4

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc HD CT RT LT

Ht Dmg Min Sht Med 5 5 [DE] — 4 8 — [E] — — — 15 10 [DE] — 7 14 3 2/Msl. — 3 6 [M,C] ER Medium Laser RA 5 5 [DE] — 4 8 ER Medium Laser LA 5 5 [DE] — 4 8

Lng 12 — 23 9 12 12

Left Leg (24)

BV: 1,763

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator ER Medium Laser Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Triple-Strength Myomer Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit ER Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4. 5. 6.

Streak SRM 4 Ammo (Streak SRM 4) 25 CASE Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Improved C³ CPU Improved C³ CPU

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Right Arm (16)

Right Leg (24)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (24)

Left Arm (16)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator ER Medium Laser Endo Steel Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Triple-Strength Myomer Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4-6 4. 5. 6.

ER PPC ER PPC ER PPC Endo Steel Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SA-RN7 RONIN Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 50 Tech Base: Inner Sphere (Advanced) Era: Civil War

Weapons & Equipment Inventory Qty Type 1 ER Small Laser 1 LRM 10

Loc Ht HD 2 RT 4

1

M-Pod

RT

0

1

LRM 10

LT

4

1

M-Pod

LT

0

1 1

Large Pulse Laser RA 10 Claw LA —

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med 3 [DE] — 2 4 1/Msl. 6 7 14 [M,C,S] 15 — 1 2 [DB,X,OS] 1/Msl. 6 7 14 [M,C,S] 15 — 1 2 [DB,X,OS] 9 [P] — 3 7 8 — — —

Lng 5 21

21

Left Leg (24)

3

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Claw Claw Claw

1. 2. 3. 4. 5. 6.

Claw Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 10 LRM 10 M-Pod

1. 2. 3. 4. 5. 6.

Ammo (LRM 10) 12 Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

4-6

Life Support Sensors Cockpit ER Small Laser Sensors Life Support

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Center Torso 1-3

Right Leg (24)

Center Torso Rear (8)

10 —

Head

Left Arm

Right Arm (16)

3

BV: 1,183

CRITICAL HIT TABLE

Center Torso (24)

Left Arm (16)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Large Pulse Laser Large Pulse Laser Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 10 LRM 10 M-Pod

1. 2. 3. 4-6 4. 5. 6.

Ammo (LRM 10) 12 Endo Steel Endo Steel Endo Steel Endo Steel Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Head Left Torso (12)

Heat Scale Overflow

Right Torso (12)

30* 29 28* 27 Left Arm (8)

Right Arm (8) Center Torso (16)

26* 25* 24* 23* 22*

Left Leg (12)

Right Leg (12)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: APL-1M APOLLO Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 55 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc 2 Small Pulse Laser CT 1 LRM 15 RT w/Artemis IV FCS 1 LRM 15 LT w/Artemis IV FCS

Ht 2 5 5

Dmg 3 [P,AI] 1/Msl. [M,C,S] 1/Msl. [M,C,S]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 6 7 14 21 6

7

14

Center Torso (28)

Left Arm (18)

21 Left Leg (26)

BV: 1,207

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink LRM 15 LRM 15 LRM 15

1. 2. 3. 4. 5. 6.

Artemis IV FCS Ammo (LRM 15 Artemis) 8 Ammo (LRM 15 Artemis) 8

Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Small Pulse Laser Small Pulse Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Leg (26)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink LRM 15 LRM 15 LRM 15

1. 2. 3. 4-6 4. 5. 6.

Artemis IV FCS Ammo (LRM 15 Artemis) 8 Ammo (LRM 15 Artemis) 8

Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (13)

Heat Scale Overflow

Right Torso (13)

30* 29 28* 27 Left Arm (9)

Right Arm (9) Center Torso (18)

26* 25* 24* 23* 22*

Left Leg (13)

Right Leg (13)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GOSHAWK 3

Name:

Movement Points: 6 Walking: 9 Running: Jumping: 6

Era:

1 1 1 1 1

Dmg Min Sht Med Lng 10 [DE] — 3 6 9

RT

2

Targeting Computer RT

— 7

2/Msl. [M,C,S] [E] 10 [DE]

ER PPC ATM 3 Standard Extended-Range High-Explosive

LT LT

2

2/Msl. [M,C,S] RA 15 15 [DE] LA 2 [M,C,S] 2/Msl. 1/Msl. 3/Msl.

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht RT 7

Heavy Medium Laser SRM 2

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty Type 2 Heavy Medium Laser 1 SRM 2

Gunnery Skill:

Tonnage: 55 Tech Base: Clan



3

6

9

— —

— 3

— 6

— 9



3

6

9



7

14

23

4 4 —

5 9 3

10 18 6

15 27 9

Left Leg (24)

BV: 2,466

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ATM 3 ATM 3

1. 2. 3. 4. 5. 6.

Ammo (ATM 3) 20 Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

Left Torso (CASE) 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Jump Jet Heavy Medium Laser

1. 2. 3. 4. 5. 6.

Heavy Medium Laser SRM 2 Ammo (SRM 2) 50 Endo Steel Endo Steel Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (16)

Right Leg (24)

Center Torso Rear (5)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm (CASE)

Center Torso (28)

Left Arm (16)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER PPC ER PPC Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Jump Jet Heavy Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Heavy Medium Laser Heavy Medium Laser Heavy Medium Laser SRM 2 Targeting Computer Targeting Computer

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (13)

Heat Scale Overflow

Right Torso (13)

30* 29 28* 27 Left Arm (9)

Right Arm (9) Center Torso (18)

26* 25* 24* 23* 22*

Left Leg (13)

Right Leg (13)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 15 (30) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GRM-R-PR29 GRIM REAPER Movement Points: 5 Walking: 8 Running: Jumping: 0

Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 AMS 1 LRM 20 1 1 1

Name:

Tonnage: 55 Tech Base: Inner Sphere

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht CT 1 RT 6

Dmg Min Sht Med Lng — [PD] — 0 0 0 1/Msl. 6 7 14 21 [M,C,S] ER Large Laser RA 12 8 [DE] — 7 14 19 Med. Pulse Laser LA 4 6 [P] — 2 4 6 SRM 6 LA 4 2/Msl. — 3 6 9 [M,C,S]

Left Leg (26)

BV: 1,469

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator SRM 6 SRM 6

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Ammo (SRM 6) 15 CASE Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine AMS Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Right Arm (18)

Right Leg (26)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (26)

Left Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Large Laser ER Large Laser

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 20 LRM 20 LRM 20

1. 2. 3. 4-6 4. 5. 6.

LRM 20 LRM 20 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Ammo (AMS) 12 Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Head Left Torso (13)

Heat Scale Overflow

Right Torso (13)

30* 29 28* 27 Left Arm (9)

Right Arm (9) Center Torso (18)

26* 25* 24* 23* 22*

Left Leg (13)

Right Leg (13)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PWR-1X PROWLER Movement Points: 7 Walking: Running: 11 [14] Jumping: 7

Name:

Tonnage: 55 Tech Base: Mixed Tech (I.S.) (Experimental) Era: Jihad

Weapons & Equipment Inventory Qty Type Loc Ht 1 ER Large Pulse CT 13 Laser (Clan) 1 ER Small Pulse RT(R) 3 Laser (Clan) 1 ER Small Pulse LT(R) 3 Laser (Clan) 1 ER Medium Pulse RA 6 Laser (Clan) 1 ER Medium Pulse LA 6 Laser (Clan)

Dmg 10 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 7 15 23

5 [P,AI]



2

4

6

5 [P,AI]



2

4

6

7 [P]



5

9

14

7 [P]



5

9

14

Left Leg (26)

BV: 2,042

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator

1. 2. 3. 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

ER Medium Pulse Laser (Clan) ER Medium Pulse Laser (Clan)

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

1. 2. 3. 4. 5. 6.

Jump Jet

Fusion Fusion Fusion Fusion Fusion Fusion

Engine Engine Engine Engine Engine Engine

ER Small Pulse Laser (Clan) (R)

Heavy Heavy Heavy Heavy

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Life Support Sensors Small Cockpit Sensors Heavy Ferro-Fibrous Heavy Ferro-Fibrous

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Compact Gyro Compact Gyro XXL Fusion Engine

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine Jump Jet

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator

1. 2. 3. 4-6 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

Right Leg (26)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(6)

(6)

Gyro Hits Sensor Hits Life Support

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

XXL XXL XXL XXL XXL XXL

Fusion Fusion Fusion Fusion Fusion Fusion

Engine Engine Engine Engine Engine Engine

Jump Jet ER Small Pulse Laser (Clan) (R)

Supercharger Heavy Ferro-Fibrous Heavy Ferro-Fibrous Heavy Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Head Left Torso (13)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Heat Scale Overflow

Right Torso (13)

30* 29 28*

ER Medium Pulse Laser (Clan) ER Medium Pulse Laser (Clan)

Right Torso

1. ER Large Pulse Laser (Clan) 2. ER Large Pulse Laser (Clan) 3. ER Large Pulse Laser (Clan) 1-3 4. 5. Engine Hits 6.

Left Leg 1. 2. 3. 4. 5. 6.

Right Arm (18)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (27)

Left Arm (18)

27 Left Arm (9)

Right Arm (9) Center Torso (18)

25* 24* 23* 22*

Left Leg (13)

Right Leg (13)

Composite

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

26*

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (8)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: TR1 WRAITH Movement Points: 7 Walking: Running: 11 Jumping: 7

Name:

Tonnage: 55 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc Ht 1 Large Pulse Laser RA 10 2 Med. Pulse Laser LA 4

Dmg 9 [P] 6 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 7 10 — 2 7 6

Center Torso (23)

Left Arm (14)

Left Leg (20)

BV: 1,287

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Pulse Laser Medium Pulse Laser

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (20)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(5)

(5)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (14)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet Jump Jet

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (13)

Heat Scale Overflow

Right Torso (13)

30* 29 28* 27 Left Arm (9)

Right Arm (9) Center Torso (18)

26* 25* 24* 23* 22*

Left Leg (13)

Right Leg (13)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (19)

Right Torso (19)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: ANV-3M ANVIL Movement Points: 5 Walking: 8 Running: Jumping: 3

Name:

Tonnage: 60 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1

Type Medium Laser Medium Laser

Loc HD CT Guardian ECM Suite RT Large Pulse Laser RT Large Pulse Laser LT

Ht 3 3 — 10 10

Dmg 5 [DE] 5 [DE] [E] 9 [P] 9 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 — 3 6 9 — — — 6 — 3 7 10 — 3 7 10

Center Torso (24)

Left Arm (15)

Left Leg (15)

BV: 1,441

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Large Pulse Laser Large Pulse Laser Endo Steel Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Right Leg (15)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (15)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Large Pulse Laser Large Pulse Laser Guardian ECM Suite Guardian ECM Suite Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GALAHAD 3

Name:

Movement Points: 4 Walking: 6 Running: Jumping: 0

Era:

Type

Loc Heavy Medium Laser RT Med. Pulse Laser LT Targeting Computer LT ER PPC RA ER PPC LA

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty 3 2 1 1 1

Gunnery Skill:

Tonnage: 60 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med 7 10 [DE] — 3 6 4 7 [P] — 4 8 — [E] — — — 15 15 [DE] — 7 14 15 15 [DE] — 7 14

Lng 9 12 — 23 23

Center Torso (30)

Left Arm (20)

Left Leg (28)

BV: 2,508

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

ER PPC ER PPC Ferro-Fibrous Roll Again Roll Again Roll Again

1-3

4-6

1. 2. 3. 4. 5. 6.

Double Double Double Double Double Double

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Medium Pulse Laser Targeting Computer Targeting Computer Targeting Computer Targeting Computer

Sink Sink Sink Sink Sink Sink

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

Left Torso Heat Heat Heat Heat Heat Heat

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Endo Steel Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (28)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink ER PPC ER PPC

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Heavy Medium Laser Heavy Medium Laser Heavy Medium Laser Heavy Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Heavy Medium Laser Heavy Medium Laser Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 16 (32) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (21)

Right Torso (21)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PAL-2 PALADIN Movement Points: Walking: 6 [7] Running: 9 [11] Jumping: 6

Name:

Tonnage: 60 Tech Base: Inner Sphere (Experimental) Era: Jihad

Weapons & Equipment Inventory Qty Type 1 Streak SRM 4

Loc Ht LT 3

1

Streak SRM 6

LT

4

1

Medium X-Pulse Laser Rotary AC/2

RA

6

LA

1

1

Dmg 2/Msl. [M,C] 2/Msl. [M.C] 6 [P] 2/Sht. [DB,R,C]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 —

3

6

9



3

6

9



6

12

18

Left Leg (28)

BV: 1,642

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Rotary AC/2 Rotary AC/2 Rotary AC/2 Light Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Light Ferro-Fibrous Triple-Strength Myomer Triple-Strength Myomer Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Fusion Fusion Fusion Fusion Fusion Fusion

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4. 5. 6.

Jump Jet Jump Jet Streak SRM 6 Streak SRM 6 Streak SRM 4 Light Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Small Cockpit Sensors Roll Again Roll Again

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Light Ferro-Fibrous Light Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Triple-Strength Myomer

Right Arm (20)

Right Leg (28)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (30)

Left Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Medium X-Pulse Laser Light Ferro-Fibrous Light Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Triple-Strength Myomer Triple-Strength Myomer Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Fusion Fusion Fusion Fusion Fusion Fusion

1. 2. 3. 4-6 4. 5. 6.

Jump Jet Jump Jet

Engine Engine Engine Engine Engine Engine

Ammo (Rotary AC/2) 45 Ammo (Streak SRM 6) 15 Ammo (Streak SRM 4) 25

CASE

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Triple-Strength Myomer

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

Composite

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

26*

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (18)

Right Torso (18)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SP1-X SPATHA Movement Points: Walking: 6 [7] Running: 9 [11] Jumping: 0

Name:

Tonnage: 60 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty Type 1 Medium X-Pulse Laser 1 Laser AMS 1 Medium X-Pulse Laser 1 Sword 1 ER PPC 1 PPC Capacitor 1 Streak SRM 6

Loc Ht HD 6 CT RT

7 6

Dmg 6 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9

— [PD] 6 [P]

— —

— 3

— 6

— 9

RA — 7 LA 15 10 [DE] LA 5 [E] LA 4 2/Msl. [M,C]

— — — —

— 7 — 3

— 14 — 6

— 23 — 9

Left Leg (24)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER PPC ER PPC

1. 2. 3. 4. 5. 6.

ER PPC PPC Capacitor Streak SRM 6 Streak SRM 6 Ammo (Streak SRM 6) 15

4-6

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Fusion Fusion Fusion Fusion Fusion Fusion

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4. 5. 6.

Reflective Reflective Reflective Triple-Strength Myomer Triple-Strength Myomer Roll Again

Life Support Sensors Cockpit Medium X-Pulse Laser Sensors Life Support

Center Torso 1-3

Reflective

Left Torso 1-3

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Laser AMS Laser AMS

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Reflective Triple-Strength Myomer

Right Leg (24)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (18)

Reflective

BV: 2,201

CRITICAL HIT TABLE

Center Torso (26)

Left Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Sword Sword

1. 2. 3. 4-6 4. 5. 6.

Sword Sword Reflective Roll Again Roll Again Roll Again

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4-6 4. 5. 6.

Medium X-Pulse Laser Reflective Reflective Reflective Triple-Strength Myomer Triple-Strength Myomer

Right Leg

Damage Transfer Diagram

30* 29 28* 27 Right Arm (10) Center Torso (20)

1. 2. 3. 1-3 4. 5. 6.

1. 2. 3. 4. 5. 6.

Overflow

Right Torso (14)

Left Arm (10)

Right Torso Fusion Fusion Fusion Fusion Fusion Fusion

Head Left Torso (14)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Reflective Triple-Strength Myomer

Heat Scale

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 13 (26) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (23)

Right Torso (23)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: MRP-3S MORPHEUS Movement Points: 6 Walking: 9 Running: Jumping: 6

Name:

Tonnage: 65 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1 1

Type ER Medium Laser Magshot Guardian ECM Suite Claw ER Medium Laser Spikes ER Medium Laser Spikes

Loc HD CT LT

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 5 5 [DE] — 4 8 12 1 2 [DB,X] — 3 6 9 — [E] — — — 6

RA — RA 5 RA — LA 5 LA —

10 5 [DE] [E] 5 [DE] [E]

— — — — —

— 4 — 4 —

— 8 — 8 —

— 12 — 12 —

Left Leg (30)

BV: 1,437

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser Spikes

1. 2. 3. 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Ammo (Magshot) 50 Guardian ECM Suite

1. 2. 3. 4. 5. 6.

Guardian ECM Suite Heavy Ferro-Fibrous Heavy Ferro-Fibrous Heavy Ferro-Fibrous Heavy Ferro-Fibrous Heavy Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit ER Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Magshot Magshot

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (20)

Right Leg (30)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (34)

Left Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Medium Laser Claw Claw

1. 2. 3. 4-6 4. 5. 6.

Claw Claw Claw Spikes Heavy Ferro-Fibrous Heavy Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Heavy Ferro-Fibrous Heavy Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (21)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (22)

Right Torso (22)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: LINEBACKER PRIME Movement Points: 6 Walking: 9 Running: Jumping: 0

Name:

Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 ER Small Laser 1 Streak SRM 4 1

LRM 5

1 1

ER PPC ER PPC

Gunnery Skill:

Tonnage: 65 Tech Base: Clan

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht RT (R) 2 RT 3

Dmg Min Sht Med 5 [DE] — 2 4 2/Msl. — 4 8 [M,C] LT 2 1/Msl. — 7 14 [M,C,S] RA 15 15 [DE] — 7 14 LA 15 15 [DE] — 7 14

Lng 6 12

23 23

Left Leg (24)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator ER PPC ER PPC Endo Steel Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso (CASE) 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine LRM 5 Ammo (LRM 5) 24 Endo Steel Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Right Leg (24)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (20)

21

BV: 2,390

CRITICAL HIT TABLE

Center Torso (25)

Left Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator ER PPC ER PPC Endo Steel Ferro-Fibrous

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Streak SRM 4 ER Small Laser (R)

1. 2. 3. 4-6 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Ammo (Streak SRM 4) 25

Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (21)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 14 (28) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (24)

Right Torso (24)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: TMP-3M TEMPEST Movement Points: 4 Walking: 6 Running: Jumping: 4

Name:

Tonnage: 65 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 2 1 1 1

Type Medium Laser Medium Laser SRM 6

Loc HD CT LT

Ht 3 3 4

Dmg 5 [DE] 5 [DE] 2/Msl. [M,C,S] Gauss Rifle RA 1 15 [DB,X] Large Pulse Laser LA 10 9 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 — 3 6 9 — 3 6 9 2 —

7 3

15 7

22 10

Left Leg (28)

BV: 1,786

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Large Pulse Laser Large Pulse Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Ammo (SRM 6) 15

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Medium Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (18)

Right Leg (28)

Center Torso Rear (7)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (32)

Left Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (21)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: DAI-01 DAIKYU Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 70 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 LRM 5 1 1

Medium Laser Ultra AC/5

1 1

ER PPC Ultra AC/5

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht LT 2

Dmg Min Sht Med 1/Msl. 6 7 14 [M,C,S] LT 3 5 [DE] — 3 6 RA 1 5/Sht. 2 6 13 [DB,R,C] LA 15 10 [DE] — 7 14 LA 1 5/Sht. 2 6 13 [DB,R,C]

Lng 21 9 20 23 20

Left Leg (26)

BV: 1,603

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Ultra AC/5 Ultra AC/5

1. 2. 3. 4. 5. 6.

Ultra AC/5 Ultra AC/5 Ultra AC/5 ER PPC ER PPC ER PPC

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 5 Medium Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (19)

Right Leg (26)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (27)

Left Arm (19)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Ultra AC/5 Ultra AC/5

1. 2. 3. 4-6 4. 5. 6.

Ultra AC/5 Ultra AC/5 Ultra AC/5 Endo Steel Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Ammo (Ultra AC/5) 20 Ammo (Ultra AC/5) 20 Ammo (LRM 5) 24

1. 2. 3. 4-6 4. 5. 6.

CASE Endo Steel Endo Steel Endo Steel Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (11)

Right Arm (11) Center Torso (22)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (23)

Right Torso (23)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GAL-1GLS GALLOWGLAS Movement Points: 4 Walking: 6 Running: Jumping: 3

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 2 1 2

Type Small Laser Large Laser ER PPC Med. Pulse Laser

Name:

Tonnage: 70 Tech Base: Inner Sphere

Loc HD RT RA LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 1 3 [DE] — 1 2 3 8 8 [DE] — 5 10 15 15 10 [DE] — 7 14 23 4 6 [P] — 2 4 6

Center Torso (30)

Left Arm (20)

Left Leg (22)

BV: 1,695

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Medium Pulse Laser Medium Pulse Laser Endo Steel Endo Steel Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Double Double Double Double Double Double

1. 2. 3. 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Heat Heat Heat Heat Heat Heat

Sink Sink Sink Sink Sink Sink

Steel Steel Steel Steel Steel Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Right Leg (22)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink ER PPC ER PPC ER PPC

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Double Double Double Double Double

1. 2. 3. 4-6 4. 5. 6.

Large Laser Large Laser Large Laser Large Laser Endo Steel Endo Steel

Heat Heat Heat Heat Heat Heat

Sink Sink Sink Sink Sink Sink

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (11)

Right Arm (11) Center Torso (22)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 18 (36) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (21)

Right Torso (21)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HCA-3T HACHIWARA Movement Points: 5 Walking: Running: 8 [10] Jumping: 0

Name:

Tonnage: 70 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty Type 2 M-Pod

Loc Ht CT 0

1 1

ER Medium Laser RT M-Pod RT

5 0

1 1

ER Medium Laser LT M-Pod LT

5 0

1 1

Large Vibroblade Ultra AC/10

RA — LA 4

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med 15 — 1 2 [DB,X,OS] 5 [DE] — 4 8 15 — 1 2 [DB,X,OS] 5 [DE] — 4 8 15 — 1 2 [DB,X,OS] 8 — — — 10/Sht. — 6 12 [DB,R,C]

Lng 3 12 3 12 3

Left Leg (26)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Ultra AC/10 Ultra AC/10 Ultra AC/10 Ultra AC/10

1. 2. 3. 4. 5. 6.

Ultra AC/10 Ultra AC/10 Ultra AC/10 Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Left Torso 1-3

4-6

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

1. 2. 3. 4. 5. 6.

XL Fusion Engine 4-6 XL Fusion Engine XL Fusion Engine ER Medium Laser M-Pod Ammo (Ultra AC/10) 10

1. 2. 3. 4. 5. 6.

Ammo (Ultra AC/10) 10 Ammo (Ultra AC/10) 10 CASE Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine M-Pod M-Pod

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (26)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (19)

Center Torso Rear (10)

— 18

BV: 1,656

CRITICAL HIT TABLE

Center Torso (33)

Left Arm (19)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Vibroblade Large Vibroblade

1. 2. 3. 4-6 4. 5. 6.

Large Vibroblade Large Vibroblade Endo Steel Endo Steel Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser M-Pod Supercharger

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (11)

Right Arm (11) Center Torso (22)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (22)

Right Torso (22)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: HRC-LS-9000 HERCULES Movement Points: 5 Walking: 8 Running: Jumping: 0

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1

Name:

Tonnage: 70 Tech Base: Inner Sphere

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Type AMS ER PPC

Loc Ht Dmg Min Sht Med Lng CT 1 — [PD] — 0 0 0 RT 15 10 [DE] — 7 14 23 Small Pulse Laser RT (R) 2 3 [P,AI] — 1 2 3 Small Pulse Laser LT (R) 2 3 [P,AI] — 1 2 3 Streak SRM 2 LT 2 2/Msl. — 3 6 9 [M,C] LB 10-X AC RA 2 10 — 6 12 18 [DB,C/F/S] Med. Pulse Laser LA 4 6 [P] — 2 4 6

Left Leg (24)

BV: 1,561

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Medium Pulse Laser Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

1. 2. 3. 4. 5. 6.

XL Fusion Engine 4-6 XL Fusion Engine XL Fusion Engine Streak SRM 2 Small Pulse Laser (R) Ammo (Streak SRM 2) 50

1. 2. 3. 4. 5. 6.

Ammo (AMS) 12 Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine AMS Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Right Arm (18)

Right Leg (24)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (34)

Left Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LB 10-X AC LB 10-X AC LB 10-X AC

1. 2. 3. 4-6 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER PPC ER PPC ER PPC

1. 2. 3. 4-6 4. 5. 6.

Small Pulse Laser (R) Ammo (LB-X) 10 Ammo (LB-X Cluster) 10

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Ferro-Fibrous Ferro-Fibrous

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (11)

Right Arm (11) Center Torso (22)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (23)

Right Torso (23)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: THR-1L THUNDER Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 70 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Type Loc Ht Dmg Min Sht Med Lng Med. Pulse Laser CT 4 6 [DE] — 2 4 6 6 9 Autocannon/20 RT/RA 7 20 [DB,S] — 3 Med. Pulse Laser RT 4 6 [DE] — 2 4 6 LRM 5 LT 2 1/Msl. 6 7 14 21 [M,C,S] Med. Pulse Laser LT 4 6 [P] — 2 4 6

Left Leg (30)

BV: 1,471

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser LRM 5 Ammo (AC/20) 5

1. 2. 3. 4. 5. 6.

Ammo (AC/20) 5 Ammo (AC/20) 5 Ammo (LRM 5) 24 CASE Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Arm (22)

Right Leg (30)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (34)

Left Arm (22)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Autocannon/20 Autocannon/20 Autocannon/20 Autocannon/20

1. 2. 3. 4-6 4. 5. 6.

Autocannon/20 Autocannon/20 Autocannon/20 Autocannon/20 Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Autocannon/20 Autocannon/20 Medium Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (15)

Heat Scale Overflow

Right Torso (15)

30* 29 28* 27 Left Arm (11)

Right Arm (11) Center Torso (22)

26* 25* 24* 23* 22*

Left Leg (15)

Right Leg (15)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (23)

Right Torso (23)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BNDR-01A BANDERSNATCH Movement Points: 4 Walking: 6 Running: Jumping: 0

Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 LRM 5 2 1

Medium Laser LRM 5

1

LRM 5

1

LB 10-X AC

2 1

Medium Laser LB 10-X AC

2

Medium Laser

Name:

Tonnage: 75 Tech Base: Inner Sphere

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht HD 2

Dmg Min Sht Med 1/Msl. 6 7 14 [M,C,S] CT(R) 3 5 [DE] — 3 6 RT 2 1/Msl. 6 7 14 [M,C,S] LT 2 1/Msl. 6 7 14 [M,C,S] RA 2 10 — 6 12 [DB,C/F/S] RA 3 5 [DE] — 3 6 LA 2 10 — 6 12 [DB,C/F/S] LA 3 5 [DE] — 3 6

Lng 21 9 21 21

Left Leg (18)

18

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LB 10-X AC LB 10-X AC LB 10-X AC

1. 2. 3. 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC Medium Laser Medium Laser Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 5 Ammo (LRM 5) 24 Ammo (LB-X) 10

1. 2. 3. 4. 5. 6.

Ammo (LB-X Cluster) 10

CASE Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

4-6

Life Support Sensors Cockpit LRM 5 Sensors Life Support

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser (R) Medium Laser (R)

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Center Torso 1-3

Right Leg (18)

Center Torso Rear (10)

9

Head

Left Arm

Right Arm (18)

9 18

BV: 1,478

CRITICAL HIT TABLE

Center Torso (23)

Left Arm (18)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LB 10-X AC LB 10-X AC LB 10-X AC

1. 2. 3. 4-6 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC Medium Laser Medium Laser Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 5 Ammo (LRM 5) 24 Ammo (LB-X) 10

1. 2. 3. 4-6 4. 5. 6.

Ammo (LB-X Cluster) 10

CASE Roll Again Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (21)

Right Torso (21)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: FLC-8R FALCONER Movement Points: 5 Walking: 8 Running: Jumping: 5

Name:

Tonnage: 75 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 2 2 1 1

Type Medium Laser Medium Laser Gauss Rifle ER PPC

Loc RT LT RA LA

Ht Dmg 3 5 [DE] 3 5 [DE] 1 15 [DB,X] 15 10 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 — 3 6 9 2 7 15 22 — 7 14 23

Center Torso (31)

Left Arm (19)

Left Leg (22)

BV: 2,231

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER PPC ER PPC ER PPC

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (22)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (19)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser Ammo (Gauss) 8

1. 2. 3. 4-6 4. 5. 6.

Ammo (Gauss) 8 Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (20)

Right Torso (20)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SA-OS2 ONSLAUGHT Movement Points: 5 Walking: 8 Running: Jumping: 5

Name:

Tonnage: 75 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty Type 3 Machine Gun 1 SRM 6 1 3 1 1 1

Angel ECM Suite Machine Gun SRM 6 Light Auto Cannon/5 Large X-Pulse Laser

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht Dmg Min Sht Med Lng RT 0 2 [DB,AI] — 1 2 3 RT 4 2/Msl. — 3 6 9 [M,C,S] LT — [E] — — — 6 LT 0 2 [DB,AI] — 1 2 3 LT 4 2/Msl. — 3 6 9 [M,C,S] RA 1 5 [DB,S] — 5 10 15 LA 14

9 [P]



5

10

Left Leg (16)

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large X-Pulse Laser Large X-Pulse Laser Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Machine Gun

1. 2. 3. 4. 5. 6.

Machine Gun Machine Gun Angel ECM Suite Angel ECM Suite Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (16)

Center Torso Rear (15)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (23)

15

BV: 1,693

CRITICAL HIT TABLE

Center Torso (30)

Left Arm (23)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Light Auto Cannon/5 Light Auto Cannon/5

1. 2. 3. 4-6 4. 5. 6.

Ammo (Light AC/5) 20 Ammo (Light AC/5) 20 Endo Steel Endo Steel Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Machine Gun

1. 2. 3. 4-6 4. 5. 6.

Machine Gun Machine Gun Ammo (Machine Gun) 200

Ammo (SRM 6) 15 CASE Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (24)

Right Torso (24)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PTR-4D PENETRATOR Movement Points: 4 Walking: 6 Running: Jumping: 4

Name:

Tonnage: 75 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 3 3 1 1

Type AMS Med. Pulse Laser Med Pulse Laser ER Large Laser ER Large Laser

Loc CT RT LT RA LA

Ht 1 4 4 12 12

Dmg — [PD] 6 [P] 6 [P] 8 [DE] 8 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 0 0 0 — 2 4 6 — 2 4 6 — 7 14 19 — 7 14 19

Center Torso (34)

Left Arm (21)

Left Leg (26)

BV: 1,687

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Large Laser ER Large Laser Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Medium Pulse Laser Medium Pulse Laser Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Fusion Fusion AMS Ammo

Engine Engine Engine (AMS) 12

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Leg (26)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (21)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Large Laser ER Large Laser Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Medium Pulse Laser Medium Pulse Laser Medium Pulse Laser Roll Again Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (22)

Right Torso (22)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: MDG-1A RAKSHASA Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 75 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc 1 LRM 10 RT w/Artemis IV FCS 1 LRM 10 LT w/Artemis IV FCS 1 Med. Pulse Laser LT 1 ER Large Laser RA 1 Medium Laser RA 1 ER Large Laser LA 1 Medium Laser LA

Ht 4

Dmg 1/Msl. [M,C,S] 4 1/Msl. [M,C,S] 4 6 [DE] 12 8 [DE] 3 5 [DE] 12 8 [DE] 3 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng 6 7 14 21 6

7

14

21

— — — — —

2 7 3 7 3

4 14 6 14 6

6 19 9 19 9

Left Leg (28)

BV: 1,795

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Large Laser ER Large Laser Medium Laser

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 10 LRM 10 Artemis IV FCS

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Ammo (LRM 10 Artemis) 12

Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Endo Steel Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Right Arm (21)

Right Leg (28)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(7)

(7)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (32)

Left Arm (21)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER Large Laser ER Large Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 10 LRM 10 Artemis IV FCS

1. 2. 3. 4-6 4. 5. 6.

Ammo (LRM 10 Artemis) 12

Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Ferro-Fibrous

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 15 (30) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (24)

Right Torso (24)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: VIPER 3

Name:

Movement Points: 5 Walking: 8 Running: Jumping: 4

Era:

Type Loc Heavy Large Laser RT Med. Pulse Laser RT Small Pulse Laser RT Heavy Large Laser LT Med. Pulse Laser LT Small Pulse Laser LT Machine Gun RA Targeting Computer RA Machine Gun LA

Ht 18 4 2 18 4 2 0 — 0

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty 1 1 2 1 1 2 1 1 1

Gunnery Skill:

Tonnage: 75 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med 16 [DE] — 5 10 7 [P] — 4 8 3 [P,AI] — 2 4 16 [DE] — 5 10 7 [P] — 4 8 3 [P,Ai] — 2 4 2 [DB,AI] — 1 2 [E] — — — 2 [DB,AI] — 1 2

Lng 15 12 6 15 12 6 3 — 3

Left Leg (32)

BV: 2,421

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Machine Gun Endo Steel Ferro-Fibrous Roll Again Roll Again

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Heavy Large Laser Heavy Large Laser Heavy Large Laser Medum Pulse Laser

1. 2. 3. 4. 5. 6.

Small Pulse Laser Small Pulse Laser Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso

Ammo (Machine Gun) 200

Left Torso 1-3

1. 2. 3. 4. 5. 6.

1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Right Arm (24)

Right Leg (32)

Center Torso Rear (11)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm (CASE)

Center Torso (34)

Left Arm (24)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Machine Gun Targeting Computer Targeting Computer Targeting Computer Targeting Computer Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Heavy Large Laser Heavy Large Laser Heavy Large Laser Medum Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Small Pulse Laser Small Pulse Laser Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 17 (34) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (23)

Right Torso (23)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: WR-DG-02FC WAR DOG Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 75 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc Ht Dmg 1 Small Pulse Laser HD (R) 2 3 [P,AI] 1 Guardian ECM CT — [E] Suite 1 AMS RT 1 — [PD] 1 Med.Pulse Laser LT 4 6 [P] 1 Gauss Rifle RA 1 15 [DB,X] 1 Med. Pulse Laser RA 4 6 [P] 1 Large Pulse Laser LA 10 9 [P] 1 Streak SRM 2 (OS) RL 2 2/Msl. [M,C] 1 Streak SRM 2 (OS) RL 2 2/Msl. [M,C]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 — — — 6 — — 2 — — —

— 2 7 2 3 3

— 4 15 4 7 6

— 6 22 6 10 9



3

6

9

Left Leg (28)

BV: 1,814

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser Ammo (Gauss) 8 Ammo (Gauss) 8

1. 2. 3. 4. 5. 6.

Ammo (Gauss) 8 Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Pulse Laser (R) Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Guardian ECM Suite Guardian ECM Suite

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Streak SRM 2 (OS) Ferro-Fibrous

Right Arm (24)

Right Leg (28)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(9)

(9)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (36)

Left Arm (16)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Medium Pulse Laser Ferro-Fibrous

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine AMS Ammo (AMS) 12 Ammo (AMS) 12

1. 2. 3. 4-6 4. 5. 6.

Ammo (Gauss) 8 Ammo (Gauss) 8 Ferro-Fibrous Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Streak SRM 2 (OS) Ferro-Fibrous

Head Left Torso (16)

Heat Scale Overflow

Right Torso (16)

30* 29 28* 27 Left Arm (12)

Right Arm (12) Center Torso (23)

26* 25* 24* 23* 22*

Left Leg (16)

Right Leg (16)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (26)

Right Torso (26)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: CDG-2A CUDGEL Movement Points: Walking: 5 [6] Running: 8 [9] Jumping: 0

Name:

Tonnage: 80 Tech Base: Inner Sphere (Advanced) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 2 1 1 2 1 1 1 1

Type Loc Ht Medium Laser HD 3 Small Laser CT(R) 1 ER Medium Laser RT 5 Medium Laser RT 3 Medium Laser RT(R) 3 ER Medium Laser LT 5 Medium Laser LT 3 Medium Laser LT(R) 3 Claw RA — Mace LA —

Dmg 5 [DE] 3 [DE] 5 [DE] 5 [DE] 5 [DE] 5 [DE] 5 [DE] 5 [DE] 12 20

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 — 1 2 3 — 4 8 12 — 3 6 9 — 3 6 9 — 4 8 12 — 3 6 9 — 3 6 9 — — — — — — — —

Left Leg (34)

BV: 1,700

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Mace Mace

1. 2. 3. 4. 5. 6.

Mace Mace Mace Mace Mace Mace

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser ER Medium Laser Medium Laser

1. 2. 3. 4. 5. 6.

Medium Laser (R) Light Ferro-Fibrous Light Ferro-Fibrous Triple-Strength Myomer Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Small Cockpit Sensors Medium Laser Light Ferro-Fibrous

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Small Laser (R) Light Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Right Arm (26)

Right Leg (34)

Center Torso Rear (12)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (38)

Left Arm (26)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Claw Claw Claw

1. 2. 3. 4-6 4. 5. 6.

Claw Claw Claw Light Ferro-Fibrous Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Medium Laser ER Medium Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Medium Laser (R) Light Ferro-Fibrous Light Ferro-Fibrous Triple-Strength Myomer Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Triple-Strength Myomer Triple-Strength Myomer

Head Left Torso (17)

Heat Scale Overflow

Right Torso (17)

30* 29 28* 27 Left Arm (13)

Right Arm (13) Center Torso (25)

26* 25* 24* 23* 22*

Left Leg (17)

Right Leg (17)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 (22) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (24)

Right Torso (24)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GRN-D-04 GRAND CRUSADER II Movement Points: Walking: 4 [5] Running: 6 [8] Jumping: 4

Name:

Tonnage: 80 Tech Base: Inner Sphere Era:

Civil War

Weapons & Equipment Inventory

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Qty Type Loc Ht 1 Improved C³ CPU CT — 1 Streak SRM 6 LT 4

Dmg Min Sht Med [E] — — — 2/Msl. — 3 6 [M,C] ER Medium Laser RA 5 5 [DE] — 4 8 ER PPC RA 15 10 [DE] — 7 14 ER Medium Laser LA 5 5 [DE] — 4 8 Light Gauss Rifle LA 1 8 [DB,X] 3 8 17

Lng — 9

1 1 1 1

12 23 12 25

Left Leg (34)

BV: 2,292

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Light Gauss Rifle Light Gauss Rifle Light Gauss Rifle

1. 2. 3. 4. 5. 6.

Light Gauss Rifle Light Gauss Rifle ER Medium Laser Endo Steel Endo Steel Triple-Strength Myomer

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine Streak SRM 6 Streak SRM 6

1. 2. 3. 4. 5. 6.

Ammo (Light Gauss) 16 CASE Endo Steel Triple-Strength Myomer Triple-Strength Myomer Roll Again

Ammo (Streak SRM 6) 15

Ammo (Light Gauss) 16

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Light Fusion Engine Light Fusion Engine Light Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Light Fusion Engine Light Fusion Engine Light Fusion Engine Improved C³ CPU Improved C³ CPU

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Right Arm (26)

Right Leg (34)

Center Torso Rear (15)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (35)

Left Arm (26)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER PPC ER PPC ER PPC

1. 2. 3. 4-6 4. 5. 6.

ER Medium Laser Endo Steel Endo Steel Endo Steel Endo Steel Triple-Strength Myomer

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Light Fusion Engine Light Fusion Engine Endo Steel Endo Steel Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Triple-Strength Myomer Triple-Strength Myomer Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Head Left Torso (17)

Heat Scale Overflow

Right Torso (17)

30* 29 28* 27 Left Arm (13)

Right Arm (13) Center Torso (25)

26* 25* 24* 23* 22*

Left Leg (17)

Right Leg (17)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (15)

Right Torso (15)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: NAGA PRIME Movement Points: 5 Walking: 8 Running: Jumping: 0

Name:

Tonnage: 80 Tech Base: Clan (Advanced) Era: Succession Wars

Weapons & Equipment Inventory Qty Type 1 ER Small Laser 1 Arrow IV 1 1

ER Small Laser Arrow IV

1

ER Small Laser

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht CT 2 RT/RA10

Dmg Min Sht Med Lng 5 [DE] — 2 4 6 20 — 1 2 9 [AE,S,F] RT 2 5 [DE] — 2 4 6 20 — 1 2 9 LT/LA 10 [AE,S,F] LT 2 5 [DE] — 2 4 6

Left Leg (16)

BV: 1,840

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Arrow IV Arrow IV Arrow IV Arrow IV

1. 2. 3. 4. 5. 6.

Arrow Arrow Arrow Arrow Arrow Arrow

IV IV IV IV IV IV

Left Torso (CASE) 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Arrow IV Arrow IV ER Small Laser Ammo (Arrow IV) 5

1. 2. 3. 4. 5. 6.

Ammo (Arrow IV) 5 Ammo (Arrow IV) 5 Endo Steel Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Small Laser Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (14)

Right Leg (16)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(9)

(9)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (17)

Left Arm (14)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Arrow IV Arrow IV Arrow IV Arrow IV

1. 2. 3. 4-6 4. 5. 6.

Arrow Arrow Arrow Arrow Arrow Arrow

IV IV IV IV IV IV

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Arrow IV Arrow IV ER Small Laser

1. 2. 3. 4-6 4. 5. 6.

Ammo (Arrow IV Homing) 5 Ammo (Arrow IV Homing) 5

Ammo (Arrow IV Homing) 5

Endo Steel Roll Again Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (17)

Heat Scale Overflow

Right Torso (17)

30* 29 28* 27 Left Arm (13)

Right Arm (13) Center Torso (25)

26* 25* 24* 23* 22*

Left Leg (17)

Right Leg (17)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (28)

Right Torso (28)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: PPR-5S SALAMANDER Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 80 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 2 Medium Laser 1 LRM 20

Loc Ht CT 3 RT 6

1

LRM 20

LT

6

1

LRM 20

LA

6

Dmg 5 [DE] 1/Msl. [M,C,S] 1/Msl. [M,C,S] 1/Msl. [M,C,S]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 3 6 9 6 7 14 21 6

7

14

21

6

7

14

21

Left Leg (34)

BV: 1,769

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LRM 20 LRM 20 LRM 20

1. 2. 3. 4. 5. 6.

LRM 20 LRM 20 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 20 LRM 20 LRM 20

1. 2. 3. 4. 5. 6.

LRM 20 LRM 20 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Ammo (LRM 20) 6 CASE

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (26)

Right Leg (34)

Center Torso Rear (8)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (42)

Left Arm (26)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Endo Steel Endo Steel

1. 2. 3. 4-6 4. 5. 6.

Endo Endo Endo Endo Endo Endo

Steel Steel Steel Steel Steel Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 20 LRM 20 LRM 20

1. 2. 3. 4-6 4. 5. 6.

LRM 20 LRM 20 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Ammo (LRM 20) 6 CASE

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (17)

Heat Scale Overflow

Right Torso (17)

30* 29 28* 27 Left Arm (13)

Right Arm (13) Center Torso (25)

26* 25* 24* 23* 22*

Left Leg (17)

Right Leg (17)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (25)

Right Torso (25)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GUN-1ERD GUNSLINGER Movement Points: 3 Walking: 5 Running: Jumping: 2

Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 Small Laser 1 Beagle Active Probe 1 Guardian ECM Suite 2 Medium Laser 2 Medium Laser 1 Gauss Rifle 1 Gauss Rifle 1 Med. Pulse Laser 1 Med. Pulse Laser

Name:

Tonnage: 85 Tech Base: Inner Sphere

Loc Ht HD 1 CT — RT RT LT RA LA RL(R) LL(R)

Dmg 3 [DE] [E]



[E]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 — — — 4 —





6

3 5 [DE] — 3 5 [DE] — 1 15 [DB,X] 2 1 15 [DB,X] 2 4 6 [P] — 4 6 [P] —

3 3 7 7 2 2

6 6 15 15 4 4

9 9 22 22 6 6

Left Leg (32)

BV: 2,286

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser Ammo (Gauss) 8

1. 2. 3. 4. 5. 6.

Ammo (Gauss) 8 Roll Again Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Beagle Active Probe Beagle Active Probe

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Medium Pulse Laser (R)

Right Arm (25)

Right Leg (32)

Center Torso Rear (19)

Left Torso Rear

Torso Rear

Right

(11)

(11)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (34)

Left Arm (25)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Laser Medium Laser Ammo (Gauss) 8

1. 2. 3. 4-6 4. 5. 6.

Ammo (Gauss) 8 Ammo (Gauss) 8 Guardian ECM Suite Guardian ECM Suite Roll Again Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Medium Pulse Laser (R)

Head Left Torso (18)

Heat Scale Overflow

Right Torso (18)

30* 29 28* 27 Left Arm (14)

Right Arm (14) Center Torso (27)

26* 25* 24* 23* 22*

Left Leg (18)

Right Leg (18)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (27)

Right Torso (27)

DC

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: SQS-TH-002 SASQUATCH Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 85 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 3 1 1

DA

Type Loc Ht Dmg Small Laser HD(R) 1 3 [DE] Med. X-Pulse Laser LT 6 6 [P] Gauss Rifle RA 1 15 [DB,X] Large Shield LA — 7 [E]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med Lng — 1 2 3 — 3 6 9 2 7 15 22 — — — —

Center Torso (40)

Left Arm (28)

Left Leg (36)

BV: 1.993

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Shield Large Shield

1. 2. 3. 4. 5. 6.

Large Shield Large Shield Large Shield Large Shield Large Shield Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XXL XXL XXL XXL XXL XXL

Fusion Fusion Fusion Fusion Fusion Fusion

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4. 5. 6.

Medium X-Pulse Laser Medium X-Pulse Laser Medium X-Pulse Laser Endo Steel Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Small Laser (R) Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XXL Fusion Engine XXL Fusion Engine XXL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XXL Fusion XXL Fusion XXL Fusion XXL Fusion XXL Fusion

Engine Engine Engine Engine Engine

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Leg (36)

Center Torso Rear (14)

Left Torso Rear

Torso Rear

Right

(9)

(9)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (28)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Endo Steel Endo Steel

XXL XXL XXL XXL XXL XXL

Engine Engine Engine Engine Engine Engine

1. 2. 3. 4-6 4. 5. 6.

Ammo (Gauss) 8 Ammo (Gauss) 8 Endo Steel Endo Steel Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

30* 29 28* 27 Right Arm (14) Center Torso (27)

1. 2. 3. 1-3 4. 5. 6.

1. 2. 3. 4. 5. 6.

Overflow

Right Torso (18)

Left Arm (14)

Right Torso Fusion Fusion Fusion Fusion Fusion Fusion

Head Left Torso (18)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Heat Scale

26* 25* 24* 23* 22*

Left Leg (18)

Right Leg (18)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 (20) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (27)

Right Torso (27)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: JG-R9T2 JUGGERNAUT Movement Points: 3 Walking: 5 Running: Jumping: 0

Name:

Tonnage: 90 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 6 6 1 1 1 1

Type

Loc Medium X-Pulse Laser HD Large X-Pulse Laser CT Machine Gun RT Machine Gun LT Large X-Pulse Laser RA Medium X-Pulse Laser RA Large X-Pulse Laser LA Medium X-Pulse Laser LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med 6 6 [P] — 3 6 14 9 [P] — 5 10 0 2 [DB,AI] — 1 2 0 2 [DB,AI] — 1 2 14 9 [P] — 5 10 6 6 [P] — 3 6 14 9 [P] — 5 10 6 6 [P] — 3 6

Lng 9 15 3 3 15 9 15 9

Left Leg (36)

BV: 1,916

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Large X-Pulse Laser Large X-Pulse Laser Medium X-Pulse Laser

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Machine Gun Machine Gun Machine Gun

1. 2. 3. 4. 5. 6.

Machine Gun Machine Gun Machine Gun Ammo (Machine Gun) 100

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Medium X-Pulse Laser Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Large X-Pulse Laser Large X-Pulse Laser

Engine Hits Gyro Hits Sensor Hits Life Support

Coolant Pod Coolant Pod

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Arm (28)

Right Leg (36)

Center Torso Rear (14)

Left Torso Rear

Torso Rear

Right

(9)

(9)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (41)

Left Arm (28)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Large X-Pulse Laser Large X-Pulse Laser Medium X-Pulse Laser

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink Machine Gun Machine Gun Machine Gun

1. 2. 3. 4-6 4. 5. 6.

Machine Gun Machine Gun Machine Gun Ammo (Machine Gun) 100

Coolant Pod Coolant Pod

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (19)

Heat Scale Overflow

Right Torso (19)

30* 29 28* 27 Left Arm (15)

Right Arm (15) Center Torso (29)

26* 25* 24* 23* 22*

Left Leg (19)

Right Leg (19)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 16 (32) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (24)

Right Torso (24)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: ALB-3U ALBATROSS Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 95 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type 1 LRM 15

Loc Ht RT 5

1

SRM 6

RT

1 1 2 1

ER Large Laser Large Pulse Laser Medium Laser LB 10-X AC

LT RA RA LA

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med 1/Msl. 6 7 14 [M,C,S] 4 2/Msl. — 3 6 [M,C,S] 12 8 [DE] — 7 14 10 9 [P] — 3 7 3 5 [DE] — 3 6 2 10 — 6 12 [DB,C/F/S]

Lng 21 9 19 10 9 18

Left Leg (23)

BV: 1,668

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator LB 10-X AC LB 10-X AC LB 10-X AC

1. 2. 3. 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine ER Large Laser ER Large Laser Ammo (LB-X) 10

1. 2. 3. 4. 5. 6.

Ammo (LB-X Cluster) 10 CASE Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Roll Again Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Arm (21)

Right Leg (23)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (37)

Left Arm (21)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Large Pulse Laser Large Pulse Laser Medium Laser

1. 2. 3. 4-6 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine LRM 15 LRM 15 LRM 15

1. 2. 3. 4-6 4. 5. 6.

SRM 6 SRM 6 Ammo (SRM 6) 15 Ammo (LRM 15) 8 Ammo (LRM 15) 8 CASE

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (20)

Heat Scale Overflow

Right Torso (20)

30* 29 28* 27 Left Arm (16)

Right Arm (16) Center Torso (30)

26* 25* 24* 23* 22*

Left Leg (20)

Right Leg (20)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 14 (28) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (21)

Right Torso (21)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: MR-V2 CERBERUS Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 95 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 2 1 2 1 1

Type Loc Ht AMS HD 1 Machine Gun RT (R) 0 Med. Pulse Laser RT 4 Machine Gun LT (R) 0 Med. Pulse Laser LT 4 Gauss Rifle RA 1 Gauss Rifle LA 1

Dmg — [PD] 2 [DB,AI] 6 [P] 2 [DB,AI] 6 [P] 15 [DB,X] 15 [DB,X]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — — — — 1 2 — 2 4 — 1 2 — 2 4 2 7 15 2 7 15

Lng — 3 6 3 6 22 22

Left Leg (19)

BV: 2,001

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Medium Pulse Laser Medium Pulse Laser Machine Gun (R)

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit AMS Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine Right Torso XL Fusion Engine 1. XL Fusion Engine XL Fusion Engine 2. XL Fusion Engine Ammo (Machine Gun) 100 3. XL Fusion Engine Ammo (AMS) 12 1-3 4. Medium Pulse Laser 5. Medium Pulse Laser Engine Hits 6. Machine Gun (R)

Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Right Arm (19)

Right Leg (19)

Center Torso Rear (15)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (35)

Left Arm (19)

1. 2. 3. 4-6 4. 5. 6.

Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (20)

Heat Scale Overflow

Right Torso (20)

30* 29 28* 27 Left Arm (16)

Right Arm (16) Center Torso (30)

26* 25* 24* 23* 22*

Left Leg (20)

Right Leg (20)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (30)

Right Torso (30)

DC

’MECH RECORD SHEET 'MECH DATA

Name:

Tonnage: 95 Tech Base: Inner Sphere (Experimental) Civil War

Weapons & Equipment Inventory

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Qty Type 1 LB 20-X AC

Loc Ht Dmg Min Sht Med LT 6 20 — 4 8 [DB,C/F/S] Large X-Pulse Laser RA 14 9 [P] — 5 10 Medium X-Pulse Laser RA 6 6 [P] — 5 10 Small Shield RA — 3 [E] — — — Large X-Pulse Laser LA 14 9 [P] — 5 10 Medium X-Pulse Laser LA 6 6 [P] — 5 10 Small Shield LA — 3 [E] — — —

Lng 12

1 1 1 1 1 1

15 15 — 15 15 —

CRITICAL HIT TABLE

Left Leg (38)

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large X-Pulse Laser Large X-Pulse Laser Medium X-Pulse Laser Small Shield

1. 2. 3. 4. 5. 6.

Small Shield Small Shield Endo Steel Endo Steel Endo Steel Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

LB LB LB LB LB LB

1. 2. 3. 4. 5. 6.

LB 20-X AC LB 20-X AC LB 20-X AC LB 20-X AC LB 20-X AC Endo Steel

20-X 20-X 20-X 20-X 20-X 20-X

AC AC AC AC AC AC

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Endo Steel Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Right Arm (32)

Right Leg (38)

Center Torso Rear (19)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (40)

Left Arm (32)

BV: 2,392

1-3

DA

WARRIOR DATA

Type: CLS-4S COLOSSUS Movement Points: 3 Walking: 5 Running: Jumping: 3

DC

DA

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Large X-Pulse Laser Large X-Pulse Laser Medium X-Pulse Laser Small Shield

1. 2. 3. 4-6 4. 5. 6.

Small Shield Small Shield Endo Steel Endo Steel Endo Steel Endo Steel

Double Double Double Double Double Double

1. 2. 3. 4-6 4. 5. 6.

Ammo (LB-X) 5 Ammo (LB-X) 5 Ammo (LB-X Cluster) 5 Ammo (LB-X Cluster) 5 CASE Endo Steel

Sink Sink Sink Sink Sink Sink

Right Leg

Damage Transfer Diagram

30* 29 28* 27 Right Arm (16) Center Torso (30)

1. 2. 3. 1-3 4. 5. 6.

1. 2. 3. 4. 5. 6.

Overflow

Right Torso (20)

Left Arm (16)

Right Torso Heat Heat Heat Heat Heat Heat

Head Left Torso (20)

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Endo Steel

Heat Scale

26* 25* 24* 23* 22*

Left Leg (20)

Right Leg (20)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 13 (26) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (26)

Right Torso (26)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: NG-C3A NAGINATA Movement Points: 3 Walking: 5 Running: Jumping: 0

Name:

Tonnage: 95 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Qty Type Loc Ht 1 LRM 15 RT 5 /w Artemis IV FCS 1 C³ Master LT 0 1 LRM 15 LT 5 /w Artemis IV FCS 1 LRM 15 RA 5 /w Artemis IV FCS 1 ER PPC LA 15

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med 1/Msl. 6 7 14 [M,C,S] [E] — 5 10 1/Msl. 6 7 14 [M,C,S] 1/Msl. 6 7 14 [M,C,S] 10 [DE] — 7 14

Lng 21 15 21 21

Left Leg (32)

23

BV: 1,954

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink ER PPC ER PPC ER PPC

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

LRM 15 LRM 15 LRM 15 Artemis IV FCS Ammo (LRM Artemis) 8 Ammo (LRM Artemis) 8

1. 2. 3. 4. 5. 6.

C³ Master C³ Master C³ Master C³ Master C³ Master CASE

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Roll Again Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Arm (25)

Right Leg (32)

Center Torso Rear (14)

Left Torso Rear

Torso Rear

Right

(8)

(8)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (35)

Left Arm (25)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Double Heat Sink LRM 15 LRM 15 LRM 15 Artemis IV FCS Roll Again

1. 2. 3. 1-3 4. 5. 6.

Double Heat Sink Double Heat Sink Double Heat Sink LRM 15 LRM 15 LRM 15

1. 2. 3. 4-6 4. 5. 6.

Artemis IV FCS Ammo (LRM Artemis) Ammo (LRM Artemis) Ammo (LRM Artemis) Ammo (LRM Artemis) CASE

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Overflow

Right Torso (20)

30* 29 28* 27 Left Arm (16)

Right Arm (16) Center Torso (30)

26* 25* 24* 23* 22*

Left Leg (20)

Right Torso

Right Leg

Damage Transfer Diagram

Head Left Torso (20)

Heat Scale

Right Leg (20)

21 20* 19* 18* 17* 16

HEAT DATA 8 8 8 8

Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 15 (30) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (32)

Right Torso (32)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BEHEMOTH 2 Movement Points: 3 Walking: 5 Running: Jumping: 3

Name:

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 1 1 1 1 1 1 1 1

Gunnery Skill:

Tonnage: 100 Tech Base: Clan

Type Loc Ht Dmg AMS HD 1 2 [PD] Gauss Rifle RT 1 15 [DB,X] Heavy Med. Laser RT(R) 7 10 [DE] Gauss Rifle LT 1 15 [DB,X] Heavy Med. Laser LT(R) 7 10 [DE] Heavy Large Laser RA 18 16 [DE] Heavy Med. Laser RA 7 10 [DE] Heavy Small Laser RA 3 6 [DE] Heavy Large Laser LA 18 16 [DE] Heavy Med. Laser LA 7 10 [DE] Heavy Small Laser LA 3 6 [DE] A-Pod RL — [PD,OS,AI] A-Pod LL — [PD,OS,AI]

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — — — 2 7 15 — 3 6 2 7 15 — 3 6 — 5 10 — 3 6 — 1 2 — 5 10 — 3 6 — 1 2 — — — — — —

Lng — 22 9 22 9 15 9 3 15 9 3 — —

Left Leg (42)

BV: 3,107

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

Large Laser Large Laser Large Laser Medium Laser Medium Laser Small Laser

Left Torso (CASE) 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4. 5. 6.

Gauss Rifle Gauss Rifle Heavy Medium Heavy Medium Ammo (Gauss) Ammo (Gauss)

Laser (R) Laser (R) 8 8

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit AMS Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Ammo (AMS) 24

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet A-Pod

Right Arm (34)

Right Leg (42)

Center Torso Rear (15)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (44)

Left Arm (34)

Right Arm

Head

1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Heavy Heavy Heavy Heavy Heavy Heavy

Large Laser Large Laser Medium Laser Medium Laser Medium Laser Small Laser

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle

1. 2. 3. 4-6 4. 5. 6.

Gauss Rifle Gauss Rifle Heavy Medium Heavy Medium Ammo (Gauss) Ammo (Gauss)

Laser (R) Laser (R) 8 8

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet A-Pod

Left Torso (21)

Heat Scale Overflow

Right Torso (21)

30* 29 28* 27 Left Arm (17)

Right Arm (17) Center Torso (31)

26* 25* 24* 23* 22*

Left Leg (21)

Right Leg (21)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 16 (32) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (31)

Right Torso (31)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: BRZ-A3 BERSERKER Movement Points: 4 Walking: Running: 6 [8] Jumping: 0

Name:

Tonnage: 100 Tech Base: Inner Sphere Era:

Clan Invasion

Weapons & Equipment Inventory Loc Ht HD 3

1 1

CT RT

Dmg Min Sht Med Lng 2 — 1 2 3 [DE,H,AI] 1 — [PD] — — — — — [E] — — — 6

RT LT RA LA

10 9 [P] 10 9 [P] — 20 15 10 [DE]

1 1 1 1

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Qty Type 1 Flamer AMS Guardian ECM Suite Large Pulse Laser Large Pulse Laser Hatchet ER PPC

Gunnery Skill:

— — — —

3 3 — 7

7 7 — 14

10 10 — 23

Left Leg (38)

BV: 2,117

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator ER PPC ER PPC ER PPC

1. 2. 3. 4. 5. 6.

Endo Steel Endo Steel Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Large Pulse Laser Large Pulse Laser MASC

1. 2. 3. 4. 5. 6.

MASC MASC MASC MASC Endo Steel Endo Steel

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Flamer Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine AMS Ammo (AMS) 12

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (34)

Right Leg (38)

Center Torso Rear (15)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (46)

Left Arm (34)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Hatchet Hatchet

1. 2. 3. 4-6 4. 5. 6.

Hatchet Hatchet Hatchet Hatchet Hatchet Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Large Pulse Laser Large Pulse Laser Guardian ECM Suite

1. 2. 3. 4-6 4. 5. 6.

Guardian ECM Suite Endo Steel Endo Steel Endo Steel Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (21)

Heat Scale Overflow

Right Torso (21)

30* 29 28* 27 Left Arm (17)

Right Arm (17) Center Torso (31)

26* 25* 24* 23* 22*

Left Leg (21)

Right Leg (21)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 16 (32) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (31)

Right Torso (31)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: T-IT-N10M GRAND TITAN Movement Points: 4 Walking: 6 Running: Jumping: 0

Era:

Clan Invasion

Weapons & Equipment Inventory Qty 1 1 1 1 1 2 1 1 1

Name:

Tonnage: 100 Tech Base: Inner Sphere

Type Loc Ht AMS HD 1 Small Pulse Laser RT(R) 2 SRM 6 RT 4 /w Artemis IV FCS Small Pulse Laser LT(R) 2 SRM 6 LT 4 /w Artemis IV FCS Large Pulse Laser RA 10 Med. Pulse Laser RA 4 LRM 15 LA 5 /w Artemis IV FCS Med. Pulse Laser LA 4

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Dmg Min Sht Med — [PD] — — — 3 [P,Ai] — 1 2 2/Msl. — 3 6 [M,C,S] 3 [P,AI] — 1 2 2/Msl. — 3 6 [M,C,S] 9 [P] — 3 7 6 [P] — 2 4 1/Msl. 6 7 14 [M,C,S] 6 [P] — 2 4

Lng — 3 9 3 9

Left Leg (38)

10 6 21

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator LRM 15 LRM 15

1. 2. 3. 4. 5. 6.

LRM 15 Artemis IV FCS Medium Pulse Laser Endo Steel Endo Steel Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Artemis IV FCS

1. 2. 3. 4. 5. 6.

Small Pulse Laser (R) Ammo (SRM 6 Artemis) 15

Ammo (LRM Artemis) 8 Ammo (LRM Artemis) 8 Endo Steel Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit AMS Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Ammo (AMS) 12 Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Right Leg (38)

Center Torso Rear (19)

Left Torso Rear

Torso Rear

Right

(11)

(11)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (29)

6

BV: 1,817

CRITICAL HIT TABLE

Center Torso (42)

Left Arm (29)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Large Pulse Laser Large Pulse Laser Medium Pulse Laser Endo Steel Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine SRM 6 SRM 6 Artemis IV FCS

1. 2. 3. 4-6 4. 5. 6.

Small Pulse Laser (R) Ammo (SRM 6 Artemis) 15

Endo Endo Endo Endo

Steel Steel Steel Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (21)

Heat Scale Overflow

Right Torso (21)

30* 29 28* 27 Left Arm (17)

Right Arm (17) Center Torso (31)

26* 25* 24* 23* 22*

Left Leg (21)

Right Leg (21)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 12 (24) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: GTR-1 GREAT TURTLE Movement Points: 3 Walking: 4 Running: Jumping: 3

Name:

Tonnage: 100 Tech Base: Inner Sphere (Experimental) Era: Civil War

Weapons & Equipment Inventory Qty 1 1 1 2

Type

Loc Med. X-Pulse Laser HD Large X-Pulse Laser RT Targeting Computer RT Med. X-Pulse Laser LT

Ht 6 14 — 6

Dmg 6 [P] 9 [P] [E] 6 [P]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

Left Torso (32)

Right Torso (32)

4 5 6 10 11 Dead

(hexes)

Center Torso (46)

Min Sht Med Lng — 3 6 9 — 5 10 15 — — — — — 3 6 9

Left Front Leg

Left Hardened Right Rear Leg Rear Leg (42) (42)

Right Front Leg

(42)

(42)

Left Torso Rear (10)

BV: 3,152

Right Torso Rear (10) Center Torso Rear (16)

CRITICAL HIT TABLE

1. 2. 3. 4. 5. 6.

Left Front Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Life Support Double Heat Sink Double Heat Sink Double Heat Sink Jump Jet Medium X-Pulse Laser

1. 2. 3. 4. 5. 6.

Medium X-Pulse Laser Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

INTERNAL STRUCTURE DIAGRAM

Head Sensors Sensors Medium X-Pulse Laser Endo Steel Endo Steel Roll Again

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Compact Gyro Compact Gyro Fusion Engine

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Torso-Mounted Cockpit Sensors Jump Jet Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Rear Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Left Torso (XX)

Right Front Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Life Support Double Heat Sink Double Heat Sink Double Heat Sink Jump Jet Large X-Pulse Laser

1. 2. 3. 4-6 4. 5. 6.

Large X-Pulse Laser Targeting Computer Targeting Computer Targeting Computer Targeting Computer Roll Again

Right Rear Leg

Damage Transfer Diagram

Right Torso (XX)

Head

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Heat Scale Overflow

30* 29 28* 27

Left Front Leg (XX)

Left Rear Leg (XX)

Right Front Leg (XX) Center Torso (XX)

26* 25* 24* 23* 22*

Right 21 Rear Leg 20* (XX) 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 14 (28) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (32)

Right Torso (32)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: KRAKEN 4 Movement Points: 3 Walking: 5 Running: Jumping: 0

Name:

Era:

1

Ultra AC/20

Piloting Skill:

Hits Taken 1 Consciousness# 3

Civil War

Weapons & Equipment Inventory Qty Type 2 ATM 6 Standard Extended-Range High-Explosive 1 Large Laser 1 ATM 6 Standard Extended-Range High-Explosive 1 Ultra AC/20

Gunnery Skill:

Tonnage: 100 Tech Base: Clan

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Loc Ht RT 4

Dmg Min Sht Med [M,C,S] 2/Msl. 4 5 10 1/Msl. 4 9 18 3/Msl. — 3 6 RT 12 10 [DE] — 8 15 LT 4 [M,C,S] 2/Msl. 4 5 10 1/Msl. 4 9 18 3/Msl. — 3 6 RA 7 20 — 4 8 [DB,R,C] LA 7 20 — 4 8 [DB,R,C]

Lng

Left Leg (42)

15 27 9 12

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Ultra AC/20 Ultra AC/20 Ultra AC/20 Ultra AC/20

1. 2. 3. 4. 5. 6.

Ultra AC/20 Ultra AC/20 Ultra AC/20 Ultra AC/20 Ammo (Ultra AC) 5 Ammo (Ultra AC) 5

Left Torso (CASE) 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4. 5. 6.

ATM 6 ATM 6 ATM 6 Ammo (ATM) 10 Ammo (Ultra AC) 5 Ammo (Ultra AC) 5

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

Right Leg (42)

Center Torso Rear (13)

Left Torso Rear

Torso Rear

Right

(10)

(10)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm (CASE)

Right Arm (34)

12

BV: 2,709

CRITICAL HIT TABLE

Center Torso (46)

Left Arm (34)

15 27 9 25

Right Arm (CASE) 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Ultra AC/20 Ultra AC/20 Ultra AC/20 Ultra AC/20

1. 2. 3. 4-6 4. 5. 6.

Ultra AC/20 Ultra AC/20 Ultra AC/20 Ultra AC/20 Ammo (Ultra AC) 5 Ammo (Ultra AC) 5

Right Torso (CASE) 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine ATM 6 ATM 6 ATM 6 ATM 6

1. 2. 3. 4-6 4. 5. 6.

ATM 6 ATM 6 ER Large Laser Ammo (ATM) 10 Ammo (ATM ER) 10 Ammo (ATM HE) 10

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

Head Left Torso (21)

Heat Scale Overflow

Right Torso (21)

30* 29 28* 27 Left Arm (17)

Right Arm (17) Center Torso (31)

26* 25* 24* 23* 22*

Left Leg (21)

Right Leg (21)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 17 (34) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: BASHKIR PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 2 (19)

20

Tech Base: Clan Succession Era: Wars

13 Safe Thrust: Maximum Thrust: 20

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER Small Laser [DE] N 2 5 — — — Streak SRM 2 [M,C] N 2 4 4 — — ER Medium Laser [DE] L/RW 5 7 7 — —

Structural Integrity: 13 Left Wing Damage Threshold (Total Armor) 2 (17)

Ammo (CASE): (Streak SRM 2) 50 Fuel: 240 Points

Right Wing Damage Threshold (Total Armor) 2 (17)

BV: 1,108

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 2 (14)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 11 (22) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: VANDAL PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 3 (29)

30

Tech Base: Clan Succession Era: Wars

14 Safe Thrust: Maximum Thrust: 21

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

(1–6)

Qty Type 1 Active Probe [E] 2 ER Small Laser [DE]

(7–12) (13–20) (21–25)

Loc Ht SRV MRV LRV ERV N 0 — — — — N 2 5 — — —

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

Right Wing Damage Threshold (Total Armor) 2 (20)

Fuel: 320 Points BV: 525

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 2 (17)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 10 (20) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: AVAR PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 5 (42)

35

Tech Base: Clan Succession Era: Wars

10 Safe Thrust: Maximum Thrust: 15

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 1

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER Large Laser [DE] N 12 10 10 10 10 Md. Pulse Laser [P] N 4 7 7 — — Streak SRM 6 [M,C] N 4 12 12 — — Med. Pulse Laser [P] L/RW 4 7 7 — —

Structural Integrity: 10 Left Wing Damage Threshold (Total Armor) 4 (32)

Ammo (CASE): (Streak SRM 6) 15 Fuel: 240 Points

Right Wing Damage Threshold (Total Armor) 4 (32)

BV: 2,068

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 3 (28)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 10 (20) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: BATU PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 5 (50)

40

Tech Base: Clan Succession Era: Wars

9 Safe Thrust: Maximum Thrust: 14

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 2 1

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER Large Laser [DE] N 12 10 10 10 10 Targeting Computer [E] N 0 — — — — Med. Pulse Laser [P] L/RW 4 7 7 — — ER Medium Laser [DE] A 5 7 7 — —

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

Right Wing Damage Threshold (Total Armor) 4 (38)

Fuel: 240 Points BV: 2,495

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 3 (27)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 12 (24) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: SULLA PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 5 (46)

45

Tech Base: Clan Succession Era: Wars

9 Safe Thrust: Maximum Thrust: 14

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1

(1–6)

Type ER PPC [DE] ER Large Laser [DE] ER Small Laser [DE]

(7–12) (13–20) (21–25)

Loc Ht SRV MRV LRV ERV N 15 15 15 15 — L/RW 12 10 10 10 10 A 2 5 — — —

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

Right Wing Damage Threshold (Total Armor) 5 (41)

Fuel: 400 Points BV: 2,489

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 4 (35)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 13 (26) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: TURK PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 5 (48)

50

Tech Base: Clan Succession Era: Wars

7 Safe Thrust: Maximum Thrust: 11

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

(1–6)

Qty Type 1 ER Large Laser [DE] 1 ER PPC [DE]

(7–12) (13–20) (21–25)

Loc Ht SRV MRV LRV ERV L/RW 12 10 10 10 10 L/RW 15 15 15 15 —

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

Right Wing Damage Threshold (Total Armor) 5 (44)

Fuel: 400 Points BV: 2,668

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (46)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 16 (32) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: VISIGOTH PRIME Thrust:

Tonnage:

Nose Damage Threshold (Total Armor) 7 (65)

60

Tech Base: Clan Succession Era: Wars

7 Safe Thrust: Maximum Thrust: 11

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

(1–6)

(7–12) (13–20) (21–25)

Qty Type Loc Ht SRV MRV LRV ERV 3 ER Medium Laser [DE] N 5 7 7 — — 1 LB 10-X AC N 2 10 10 — — [DV,C,F,S] 1 Small Pulse Laser [P,AI] L/RW 2 3 — — — 8 8 — — 1 Streak SRM 4 [M,C] L/RW 3 2 ER Medium Laser [DE] A 5 7 7 — —

Structural Integrity: 7 Left Wing Damage Threshold (Total Armor) 5 (47)

Ammo (CASE): (LB-10X Cluster) 30, (Streak SRM 4) 50

Right Wing Damage Threshold (Total Armor) 5 (47)

Fuel: 400 Points BV: 2,139

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (42)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 16 (32) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: JAGATAI PRIME Thrust:

Tonnage:

Safe Thrust: Maximum Thrust:

Nose Damage Threshold (Total Armor) 7 (65)

70

Tech Base: Clan Succession Era: Wars

6 9

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 1

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV LRM 20 [M,C,S] N 6 12 12 12 — ER PPC [DE] L/RW 15 15 15 15 — — Large Pulse Laser [P] L/RW 10 10 10 10 Large Pulse Laser [P] A 10 10 10 10 —

Structural Integrity: 7 Left Wing Damage Threshold (Total Armor) 5 (50)

Ammo (CASE): (LRM 20) 12 Fuel: 320 Points

Right Wing Damage Threshold (Total Armor) 5 (50)

BV: 2,827

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (46)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 17 (34) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: SABUTAI PRIME Thrust:

Tonnage:

Safe Thrust: Maximum Thrust:

Nose Damage Threshold (Total Armor) 7 (62)

75

Tech Base: Clan Clan Invasion Era:

6 9

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 1 2

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER Small Laser [DE] N 2 5 — — — Gauss Rifle [DB,X] N 1 15 15 15 — ER PPC [DE] L/RW 15 15 15 15 — — Large Pulse Laser [P] L/RW 10 10 10 10 ER Small Laser [DE] A 2 5 — — —

Structural Integrity: 7 Left Wing Damage Threshold (Total Armor) 5 (45)

Ammo (CASE): (Gauss) 8 Fuel: 240 Points

Right Wing Damage Threshold (Total Armor) 5 (45)

BV: 3,210

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 4 (40)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 21 (42) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: JENGIZ PRIME Thrust:

Tonnage:

Safe Thrust: Maximum Thrust:

Nose Damage Threshold (Total Armor) 9 (85)

80

Tech Base: Clan Succession Era: War

5 8

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 1 1 1 1 1 1

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER PPC [DE] N 15 15 15 15 — ER Small Laser [DE] N 2 5 — — — LB 10-X AC N 2 10 10 — — [DB,C,F,S] Med. Pulse Laser [P] N 4 7 7 — — — — Large Pulse Laser [P] L/RW 10 10 10 Med. Pulse Laser [P] L/RW 4 7 7 — — 8 — — — SRM 6 [M,C] L/RW 4 ECM Suite [E] A 0 — — — — Med. Pulse Laser [P] A 4 7 7 — —

Structural Integrity: 8 Left Wing Damage Threshold (Total Armor) 7 (63)

Ammo (CASE): (SRM 6) 30, (LB-10X Cluster) 10 Fuel: 320 Points

Right Wing Damage Threshold (Total Armor) 7 (63)

BV: 3,015

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (48)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 20 (40) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: SCYTHA PRIME Thrust:

Tonnage:

Safe Thrust: Maximum Thrust:

Nose Damage Threshold (Total Armor) 9 (89)

90

Tech Base: Clan Succession Era: Wars

6 9

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 2 2

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV ER Large Laser [DE] N 12 10 10 10 10 ER Small Laser [DE] N 2 5 — — — Ultra AC/20 [DB,R/C] N 7 30 30 — — ER Large Laser [DE] L/RW 12 10 10 10 10 ER Medium Laser [DE] A 5 7 7 — —

Structural Integrity: 9 Left Wing Damage Threshold (Total Armor) 7 (66)

Ammo (CASE): (Ultra AC/20) 10 Fuel: 320 Points

Right Wing Damage Threshold (Total Armor) 7 (66)

BV: 3,232

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (47)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 26 (52) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA

ARMOR DIAGRAM

Type: KIRGHIZ PRIME Thrust:

Tonnage:

Safe Thrust: Maximum Thrust:

Nose Damage Threshold (Total Armor) 9 (84)

100

Tech Base: Clan Succession Era: Wars

5 8

Key:HE - High Explosive LG - Laser Guided C - Cluster RL - Rocket Launcher

Weapons & Equipment Inventory Standard Scale

Qty 1 1 1 1 2

(1–6)

(7–12) (13–20) (21–25)

Type Loc Ht SRV MRV LRV ERV LB 10-X AC [DB,C,F,S] N 2 10 10 10 — ER Large Laser [DE] L/RW 12 10 10 10 10 — Gauss Rifle [DB,X] L/RW 1 15 15 15 ER Small Laser [DE] A 2 5 — — — Streak SRM 6 [M,C] A 4 12 12 — —

Structural Integrity: 10 Left Wing Damage Threshold (Total Armor) 7 (62)

Ammo (CASE): (LB-10X Cluster) 20, (Gauss) 32, (Streak SRM 6) 30

Right Wing Damage Threshold (Total Armor) 7 (62)

Fuel: 400 Points BV: 3,046

Heat Scale Overflow

30* 29 28* 27*

Aft Damage Threshold (Total Armor) 5 (48)

CRITICAL DAMAGE +1

FCS

+2

+4

D

Gear

+5

Sensors

+1

+2

+5

Life Support

+2

+2

+5

Engine

2

4

D

Heat Level*

Name: Gunnery Skill:

Piloting Skill:

Hits Taken

1

2

3

Consciousness #

3

5

7 10 11 Dead

Modifier

4

5

+1 +2 +3 +4 +5

VELOCITY RECORD Turn #

1

2

3

4

5

6

7

8

9

10

Thrust Effective Velocity Altitude

Thrust Velocity Effective Velocity Altitude

6

30 28 27 26 25 24 23 22 21 20 19 18 17 15

Velocity

Turn #

11

12

13

14

15

16

17

18

25* 24* 23*

HEAT DATA

PILOT DATA

Avionics

26*

19

20

14 13 10 8 5

Effects

22*

Heat Sinks: 20 (40) Double

Shutdown Ammo Exp. avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo, Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire Random Movement, avoid on 7+ Shutdown, avoid on 4+ +2 Modifier to Fire Random Movement, avoid on 6+ +1 Modifier to Fire Random Movement, avoid on 5+

21* 20* 19* 18* 17* 16 15* 14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

Warrior Trilogy Omnibus The marriage of Hanse Davion to Melissa Steiner unites two Great Houses, upsetting the balance of power among the stars. While some hope this may bring an end to centuries of warfare, dark forces rally in an effort to destory this union before it is even born. Welcome back to the Inner Sphere—where BattleMechs rule the day, betrayal is state policy, and a spy’s loyalty is always for sale. In addition to covering the breadth of the Fourth Succession War, all the action and intrigue of the gaming world of Solaris VII is experienced through the seminal Warrior Trilogy Omnibus (En Guard, Riposte, Coupe). Purchase the ebook of the entire omnibus for just $9.99 today at www.battlecorps.com/catalog!

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

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

SPECIAL PILOTING ABILITIES

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

Arena Expert An Arena Expert is familiar enough with a given arena he receives a +1 Initiative modifier while fighting in that arena. Gray Noton is Arena Expert in Boreal Reach, The Jungle and Steiner Coliseum (see p. 10). A Time of War-Specific Rules: A character may possess Arena Expert multiple times, but each does not count towards the maximum of three Gunnery-class abilities. Also, any character who meets the prerequisites can earn XPs towards becoming an Arena Expert through the use of Training (see p. 334, AToW), where the difference between Student and Teacher is 1 with regards to the Skill Level. Additionally, every time a character fights in the designated Arena will award 2 XP towards this SPA.

www.catalystgamelabs.com

Crowd Favorite The Crowd Favorite is especially adapt at moving and fighting in a way that appeals to the audience. He can gain double the sum of all his Crowd Participation Modifiers (be it positive OR negative) to his Crowd Participation roll, if he elects to use the Crowd Favorite ability (see p. 14). In order to use the Crowd Favorite ability, he may not have remained stationary that turn, he must have fired all of the unit’s weapons, and he must have engaged in a physical attack if at all possible. Duelist A Duelist thrives when he is faced with only a single opponent in combat. Whenever a ‘Mech piloted by a Duelist is only opposed by a single hostile unit, he gains a +2 Initiative modifier (this is cumulative with Arena Expert). In all other combat situations, he applies a –1 Initiative modifier. ©2011 The Topps Company, Inc. All Rights Reserved. Warrior Trilogy, BattleTech, ’Mech, BattleMech and MechWarrior, are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries.

TM

ARMOR DIAGRAM Head (6)

Left Torso (15)

Right Torso (15)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: RFL-3N RIFLEMAN Movement Points: 4 Walking: 6 Running: Jumping: 0

Name:

Tonnage: 60 Tech Base: Inner Sphere (Intro) Era: Star League

Weapons & Equipment Inventory Qty 1 1 1 1 1 1

Type Large Laser Autocannon/5 Large Laser Autocannon/5 Medium Laser Medium Laser

Loc RA RA LA LA RT LT

Ht 8 1 8 1 3 3

Dmg 8 [DE] 5 [DB] 8 [DE] 5 [DB] 5 [DE] 5 [DE]

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Min Sht Med — 5 10 3 6 12 — 5 10 3 6 12 — 3 6 — 3 6

Lng 15 18 15 18 9 9

Left Leg (12)

BV: 1,039

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser Autocannon/5 Autocannon/5

1. 2. 3. 4. 5. 6.

Autocannon/5 Autocannon/5 Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Ammo (AC/5) 20 Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Single Heat Sink Roll Again

Right Arm (15)

Right Leg (12)

Center Torso Rear (4)

Left Torso Rear

Torso Rear

Right

(2)

(2)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (22)

Left Arm (15)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser Autocannon/5 Autocannon/5

1. 2. 3. 4-6 4. 5. 6.

Autocannon/5 Autocannon/5 Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 10 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (14)

Right Torso (14)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: RFL-3N RIFLEMAN (Legend Killer) Movement Points: 3 Walking: 5 Running: Jumping: 3

Weapons & Equipment Inventory Qty 1 1 1 1

Type Autocannon/5 Large Laser Autocannon/5 Large Laser

Loc RA RA LA LA

Name:

Tonnage: 60 Tech Base: Inner Sphere (Intro) Era: Succession Wars

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med 1 5 [DB,S] 3 6 12 8 8 [DE] — 5 10 1 5 [DB,S] 3 6 12 1 8 [DE] — 5 10

Lng 18 15 18 15

Center Torso (31)

Left Arm (12)

Left Leg (16)

BV: 1,101

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser Autocannon/5 Autocannon/5

1. 2. 3. 4. 5. 6.

Autocannon/5 Autocannon/5 Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Heat Sink Heat Sink Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Heat Sink Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Ammo (AC/5) 20

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Jump Jet

Right Leg (16)

Center Torso Rear (6)

Left Torso Rear

Torso Rear

Right

(4)

(4)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (12)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser Autocannon/5 Autocannon/5

1. 2. 3. 4-6 4. 5. 6.

Autocannon/5 Autocannon/5 Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Heat Sink Heat Sink Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Jump Jet

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 14 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (22)

Right Torso (22)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: RFL-3N RIFLEMAN (Legend Killer 2) Movement Points: 4 Walking: 6 Running: Jumping: 4

Tonnage: 60 Tech Base: Inner Sphere (Intro) Era: Succession Wars

Weapons & Equipment Inventory Qty 1 1 1 1

Type Autocannon/5 Medium Laser Autocannon/5 Medium Laser

Loc RA RA LA LA

Name: Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

(hexes)

Ht Dmg Min Sht Med Lng 1 5 [DB,S] 3 6 12 18 3 5 [DE] — 3 6 9 1 5 [DB,S] 3 6 12 18 3 5 [DE] — 3 6 9

Center Torso (30)

Left Arm (20)

Left Leg (28)

BV: 1,209

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Autocannon/5 Autocannon/5 Autocannon/5 Autocannon/5

1. 2. 3. 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Ammo (AC/5) 20 Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Roll Again

Right Leg (28)

Center Torso Rear (9)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Right Arm (20)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Autocannon/5 Autocannon/5 Autocannon/5 Autocannon/5

1. 2. 3. 4-6 4. 5. 6.

Medium Laser Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1. 2. 3. 1-3 4. 5. 6.

Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again

1. 2. 3. 4-6 4. 5. 6.

Roll Roll Roll Roll Roll Roll

Again Again Again Again Again Again

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Heat Sink Roll Again

Head Left Torso (14)

Heat Scale Overflow

Right Torso (14)

30* 29 28* 27 Left Arm (10)

Right Arm (10) Center Torso (20)

26* 25* 24* 23* 22*

Left Leg (14)

Right Leg (14)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 11 Single

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM Head (9)

Left Torso (22)

Right Torso (22)

’MECH RECORD SHEET 'MECH DATA

WARRIOR DATA

Type: RFL-3N-2 RIFLEMAN II (Legend Killer) Movement Points: 4 Walking: 6 Running: Jumping: 4

Tonnage: 80 Tech Base: Inner Sphere Era:

1 1 1

Large Laser Medium Laser LB 10-X AC

1 1

Large Laser Medium Laser

Gunnery Skill:

Piloting Skill:

Hits Taken 1 Consciousness# 3

2 5

3 7

4 5 6 10 11 Dead

Succession Wars

Weapons & Equipment Inventory Qty Type 1 LB 10-X AC

Name:

(hexes)

Loc Ht Dmg Min Sht Med RA 2 10 — 6 12 [DB,C/F/S] RA 8 8 [DE] — 5 10 RT 3 5 [DE] — 3 6 LA 2 10 — 6 12 [DB,C/F/S] LA 8 8 [DE] — 5 10 LT 3 5 [DE] — 3 6

Lng 18 15 9 18

Left Leg (26)

15 9

BV: 1,768

CRITICAL HIT TABLE

1-3

4-6

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser LB 10-X AC LB 10-X AC

1. 2. 3. 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC LB 10-X AC Endo Steel Endo Steel

Left Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Medium Laser Ammo (LB 10-X) 10

1. 2. 3. 4. 5. 6.

Ammo (LB 10-X Cluster) 10

Endo Steel Endo Steel Endo Steel Endo Steel Roll Again

1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Fusion Engine XL Fusion Engine XL Fusion Engine Jump Jet Jump Jet

Engine Hits Gyro Hits Sensor Hits Life Support

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Right Arm (21)

Right Leg (26)

Center Torso Rear (10)

Left Torso Rear

Torso Rear

Right

(6)

(6)

INTERNAL STRUCTURE DIAGRAM

Head

Left Arm

Center Torso (31)

Left Arm (21)

Right Arm 1. 2. 3. 1-3 4. 5. 6.

Shoulder Upper Arm Actuator Large Laser Large Laser LB 10-X AC LB 10-X AC

1. 2. 3. 4-6 4. 5. 6.

LB 10-X AC LB 10-X AC LB 10-X AC LB 10-X AC Endo Steel Endo Steel

Right Torso 1. 2. 3. 1-3 4. 5. 6.

XL Fusion Engine XL Fusion Engine XL Fusion Engine Double Heat Sink Double Heat Sink Double Heat Sink

1. 2. 3. 4-6 4. 5. 6.

Jump Jet Medium Laser Ammo (LB 10-X) 10 Ammo (LB 10-X Cluster) 10

Endo Steel Endo Steel

Right Leg

Damage Transfer Diagram

1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Endo Steel Endo Steel

Head Left Torso (17)

Heat Scale Overflow

Right Torso (17)

30* 29 28* 27 Left Arm (13)

Right Arm (13) Center Torso (25)

26* 25* 24* 23* 22*

Left Leg (17)

Right Leg (17)

21 20* 19* 18* 17* 16

HEAT DATA Heat Level* 30 28 26 25 24 23 22 20 19 18 17 15 14 13 10 8 5

15*

Heat Sinks: 13 (26) Double

Effects Shutdown Ammo Exp. avoid on 8+ Shutdown, avoid on 10+ –5 Movement Points +4 Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ –4 Movement Points Ammo Exp. avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire –3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire –2 Movement Points +1 Modifier to Fire –1 Movement Points

14* 13* 12 11 10* 9 8* 7 6 5* 4 3 2 1 0

© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

BattleTech Eras

The BattleTech universe is a living, vibrant entity that grows each year as more sourcebooks and fiction are published. A dynamic universe, its setting and characters evolve over time within a highly detailed continuity framework, bringing everything to life in a way a static game universe cannot match. However, the same dynamic energy that makes BattleTech so compelling can also make it confusing, with so many sourcebooks published over the years. As people encounter BattleTech, get hooked and start to obtain sourcebooks, they need to know where a particular sourcebook is best used along the BattleTech timeline. To help quickly and easily convey the timeline of the BattleTech universe—and to allow a player to easily “plug in” a given sourcebook— we’ve divided BattleTech into six major eras. (For those that own the BattleTech Introductory Box Set, the year dates in parentheses following each era’s title correspond to the maps found in the Inner Sphere at a Glance sourcebook.)

STAR LEAGUE (2570) Ian Cameron, ruler of the Terran Hegemony, concludes decades of tireless effort with the creation of the Star League, a political and military alliance between all Great Houses and the Hegemony. Star League armed forces immediately launch the Reunification War, forcing the Periphery realms to join. For the next two centuries, humanity experiences a golden age across the thousand light-years of human-occupied space known as the Inner Sphere. It also sees the creation of the most powerful military in human history.

SUCCESSION WARS (3025, 3030, 3040) Every last member of First Lord Richard Cameron’s family is killed during a coup launched by Stefan Amaris. Following the thirteen-year war to unseat him, the rulers of each of the five Great Houses disband the Star League. General Aleksandr Kerensky departs with eighty percent of the Star League Defense Force beyond known space and the Inner Sphere collapses into centuries of warfare known as the Succession Wars that will eventually result in a massive loss of technology across most worlds.

CLAN INVASION (3052, 3057) A mysterious invading force strikes the coreward region of the Inner Sphere. The invaders, called the Clans, are descendants of Kerensky’s SLDF troops, forged into a society dedicated to becoming the greatest fighting force in history. With vastly superior technology and warriors, the Clans conquer world after world. Eventually this outside threat

will forge a new Star League, something hundreds of years of warfare failed to accomplish. In addition, the Clans will act as a catalyst for a technological renaissance.

CIVIL WAR (3062, 3067) The Clan threat is eventually lessened with the complete destruction of a Clan. With that massive external threat apparently neutralized, internal conflicts explode around the Inner Sphere. House Liao conquers its former Commonality, the St. Ives Compact; a rebellion of military units belonging to House Kurita sparks a war with their powerful border enemy, Clan Ghost Bear; the fabulously powerful Federated Commonwealth of House Steiner and House Davion collapses into five long years of bitter civil war.

JIHAD (3067, Current) Following the Federated Commonwealth Civil War, the leaders of the Great Houses meet and disband the new Star League, declaring it a sham. The pseudoreligious Word of Blake—a splinter group of ComStar, the protectors and controllers of interstellar communication—launch the Jihad: an interstellar war that will ultimately pit every faction against each other and even against themselves, as weapons of mass destruction are used for the first time in centuries while new and frightening technologies are likewise unleashed.

DARK AGE (3132+) Under the guidance of Devlin Stone, the Republic of the Sphere is born at the heart of the Inner Sphere following the Jihad. One of the more extensive periods of peace begins to break out as the 32nd century dawns. The factions, to one degree or another, embrace disarmament and the massive armies of the Succession Wars begin to fade. However, in 3132 eighty percent of interstellar communications collapses, throwing the universe into chaos. Wars almost immediately erupt and the factions begin rebuilding their armies.

Sourcebooks As Catalyst Game Labs continues to publish new BattleTech products (and reprint previously published products), easy reference logos—corresponding to those above—will be printed directly on their back covers. This will allow retailers and players alike to know at a glance what eras are covered by a given product. For additionalease of reference, era logos will also appear on product’s sell sheet, on-line products page and so on. Note that if a Catalyst Game Labs BattleTech product does not contain an era logo, then it is considered a core rulebook or supplement to be used across all eras, such as the Introductory Box Set, Total Warfare and so on.

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