11
CLASSIC BATTLETECH BATTLETECH TM RECORD SHEETS: 3060 CATALYST GAME LABS

Record Sheets: 3060 - BattleCorps

  • Upload
    others

  • View
    33

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Record Sheets: 3060 - BattleCorps

CLASSIC BATTLETECHBATTLETECHTM

RECORD SHEETS: 3060

• CATALYST GAME LABS •

Page 2: Record Sheets: 3060 - BattleCorps

INTRODUCTIONWelcome to Record Sheets: 3060! As a companion volume

to Total Warfare, players will have moved beyond the intro-ductory 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 Total Warfare.

HOW TO USE THIS BOOKHaving graduated from the Introductory Box Set and perhaps

having picked up Technical Readout: 3060, you might be won-dering why you need this book. While a blank ’Mech record sheet is included in the Introductory Box Set 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: 3060 widens the options available to play-ers, with an eye toward ease of use that is the hallmark of all BattleTech products. Players need only photocopy any design they wish to play and can immediately start marching across the battle� eld.

Rules Addendum and ScenariosA complete Rules Addendum follows this introduction

before the start of the record sheets. It includes ready-to-play scenarios as well as a host of more advanced movement and combat options.

Where are the other variants found in Technical Readout: 3060?Players who want pre-printed record sheets for any variants

mentioned in the Technical Readout can purchase the Record Sheet: 3060 PDF—as well as many other BattleTech products—at www.battlecorps.com/catalog.

CREDITSProject Development

Randall N. Bills

WritingRandall N. BillsBjørn SchmidtJoel Steverson

Product EditingDiane Piron-Gelman

BattleTech Line DeveloperHerbert A. Beas II

Production Sta� Art Direction Randall N. BillsCover Art Alex IglesiasCover Design Matt HeerdtBattleTech Logo Design Shane Hartley, Steve Walker and Matt HeerdtLayout Matt HeerdtIllustrations Doug Cha� ee Fred Hooper Kevin Long Gerhard Mozsi Jim Nelson Matt Plog Brian Snoddy Franz VohwinkelMiniatures Painting & Photography Lance “Jal Phoenix” ScarinciRecord Sheets David L. McCulloch

Playtesters/ProofreadersRon Barter, Blake Cetnar, Nicolai Duda, Bruce Ford, Glen “Lob-

sterback” Hopkins, Chris Marti, Corey Morris, Aaron Pollyea, Martin Sharpe, John Unchelenko.

©2010 The Topps Company, Inc. All Rights Reserved. BattleTech Record Sheets: 3060, Classic BattleTech, BattleTech, ’Mech, BattleMech and MechWarrior 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.

Published by Catalyst Game Labs,an imprint of InMediaRes Productions, LLC

PMB 202 • 303 91st Ave NE • G701 • Lake Stevens, WA 98258

FIND US ONLINE:[email protected] (e-mail address for any Classic BattleTech questions)classicbattletech.com (o� cial Classic BattleTech web pages)CatalystGameLabs.com (Catalyst web pages)battlecorps.com/catalog (online ordering)

Page 3: Record Sheets: 3060 - BattleCorps

3

the 4 ’Mechs of Subcommander One’s lance may use the Overrun Combat ability, only the 4 ’Mechs of Sub-commander Two’s lance may use the Disrupt Communications ability and only the 4 ’Mechs of Subcommander Three’s lance may use the Zone of Control ability. However, all 12 ’Mechs may use the Forcing the Initiative ability of the force commander.

If any commander retreats o� the playing area, his Initiative modi� er is lost, as is his ability; if the controlling player is in the middle of using the ability, he can � nish using it (for example, if he is in the middle of o� -map movement). If a sub-force com-mander is killed, not only are his ability and Initiative modi� ers lost, but an additional –1 Initiative modi� er is applied (a –2 Initiative modi� er is applied for the death of the overall force commander).

Banking Initiative (Force Commander Only)Before making the Initiative roll (both rolls), the controlling

player can choose to give the Initiative to his opponent. For each two turns the controlling player elects to lose Initiative in this manner, he may—at a later turn, and before making his Initiative roll—choose to take the Initiative. The controlling player may only “bank” up to two Initiative rolls (giving up four beforehand) at any one time in this way. For purposes of any other special abilities, consider the opponent to have won or lost the Initiative (as appropriate) by a margin of 1.

Forcing the Initiative (Force Commander Only)The controlling player can “force the initiative” and gain

bonuses to his Initiative rolls; the controlling player announces at the start of every turn, before the dice are rolled, whether he will use this ability or not. The bonus is equal to the number of enemy units his side destroyed in the previous turn, reduced by the number of his own destroyed units.

For example, a side with this capability receives a +2 Initia-tive bonus if it destroyed four enemy units and lost two of its own during the previous turn.

Overrun CombatWhen rolling Initiative for overrun-capable forces, the

controlling player notes the die roll result’s Margin of Success (MoS). Divide the MoS by 2 and round fractions down. The result equals the number of individual units that may move, designate their targets and � re before any other units move and � re. “Extra” successes (such as when the player has more successes than there are units available to move) do not carry over to later turns. For example, an overrun-capable force makes an Initiative roll of 11, while its opponent rolls a 6. That gives the overrun-capable force an MoS of 5, allowing two units to move and fi re before any opposing units may move (5 divided by 2 is 2.5, rounded down to 2).

Units employing the overrun capability do not take part in the normal move/� re sequence and so do not count when determining how many units each side must move when alternating turns during the Movement and Weapon Attack

The following advanced rules showcase that combat is far more than just movement and � ring and are just a slice of all that Tactical Operations—The Advanced Planetary Conquest Rules book—has to o� er. The rules have been modi� ed, as appropriate, to ensure they are completely playable with just the rules and scenarios found in this book.

COMMANDERSAt the start of a game, before

any play takes place, players may nominate sub-force com-manders (lances, companies, battalions; Stars, Trinaries, Clus-ters; Level IIs, Level IIIs, Level IVs; and so on), as well as the overall force commander of each player’s force (see Commanders, p. 273, TW). An overall force commander cannot be a sub-force commander; for example, a company of three lances would have 3 sub-force (lance) commanders and 1 force (company) commander.

Only units piloted by a single warrior may be nominated as a sub-force commander or force commander. The exceptions are infantry (the controlling player nominates which trooper in the squad/platoon is the commander), or any vehicle that uses the Ground Combat Vehicle Critical Hits Table. If the vehicle su� ers a Crew Stunned critical hit, the commander is consid-ered to have retreated for purposes of these rules, for as long as the crew is stunned; if the vehicle su� ers a Commander Hit critical hit, the commander is considered dead (see below).

Players can hide which commanders are operating which units (or in which infantry unit), though it is advisable to write such information down—each commander on a di� er-ent piece of paper—and place it hidden on the table so it can be easily con� rmed during play as units start to retreat and/or are destroyed.

For each sub-force commander � elded on a side, apply a cumulative +1 Initiative modi� er. The force commander can roll twice each turn for Initiative, using the higher roll; the two rolls are made automatically, without reference to any other Initiative rolls made by other players, with the controlling player using the highest value of the two dice rolls (all Initia-tive modi� ers are applied after the two rolls are made and the highest is chosen).

Additionally, each sub-commander and the force com-mander—at the controlling player’s discretion—may be assigned one of the following unique abilities; each ability only applies to the units under that commander’s sway. For example, Player A is � elding a company-sized force. Sub-com-mander One has the Overrun Combat ability, Sub-commander Two has the Disrupt Communications ability, Sub-commander Three has the Zone of Control ability and � nally the overall force commander has the Forcing the Initiative ability. Only

RULES ADDENDUM

33

Page 4: Record Sheets: 3060 - BattleCorps

LS

9

Multiple Crewmen: Large vehicles (31 tons and heavier) have three or more crewmen, some of whom act as loaders or additional gunners to allow the vehicle to attack multiple tar-gets more easily. For every crewman above two, a vehicle may attack an additional target without su� ering the secondary-target modi� er.

These additional targets may fall outside the front � ring arc. For example, a 50-ton Maxim hovercraft has a crew of four (50 ÷ 15 = 3.33, rounded up to 4). Its two extra crewmen allow it to � re at up to three targets in the same Weapon Attack Phase without penalty. The standard +1 secondary-target modi� er would apply to all targets past 3.

SCENARIOSThis section contains two ready-to-play scenarios. After the

name of each scenario, a parenthetical phrase de� nes what type it is as described under Mission Types (see p. 35, Inner Sphere At a Glance).

SCENARIO 1: WHAT IF… (PLANETARY ASSAULT)

Leave it to the brass to come up with stupid ideas….Adept Julian Hatamoto synced up his neurohelmet with

particular venom as the thought rolled around in his head like an errant round from an autocannon that had pierced armor. They’d spent months in the simulators, trying to replay almost every aspect of Operations Serpent and Bulldog, to “be pre-pared for the day.” What day?! Things’d been calm on the Clan border over the past few years. On the Lyran front the Falcons were edgy as always, but here in the Free Rasalhague Republic (or what was left of it), they hadn’t seen real combat in ages. Yet the Precentor Martials—bad enough one, but when they both pitched in!—had come up with something unusual: a

“what if” scenario.Hatamoto had no idea what to expect this time. Last time,

they were surprised on Huntress by an invasion coalition force consisting of Crusader Clans. It had been a short and brutal � ght and the forces of the Star League were obliterated. “I could’ve told them as much…”, he whispered; despite his frustration, he was not about to be called out because his mic picked up his acerbic comments.

He gripped the simulator cockpit joystick and waited for the inevitable situation report…

HYPOTHETICAL SITUATIONHanover, Clan Smoke Jaguar Occupation Zone25 June 3059

The o� ensive to drive the Smoke Jaguars out of the Inner Sphere and end their occupation of Draconis Combine worlds—and the life of the Clan itself—is in full swing. The � rst wave was

Anti-’Mech Skill Rating of 1, they can be used to pilot ’Mechs and aerospace � ghters. In this case, apply a +1 to-hit modi� er in addition to the standard +2 Piloting Skill modi� er.

VEHICLE CREWSUnlike ’Mechs, which are piloted by a single MechWarrior,

all but the smallest vehicles are controlled by a crew of two or more. Many factors determine the number of crewmen a vehicle requires, the most important factor being the number of weapon systems the vehicle mounts. For purposes of game play, however, the number of crewmen relates directly to the size of the vehicle.

To determine the number of crewmen, divide the tonnage of the vehicle by 15, rounding fractions up. The size of a vehi-cle’s crew is rarely important in a single game, but frequently becomes important in campaign play.

Crew Numbers and AbilitiesDepending on the number of crew it carries, a vehicle

may operate under certain restrictions or advantages, as described below.

Single Crewman: Small vehicles (15 tons and lighter) have only one crewman, who must act as the driver, gunner and com-mander. Such a vehicle may not attack more than a single target each turn. Also, if any of the vehicle’s weapons or turrets jam, the vehicle may neither move or � re while clearing the jam.

Two Crewmen: Vehicles with two crewmen (16–30 tons) usually have one driver and one commander/gunner. Such vehicles operate normally.

99

Page 5: Record Sheets: 3060 - BattleCorps

13

into their hex, ends its movement adjacent to their hex or has the Active Probe special ability (see p. 14) and ends its move-ment such that the hidden Unit is within range of the probe. If a Unit attempts to enter a hex containing a hidden Unit, the move is aborted and the hidden Unit is revealed.

Surprise Attacks From Hidden Units If an enemy Unit moves adjacent to a hidden ground Unit,

the hidden Unit may immediately make a surprise attack. This attack may be augmented by overheating. The base to-hit number for the attack is the attacker’s Skill Rating, modi� ed only for unrepaired critical hits to the attacker. Damage takes place immediately; however, the attacker cannot move or � re for the rest of the current turn.

PHYSICAL ATTACKSThese attacks may only be made when the attacker and tar-

get are in adjacent hexes and at the same elevation. Physical attacks are made in place of weapon attacks. There are two types of physical attacks: Standard and Melee.

Standard Physical Attacks: Standard physical attacks con-sist of punches and kicks where the ’Mech or ProtoMech uses its limbs to in� ict damage on a target.

Melee Physical Attacks: Only ’Mechs with the Melee (MEL) special ability (see p. 14) may make Melee physical attacks. The Unit uses a weapon to augment its normal physical attack damage. Units that have the Melee (MEL) special ability may not choose to make a Standard physical attack instead.

Resolving Physical AttacksPhysical attacks follow a process similar to weapon attacks.

The target must be in the attacker’s front arc, but it is not necessary to verify LOS or � ring arc, or to determine range or attack direction. Physical attacks always strike from the front.

BATTLEFORCE BattleForce is the BattleTech

game of lightning-fast combat. These rules ramp up standard game play to a fast-playing system that retains the feel of BattleTech. Players familiar with BattleTech will find it easy to adapt to BattleForce. New play-ers will discover that BattleForce eases the learning curve of Bat-tleTech, as it introduces similar mechanics in a simpler fashion.

QUICK-START RULESPlayers can download the free BattleForce Quick-Start

Rules (QSR) PDF from www.battletech.com. The rules con-tain everything a player needs to quickly learn how to play BattleForce, including two scenarios to help a player fully understand the rules.

The following scenario can be considered an Elite Training Scenario, compared to the Green and Veteran Training Scenarios as described in the BattleForce QSR.

BATTLEFORCE QUICK-START RULES ADDENDUM

The following rules build on the BattleForce QSR so that play-ers can play Scenario 3: Trial by Fire.

Level Change: A ’Mech may change levels by 1 or 2 levels per hex, at a cost of 1 MP per level. ProtoMechs pay the same cost but may only change 1 level per hex.

Determining Critical Hits: ProtoMechs have a unique table for determining critical hits (see Determining Critical Hits Table Addendum, below).

HIDDEN UNITSPrior to the start of play, the defender may hide his Pro-

toMech Units on the playing area. He must write down the number of each hex in which a Unit is hidden or otherwise record its position, and designate its facing. No Unit may hide in a clear hex. All other hexes are valid.

If a player plans to move a hidden Unit during a turn, he must reveal it at the start of his Movement Phase. If he plans to attack using a hidden Unit, he must reveal it at the beginning of the Combat Phase.

Detecting Hidden UnitsHidden Units remain hidden until they attack or move, or

until an enemy Unit moves into their hex, attempts to move

DETERMINING CRITICAL HITSTABLE ADDENDUM

2D6 Rolls ProtoMech

2 Weapon Hit

3 Weapon Hit

4 Fire Control Hit

5 MP Hit

6 No Critical Hit

7 MP Hit

8 No Critical Hit

9 MP Hit

10 Proto Destroyed*

11 Weapon Hit

12 Weapon Hit

*The Element is eliminated from the game.

1313

Page 6: Record Sheets: 3060 - BattleCorps

INNER SPHERE/PERIPHERYRECORD SHEET

TM

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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.

Unit Name:

Unit Name:

Unit Name:

Weight Class:

Weight Class:

Weight Class:

Point Value:

Point Value:

Point Value:

Notes:

Notes:

Notes:

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

Element: DestroyedArmor/Structure Heat Scale:

Special Abilities:

MV S (+0) M (+2)1 2 3 S

L (+4) E (+6) Wt. Skill OV

4 2 3 1 4— 3 1

399

None

5 2 3 2 2— 4 0

None

Kingston’s Legionnaires - First Company - Alpha Lance

None

STC-2C Striker

HUR-W0-R4L Huron Warrior

AWS-9M Awesome

JN-G8A Jinggau

WVR-Wolverine

SHD-5M Shadow Hawk

GRF-3M Griffin

CPLT-C4 Catapult

VND-3L Vindicator

MS1-O Men Shen

4 4 4 3 4— 3 1

None

5j 4 5 2 3— 2 0

None

5j 2 2 1 2— 3 0

255

CASE

4j 1 — — 3— 4 0

IF2, LRM 2/2/2/0

Kingston’s Legionnaires - First Company - Charlie Lance

None

SNK-1V Snake

4j 2 2 2 2— 4 0

CASE

8 4 4 2 2— 4 0

PRB, RCN, IF2

6j 3 3 — 3— 4 1

270

ENE, TAG, TSM, MEL

6/5j 3 3 2 2— 4 1

None

Kingston’s Legionnaires - First Company - Bravo Lance

None

TSG-9H Ti Ts’ang

5j 2 2 1 2— 4 0

CASE, IF1, LRM 1/1/1/0

5j 2 1 1 2— 3 0

CASE, IF1, LRM 1/1/1/0

Page 7: Record Sheets: 3060 - BattleCorps

V.T.O.L. VEHICLE RECORD SHEETVEHICLE DATA CREW DATA

CRITICAL DAMAGE

ARMOR DIAGRAM

VTOL ELEVATION TRACK

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

Crew:

Gunnery Skill: Driving Skill:

Type:

Movement Points:

Cost:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Dmg Min Sht Med Lng

Tonnage:

BV:

Movement Type:

Engine Type:

Cruising: Flank:

Pilot HitCo-Pilot HitModifier to Driving Skill rolls

Modifier to all Skill rolls

+1 +2

Stabilizers

Front Left Right Rear

Flight Stabilizer*

*Move at Cruising speed only

+3 Engine Hit

Sensor Hits +1 +2 +3 D

Turn 1 2 53 4 6 7 8 9 10

Elevation

11 12 15 16 17 18 19 2013 14

RotorArmor

(2)

Rear Armor(3)

Lef

t Sid

e A

rmor

(6)

Right S

ide Arm

or (6)

Front Armor(9)

916,667 C-bills

Inner SphereClan Invasion

1 Light Gauss Rifle F 8 3 8 17 25 [DB,X]

Ammo: (Light Gauss) 32

25

492

VTOL

ICE

8

2

12

HAWK MOTH GUNSHIP

V.T.O.L. VEHICLE RECORD SHEETVEHICLE DATA CREW DATA

CRITICAL DAMAGE

ARMOR DIAGRAM

VTOL ELEVATION TRACK

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

Crew:

Gunnery Skill: Driving Skill:

Type:

Movement Points:

Cost:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Dmg Min Sht Med Lng

Tonnage:

BV:

Movement Type:

Engine Type:

Cruising: Flank:

Pilot HitCo-Pilot HitModifier to Driving Skill rolls

Modifier to all Skill rolls

+1 +2

Stabilizers

Front Left Right Rear

Flight Stabilizer*

*Move at Cruising speed only

+3 Engine Hit

Sensor Hits +1 +2 +3 D

Turn 1 2 53 4 6 7 8 9 10

Elevation

11 12 15 16 17 18 19 2013 14

RotorArmor

(2)

Rear Armor(11)

Lef

t Sid

e A

rmor

(1

4)

Right S

ide Arm

or (14)

Front Armor(16)

878,220 C-bills

ClanSuccessionWars

1 ER Large Laser F 10 [DE] — 8 15 252 Streak SRM 2 F 2/Msl. — 4 6 12 [M,C]

Ammo (CASE): (Streak) 50

21

915

VTOL

Fusion

9

2

14

DONAR ASSAULT HELICOPTER

Page 8: Record Sheets: 3060 - BattleCorps

TRACKED VEHICLE RECORD SHEETVEHICLE DATA CREW DATA

CRITICAL DAMAGE

ARMOR DIAGRAM

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

Crew:

Gunnery Skill: Driving Skill:

Type:

Movement Points:

Cost:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Dmg Min Sht Med Lng

Tonnage:

BV:

Movement Type:

Engine Type:

Cruising: Flank:

Engine Hit

StabilizersFront Left Right

Motive System Hits +1 +2 +3

Sensor Hits +1 +2 +3 D

Rear

Driver HitCommander HitModifier to Driving Skill rolls

Modifier to all Skill rolls

+1 +2

Turret Locked

Turret

Turret Armor(27)

Rear Armor(19)

Lef

t Sid

e A

rmor

(29)

Right S

ide Arm

or (29)

Front Armor(30)

3,289,750 C-bills

ClanSuccessionWars

2 ER Medium Laser T 7 [DE] — 5 10 152 LRM 20 T 1/Msl. — 7 14 21 w/Artemis IV FCS [M,C,S]1 Streak SRM 4 F 2/Msl. — 4 8 12 [M,C]

Ammo (CASE): (LRM) 24, (Streak) 25

50

1,484

Tracked

Fusion

4

4

6

HACHIMAN FIRE SUPPORT TANK

HOVER VEHICLE RECORD SHEETVEHICLE DATA CREW DATA

CRITICAL DAMAGE

ARMOR DIAGRAM

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

Crew:

Gunnery Skill: Driving Skill:

Type:

Movement Points:

Cost:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Dmg Min Sht Med Lng

Tonnage:

BV:

Movement Type:

Engine Type:

Cruising: Flank:

Engine Hit

StabilizersFront Left Right

Motive System Hits +1 +2 +3

Sensor Hits +1 +2 +3 D

Rear

Driver HitCommander HitModifier to Driving Skill rolls

Modifier to all Skill rolls

+1 +2

Turret Locked

Turret

Turret Armor(17)

Rear Armor(18)

Lef

t Sid

e A

rmor

(20)

Right S

ide Arm

or (20)

Front Armor(21)

2,905,333 C-bills

Clan (Omni)SuccessionWars

4 Medium Pulse Laser T 7 [P] — 4 8 121 Streak 4 T 2/Msl. — 4 8 12 [M,C]

Ammo (CASE): (Streak) 25

50

1,477

Hover

Fusion

9

4

14

EPONA PURSUIT TANK PRIME

Page 9: Record Sheets: 3060 - BattleCorps

’MECH RECORD SHEET

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

'MECH DATA WARRIOR DATA

CRITICAL HIT TABLE

HEAT DATA

HeatScaleOverflow

0

1

2

3

4

5 *

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

19

20

21

22

23

24

25

26

27

28

29

30

6

7

8

9

10

11

12

13

14

15

17

18

16

INTERNAL STRUCTURE DIAGRAM

ARMOR DIAGRAM

30 Shutdown

HeatLevel* Effects

28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 –5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 –4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 –3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 –2 Movement Points 8 +1 Modifier to Fire 5 –1 Movement Points

Name:

Gunnery Skill: Piloting Skill:

1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness#

Hits Taken

Type:Movement Points:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Ht Dmg Min Sht Med Lng

Tonnage: Walking: Running: Jumping:

Damage TransferDiagram

Left Arm

1-3

1. Shoulder2. Upper Arm Actuator3.4.5.6.

4-6

1.2.3.4.5.6.

Left Torso

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

1.2.3.4.5.6.

Head1. Life Support2. Sensors3.4.5.6.

1-3

1.2.3.4. Gyro5. Gyro6.

4-6

1.2.3.4.5.6.

Center Torso

Right ArmShoulderUpper Arm Actuator

Right Torso

Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

Life SupportSensor Hits

Gyro HitsEngine Hits

Head

CenterTorso(20)

RightLeg(14)

LeftArm(10)

RightArm (10)

Left Torso (14) Right Torso (14)

LeftLeg(14)

RightLeg(28)

LeftLeg(28)

Left Arm(20)

Right Arm(20)

Torso Rear

(6)

RightLeftTorso Rear

(6)

Right Torso(22)

Left Torso(22)

CenterTorso

Rear (9)

CenterTorso(30)

Head (9)

XL Fusion EngineXL Fusion EngineXL Fusion Engine

XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

XL Fusion EngineXL Fusion Engine

XL Fusion EngineXL Fusion EngineXL Fusion Engine

Gyro

Gyro

Life SupportSensors

Cockpit

Heat Sinks:13 (26)Double

Lower Arm Actuator ER Medium LaserER Small LaserER Small Laser

ER Small LaserER Small LaserEndo SteelEndo Steel

Endo SteelEndo Steel

TAGRoll Again

Jump Jet

ER Medium LaserER Medium Laser

Endo SteelEndo SteelEndo SteelTSM

TSM

Jump JetJump Jet

TSM

HatchetHatchet

HatchetHatchetEndo SteelEndo Steel

Endo Steel

Cost: 15,361,280 C-bills BV: 1,841

6 (7)9 (11)

6

TSG-9H TI TS’ANG

Inner SphereClan Invasion

60

Endo Steel

Jump Jet

ER Medium LaserER Medium Laser

Endo SteelEndo SteelEndo SteelTSM

TSM

Jump JetJump Jet

TSM

Lower Arm ActuatorHand Actuator

Roll Again

1 Hatchet RA 0 12 [PD] — — — —2 ER Medium Laser RT 5 5 [DE] — 4 8 122 ER Medium Laser LT 5 5 [DE] — 4 8 121 ER Medium Laser LA 5 5 [DE] — 4 8 124 ER Small Laser LA 2 3 [DE] — 2 4 51 TAG CT 0 [E] — 5 9 15

Triple-Strength Myomer

Page 10: Record Sheets: 3060 - BattleCorps

’MECH RECORD SHEET

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, 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

'MECH DATA WARRIOR DATA

CRITICAL HIT TABLE

HEAT DATA

HeatScaleOverflow

0

1

2

3

4

5 *

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

19

20

21

22

23

24

25

26

27

28

29

30

6

7

8

9

10

11

12

13

14

15

17

18

16

INTERNAL STRUCTURE DIAGRAM

ARMOR DIAGRAM

30 Shutdown

HeatLevel* Effects

28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 –5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 –4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 –3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 –2 Movement Points 8 +1 Modifier to Fire 5 –1 Movement Points

Name:

Gunnery Skill: Piloting Skill:

1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness#

Hits Taken

Type:Movement Points:

Tech Base:

Weapons & Equipment Inventory (hexes)

Qty Type Loc Ht Dmg Min Sht Med Lng

Tonnage: Walking: Running: Jumping:

Damage TransferDiagram

Left Arm

1-3

1. Shoulder2. Upper Arm Actuator3.4.5.6.

4-6

1.2.3.4.5.6.

Left Torso

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

1-3

1.2.3.4.5.6.

4-6

1.2.3.4.5.6.

1.2.3.4.5.6.

Head1. Life Support2. Sensors3.4.5.6.

1-3

1.2.3.4. Gyro5. Gyro6.

4-6

1.2.3.4.5.6.

Center Torso

Right ArmShoulderUpper Arm Actuator

Right Torso

Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

Life SupportSensor Hits

Gyro HitsEngine Hits

Head

CenterTorso(22)

RightLeg(15)

LeftArm(11)

RightArm (11)

Left Torso (15) Right Torso (15)

LeftLeg(15)

RightLeg(30)

LeftLeg(30)

Left Arm(22)

Right Arm(22)

Torso Rear

(7)

RightLeftTorso Rear

(7)

Right Torso(23)

Left Torso(23)

CenterTorso

Rear (8)

CenterTorso(35)

Head (9)

XL Fusion EngineXL Fusion EngineXL Fusion Engine

XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

XL Fusion EngineXL Fusion EngineXL Fusion Engine

Gyro

Gyro

Life SupportSensors

Cockpit

Heat Sinks:25 (50)Double

Double Heat SinkDouble Heat SinkDouble Heat SinkDouble Heat Sink

ER Large LaserER Large LaserER Large LaserRoll Again

Roll AgainRoll Again

Endo SteelEndo SteelDouble Heat Sink

Double Heat Sink

Double Heat SinkDouble Heat Sink

Double Heat SinkDouble Heat SinkDouble Heat SinkDouble Heat Sink

Double Heat Sink

Endo SteelEndo Steel

Double Heat Sink

Double Heat SinkDouble Heat Sink

ER PPCER PPCER PPCER PPC

Roll Again

Cost: 17,672,917 C-bills BV: 2,530

460

NOVA CAT PRIME

Clan (Omni)Clan Invasion

70

Roll Again

Double Heat SinkDouble Heat Sink

Double Heat SinkDouble Heat Sink

Double Heat SinkDouble Heat SinkDouble Heat SinkDouble Heat Sink

Double Heat Sink

Endo SteelEndo Steel

Double Heat Sink

Double Heat SinkDouble Heat Sink

Endo Steel

3 ER Large Laser LA 12 10 [DE] — 8 15 252 ER PPC RA 15 15 [DE] — 7 14 23

Page 11: Record Sheets: 3060 - BattleCorps

PROTOMECHRECORD SHEET

TM

© 2009 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

ARMOR DIAGRAM

BV:Cost:

LOC. TYPE Dmg Min Sht Med Lng

/ /

Type:

Tons:

Movement Points:

Walk/Run/Jump

PILOT DATA

Gunnery Skill: 1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness #

Hits TakenName:

*Roll 1D6: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

HIT LOCATIONS AND CRITICAL HITS 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT

2 Main Gun Main Gun Destroyed

4 Right Arm +1 to Hit Right Arm Destroyed

10 +1 to HitLeft Arm Left Arm Destroyed

12 +1 to HitHead +2 to Hitno Long range shots

5,9 –1 Walk MPLegs 1/2 Walk MP No Move

6,7,8 –1 Jump*Torso 1/2 Jump* ProtoDestroyed

WEAPONS INVENTORY

LeftArm

RightArm

TorsoLegs

Main Gun

Head

ARMOR DIAGRAM

BV:Cost:

LOC. TYPE Dmg Min Sht Med Lng

/ /

Type:

Tons:

Movement Points:

Walk/Run/Jump

PILOT DATA

Gunnery Skill: 1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness #

Hits TakenName:

*Roll 1D6: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

HIT LOCATIONS AND CRITICAL HITS 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT

2 Main Gun Main Gun Destroyed

4 Right Arm +1 to Hit Right Arm Destroyed

10 +1 to HitLeft Arm Left Arm Destroyed

12 +1 to HitHead +2 to Hitno Long range shots

5,9 –1 Walk MPLegs 1/2 Walk MP No Move

6,7,8 –1 Jump*Torso 1/2 Jump* ProtoDestroyed

WEAPONS INVENTORY

LeftArm

RightArm

TorsoLegs

Main Gun

Head

ARMOR DIAGRAM

BV:Cost:

LOC. TYPE Dmg Min Sht Med Lng

/ /

Type:

Tons:

Movement Points:

Walk/Run/Jump

PILOT DATA

Gunnery Skill: 1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness #

Hits TakenName:

*Roll 1D6: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

HIT LOCATIONS AND CRITICAL HITS 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT

2 Main Gun Main Gun Destroyed

4 Right Arm +1 to Hit Right Arm Destroyed

10 +1 to HitLeft Arm Left Arm Destroyed

12 +1 to HitHead +2 to Hitno Long range shots

5,9 –1 Walk MPLegs 1/2 Walk MP No Move

6,7,8 –1 Jump*Torso 1/2 Jump* ProtoDestroyed

WEAPONS INVENTORY

LeftArm

RightArm

TorsoLegs

Main Gun

Head

ARMOR DIAGRAM

BV:Cost:

LOC. TYPE Dmg Min Sht Med Lng

/ /

Type:

Tons:

Movement Points:

Walk/Run/Jump

PILOT DATA

Gunnery Skill: 1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness #

Hits TakenName:

*Roll 1D6: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

HIT LOCATIONS AND CRITICAL HITS 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT

2 Main Gun Main Gun Destroyed

4 Right Arm +1 to Hit Right Arm Destroyed

10 +1 to HitLeft Arm Left Arm Destroyed

12 +1 to HitHead +2 to Hitno Long range shots

5,9 –1 Walk MPLegs 1/2 Walk MP No Move

6,7,8 –1 Jump*Torso 1/2 Jump* ProtoDestroyed

WEAPONS INVENTORY

LeftArm

RightArm

TorsoLegs

Main Gun

Head

ARMOR DIAGRAM

BV:Cost:

LOC. TYPE Dmg Min Sht Med Lng

/ /

Type:

Tons:

Movement Points:

Walk/Run/Jump

PILOT DATA

Gunnery Skill: 1 3

2 5

3 7

4 10

5 11

6 DeadConsciousness #

Hits TakenName:

*Roll 1D6: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

HIT LOCATIONS AND CRITICAL HITS 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT

2 Main Gun Main Gun Destroyed

4 Right Arm +1 to Hit Right Arm Destroyed

10 +1 to HitLeft Arm Left Arm Destroyed

12 +1 to HitHead +2 to Hitno Long range shots

5,9 –1 Walk MPLegs 1/2 Walk MP No Move

6,7,8 –1 Jump*Torso 1/2 Jump* ProtoDestroyed

WEAPONS INVENTORY

LeftArm

RightArm

TorsoLegs

Main Gun

Head

PROTOMECH 2

PROTOMECH 3

PROTOMECH 4

PROTOMECH 5

PROTOMECH 1

336809,428 C-bills

ROC

7

5 58

M ER Medium Laser 7 [DE] — 5 10 15

336809,428 C-bills

ROC

7

5 58

M ER Medium Laser 7 [DE] — 5 10 15

336809,428 C-bills

ROC

7

5 58

M ER Medium Laser 7 [DE] — 5 10 15

336809,428 C-bills

ROC

7

5 58

M ER Medium Laser 7 [DE] — 5 10 15

336809,428 C-bills

ROC

7

5 58

M ER Medium Laser 7 [DE] — 5 10 15