Cover Artist: Les Dorscheid First Publication: BattleTech Manual BLANK RECORD SHEETS Year: 1987 TM Head ( ) Left Torso Right Torso ( ) ( )

’MECH RECORD SHEET

1 2 10 11

Center Left Arm Torso Right Arm ( ) ( ) ( )

Left Right Leg Center Leg ( ) Torso ( ) Rear ( )

Left Right Cost: BV: Torso Rear Torso Rear ( ) ( )

Head Overflow 1 Left Torso ( ) Right Torso ( ) 1 2 1 2 2 0 1 1 2 28 2 1 1 Left Right 2 1 2 2 Arm Arm 2 2 ( ) ( ) 2 1 Center 2 Torso 22 ( ) 21 Left Right 1 20 2 Leg Leg 1 ( ) ( ) 1 1 18 2 2 1 1 1 1 1 Heat 1 Effects 1 1 Level* ( ) 1 30 Shutdown 2 2 28 Ammo Exp. avoid on 8+ 12 26 Shutdown, avoid on 10+ 11 –5 Movement Points 25 10 24 +4 Modifier to Fire 23 Ammo Exp. avoid on 6+ 22 Shutdown, avoid on 8+ 8 20 –4 Movement Points 19 Ammo Exp. avoid on 4+ 18 Shutdown, avoid on 6+ 1 1 17 +3 Modifier to Fire 2 2 15 –3 Movement Points Shutdown, avoid on 4+ 14 13 +2 Modifier to Fire 10 –2 Movement Points Single 2 8 +1 Modifier to Fire Double 5 –1 Movement Points 1 0 2012018 TM Head ( )

FOUR-LEGGED ’MECH RECORD SHEET Left Right Torso Torso ( ) ( ) 1 2 10 11

Center Torso ( )

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

Left Right Cost: BV: Torso Rear Torso Rear ( ) ( ) Center Torso Rear ( ) Overflow 1 Left Head Right 2 Torso Torso ( ) ( ) 0 2 1 1 28 2 2 2 Left Right 2 1 Front Leg Front Leg 2 2 ( ) ( ) 2 1 Center 2 Torso 22 Left ( ) Right 21 Rear Leg Rear Leg 1 20 2 ( ) ( ) 1 1 1 18 2 2 1 1 1 1 1 Heat 1 Effects 1 1 Level* ( ) 1 30 Shutdown 2 2 28 Ammo Exp. avoid on 8+ 12 26 Shutdown, avoid on 10+ 11 –5 Movement Points 25 10 24 +4 Modifier to Fire 23 Ammo Exp. avoid on 6+ 22 Shutdown, avoid on 8+ 8 20 –4 Movement Points 19 Ammo Exp. avoid on 4+ 18 Shutdown, avoid on 6+ 1 1 17 +3 Modifier to Fire 2 2 15 –3 Movement Points Shutdown, avoid on 4+ 14 13 +2 Modifier to Fire 10 –2 Movement Points Single 2 8 +1 Modifier to Fire Double 5 –1 Movement Points 1 0 2018201 TM PROTOMECH RECORD SHEET

PROTOMECH 1 Type: LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Tons: 2 Movement Points: 1 Walk/Run/Jump –1 1/2 No Move / / Ammo: 8 –1 1/2 Proto Destroyed 10 1 Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 1 2 Gunnery Skill: 3 5 7 10 11 Dead *Roll 1D6: Cost: BV: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 2 Type: LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Tons: 2 Movement Points: 1 Walk/Run/Jump –1 1/2 No Move / / Ammo: 8 –1 1/2 Proto Destroyed 10 1 Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 1 2 Gunnery Skill: 3 5 7 10 11 Dead *Roll 1D6: Cost: BV: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 3 Type: LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Tons: 2 Movement Points: 1 Walk/Run/Jump –1 1/2 No Move / / Ammo: 8 –1 1/2 Proto Destroyed 10 1 Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 1 2 Gunnery Skill: 3 5 7 10 11 Dead *Roll 1D6: Cost: BV: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 4 Type: LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Tons: 2 Movement Points: 1 Walk/Run/Jump –1 1/2 No Move / / Ammo: 8 –1 1/2 Proto Destroyed 10 1 Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 1 2 Gunnery Skill: 3 5 7 10 11 Dead *Roll 1D6: Cost: BV: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 5 Type: LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Tons: 2 Movement Points: 1 Walk/Run/Jump –1 1/2 No Move / / Ammo: 8 –1 1/2 Proto Destroyed 10 1 Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 1 2 Gunnery Skill: 3 5 7 10 11 Dead *Roll 1D6: Cost: BV: 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

2018201 TM ARMOR DIAGRAM

BAR: Front Armor ( )

GROUND VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Type: Crew:

Movement Points: Tonnage: Gunnery Skill: Driving Skill: Cruising: Tech Base: Commander Hit +1 Driver Hit +2

Flank: Clan Modifier to all Skill rolls Modifier to Driving Ri ght Skill rolls Movement Type: Inner Sphere Engine Type: Turret Armor S

( ) i de Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE A rmor ( ) Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit rmor ( ) A Sensor Hits +1 +2 +3 D de i Motive System Hits +1 +2 +3 Stabilizers

Front Left Right Left S Rear Turret

NOTES

Rear Armor ( )

Cost: BV:

GROUND COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE ATTACK DIRECTION 2D6 Roll EFFECT* 2D6 Roll FRONT REAR SIDE§ 2–5 No effect 2* Front (critical) Rear (critical) Side (critical) 6–7 Minor damage; +1 modifier to all Driving Skill Rolls 3 Front† Rear† Side† 8–9 Moderate damage; –1 Cruising MP, +2 modifier to all 4 Front† Rear† Side† Driving Skill Rolls 5 Right Side† Left Side† Front† 10–11 Heavy damage; only half Cruising MP (round fractions up), 6 Front Rear Side +3 modifier to all Driving Skill Rolls 7 Front Rear Side 12+ Major damage; no movement for the rest of the game. 8 Front Rear Side (critical)* Vehicle is immobile. 9 Left Side† Right Side† Rear† Attack Direction Modifier: Vehicle Type Modifiers: 10 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 11 Turret Turret Turret Hit from the sides +2 Wheeled +2 12* Turret (critical) Turret (critical) Turret (critical) Hovercraft, Hydrofoil +3 WiGE +4

*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll 12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the –4 strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. immobile target modifier would not apply for the second unit. However, the –4 modifier would take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while over a Depth 1 or deeper water hex, it sinks and is destroyed.

GROUND COMBAT VEHICLE CRITICAL HITS TABLE LOCATION HIT 2D6 Roll FRONT SIDE REAR TURRET 2–5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer 7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam 8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction 9 Sensors Stabilizer Weapon Destroyed Turret Locks 10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed 11 Weapon Destroyed Engine Hit Ammunition** Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

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

© 20182013 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

V.T.O.L. VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Type: Movement Points: Tonnage: Cruising: Tech Base: Co-Pilot Hit +1 Pilot Hit +2 Flank: Clan Modifier to all Skill rolls Modifier to Driving Skill rolls Engine Type: Inner Sphere

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit Sensor Hits +1 +2 +3 D Stabilizers Front Left Right Rear *Move at Cruising speed only

NOTES

Cost: BV:

VTOL COMBAT VEHICLE HIT LOCATION TABLE VTOL ELEVATION TRACK

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2 Front (critical) Rear (critical) Side (critical) Rotors† Rotors† Rotors† Turret‡ Turret‡ Turret‡ Right Side Left Side Front Front Rear Side Front Rear Side 8 Front Rear Side (critical)* 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Left Side Right Side Rear 10 Rotors† Rotors† Rotors† 11 Rotors† Rotors† Rotors† 12 Rotors (critical)† Rotors (critical)† Rotors (critical)†

*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, appl damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicley PHYSICAL ATTACKS AGAINST VTOL VEHICLES TABLE Critical Hits Table, below.

†Damage Value / 10 (round up); see Rotor Hits, p. 197, Total Warfare. Additionally, damage to rotors slows down the VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP; 1 None

multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end 0 All except Punch of the phase in which the damage occurred. 12 All except Kick ‡ If the VTOL has no turret, a turret strike hits Rotors† Club and Physical Weapons only None

VTOL COMBAT VEHICLE CRITICAL HITS TABLE 2 No Critical Hit No Critical Hit No Critical Hit No Critical Hit No Critical Hit Co-Pilot Hit Weapon Malfunction Cargo/Infantry Hit Rotor Damage Stabilizer Weapon Malfunction Cargo/Infantry Hit Weapon Malfunction Rotor Damage Turret Jam 8 Stabilizer Stabilizer Stabilizer Rotor Damage Weapon Malfunction Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit Turret Lock 10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit Weapon Destroyed 11 Weapon Destroyed Ammunition** Engine Hit Rotors Destroyed Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Rotors Destroyed Turret Blown Off

*Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit. ** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.

2018201 TM ARMOR DIAGRAM BAR: Front Armor ( )

NAVAL VESSEL RECORD SHEET VEHICLE DATA CREW DATA Type: Crew: Movement Points: Tonnage: Gunnery Skill: Driving Skill: Cruising: Tech Base: Commander Hit +1 Driver Hit +2 Flank: Clan Modifier to all Skill rolls Modifier to Driving Movement Type: Inner Sphere Skill rolls Engine Type:

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit Sensor Hits +1 +2 +3 D Motive System Hits +1 +2 +3 Stabilizers Front Left Right Rear Turret

NOTES

Ri ght S i de A rmor ( ) rmor ( ) A de i

Cost: BV:

Left S Turret Armor ( )

NAVAL COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DMG. TABLE

ATTACK DIRECTION 2D6 Roll EFFECT* 2D6 Roll FRONT REAR SIDE§ 2–5 No effect 2* Front (critical) Rear (critical) Side (critical) 6–7 Minor damage; +1 modifie to all 3 Front† Rear† Side† Driving Skill Rolls 4 Front† Rear† Side† 8–9 Moderate damage; –1 Cruising 5 Right Side† Left Side† Front† MP, +2 modifier to all Driving Skill 6 Front Rear Side Rolls 7 Front Rear Side 10–11 Heavy damage; only half Cruising 8 Front Rear Side (critical)* MP (round fractions up), +3 9 Left Side† Right Side† Rear† modifier to all Driving Skill Rolls 10 Turret Turret Turret 12+ Major damage; no movement for 11 Turret Turret Turret the rest of the game. Vehicle is 12* Turret (critical) Turret (critical) Turret (critical) immobile.

*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on Attack Direction Modifier: the vehicle.For each result of 2 or 12 (or 8 for side attacks), apply damage normally to Hit from rear +1 the armor in that section. The attacking player then automatically rolls once on the Hit from the sides +2 Naval Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for moreinformation). A result of 12 on the Naval Combat Vehicles Hit Location Table Vehicle Type Modifiers: may inflict critical hit against the turret; if the vehicle has no turret, a 12 indicates the Naval +0 chance of a critical hit on the side corresponding to the attack direction. Hydrofoil +3 †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in that section, but the attacking player also rolls once *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll modifier can only be applied once. For example, on the Motive SystemDamage Table at right (see Combat, p. 192 in Total Warfare for if a roll of 6-7 is made for a vehicle, inflicting a +1 modifier, that is the more information). Apply damage at the end of the phase in which the damage takes only time that particular +1 can be applied; a subsequent roll of 6-7 effect. has no additional effect. This means the maximum Driving Skill Roll §Side hits strike the side as indicated by the attack direction. For example, if an attack modifier that can be inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced to 0, it cannot move for the rest hits the right side, all Side results strike the right side armor. If the vehicle has no of the game, but is not considered an immobile target. In addition, all turret, a turret hit strikes the armor on the side attacked. motive system damage takes effect at the end of the phase in which the damage occurred.

NAVAL COMBAT VEHICLE CRITICAL HITS TABLE Rear Armor LOCATION HIT 2D6 Roll FRONT SIDE REAR TURRET ( ) 2–5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer 7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam DEPTH TRACK 8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction Turn 1 2 3 4 5 6 7 8 9 10 9 Sensors Stabilizer Weapon Destroyed Turret Locks 10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed Depth 11 Weapon Destroyed Engine Hit Ammunition** Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Turn 11 12 13 14 15 16 17 18 19 20 *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. Depth ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

© 20182013 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 BAR:

AIRSHIP RECORD SHEET Nose Damage AIRSHIP DATA Threshold (Total Armor) Type: ( ) Name: Tonnage: Thrust: Tech Base: Safe Thrust: Clan Maximum Thrust: Inner Sphere

Weapons & Equipment Inventory Standard Scale (0–6) (6–12) (13–20) (21–25) Qty Type Loc. Ht SRV MRV LRV ERV

Structural Integrity:

Left Wing Right Wing Damage Threshold Damage Threshold (Total Armor) (Total Armor) ( ) ( )

Ammo:

Cost: BV: Aft Damage Threshold (Total Armor) ( ) NOTES CREW DATA CRITICAL DAMAGE Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5 Life FCS +2 +4 D +2 Hits Taken 1 2 3 4 5 6 Support Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5 Crew: Marines: Thrusters Passengers: Elementals: Left +1 +2 +3 D Other: Battle Armor: Right +1 +2 +3 D Life Boats/Escape Pods: / Engine –1 –2 –3 –4 –5 D VELOCITY RECORD

Turn # 1 2 3 4 5 6 7 8 9 10 Thrust AIRSHIP VELOCITY TABLE Velocity Thrust Points per Cycle Turn Current Effective Velocity Velocity 1 2 3 4 0.25 1 — — — Altitude 0.5 1 — 1 — 0.75 1 — 1 1 1 1 1 1 1 Turn # 11 12 13 14 15 16 17 18 19 20 1.25 2 1 1 1 Thrust 1.5 2 1 2 1 1.75 2 1 2 2 Velocity 2 2 2 2 2 2.25 3 2 2 2 Effective Velocity 2.5 3 2 3 2 Altitude 2.75 3 2 3 3 3 3 3 3 3

© 20182013 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

BAR: Front Armor ( )

LARGE GROUND SUPPORT VEHICLE RECORD SHEET Front VEHICLE DATA CREW DATA Ri ght Type: Crew:

Movement Points: Tonnage: Gunnery Skill: Driving Skill: S rmor ( ) i de Cruising: Tech Base: A Commander Hit +1 Driver Hit +2 A de

Flank: Clan Modifier to Driving i Modifier to all Skill rolls rmor ( ) Movement Type: Inner Sphere Skill rolls S

Engine Type: Left

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit Front Rear Sensor Hits +1 +2 +3 D Motive System Hits +1 +2 +3 Ri ght Stabilizers Front Left Right S rmor ( )

Rear Turret i A de de A i rmor ( ) NOTES S Left Rear

Rear Armor ( ) Turret Armor Cost: BV: ( )

LARGE GROUND SUPPORT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE ATTACK DIRECTION 2D6 Roll EFFECT* 2D6 Roll FRONT REAR FRONT SIDE REAR SIDE 2–5 No effect 2* Front (critical) Rear (critical) Side (critical)§ Side (critical)§ 6–7 Minor damage; +1 modifier to all Driving Skill Rolls 3 Right Side† Left Side† Front† Rear† 8–9 Moderate damage; –1 Cruising MP, +2 modifier to all 4 Front† Rear† Side† Side† Driving Skill Rolls 5 Front† Rear† Side Side 10–11 Heavy damage; only half Cruising MP (round fractions up), 6 Front Rear Side Side +3 modifier to all Driving Skill Rolls 7 Front Rear Side Side 12+ Major damage; no movement for the rest of the game. 8 Front Rear Side (critical)* Side (critical)* Vehicle is immobile. 9 Front† Rear† Side† Side† Attack Direction Modifier: Vehicle Type Modifiers: 10 Turret Turret Turret Turret Hit from rear +1 Tracked, Naval +0 11 Turret Turret Turret Turret Hit from the sides +2 Wheeled +2 12* Turret (critical) Turret (critical) Turret (critical) Turret (critical) Hovercraft, Hydrofoil +3 WiGE +4

*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll 12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 194 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the §If the attack hits the front right or left side, all Front side results strike the front armor, while Rear Side results strike the Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the –4 rear right or rear left side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. immobile target modifier would not apply for the second unit. However, the –4 modifier would take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while over a Depth 1 or deeper water hex, it sinks and is destroyed.

LARGE GROUND SUPPORT VEHICLE CRITICAL HITS TABLE LOCATION HIT 2D6 Roll FRONT SIDE REAR TURRET 2–5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer 7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam 8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction 9 Sensors Stabilizer Weapon Destroyed Turret Locks 10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed 11 Weapon Destroyed Engine Hit Ammunition** Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

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

© 20182013 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 GENERIC CONVENTIONAL INFANTRY RECORD SHEET

CONVENTIONAL INFANTRY: PLATOON/POINT 1 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 2 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 3 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 4 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 5 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Movement MP: Type: CONVENTIONAL INFANTRY DAMAGE TABLE MAX WEAPON DAMAGE NUMBER OF TROOPERS PER PLATOON/POINT TYPE* 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Rifle, Ballistic 16 15 15 14 14 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 Rifle, Energy 8 8 8 8 7 7 7 6 6 6 6 5 5 5 4 4 4 4 3 3 3 3 2 2 2 1 1 1 1 0 Machine Gun 17 16 16 15 15 14 13 13 12 12 11 11 10 10 9 8 8 7 7 6 6 5 4 4 3 3 2 2 1 1 SRM 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 *Damage is always applied LRM 13 12 12 11 11 11 10 10 9 9 9 8 8 7 7 6 6 6 5 5 4 4 3 3 3 2 2 1 1 0 in 2-point Damage Value groupings Flamer 14 14 14 13 12 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0

CONVENTIONAL INFANTRY RANGE MODIFIER TABLE BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE

WEAPON TYPE RANGE IN HEXES (TO-HIT MODIFIER) ’MECHS, PROTOMECHS AND VEHICLES 0 1 2 3 4 5 6 7 8 9 Rifle, Ballistic –2 0 +2 +4 — — — — — — WEAPON DAMAGE vs. CONVENTIONAL INFANTRY Rifle, Energy –2 0 0 +2 +2 +4 +4 — — — AP Gauss Rifle 2D6 Machine Guns –2 0 +2 +4 — — — — — — Light Machine Gun 1D6 SRM –1 0 0 +2 +2 +4 +4 — — -— Machine Gun 2D6 LRM –1 0 0 0 +2 +2 +2 +4 +4 +4 Heavy Machine Gun 3D6 Flamer –1 0 +2 +4 — — — — — — Small/Micro Pulse Laser 2D6 Flamer 4D6

NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE BATTLE ARMOR

NUMBER OF CONVENTIONAL WEAPON DAMAGE vs. CONVENTIONAL INFANTRY WEAPON TYPE* TROOPERS HIT† Light Machine Gun 1D6/2 (round up) Direct Fire (Ballistic or Energy) Damage Value / 10 Machine Gun 1D6 Cluster (Ballistic) Damage Value / 10 + 1 Heavy Machine Gun 2D6 Pulse** Damage Value / 10 + 2 Flamer 3D6 Cluster (Missile) Damage Value / 5 Light Recoilless Rifle 1D6 Area-Effect (AE) Damage Value / .5 Medium Recoilless Rifle 2D6 Burst-Fire See Burst-Fire Weapons Table Heavy Recoilless Rifle 2D6 Heat-Effect Weapons See Heat-Effect Weapons‡ Light Mortar 1D6 Heavy Mortar 1D6 *See Combat, p. 113 in Total Warfare, for weapon terminology. Automatic Grenade Launcher 1D6/2 (round up) **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons. †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection. Heavy Grenade Launcher 1D6 Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated; round all fractions up. ‡Each Heat-Effect Weapon has specific damage against conventional infantry, as noted on either the appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in Total Warfare).

© 20182013 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 CONVENTIONAL INFANTRY RECORD SHEET

CONVENTIONAL INFANTRY: PLATOON/POINT 1 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Max Weapon Damage*

RANGE IN HEXES (TO-HIT MODIFIER) Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 *Damage is always applied Range Modifier in 2-point Damage Value — — — — — — — — — — — — — — — — — — — — — — groupings Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 2 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Max Weapon Damage*

RANGE IN HEXES (TO-HIT MODIFIER) Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 *Damage is always applied Range Modifier in 2-point Damage Value — — — — — — — — — — — — — — — — — — — — — — groupings Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 3 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Max Weapon Damage*

RANGE IN HEXES (TO-HIT MODIFIER) Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 *Damage is always applied Range Modifier in 2-point Damage Value — — — — — — — — — — — — — — — — — — — — — — groupings Movement MP: Type: CONVENTIONAL INFANTRY: PLATOON/POINT 4 Gunnery Skill: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Anti-’Mech Skill: Max Weapon Damage*

RANGE IN HEXES (TO-HIT MODIFIER) Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 *Damage is always applied Range Modifier in 2-point Damage Value — — — — — — — — — — — — — — — — — — — — — — groupings Movement MP: Type:

BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE

’MECHS, PROTOMECHS AND VEHICLES NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE

WEAPON DAMAGE vs. CONVENTIONAL INFANTRY NUMBER OF CONVENTIONAL AP Gauss Rifle 2D6 WEAPON TYPE* TROOPERS HIT† Light Machine Gun 1D6 Direct Fire (Ballistic or Energy) Damage Value / 10 Machine Gun 2D6 Cluster (Ballistic) Damage Value / 10 + 1 Heavy Machine Gun 3D6 Pulse** Damage Value / 10 + 2 Small/Micro Pulse Laser 2D6 Cluster (Missile) Damage Value / 5 Flamer 4D6 Area-Effect (AE) Damage Value / .5 Burst-Fire See Burst-Fire Weapons Table BATTLE ARMOR Heat-Effect Weapons See Heat-Effect Weapons‡

WEAPON DAMAGE vs. CONVENTIONAL INFANTRY *See Combat, p. 113 in Total Warfare, for weapon terminology. **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons. Light Machine Gun 1D6/2 (round up) †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection. Machine Gun 1D6 Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated; Heavy Machine Gun 2D6 round all fractions up. Flamer 3D6 ‡Each Heat-Effect Weapon has specific damage against conventional infantry, as noted on either the Light Recoilless Rifle 1D6 appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in Total Warfare). Medium Recoilless Rifle 2D6 Heavy Recoilless Rifle 2D6 Light Mortar 1D6 Heavy Mortar 1D6 Automatic Grenade Launcher 1D6/2 (round up) Heavy Grenade Launcher 1D6

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BATTLE ARMOR: SQUAD/POINT 1 LEG ATTACKS TABLE 1 Type: BATTLE ARMOR BASE TO-HIT Gunnery Skill: Anti-’Mech Skill: 2 TROOPERS ACTIVE MODIFIER Ground MP: Other MP ( ): 4–6 0 3 +2 Weapons & Equip. Dmg Min Sht Med Lng 3 2 +5 4 1 +7 5 SWARM ATTACKS TABLE Mechanized: Swarm: Leg: AP: 6 BATTLE ARMOR BASE TO-HIT Armor: ( / / ) TROOPERS ACTIVE MODIFIER 4–6 +2 BATTLE ARMOR: SQUAD/POINT 2 1–3 +5 Type: 1 Gunnery Skill: Anti-’Mech Skill: 2 SWARM ATTACK MODIFIERS TABLE Ground MP: Other MP ( ): ATTACKING ENEMY FRIENDLY MECHANIZED BATTLE Weapons & Equip. Dmg Min Sht Med Lng 3 BATTLE ARMOR ARMOR TROOPERS ACTIVE TROOPERS ACTIVE 4 1 2 3 4 5 6 6 +0 +0 +0 +0 +1 +2 5 5 +0 +0 +0 +1 +2 +3 4 +0 +0 +1 +2 +3 +4 6 3 +0 +1 +2 +3 +4 +5 Mechanized: Swarm: Leg: AP: 2 +1 +2 +3 +4 +5 +6 Armor: ( / / ) 1 +2 +3 +4 +5 +6 +7

BATTLE ARMOR: SQUAD/POINT 3 BATTLE ARMOR EQUIPMENT Type: 1 Claws with magnets –1

Gunnery Skill: Anti-’Mech Skill: 2 SITUATION* Ground MP: Other MP ( ): ’Mech prone –2 Weapons & Equip. Dmg Min Sht Med Lng 3 ’Mech or vehicle immobile –4 Vehicle –2 4 *Modifiers are cumulative 5 SWARM ATTACKS HIT LOCATION TABLE Mechanized: Swarm: Leg: AP: 6 Armor: ( / / ) 2D6 BIPEDAL FOUR-LEGGED ROLL LOCATION LOCATION BATTLE ARMOR: SQUAD/POINT 4 2 Head Head 1 3 Rear Center Torso Front Right Torso Type: 4 Rear Right Torso Rear Center Torso Gunnery Skill: Anti-’Mech Skill: 5 Front Right Torso Rear Right Torso 2 6 Right Arm Front Right Torso Ground MP: Other MP ( ): 7 Front Center Torso Front Center Torso Weapons & Equip. Dmg Min Sht Med Lng 3 8 Left Arm Front Left Torso 9 Front Left Torso Rear Left Torso 4 10 Rear Left Torso Rear Center Torso 11 Rear Center Torso Front Left Torso 5 12 Head Head

Mechanized: Swarm: Leg: AP: 6 Armor: ( / / ) TRANSPORT POSITIONS TABLE TROOPER ’MECH VEHICLE BATTLE ARMOR: SQUAD/POINT 5 NUMBER LOCATION LOCATION 1 Right Torso Right Side Type: 1 2 Left Torso Right Side 3 Right Torso (rear) Left Side Gunnery Skill: Anti-’Mech Skill: 2 4 Left Torso (rear) Left Side Ground MP: Other MP ( ): 5 Center Torso (rear) Rear 6 Center Torso Rear Weapons & Equip. Dmg Min Sht Med Lng 3 TROOPER LARGE SUPPORT 4 NUMBER VEHICLE LOCATION* 1 Right Side (Unit 1/Unit 2) 2 Right Side (Unit 1/Unit 2) 5 3 Left Side (Unit 1/Unit 2) 4 Left Side (Unit 1/Unit 2) 6 5 Rear (Unit 1/Unit 2) Mechanized: Swarm: Leg: AP: 6 Rear (Unit 1/Unit 2)

Armor: ( / / ) *Unit 1 and Unit 2 represent two battle armor units

2018201 TM EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET FIGHTER DATA ARMOR DIAGRAM Type: BAR: Thrust: Tonnage:

Safe Thrust: Tech Base: Nose Damage Key:- Maximum Thrust: Clan Threshold (Total Armor) HE - High Explosive ( ) LG - Laser Guided VSTOL STOL Inner Sphere C - Cluster RL - Rocket Launcher Weapons & Equipment Inventory Standard Scale (0–6) (6–12) (13–20) (21–25) Qty Type Loc. Ht SRV MRV LRV ERV

Structural Integrity:

Left Wing Right Wing Damage Threshold Damage Threshold (Total Armor) (Total Armor) ( ) ( ) Cost: BV:

NOTES

Aft Damage Threshold (Total Armor) ( )

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT Name: MINIMUM STRAIGHT MOVEMENT Avionics +1 +2 +5 Engine 2 4 D (IN HEXES) Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED VELOCITY FIGHTER WING SUPPORT VEHICLES FCS +2 +4 D +5 Gear Hits Taken 1 2 3 4 5 6 1 8 8 2 12 14 Life 3 16 20 Sensors +1 +2 +5 +2 Consciousness # 3 5 7 10 11 Dead Support 4 20 26 5 24 32 Modifier +1 +2 +3 +4 +5 6 28 38 7 32 44 8 36 50 VELOCITY RECORD 9 40 56 10 44 62 Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68 Thrust 12 52 74 Velocity Velocity above 12 is not possible on ground maps. Effective Velocity Altitude FIGHTER RETURN TABLE

Turn # 11 12 13 14 15 16 17 18 19 20 Thrust SAFE THRUST TURNS BEFORE RETURN 1–4 3 Velocity 5–8 2 Effective Velocity 9–12 1 Altitude 13+ 0

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AEROSPACE FIGHTER RECORD SHEET FIGHTER DATA ARMOR DIAGRAM Type: Nose Damage Thrust: Tonnage: Threshold (Total Armor) ( ) Safe Thrust: Tech Base: Key:- Maximum Thrust: Clan HE - High Explosive LG - Laser Guided Inner Sphere C - Cluster RL - Rocket Launcher Weapons & Equipment Inventory Standard Scale (0–6) (6–12) (13–20) (21–25) Qty Type Loc. Ht SRV MRV LRV ERV

Structural Integrity:

Left Wing Right Wing Damage Threshold Damage Threshold (Total Armor) (Total Armor) ( ) ( )

Cost: BV:

NOTES Heat Scale Overflow

30 * 29 28 * 27 * Aft Damage 26 * Threshold 25 * (Total Armor) 24 * ( ) 23 * HEAT DATA 22 * CRITICAL DAMAGE PILOT DATA 21 * Heat Name: Heat Sinks: 20 * Avionics +1 +2 +5 Engine 2 4 D Level* Effects Gunnery Skill: Piloting Skill: 30 Shutdown ( ) 19 * 28 Ammo Exp. avoid on 8+ * FCS +2 +4 D +5 18 Gear Hits Taken 1 2 3 4 5 6 27 Pilot Damage, avoid on 9+ 17 * Life Sensors +1 +2 +5 +2 Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16 Support 25 Random Movement, 15 * Modifier +1 +2 +3 +4 +5 avoid on 10+ 14 * 24 +4 Modifier to Fire 23 Ammo Exp. avoid on 6+ 13 * VELOCITY RECORD 22 Shutdown, avoid on 8+ 12 21 Pilot Damage, avoid on 6+ Turn # 11 1 2 3 4 5 6 7 8 9 10 20 Random Movement, Thrust avoid on 8+ 10 * Velocity 19 Ammo, Exp. avoid on 4+ 9 Effective Velocity 18 Shutdown, avoid on 6+ Single 8 * 17 +3 Modifier to Fire Altitude 7 15 Random Movement, Double avoid on 7+ 6 Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5 * Thrust 13 +2 Modifier to Fire 4 10 Random Movement, Velocity avoid on 6+ 3 Effective Velocity 8 +1 Modifier to Fire 2 Altitude 5 Random Movement, 1 avoid on 5+ 0 © 20182013 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

Standard Scale

Nose Damage Threshold AERODYNE SMALL CRAFT RECORD SHEET (Total Armor) ( ) CRAFT DATA Type: Thrust: Tonnage: Safe Thrust: Tech Base: Maximum Thrust: Clan Inner Sphere Weapons & Equipment Inventory Standard Scale (0–6) (6–12) (13–20) (21–25) Qty Type Loc. Ht SRV MRV LRV ERV

Structural Integrity: Left Wing Right Wing Damage Damage Threshold Threshold (Total Armor) (Total Armor) ( ) ( )

Cost: BV:

NOTES Heat Scale Overflow

30 * 29 28 * 27 * Aft Damage 26 * Threshold 25 * (Total Armor) 24 * ( ) 23 * HEAT DATA 22 * CRITICAL DAMAGE PILOT DATA 21 * Heat Name: Heat Sinks: 20 * Avionics +1 +2 +5 Engine 2 4 D Level* Effects Gunnery Skill: Piloting Skill: 30 Shutdown ( ) 19 * 28 Ammo Exp. avoid on 8+ * FCS +2 +4 D +5 18 Gear Hits Taken 1 2 3 4 5 6 27 Pilot Damage, avoid on 9+ 17 * Life Sensors +1 +2 +5 +2 Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16 Support 25 Random Movement, 15 * Modifier +1 +2 +3 +4 +5 avoid on 10+ 14 * 24 +4 Modifier to Fire 23 Ammo Exp. avoid on 6+ 13 * VELOCITY RECORD 22 Shutdown, avoid on 8+ 12 21 Pilot Damage, avoid on 6+ Turn # 11 1 2 3 4 5 6 7 8 9 10 20 Random Movement, Thrust avoid on 8+ 10 * Velocity 19 Ammo, Exp. avoid on 4+ 9 Effective Velocity 18 Shutdown, avoid on 6+ Single 8 * 17 +3 Modifier to Fire Altitude 7 15 Random Movement, Double avoid on 7+ 6 Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5 * Thrust 13 +2 Modifier to Fire 4 10 Random Movement, Velocity avoid on 6+ 3 Effective Velocity 8 +1 Modifier to Fire 2 Altitude 5 Random Movement, 1 avoid on 5+ 0 © 20182013 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

Standard Scale

Nose Damage Threshold SPHEROID SMALL CRAFT RECORD SHEET (Total Armor) ( ) CRAFT DATA Type: Thrust: Tonnage: Safe Thrust: Tech Base: Maximum Thrust: Clan Inner Sphere Weapons & Equipment Inventory Standard Scale (0–6) (6–12) (13–20) (21–25) Qty Type Loc. Ht SRV MRV LRV ERV

Structural Integrity:

Cost: BV:

Left Right NOTES Damage Damage Heat Threshold Threshold Scale (Total Armor) (Total Armor) Overflow ( ) ( ) 30 * 29 28 * 27 * 26 * 25 * Aft Damage Threshold 24 * (Total Armor) 23 * ( ) HEAT DATA 22 * CRITICAL DAMAGE PILOT DATA 21 * Heat Name: Heat Sinks: 20 * Avionics +1 +2 +5 Engine 2 4 D Level* Effects Gunnery Skill: Piloting Skill: 30 Shutdown ( ) 19 * 28 Ammo Exp. avoid on 8+ * FCS +2 +4 D +5 18 Gear Hits Taken 1 2 3 4 5 6 27 Pilot Damage, avoid on 9+ 17 * Life Sensors +1 +2 +5 +2 Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16 Support 25 Random Movement, 15 * Modifier +1 +2 +3 +4 +5 avoid on 10+ 14 * 24 +4 Modifier to Fire 23 Ammo Exp. avoid on 6+ 13 * VELOCITY RECORD 22 Shutdown, avoid on 8+ 12 21 Pilot Damage, avoid on 6+ Turn # 11 1 2 3 4 5 6 7 8 9 10 20 Random Movement, Thrust avoid on 8+ 10 * Velocity 19 Ammo, Exp. avoid on 4+ 9 Effective Velocity 18 Shutdown, avoid on 6+ Single 8 * 17 +3 Modifier to Fire Altitude 7 15 Random Movement, Double avoid on 7+ 6 Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5 * Thrust 13 +2 Modifier to Fire 4 10 Random Movement, Velocity avoid on 6+ 3 Effective Velocity 8 +1 Modifier to Fire 2 Altitude 5 Random Movement, 1 avoid on 5+ 0 © 20182013 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

Nose Damage ARMOR DIAGRAM Threshold Standard Scale (Total Armor) ( )

AERODYNE DROPSHIP RECORD SHEET DROPSHIP DATA Type: Name: Tonnage: Thrust: Tech Base: Safe Thrust: Clan Maximum Thrust: Inner Sphere Fighters/Small Craft: / Launch Rate: Weapons & Equipment Inventory Capital Scale (1–12) (13–24) (25–40) (41–50) Standard Scale (1–6) (6–12) (13–20) (21–25) Bay Loc SRV MRV LRV ERV

Structural Integrity:

Left Wing Right Wing Damage Threshold Damage Threshold (Total Armor) (Total Armor) ( ) ( )

Ammo:

Aft Damage Cost: BV: Threshold (Total Armor) ( ) NOTES CREW DATA CRITICAL DAMAGE Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5 Life Hits Taken 1 2 3 4 5 6 FCS +2 +4 D +2 Support Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5 K-F Boom D Crew: Marines: Passengers: Elementals: Docking Thrusters D Other: Battle Armor: Collar Life Boats/Escape Pods: / Left +1 +2 +3 D VELOCITY RECORD Right +1 +2 +3 D Turn # 1 2 3 4 5 6 7 8 9 10 Thrust Engine –1 –2 –3 –4 –5 D Velocity Effective Velocity Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc Thrust ( ) Nose: Aft: Velocity Left Wing: Right Wing: Single Effective Velocity Fwd: Fwd: Altitude Double Aft: Aft:

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Nose Damage ARMOR DIAGRAM Threshold Standard Scale (Total Armor) ( )

SPHEROID DROPSHIP RECORD SHEET DROPSHIP DATA Type: Name: Tonnage: Thrust: Tech Base: Safe Thrust: Clan Maximum Thrust: Inner Sphere Fighters/Small Craft: / Launch Rate:

Left Damage Right Damage Weapons & Equipment Inventory Threshold Capital Scale (1–12) (13–24) (25–40) (41–50) Threshold (Total Armor) Standard Scale (1–6) (6–12) (13–20) (21–25) (Total Armor) Bay Loc SRV MRV LRV ERV ( ) ( )

Structural Integrity:

Ammo:

Cost: BV: Aft Damage Threshold (Total Armor) ( ) NOTES CREW DATA CRITICAL DAMAGE Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5 Life Hits Taken 1 2 3 4 5 6 FCS +2 +4 D +2 Support Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5 K-F Boom D Crew: Marines: Passengers: Elementals: Docking Thrusters D Other: Battle Armor: Collar Life Boats/Escape Pods: / Left +1 +2 +3 D VELOCITY RECORD Right +1 +2 +3 D Turn # 1 2 3 4 5 6 7 8 9 10 Thrust Engine –1 –2 –3 –4 –5 D Velocity Effective Velocity Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc Thrust ( ) Nose: Aft: Velocity Single Fore-Left: Aft-Left: Effective Velocity Altitude Double Fore-Right: Aft-Right:

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