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Foreword This mini-campaign consists of two linked scenarios mission fees and prompt more raids or even an all-out and was meant to be played by members of the Ger- invasion. Instead, the order would retaliate in kind. man online BT Chapter League. In the MechWorld background, ComStar takes a more active role in Hesperus was the perfect place to teach the inso- Successor State politics and controls several worlds lent Lyrans a lesson. Precentor Grey would launch a MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®, around Terra as a protectorate. surprise attack at the heart of their military industry and deal them a blow they would not easily forget. The campaign is set in 3028 and all units are as- His small force of 3 Level IIs would not hit the Mech sumed to be of level 1 technology. Feel free to Factories themselves. Instead, their target was an change any thing you don’t like, be it Tech Level, fac- underground complex of powerplants several miles to tions… Whatever you do, have fun. the east of the Myoo Mountains.

Prologue There were several advantages to this strategy. Precentor Darius Grey smiled as he watched the The powerplants were not as well-defended as the planet on the bridge viewscreen of the ComGuard factories. Also, the loss of this facility should slow dropship”Sword of Faith”. Blake’s ways were strange Lyran Mech Production considerably, maybe shutting indeed. He had never expected to visit Hesperus 2, downthe production lines for several months. At the much less at the head of an attack force. But relations same time, the lostech Factories would be left intact. between House Steiner and the Blessed Order had That was important because a balance had to be worsened considerably over the last few months. Raids struck between punishing the Lyrans and weakening on the worlds of ComStars protectorate had increased, them to a point where they would be easy pickings but the Lyrans had claimed they were ”independent ac- for the other states. The raid would show the Archon tions” by rogue units or ”pirate raids” and denied even that she could not afford to have ComStar as an to pay reparations. Something had to be done. enemy. Better to pay her HPG bills in time and raid the Draconis combine for a change. In their wisdom, ComStar’s leaders Still smiling, Grey turned away from the viewscreen. had determined He stepped through a hatch into an adjacent room. that an interdiction Lining the walls stood a dozen acolytes murmuring would not serve in prayers and reciting from sacred manuals. In the cent- this case. It would er of the room he saw the strange form of the holy deprive ComStar Countermeasure Device. Cables and tubes sprouted of needed trans- from the cylindrical object, disappearing in the walls of the compartment. Strange lights glowed on its dull metal surface. Arcane symbols were etched into or painted on it. The Device had been taken from the deepest vaults on Terra and brought aboard by a Precentor Technicus just days before.

2 Grey had been told the Device would conceal the ”Sword” from Lyran sensors, should anybody even be looking. They had used a pirate point and an unusual approach vector, so nobody should notice them until they were down. ROM had assured that Lyran air

, Inc. All Rights Reserved. traffic control would be disabled for the landing. Once Preparation on the ground, they only had to march a few miles to

WizKids their target, still under the cover of ECM. The Lyran Both sides use 18 Level 1 BattleMechs each, with a heretics would never know what hit them. Blake’s Will BV of 15000. You could allow ComStar a few Mechs would be done. from TR 2750, I guess.

Description of Hesperus 2 Before beginning play, House Steiner divides its forc- Hesperus is a desolate world, its es into three patrols of 4 Mechs each (Lances Red, surface criss-crossed by a maze of can- Green and Blue) and a reserve of 6 Mechs defending yons and mountains. The equatorial re- the base. gions are covered by sulphuric swamps and are uninhabitable by humans due Steiner also gets the following additional Mechs (see to atmospheric pressure and extreme temperatures. scenario rules): 1x Griffin 1N, 2x Commando 2D, The few settlements are located in the polar regions, 2x Zeus 6S mostly on plateaus and mountains where temperature and pressure are bearable. Note: MechWorld unit rosters are randomly generated 18-mech units, and the scenario was meant to be Vegetation is sparse, with the exception of the played by such units. The BV limit is an approximation Melrose Valley and the teraced hills of Maria’s Elegy, for non-MechWorld players. the planetary capital. Lack of arable land has kept the population down. The only reason men live here at all is because of the massive BattleMech factory complex buried underneath the Myoo Mountains, the

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®, largest Star League era factory in the Inner Sphere. A smaller factory exists in Melrose Valley, where Doering Electronics produces targeting and tracking systems. Prologue

The Defiance facilities have been attacked several Leutnant Frederek Schmidt stared through his Griffin’s times, but with limited success. Some say the surface transplex canopy in shock. The horde of white-painted of Hesperus is as much of a threat to invading armies Mechs coming at him had not appeared on any sen- as the defending troops. Remnants of more than a sors, and they were obviously not friendly. A quick dozen attacks still litter the surface of Hesperus, count showed at least 18 Mechs, but there might well from the skeletons of infantrymen to the wrecks of be more. ”Gold 1 calling base! Gold 1 calling base! Do starships. In the third battle of Hesperus in March you read me?” There was only static on all channels. 2789, Marik WarShips tried to bombard the factoties ”Verdammt! Gold 2, report!” No answer. The Com from orbit, but were beaten off by the Lyran Navy. Guards’ jammers were apparently strong enough to FWLS Devastator and LCS Granite, however, were disrupt his communications with his lancemates. He so severely damaged that they entered the planetary had to find another way to get a warning out. Clumsily atmosphere, the burned-up wrecks eventually crash- he gestured for Feldwebel Krause to try and run for ing near the factories. the base. Krause waved back and turned his Phoenix Hawk away from the attack- ComStar ers. That left the defenders with only The ComGuards are retaliating for Lyran raids on seven Mechs. They would do their worlds of the ComStar Protectorate. Warnings and duty and try to hold the attackers threats of interdiction have not deterred the Lyrans, as long as possible. and the Primus is now determined to use his military to strike at key worlds in Steiner space. Setup, Comstar The ComGuards use all 18 Mechs House Steiner on their roster. Additionally, they The Archon has prepared for an eventual ComStar get three Packrat LRPVs. The ve- counterattack. Garrisons have been reinforced and put hicles have no weapons, but carry on heightened alert. At Hesperus, defenses center on sophisticated ECM to cover their the Mech factories, with only a few patrols in the sur- passage from the LZ to their objec- ounding areas. High Command does not really believe tive. The ComGuards enter from the that ComStar will hit this heavily defended world. south edge of the map. 3 Setup, House Steiner Objectives, ComStar The defenders use Lance Red (designated before The attacker’s objective is to exit as many Mechs as the game) and elements of Leutnant Schmidt’s Lance possible through the north edge of the map before Gold (additional units): 1x Griffin 1N, 2x Commando the end of round 10. He also needs to protect his 2D. The defender may position his Mechs anywhere ECM vehicles. At least one Packrat must remain on

, Inc. All Rights Reserved. on the maps. the map as long as mobile ComStar Mechs remain there.

WizKids Turn sequence: To deal with the large number of units on table, the Objectives, House Steiner turn sequence is altered as follows: The defender needs to delay the attackers as long as posible and prevent them from exiting through the The side with more units moves first, until both sides north edge in time. He also needs to destroy as many have an equal number of units. Then, both players will Packrats as possible. alternate moving the remaining Mechs, the player who lost initiative moves first. After Action Report Any ComStar Mechs still on the map after turn 10 Map Setup: may not take part in the second scenario. The map is set up as shown below: There is of course no way to repair or reload any 0201 0401 0601 0801 0201 0401 0601 0801 N Mechs. Surviving Steiner Mechs (if any) may also not 0101 0301 0501 0701 0101 0301 0501 0701

0202 0402 0602 0802 0202 0402 0602 0802 take part in scenario 2. 0102 9 0302 0502 0702 0102 2 0302 0502 0702 0203 0403 0603 0803 0203 0403 0603 0803

0103 0303 0503 0703 0103 0303 0503 0703 If any of the sacred ECM carriers were destroyed, 0204 0404 0604 0804 0204 0404 0604 0804 the Lyrans were able to get out a general warning to 0104 0304 0504 0704 0104 0304 0504 0704

0205 0405 0605 0805 0205 0405 0605 0805 forces in the area. Destruction of ECM vehicles has 0105 0305 0505 0705 0105 0305 0505 0705 the following effects: 0201 0401 0601 0801 0201 0401 0601 0801

0101 0301 0501 0701 0101 0301 0501 0701 0202 0402 0602 0802 0202 0402 0602 0802 1 vehicle destroyed: 0102 4 0302 0502 0702 0102 3 0302 0502 0702 MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®, 0203 0403 0603 0803 0203 0403 0603 0803 • The Lyran defenders in scenario 2 receive two 0103 0303 0503 0703 0103 0303 0503 0703 offboard LongTom artillery pieces. 0204 0404 0604 0804 0204 0404 0604 0804 0104 0304 0504 0704 0104 0304 0504 0704 • Lance Green is available to the defenders at the 0205 0405 0605 0805 0205 0405 0605 0805 beginning of turn 7. The lance may enter from any 0105 0305 0505 0705 0105 0305 0505 0705

0201 0401 0601 0801 0201 0401 0601 0801 map edge.

0101 0301 0501 0701 0101 0301 0501 0701 0202 0402 0602 0802 0202 0402 0602 0802 Two vehicles destroyed: 0102 5 0302 0502 0702 0102 7 0302 0502 0702 0203 0403 0603 0803 0203 0403 0603 0803 The Lyran defenders in scenario 2 receive two 0103 0303 0503 0703 • 0103 0303 0503 0703

0204 0404 0604 0804 0204 0404 0604 0804 offboard LongTom artillery pieces. 0104 0304 0504 0704 0104 0304 0504 0704 • Lance Green is available to the defenders at the 0205 0405 0605 0805 0205 0405 0605 0805

0105 0305 0505 0705 0105 0305 0505 0705 beginning of turn 4. The lance may enter from any 0201 0401 0601 0801 0201 0401 0601 0801 map edge. 0101 0301 0501 0701 0101 0301 0501 0701

0202 0402 0602 0802 0202 0402 0602 0802 0102 10 0302 0502 0702 0102 11 0302 0502 0702 All vehicles destroyed: 0203 0403 0603 0803 0203 0403 0603 0803

0103 0303 0503 0703 0103 0303 0503 0703 • The Lyran defenders in scenario 2 receive two 0204 0404 0604 0804 0204 0404 0604 0804 offboard LongTom artillery pieces. 0104 0304 0504 0704 0104 0304 0504 0704

0205 0405 0605 0805 0205 0405 0605 0805 • Lance Green is available to the defenders at the 0105 0305 0505 0705 0105 0305 0505 0705 beginning of turn 4. The lance may enter from any 0201 0401 0601 0801 0201 0401 0601 0801

0101 0301 0501 0701 0101 0301 0501 0701 map edge. 0202 0402 0602 0802 0202 0402 0602 0802 • Lance Blue is available to the defenders at the 0102 1 0302 0502 0702 0102 8 0302 0502 0702 beginning of turn 7. The lance may enter from any 0203 0403 0603 0803 0203 0403 0603 0803

0103 0303 0503 0703 0103 0303 0503 0703 map edge. 0204 0404 0604 0804 0204 0404 0604 0804 2 defending Mechs may be deployed using hidden 0104 0304 0504 0704 0104 0304 0504 0704 • 0205 0405 0605 0805 0205 0405 0605 0805 unit roles. Mechs may be hidden in any terrain (as- 0105 0305 0505 0705 0105 0305 0505 0705 sume sand pits, camo netting and the like). 0201 0401 0601 0801 0201 0401 0601 0801

0101 0301 0501 0701 0101 0301 0501 0701 0202 0402 0602 0802 0202 0402 0602 0802 You probably guessed it, if no ECM vehicle was de- 0102 6 0302 0502 0702 0102 12 0302 0502 0702 0203 0403 0603 0803 0203 0403 0603 0803 stroyed, the Elsies will get no reinforcements at all.

0103 0303 0503 0703 0103 0303 0503 0703

0204 0404 0604 0804 0204 0404 0604 0804

0104 0304 0504 0704 0104 0304 0504 0704

0205 0405 0605 0805 0205 0405 0605 0805

0105 0305 0505 0705 0105 0305 0505 0705

4 Map Setup: The map is set up as shown below:

0201 0401 0601 0801 0201 0401 0601 0801 0201 0401 0601 0801

0101 0301 0501 0701 0101 0301 0501 0701 0101 0301 0501 0701

N 0202 0402 0602 0802 0202 0402 0602 0802 0202 0402 0602 0802 0102 10 0302 0502 0702 0102 14 0302 0502 0702 0102 16 0302 0502 0702 0203 0403 0603 0803 0203 0403 0603 0803 0203 0403 0603 0803 Setup, ComStar 0103 0303 0503 0703 0103 0303 0503 0703 0103 0303 0503 0703 , Inc. All Rights Reserved. 0204 0404 0604 0804 0204 0404 0604 0804 0204 0404 0604 0804 Any ComStar Mechs that came through scenario 1 0104 0304 0504 0704 0104 0304 0504 0704 0104 0304 0504 0704 0205 0405 0605 0805 0205 0405 0605 0805 0205 0405 0605 0805

0105 0305 0505 0705 0105 0305 0505 0705 0105 0305 0505 0705 WizKids in time can be used in this battle. There is of course 0201 0401 0601 0801 0201 0401 0601 0801 0201 0401 0601 0801

no way to repair or reload any Mechs. The attacker 0101 0301 0501 0701 0101 0301 0501 0701 0101 0301 0501 0701

0202 0402 0602 0802 0202 0402 0602 0802 0202 0402 0602 0802 enters from the western map edge. The ECM vehicles 0102 1 0302 0502 0702 0102 13 0302 0502 0702 0102 15 0302 0502 0702 0203 0403 0603 0803 0203 0403 0603 0803 0203 0403 0603 0803

are no longer needed. 0103 0303 0503 0703 0103 0303 0503 0703 0103 0303 0503 0703

0204 0404 0604 0804 0204 0404 0604 0804 0204 0404 0604 0804

0104 0304 0504 0704 0104 0304 0504 0704 0104 0304 0504 0704 Setup, House Steiner 0205 0405 0605 0805 0205 0405 0605 0805 0205 0405 0605 0805 0105 0305 0505 0705 0105 0305 0505 0705 0105 0305 0505 0705 The defenders use their reserve (designated before 0201 0401 0601 0801 0201 0401 0601 0801 0201 0401 0601 0801 0101 0301 0501 0701 0101 0301 0501 0701 0101 0301 0501 0701 the game) and two Zeus 6S Mechs (additional units) 0202 0402 0602 0802 0202 0402 0602 0802 0202 0402 0602 0802 0102 6 0302 0502 0702 0102 12 0302 0502 0702 0102 11 0302 0502 0702 to bring base defense up to two lances. The Mechs 0203 0403 0603 0803 0203 0403 0603 0803 0203 0403 0603 0803

0103 0303 0503 0703 0103 0303 0503 0703 0103 0303 0503 0703

may be set up anywhere on the map. Lances Red and 0204 0404 0604 0804 0204 0404 0604 0804 0204 0404 0604 0804

0104 0304 0504 0704 0104 0304 0504 0704 0104 0304 0504 0704

Gold may not be used. They have orders to remain in 0205 0405 0605 0805 0205 0405 0605 0805 0205 0405 0605 0805 their assigned patrol sector whatever happens. 0105 0305 0505 0705 0105 0305 0505 0705 0105 0305 0505 0705 Objectives, ComStar ComStar needs to get Mechs of at least 225 tons into the tunnel leading to the power plant before the Special Rules: end of turn 10. If this happens, the reactors are con- Initiative: To speed up play, you may want to use the sidered destroyed and the scenario ends. In the end counters at the end of this file. Cut them out, assign a phase of turn 10, the blast doors of the facility will number to each Mech and draw the cards from a pot. close and prevent any Mechs from entering. This system replaces normal initiative rules (but by all means, go ahead and use the normal rules if you prefer).

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®, Objectives, House Steiner: The Lyrans must stop the ComGuards from entering Blocking a Hex: Because it would otherwise be too the tunnels. easy to block the tunnel, Mechs may move through hexes occupied by enemy units by expending an extra MP. Entering the tunnel: LARGE TURRET: The large turret is two levels tall and has a 360 degree firing arc. It mounts two AC/10 and has a CF of 100.

SMALL TURRET: The small turret is 1 level tall and has a 300 degree firing arc, that is, it can not fire through hex 0403. The small turret mounts two large lasers.

THE WALL: The entrance to the powerplant is in hex 0403, The wall is two levels tall and leading through hexes 0402 and 0401 to the map hardened (CF of 150). Mechs edge. ComStar units must leave the map through hex may jump over it, but not stand 0401in the tunnel to count toward the 225 ton total. on it. Mechs may not climb Hexes 0403 to 0401 are considered to be sub-level 2. over it, but if a wall segment is reduced to rubble, the hex may be traversed normally.

5 THE ANTI-MECH TRENCH™ THE TUNNEL: The AMT is two levels deep and Defending units may not enter can be entered normally but it is the tunnel. It’s against regula- harder to get out of it. To exit, a tions, and Lyran piloting skill roll is needed. If the always play it by the book. Be-

, Inc. All Rights Reserved. roll fails, the Mech slips, requir- sides, Feldwebel Krause and his ing an additional roll to remain trusty Phoenix Hawk are inside

WizKids standing. If the Mech falls, it the underground complex. They takes normal falling damage for will deal with any foe massing a two-level fall. A Mech may at- less than 225 tons. tempt to leave the trench as long as it has the necessary MP.

THE BRIDGE: ARTILLERY: The bridge has a CF of 150. Lyran artillery has no predesig- A Mech can easily pass below nated target hexes. The guns it. Oh, it is against regulations may not target a Hex inside the for Lyran Mechs to fire at this base. Regulations, you know? structure.

PAVED SURFACE: BUILDINGS: All hexes inside the base are All buildings are hardened and paved. Happy skidding! have a CF of 150. MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®,

Imprint/legal stuff:

Publisher: www.mechworld.de - Classic Battletech Chapter League Cost: free Author (scenario, map design, layout): Stephan “Leitwolf” Ludewig Translation: Christian “Störtebeker” Weinhold Faction emblems: WizKids & FanPro Playtesting: Ela Jacobs, Oliver Jünemann, Christian Weinhold

The maps in this document are intended for private use only. The maps and/or scenario may not be used for commercial purposes or in public events without prior written permission from the author.

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of WizKids , Inc. all rights reserved.

6 0201 0401 0601 0801

0101 0301 0501 0701 1

0202 0402 0602 0802

0102 0302 0502 0702

L1 L1 0203 0403 0603 0803

L1 L1 L1 0103 0303 0503 0703

L2 L2 L1 7 0204 0404 0604 0804

L1 L3 L2 L1 0104 0304 0504 0704

L2 L3 L2 0205 0405 0605 0805

L1 L1 0105 0305 0505 0705

L1 L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 2 L1 0202 0402 0602 0802

L1 L1 Rough 0102 0302 0502 0702

L1 L2 L1 0203 0403 0603 0803

L1 L3 L1 L1 0103 0303 0503 0703

L3 L1 L2 8 0204 0404 0604 0804

L1 L2 L2 L1 0104 0304 0504 0704

L3 L2 L3 0205 0405 0605 0805

L1 L1 L3 L1 0105 0305 0505 0705

L1 L2 L1

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 3 L1 0202 0402 0602 0802

L1 0102 0302 0502 0702

L1 0203 0403 0603 0803

L1 L1 0103 0303 0503 0703

L1 Rough 9 0204 0404 0604 0804

L2 L1 0104 0304 0504 0704

L1 L1 L1 0205 0405 0605 0805

L1 L3 0105 0305 0505 0705

L1 L2

Rough

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 4 L1 0202 0402 0602 0802

L1 L1 0102 0302 0502 0702

L1 L3 L1 Rough 0203 0403 0603 0803

L1 L2 L2 L1 0103 0303 0503 0703 0

L1 L2 L3 1 0204 0404 0604 0804

L1 L1 L1 0104 0304 0504 0704

L2 L1 Rough 0205 0405 0605 0805

L1 L1 0105 0305 0505 0705

L1 L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 5 L1 0202 0402 0602 0802

Rough L1 L1 0102 0302 0502 0702

L1 L2 L1 0203 0403 0603 0803

L3 L2 L1 0103 0303 0503 0703 1

L2 L2 L2 Rough 1 0204 0404 0604 0804

L3 L1 L1 0104 0304 0504 0704

L2 L1 L1 0205 0405 0605 0805

L1 L2 0105 0305 0505 0705

L1 L1

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 6 L1 0202 0402 0602 0802

L1 L1 0102 0302 0502 0702

L1 L1 L2 0203 0403 0603 0803

L1 L2 L1 0103 0303 0503 0703 2

L2 L1 1 0204 0404 0604 0804

L1 L2 0104 0304 0504 0704

L1 L1 L1 0205 0405 0605 0805

L1 L1 L1 0105 0305 0505 0705

L1

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 7 L1 0202 0402 0602 0802

L1 L1 0102 0302 0502 0702

L2 L1 L1 0203 0403 0603 0803

L2 L1 0103 0303 0503 0703 3

L2 L1 L1 L1 1 0204 0404 0604 0804

L1 L1 L1 0104 0304 0504 0704

L2 L1 0205 0405 0605 0805

L1 L1 L1 0105 0305 0505 0705

L1 L1

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 8

0202 0402 0602 0802

L1 0102 0302 0502 0702

L1 L3 L1 0203 0403 0603 0803

L1 L3 L1 0103 0303 0503 0703 4 L1 L1 L3 L1 1 0204 0404 0604 0804

L1 L1 L1 LB L3 0104 0304 0504 0704

L1 L1 LB L1 L1 0205 0405 0605 0805

L1 L1 L1 L1 0105 0305 0505 0705

L1 L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 9 L -1 0202 0402 0602 0802

L -1 L -1 0102 0302 0502 0702

L -1 L -2 L -1 Rough 0203 0403 0603 0803

L -2 L -2 L -1 0103 0303 0503 0703 5

L -1 L -2 L -1 1 0204 0404 0604 0804 L3 HD L -2 L -1 0104 0304 0504 0704 L2 HD L -1 L -1 0205 0405 0605 0805

L2 HD L2 HD L -1 0105 0305 0505 0705

L1 HD L1 HD Rough

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 10

0202 0402 0602 0802

L1 L1 0102 0302 0502 0702

L1 L2 L1 L1 0203 0403 0603 0803

L2 L1 L3 0103 0303 0503 0703 6

L1 L2 L3 1 0204 0404 0604 0804

L1 L2 0104 0304 0504 0704

L1 L1 L1 0205 0405 0605 0805

L1 L2 0105 0305 0505 0705

L1 L1 L1 L1

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 11

0202 0402 0602 0802

L1 0102 0302 0502 0702

L1 L1 L2 0203 0403 0603 0803

L1 L2 L2 0103 0303 0503 0703 7

L2 L2 L3 1 0204 0404 0604 0804

L1 L2 L3 0104 0304 0504 0704

L1 L2 L3 0205 0405 0605 0805

L1 L1 0105 0305 0505 0705

L1 L1 L1

Rough L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 12

0202 0402 0602 0802

L1 0102 0302 0502 0702

L2 0203 0403 0603 0803

L1 0103 0303 0503 0703 8 L2 L1 1 0204 0404 0604 0804

L3 L1 0104 0304 0504 0704

L2 L1 L1 L1 0205 0405 0605 0805

L1 L1 0105 0305 0505 0705

L1

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801 L1 HD

0101 0301 0501 0701 13

0202 0402 0602 0802

0102 0302 0502 0702 L1 HD L1 HD L3 HD 0203 0403 0603 0803

0103 0303 0503 0703 9 1

0204 0404 0604 0804

0104 0304 0504 0704 L3 HD

0205 0405 0605 0805

0105 0305 0505 0705

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 14 L-2 GR 0202 0402 0602 0802

L-2 GR 0102 0302 0502 0702

L-2 GR 0203 0403 0603 0803 L1 HD L-2 GR 0103 0303 0503 0703

L1 HD 0

L-2 GR 2 0204 0404 0604 0804

L1 HD 0104 0304 0504 0704

0205 0405 0605 0805

L1 HD 0105 0305 0505 0705

L1 HD

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801 L1 HD

0101 0301 0501 0701 15 L0 HD 0202 0402 0602 0802

0102 0302 0502 0702

L1 HD L3 HD 0203 0403 0603 0803

L1 HD 0103 0303 0503 0703 1

L3 HD 2 0204 0404 0604 0804

0104 0304 0504 0704

0205 0405 0605 0805

L3 HD L3 HD

0105 0305 0505 0705

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 0201 0401 0601 0801

0101 0301 0501 0701 16 L1 L4 L3 HD 0202 0402 0602 0802

L2 L2 0102 0302 0502 0702 L1 HD L1 HD L3 HD L4 HD L-2 GR 0203 0403 0603 0803

L-2 GR L-2 GR 0103 0303 0503 0703 2

L-1 L5 HD L-2 GR 2 0204 0404 0604 0804

L-2 GR L-2 GR 0104 0304 0504 0704

L-2 GR L0 HD L-2 GR 0205 0405 0605 0805

L-2 GR L-2 GR 0105 0305 0505 0705

L-2 GR L0 HD L-2 GR

L-2 GR L-2 GR

L1 HD

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of of trademarks registered are AeroTech® and ‘Mech® BattleMech®, MechWarrior®, WizKids , Inc. All Rights Reserved. Reserved. Rights All Inc. , 1 2 3 1 2 3 , Inc. All Rights Reserved. WizKids 4 5 6 4 5 6

7 8 9 7 8 9

10 11 12 10 11 12

MechWarrior®, BattleMech®, ‘Mech® and AeroTech® are registered trademarks of registered are BattleMech®, ‘Mech® and AeroTech® MechWarrior®, 13 14 15 13 14 15

16 17 18 16 17 18

19 20 21 19 20 21

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