CLASSICBATTLETECH BATTLETECHTM RECORD SHEETS: 3060

• CREDITS INTRODUCTION

Project Development Welcome to Record Sheets: 3060! As a companion volume Randall N. Bills to Total Warfare, players will have moved beyond the intro- Writing ductory products for BattleTech when purchasing this book. Randall N. Bills Nevertheless, this product is designed to be quick and easy to Bjørn Schmidt use and will have you tossing dice in no time. Joel Steverson To use this product, players should have Total Warfare. Product Editing Diane Piron-Gelman HOW TO USE THIS BOOK Having graduated from the Introductory Box Set and perhaps BattleTech Line Developer Herbert A. Beas II having picked up Technical Readout: 3060, you might be won- dering why you need this book. While a blank ’Mech record Production Sta sheet is included in the Introductory Box Set for players who Art Direction wish to design their own ’Mechs, the Technical Readout and Randall N. Bills Cover Art Record Sheets series of products opens a wide door to cool, Alex Iglesias fun designs that can bring additional tactics and enjoyment to Cover Design any gaming table. Matt Heerdt Record Sheets: 3060 widens the options available to play- BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt ers, with an eye toward ease of use that is the hallmark of all Layout BattleTech products. Players need only photocopy any design Matt Heerdt they wish to play and can immediately start marching across Illustrations Doug Cha ee the battle eld. Fred Hooper Kevin Long Rules Addendum and Scenarios Gerhard Mozsi A complete Rules Addendum follows this introduction Jim Nelson Matt Plog before the start of the record sheets. It includes ready-to-play Brian Snoddy scenarios as well as a host of more advanced movement and Franz Vohwinkel combat options. Miniatures Painting & Photography Lance “Jal Phoenix” Scarinci Record Sheets Where are the other variants found in Technical Readout: 3060? David L. McCulloch Players who want pre-printed record sheets for any variants mentioned in the Technical Readout can purchase the Record Playtesters/Proofreaders Sheet: 3060 PDF—as well as many other BattleTech products— Ron Barter, Blake Cetnar, Nicolai Duda, Bruce Ford, Glen “Lob- at www.battlecorps.com/catalog. sterback” Hopkins, Chris Marti, Corey Morris, Aaron Pollyea, Martin Sharpe, John Unchelenko.

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RULES ADDENDUM

The following advanced rules showcase that combat is far the 4 ’Mechs of Subcommander One’s lance may use the more than just movement and ring and are just a slice of all Overrun Combat ability, only the 4 ’Mechs of Sub-commander that Tactical Operations—The Advanced Planetary Conquest Two’s lance may use the Disrupt Communications ability and Rules book—has to o er. The rules have been modi ed, as only the 4 ’Mechs of Subcommander Three’s lance may use appropriate, to ensure they are the Zone of Control ability. However, all 12 ’Mechs may use completely playable with just the Forcing the Initiative ability of the force commander. the rules and scenarios found in If any commander retreats o the playing area, his Initiative this book. 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 COMMANDERS he is in the middle of o -map movement). If a sub-force com- At the start of a game, before mander is killed, not only are his ability and Initiative modi ers any play takes place, players lost, but an additional –1 Initiative modi er is applied (a –2 may nominate sub-force com- Initiative modi er is applied for the death of the overall force manders (lances, companies, commander). battalions; Stars, Trinaries, Clus- ters; Level IIs, Level IIIs, Level IVs; Banking Initiative (Force Commander Only) and so on), as well as the overall Before making the Initiative roll (both rolls), the controlling force commander of each player’s force (see Commanders, p. player can choose to give the Initiative to his opponent. For 273, TW). An overall force commander cannot be a sub-force each two turns the controlling player elects to lose Initiative commander; for example, a company of three lances would in this manner, he may—at a later turn, and before making have 3 sub-force (lance) commanders and 1 force (company) his Initiative roll—choose to take the Initiative. The controlling commander. player may only “bank” up to two Initiative rolls (giving up four Only units piloted by a single warrior may be nominated as beforehand) at any one time in this way. For purposes of any a sub-force commander or force commander. The exceptions other special abilities, consider the opponent to have won or are infantry (the controlling player nominates which trooper in lost the Initiative (as appropriate) by a margin of 1. the squad/platoon is the commander), or any vehicle that uses the Ground Combat Vehicle Critical Hits Table. If the vehicle Forcing the Initiative (Force Commander Only) su ers a Crew Stunned critical hit, the commander is consid- The controlling player can “force the initiative” and gain ered to have retreated for purposes of these rules, for as long bonuses to his Initiative rolls; the controlling player announces as the crew is stunned; if the vehicle su ers a Commander Hit at the start of every turn, before the dice are rolled, whether he critical hit, the commander is considered dead (see below). will use this ability or not. The bonus is equal to the number of Players can hide which commanders are operating which enemy units his side destroyed in the previous turn, reduced units (or in which infantry unit), though it is advisable to by the number of his own destroyed units. write such information down—each commander on a di er- For example, a side with this capability receives a +2 Initia- ent piece of paper—and place it hidden on the table so it can tive bonus if it destroyed four enemy units and lost two of its be easily con rmed during play as units start to retreat and/ own during the previous turn. or are destroyed. For each sub-force commander elded on a side, apply a Overrun Combat cumulative +1 Initiative modi er. The force commander can When rolling Initiative for overrun-capable forces, the roll twice each turn for Initiative, using the higher roll; the two controlling player notes the die roll result’s Margin of Success rolls are made automatically, without reference to any other (MoS). Divide the MoS by 2 and round fractions down. The Initiative rolls made by other players, with the controlling result equals the number of individual units that may move, player using the highest value of the two dice rolls (all Initia- designate their targets and re before any other units move tive modi ers are applied after the two rolls are made and the and re. “Extra” successes (such as when the player has more highest is chosen). successes than there are units available to move) do not carry Additionally, each sub-commander and the force com- over to later turns. For example, an overrun-capable force mander—at the controlling player’s discretion—may be makes an Initiative roll of 11, while its opponent rolls a 6. That assigned one of the following unique abilities; each ability gives the overrun-capable force an MoS of 5, allowing two only applies to the units under that commander’s sway. For units to move and fi re before any opposing units may move (5 example, Player A is elding a company-sized force. Sub-com- divided by 2 is 2.5, rounded down to 2). mander One has the Overrun Combat ability, Sub-commander Units employing the overrun capability do not take part in Two has the Disrupt Communications ability, Sub-commander the normal move/ re sequence and so do not count when Three has the Zone of Control ability and nally the overall determining how many units each side must move when force commander has the Forcing the Initiative ability. Only alternating turns during the Movement and Weapon Attack 9

Anti-’Mech Skill Rating of 1, they can be used to pilot ’Mechs Multiple Crewmen: Large vehicles (31 tons and heavier) and aerospace ghters. In this case, apply a +1 to-hit modi er have three or more crewmen, some of whom act as loaders or in addition to the standard +2 Piloting Skill modi er. additional gunners to allow the vehicle to attack multiple tar- gets more easily. For every crewman above two, a vehicle may VEHICLE CREWS attack an additional target without su ering the secondary- Unlike ’Mechs, which are piloted by a single MechWarrior, target modi er. all but the smallest vehicles are controlled by a crew of two These additional targets may fall outside the front ring arc. or more. Many factors determine the number of crewmen a For example, a 50-ton Maxim hovercraft has a crew of four (50 vehicle requires, the most important factor being the number ÷ 15 = 3.33, rounded up to 4). Its two extra crewmen allow it of weapon systems the vehicle mounts. For purposes of game to re at up to three targets in the same Weapon Attack Phase play, however, the number of crewmen relates directly to the without penalty. The standard +1 secondary-target modi er size of the vehicle. would apply to all targets past 3. 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. SCENARIOS

This section contains two ready-to-play scenarios. After the Crew Numbers and Abilities name of each scenario, a parenthetical phrase de nes what Depending on the number of crew it carries, a vehicle type it is as described under Mission Types (see p. 35, Inner may operate under certain restrictions or advantages, as Sphere At a Glance). 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 SCENARIO 1: WHAT IF… each turn. Also, if any of the vehicle’s weapons or turrets jam, the vehicle may neither move or re while clearing the jam. (PLANETARY ASSAULT) Two Crewmen: Vehicles with two crewmen (16–30 tons) usually have one driver and one commander/gunner. Such Leave it to the brass to come up with stupid ideas…. vehicles operate normally. 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 SITUATION Hanover, Clan Smoke Jaguar Occupation Zone 25 June 3059

The o ensive to drive the Smoke Jaguars out of the Inner Sphere and end their occupation of Draconis Combine worlds— LS and the life of the Clan itself—is in full swing. The rst wave was 13

BATTLEFORCE DETERMINING CRITICAL HITS

BattleForce is the BattleTech TABLE ADDENDUM game of lightning-fast combat. These rules ramp up standard 2D6 Rolls ProtoMech game play to a fast-playing 2 Weapon Hit system that retains the feel of 3 Weapon Hit BattleTech. Players familiar with 4 Fire Control Hit BattleTech will find it easy to adapt to BattleForce. New play- 5 MP Hit ers will discover that BattleForce 6 No Critical Hit eases the learning curve of Bat- 7 MP Hit tleTech, as it introduces similar 8 No Critical Hit mechanics in a simpler fashion. 9 MP Hit 10 Proto Destroyed* QUICK-START RULES 11 Weapon Hit 12 Weapon Hit Players can download the free BattleForce Quick-Start Rules (QSR) PDF from www..com. The rules con- *The Element is eliminated from the game. tain everything a player needs to quickly learn how to play BattleForce, including two scenarios to help a player fully into their hex, ends its movement adjacent to their hex or has understand the rules. the Active Probe special ability (see p. 14) and ends its move- The following scenario can be considered an Elite Training ment such that the hidden Unit is within range of the probe. Scenario, compared to the Green and Veteran Training Scenarios If a Unit attempts to enter a hex containing a hidden Unit, the as described in the BattleForce QSR. move is aborted and the hidden Unit is revealed.

Surprise Attacks From Hidden Units BATTLEFORCE QUICK- If an enemy Unit moves adjacent to a hidden ground Unit, the hidden Unit may immediately make a surprise attack. This START RULES ADDENDUM attack may be augmented by overheating. The base to-hit number for the attack is the attacker’s Skill Rating, modi ed The following rules build on the BattleForce QSR so that play- only for unrepaired critical hits to the attacker. Damage takes ers can play Scenario 3: Trial by Fire. place immediately; however, the attacker cannot move or re Level Change: A ’Mech may change levels by 1 or 2 levels for the rest of the current turn. per hex, at a cost of 1 MP per level. ProtoMechs pay the same cost but may only change 1 level per hex. PHYSICAL ATTACKS Determining Critical Hits: ProtoMechs have a unique table These attacks may only be made when the attacker and tar- for determining critical hits (see Determining Critical Hits Table get are in adjacent hexes and at the same elevation. Physical Addendum, below). attacks are made in place of weapon attacks. There are two types of physical attacks: Standard and Melee. HIDDEN UNITS Standard Physical Attacks: Standard physical attacks con- Prior to the start of play, the defender may hide his Pro- sist of punches and kicks where the ’Mech or ProtoMech uses toMech Units on the playing area. He must write down the its limbs to in ict damage on a target. number of each hex in which a Unit is hidden or otherwise Melee Physical Attacks: Only ’Mechs with the Melee (MEL) record its position, and designate its facing. No Unit may hide special ability (see p. 14) may make Melee physical attacks. in a clear hex. All other hexes are valid. The Unit uses a weapon to augment its normal physical attack If a player plans to move a hidden Unit during a turn, he damage. Units that have the Melee (MEL) special ability may must reveal it at the start of his Movement Phase. If he plans to not choose to make a Standard physical attack instead. attack using a hidden Unit, he must reveal it at the beginning of the Combat Phase. Resolving Physical Attacks Physical attacks follow a process similar to weapon attacks. Detecting Hidden Units The target must be in the attacker’s front arc, but it is not Hidden Units remain hidden until they attack or move, or necessary to verify LOS or ring arc, or to determine range or until an enemy Unit moves into their hex, attempts to move attack direction. Physical attacks always strike from the front. TM

INNER SPHERE/PERIPHERY RECORD SHEET

Unit Name: Kingston’s Legionnaires - First Company - Alpha Lance Weight Class: 3 Element:STC-2C Striker Destroyed Point Value:99 MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 4 2 3 1 4— 3 1 1 2 3 S Special Abilities:None Element:HUR-W0-R4L Huron Warrior Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 5 2 3 2 2— 4 0 1 2 3 S Special Abilities:None Element:AWS-9M Awesome Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 4 4 4 3 4— 3 1 1 2 3 S Special Abilities:None Element:JN-G8A Jinggau Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 5j 4 5 2 3— 2 0 1 2 3 S

Notes: None Special Abilities:None

Unit Name: Kingston’s Legionnaires - First Company - Bravo Lance Weight Class: 2 Element:TSG-9H Ti Ts’ang Destroyed Point Value:70 MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 6j 3 3 — 3— 4 1 1 2 3 S Special Abilities:ENE, TAG, TSM, MEL Element:WVR-Wolverine Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 6/5j 3 3 2 2— 4 1 1 2 3 S Special Abilities:None Element:SHD-5M Shadow Hawk Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 5j 2 2 1 2— 4 0 1 2 3 S Special Abilities:CASE, IF1, LRM 1/1/1/0 Element:GRF-3M Griffin Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 5j 2 1 1 2— 3 0 1 2 3 S

Notes: None Special Abilities:CASE, IF1, LRM 1/1/1/0

Unit Name: Kingston’s Legionnaires - First Company - Charlie Lance Weight Class: 2 Element:SNK-1V Snake Destroyed Point Value:55 MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 5j 2 2 1 2— 3 0 1 2 3 S Special Abilities:CASE Element:CPLT-C4 Catapult Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 4j 1 — — 3— 4 0 1 2 3 S Special Abilities:IF2, LRM 2/2/2/0 Element:VND-3L Vindicator Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 4j 2 2 2 2— 4 0 1 2 3 S Special Abilities:CASE Element:MS1-O Men Shen Destroyed MV S (+0) M (+2) L (+4) E (+6) Wt. Skill OV Armor/Structure Heat Scale: 8 4 4 2 2— 4 0 1 2 3 S

Notes: None Special Abilities:PRB, RCN, IF2

© 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 ARMOR DIAGRAM Front Armor (16)

V.T.O.L. VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Rotor Type: DONAR ASSAULT HELICOPTER Crew: 2 Armor Movement Points: Tonnage:21 Gunnery Skill: Driving Skill: (2) Cruising: 9 Tech Base: Clan Co-Pilot Hit +1 Pilot Hit +2 Flank: 14 Succession Modifier to all Skill rolls Modifier to Driving

Wars Skill rolls

Movement Type: VTOL Ri ght Engine Type: Fusion

CRITICAL DAMAGE Si

Weapons & Equipment Inventory (hexes) de Flight Stabilizer* +3 Engine Hit rmor ( 14 )

Qty Type Loc Dmg Min Sht Med Lng A A 1 ER Large Laser F 10 [DE] — 8 15 25 Sensor Hits +1 +2 +3 D ( 14 ) rmor

2 Streak SRM 2 F 2/Msl. — 4 6 12 Stabilizers de [M,C] Front Left Right Rear *Move at Cruising speed only Left Si

Rear Armor (11)

VTOL ELEVATION TRACK

Ammo (CASE): (Streak) 50 Turn 1 2 534 6 7 8 9 10 11 1213 14 15 16 17 18 19 20

Cost:878,220 C-bills BV: 915 Elevation

© 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 ARMOR DIAGRAM Front Armor (9)

V.T.O.L. VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Rotor Type: HAWK MOTH GUNSHIP Crew: 2 Armor Movement Points: Tonnage:25 Gunnery Skill: Driving Skill: (2) Cruising: 8 Tech Base: Inner Sphere Co-Pilot Hit +1 Pilot Hit +2 Flank: 12 Clan Invasion Modifier to all Skill rolls Modifier to Driving Skill rolls

Movement Type: VTOL Ri ght Engine Type: ICE

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE Si de

Qty Type Loc Dmg Min Sht Med Lng Flight Stabilizer* +3 Engine Hit rmor ( 6 ) A A

1 Light Gauss Rifle F 8 3 8 17 25 Sensor Hits +1 +2 +3 D ( 6 ) rmor [DB,X] de Stabilizers Front Left Right Rear

*Move at Cruising speed only Left Si

Rear Armor (3)

VTOL ELEVATION TRACK

Ammo: (Light Gauss) 32 Turn 1 2 534 6 7 8 9 10 11 1213 14 15 16 17 18 19 20

Cost:916,667 C-bills BV: 492 Elevation

© 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 ARMOR DIAGRAM

Front Armor (21)

HOVER VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Type: EPONA PURSUIT TANK PRIME Crew: 4

Movement Points: Tonnage:50 Gunnery Skill: Driving Skill: Cruising: 9 Tech Base: Clan (Omni) Commander Hit +1 Driver Hit +2 Flank: 14 Succession Modifier to all Skill rolls Modifier to Driving

Wars Skill rolls Ri ght Movement Type: Hover Engine Type: Fusion Turret Armor

(17) Si Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE de rmor ( 20 ) A A

Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit ( 20 ) rmor

4 Medium Pulse Laser T 7 [P] — 4 8 12 Sensor Hits +1 +2 +3 D de 1 Streak 4 T 2/Msl. — 4 8 12 Motive System Hits +1 +2 +3 [M,C]

Stabilizers Left Si Front Left Right Rear Turret

Rear Armor Ammo (CASE): (Streak) 25 (18)

Cost:2,905,333 C-bills BV: 1,477

© 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 ARMOR DIAGRAM

Front Armor (30)

TRACKED VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Type: HACHIMAN FIRE SUPPORT TANK Crew: 4

Movement Points: Tonnage:50 Gunnery Skill: Driving Skill: Cruising: 4 Tech Base: Clan Commander Hit +1 Driver Hit +2 Flank: 6 Succession Modifier to all Skill rolls Modifier to Driving

Wars Skill rolls Ri ght Movement Type: Tracked Engine Type: Fusion Turret Armor

(27) Si Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE de rmor ( 29 ) A A

Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit ( 29 ) rmor

2 ER Medium Laser T 7 [DE] — 5 10 15 Sensor Hits +1 +2 +3 D de 2 LRM 20 T 1/Msl. — 7 14 21 Motive System Hits +1 +2 +3 w/Artemis IV FCS [M,C,S]

Stabilizers Left Si 1 Streak SRM 4 F 2/Msl. — 4 8 12 Front Left Right [M,C] Rear Turret

Rear Armor Ammo (CASE): (LRM) 24, (Streak) 25 (19)

Cost:3,289,750 C-bills BV: 1,484

© 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 ARMOR DIAGRAM Head (9) Left Torso Right Torso (22) (22)

’MECH RECORD SHEET 'MECH DATA WARRIOR DATA Type: TSG-9H TI TS’ANG Name: Movement Points: Tonnage: 60 Gunnery Skill: Piloting Skill:

Walking: 6 (7) Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6 Running: 9 (11) Clan Invasion Consciousness# 3 5 7 10 11 Dead Jumping: 6

Weapons & Equipment Inventory (hexes) Qty Type Loc Ht Dmg Min Sht Med Lng 1 Hatchet RA 0 12 [PD] — — — — Center Left Arm Right Arm 2 ER Medium Laser RT 5 5 [DE] — 4 8 12 Torso (20) (30) (20) 2 ER Medium Laser LT 5 5 [DE] — 4 8 12 1 ER Medium Laser LA 5 5 [DE] — 4 8 12 4 ER Small Laser LA 2 3 [DE] — 2 4 5 1 TAG CT 0 [E] — 5 9 15 Left Right Leg Center Leg Triple-Strength Myomer (28) Torso (28) Rear (9)

Left Right Cost: 15,361,280 C-bills BV: 1,841 Torso Rear Torso Rear (6) (6)

Heat CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM Head Scale Head Overflow Left Arm 1. Life Support Right Arm Left Torso (14) Right Torso (14) 1. Shoulder 2. Sensors 1. Shoulder 2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30 * 3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator 1-3 4. ER Medium Laser 5. Sensors 1-3 4. Hand Actuator 29 5. ER Small Laser 6. Life Support 5. Hatchet 28 * 6. ER Small Laser 6. Hatchet 27 1. ER Small Laser Center Torso 1. Hatchet Left Right 26 * 1. XL Fusion Engine 2. ER Small Laser 2. Hatchet Arm Arm 25 * 3. Endo Steel 2. XL Fusion Engine 3. Endo Steel (10) (10) 24 * 4-6 4. Endo Steel 3. XL Fusion Engine 4-6 4. Endo Steel 1-3 Center 5. Endo Steel 4. Gyro 5. Endo Steel 23 * Torso 6. Endo Steel 5. Gyro 6. Endo Steel 22 * 6. Gyro (20) 21 Left Right 1. Gyro 20 * 2. XL Fusion Engine Leg Leg Left Torso Right Torso 19 * 3. XL Fusion Engine (14) (14) 1. XL Fusion Engine 1. XL Fusion Engine 4-6 4. XL Fusion Engine 18 * 2. XL Fusion Engine 2. XL Fusion Engine 5. TAG 17 * 3. XL Fusion Engine 3. XL Fusion Engine 6. Roll Again 1-3 4. Jump Jet 1-3 4. Jump Jet 16 5. ER Medium Laser 5. ER Medium Laser HEAT DATA 15 * 6. ER Medium Laser Engine Hits 6. ER Medium Laser Heat Heat Sinks: 14 * Effects 13 (26) 1. Endo Steel Gyro Hits 1. Endo Steel Level* 13 * 30 Shutdown Double 2. Endo Steel Sensor Hits 2. Endo Steel 28 Ammo Exp. avoid on 8+ 12 3. Endo Steel 3. Endo Steel 4-6 Life Support 4-6 26 Shutdown, avoid on 10+ 11 4. TSM 4. TSM –5 Movement Points 25 10 * 5. TSM 5. TSM 24 +4 Modifier to Fire 6. TSM 6. TSM 23 Ammo Exp. avoid on 6+ 9 22 Shutdown, avoid on 8+ 8 * 20 –4 Movement Points 7 19 Ammo Exp. avoid on 4+ Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 1. Hip 1. Hip 17 +3 Modifier to Fire 5 * 2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points Shutdown, avoid on 4+ 4 3. Lower Leg Actuator 3. Lower Leg Actuator 14 13 +2 Modifier to Fire 3 4. Foot Actuator 4. Foot Actuator 10 –2 Movement Points 5. Jump Jet 5. Jump Jet 2 Damage Transfer 8 +1 Modifier to Fire 6. Jump Jet 6. Jump Jet Diagram 5 –1 Movement Points 1 0 © 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 ARMOR DIAGRAM Head (9) Left Torso Right Torso (23) (23)

’MECH RECORD SHEET 'MECH DATA WARRIOR DATA Type: NOVA CAT PRIME Name: Movement Points: Tonnage: 70 Gunnery Skill: Piloting Skill:

Walking: 4 Tech Base: Clan (Omni) Hits Taken 1 2 3 4 5 6 Running: 6 Clan Invasion Consciousness# 3 5 7 10 11 Dead Jumping: 0

Weapons & Equipment Inventory (hexes) Qty Type Loc Ht Dmg Min Sht Med Lng 3 ER Large Laser LA 12 10 [DE] — 8 15 25 Center Left Arm Right Arm 2 ER PPC RA 15 15 [DE] — 7 14 23 Torso (22) (35) (22)

Left Right Leg Center Leg (30) Torso (30) Rear (8)

Left Right Cost: 17,672,917 C-bills BV: 2,530 Torso Rear Torso Rear (7) (7)

Heat CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM Head Scale Head Overflow Left Arm 1. Life Support Right Arm Left Torso (15) Right Torso (15) 1. Shoulder 2. Sensors 1. Shoulder 2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30 * 3. Double Heat Sink 4. Endo Steel 3. Double Heat Sink 1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink 29 5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28 * 6. Double Heat Sink 6. Double Heat Sink 27 1. ER Large Laser Center Torso 1. ER PPC Left Right 26 * 1. XL Fusion Engine 2. ER Large Laser 2. ER PPC Arm Arm 25 * 3. ER Large Laser 2. XL Fusion Engine 3. ER PPC (11) (11) 24 * 4-6 4. Roll Again 3. XL Fusion Engine 4-6 4. ER PPC 1-3 Center 5. Roll Again 4. Gyro 5. Roll Again 23 * Torso 6. Roll Again 5. Gyro 6. Roll Again 22 * 6. Gyro (22) 21 Left Right 1. Gyro 20 * 2. XL Fusion Engine Leg Leg Left Torso Right Torso 19 * 3. XL Fusion Engine (15) (15) 1. XL Fusion Engine 1. XL Fusion Engine 4-6 4. XL Fusion Engine 18 * 2. XL Fusion Engine 2. XL Fusion Engine 5. Endo Steel 17 * 3. Double Heat Sink 3. Double Heat Sink 6. Endo Steel 1-3 4. Double Heat Sink 1-3 4. Double Heat Sink 16 5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15 * 6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14 * Effects 25 (50) 1. Double Heat Sink Gyro Hits 1. Double Heat Sink Level* 13 * 30 Shutdown Double 2. Double Heat Sink Sensor Hits 2. Double Heat Sink 28 Ammo Exp. avoid on 8+ 12 3. Double Heat Sink 3. Double Heat Sink 4-6 Life Support 4-6 26 Shutdown, avoid on 10+ 11 4. Double Heat Sink 4. Double Heat Sink –5 Movement Points 25 10 * 5. Double Heat Sink 5. Double Heat Sink 24 +4 Modifier to Fire 6. Double Heat Sink 6. Double Heat Sink 23 Ammo Exp. avoid on 6+ 9 22 Shutdown, avoid on 8+ 8 * 20 –4 Movement Points 7 19 Ammo Exp. avoid on 4+ Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 1. Hip 1. Hip 17 +3 Modifier to Fire 5 * 2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points Shutdown, avoid on 4+ 4 3. Lower Leg Actuator 3. Lower Leg Actuator 14 13 +2 Modifier to Fire 3 4. Foot Actuator 4. Foot Actuator 10 –2 Movement Points 5. Endo Steel 5. Endo Steel 2 Damage Transfer 8 +1 Modifier to Fire 6. Endo Steel 6. Endo Steel Diagram 5 –1 Movement Points 1 0 © 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 PROTOMECH RECORD SHEET

PROTOMECH 1 ARMOR DIAGRAM WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun Type: ROC LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Head Tons: 7 M ER Medium Laser 7 [DE] — 5 10 15 2 Main Gun Main Gun Destroyed

Movement Points: 4 Right Arm +1 to Hit Right Arm Destroyed Left Right Walk/Run/Jump 5,9 Legs –1 Walk MP 1/2 Walk MP No Move Arm Arm Torso 5 / / 58 Legs 6,7,8 Torso –1 Jump* 1/2 Jump* Proto Destroyed PILOT DATA 10 Left Arm +1 to Hit Left Arm Destroyed Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 Head +1 to Hit +2 to Hit Gunnery Skill: 3 5 7 10 11 Dead no Long range shots *Roll 1D6: Cost: 809,428 C-bills BV: 336 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 2 ARMOR DIAGRAM WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun Type: ROC LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Head Tons: 7 M ER Medium Laser 7 [DE] — 5 10 15 2 Main Gun Main Gun Destroyed

Movement Points: 4 Right Arm +1 to Hit Right Arm Destroyed Left Right Walk/Run/Jump 5,9 Legs –1 Walk MP 1/2 Walk MP No Move Arm Arm Torso 5 / / 58 Legs 6,7,8 Torso –1 Jump* 1/2 Jump* Proto Destroyed PILOT DATA 10 Left Arm +1 to Hit Left Arm Destroyed Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 Head +1 to Hit +2 to Hit Gunnery Skill: 3 5 7 10 11 Dead no Long range shots *Roll 1D6: Cost: 809,428 C-bills BV: 336 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 3 ARMOR DIAGRAM WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun Type: ROC LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Head Tons: 7 M ER Medium Laser 7 [DE] — 5 10 15 2 Main Gun Main Gun Destroyed

Movement Points: 4 Right Arm +1 to Hit Right Arm Destroyed Left Right Walk/Run/Jump 5,9 Legs –1 Walk MP 1/2 Walk MP No Move Arm Arm Torso 5 / / 58 Legs 6,7,8 Torso –1 Jump* 1/2 Jump* Proto Destroyed PILOT DATA 10 Left Arm +1 to Hit Left Arm Destroyed Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 Head +1 to Hit +2 to Hit Gunnery Skill: 3 5 7 10 11 Dead no Long range shots *Roll 1D6: Cost: 809,428 C-bills BV: 336 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 4 ARMOR DIAGRAM WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun Type: ROC LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Head Tons: 7 M ER Medium Laser 7 [DE] — 5 10 15 2 Main Gun Main Gun Destroyed

Movement Points: 4 Right Arm +1 to Hit Right Arm Destroyed Left Right Walk/Run/Jump 5,9 Legs –1 Walk MP 1/2 Walk MP No Move Arm Arm Torso 5 / / 58 Legs 6,7,8 Torso –1 Jump* 1/2 Jump* Proto Destroyed PILOT DATA 10 Left Arm +1 to Hit Left Arm Destroyed Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 Head +1 to Hit +2 to Hit Gunnery Skill: 3 5 7 10 11 Dead no Long range shots *Roll 1D6: Cost: 809,428 C-bills BV: 336 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

PROTOMECH 5 ARMOR DIAGRAM WEAPONS INVENTORY HIT LOCATIONS AND CRITICAL HITS Main Gun Type: ROC LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT Head Tons: 7 M ER Medium Laser 7 [DE] — 5 10 15 2 Main Gun Main Gun Destroyed

Movement Points: 4 Right Arm +1 to Hit Right Arm Destroyed Left Right Walk/Run/Jump 5,9 Legs –1 Walk MP 1/2 Walk MP No Move Arm Arm Torso 5 / / 58 Legs 6,7,8 Torso –1 Jump* 1/2 Jump* Proto Destroyed PILOT DATA 10 Left Arm +1 to Hit Left Arm Destroyed Name: Hits Taken 1 2 3 4 5 6 Consciousness # 12 Head +1 to Hit +2 to Hit Gunnery Skill: 3 5 7 10 11 Dead no Long range shots *Roll 1D6: Cost: 809,428 C-bills BV: 336 1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed

© 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.