TEXT: TM
  TM
  A THIRD LEAGUE pLoT soURcEbooks compAnIon
  
  BATTLETECH
  TM
  TM
  35TP00FSI
  ®
  ®
  Third League Turning PoinTs
  Free Taiw sT. ives
  ©2012 The Topps Company Inc. All rights Reserved. Third League Turning Points: Free Taiw...St. Ives!, BattleTech, BattleTech, 
  BattleMech and ’Mech are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or 
  other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
  
  Tian-Tan
  Taiw...ST. iveS
  wolfhound Clan defenSe Cordon, Third STar league
  15 MarCh 3227
  Star Captain Benjamin Tuscany pushed his Targe OmniMech as fast 
  as it would go, every street a blur of red, propaganda posters from the 
  Crimson Revolution littering the storefronts. Behind him was a full binary 
  of the Dragoons, the best of the best of the best from the Third League’s 
  entire military force. Infantry forces futilely poured small arm and SRM 
  fire into his ’Mech, failing to even scratch the “paint” covering his outer 
  layer of armor. He grimaced as the warmth spread throughout his chest, 
  a result of the traditional Capellan cuisine he had shoveled down as the 
  intelligence reports broke back at headquarters. 
  “Green Star, head out,” he spoke, his voice transmitted to his Binary 
  only. His second, Star Commander Poul vanderFlamagigan—“Dutch” to 
  just about everyone—would now lead his Star to the secondary target, 
  but Benjamin had to focus on the primary goal. 
  Clearing the commercial district, where the towering buildings gave 
  way to the one- and two-story warehouses of the industrial district, Ben-
  jamin felt hopelessly exposed. Without the skyscrapers standing in the 
  way, the Dragoons came under heavy fire as if on cue.
  An ancient Victor in rebel colors jumped over the top of a waste-treat-
  ment plant and fired a slug of super-sonic ferro-nickel at him. The Targe’s 
  alert system helped Tuscany dodge the inbound projectile, while the 
  twin lasers that followed once more failed to penetrate the Targe’s armor. 
  Benjamin returned fire with a long pull from his right torso chain gun. 
  The projectiles streamed into the Revolutionary, ripping open the Victor’s 
  right side and sending its corresponding arm plunging uselessly to its 
  earth. Before the burst even subsided, Tuscany pivoted his OmniMech to 
  the right, ripping into the Victor’s center with a hail of slugs. The antique 
  assault ’Mech stumbled to its left like a drunken sailor before crashing 
  into a holding tank. Half standing and half leaning against the ruptured 
  vessel, the rebel ’Mech was bathed from the waist down with a putrid 
  slurry of brown-green waste.
  Tuscany wasted little for time on the enemy machine, cutting away 
  some more of its leg armor with a well-placed graser shot, then crushing 
  its knee just as the eighty-tonner managed to regain its feet. The Victor 
  stumbled back into the tank, this time burying its bulbous cockpit in the 
  foul material inside. 
  An Ostscout IIC, flushed out of hiding, launched itself backwards on jets 
  of flame, but one of Tuscany’s Starmates ended the scouting threat with a 
  cluster of well-placed Thunderbolt missiles. Blown apart in mid-leap, the 
  remnants of the rebel machine scattered over a tire factory three 
  hundred meters downfield. 
  “Good job, Ogre,” Tuscany said, as the rest of his Star ral-
  lied for a push through the outer perimeter of the Crimson 
  defenses. Benjamin’s three heavy OmniMechs made up the 
  center of the formation while Jack “Ogre” Howard’s Dervish took the left 
  flank and Tuscany held the right.
  Four old Regulator hovertanks flew at the Star as it crossed Ward 
  Street. A dozen incendiary Thunderbolts quickly left them smolder-
  ing wreckage, but not before they launched a salvo at Ogre, their 
  older weapons still showing their power by shearing all of the armor 
  from the Dervish’s head and leaving deep gouges in its legs. The me-
  dium ’Mech wobbled but continued the advance.
  “Sir, mission accomplished,” Dutch said.
  Inside his command suit, Tuscany smiled. “You got all of them, quiaff?”
  “Aff,” was the reply, “I have loaded up just over two hundred. We will 
  head back to the base, I will not be late.”
  Tuscany switched channels, this time to the Cluster Command fre-
  quency. “Command, this is Gold Actual,” he announced. “We have cleared 
  out the school.”
  The slow, seductive voice of Star Colonel Waco responded, “Did you get 
  the entire school?”
  “Aff, we have all of the Crimson Revolution’s adolescent dependants.”
  “Good job, Star Captain, now finish the job and get home.”
  Tuscany did not bother with a response. He pushed his Targe to its 
  maximum speed, flying past four for rebel ’Mechs hiding in ambush. 
  Startled by his sudden surge forward, their shots went wide, punching 
  gaping holes in the surrounding buildings. Tuscany unleashed a full salvo, 
  taxing his heat capacity to shatter an obsolete Summoner OmniMech, 
  while supporting missile fire rained down on a Treburana that pivoted to 
  bring him into its sights. As the Treburana collapsed to the ground, the 
  two remaining hostiles were caught between the Star Captain and the 
  rest of his Star.
  “Sir, behind you!”
  As the ambushers crumbled, Tuscany glanced at the 360-degree view 
  in his helmet. Behind him was a convoy. A mere six BattleMechs sur-
  rounded four APCs, all thundering off at about sixty kilometers per hour. 
  With only minor damage outside of Ogre’s damaged Dervish, the Crimson 
  forces were little match for Tuscany’s Star. He looked down as his Targe 
  stood over a crippled APC, its cargo spilling all over the ferrocrete. Not 
  infantry or weapons but books. Each one contained revised versions of 
  history—rewritten by the Crimson Revolution, to distort reality to match 
  their twisted desires. Tuscany only 
  had three more words to end 
  this mission.
  “Burn the books.”
  The Ides of March
  1
  
  CREDITS
  Project Development: Herbert A. Beas II
  BattleTech Line Developer: Herb A. Beas II
  Writing: Ken’ Horner
  Production Staff
   
  Cover Design and Layout: Ray Arrastia
   
  Maps and Unit Logos: Ray Arrastia
   
  Record Sheets: David McCulloch
  Factchecking/Playtesting: You, the players!
  Special thanks from the author: I would like to thank 
  the Academy, my parents, my dog, and the billions of 
  fictional humans Herb blinked out of existence on a 
  whim….
  For more information about the Battle to free Taiw...
  St. Ives and the people who took part in it, feel free 
  to make it up as you go along…
  W
  elcome to the latest in the series of Third League Turning Points campaign books, designed to give players the opportunity to fight 
  in some of the landmark conflicts of the Inner Sphere as it existed during the height of the Third League era. 
  The general information contained in the atlas and Combatants sections gives players the tools needed to fight an infinite 
  number of engagements on Taiw...St. Ives, while the Tracks section gives details on some of the larger and more pivotal battles of the 
  planetary struggle. The Tracks section can also be used with stand-alone games set in the Third Star League time frame.
  The atlas section presents a global view followed by some quick facts about Taiw...St. Ives. Included in this section are terrain tables 
  broken into various categories. These tables can be used as a random chart to determine the maps used in the tracks or simply as a guide 
  as to the types of terrain found on the world. This section also contains a list of various additional terrain types, environment, and other 
  rules that can be used to enhance your game experience. All players should agree whether or not to use any or all of these features before 
  play begins.
  The Combatants section gives details on the units who participated in the conflict and can be used by players who wish to add 
  authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each side are 
  left undetermined. This allows the players to pursue the tracks with different forces as they wish. The rough ratio of forces on each side is 
  provided as a guideline. Players should feel free to balance the forces in each track as they see fit, whether by battle value, tonnage, total 
  number of ’Mechs, or whatever else suits them.
  The Tracks section presents several key battles that occurred on the world, though they are not the only ones. Players wishing to 
  incorporate these tracks into their Chaos Campaign campaigns should use the Warchest Points (WP) listed in the brackets. Optional 
  points are awarded only if the group achieves at least one Objective while using the listed option. Objective points are cumulative as 
  they are achieved, unless otherwise noted.
  The annex section contains seven official Record Sheets. First is the SHO-6TH Hogarth OmniMech of Third League Dragoons’ com-
  mander Star Colonel Texina Waco, as well as the CEL-OH Celestial Champion OmniMech of her XO, Fiat Centrella-Liao. Following them are 
  the ORC-7D Orca piloted by the head of the Crimson Revolution, Executive Chairperson Onatta Gen, and his second in command, Vice 
  Chairperson Victor Entbehrlich’s RWK-3GR Riesigenwaffenkampfer. The next is the personal ride of the St. Ives Palace Guard commander 
  Brady Marsha, the UBL-2O UrbanLord, and the BEN-2 Bento driven by Marsha’s personal valet, Richard “Rick” Rowland. The last is the EXT-
  7D Exterminator II which is used by the Ebony Commandos.
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  THIRD LEAGUE ERA 
  Third League Turning PoinTs
  Free Taiw sT. ives
  2
  
  Slepe
  Ourse
  Rennes
  Chatres
  Qīng Tiān
  Bái Rì
  Man Dì Hóng
  Verwood
  Wormwood
  Duncombe
  Cornwall
  New 
  Taipei
  Fort  
  Zeelandia
  Tian-tan
  Kermartin
  Anjou
  Yu Stin 
  Ki Pu
  So Soo Mee
  No Pah King
  Lei Ying Lo
  Ashley 
  heAth
  eluAnbi 
  WAstes
  FormosA 
  tungning
  ATLAS
  3
  4
  TaIW...ST. IvES
  appointed Ruler: Governor Roger Kurita
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 3
  Time to Jump Point: 6.19 days
  Number of Satellites: 1 (Cochrane)
  Surface Gravity: 1.01
  atm. Pressure: Standard (Breathable when the smog is under control)
  Equatorial Temperature: 34° C (Temperate)
  Surface Water: 67 percent
  Recharging Station: Zenith
  HPG Class Type: A
  Highest Native Life: Plant
  Population: 5,114,000,000 
  Socio-Industrial Levels: A-A-B-A-C
  
  ATLAS
  TaIw...sT. Ives
  As the capital of a commonality once regularly fought over by rival forces, Taiw...
  St. Ives has always been a beautiful contradiction: some of the loveliest landscapes 
  in the Confederation and yet one of the best defended worlds in the Inner Sphere. 
  During the years of the St. Ives Compact, the people of Taiw...St. Ives took to being 
  citizens of a mini-realm’s capital world; only rigorous educational and economic 
  oversight kept this world’s reintegration into the Confederation from being more 
  costly and less efficient, and it remained a stable and functional Capellan holding 
  until its liberation by the brave forces of the future Third Star League, during the 
  latter half of the thirty-second century.
  With the creation of the Third League, Taiw...St. Ives continued to prosper. Under 
  the stewardship of the Kurita governors, industry has continued to expand. While 
  some natives of Taiw...St. Ives remain upset by the lack of environmental regula-
  tions, Exarch Ezekiel Starling denounced these malcontents as “hippies” and praised 
  the increase in jobs and taxes from Taiw...St. Ives. In the past decade, the governors 
  have focused on increasing job creation and development of affordable housing for 
  the labor castes. There have been concerns that nearby regional authorities might 
  attempt to annex Taiw...St. Ives to augment their own budgets, but the governor 
  has kept Taiw...St. Ives free and focused on corporate growth.
  Though defense industries are most common, the civilian economy of Taiw...
  St. Ives has prospered during the peaceful reign of the Third League, and those 
  industries now supply their output to over a thousand worlds in the Inner Sphere. 
  Ironically, this has raised the cost of domestically produced goods within the St. Ives 
  Commonality, but Commerce Guild analysts still debate whether or not this effect 
  is intentional.
  As Clan Wolfhound provides the primary defense for the entire region (including 
  Taiw…St. Ives), only a token palace militia is present on Taiw...St. Ives. While regally 
  named the St. Ives Palace Guards, they are still second-line troops, whose duties are 
  limited mainly to maintaining civil order and assisting when natural disasters strike. 
  Each new commander claims they will whip the Guard into a potent fighting force 
  but find the task too difficult and the job far too rewarding.
  Mapsheets
  The following tables represent the categories of terrain that can be found on the 
  battlefields of Taiw...St. Ives. Players may either select a map from the appropriate 
  table or randomly determine which map to use, unless otherwise specified by the 
  scenario. MS = Map Set, MSC = Map Set Compilation, BT = Classic BattleTech Introduc-
  tory Box Set.
  Taiw...ST. iveS MaPSHeeTS TaBLe
  1D6 Result
  Map
  2
  City, Suburbs (MS6, MSC2)
  3
  City Street Grid/Park* #2 (MS4, MSC1)
  4
  City Street Grid/Park* #1 (MS4, MSC1)
  5
  City, Downtown (MS6, MSC2)
  6
  City (Hills/Residential)* #1 (MS3, MSC1)
  7
  CityTech Map* (MS2, MSC1)
  8
  City (Hills/Residential)* #2 (MS3, MSC1)
  9
  Scattered Woods (MS2, MSC2)
  10
  Rolling Hills #1 (MS3, MSC1)
  11
  Open Terrain #2 (MS5, MSC1)
  12
  Open Terrain #1 (MS5, MSC1)
   *Place Medium and Heavy buildings of varying heights in each non-paved hex.
  **May be modified by Base Terrain Types indicated under Optional Rules, below
  Tian-Tan CounTrySide Terrain
  OPTIONaL RuLES
  If all players agree, the following particular effects from 
  Tactical Operations (TO) may be used to add specific aspects 
  of Taiw...St. Ives to the battles played out. 
  Base Terrain Types
  Level 1 Foliage (see p. 36, TO)
  Planted Fields (see p. 38, TO)
  Sheer Cliffs (see p. 39, TO)
  Terrain Modifications
  Fire (see p. 43, TO)
  Weather Conditions
  Moonless Night  (see p. 58, TO)
  Tornado (see p.61, TO)
  While never known to be the most pastoral world in the Inner Sphere, 
  Taiw...St. Ives had been relatively peaceful for the past two decades out-
  side of the riots after 2218’s G1 Summit. Minor disturbances cropped up 
  when the governor removed more green space, the local soccer team 
  lost badly, or food imports were late, but the local militia was able to 
  keep these uprisings from causing major damage to the city and kept 
  casualties to the double digits. This all changed in 3226 when Governor 
  Kurita refused to pardon a popular local sitcom writer after being con-
  victed of homicide for the fifth time.
  With civil unrest, a bunch of radicals decided that they would claim 
  Taiw...St. Ives in the name of their political movement and revamp Taiw...
  St. Ives society, throwing off the shackles of the Third League. Using 
  cast-off weapons they had been collecting for a decade along with de-
  fecting sympathizers from the St. Ives Palace Guard they declared Taiw...
  St. Ives free, part of the Crimson Revolution, as it always had been. They 
  surprised the Guard, attacking them outside the Governor’s Palace. De-
  feating the Guards, the populace largely didn’t care as long as they kept 
  getting food, but some people flocked to the Revolution’s cause and the 
  St. Ives Palace Guard found themselves driven to the few wastelands that 
  remain uninhabited on Taiw...St. Ives.
  Meanwhile, Clan Wolfhound heard of the uprising and attempted to 
  negotiate with the Crimson Revolution. The Clan offered to transport the 
  revolutionaries to the Periphery planet, Gobi, outside the influence of 
  the Third League, but the Crimson Revolution would have none of that. 
  They wanted to free Taiw...St. Ives, which had always been their property. 
  When the Clan Wolfhound representative reviewed the history of Taiw...
  St. Ives, including being part of the League for over half a century, the 
  Executive Chairman responded with one word, “No”. This so confused the 
  Clan representatives that they took the weekend off to try and figure out 
  what the Chairman was thinking, smoking or injecting.
  Still at a loss for how out of touch with reality the Chairman was, they 
  dispatched one of their finest Clusters: the Third League Dragoons. While 
  the Clan wanted to have them escorted with a WarShip, none were close 
  enough to provide support in a timely fashion, so the Dragoons were 
  accompanied by a Pocket WarShip escort augmented with a Star of Om-
  niFighters. They arrived in system on 29 February and used a 2-G burn 
  to arrive at the planet within days. The Crimson Revolution was unable 
  to mount a resistance, since the system space defenses were rendered 
  inoperable weeks before, so the Dragoons managed to land safely and 
  mass up at Taiw...St. Ives’ main spaceport, located on the edge of Tian-tan.
  The BaTTle To free TaIw...sT. Ives
  5
  
  RAndoM ASSIGnMenT TABLeS
  randoM assIgnMenT TaBles:  
  TaIw...sT. Ives, 3220-3227
  The Random Assignment Tables are meant to be used by players wishing to determine their forces randomly, or help them determine the 
  likely equipment used by each side during the struggle for Taiw...St. Ives. Players are not required to use these tables, especially when using 
  player-group Units. To randomly assign pilot quality, see the appropriate tables in Total Warfare (see p. 273, TW)
  6
  randoM aSSignMenT TaBLe:
  BaTTLeMeCHS
  LigHT ’MeCHS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  cRp-3 crimson streak [30]*
  cEL-oH celestial champion [30]*
  2
  RDT-9p bureaucrat [20]
  Um-L99 Urbanmech LAm [30]
  3
  JVn-126FJavalin III [30]
  RDT-9p bureaucrat [20]
  4
  boL-4T bolt [35]
  cEL-os celestial observer [30]*
  5
  RDT-9p bureaucrat [20]
  WLF-8H Wolfhound II [35]*
  6
  boL-4T bolt [35]
  cEL-op celestial punisher [30]*
  MediuM ’MeCHS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  RWR-4GG Riesigenwaffenkrieg [50]
  Emm-4p Emperor LAm [50]
  2
  Fategiver [50]
  bEn-2 bento [45]*
  3
  GRR-1F Giraffe [55]*
  sHk-4R shocker [55]*
  4
  RWk-2GR Riesigenwaffenkampfer [55]
  cnn-A1 centurion III [50]*
  5
  pXD-1 phoenix Dark [45]
  DV-15o Dervish [55]*
  6
  RWk-3GR Riesigenwaffenkampfer [55]
  TRG-5n Targe [40]*
  Heavy ’MeCHS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  cpLT-k9 catapult II [65]
  HRk-2o Hohiro [65]*
  2
  Fatebringer [70]
  TRR-4R Terror [70]*
  3
  cpLT-c8 catapult [65]
  Jm9-A Jagermech V-o [65]*
  4
  summoner [70]
  UbL-2o UrbanLord [70]*
  5
  osb-4H ostbosch [70]
  mAD-Ao marauder III-o [75]*
  6
  TDR-24s Thunderbolt [65]
  mAD-9R marauder [75]
  aSSauLT ’MeCHS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  sD2-o sunder II [90]*
  VTR-10o Victor III [80]*
  2
  As8-D Atlas [100]
  msT-3k manos [100]
  3
  bRT-4s brutus [95]
  bnc-13s banshee II-o [95]*
  4
  cGR-1X4 charger II [80]
  msk-10G mackie IIc [100]
  5
  bLR-7o battlemaster [85]*
  Rmp-7o Rampage III [90]*
  6
  VTR-9k Victor [80]
  ZEU-12s Zeus III-o [85]*
  SuPerHeavy  ’MeCHS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  GoA-3H Goliath II [130]
  pTm-5s pacemaker [140]*
  2
  RHH-4o Rhino [105]*
  DEm-5o Demon [200]*
  3
  oRc-1A orca [200]
  kRm-4L kremlin [145]
  4
  sWW-34R swami [120]
  sTk2-6o stalker II [115]*
  5
  csT-3n cistern [125]
  sHo-6TH Hogarth [120]*
  6
  oRc-7D orca [200]
  bLR2-1G battleLord [135]*
  randoM aSSignMenT TaBLe:
  veHiCLeS and aeroSPaCe
  LigHT veHiCLeS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  Harasser IV missile platform [25]*
  Hover Apc [10]
  2
  Wheeled Apc [10]
  sandstorm Light scout VToL [5]
  3
  scorpion II Light Tank [25]
  striker III Light Tank [35]*
  4
  pegasus III scout Hovertank [35]*
  Warrior o-7 Attack Helicopter [21]*
  5
  Hover Apc [10]
  scorpion II Light Tank [25]
  6
  Wheeled Apc [10]
  Hoover [25]*
  MediuM veHiCLeS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  Hetzer Wheeled Assault Gun [40]
  Tribble medium Tank [45]
  2
  Vedette medium Tank [50]
  Vedette III medium Tank [50]*
  3
  Regulator Hover Tank [50]
  Hetzer II Wheeled Gauss [40]
  4
  Regulator II Hover Tank [50]
  condor III [50]*
  5
  saladin Assault Hover Tank [35]
  camino medium Tank [45]*
  6
  Hetzer Wheeled Assault Gun [40]
  condor III [50]*
  Heavy veHiCLeS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  LRm carrier [60]
  manticore II Heavy Tank [60]*
  2
  sRm carrier [60]
  Gauss carrier [60]
  3
  Rommel II [65]*
  Rommel IV [65]*
  4
  sRm carrier [60]
  Thunderbolt carrier [60]
  5
  manticore Heavy Tank [60]
  Von Higgenbothum Heavy Tank [75]*
  6
  Thunderbolt carrier [60]
  Thunderbolt carrier [60]
  aSSauLT veHiCLeS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  schrek ppc carrier [80]
  behemoth III Heavy Tank [100]*
  2
  schrek II Graser carrier [80]
  Demolisher VI Heavy Tank [80]*
  3
  Demolisher III Heavy Tank [80]
  Heavy Gauss carrier [100]
  4
  Demolisher IV Heavy Tank [80]
  Demolisher V Heavy Tank [90]*
  5
  ontos III Heavy Tank [95]
  Heavy Thunderbolt carrier [100]*
  6
  behemoth II Heavy Tank [100]
  schrek II Grazer carrier [80]
  aeroSPaCe figHTerS
  1D6
  REsULT
  CRIMson REvoLUTIon
  THIRD LEAGUE  
  DEfEnsE foRCE (TLDf)
  1
  sb-77 sabre II [25]
  I94-65o Io [30]*
  2
  sL-41 sholagar III [35]*
  WkT-5o Wildkatze [45]
  3
  sL-47 shilone II [65]
  csR-Vc9o corsair [50]*
  4
  sL-55 samurai III [50]*
  mR-2s morgenstern II [70]*
  5
  sL-65 slayer IV [80]
  sTU-p3o stuka [100]*
  6
  sL-65A slayer IV [80]
  cHp-Z9 chippewa III [90]*
  
  CoMMAndeRS & CoMBATAnTS
  coMManders 
  TExINa WaCO
  Rank: Star Colonel
  Born: 3201 (26 in 3227)
  Born to a MechWarrior and an exotic dancer, many expected the outgoing 
  young Texina to follow in her father’s footsteps. Surprising everyone, she was 
  accepted to the New East Hartford College of Combat in hopes of joining 
  her mother in the Third League Defense Force. There, she showed immense 
  aptitude at both leadership and ’Mech piloting, and thus tested up from her 
  original assignment to the vehicular cavalry. Texina finished at the top of her 
  class, though rumors dogged her that she slept her way to excellent grades.
  Determined to prove her detractors wrong, Texina Trialed for a posting 
  as a Star Commander with the infamous Northwind Highlanders Trinary 
  Supernova—a force better known for its elite capacity for bad hygiene and 
  withdrawing from a fight. She quickly rose to the position of Star Captain 
  and turned the Highlanders into a competent fighting unit. After assisting 
  the Snow Ravens in ending the general strike that the Kelswa family led on 
  Calderon, she was promoted to command the Third League Dragoons. The 
  fighting on Taiw...St. Ives is her first action as commander of the Dragoons 
  and she is eager to show that she belongs in the position.
  Special abilities: Texina Waco is an Elite-level MechWarrior and officer 
  with a 5-year career in the TLDF. She commands the prestigious Third League 
  Dragoons with a 7-TP Rank Trait (Star Colonel) and 7-TP Connections Trait 
  (TLDF). She can also negate up to 10 points of negative modifier due to in-
  ebriation and possesses the AToP Trait: Genuine Redhead. She is an excellent 
  BattleMech commander, with Skill Roll Modifiers of +7 to Leadership, +3 to 
  Strategy, and +6 to Tactics rolls for Land-based combat. 
  ONaTTa GEN
  Rank: Executive Chairperson 
  Born: 3142 (85 in 3227)
  Onatta Gen grew up on Taiw...St. Ives, the son of a gardener and a defoliant 
  chemist. In his youth, all he ever wanted to be was a badminton star. After a 
  promising career as a child, he won a scholarship to Notre Dame (Tian-tan) 
  College but a shuttlecock to the eye crushed his promising career. Despon-
  dent, he attempted to take his life several times but was unsuccessful. In 
  recovery, he became addicted to mixotricnate, a powerful painkiller.
  After counseling and rehab, Gen moved on with his life, using his scholar-
  ship to earn a degree in English, the official language of the Third League. 
  After earning his degree, he found teaching the undercastes of Taiw...St. Ives 
  to be unrewarding (and insufficient to support his Kay-Zee habit). Return-
  ing to graduate school, he earned his Masters in English. Armed with a new 
  degree, he held down two jobs, writing gaming books and copy-editing self-
  published novels.
  One ex-wife later, Gen realized that he still was not happy in life. He kicked 
  Kay-Zee and entered the Taiw…St. Ives College of Arts. While earning his Ph. 
  D., he met Victor Entbehrlich, an economist and short-order chef, at a home 
  improvement show. They quickly became good friends, sharing their dislike 
  of the Third League’s political structure. Soon afterward, they began an infor-
  mal discussion group known as the Crimson Revelation.
  Gen received a position teaching at the William Liao Community College, 
  and eventually became president of the teachers’ union. While his political 
  agitation, constant drinking, lack of publication and sleeping with his stu-
  dents upset the dean, his union position kept him employed. The Crimson 
  Revelation grew bigger and bigger, with branches in multiple cities across 
  Taiw...St. Ives. When Governor Kurita refused to pardon Joel Steverson-Ban-
  croft-Conners-Smith, a five-time convicted murderer seen by the Revelation 
  as a “prisoner of conscience”, Gen finally snapped, and used the Crimson 
  Revelation as a launchpad for creating an underground guerilla force dubbed 
  the Crimson Revolution.
  Special abilities: In addition to leading the Crimson Revolution, Onatta 
  Gen is a Green-level MechWarrior in October of 3226, a Regular-level Mech-
  Warrior in March of 3227, finally becoming a Veteran-level MechWarrior in 
  June of 3227. He is a graduate of the Taiw…St. Ives College of Arts with a 
  Doctorate in English and has a 9-TP Rank Trait (Executive Chairperson). He is 
  an able commander, with +3 Skill Roll Modifiers to all Leadership and Strat-
  egy rolls, and +7 to Tactics rolls for Land-based combat. In addition, he gains 
  a +8 modifier for any rolls involving grammar and +5 for Gymnastics rolls.
  coMBaTanTs 
  This section lists the combat forces that took part in the Battle for Taiw...
  St. Ives. Each synopsis lists the force’s arrival date on planet; if there is no 
  end date, the unit was present through the conclusion of the campaign. The 
  Experience Level indicates which column to roll on using the Random Skills 
  Table (see TW, p.273) for the combatants. 
  The RAT shows which Random Assignment Tables (see Taiw...St. Ives, 3326-
  3327 RAT, pg. xx) to roll units from if randomly determining a force. To build 
  a unit (if not using a player-defined unit from a campaign), follow the Unit 
  Generation rules in Total Warfare (see p. 264, TW). If using the included Taiw...
  St. Ives, 3226-3227 RAT, choose a variant specific to the force/nation involved 
  to give a specific flavor to the forces used. Variants of generic character are 
  always available if no specific national variant exists.
  Unit Abilities are special game rules that apply to that unit in combat. Keep 
  in mind these rules are optional and all players should agree to their use before 
  gameplay begins. The Notes section gives in-universe details on the unit to help 
  give players a “feel” for the command during the battle for Taiw...St. Ives.
  Third League Dragoons [Third League] (29 Feb 3227)
  CO: Star Colonel Texina Waco
  average Experience: Elite
  RaT: TLDF
  unit abilities: The Dragoons excel at fighting the 
  enemy. Whenever they encounter an enemy force 
  they receive a +1 to any rolls while during combat. 
  They do not receive this bonus if they are fighting 
  friendly units, or when not fighting at all.
  Notes: A frontline TLDF unit, the Third League 
  Dragoons only uses OmniMechs, ProtoMechs and 
  battle armor in its ground force. They have access to 
  any unit that the Third League makes, outside of the 
  Kerensky OmniMech. They also receive twice the alco-
  hol ration of a typical TLDF command, and frequently 
  use it to barter for other supplies and favors.
  Taiw...St. Ives Palace Guard [Third League] 
  CO: Major General Brady Marsha
  average Experience: Regular
  RaT: TLDF
  unit abilities: As a typical parade militia, 
  the Palace Guard is still a very capable force 
  against civil insurrections. They thus receive a –1 
  to-hit modifier for any attacks made against non-
  combatant forces, as well as a –1 to-hit for any 
  physical attacks or piloting skill checks needed 
  when non-combatant forces are adjacent to a 
  Guard unit.
  Notes: The Taiw…St. Ives Guards are a militia 
  force, relying on conventional infantry and ve-
  hicles to support its allotment of second-line BattleMechs. They only have 
  a few OmniMechs in their ranks, and none of their ’Mechs are of the assault 
  weight class.
  Crimson Revolution [Crimson Revolution]
  CO: Executive Chairperson Onatta Gen
  average Experience: Regular
  RaT: Crimson Revolution
  unit abilities: The Crimson Revolution often 
  studies its opponents and can counter any and 
  all enemy special ability—but they can only use 
  this special ability when they are expecting their 
  opponent. They also receive a +2 bonus to any 
  roll that involves political theory.
  Notes: They Crimson Revolution uses any-
  thing they can get their hands on, from ancient 
  equipment to stolen modern equipment. They 
  are experts at finding coffee houses and discus-
  sion groups.
  7
  
  TRACkS
  8
  Rebellion!
  SITuaTION
  Taiw...St. Ives Palace
  Tian-tan, Taiw---St. Ives
  Wolfhound Clan Defense Cordon, Third Star League
  10 October 3226
  Trained mainly to handle minor civil unrest and protest riots, the Taiw…St. Ives Palace Guard was completely unprepared for a truly 
  organized and fairly well armed insurrection. Finding itself surrounded, the Guard responded quickly, to buy time for Governor Kurita to 
  make his escape. The Crimson Revolution wanted to end both the armed resistance and capture the governor to start their revolution.
  Game Setup
  Recommended Terrain: Urban
  The Defender receives an additional four APCs and must secretly 
  write down on a piece of paper which one contains the governor. 
  attacker
  Recommended Forces: Crimson Revolution
  Attacking units set up on the map within 4 hexes of any edge, 
  facing the defenders. The Attacker’s force is a combined-arms force 
  with a 4:1 ratio of vehicles to ’Mechs; the Attacker outnumbers the 
  Defender 2:1.
  Defender
  Recommended Forces: St. Ives Palace Guard
  Defending units set up on the map first no closer than ten hexes 
  to the nearest edge. Half of the defending force must be conven-
  tional units (evenly divided in numbers between vehicles and 
  infantry platoons).
  WaRCHEST
  Track Cost: 500 WP
  Optional Bonuses
  +400 WP – Reinforcements. On turn 3, a force half the size of 
  the players’ force shows up on any edge. 
  +200 WP – Riots. Place two mob units per map sheet between 
  the Attacker and Defender forces. Move them randomly before 
  either side moves. They will attack any unit within reach.
  OBJECTIvES
  1. Get the Man! Be in possession of the APC containing the 
  governor. [+250 WP]
  2. Hamstring them. Kill or capture half or more of the opposing 
  units. [+250 WP]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  Both sides are operating under Forced Withdrawal rules (see p. 
  258, TW) unless negated by special unit rules.
  aFTERMaTH
  The surprise and savagery of the Revolution uprising caught the 
  Taiw…St. Ives Guard totally off guard and only half of their entire 
  force survived the battle while the Crimson Revolution only suf-
  fered a ten percent loss. Governor Kurita managed to escape in his 
  pajamas, but left all of his papers and codes behind, rendering him 
  useless in assisting the Guard. The Crimson Revolution used the 
  Palace as their new headquarters and planted crops in the entire 
  green space.
  
  9
  GaME SETuP
  Recommended Terrain: Tian-tan Countryside
  Set up a minimum of 4 maps for this scenario, select one build-
  ing within four hexes of the center of the map as the local Kinkies 
  Copies. The defender receives six additional APCs full of newly 
  printed books. Place them adjacent to Kinkies Copies.
  attacker
  Recommended Forces: Third League Dragoons
  The Dragoons chose a home edge and enter on turn 1. Any re-
  treating Attacking units must leave via their home edge; units are 
  considered captured by the Defenders if they leave by any other 
  map edge. The Dragoons use only BattleMechs in this track, equal 
  in number to the Defenders’ ’Mechs.
  Defender
  Recommended Forces: Crimson Revolution
  The Crimson Revolution forces set up on the map prior to the 
  Turn 1. They may deploy anywhere provided they are at least 2 
  hexes from any map edge. The Revolutionaries’ force should in-
  clude combat vehicles and unarmored infantry platoons. The ratio 
  of forces should be 1:3:5 (’Mechs : Vehicles : Infantry platoons). 
  There are no Hidden Units in this track.
  WaRCHEST
  Track Cost: 500 WP
  Optional Bonuses
  +300 WP – Night Fight. The battle occurs during a Full Moon 
  Night (see p. 58, TO).
  OBJECTIvES
  1. Past. Possess the APCs with the newly printed books. [+50 
  WP for each unit]
  2. Present. Kill or capture more than half the opposing units. 
  [+250 WP]
  3. Future. Have possession of the printing presses. [+250 WP]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW).
  aFTERMaTH
  The Crimson Revolution was not ready for the ferocity of the 
  Third League’s attack. Two APCs crashed due to reckless driving, 
  while another three were crippled by weapons fire, leaving only 
  one to escape. After the battle, the Third League forces burned 
  all the books they captured. The Crimson Revolution distrib-
  uted the books they saved, only to discover pages 88 and 92 
  had been swapped, resulting in a confusing history of the Third 
  Succession War.
  Saving HiStoRy
  SITuaTION
  Kinkies Copies
  Taiw...St. Ives
  Wolfhound Clan Defense Cordon, Third Star League
  15 March 3227
  High-altitude recon elements and snitches informed the Third League that the Crimson Revolution was massing an operation in the 
  industrial section of Tian-tan. The Revolution was printing history textbooks that rewrote history, changing the Third League from the 
  pinnacle of humanity into a despotic regime that ruled by military threat. Determined to keep the lies from impressionable young 
  children, the Dragoons first combat on planet would try to stop the books from being distributed while a second operation was being 
  performed in parallel.
  
  10
  GaME SETuP
  Recommended Terrain: Open Terrain, Scattered Woods
  The Attacker and Defender should have equal forces. The 
  Defender chooses an edge to be their home edge. The Defender 
  then places 5 light buildings to represent the base camp. They 
  should be within five hexes of one another. The Defender also 
  gets eight additional APCs but does not place these on the board. 
  The Attacker’s home edge is the edge opposite the Defender’s 
  home edge.
  attacker
  Recommended Forces: Third League Dragoons
  The Attacker can set up within five hexes of their home edge.
  Defender
  Recommended Forces: Crimson Revolution
  The Crimson Revolution can set up anywhere within 10 hexes 
  of their base.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +200 WP – a Long Day. The player has 1d6 5-point clusters of 
  existing damage per class (Light=1d6, Medium=2d6, etc.). Reroll 
  any damage that would destroy or cripple the ‘Mech.
  +200 WP – artillery. The opponent calls in artillery strikes 
  without pre-sighted target hexes. Each side begins firing their 
  4 artillery tubes (2 Sniper, 2 Thumper) starting on Turn 1 from a 
  distance of 5 mapsheets from their home edge. Artillery gunnery 
  skill is 4 for both sides.
  OBJECTIvES
  1. Kill them! Destroy the enemy or force them to retreat. [+250 WP]
  2. Sun-Tzu? Reportedly, a revived Sun-Tzu Liao is actually the 
  brains behind the Crimson Revolution, likely hoping to make St. 
  Ives a stepping stone toward reclaiming his “Celestial Throne”. Cap-
  ture the base, and seize this charlatan! [+250 WP]
  SPECIaL RuLES
  The following rule is in effect for this track:
  Forced Withdrawal
  The attacker is operating under Forced Withdrawal rules (see p. 
  258, TW).
  aFTERMaTH
  The Revolution could not withstand the skill and technology of 
  the Third League. The people did not rise up and without their sup-
  port, the Revolution’s forces dwindled, leading to their utter defeat 
  in this climatic battle. Upon his capture, Sun-Tzu Liao sat stoically 
  upon the palace throne, refusing to speak, to move, or even to 
  remove his sunglasses and acknowledge any who faced him. 
  When Texina Waco entered the chambers, she did not bother 
  to speak with the ancient Chancellor, and simply punched him in 
  his face, causing him to fall from his would-be throne. Collapsed in 
  a heap, the once-mighty “Celestial Wisdom” breathed no more…
  (On later examination, it turned out that Liao was already dead, and 
  that the Crimson Revolution had simply used modern technology and 
  crude special effects to keep his body from decomposing and be their 
  figurehead. The mystery of where the Revolution came upon the an-
  cient remains of House Liao’s most notorious leader remains unsolved 
  to this day...)
  Cut off tHe Head
  SITuaTION
  Candice Liao Memorial Park
  Taiw...St. Ives
  Wolfhound Clan Defense Cordon, Third Star League
  6 June 3227
  The end was all but inevitable. The Third League had the resources of almost all of humanity and the Crimson Revolution barely 
  claimed the support of one part of one planet. But the rebels had one chance left: The Dragoons, running a little low on supplies and 
  manpower, opted to make one great push to defeat the Revolution once and for all. If the Revolution could hold off this assault and force 
  Star Colonel Texina Waco to call in support beyond her initial bid, it might just give their cause the public relations it needed to find more 
  support throughout the League’s oppressed lower castes.
  
  ’MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (10)
  Left
  Leg
  (10)
  Left Arm
  (7)
  Right Arm
  (7)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (9)
  Left Torso
  (9)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (12)
  Head (7)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  3rd Gen.
  Lower Arm Actuator 
  Hand Actuator
  3rd Gen. Endo-Steel
  3rd Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  3rd Gen. Endo-Steel
  3rd Gen. Jump Jet
  3rd. Gen Missile 5
  Ammo (3G5 ER) 12
  Ammo (3G5 HE) 12
  3rd Gen. Endo-Steel
  3rd Gen. Armor
  3rd Gen. Armor
  Roll Again
  Roll Again
  3rd Gen. Endo-Steel
  3rd Gen. Heat Sink
  Roll Again
  Large Grazer
  3rd Gen. Endo-Steel
  3rd Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: Green
  7
  11
  7
  CEL-OH CELESTIAL CHAMPION
  3rd Generation
  Third League
  30
  Roll Again
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  3rd Gen. Endo-Steel
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Endo-Steel
  3rd Gen. Heat Sink
  Roll Again
  Lower Arm Actuator
  Large Grazer
  Medium Grazer
  1 
  Large Grazer 
  RA
   
  Standard 
  — 
  8 
  8 [DE] 
  — 
  5 
  10 15 
   
  ER 
  — 12 
  8 [DE] 
  — 
  8 
  15 25 
   
  Pulse 
  — 10 10 [DE] 
  — 
  6 
  14 20
  1 
  Medium Grazer 
  HD
   
  Standard 
  — 
  3 
  5 [DE] 
  — 
  3 
  6 
  9 
   
  ER 
  — 
  5 
  5 [DE] 
  — 
  5 
  10 15 
   
  Pulse 
  — 
  4 
  6 [DE] 
  — 
  4 
  8 
  12
  1 
  3rd. Gen Missile 5 LT 
  3 
  [M,S]
   
  HE 
  — — 
  10 
  — 
  3 
  6 
  9
   
  Standard 
  — — 
  5 
  — 
  6 
  10 18
   
  Extended Range 
  — — 
  3 
  6 
  8 
  16 24 
   
  (3G CASE)
  3rd. Gen
  3rd. Gen
  
  ’MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (22)
  Left
  Leg
  (22)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (15)
  Left Torso
  (15)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (20)
  Head (9)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  3rd Gen.
  Lower Arm Actuator 
  Hand Actuator
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  3rd. Gen. Armor
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd. Gen Missile 5
  Ammo (3G5 HE) 12
  3rd. Gen Jump Jet
  3rd. Gen Jump Jet
  Ammo (3G5 ER) 12
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd. Gen Jump Jet
  3rd. Gen Jump Jet
  Roll Again
  Gauss Cannon/5
  Gauss Cannon/5
  Gauss Cannon/5
  Gauss Cannon/5
  Gauss Cannon/5
  Gauss Cannon/5
  3rd Gen Endo-Steel
  BV: Blue
  5
  8
  6
  BEN-2 BENTO
  3rd Generation
  Third League
  45
  Gauss Cannon/5
  Ammo (Gauss Cannon Std) 10
  Ammo (Gauss Cannon AP) 10
  3rd Gen Endo-Steel
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd. Gen Jump Jet
  3rd. Gen Jump Jet
  Roll Again
  Lower Arm Actuator
  Gauss Cannon/5
  3rd Gen Endo-Steel
  1 
  Gauss Cannon/10 RA 3/ 10/Sht. 
  — 
  6 
  12 18
   
   
   
  Sht. [DB,X,R/C]
  1 
  3rd. Gen Missile 5 LT 
  3 
  [M,S]
   
  HE 
  — — 
  10 
  — 
  3 
  6 
  9
   
  Standard 
  — — 
  5 
  — 
  6 
  10 18
   
  Extended Range 
  — — 
  3 
  6 
  8 
  16 24
  (3G CASE)
  (3G CASE)
  3rd. Gen
  3rd. Gen
  
  ’MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  Left
  Arm
  (9)
  Right
  Arm
   (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  Right
  Leg
  (21)
  Left
  Leg
  (21)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (25)
  Head (9)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  22 (44)
  3rd Gen.
  Upper Arm Actuator
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  Large Grazer
  Large Grazer
  Medium Grazer
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  Roll Again
  Roll Again
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Endo-Steel
  3rd Gen. Armor
  3rd Gen. Endo-Steel
  3rd Gen. Endo-Steel
  3rd Gen. Endo-Steel
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Heat Sink
  Roll Again
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  Large Grazer
  Large Grazer
  Medium Grazer
  Roll Again
  Roll Again
  5
  8
  0
  RWK-3GR "RIESIGENWAFFENKÄMPFER
  3rd Generation
  Third League
  55
  Roll Again
  3rd Gen. Heat Sink
  Large Grazer
  Large Grazer
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Endo-Steel
  Roll Again
  3rd Gen. Heat Sink
  3rd Gen. Endo-Steel
  Upper Arm Actuator
  3rd Gen. Heat Sink
  3rd Gen. Endo-Steel
  1 
  Large Grazer 
  RA
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Medium Grazer 
  RA
   
  Standard 
  — 
  3 
  5 [DE] 
  — 
  3 
  6 
  9 
   
  ER 
  — 
  5 
  5 [DE] 
  — 
  5 
  10 
  15 
   
  Pulse 
  — 
  4 
  6 [DE] 
  — 
  4 
  8 
  12
  1 
  Large Grazer 
  RT
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Large Grazer 
  LA
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Medium Grazer 
  LA
   
  Standard 
  — 
  3 
  5 [DE] 
  — 
  3 
  6 
  9 
   
  ER 
  — 
  5 
  5 [DE] 
  — 
  5 
  10 
  15 
   
  Pulse 
  — 
  4 
  6 [DE] 
  — 
  4 
  8 
  12
  3rd. Gen
  3rd. Gen
  BV: Orange
  
  ’MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (25)
  Left
  Leg
  (25)
  Left Arm
  (22)
  Right Arm
  (22)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (29)
  Head (9)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  22 (44)
  3rd Gen.
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  Large Grazer
  Large Grazer
  3rd Gen. Heat Sink
  3rd Gen. Heat Sink
  3rd Gen. Jump Jets
  3rd Gen. Jump Jets
  3rd Gen. Heat Sink
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Endo-Steel
  3rd Gen. Endo-Steel
  3rd Gen. Endo-Steel
  3rd Gen. Endo-Steel
  Roll Again
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  Roll Again
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  4
  6
  6
  UBL-20 URBANLORD
  3rd Generation
  Third League
  70
  Gauss Cannon/20
  Ammo (Gauss Cannon Std) 5
  Ammo (Gauss Cannon Std) 5
  Ammo (Gauss Cannon Std) 5
  Ammo (Gauss Cannon AP) 5
  Ammo (Gauss Cannon Inc.) 5
  Ammo (Gauss Cannon AP) 5
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Armor
  3rd Gen. Endo-Steel
  3rd Gen. Jump Jet
  3rd Gen. Jump Jet
  3rd Gen. Endo-Steel
  Gauss Cannon/20
  Gauss Cannon/20
  3rd Gen. Endo-Steel
  1 
  Gauss Cannon/20 RA 7/ 20/Sht. 
  — 
  4 
  8 
  12
   
   
   
  Sht. [DB,X,R/C]
  1 
  Large Grazer 
  LA
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 15 
   
  ER 
  — 12 
  8 [DE] 
  — 
  8 
  15 25 
   
  Pulse 
  — 10 10 [DE] 
  — 
  6 
  14 20
  3rd. Gen
  (3G CASE)
  3rd. Gen
  BV: Pink
  (3G CASE)
  
  TRIPOD MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage
  Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  1.
  2.
  3.
  4.
  5.
  6.
  Center Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Left
  Torso
  (31) 
  Left
  Arm
  (24) 
  Left
  Leg
  (21)
  Center
  Torso
  (44)
  Center
  Leg
  (21)
  Right
  Torso
   (31)
  Right
  Arm
   (24)
  Right
  Leg
  (21)
  Left
  Torso
  (10)
  Center Torso (15)
  Right
  Torso
  (10)
  Head(12)
  Left
  Torso
  (30)
  Left
  Arm
  (22)
  Left Leg
  Center Leg
  (30)
  (30)
  Center
  Torso
  (37)
  Right
  Torso
  (30)
  Right
  Arm
  (22)
  Right Leg
  (30)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20 (40)
  3rd. Gen.
  Large Grazer
  Large Grazer
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Grazer
  Ammo (3G5 HE) 6
  3rd Gen. Heat Sink
  3rd Gen Endo-Steel
  Ammo (3G5 Std) 6
  Ammo (3G5 ER) 6
  Roll Again
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Heat Sink (x2)
  Roll Again
  3rd Gen Endo-Steel
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: Red
  3
  5
  0
  SHO-6TH HOGARTH
  3rd Generation
  Third League
  145
  Roll Again
  Large Grazer
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen. Armor
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  3rd Gen. Heat Sink (x2)
  Roll Again
  3rd Gen. Heat Sink (x2)
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  3rd Gen Endo-Steel
  1 
  Large Grazer 
  RT
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Large Grazer 
  RT
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  2 
  3rd. Gen Missile 20 RT 
  8 
  [M,S]
   
  HE 
  — 
  — 
  60 
  — 
  3 
  6 
  9
   
  Standard 
  — 
  — 
  20 
  — 
  6 
  10 
  18
   
  Extended Range 
  — 
  — 
  12 
  6 
  8 
  16 
  24
  2 
  Large Grazer 
  LA
   
  Standard 
  — 
  8 
  8 [DE]  
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  (3G CASE)
  3rd. Gen
  3rd. Gen
  
  ’MECH RECORD SHEET
  © 2012 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
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (45)
  Right
  Leg
  (32)
  Left
  Arm
  (25)
  Right
  Arm
   (25)
  Left Torso (32)
  Right Torso (32)
  Left
  Leg
  (32)
  Right
  Leg
  (62)
  Left
  Leg
  (62)
  Left Arm
  (44)
  Right Arm
  (44)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (30)
  Left Torso
  (30)
  Center
  Torso
  Rear (20)
  Center
  Torso
  (42)
  Head (12)
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  3rd Gen. Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  3rd Gen. Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  30 (60)
  3rd. Gen
  Lower Arm Actuator 
  Hand Actuator
  Large Grazer
  3rd. Gen Armor
  3rd. Gen Armor
  3rd. Gen Endo-Steel
  3rd. Gen Endo-Steel
  3rd. Gen Endo-Steel
  Roll Again
  Roll Again
  Large Grazer
  3rd. Gen Missile 20
  3rd. Gen Heat Sink (x2)
  3rd. Gen Heat Sink (x2)
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  3rd. Gen Missile 20
  Ammo (3G5 ER) 6
  3rd. Gen Heat Sink (x2)
  3rd. Gen Heat Sink (x2)
  Ammo (3G5 HE) 6
  Gauss Cannon/20
  Gauss Cannon/20
  Gauss Cannon/20
  3rd. Gen Armor
  3rd. Gen Armor
  3rd. Gen Endo-Steel
  Roll Again
  BV: Black
  2
  3
  0
  ORC-7D ORCA
  3rd Generation
  Third League
  200
  Roll Again
  Large Grazer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Ammo (Gauss Cannon Std) 10
  Ammo (Gauss Cannon Std) 10
  Ammo (Gauss Cannon AP) 10
  Ammo (Gauss Cannon AP) 10
  Ammo (Gauss Cannon Inc.) 10
  Ammo (Gauss Cannon Inc.) 10
  Ammo (3G5 Std) 6
  3rd. Gen Heat Sink (x2)
  3rd. Gen Heat Sink (x2)
  Ammo (3G5 Std) 6
  Gauss Cannon/20
  Gauss Cannon/20
  3rd. Gen Heat Sink (x2)
  1 
  Gauss Cannon/20 
  RA 
  7/ 
  20/Sht. 
  — 
  4 
  8 
  12
   
   
   
  Sht. [DB,X,R/C]
  1 
  Large Grazer 
  LA
   
  Standard 
  — 
  8 
  8 [DE] 
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Large Grazer 
  RT
   
  Standard 
  — 
  8 
  8 [DE] 
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  1 
  Large Grazer 
  LT
   
  Standard 
  — 
  8 
  8 [DE] 
  — 
  5 
  10 
  15 
   
  ER 
  — 
  12 
  8 [DE] 
  — 
  8 
  15 
  25 
   
  Pulse 
  — 
  10 
  10 [DE] 
  — 
  6 
  14 
  20
  3 
  3rd. Gen Missile 20 
  LT 
  8 
  [M,S]
   
  HE 
  — 
  — 
  60 
  — 
  3 
  6 
  9
   
  Standard 
  — 
  — 
  20 
  — 
  6 
  10 
  18
   
  Extended Range 
  — 
  — 
  12 
  6 
  8 
  16 
  24
  1 
  Targeting Computer 
  RT 
  — 
  — 
  — 
  — 
  — 
  —
  (3G CASE)
  (3G CASE)
  (3G CASE)
  3rd. Gen
  3rd. Gen
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Third League Turning Points - St. Ives.pdf