TEXT: a clans sourcebook
  
  B
  The Wars of reaving
  
  1
  IntroductIon
  The Wars of Reaving Supplemental is designed as 
  a companion product to the Wars of Reaving plotbook, 
  which can be purchased at your local game retailer or 
  online (www.battleshop.com). This electronic supplement 
  provides additional information regarding the status of the 
  Clan Homeworlds after the events of the Wars of Reaving.
  The Looking Back section provides additional 
  information on the rebellious Society and Dark Caste, and 
  gives more detail on the mysterious Tanis system, circa 
  3072. Looking Ahead details each of the four surviving Clans 
  and their status as of 3090, including their current beliefs 
  and political outlook. Also included is a brief synopsis 
  of the two biggest threats to the Clan Homeworlds: the 
  Hanseatic League and the Escorpión Imperio.
  Tactics of War examines each of the surviving Clan’s 
  new approach to warfare, discusses the incorporation 
  of new technologies unleashed during the Reavings, 
  and the status in the Homeworlds of several venerable 
  BattleMech designs. The Random Assignment Tables 
  section provides a series of tables that players can 
  use to quickly generate diverse forces for game play. 
  Reaving Point is a trio of linked tracks set on the Clan 
  capital during the initial outbreak of the Reavings. 
  Finally, 51 record sheets are provided at the end of the 
  Supplemental; these cover all of the units detailed in 
  the Wars of Reaving Rule Annex, as well as additional 
  units incorporating the new technologies detailed in 
  that publication.
  Special Thanks
  Many thanks to all our patient fans who’ve been waiting for this resource. It’s an honor and a privilege 
  to write and create in this universe, not to mention working with our fantastic play tester and fact checker 
  teams. On behalf of all of the BattleTech line staff and volunteers, we hope you enjoy this most recent fruit of 
  our labors in Clan space.
  Special thanks to Luke Robertson for designing three very cool fighter variants.
  Playtesters and Factcheckers
  Brian Alter, Chris Callicoat, Bruce Ford, William Gauthier, Johannes Heidler, Ross Hines, Phil Lee, Brian 
  McAuliffe, Jan Prowell, Craig Reed, Luke Robertson, Andreas Rudolph, Chris Searls, Chris Sheldon, Paul Sjardijn, 
  Elliotte Want III, Chris Wheeler.
  CREDITS
  Writing
  Ben H. Rome 
  Product Development
  Ben H. Rome
  Editorial Assistance
  Phil Lee
  Patrick Wynne
  BattleTech Line Developer
  Herbert A. Beas II
  Assistant Line Developer
  Ben H. Rome
  Production Staff
  Cover Design and Layout
  Ray Arrastia
  Record Sheets
  David McCollugh
  Random Assignment Tables
  Keith Hann
  Johannes Heidler
  Luke Robertson
  Andreas Rudolph
  Paul Sjardijn
  Elliotte Want III 
  Miniature Photography
  Ray Arrastia
  Joel Hardwick
  Ross Hines
  David Kerber
  Mark Maestas
  Mike Raper
  Peter Wort
  35S002
  ®
  ®
  ©2012 The Topps Company Inc. All rights Reserved. The Wars of Reaving: Supplemental, Classic 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.
  Under License From
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  
  2
  The Wars of reaving
  Looking Back
  The Society
  A secret cabal buried within the scientist caste, the 
  Society proved to be the culmination of corruption of our 
  Great Founder’s dreams. The power afforded them through 
  our veneration of genetics and pursuit of perfection laid 
  the foundation for their treachery. Their egos affronted 
  with the Bloody ilKhan’s Reaving declaration in December 
  3071, they blazed forth in an effort to undo everything 
  that was Clan.
  Governed by a form of subcaste system, the Society 
  poisoned much of the Clans’ technological advancements. 
  A warrior today needs only look at the impressive 
  armaments they fielded in their short-lived assault, built 
  to equalize a Trueborn’s innate combat abilities. While we 
  abhor what they stood for and their goals, it is part of the 
  warrior nature to admire superior weaponry.
  As our former sibkos learned from the information 
  received from REVIVAL, so our new sibkin will learn from 
  the Reavings.
  Organization
  Society forces consisted of two main groups. The 
  largest was that of the corrupted geneticists of Clan Coyote. 
  Those forces often operated under the standard Clan 
  doctrine and command structure. The corrupted Coyotes 
  utilized a few Society advisors in longer campaigns, but 
  mostly remained intact as a Clan force.
  The smaller portion of Society forces operated on 
  what they called a Prime system. The smallest Society force 
  was called the “Un,” indicating one unit. For the Society, an 
  Un could be one BattleMech; three battle armor troopers, 
  infantry platoons, ProtoMechs, or aerospace fighters; or 
  seven vehicles. Formations this small were rarely used in 
  anything beyond specific missions with strict parameters, 
  often undertaking acts of sabotage or assassinations.
  The most common group was a “Trey,” or three Uns. A 
  “Sept” consisted of seven Uns total, constructed from two 
  Treys and under the overall command of a Sept commander. 
  No formalized formations larger than a Sept were ever noted.
  The Society typically fielded one to two Septs 
  in specific missions. More commonly, a Sept or up to 
  four independently operating Treys would augment a 
  corrupted Coyote force. These Society Septs would strike 
  as opportunity opened up or reinforce where the Coyote 
  commanders dictated. They never worked directly with 
  the Clan warriors, only alongside them.
  Society “warriors” outside the corrupted Clan were 
  commonly wash-outs from various Clan sibkos; few 
  actually made it past their Trials of Position, much less 
  served as active warriors. ProtoMech pilots, though 
  sourced through various aerospace phenotypes, were 
  either unblooded, crippled, or failures. 
  As the Smoke Jaguar’s ProtoMech project took off in 
  the 3050s, a few Society cells experimented with mixing 
  several prominent aerospace lines and developing them 
  at secluded sibko sites on Ironhold. A large number of the 
  ProtoMech pilots involved within the Reaving campaigns 
  averaged the age of seventeen, with many near the end of 
  the Reavings as young as twelve. 
  Battle armor units were rare within the Society ranks. 
  Many of the Society’s infantry Treys consisted of several 
  Elemental phenotypes. These Treys operated in a berserker 
  style of combat, indicating mutagenic virotherapy is more 
  readily assimilated by Elemental Bloodlines. Typically, 
  these infantry Treys were used more to contain and control 
  captured enclaves and as a first line of defense.
  Khans of the Grand Council:
  An oft-used adage is one that is trotted out in the aftermath of disaster, noting how those who 
  ignore history are doomed to repeat it. While many of our newer blood would prefer to assign those 
  wise words to the tainted people of the Inner Sphere, they cannot. It is an ancient Terran creed—
  predating even the Star League—and one that has proved correct time and time again.
  Even to us, the survivors of the Clans.
  Thanks to the diligence of our Watch, this report serves more as a warning than as prediction. 
  Knowing how our enemies from within existed, we can set our sights upon our present and 
  prevent another murderous future. I fear that if there is a next time, none of us will survive.
  -Loremaster Julia Danforth
  Analysis: The Reavings 30123090
  
  3
  Looking Back
  By far the most prolific, vehicle Treys formed the bulk 
  of the Society’s firepower. Most of the equipment was 
  vintage Star League materiel previously stored in various 
  Brian Caches and Firebases among the Pentagon and 
  other Clan worlds. Typically, vehicle crews consisted of 
  conscripted lower caste personnel who had rudimentary 
  knowledge of tactics and warfare. Less experienced 
  than most Inner Sphere academy students, crews lacked 
  combat skill but more than made up for it in numbers. 
  A vehicle Un commonly consisted of one or two heavy 
  vehicles surrounded by a mix of medium and light class 
  designs. It was uncommon to find a full Sept of vehicles; 
  they were used mostly in Uns or Treys and combined with 
  infantry, BattleMech, or ProtoMech Treys as circumstances 
  warranted.
  Bandit Caste
  The more militant arm of the Dark Caste, bandits 
  became a direct threat after the reformation of Clan 
  Burrock and the emergence of the Society. Once 
  considered targets for eager sibkos and aged solahma, 
  bandits developed into an armed wild card during the 
  Reavings. 
  Most of these groups maintained a loose connection 
  to Clan organization, operating in small Stars or an 
  occasional Cluster in strength. Only a few of the more 
  dangerous groups mounted larger formations, most 
  notably that of Jaguar, who commanded over two Clusters 
  of Dark Caste and material.
  Bandit groups rarely worked in cooperation with 
  other commands, Clan Burrock being the notable 
  exception. The resurgent (and illegitimate) Clan typically 
  used bandit forces more as cannon fodder. As such, bandit 
  groups fielded a hodge-podge of combat equipment, 
  often battlefield salvage or scraps stolen from Clan 
  enclaves. After Clan Coyote and the Society began their 
  uprising, the marauding bandits found easier access to 
  Clan equipment. The surge of materiel gave some of the 
  groups a boost of confidence, which resulted in an increase 
  of raids and seizures across Clan space. For the first time 
  in Clan space, bandit forces operated openly. Navigating 
  through the chaos engulfing the Clans, they struck with 
  impunity when opportunity presented itself. Many bandit 
  leaders used the time between 3072 and 3075 to carry out 
  their own vendettas and personal grudges.
  Despite the sudden influx of equipment and material, 
  the bandits found themselves on the losing side of many 
  battles. While the boost in technology helped keep some 
  conflicts close, the victories often went to the more 
  disciplined and regimented Clan warriors.
  After the fall of Clan Steel Viper, the remaining Clans 
  turned their eyes back towards the Dark Caste. Clean-up 
  operations and hunter-killer missions became common 
  through the late 3080s. Few, if any, armed bandit groups 
  remain in Clan space at this time. Those who still infest the 
  nooks and crannies of the Kerensky Cluster live on borrowed 
  time; once discovered, swift annihilation is certain.
  The following is a brief look at four different bandit 
  groups that operated during the last two decades. The 
  purpose is not to bring glory upon these surats, but to 
  show what the typical face of the Clan’s shadowy enemy 
  looks like when it surfaces.
  Jaguar
  Later discovered to be the missing Russou Howell, 
  the Jaguar preyed on the fringes of Clan space for nearly 
  twenty years. A ruthless commander when he was part 
  of Clan Smoke Jaguar, Howell devolved into a sadistic 
  brute—fueled by his degenerative alcoholism—who lead 
  through violence and force. The Jaguar’s bandit group was 
  centered on a core of ex-Jaguar warriors and technicians 
  and grew to nearly two Clusters in size before their demise 
  on Ghent in 3079.
  Their main asset was the Streaking Mist, a Black 
  Lion-class WarShip that, despite its disrepair, provided 
  transportation and quarters for most of the bandit 
  group. The Jaguar’s band also had the use of two Tramp 
  JumpShips, stolen from a forgotten Clan Widowmaker 
  merchant caste cache. Planetary transit was carried out 
  between five DropShips and several small craft. Two 
  Society Unit Definition Chart
  Unit
  Infantry/Platoon
  Vehicle
  ProtoMech
  BattleMech
  Aerospace
  Un
  3
  7
  3
  1
  3
  Trey
  9
  21
  9
  3
  9
  Sept
  21
  -
  21
  7
  21
  Avg Experience
  Regular1
  Regular2
  Regular
  Veteran2
  Veteran
  1 - Add random mutagenic virotherapy effect for each trooper
  2 - Subtract 1 from roll on Random Skills Table (Expanded) (see TW, p. 273)
  
  4
  Looking Back
  Visigoth fighters provided the group’s only armed escorts; 
  both were lost during the Cloud Cobra’s assault on Tanis 
  in 3073.
  Most of the Jaguar’s ground force centered on the 
  Jaguar’s command Star of OmniMechs and two additional 
  Stars of BattleMechs. The rest of the force consisted of 
  Star League-era vehicles gathered from raids on Brian 
  Caches over the years and three Elemental Points. The 
  group’s equipment was in a constant state of disrepair, 
  cobbled together with scrounged and damaged parts. 
  In 3072, the Society gave the Jaguar two Septs worth 
  of new Osteon and Septicemia OmniMechs in exchange 
  for a large slave labor pool that the Jaguar delivered to 
  Stacha.
  Typical Jaguar bandit tactics included subterfuge 
  and deception combined with extensive use of the 
  local terrain. It was not uncommon for the bandit group 
  to sneak onto a world weeks before a raid and set up a 
  series of ambush points and fallbacks. A raid was almost 
  always disastrous if it deviated from the extensive plans 
  and contingencies laid out, often built around how a Clan 
  warrior (and individual Clan doctrine) would typically 
  react. A forward-thinking warrior could easily derail the 
  bandit’s raids.
  Pierce
  This bandit band was not noted for any major 
  incidents or violence against Clan enclaves. In actuality, 
  most Watches were unaware of the existence of this 
  particular group. In late 3079, a Clan Cloud Cobra Watch 
  operation on Hellgate ran across their activities and wiped 
  them out.
  Numbering less than fifteen, these bandits were 
  led by a former scientist named Pierce. Once a caste 
  leader in Clan Coyote, Pierce turned to masterminding 
  an elaborate smuggling network. The group trafficked 
  in blood samples, body parts, and organs. Such material 
  was an exotic commodity for no less than five Society cells 
  operating on Hellgate, Kirin, Lum, Tamaron, and Albion. 
  The bandit network numbered in the hundreds before the 
  violence of the Reavings ripped it apart. Pierce salvaged 
  what was left of his operation and retreated to Hellgate, 
  using the planet’s hostile terrain and paltry population to 
  lay low. 
  In 3077, Pierce restarted his operation. The group 
  would use their battered Hunter-class JumpShip and jump 
  in at a distant LaGrange point, then use their DropShuttle 
  and insert themselves into orbital traffic patterns. The 
  bandits would ground, scout out their target location—
  often a genetic lab or, in some cases, a Blood Chapel or 
  repository—and abscond with various genetic samples, 
  organs, and even bodies. Before the Reavings, the material 
  would net the bandits parts, supplies, even slaves. After 
  the wars, the market had mostly dried up; Pierce had re-
  established a connection with a small Society genetic 
  lab on Hellgate sometime after 3075. The bandit group, 
  caught at the lab site, was wiped out by Clan Cloud Cobra. 
  Pierce survived interrogation for three days before finally 
  succumbing to multiple internal injuries.
  The Surats
  Aptly named, this bandit group was notorious for their 
  predations on small enclaves and outlying Deep Periphery 
  worlds between the Kerensky Cluster and the Hanseatic 
  League. Formed over a century ago, the group operated 
  as a network, trafficking in slaves and the occasional cache 
  of military equipment. The Surats used several JumpShips, 
  most acquired through piracy. (At least two were stolen 
  from a Diamond Shark merchant cache in 3012.) 
  Most of the Surat’s military force consisted of a few 
  battered DropShips, several small craft, and ancient vehicles 
  scavenged from old Star League caches or battlefields on 
  minor colony worlds. They avoided outright conflict with 
  most Clan forces, often preying on enclaves by waylaying 
  labor or merchant caste transports or small groups on the 
  fringe of Clan territory. The Surats collected slaves were 
  collected and shipped to Tanis. The slaves were exchanged 
  for basic supplies like food, medicine, and spare parts. A 
  typical shipment would contain roughly thirty to fifty slaves.
  The Surats connected with Commodus Van Houten 
  when he was cut loose from the Prinz Eugen. When Van 
  Houten was gifted with his former home, many of the Surats 
  chose to crew the battered WarShip and its attendant vessels. 
  Most of the bandits died during the Coud Cobra and Star 
  Adder invasion of Tanis in 3074. The Surat network took 
  longer to pin down and disassemble, a dedicated joint effort 
  undertaken by Clans Stone Lion, Cloud Cobra, and Goliath 
  Scorpion. The last of the Surat bases was destroyed in 3078, 
  located over 150 light years from the Pentagon worlds.
  Black Mob
  Less a unified force and more a sparse network of 
  barely-functioning space vessels, the Black Mob typically 
  crewed or captained many Dark Caste transports. The 
  group modeled themselves after ancient Star League 
  criminal organizations, with most members operating 
  independently and maintaining loyalty only to the group. 
  Before the Burrock rebirth, there were very few instances 
  of coordinated Black Mob raids. 
  The Mob tended to recruit anyone with even a 
  modicum of space aptitude. Many cast-off aerospace 
  phenotypes from the Cobras, Diamond Sharks, Coyotes, 
  Wolves, Ghost Bears, Snow Ravens, and Fire Mandrills 
  found themselves a home within the Mob, crewing vessels 
  ranging in size from small intrasystem craft to Commodus 
  Van Houten’s Prinz Eugen. Because of their independent 
  nature and wide-ranging travels, the Black Mob became the 
  most reliable conduit of black market and Dark Caste news. 
  The Mob’s leadership—if a committee of ten captains 
  could be called as such—sided with the resurgent Burrock 
  leadership in 3072. Most of the Mob perished in the 
  subsequent cleansing of the Reavings as their newly acquired 
  JumpShips (and few WarShips) were targeted. What few 
  vessels remained were destroyed on sight in the years since 
  the fall of the Tanis system. While it is certain that a remnant of 
  the Mob remains plying the space lanes, they have been non-
  existent in Clan space; both the Cobra and Adder Watches 
  believe they have fled into the Deep Periphery and possibly 
  moved on to piracy actions near the Hanseatic League.
  
  5
  The Tanis sysTem
  Tanis System (3072)
  Star Type (Recharge Time): F3V (174 hours)
  Number of planets: 4 (Alexandra, Stacha, Tanis, Talbot)
  Alexandra
  Time to Jump Point: 16.10 days 
  Number of Satellites: 1 
  Surface water: 70 percent 
  Atmosphere: Standard (Breathable) 
  Surface gravity: 0.9 
  Equatorial Temperature: 22C
  Population: 185,000
  Stacha
  Time to Jump Point: 17.36 days 
  Number of Satellites: 0 
  Surface water: 30 percent 
  Atmosphere: Standard (Breathable) 
  Surface gravity: 1.1 
  Equatorial Temperature: 28C
  Population: 493,000
  Tanis
  Time to Jump Point: 19.48 days 
  Number of Satellites: 0 
  Surface water: 50 percent 
  Atmosphere: Low (Breathable) 
  Surface gravity: 0.7 
  Equatorial Temperature: 35C
  Population: 642,000
  The Tanis system contains two worlds on a similar 
  elliptical path, with both planets revolving roughly 
  opposite each other. Despite their same proximity to 
  the primary, Stacha and Tanis are both vastly different 
  in makeup. Tanis contains large amounts of fresh water, 
  the main source of the liquid for the colonies. Most of 
  the system’s industry was located in and around Mockva 
  Central, while the other two colonial cities of Punjabi and 
  Yule centered around large fisheries and pastureland. 
  Small family compounds dotted the main continent, 
  numbering less than 100 colonists each. From orbit, the 
  broad, laser-straight raised track beds connecting the 
  main cities and outlying supply stations give the planet a 
  geometric visual texture.
  Stacha contains large swaths of plains, ideal for 
  the vast agricultural crops maintained by the citizens of 
  Khartom. Markham boasts the system’s largest spaceport, 
  housing a few small factories and repair bays. When the 
  Cobras arrived, the handful of DropShips still operating 
  from Stacha were barely spaceworthy. Several small 
  intersystem craft were brought out of mothballs to 
  augment the Tanite’s shipping infrastructure.
  Alexandra is almost three-fourths water, though it 
  contains large quantities of arsenic. The planet has large 
  underwater mountain ranges that form several long island 
  chains. Most of the Tanite’s mining industry was centered 
  on Alexandra, along with the system’s main heavy factory 
  complex, which was later converted to military use. 
  
  6
  The Tanis sysTem
  History
  Discovered by The Rigelian Collective, a deep space 
  exploratory company, Radulov was officially named by the 
  first surveyor to the system in 2494. Albert Radulov was 
  later convicted of interstellar fraud and for several decades 
  the system’s survey information was lost. 
  In 
  2576, 
  Albert’s 
  granddaughter 
  Kylie 
  Tanis 
  rediscovered the system’s data. A vocal dissenter of the 
  Pollux Proclamation, Kylie gathered more than 1,500 
  like-minded citizens from the Lyran Commonwealth and 
  Draconis Combine and set off for deep space. They arrived 
  at the lost system in 2600, promptly renaming it after 
  their leader who had died two jumps prior. Approximately 
  1,000 people established the first colony at Markham on 
  Stacha. The first decade was the hardest, with more than 
  half of the colony wiped out by a series of pandemics. 
  When another colony vessel arrived in 2670, only 450 
  people greeted the new transplants. By 2750, Markham 
  was on the road to recovery and a new colony, Khartom, 
  had begun.
  Growth was slow but steady after the first few 
  decades. By 2850, the system’s other two planets—Talbot 
  being a massive gas giant near the system’s fringe—had 
  established colonies. The three planets developed a 
  symbiotic relationship that kept the system completely 
  self-sustained. With no outside contact in over two 
  hundred years, the Tanites mothballed their military 
  equipment or repurposed it for civilian use.
  When the Clans arrived in 2965, the Tanites were 
  caught completely unprepared. What little military 
  equipment that remained—mostly police and security 
  vehicles—was no match for the power brought by the 
  Cloud Cobras. 
  What the conquerors found was three successful Star 
  League-era colonies with basic infrastructure, moderate 
  resources, and complete self-sufficiency. However, they 
  also absorbed a populace that did not want the Clan’s 
  oversight or their rule. Resistance to the Cobra’s attempts in 
  assimilating the Tanites into Kerensky’s vision of society was 
  stiff. While weapons were not readily available, the majority 
  of the Tanites embraced a policy of passive resistance. 
  Facilities 
  slowed 
  down 
  output, 
  infrastructure 
  developed “mechanical difficulties,” and basic services 
  stopped all together. Initially, the warrior caste reacted 
  violently to the refusal of their new castes’ action by 
  leveling Placard, a modest city of over half a million people. 
  Despite the level of blood spilled, the Tanites remained 
  steadfast in their refusal to acquiesce. It appeared 
  that the Cobras were going to have to annihilate the 
  recalcitrant colonists. 
  By 2995, the Tanites had built up enough arms to 
  challenge the Clan. Taking advantage of the light military 
  presence, a rebel group on Alexandra seized the main 
  DropPort and declared the planet free. While bold, the 
  action drew the wrath of the Cobras, who dropped nearly 
  half its touman over the next two years in a bloody assault 
  to retake the system. Still unwilling to fully integrate 
  into the Clan system, however, the Tanites prepared to 
  die rather than give in. An eleventh-hour meeting in 
  2997 between the labor and merchant caste leaders and 
  several Tanite officials saved the colonies from complete 
  genocide. The deal, while cementing the Clan’s ownership 
  of its new colonies, irritated the Cobra’s warrior caste. 
  Assured by its merchant and labor Factors there would be 
  no more trouble, the Clan Council left the system under 
  nominal garrison rather than continue tying up warrior 
  resources. [Why the warriors did not simply ignore the deal is 
  unknown, to the Clan’s everlasting shame. –JD]
  The Cobras would remain the system’s overlord, 
  maintaining a military presence on all three planets. The 
  Tanites would govern themselves and operate as normal, 
  adjusting their output and resources to provide whatever 
  the Cobra merchants required. The Cobra leadership 
  decided to keep their new conquest isolated and 
  prevented the rest of the Clan’s lower castes—aside from 
  occasional specialists—from integrating with the Tanites.
  The Clan’s leadership vigorously defended their new 
  holdings, which were perceived as mostly worthless by 
  other Clans. If other Clans had scrutinized the system 
  more closely, it would have been apparent that the Tanite 
  worlds were not fully operating according to Kerensky’s 
  laws. Output was continuously low and in 3004, heavy 
  sterilization protocols were put in place.
  Largely left alone and under strict population 
  controls, the Tanites became a breeding ground for a 
  thriving Dark Caste black market. Clan Burrock (and later 
  Clan Star Adder) took advantage of the situation with the 
  arrival of garrison forces. The Tanite leaders maintained 
  their status quo and a façade of subservience to their Clan 
  masters, all the while enlarging its reach as a haven for the 
  Dark Caste and several Society cells.
  When the Burrock’s shadow leadership approached 
  the Tanites with their plans for a rebirth, it was an easy 
  choice for the oppressed colonies to make. That choice 
  that led to the loss of the majority of the system’s native 
  population less than a decade later.
  
  7
  The Wars of reaving
  Looking Ahead
  My Khan:
  As requested, I have compiled our most recent Watch reports from Loremaster Paik and loaded 
  them onto the system. I have attached a summary of each Clan for quick review to prepare you for the 
  upcoming Grand Council meeting. After looking them over myself, the proposed invasion plan you 
  have in mind stands a very good chance of success—as long as we appeal to each Clan’s interests. As 
  Stanislov N’Buta said, “Appease your enemy’s basest instinct and the mind will follow in blood.”
  -saKhan Wyatt Talasko
  Update report 15123090
  Political Boundaries
  Over the course of the years since the end of the Reavings, a new political paradigm has 
  emerged among those of us remaining. Birthed from the distrust sown among the warriors of 
  Kerensky by the now-dead Bloody ilKhan, it has slowly burned away the last vestiges of the 
  Crusader/Warden ideals. Rising from the ashes of the old, these new philosophies embody the 
  Clans’ viewpoint of the corrupted Inner Sphere.
  Of particular note is that while most Clan warriors still approach other Clan opponents with 
  honor and respect, the complete opposite is true when facing outsiders. This attitude has no doubt 
  been a direct result of the Reavings and the implied Taint that comes with non-Clan cultures.
  Bastions
  “We must become a bastion of honor in these dark days, until the light we guard can burn away 
  the blackened husk of our enemies.” (Stanislov N’Buta, 3074)
  Coined from a phrase by our own former Khan N’Buta, the Bastion ideal found its roots within 
  the Warden philosophy. For generations, Clansmen who believed in the Warden ideology saw 
  themselves as the great protectors of the Inner Sphere. The Clans’ return would only be necessary 
  to save wayward humanity from any external threat—even that of the more aggressive Clan 
  warriors. Unfortunately, the Warden cause proved moot as the Inner Sphere’s own stain spread 
  across the Clans, sparking the bloody Reavings and subsequent caste rebellion.
  Seeing the corruption for what it was, Khan Stanislov N’Buta saw not just his Star Adders 
  but all true Clansmen as the last remaining hope of the ideals of the Star League. Seeking to 
  preserve what remained, he began to transform the Clan into the role of protector rather than 
  invader. Before he could ultimately carry out his plan to save the Clans from the insanity of ilKhan 
  Andrews, he was killed.
  Khan Banacek has since taken N’Buta’s nascent philosophy and molded it into one of Adder 
  power. With the largest fleet and touman, the Clan has taken upon itself the mantle of protector of 
  the shattered Clan Homeworlds. Convinced that the Inner Sphere’s Taint was largely responsible 
  for the political corruption that brought about the bloody and violent Reavings, Banacek’s Bastion 
  policy has been ruthless in keeping the remaining Clans shielded from further destruction.
  The outright obliteration of the Damascus in the Deep Periphery punctuated the violent 
  means the Bastions would take in keeping the Clans separate from the Inner Sphere. The Cobras 
  received only a censure for their actions, but the message was clear. For the Clans to survive in this 
  new age, the only contact tolerated with the distant Inner Sphere would be the coming invasion.
  
  8
  Looking ahead
  Clan Cloud Cobra
  Recent Happenings
  In the few years since claiming the former Scorpion 
  homeworld of Roche, the Cloud Cobras have transformed 
  the planet. The system is now the Clan’s primary 
  stronghold, producing nearly three-quarters of the 
  Cobra’s military equipment and standard hardware. The 
  largest producer of ProtoMechs in the Kerensky Cluster, 
  the Cobras have flexed their fledgling mercantile powers. 
  A standing arrangement now four years old has given the 
  Adders  ProtoMechs, the Coyotes germanium and raw 
  metals, and the Cobras aerospace fighters and DropShips.
  Such a strong trade agreement provided the impetus 
  for the Stone Lion’s aggressive invasion and seizure of all 
  of the Cobra’s enclaves on Bearclaw in 3088. The Lions 
  bid the bulk of Psi Galaxy, soundly defeating the Cobra’s 
  Omicron Galaxy in a series of trials fought in some of the 
  planet’s harshest terrain. The Lions also gained the Cobra’s 
  Brimstone as isorla.
  Impressed with the Lion’s battle acumen, Khan 
  Hollyann Kardaan quietly supported the Lion’s call for 
  resources to be used in cleaning and repairing enclaves 
  abandoned in the recent wars. A joint labor-scientist caste 
  operation in 3089 restarted two facilities on Marshall. Their 
  success provides both Clans a limited supply of Mist Lynx 
  OmniMechs and Broadsword-class DropShip components. 
  Scientists from both Clans have been responsible for 
  maintaining the supply levels of HarJel on Strato Domingo, 
  which dipped to critical levels for a time after the Diamond 
  Sharks fled Clan space.
  Political Boundaries (Continued)
  Aggressors
  “In order to bring the light to the outer darkness, we must not hide behind bulwarks of honor but 
  be aggressive in purifying the stars that lay before us.” (Stanislov N’Buta, 3075)
  A recent offshoot that has taken hold of the younger generation of Clan warriors, the 
  Aggressors seek to take the Bastion viewpoint to the bloody extreme. A merging of both Banacek’s 
  philosophies and selected writings of the Bloody ilKhan, the Aggressors strive to protect the 
  Clans by obliterating the Inner Sphere Taint straight from the source. Advocates of this view have 
  quietly been clamoring for a new invasion of the Inner Sphere using the catastrophic violence of 
  warfare’s most extreme measures.
  This new ideology has several drawbacks, the largest being the complete abandonment 
  of Clan honor rules and combat structure in order to carry out the means. Many within Clan 
  leadership positions, with fresh memories of the depths plunged during the Reavings, have 
  blocked several ristars with this mindset from attaining positions of authority. Despite the lack of 
  political clout, the movement continues to take hold among those warriors not blooded by the 
  Reavings. 
  The movement’s strongest adherents are found, ironically, within Clan Star Adder. 
  Recognizing the danger, the Clan’s leadership has tried to counteract the Aggressors by assigning 
  several Clusters to various Trials. Lately, the Adders have authorized extended raids of the Imperio 
  and the more distant Hanseatic League. The furious combat has done much to slake the violent 
  thirst of the Aggressors—as well as lay the groundwork for future invasion plans.
  -Loremaster Sepha Paik
  Update addendum 05113090
  
  9
  Looking ahead
  Beliefs and Practices
  The time of Reavings has been a rebirth of sorts 
  for the Clan. Where before they strove for peace and 
  justice—even through combat—the focus now is survival. 
  Their brush with genetic annihilation at the hands of the 
  Society drove them to accumulate a variety of genetic 
  legacies to re-seed their Bloodlines and heritages. Many 
  of the Reaving survivors believe the wars were the path 
  necessary to cleanse the Clan. With distractions and the 
  weaker blood removed, the Clan Council believes it sees 
  the Way in greater clarity.
  Cloisters are still revered within the Clan, though most 
  are now closed to warriors outside the Cobras. An aspiring 
  warrior who wishes to join one of the twelve remaining 
  Cloisters must submit to a rigorous battery of trials and tests 
  of intellectual and martial prowess. Both the Tongo and the 
  Tsalagi Cloisters have limited slots for outsiders, granting 
  some measure of inclusion with the rest of the Clans. [The 
  Tsalagi Cloister came into power after the fall of Clan Steel Viper. –
  Paik] These two Cloisters espouse the Bastion philosophy and 
  often join Clan Star Adder in their random patrols of the Veil 
  of Kerensky. The most vocal Cloisters—Ka’an and Josian—
  tend to find themselves on the opposite side of Bastion 
  issues, thanks to their staunch Aggressor viewpoint. With the 
  Anasaz and Assisi Cloisters as self-appointed peacekeepers, 
  the remaining six Cloisters often find themselves feted by 
  political rivals during the larger political debates that have 
  been known to consume the Council for days at a time.
  In 3083, the Cobras unveiled their new Honorarium on 
  Roche. The vast expanse of cliffs and wooded hills dwarfs 
  the original, previously located and since destroyed on 
  Strana Mechty. The site contains smaller copies of the Clan’s 
  exclusive Blood Chapels, numerous fountains and murals, and 
  a mammoth granite replica of Khan Windham Khatib’s Thug.
  Political Realities
  The Cloud Cobras have been on a political rise since 
  the end of the Reaving wars. While cognizant of the 
  stronger touman of the Star Adders, the Cobras have 
  looked elsewhere to assert their power. Khan Kardaan 
  keeps tight reins on the Clan’s lower caste leaders, holding 
  semi-regular conferences to discuss the Clan’s direction 
  and plans. Cloister leaders are often invited to these 
  meetings to provide perspective and counsel. 
  Clan Coyote
  It is no secret the Cobra leadership still blames the 
  Coyotes for the unfolding of the catastrophic Reavings, 
  even as they acknowledge that the conflict benefited the 
  Cobras. The Khans often oppose the Coyotes in the Grand 
  Council on principle. Despite this, they do not restrict 
  dealings with the Coyotes among the lower castes. 
  Of the remaining castes, the merchants are the most 
  receptive to the Coyotes. However, such a viewpoint is more 
  predatory in nature, taking advantage of Clan Coyote’s 
  predicament as a gutted pariah among the survivors. The 
  current three-way trade agreement built between the 
  Cobras, Adders, and Coyotes is heavily weighted against the 
  beaten Clan and will not expire for another decade.
  The Cobra scientist caste loathes Clan Coyote even more 
  than its warriors. The devastation of the Cobra’s genetic lines is 
  placed solely on the Society’s—and by default, the Coyote’s—
  shoulders. As such, Cobra scientists go out of their way to block 
  Coyote progress. The khans continue to maintain a close watch 
  on the Cobra scientist caste leadership, as they have come 
  dangerously close to overstepping caste boundaries and 
  fomenting a caste war between the two Clans.
  Clan Star Adder
  While nominal allies with the most powerful Clan in 
  Homeworld space, the Cobras have become increasingly 
  independent of Star Adder politics. Both Adder khans 
  have embraced the challenges brought forward by the 
  Cobras, with several lively Trials of Possession occurring 
  between the two in the last year. At the end of 3089, the 
  two Clans agreed to an annual series of naval contests 
  reminiscent of the ancient Star League Martial Olympiad. 
  The first contest, held in Strana Mechty, saw the Cobra’s 
  Cataclysm take the top honors. The Adders issued a Trial 
  of Possession for Star Admiral Brendan Suvorov shortly 
  afterward. His victory over the Adders cemented his status 
  as a ristar within the Cobras, with rumors swirling that the 
  twenty-six-year-old is in line for the next khanship.
  Clan Stone Lion
  Initially hesitant with the new Clan—seeing their 
  creation as a shrewd Adder political ploy—the Cobras 
  have developed a healthy respect for Khan DelVillar and 
  his Clan. More often than not, Khan Kardaan has found 
  herself siding with the Lion leadership in the Grand Council 
  chambers. The two Clans have forged several strong ties 
  among their lower castes as well. 
  The Cobras recently lost the 512th Cobra Guards to 
  the Lions in a Trial for the large OmniMech complex on 
  Huntress. The Guards, heavily populated with members 
  from the Tongo Cloister, have opened up paths for several 
  Lion warriors to join the prestigious fellowship. Two Lion 
  warriors have already been inducted, as well as a small 
  number of their merchant and labor caste. That the Lions 
  have forged ties with the unit known for wiping out their 
  former sibkos during the Reavings speaks volumes about 
  Khan DelVillar’s charismatic hold on his Clan’s warriors.
  
  10
  Looking ahead
  Clan Coyote
  Recent Happenings
  Facing severe shortages in its genetic lines, 
  manufacturing capability, and political capital, the Coyotes 
  have shouldered their honor burden stoically over the last 
  fifteen years. Now three generations removed from their 
  near-death in 3075, the Coyotes are still weak but are 
  beginning to show signs of life once again.
  The Clan trialed hard for scientific research teams and 
  heavy factories. Mostly due to the continued mistrust of 
  the Coyotes, the other three Clans have defended the Trials 
  for scientist-related objectives rather viciously. As a result, 
  the Coyotes were the last to declare all of their useable 
  bloodlines free from taint; the McTighe and Jerricho lines 
  were finally cleared in late 3089. During the interim, the 
  Coyotes have stockpiled a large portion of OmniMechs and 
  battle armor, supplies their merchants have been using to 
  bargain for additional resources for the Kirin shipyards.
  The Coyotes were the first to note the severe shortage 
  of transportation assets among the Clans. To carry out any 
  type of sustained invasion, a large number of JumpShips 
  and DropShips would be needed—a resource that the 
  Wars of Reaving had ground down to critical levels. The 
  Coyotes used their first new slips to build new JumpShips 
  and trialed for enough resources to build a large DropShip 
  facility on the surface of Kirin. Several years later, the 
  Coyotes have become the main source of transportation 
  vessels now trickling into Kerensky space.
  In 3088, the Coyotes hit Navarre in the Escorpión 
  Imperio. The assault, initially conceived as a raid to gauge 
  the Imperio’s defenses, quickly bogged down as Imperial 
  forces captured half of the Clan’s DropShips. After two 
  weeks on the run through the Navarrese wilds, the Coyotes 
  conducted a bold strike on the world’s capital. Star Colonel 
  Jorges Drewsivitch used the confusion to retake the Clan’s 
  DropShips and withdraw. 
  Customs
  In an effort to bring rebirth to all of its survivors of the 
  Reaving Wars, the Clan Council mandated that all Coyote 
  warriors were to undergo a solitary Communion shortly 
  after achieving a new rank. While group Communions are 
  still allowed and encouraged, the khans felt that personal 
  introspection was important in the new era. 
  At the same time, the Council also decreed that any 
  warrior of Star Commander or higher was required to 
  undertake the Hunt. Specifically, the Hunt could only occur 
  on Kirin, where the Kirin coyotes were larger and more 
  vicious than the Tamaron and Strana Mechty versions. 
  The tougher foe would help separate a new kind of 
  warrior leader from the pack, fostering a nobler and more 
  insightful leadership. Those who had a successful Hunt 
  would be marked for ranks higher than Star Commander; 
  those who failed could not rise beyond it.
  After the Winson genetic lines were cleared in 3086, 
  the Clan Council authorized all warriors who carried that 
  bloodline—either paternal or maternal gene parent—
  could trim their battle equipment in gold and add a gold 
  braid to their formal dress uniform. The honor is meant to 
  bring attention to that warrior’s genetic lineage as part 
  of the last of the Founder’s legacies. The Coyote Council 
  recently ruled that warriors in other Clans with the Winson 
  legacy could do the same with no fear of Coyote reprisal. 
  A small token, to be sure, but the gesture is meant to help 
  smooth out honor relations with the other three Clans. 
  Political Realities
  Despite being three generations removed from 
  the events of the Reaving Wars, the Coyotes still carry 
  the stigma of their collusion with the Society. The Taint 
  continues to stain the Clan’s politics within the Grand 
  Council, though it has widely been ignored between the 
  Clans’ lower castes.
  Clan Cloud Cobra
  The biggest obstacle to Coyote growth within the 
  Grand Council is Clan Cloud Cobra. The Cobra leadership 
  has been content to oppose the Coyotes in virtually every 
  measure that makes its way to the Council chamber. Many 
  within the Coyotes believe the animosity stems from the 
  Cobra’s scientist leadership. 
  The difficulties between the two Clans mean the 
  Winson Blood heritage will no longer be propogated 
  among the Cobras. As far as the Coyotes are concerned, 
  this is a status they hope to maintain indefinitely. 
  Clan Star Adder
  The Adder—Coyote relationship is best described 
  as “ambivalent.” Of the three remaining Clans, the Adders 
  appear to hold no ill will towards the Coyote’s past 
  dealings with the Society. An unspoken peace currently 
  exists between the warriors of the two Clans, with little 
  conflict over the last several years. . Although the Coyotes 
  respect Khan Banacek’s political acumen, they remain 
  wary of Adder motivations.
  Clan Stone Lion
  With the newest Clan continually challenging its 
  neighbors, the Coyotes have begun engaging the Lions 
  in earnest. The two Clans Trial constantly, resolving even 
  merchant and scientist caste bargaining through warrior 
  caste combat. The Coyote leadership has encouraged the 
  practice to keep their warriors in fighting trim. The two 
  Clans have been somewhat in agreement in the Council 
  chambers, keeping the Star Adders and Cloud Cobras in 
  check for the time being.
  
  11
  Looking ahead
  Clan Star Adder
  Recent Happenings
  The dominant power among the Kerensky worlds, 
  Clan Star Adder considers itself the guiding hand as well as 
  the protective shield of all things Clan. On the surface, such 
  perceptions are truth. Underneath, the Clan is seething with 
  discontent. The younger generation resented the forced 
  inactivity and began seeking out the Clan’s older warriors 
  to conduct combat. The questionable Trials of Grievance 
  quickly blew out of proportion, despite the Clan Council’s 
  strict enforcement of the issue. The issue came to a head in 
  3088, when several warriors from 1143rd Gatekeeper Cluster 
  launched an unauthorized Trial of Grievance against a Star 
  from the 471st Adder Guards on Hoard over a cafeteria insult. 
  The Adder khans were reluctant to send its discontented 
  warriors into the void on patrol sweeps after the traitorous 
  actions of Upsilon Galaxy less than two decades ago. 
  Instead, the Clan Council opted to send an armed task 
  force to reconnaissance the distant Hanseatic League. The 
  operation would give the Clan’s more aggressive warriors 
  the chance to cut their blood and assess the League’s 
  defensive situation. SaKhan Wyatt Talasko reorganized the 
  Clan’s front line troops and departed in mid-3088 with a full 
  naval Star and the bulk of Gamma and Epsilon Galaxies.
  Khan Talasko’s operation was marginally successful; 
  the bulk of the task force returned in late 3089 minus the 
  Forty-second Adder Cavaliers, the Sixty-ninth Dragoon 
  Cluster, and the Pegasus. In return, the Adders located four 
  systems along the Hanseatic border that would serve well 
  as staging areas for a prolonged invasion.
  While saKhan Talasko sated the bloodlust of its more 
  aggressive warriors, Khan Banacek turned his more veteran 
  warriors towards another goal: the acquisition of new 
  genetic material. Leadership from both the Adder and Lion 
  scientist castes verified that most of the Bloodheritages 
  once held by Clan Fire Mandrill were clean of taint. The 
  Adders challenged for several Bloodnames when the Grand 
  Council opened up the legacies for Trial. By the beginning 
  of 3090, the Adders had claimed ten Mandrill Bloodnames, 
  including Carroll, Faraday, and Kreese.
  Political Realities
  Being the largest Clan also makes it the biggest 
  target in the political arena. Khan Banacek has navigated 
  the political waters well, keeping the Adders to a low 
  profile and wielding its considerable influence only in 
  matters of importance. The khans’ main focus over the 
  last several years is the molding of a new viewpoint, the 
  Bastions. Taking the Warden ideology and inverting it, 
  Banacek continues to espouse the doctrine that the Clans 
  must protect themselves from the poison of the Inner 
  Sphere using tools of isolation and extreme violence. 
  The destruction of the Cloud Cobra WarShip Damascus at 
  Suda Bay in 3086 was an extreme example of the Clan’s 
  dedication to the Bastion ideal.
  With the rise of the Bastion doctrine came its 
  opposition in the form of the Aggressors. More prevalent 
  among younger Adder warriors, the Aggressor ideology 
  supports protecting the Clan Way through violent contact 
  and subjugation of its opponents. While still a minority 
  opinion, it has found some momentum among the Cobras 
  and individual warriors who oppose the Adders as a whole.
  Clan Cloud Cobra
  Once staunch allies, the post-Reavings have seen 
  the two Clans slow slide apart in ideology and in political 
  direction. The khans of both Clans see each other as 
  respected rivals, often leading spirited debates in the 
  new Grand Council chambers. More often than not, these 
  debates end up being resolved or refuted in Trials on the 
  battlefield, with the Adders cycling through various Alpha 
  Galaxy Stars to carry out the combat duties.
  While growing rivals on the battlefield, the two Clans’ 
  lower castes still work together in partnership. The most 
  recent example was the recovery and rebuilding effort of 
  the massive Mattock Alpha mining and fabrication complex 
  on Tamaron. The Adder facility suffered extensive damage 
  after a monstrous typhoon collapsed several ore tunnels and 
  two foundries, killing more than 3,000 labor and merchant 
  caste civilians. The Cobras marshaled an extensive salvage 
  and recovery operation within forty hours of the disaster. A 
  nominal merchant trial was held afterwards and the Adders 
  now allot a portion of the facility’s output to the Cobras in 
  repayment for their efforts.
  Clan Coyote
  The Adders and Coyotes stand on neutral ground at 
  the moment. Neither Adder khan has forgotten the Coyote 
  role in the Reaving Wars. Khan Banacek has gone to great 
  lengths to treat the reborn Clan without the stigma that 
  others believe the Coyotes deserve. Few combat trials 
  have occurred between the two Clans in recent years; the 
  last major Trial was that for use of the Winson bloodname. 
  The Eightieth Adder Cavaliers won four generations of 
  genefather usage of the Founder’s heritage through the 
  craftiness of Star Colonel Rita Marghar.
  Clan Stone Lion
  While the Lions recognize they owe their entire 
  existence to the Adders, they have of late begun to 
  stretch their own legs as a Clan power. Khan DelVillar has 
  picked his political battles wisely, siding against the Adder 
  leadership on less controversial topics or supporting 
  measures through abstention. When issues of importance 
  do arise, however, the Adders have a ready ally to provide 
  support in voice and in numbers.
  
  12
  Looking ahead
  Clan Stone Lion
  Current Happenings
  Halfway through Khan DelVillar’s ten year plan, the 
  Stone Lions have steadily gained strength and prominence 
  in Clan space. Though still considered a political pawn of 
  Clan Star Adder by many of its critics, the Lions have done 
  much in their first fifteen years to step from that Clan’s 
  shadow. Recognizing the need to establish themselves 
  quickly as a Clan and distance themselves from their 
  former lives as Hell’s Horses, DelVillar instituted a series 
  of Trials for various resources and material across Clan 
  space. To the remaining Clans, the Lions appeared to be 
  everywhere and involved in everything.
  By 3088, the Lions had established a strong network 
  of resources. With their own merchant caste the smallest 
  by half in Clan space, the Lions leveraged several deals 
  with the stronger Coyote merchants. The result has been 
  a partnership that has caused both Clans  to flourish and 
  built a sizeable amount of war materiel that Khan DelVillar 
  has used as a bargaining chip with Clan Star Adder.
  Customs and Beliefs
  Besides the Lions’ military prowess and resource-
  building, the Clan has also made strides in shedding their 
  former image without completely disavowing it. Gone 
  are the Branding rites and other Horse trappings. The 
  only remaining nods to the Lions’ former life reside in its 
  touman, as several Clusters retained their unit identifiers.
  In 3086, the Clan Council authorized a new rite of passage 
  within the Clan, the Cleansing Path. The Cleansing Path is only 
  open to the Bloodnamed. A warrior walking the Cleansing 
  Path first locates a suitable mountain valley, preferably 
  somewhere on Tokasha. Taking four other warriors—chosen 
  from current and former Starmates or crew and not necessarily 
  Bloodnamed—the participant builds a stone sweat lodge. 
  Once complete, the warrior spends a minimum of fifty hours 
  inside in meditation and purification, with only water to 
  sustain him or her. Upon the participant’s emergence, the 
  chosen warriors strike the naked warrior with slender nettle 
  branches, mimicking the snapping tail of the Tokasha stone 
  lion. The ritual is completed after the participant knocks down 
  all of his or her tormentors. The Cleansed warrior is treated; the 
  location of scars often indicative of the level of the warrior’s 
  devotion to purging the past. 
  A Cleansed warrior is accorded additional honor if 
  they do not collapse or utter a sound during the strikes. 
  Regardless, those who undergo the deprivation and 
  violence are given a gold braid to wear on their uniform 
  and may paint such a braid on their war machine. Those 
  who suffer the most and refuse to fall have a red thread 
  running through the braid, indicating their utmost 
  dedication to the Clan. 
  Khan DelVillar developed the Cleansing Path to 
  remind the Clan of its violent origins. He was the first to 
  undergo the rite and remained in the lodge for nearly 120 
  hours, a feat unmatched by any other Lion. Most of his 
  scourging scars crisscross his torso, indicating his refusal 
  to shield his core from abuse.
  The Cleansing Path is a requirement for any warrior 
  advancing beyond the rank of Star Commander. Over 
  three-quarters of the Clan’s Bloodnamed have undergone 
  the Cleansing Path, a sure sign of the level of devotion to 
  the ideals of the Clan and its leaders.
  Political Realities
  Though only three generations old, the Stone Lions have 
  made strides in establishing themselves as a Clan to be 
  reckoned with. While many in Kerensky space still see 
  DelVillar’s warriors as nothing more than a political tool of 
  the Star Adders, the new Clan has done remarkably well 
  in shedding that stigma. With new sibkos only recently 
  underway, the Lions are painfully aware of their limited 
  capacity for long-term campaigns. As such, the Clan 
  tends to look for other alternatives to conduct Trials for 
  training and trade, maintaining a static balance within 
  their touman. Warriors are encouraged to use simulators 
  for additional training, in addition to their limited live-fire 
  combat. [Freeborn warriors are commonly used as training 
  opponents as well as crews for the Lion’s vehicular Stars. –
  WT] Such tactics have been a source of derision by many 
  older warriors—right before they lose to the craftier Lions.
  Clan Cloud Cobra
  While the two Clans’ warrior castes still regard each 
  other with respectful distrust, the same is not true of the 
  lower castes. Of the four castes, the labor caste has forged a 
  strong partnership that has helped both Clans rebuild several 
  shattered facilities on Bearclaw and Londerholm. The Cobras 
  inducted two Lion warriors into the Tongo Cloister after 
  losing the 512th Cobra Guards in a Harvest Trial. While the 
  Cluster (renamed the 512th Battle Cluster, the “Snake Lions”) 
  already has several members of that powerful Cloister, Star 
  Captains Conner Tamm and Oskar Moreau are the first non-
  Cobra warriors to be inducted in the last forty years.
  Clan Coyote
  Seeing the “pariah Clan” as its equal in power within 
  Clan space, the Lions have been aggressive in engagement 
  with Clan Coyote. Even mundane Trials have found 
  their way onto the battlefield as both Clans endeavor to 
  sharpen their warriors’ skill through continual combat. The 
  ceaseless violence has birthed many acts of bravery and 
  courage on both sides. The honor and respect has begun 
  to translate into the Grand Council chambers, as both 
  Clans work to keep a political balance against the Cobra 
  and Adder leadership in small matters.
  
  13
  Looking ahead
  Clan Star Adder
  Cognizant of the Clan’s existence due to the late 
  Stanislov N’Buta’s political cunning, the Stone Lion 
  leadership still defer to the Adders in matters of great 
  importance. Over the last decade, however, Khan DelVillar 
  has slowly strengthened his Clan’s political capital. As 
  such, the Lions have firmer ground within the Grand 
  Council and are now being seen as their own power and 
  not simply as Adder puppets. 
  Trials between the two Clans are rare. The largest conflict 
  occurred in 3087, when saKhan Houan led his Thirty-first 
  Guards in a major Trial of Possession on Dagda against Adder 
  saKhan Talasko and his Quasar Keshik. The two khans agreed 
  to break the Trial down into a series of smaller contests, 
  pitting several Stars against each other. After a week, the 
  Lions had acquired half of the Adder’s enclaves on the planet. 
  Though saKhan Houan was injured, he successfully defended 
  a challenge to his position by Star Colonel Curtis Hawker.
  Schemes of the Lion
  Opting to completely sever ties from their Horses past, both Zeta and Psi Galaxy authorized 
  completely new schemes for their war machines. The Clan Council voted to allow any Bloodnamed 
  warriors from before the change to retain their former Horse unit colors; none of the Lion 
  Bloodnamed took advantage of the vote.
  Zeta Galaxy paints their equipment an overall yellow-brown with grey stone-colored 
  accents—which may be marbled or granite-patterned—and the Clan’s insignia is prominently 
  displayed on the upper torso or arms of ‘Mechs or on the front of vehicles.
  Psi Galaxy now paints their machines in a stone pattern appropriate to their operating 
  environment. Yellow-brown trim accents their machines.
  In both Galaxies, Cluster identifiers are placed on the rear left panels of the machine.
  
  14
  Looking ahead
  Hanseatic League
  Largely ignored during the Reavings in the 3070s, the 
  Hanseatic League is once again on Clan Watch sensors. Nearly 
  all of the Tainted Clans withdrew their assets within the League 
  before 3076, though a few Diamond Shark operatives and 
  merchants were identified and eliminated in 3081. We have 
  known of intelligence operations being carried out by various 
  Inner Sphere powers in the region, so when our task force 
  arrived in 3088, we avoided the three open Hansa worlds. 
  Our focus was instead on those spinward worlds along the 
  League’s frontier border—Kortrijk, Dendermonde, Knokke-
  Heist, and Ixelles. Intelligence gathered several decades ago 
  indicated these worlds were resource-rich and ideal locations 
  to establish a sustainable beachhead for future operations.
  Overall, the task force’s mission was a success. The loss 
  of the Pegasus to a massive fighter swarm over Ixelles was a 
  blow but no fault of the Clan. Star Admiral Tomas Columbo 
  failed to recognize the threat posed by the League’s fighters 
  until it was too late and unfortunately, the Vincent Mk 42 
  WarShip and her crew paid the price of his ignorance.
  Despite the low number of BattleMechs and modern 
  technology in the Regional Defense Forces, they more 
  than make up the lack of technology with volume. SaKhan 
  Talasko remarked in his report that the initial engagements 
  eerily echoed the battle reports we received from REVIVAL. 
  Fortunately, our warriors were more than prepared for the 
  challenge and crushed the swarms of ancient vehicles and 
  fighters that opposed them.
  After several months surveying the four worlds—and 
  repelling two separate counterattacks by the RDF—our 
  task force returned to Clan space. Both the scientist and 
  merchant castes have been given the detailed survey data 
  of all four systems and their planetary bodies. Plans are 
  underway to locate viable factory and refinery sites as well 
  as enclave and defensive positions. By the time the invasion 
  arrives, we will have a detailed long-term operational guide 
  prepared. Such extensive planning is critical in order to 
  secure our success and the future of the Clans.
  Status
  The Hanseatic League is currently in a state of political 
  breakdown. With the events that embroiled the Nueva 
  Castille worlds several years ago, the Hansa have been 
  undergoing a series of rebellions and power grabs. We 
  suspect much of the activity has been from covert actions 
  initiated by the Imperio’s War Leader, Connor Rood. 
  We have recommended to the other Clan Watches 
  to conduct their own operations on several key League 
  worlds. The primary concern, of course, is the possible 
  contact with Inner Sphere agents and forces. In such 
  interactions, it is recommended that extreme measures be 
  taken to preserve the integrity of the Clans.
  Merchant Factor Pollux has suggested to the Clan 
  Council that select merchant caste members be included 
  on any operational teams to the League. The Council is 
  currently debating the issue but is expected to authorize the 
  measure. Adding merchant expertise would be extremely 
  beneficial, as it has been several years since we have had 
  any strong contact among the League’s more mercantile 
  streams. Critical information may be gleaned through these 
  lower caste routes, and we would be wise to consider all 
  avenues so as to avoid future failure in our endeavors.
  Escorpión Imperio
  Infested with the remnants of Clan Goliath Scorpion 
  after their Abjurement, the former Nueva Castile worlds have 
  become a cauldron of dissent, suspicion, and perverted Clan 
  honor. While the proposed integration has not taken hold as 
  expected, the greedy nature of its inhabitants kept outright 
  violence to a minimum—until Clan Coyote arrived in 3088. 
  While the Coyote raid on Navarre ended in failure, 
  they did succeed in one secondary operation that has 
  borne unexpected results. During their final assault on the 
  capital, the Clan inserted a few Watch operatives. Tasked 
  with a mission to sow dissent and discord, the Coyote 
  agents began insinuating to key assets that the Umayyads 
  were descended from the Not-Named Clan. The whisper 
  campaign spread into the ears of the Imperio’s Clan 
  warriors and eventually reached the nation’s War Leaders.
  Long-bred suspicion and hatred for the Not-Named 
  began souring relations between the Umayyads and the 
  former Clan warriors. On at least two worlds, unauthorized 
  genetic investigations exploded into mass violence. The 
  deaths of hundreds of Umayyad civilians sparked several 
  confrontations between Imperio and Castilian troops and 
  armed Umayyad troops.
  Status
  The Imperio’s fragile balance was severely disrupted 
  through the Coyote’s successful Watch operation. Even 
  with the violence suppressed, the distrust and suspicion of 
  the Umayyads has only grown. One Seeker group is tasked 
  with discovering the truth of the matter, though so far little 
  headway has been made. With the Umayyads being relegated 
  to a status even lower than that of a labor caste worker, it is 
  only a matter of time before they erupt into violent rebellion.
  Both the Cobras and the Lions have initiated passive 
  intelligence operations within the Imperio. It has been 
  suggested that when dissension erupts once again, the 
  Clans should take advantage of the situation. The addition 
  of the Castilian worlds and their populations would be 
  welcome resources to our long-term invasion plans.
  External Threats 
  The following is a brief rundown of our interstellar neighbors. A separate Watch packet is 
  being prepared with more detailed information and will be ready for the Grand Council’s planning 
  session next month.
  -Loremaster Sepha Paik
  
  15
  The Wars of reaving
  Tactics of War
  Clan Strategies & Tactics
  Warfare among the Clans has always been one of 
  strategy and precision. The Reavings altered  the Clans’ 
  ideals regarding doctrine and principles. As we take 
  the time to redefine our purpose and dedication to the 
  Founder’s ways, a sharper focus is given to how each Clan 
  conducts the honor of war.
  The following is a summary of how each Clan’s war 
  doctrine has changed since the catastrophic events of 
  the Reavings. Understanding how each Clan approaches 
  the battlefield is a key component to conquering the 
  bidding process, which will win great honor for the 
  warrior and the Clan.
  Clan Cloud Cobra
  The Reavings severely wore down Clan Cloud 
  Cobra’s ground forces, despite the frequent application 
  of zellbrigen. Likewise, heavy combat left the Cobras with 
  fewer ‘Mech factories than its fellow Clans, forcing them 
  to trade or trial for supplies and replacements of units 
  they did not produce. Particularly among its ‘Mech forces, 
  the Cobras heavily favor their own production while still 
  fielding small numbers of other models. 
  In order to more effectively use their forces, Khan 
  Kardaan reorganized the Clan to ensure each Galaxy 
  has at least one Cluster each of ‘Mechs, battle armor/
  ProtoMechs, and aerospace fighters. With their higher 
  number of aerospace forces and production facilities, the 
  Cobras frequently refuse safcon, instead declaring Trials 
  for landing rights to be fought in space or in the skies 
  above their enclaves. This tactic has helped the Cobras 
  hold entire worlds (or whole continents on worlds they 
  share) with only a few Trinaries of ground forces. 
  Clan Coyote
  With their touman shattered by Society defections 
  and the Trials of Cleansing, the Coyotes abandoned many 
  of their smaller enclaves—even those with factories—in 
  order to secure their larger holdings. As a result, the Clan 
  lost access to many of their more common OmniMech 
  chassis. Fortunately, they have been able to supplement 
  their shortages with some of their newly gained 
  manufacturing sites. With the abandonment of their 
  ProtoMech program, the Coyotes traded their ProtoMech 
  factories to the other Clans for additional scientist groups, 
  extra sibkos, and other supplies. 
  Their smaller touman allows the Clan to field a 
  higher percentage of OmniMechs than other Clans while 
  stockpiling extra ‘Mechs for future sibkos. The Coyotes 
  still prefer to use heftier, slower ‘Mechs as their primary 
  forces. Unfortunately, because the Coyotes are no longer 
  using ProtoMechs—frequently used in scouting and 
  harassment roles—they have compensated by fielding 
  faster, more agile light ‘Mechs and aerospace fighters in 
  reconnaissance and scout roles. 
  Clan Star Adder
  As one of the strongest Clans prior to the Reavings, 
  Clan Star Adder emerged with the largest touman, navy, 
  and territory. Along with its new Bastion philosophy, 
  the Star Adders have zealously stepped into the role of 
  guardian of the Clan Way. Considering themselves the 
  model of Clan honor, the Adders frequently fight with 
  strict adherence to zellbrigen, the exception being non-
  Clan foes. Most warriors would rather lose a battle and 
  keep their honor than win against a Clan opponent using 
  dezgra tactics.
  In light of their strict adherence to the Clan code, most 
  ‘Mechs fielded by the Clan feature a variety of weapons, 
  allowing the warrior to quickly damage and finish off a 
  target. Clan Star Adder’s leadership—and the majority of 
  its warriors—prefer heavy and assault class ‘Mechs that 
  blend speed and firepower. The only exception is in the 
  light ‘Mechs used by the Clan, which tend to focus heavily 
  on firepower. 
  My khans:
  What follows is a brief rundown of the Clans’ current war doctrine and strategy. A more 
  detailed report is being compiled for use with our new sibko training programs. This synopsis, 
  with your approval, will be distributed to all warriors of Star Colonel and higher rank to help 
  facilitate intelligent future bidding.
  -Loremaster Jackie Ravenwater
  Manual of War, Update 31043089
  
  16
  TacTics of War
  Clan Stone Lion
  Clan Stone Lion initially had few factories of their 
  own and primarily featured a mix of Star Adder and Hell’s 
  Horses machines. Under Khan DelVillar’s reconstruction 
  program, the Clan acquired ‘Mechs wherever and when-
  ever they could, leading to a potpourri of chassis among 
  their forces. In order to secure their future, Clan Stone Lion 
  seized additional factory enclaves. With few resources 
  at the Clan’s disposal, Khan DelVillar tasked his top mer-
  chants, scientists, and Cluster commanders with identify-
  ing which Omnis would maximize the trio of survivability, 
  firepower, and low production cost. It was determined 
  that the Clan should try focusing their efforts on ‘Mechs 
  that utilized standard fusion engines instead of extra-light 
  engines. The merchant caste indicated such a plan would 
  help avoid competing in unnecessary Trials with stronger 
  Clans for those resources. 
  Using this recommendation, the Stone Lions sought 
  out and captured facilities capable of producing Kingfishers, 
  Stooping Hawks, and Blood Kites. They also issued Trials of 
  Possession for those and other similar ‘Mechs to use as 
  a stopgap until production lines reached their optimal 
  output. In a surprising move, the Stone Lions also claimed 
  the mostly destroyed Septicemia factory on Strana Mechty. 
  After some study and debate, the Lions have rebuilt part of 
  the facility, producing parts and materials to repair salvaged 
  Septicemias. Plans are underway to eventually reconstruct 
  the entire factory now that the Grand Council has given its 
  approval to the use of the machine in Clan toumans. 
  In most cases, the Stone Lions favor mobile forces, 
  which allow them to chase down lighter opponents 
  and choose what range to fight against heavier, slower 
  opponents. Like the Hell’s Horses, the Stone Lions prefer 
  to use combined arms tactics, making heavy use of 
  combined arms tactics. Analysts expect that these second 
  line forces will be even more deadly when scientists are 
  able to mate what few Nova CEWS systems are available to 
  selected vehicle points.
  
  17
  TacTics of War
  Discarded Tools of War
  The Reavings played havoc with Clan production across the board, from harvested grains to 
  Dire Wolf OmniMechs. After the dust settled, the Grand Council ordered a series of assessments 
  across Clan space. With regards to Clan ‘Mech production, the following ‘Mechs are being phased 
  out. The reasons are varied—from critical component availability to outright destruction of 
  production facilities—but the result is the same: the Clans must adapt to the tools still available in 
  order to find future success on the battlefield.
  Arctic Wolf: Built in the Inner Sphere, the Arctic Wolf is considered Tainted; the few remaining in 
  Clan space were dismantled after the Reavings.
  Battle Cobra: The three primary facilities located on New Kent and destroyed during the Steel 
  Viper Annihilation.
  Black Lanner: A Jade Falcon machine, the Black Lanner has not been produced in Clan space 
  since 3068. 
  Cephalus: All surviving salvage has been broken down for parts; the Cephalus has been 
  outlawed by the Grand Council.
  Cougar: Primarily built on Ironhold, few remain in Clan space; the factory was destroyed during 
  the Viper’s invasion in 3071. 
  Crossbow: Rare even before the Reavings, the Crossbow’s last factory was destroyed in 3074. 
  Executioner: This chassis has not been produced in Clan space since the 3060s.
  Fire Falcon: The main factory of this Jade Falcon OmniMech was destroyed on Ironhold during 
  the Steel Viper assault in the early 3070s. A recent survey of the site indicated it was a 
  complete loss.
  Fire Moth: With all of the main facilities having moved to the Inner Sphere after REVIVAL, the Fire 
  Moth is now a rare ‘Mech among the remaining Clans. Its loss is minimal, as the Phantom 
  fills the same roles with a heavier armor profile.
  Hellbringer: Primarily associated with the Jade Falcons, Hell’s Horses, and Wolves, most Clans 
  have since replaced their Hellbringers with Ebon Jaguars. Only Clan Coyote uses the 
  OmniMech in an attempt to redeem it, much like their Clan’s honor.
  Ice Ferret: The few facilities that produced this machine were destroyed early in the Reavings. 
  The Viper has taken over as a common replacement, due to its higher mobility curve and 
  similar combat role.
  Naga: While the sole Naga facility survived the Reavings, it is being repurposed to produce the 
  Septicemia. What few remained of this ‘Mech were taken by the Goliath Scorpions when 
  they fled into the Deep Periphery.
  Night Gyr: A Jade Falcon model produced primarily in Clan space, the Ironhold facility was 
  demolished in 3076. 
  Nova: The last surviving facility was reconfigured to produce Pouncers, which fills a similar 
  combat profile. The few Novas that remain are typically claimed by Aggressor ristars. 
  Osteon: Currently, this OmniMech is being studied and is outlawed from all Clan toumans for the 
  foreseeable future.
  Shadow Cat: This chassis has not been produced in Clan space since 3071. 
  -Loremaster Jackie Ravenwater
  Historical Technica, Update 15113087
  
  18
  TacTics of War
  Tools of Blood
  After the resolution of the Reavings and the purging of the poisonous scientist caste from 
  our Clan, questions inevitably arose regarding the weapons and materiel utilized by the Society. 
  Many within the Clan called for a unilateral purge of the technology, citing the lingering stigma 
  that existed among the other Clans with regards to Coyote. Thus, in 3076 the Grand Council voted 
  a temporary ban on using any salvaged remains of Society technology.
  The issue was revisited in March 3081, when saKhan Wyatt Talasko put forward a motion to 
  re-examine the issue. The debate within the Council chambers was spirited, revolving around 
  the fundamental tenets of Clan war doctrine and the theoretical instability much of the Society’s 
  equipment introduced. Each Clan also presented a full accounting of what equipment had been 
  found; the largest being the Stone Lion seizure of a Septicemia facility deep in the arctic wastes 
  of Strana Mechty.
  After a series of debates, the Grand Council voted on the issue. While unusual for the 
  Clan’s ultimate governing body to vote on such a seemingly mundane issue, many of the khans 
  recognized the tone that would be set for future generations. As such, they voted to destroy what 
  Cephalus OmniMechs remained and dismantled them for parts. (Both identified Cephalus facilities 
  had been destroyed during the Reavings.) What few Osteon machines remained were remanded 
  to a storage facility on Strana Mechty; the secured location would be open to few members 
  of each Clan’s warrior and scientist castes for reverse engineering. While the design is solid, its 
  resource-intensive technologies and the extensive integration of the CEWS prohibits immediate 
  modifications. As such, the Osteon is currently unavailable to Clan toumans. 
  The Septicemia was, conversely, widely accepted into Clan toumans. None of the accepted 
  versions contain outlawed technology, however. The Society incorporated new manufacturing 
  technology in building their OmniMech facilities. Scientists from all four Clans have been working 
  steadily to understand and replicate the machinery, with a breakthrough expected in the next year.
  [There has been heated debate of late towards the renaming of the Septicemia. While it is 
  obvious as to why the ‘Mech should be renamed (of which, the Void and the Codex are the most 
  popular choices), Khan DelVillar has put the most persuasive argument on the table. “To leave the 
  Septicemia as-is in appearance and name would be a constant reminder to all as to the crucible we 
  have so recently survived,” he recently stated. “This is an issue for our future generations to decide but 
  one that we, as a Clan, cannot afford to set aside lightly. For now, it should remain as a reminder—and 
  a warning.” Khan DelVillar’s motion to table the issue passed by a vote of five to three. –JR]
  ProtoMechs, considered a tactical weapon of choice by some and abhorred by others, remain 
  a disputed issue. While all four Clan have unilaterally shunned the Boggart, most of the ProtoMech 
  technology and designs that came from Society labs have been somewhat accepted. The Coyotes 
  are still banned from deploying ProtoMechs through 3095, and the Clan’s leaders have already 
  acknowledged they are unwilling to revisit the issue any time soon.
  Of the new weapon systems that made their battlefield debut during the chaotic Reavings, only 
  the Nova CEWS has been banned from OmniMech and BattleMech design and development. The 
  Stone Lions have trialed for and won most of the salvaged systems; no Clan has chosen to construct 
  these components. The Lions recently received permission from the Grand Council to experiment 
  with incorporating the system in its second line and solahma vehicle forces. The lone stipulation to 
  the Council’s authorization was that it could only be used against non-Clan opponents.
  All usage of genetic diseases, mutagenic virotherapy, and other Society weapons are 
  forbidden by the Grand Council. What data was recovered after the Reavings was summarily 
  purged or destroyed. Possession of such material is immediate grounds for a Trial of Annihilation.
  
  19
  The Wars of reaving
  Reaving Point
  Reaving Point is a mini-campaign set on the Clan 
  capital world of Strana Mechty. This trio of tracks uses 
  the Campaign rules found in Wars of Reaving (see p. 229). 
  It is recommended players have the Total Warfare core 
  rulebook published by Catalyst Game Labs in order to play. 
  Additionally, many of the optional rules use advanced 
  rules from TechManual and Tactical Operations. Complete 
  record sheets for all BattleMechs, vehicles, and aerospace 
  craft that players can use to recreate scenarios appear in 
  any of the pre-filled Record Sheet PDFs for purchase found 
  at www.battlecorps.com/catalog; any of the previously 
  published Record Sheet compilations by FASA and FanPro 
  can be also be used. Illustrations and game statistics for 
  most of these units appear in the various BattleTech 
  Technical Readouts published by Catalyst Game Labs 
  (or FASA/FanPro). Some gamemasters may find the free 
  Chaos Campaign PDF (located at www.battlecorps.com/
  catalog/) helpful as well to resolve rule disputes or provide 
  additional campaign ideas.
  As always, the following rules supplement existing 
  rules. They add variety to and enhance game play, but should 
  not give unfair advantage, and so gamemasters and players 
  should all agree on any supplemental rules before using 
  them in play. Similarly, players should feel free to modify any 
  rule that seems inappropriate for their campaign and/or for 
  the era. All of these rules are considered Advanced and may 
  not be used in tournament play.
  While the following tracks use many of the 
  components found in the Wars of Reaving Campaign rules, 
  they are slightly modified for this product. Players can 
  insert the tracks of this mini-campaign anywhere within 
  their own campaign. If all three tracks are played and at 
  least one objective in each track is achieved, players receive 
  an additional 500 WP at the end of Kerensky Twilight.
  
  20
  reaving PoinT
  GAME SETUP
  Use Flatlands terrain (see p. 263, TW). The Initiative 
  winner chooses their home edge first; the opposite edge 
  is the opponent’s home edge.
  Optional setup: Roll once each on the Weather Table 
  1: Light and General Terrain tables (see p. 69, TO) and apply 
  the results to the entire battlefield. If the player chooses 
  to ignore this optional setup, add 100 WP (for each table 
  bypassed) to the Track Cost and subtract 100 WP (for each 
  table bypassed) from the final WP awarded at the end of 
  the track. 
  Attacker (Player)
  The player may use up to 50% of their total force. The 
  Attacker deploys their force along their home edge.
  Defender 
  The Defender is a large Bandit caste force that is 50% 
  of the Attacker’s deployed force. Up to half of the force 
  consists of BattleMechs; the rest is a mix of infantry and 
  vehicles. All BattleMech units have Veteran skills while the 
  rest of the force is Regular.
  Deploy at least half of the force anywhere on one map 
  that contains the Defender’s home edge. The remainder 
  of the force is deployed anywhere up to 3 hexes from the 
  home edge.
  WARCHEST
  Track Cost: 325 
  Options 
  +600 Elite command. Add a Bandit Caste Star to 
  the Defender’s force after force selection. Each pilot rolls 
  on the Random Skills Table (Expanded) under the Elite 
  column (see p. 273, TW).
  OBJECTIVES
  Win your bid! Destroy/Cripple at least 50% of the 
  Defender’s force. [500]
  Take the hill! Seize an objective ground hex as 
  designated by the Defender; the hex must be under player 
  control by the end of the track. [350]
  Size up the opposition. At least two player units exit 
  from the player’s home edge after Turn 5. Units must have 
  gone at least 10 hexes deep into the battlefield before 
  exiting. [500]
  Dominance: bring the pain. Destroy/Cripple 75% of 
  the Defender’s force. [750]
  SPECIAL RULES
  The following rules are in effect for this track.
  Clan Honor
  If a player is using a Clan force, it must follow 
  Clan Honor rules (see p. 273, TW). Use the Clan Honor 
  Interpretation (see p. 239, WOR) table to determine the 
  Attacker’s interpretation of honor. The Defender’s force 
  begins with 2 dezgra points.
  Dropping Troops 
  The Attacker may drop up to half of their deployed 
  force using the Dropping Troops rules (see p. 23, SO).
  Forced Withdrawal 
  Both the Clan and Bandit Caste forces follow the rules 
  for Forced Withdrawal (see p. 258, TW).
  AFTERMATH
  The battle was joined quickly once you realized 
  the unidentified force was a sizeable group of bandits. 
  Despite your warriors’ best attempts, the surviving surats 
  scattered into the nearby hills. Resources would need to 
  be expended to hunt the filth down and remove them 
  from Strana Mechty—resources that, at the moment, were 
  tied up elsewhere trying to beat back power grabs by 
  other Clans on the planet.
  Your superiors ordered you to remain on mission and 
  finish the hunt. The news that a large group of Dark Caste 
  were operating with impunity on the capital world was 
  disturbing, and your command was tasked to find out what 
  they were doing here—and then destroy them completely.
  NEXT TRACK
  Sheol Rising
  SHADOW FALLING
  SITUATION
  Ravenwater Highlands, Coyote Sector
  Strana Mechty, Clan Homeworlds
  18 May 3072
  Unusual data coming from a chance flyover noticed a large number of contacts moving 
  through a sector controlled by the Coyotes. The unidentified force was unusual because the Clan 
  Watch could not account for it; as a matter of tradition, all Clans kept the Grand Council up to date 
  as to what forces they had operating within the capital system at any given time. That the force was 
  moving through a little-used zone on the planet raised several red flags among your Clan superiors.
  With all of the chaos erupting across the Clan Homeworlds, it was determined an investigation 
  was warranted and your unit won the bid.  
  
  21
  reaving PoinT
  GAME SETUP
  Use a mix of Light Urban and Flatlands terrain (see p. 263, 
  TW). The Defender chooses their home edge first; the opposite 
  edge is the Attacker’s home edge.
  The Defender publicly designates one building as the 
  command bunker. 
  Optional setup: Roll once each on the Weather Table 1: Light 
  and General Terrain tables (see p. 69, TO) and apply the results to 
  the entire battlefield. If the player chooses to ignore this optional 
  setup, add 100 WP (for each table bypassed) to the Track Cost 
  and subtract 100 WP (for each table bypassed) from the final WP 
  awarded at the end of the track. 
  Attacker (Player)
  The player may use up to 100% of their total force. The 
  Attacker deploys half of their force from its home edge. Deploy 
  remainder of the Attacker’s force from any other edge that is not 
  the Defender’s home edge.
  Defender 
  The Defender is a mix of Bandit caste and Society forces; they 
  are equal to 75% of the Attacker’s deployed force. Three-fourths 
  of the Defender’s deployed force is Bandit Caste forces of Regular 
  skills that use a mix of infantry and vehicles. The remainder is a 
  group of Society Uns. Use the Society Unit Definition Chart (p. 3) to 
  determine the number of units and average skill level.
  The Defender will be setting up a Firebase (see Special Rules, 
  below). The Defender secretly designates one building or object as 
  important to the Bandit’s cause. Object may not be a BattleMech, 
  ProtoMech, or battle armor unit.
  Deploy the entire force on one map sheet that contains the 
  Defender’s home edge.
  WARCHEST
  Track Cost: 325; must have participated in Shadow Falling prior. 
  Options 
  [+300] Excessive force. The opponent sets 2D6 hexes 
  of minefields (see p. 207, TO). To determine the type of mines 
  available, roll 1D6: a result of 1-4 indicates Conventional mines; 
  5-6 are vibrabomb mines. 
  [+250] Hidden secrets. Up to half of the Defender’s force is 
  deployed as Hidden Units (see p. 259, TW).
  [-100] Lead by example. Add to the Attacker’s force a 
  commanding officer and his unit; the commander possesses skills 
  of Gunnery 1, Piloting 2. These forces do not count towards the 
  Attacker’s total deployed force.
  [+400] Setting the stage. The Defender selects all of the maps 
  to be used for the track. Replace all of the maps on the battlefield 
  with ones selected by the opponent. Maps must be selected using 
  the same mapsheet tables as listed in Game Setup, above.
  OBJECTIVES
  Win your bid! Destroy/Cripple at least 50% of the Defender’s 
  force. [500]
  Headhunter mission: control. Destroy the Defender’s 
  designated command bunker. [150]
  Shatter their will! Destroy a building/object secretly 
  designated by the opponent. Building/object is selected before 
  the start of the game and is revealed at the end of the track. [400]
  Strategic victory: withdraw. At the end of the track, less than 
  50% of the player’s deployed force is Crippled or Destroyed. [600]
  SPECIAL RULES
  The following rules are in effect for this track.
  Clan Honor
  If a player is using a Clan force, it must follow Clan Honor 
  rules (see p. 273, TW). Use the Clan Honor Interpretation (see p. 
  239, WOR) table to determine the Attacker’s interpretation of 
  honor. The Defender’s force begins with 2 dezgra points.
  Firebase 
  The Defender builds a small firebase or mid- sized defensive 
  fortification on the battlefield using the Advanced Building 
  Construction rules (see p. 128, TO). The opponent sets up the 
  fortification(s) after force selection but before the start of the track.
  Forced Withdrawal 
  Both the Clan and Bandit Caste forces follow the rules for 
  Forced Withdrawal (see p. 258, TW).
  AFTERMATH
  Taking down the bandit hive was a bit more difficult than 
  originally assumed. Considering the static defenses in place, it 
  appears they had been operating in this region for a long period of 
  time. The addition of never-seen-before BattleMech and ProtoMech 
  designs in the defensive force—while surprising—only delayed the 
  inevitable. The entire bandit base was crushed by the day’s end. All 
  that remained were some much-needed answers.
  NEXT TRACK
  Kerensky Twilight
  SHEOL RISING
  SITUATION
  Point McKibben, Coyote Sector
  Strana Mechty, Clan Homeworlds
  6 October 3072
  While bandit hunting is normally considered a low-brow assignment among the Clans, sometimes 
  exceptions are made. Considering the firepower your warriors came across some months ago, these bandits 
  appeared to be more than simple criminals struggling to survive.
  They were vicious and violent opponents. Though scattered to the four winds after the initial 
  engagement, these armed surats managed to disappear into the surrounding highlands only to emerge in 
  ambushes and quick strikes, harassing Clan civilians throughout the nearby zones. 
  A Watch recon flight yesterday morning found what could possibly be the bandit’s nest: a modest firebase, 
  nestled in the ruins of an old Coyote mining settlement. It was the ideal spot for a nest of marauding vermin.  
  
  22
  reaving PoinT
  GAME SETUP
  Use a mix of Light Urban, Heavy Urban, and Flatlands 
  terrain (see p. 263, TW). The Defender chooses their home 
  edge first; the opposite edge is the Attacker’s home edge.
  The Defender sets up a Defensive Fortification (see 
  Special Rules, below). 
  Optional setup: Roll once each on the Weather Table 
  1: Light and General Terrain tables (see p. 69, TO) and apply 
  the results to the entire battlefield. If the player chooses 
  to ignore this optional setup, add 100 WP (for each table 
  bypassed) to the Track Cost and subtract 100 WP (for each 
  table bypassed) from the final WP awarded at the end of 
  the track. 
  Attacker (Player)
  The player may use up to 100% of their total force. 
  The Attacker deploys the entire force along its home edge 
  to a range of 3 hexes.  
  Defender 
  The Defender is a mix of Bandit caste and Society 
  forces; they are equal to 125% of the Attacker’s deployed 
  force. One-quarter of the Defender’s deployed force is 
  Bandit Caste forces of Regular skills that use a mix of all 
  unit types except ProtoMechs. The remainder is a group 
  of Society Treys using primarily BattleMechs and Proto-
  Mechs. Use the Society Unit Definition Chart (p. 3) to de-
  termine the num-
  ber of units and 
  average skill level.
  The Defender 
  secretly designates 
  one building or ob-
  ject as important to 
  the Society’s cause. 
  The object may not 
  be a BattleMech, 
  ProtoMech, or bat-
  tle armor unit.
  Deploy 
  the 
  entire force on the 
  battlefield.
  WARCHEST
  Track Cost: 250; 
  must 
  have 
  par-
  ticipated in Sheol 
  Rising prior to this 
  track. 
  KERENSKY TWILIGHT
  SITUATION
  Kerensky Memorial Manufacturing, Coyote Sector
  Strana Mechty, Clan Homeworlds
  2 March 3073
  Stretched out beyond their operating capacity, it took several months for the Clan Watch to 
  dissect the data captured at the bandit’s firebase. After some extensive reconnaissance and a few less-
  than-honorable clandestine missions, the Watch finally had the answers wanted by the Clan Council.
  It appeared that the Society had managed to get the burned-out and since abandoned 
  Kerensky Memorial Manufacturing facility operating again. Buried among the desolate reaches 
  of the Koga Desert, the factory had been churning out war material for the Society and its Dark 
  Caste allies for some time. 
  With the answers given, results were now required.
  
  23
  reaving PoinT
  Options 
  [+100] Best of the best. Add to the Defender’s force 
  a Society commander officer and his Trey; the commander 
  possesses skills of Gunnery 1, Piloting 2; the rest of the unit 
  has Elite skills.
  [+1000] Triple threat. Add an additional Society force 
  equal in size to the Defender’s original deployed force. This 
  force is considered an ally of the Defender, is a mix of unit 
  types, and uses the Society Unit Definition Chart (p. 3) to 
  determine the number of units and average skill level. 
  OBJECTIVES
  Win your bid! Destroy/Cripple at least 50% of the 
  Defender’s force. [500]
  Headhunter mission: command Destroy the 
  opposing force’s designated Command Trey. [400]
  Dominance: ultimate victory. Destroy/Cripple 100% 
  of the opposing force. [1,000]
  Shatter their will! Destroy a building/object secretly 
  designated by the opponent. Building/object is selected 
  before the start of the game and is revealed at the end of 
  the track. [400]
  SPECIAL RULES
  The following rules are in effect for this track.
  Clan Honor
  If a player is using a Clan force, the Defender is 
  automatically declared dezgra. The Attacker is not required 
  to follow Clan Honor rules.
  Firebase 
  The Defender builds a mid-sized defensive fortification 
  on the battlefield using the Advanced Building Construction 
  rules (see p. 128, TO). The opponent sets up the fortification 
  after force selection but before the start of the track.
  Operational Timeframe 
  The Attacker must establish a set number of turns to 
  accomplish each objective and write these down before 
  the start of the track. They do not need to be shared with 
  the Defender. The maximum amount of time allowed is 
  twenty turns. The Attacker may assign a different number 
  of turns to each objective for more competitive play.
  If the objective is completed in the time estimated, the 
  player receives the reward listed. For each turn under the 
  established limit, the reward is increased by 25%. For each turn 
  past the established limit, the reward is diminished by 25%.
  AFTERMATH
  While defended vigorously—and with more troops 
  than initially believed—the end was determined the 
  moment your warriors engaged in battle. Superior 
  training, genetics, and command combined to put a 
  violent and destructive end to the Society’s hidey-hole. A 
  good portion of the factory suffered heavily in collateral 
  damage, much to the Watch’s chagrin. The disappointment 
  of the bothersome spies notwithstanding, your superiors 
  were pleased with the triumphs won this day.
  Now it is time to take those victories and build upon 
  them as your Clan begins to retake its lost territory from 
  the Tainted upstarts.
  
  24
  The Wars of reaving
  Sourcebook TABLE
  Abbreviation
  Source
  3060 
  BC-211p 
  Record Sheets: 3060 Upgrade Unabridged
  3067 
  CAT35169p
  Record Sheets: 3067
  3075 
  CAT35167p 
  Record Sheets: 3075
  3085 
  CAT35168p 
  Record Sheets: 3085
  3050U-C 
  BC205 
  Record Sheets: 3050 Upgrade, Clan and Star League
  3050U-I 
  BC204 
  Record Sheets: 3050 Upgrade, Inner Sphere
  3055U 
  BC209 
  Record Sheets: 3055 Upgrade Unabridged
  3058U-C 
  BC-203Ap 
  Record Sheets: 3058 Upgrade, Clan and Star League
  3058U-I 
  BC-203Bp 
  Record Sheets: 3058 Upgrade, Inner Sphere
  3085-PP 
  BC-214p 
  Record Sheets 3085: Project Phoenix
  Golden 
  CAT35630 
  Era Digest: Golden Century
  Klondike 
  CAT35230ap 
  Record Sheets: Operation Klondike
  Prototypes 
  CAT35132 
  Technical Readout: Prototypes
  TR3057 
  FPR35007p 
  Technical Readout: 3057 Revised
  WOR 
  CAT35306 
  The Wars of Reaving
  WORS 
  CAT35S002 
  The Wars of Reaving Supplemental 
  RAT Modifier TABLE
  Tech Level
  ‘Mech
  Battle Armor
  Vehicle
  ProtoMechs
  Aerospace
  Keshik
  +10
  +5
  +5
  +10
  +10
  Frontline
  +8
  +4
  +3
  +8
  +6
  Second Line±
  +0
  +0
  +0
  +0
  +0
  Command*
  +10
  +2
  +2
  +10
  +10
  ±Includes standard Society and Dark Caste forces 
   *Society and Dark Caste command-level units only
  Random Assignment Tables
  Random Assignment Tables (RATs) are designed 
  to aid players who wish to quickly generate diverse 
  forces for game play, but can also be used as a guide 
  when determining the likely equipment used by a given 
  faction during a campaign set in the Clan Homeworlds 
  from 3072 onward. Players are not required to use these 
  tables, but they can be immensely helpful in a pinch. 
  If used, the following tables and rules replace those 
  presented in the core rulebooks, such as Total Warfare 
  and A Time of War. 
  To randomly assign pilot quality, the appropriate 
  tables in Total Warfare (see p. 273) still apply.
  USING THE RANDOM AssIGNMENT TABLES 
  The Random Assignment Tables (RATs) presented 
  here are more extensive than those seen in the core 
  rulebooks, and are meant to reflect the various levels of 
  equipment quality and types that forces may draw upon 
  based on their prestige, reliability, and so forth. To use this 
  RAT, first determine the appropriate Tech Level of the unit 
  being generated and consult the Tech Level table below. 
  Apply the listed bonus to a 2D6 for the final result.
  The Keshik Tech Level only applies when a Frontline 
  unit is led by a Khan, saKhan,  or Loremaster. 
  For a list of sources, consult the table below.
  OMNI UNITS
  Whenever a RAT result indicates an Omni Unit 
  (including battle armor equipped with modular weapons), 
  the controlling player may choose any variant available to 
  that design. Only Clan Coyote (3072), Society, and Dark 
  Caste Omni units may use the “Z” variant (OmniMechs and 
  OmniFighters only). Omni units are marked on the RATs 
  with an asterisk (*).
  
  25
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Blood Spirit 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Howler [20] (3055u)
  Griffin IIc 3 [40] (3085-PP)
  Glass spider [60] (3055u)
  HGn-732b Highlander [90] (3075)
  3
  Mon-66b Mongoose [25] (3075)
  crb-27b crab [50] (3075)
  Thresher [60] (3058u-c)
  Marauder IIc [85] (3085-PP)
  4
  Jenner IIc [35] (3055u)
  Vapor eagle [55] (3055u)
  rifleman IIc [65] (3085-PP)
  Phoenix Hawk IIc 3 [80] (3085-PP)
  5
  locust IIc (25) (3085-PP)
  Griffin IIc [40] (3085-PP)
  bl-6b-knT black knight [75] (3050u-c)
  blood kite 2 [85] (3067)
  6
  Horned owl [35] (3055u)
  shadow Hawk IIc [45] (3085-PP)
  Thresher [60] (3058u-c)
  blood kite [85] (3067)
  7
  locust IIc (25) (3085-PP)
  conjurer [50] (3055u)
  Grizzly [70] (3058u-c)
  blood kite 2 [85] (3067)
  8
  Incubus [30] (3055u)
  conjurer 2 [50] (3055u)
  rifleman IIc [65] (3085-PP)
  blood kite [85] (3067)
  9
  McY-99 Mercury [20] (3050u-c)
  shadow Hawk IIc [45] (3085-PP)
  Grizzly [70] (3058u-c)
  crk-5003-1b crockett [85] (klondike)
  10
  Incubus [30] (3055u)
  Griffin IIc 4 [40] (3085-PP)
  rifleman IIc 3 [65] (3085-PP)
  Warhammer IIc [80] (3085-PP)
  11
  Horned owl [35] (3055u)
  crb-27b crab [50] (3075)
  Glass spider [60] (3055u)
  Warhammer IIc 3 [80] (3085-PP)
  12
  Piranha [25] (3058u-c)
  Hunchback IIc [50] (3058u-c)
  bl-6b-knT black knight [75] (3050u-c)
  supernova [90] (3058u-c)
  13
  Incubus [30] (3055u)
  stooping Hawk [55] (3060)*
  Hellfire 2 [60] (3067)
  blood asp [90] (3060)*
  14
  Mist lynx [25] (3050u-c)*
  conjurer 3 [50] (3055u)
  Thresher [60] (3058u-c)
  Warhawk [85] (3050u-c)*
  15
  Incubus [30] (3055u)
  battle cobra [40] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  blood kite [85] (3067)
  16
  kit Fox [30] (3050u-c)*
  stooping Hawk [55] (3060)*
  Timber Wolf [75] (3050u-c)*
  kingfisher [90] (3058u-c)*
  17
  adder [35] (3050u-c)*
  nova [50] (3050u-c)*
  summoner [70] (3050u-c)*
  blood kite [85] (3067)
  18
  kit Fox [30] (3050u-c)*
  crimson langur [50] (3067)*
  crossbow [65] (3058u-c)*
  kingfisher [90] (3058u-c)*
  19
  Mist lynx [25] (3050u-c)*
  crimson langur [50] (3067)* 
  crossbow [65] (3058u-c)*
  blood kite [85] (3067)
  20
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Grizzly [70] (3058u-c)
  Warhawk [85] (3050u-c)*
  21
  arctic cheetah [30] (3058u-c)*
  battle cobra [40] (3058u-c)*
  crossbow [65] (3058u-c)*
  blood kite [85] (3067)
  22
  Horned owl [35] (3055u)
  stooping Hawk [55] (3060)*
  rifleman IIc [65] (3085-PP)
  Dire Wolf [100] (3050u-c)*
  Clan Cloud Cobra 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Pack Hunter [30] (3060)
  rabid coyote [55] (3067)
  Thresher [60] (3058u-c)
  stone rhino [100] (3055u)
  3
  solitaire [25] (3067)
  shadow Hawk IIc [45] (3085-PP) 2
  Hellfire 2 [60] (3067)
  bane 3 [100] (3055u)
  4
  Jenner IIc [35] (3055u) 2
  Vapor eagle [55] (3055u)
  Hellfire [60] (3067)
  Warhammer IIc 3 [80] (3085-PP)
  5
  locust IIc (25) (3085-PP) 4
  stalking spider [50] (3060)
  Glass spider [60] (3055u)
  Marauder IIc [85] (3085-PP)
  6
  Incubus [30] (3055u)
  Great Wyrm [45] (3060)
  rifleman IIc [65] (3085-PP)
  supernova [90] (3058u-c)
  7
  Horned owl [35] (3055u)
  Griffin IIc 3 [40] (3085-PP)
  black Python [75] (3055u)
  Highlander IIc [90] (3060)
  8
  Jenner IIc [35] (3055u)
  Hunchback IIc [50] (3058u-c)
  Guillotine IIc [70] (3060)
  Phoenix Hawk IIc 3 [80] (3085-PP)
  9
  locust IIc (25) (3085-PP) 2
  stalking spider [50] (3060)
  Glass spider 2 [60] (3055u)
  blood kite [85] (3067)
  10
  Incubus [30] (3055u) 2
  Vapor eagle [55] (3055u)
  rifleman IIc 4 [65] (3085-PP)
  Marauder IIc 2 [85] (3085-PP)
  11
  Howler [20] (3055u)
  Wyvern IIc [45] (3060)
  Grizzly [70] (3058u-c)
  kodiak [100] (3058u-c)
  12
  arctic cheetah [30] (3058u-c)*
  Phantom [40] (3055u)*
  night Gyr [75] (3058u-c)*
  executioner [95] (3050u-c)*
  13
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  savage coyote [85] (3067)*
  14
  adder [35] (3050u-c)*
  shadow cat [45] (3058u-c)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  15
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  night Gyr [75] (3058u-c)*
  Warhawk [85] (3050u-c)*
  16
  Fire Moth [20] (3050u-c)*
  stalking spider [50] (3060)2
  ebon Jaguar [65] (3058u-c)*
  executioner [95] (3050u-c)*
  17
  kit Fox [30] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  18
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  blood asp [90] (3060)*
  19
  kit Fox [30] (3050u-c)*
  battle cobra [40] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  20
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  blood asp [90] (3060)*
  21
  Mist lynx [25] (3050u-c)*
  crimson langur [50] (3067)*
  ebon Jaguar [65] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  22
  Fire Falcon [25] (3058u-c)*
  Pouncer [40] (3055u)*
  linebacker [65] (3055u)*
  Turkina [95] (3058u-c)*
  
  26
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Coyote 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Pack Hunter [30] (3060)
  lobo [40] (3060)
  Timber Wolf [75] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  3
  Piranha [25] (3058u-c)
  Griffin IIc 3 [40] (3085-PP)
  Grizzly [70] (3058u-c)
  Imp c [100] (3050u-I)
  4
  Incubus [30] (3055u) 2
  Wyvern IIc [45] (3060)
  Guillotine IIc [70] (3060)
  supernova [90] (3058u-c)
  5
  locust IIc (25) (3085-PP) 5
  rabid coyote 2 [55] (3067)
  Glass spider [60] (3055u)
  canis [80] (3060)
  6
  locust IIc (25) (3085-PP)
  rabid coyote [55] (3067)
  rifleman IIc 4 [65] (3085-PP)
  Warhammer IIc [80] (3085-PP)
  7
  urbanMech IIc [30] (3060)
  conjurer [50] (3055u)
  Guillotine IIc [70] (3060)
  canis [80] (3060)
  8
  Incubus [30] (3055u)
  Griffin IIc 4 [40] (3085-PP)
  rifleman IIc [65] (3085-PP)
  Highlander IIc [90] (3060)
  9
  Jenner IIc [35] (3055u)
  Vapor eagle [55] (3055u)
  Glass spider 2 [60] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  10
  Horned owl [35] (3055u)
  Great Wyrm [45] (3060)
  rifleman IIc [65] (3085-PP)
  Warhammer IIc 4 [80] (3085-PP)
  11
  Jenner IIc [35] (3055u) 2
  clint IIc [40] (3060)
  black Python [75] (3055u)
  kodiak [100] (3058u-c)
  12
  cephalus [25] (Wors)*
  Pouncer [40] (3055u)*
  summoner [70] (3050u-c)*
  osteon [85] (Wors)*
  13
  Fire Falcon [25] (3058u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  14
  adder [35] (3050u-c)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  15
  Mist lynx [25] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  16
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  17
  adder [35] (3050u-c)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  18
  Fire Moth [20] (3050u-c)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  19
  Hellion [30] (3067)*
  nova [50] (3050u-c)*
  summoner [70] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  20
  Mist lynx [25] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  21
  Fire Moth [20] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  savage coyote [85] (3067)*
  22
  kit Fox [30] (3050u-c)*
  savage coyote [85] (3067)*
  linebacker [65] (3055u)*
  kingfisher [90] (3058u-c)*
  Clan Diamond Shark 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Piranha [25] (3058u-c)
  Griffin IIc 3 [40] (3085-PP)
  Predator [60] (3060)
  Mad cat Mk II [90] (3067)
  3
  solitaire [25] (3067)
  shadow Hawk IIc [45] (3085-PP) 3
  Ha otoko [65] (3060)
  bane [100] (3055u)
  4
  Jenner IIc [35] (3055u) 2
  Griffin IIc 4 [40] (3085-PP)
  eXT-4Db exterminator [65] (klondike)
  Warhammer IIc 3 [80] (3085-PP)
  5
  McY-99 Mercury [20] (3050u-c)
  crb-27b crab [50] (3075)
  rifleman IIc [65] (3085-PP)
  Marauder IIc 2 [85] (3085-PP)
  6
  solitaire [25] (3067)
  Great Wyrm [45] (3060)
  rifleman IIc 3 [65] (3085-PP)
  Warhammer IIc 4 [80] (3085-PP)
  7
  Incubus [30] (3055u)
  shadow Hawk IIc [45] (3085-PP) 4
  Glass spider [60] (3055u)
  Mad cat Mk II [90] (3067)
  8
  THe-nb Thorn [20] (klondike)
  Griffin IIc 3 [40] (3085-PP)
  Guillotine IIc [70] (3060)
  Highlander IIc [90] (3060)
  9
  Jenner IIc [35] (3055u)
  Wyvern IIc [45] (3060)
  bMb-12D bombardier [65] (3050u-c)
  Mad cat Mk II [90] (3067)
  10
  Piranha [25] (3058u-c)
  Griffin IIc 3 [40] (3085-PP)
  Glass spider [60] (3055u)
  Marauder IIc 2 [85] (3085-PP)
  11
  Pack Hunter [30] (3060)
  Grendel [45] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  Phoenix Hawk IIc [80] (3085-PP)
  12
  Hellion [30] (3067)*
  Hunchback IIc [50] (3058u-c)
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  13
  adder [35] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  executioner [95] (3050u-c)*
  14
  arctic cheetah [30] (3058u-c)*
  Ice Ferret [45] (3050u-c)*
  summoner [70] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  15
  Fire Moth [20] (3050u-c)*
  Grendel [45] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  Warhawk [85] (3050u-c)*
  16
  arctic cheetah [30] (3058u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  17
  adder [35] (3050u-c)*
  Grendel [45] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  Warhawk [85] (3050u-c)*
  18
  Hellion [30] (3067)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Gargoyle [80] (3050u-c)*
  19
  Mist lynx [25] (3050u-c)*
  Grendel [45] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  executioner [95] (3050u-c)*
  20
  Hellion [30] (3067)*
  Ice Ferret [45] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  21
  Mist lynx [25] (3050u-c)*
  shadow cat [45] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  Warhawk [85] (3050u-c)*
  22
  adder [35] (3050u-c)*
  Huntsman [50] (3058u-c)*
  nova cat [70] (3060)*
  Dire Wolf [100] (3050u-c)*
  
  27
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Fire MANDRILL 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Mon-66b Mongoose [25] (3075)
  conjurer [50] (3055u)
  black Python [75] (3055u)
  stone rhino [100] (3055u)
  3
  locust IIc (25) (3085-PP)
  WVe-5nb Wyvern [45] (3075)
  Fls-8k Flashman [75] (3050u-c)
  Phoenix Hawk IIc [80] (3085-PP)
  4
  Incubus [30] (3055u)
  sTn-3lb sentinel [40] (klondike)
  Thresher [60] (3058u-c)
  THG-11eb Thug [80] (3075)
  5
  Mandrill [30] (3060)
  shadow Hawk IIc [45] (3085-PP)
  rifleman IIc [65] (3085-PP)
  Phoenix Hawk IIc 2 [80] (3085-PP)
  6
  Howler [20] (3055u)
  Griffin IIc [40] (3085-PP)
  Predator [60] (3060)
  bane [100] (3055u)
  7
  Jenner IIc [35] (3055u)
  Griffin IIc [40] (3085-PP)
  lnc25-01 lancelot [60] (3050u-c)
  Phoenix Hawk IIc 3 [80] (3085-PP)
  8
  Mandrill [30] (3060)
  shadow Hawk IIc [45] (3085-PP)
  rifleman IIc [65] (3085-PP)
  THG-11eb Thug [80] (3075)
  9
  Incubus [30] (3055u)
  Hunchback IIc [50] (3058u-c)
  Predator [60] (3060)
  HGn-732b Highlander [90] (3075)
  10
  Howler [20] (3055u)
  Vapor eagle [55] (3055u)
  eXT-4Db exterminator [65] (klondike)
  kGc-000b king crab [100] (3075)
  11
  Piranha [25] (3058u-c)
  Vapor eagle [55] (3055u)
  summoner [70] (3050u-c)*
  blood kite [85] (3067)
  12
  Fire Falcon [25] (3058u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Turkina [95] (3058u-c)*
  13
  kit Fox [30] (3050u-c)*
  crimson langur [50] (3067)*
  summoner [70] (3050u-c)*
  Turkina [95] (3058u-c)*
  14
  Fire Falcon [25] (3058u-c)*
  shadow cat [45] (3058u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  15
  Mist lynx [25] (3050u-c)*
  crimson langur [50] (3067)*
  ebon Jaguar [65] (3058u-c)*
  Warhawk [85] (3050u-c)*
  16
  Fire Falcon [25] (3058u-c)*
  Huntsman [50] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  17
  Fire Falcon [25] (3058u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Warhawk [85] (3050u-c)*
  18
  Fire Falcon [25] (3058u-c)*
  crimson langur [50] (3067)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  19
  adder [35] (3050u-c)*
  Huntsman [50] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  Gargoyle [80] (3050u-c)*
  20
  Fire Falcon [25] (3058u-c)*
  stormcrow [55] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Turkina [95] (3058u-c)*
  21
  kit Fox [30] (3050u-c)*
  Huntsman [50] (3058u-c)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  22
  Fire Falcon [25] (3058u-c)*
  crimson langur [50] (3067)*
  nova cat [70] (3060)*
  Turkina [95] (3058u-c)*
  Clan Ghost Bear 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Jenner IIc [35] (3055u)
  Great Wyrm [45] (3060)
  Mad Dog [60] (3050u-c)*
  Mad cat Mk II [90] (3067)
  3
  McY-99 Mercury [20] (3050u-c)
  sTn-3lb sentinel [40] (klondike)
  cHP-1n champion (3050u-c)
  executioner [95] (3050u-c)*
  4
  Horned owl [35] (3055u)
  clint IIc [40] (3060)
  arcas [65] (3067)
  THG-11eb Thug [80] (3075)
  5
  THe-nb Thorn [20] (klondike)
  Hunchback IIc [50] (3058u-c)
  Glass spider [60] (3055u)
  kodiak [100] (3058u-c)
  6
  Horned owl [35] (3055u)
  ursus [50] (3060)
  Grizzly [70] (3058u-c)
  kodiak [100] (3058u-c)
  7
  Jenner IIc [35] (3055u)
  clint IIc [40] (3060)
  bl-6b-knT black knight [75] (3050u-c)
  supernova [90] (3058u-c)
  8
  Her-1sb Hermes [30] (klondike)
  ursus [50] (3060)
  Thresher [60] (3058u-c)
  kGc-000b king crab [100] (3075)
  9
  Horned owl [35] (3055u)
  Wyvern IIc [45] (3060)
  Guillotine IIc [70] (3060)
  crk-5003-1b crockett [85] (klondike)
  10
  solitaire [25] (3067)
  beo-12 beowulf [45] (3060)
  bHku-o black Hawk ku (3058u-I)
  VkG-2F Viking [90] (3060)
  11
  Pack Hunter [30] (3060)
  arctic Wolf [40] (3060)*
  bMb-12D bombardier [65] (3050u-c)
  stone rhino [100] (3055u)
  12
  Mist lynx [25] (3050u-c)*
  Viper [40] (3050u-c)*
  nova cat [70] (3060)*
  Warhawk [85] (3050u-c)*
  13
  Fire Moth [20] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  summoner [70] (3050u-c)*
  kingfisher [90] (3058u-c)*
  14
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  executioner [95] (3050u-c)*
  15
  Fire Moth [20] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Warhawk [85] (3050u-c)*
  16
  Fire Moth [20] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  kingfisher [90] (3058u-c)*
  17
  Fire Moth [20] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  18
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  19
  Fire Moth [20] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  kingfisher [90] (3058u-c)*
  20
  adder [35] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  executioner [95] (3050u-c)*
  21
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  executioner [95] (3050u-c)*
  22
  Fire Moth [20] (3050u-c)*
  stooping Hawk [55] (3060)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  
  28
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Goliath Scorpion 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  McY-99 Mercury [20] (3050u-c)
  Griffin IIc [40] (3085-PP)
  lnc25-01 lancelot [60] (3050u-c)
  THG-11eb Thug [80] (3075)
  3
  urbanMech IIc [30] (3060)
  Great Wyrm [45] (3060)
  Fls-8k Flashman [75] (3050u-c)
  kodiak [100] (3058u-c)
  4
  Jenner IIc [35] (3055u)
  conjurer [50] (3055u)
  bl-6b-knT black knight [75] (3050u-c)
  supernova [90] (3058u-c)
  5
  Horned owl [35] (3055u) 4
  Vapor eagle [55] (3055u)
  Fire scorpion [65] (3060)
  stone rhino [100] (3055u)
  6
  Incubus [30] (3055u)
  Hunchback IIc [50] (3058u-c)
  black Python [75] (3055u)
  Marauder IIc [85] (3085-PP)
  7
  Horned owl [35] (3055u)
  Vapor eagle [55] (3055u)
  Glass spider 2 [60] (3055u)
  stone rhino 2 [100] (3055u)
  8
  locust IIc (25) (3085-PP)
  conjurer [50] (3055u)
  bl-6b-knT black knight [75] (3050u-c)
  bane 2 [100] (3055u)
  9
  commando IIc [25] (3060)
  crb-27b crab [50] (3075)
  Fire scorpion [65] (3060) 
  kGc-000b king crab [100] (3075)
  10
  Mon-66b Mongoose [25] (3075)
  shadow Hawk IIc [45] (3085-PP)
  rifleman IIc [65] (3085-PP)
  Warhammer IIc [80] (3085-PP)
  11
  Piranha [25] (3058u-c)
  Hunchback IIc [50] (3058u-c)
  bowman [70] (3067)
  Thunder stallion [85] (3060) 
  12
  Horned owl [35] (3055u)
  battle cobra [40] (3058u-c)*
  night Gyr [75] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  13
  Fire Moth [20] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Turkina [95] (3058u-c)*
  14
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  kingfisher [90] (3058u-c)*
  15
  Jenner IIc [35] (3055u)
  stormcrow [55] (3050u-c)*
  Glass spider 2 [60] (3055u)
  executioner [95] (3050u-c)*
  16
  Fire Falcon [25] (3058u-c)*
  Vapor eagle [55] (3055u)
  black Python [75] (3055u)
  Warhawk [85] (3050u-c)*
  17
  Fire Moth [20] (3050u-c)*
  Phantom [40] (3055u)*
  Hellbringer [65] (3050u-c)*
  Warhawk [85] (3050u-c)*
  18
  adder [35] (3050u-c)*
  Pouncer [40] (3055u)*
  summoner [70] (3050u-c)*
  Turkina [95] (3058u-c)*
  19
  arctic cheetah [30] (3058u-c)*
  battle cobra [40] (3058u-c)*
  night Gyr [75] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  20
  Mist lynx [25] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  21
  Incubus [30] (3055u)
  stormcrow [55] (3050u-c)*
  Timber Wolf [75] (3050u-c)* Prime
  Warhawk [85] (3050u-c)*
  22
  Horned owl [35] (3055u)
  battle cobra [40] (3058u-c)*
  night Gyr [75] (3058u-c)*
  Turkina [95] (3058u-c)*
  Clan HeLL’s Horses 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  commando IIc [25] (3060)
  Great Wyrm [45] (3060)
  GlT-3n Guillotine [70] (3050u-c)
  stone rhino 3 [100] (3055u)
  3
  urbanMech IIc [30] (3060)
  corvis [40] (3060)
  Thresher [60] (3058u-c)
  Highlander IIc [90] (3060)
  4
  Piranha [25] (3058u-c)
  shadow Hawk IIc [45] (3085-PP)
  Glass spider [60] (3055u)
  Thunder stallion [85] (3060) 2
  5
  McY-99 Mercury [20] (3050u-c)
  corvis [40] (3060)
  rifleman IIc [65] (3085-PP)
  bane 3 [100] (3055u)
  6
  locust IIc (25) (3085-PP)
  Griffin IIc [40] (3085-PP)
  Guillotine IIc [70] (3060)
  Warhammer IIc [80] (3085-PP)
  7
  Jenner IIc [35] (3055u)
  kTo-19b kintaro [55] (3075)
  Ha otoko [65] (3060)
  Thunder stallion [85] (3060)
  8
  Incubus [30] (3055u)
  Wyvern IIc [45] (3060)
  bowman [70] (3067)
  crk-5003-1b crockett [85] (klondike)
  9
  urbanMech IIc [30] (3060)
  conjurer [50] (3055u)
  Grizzly [70] (3058u-c)
  Marauder IIc [85] (3085-PP)
  10
  Horned owl [35] (3055u)
  Vapor eagle [55] (3055u)
  black Python [75] (3055u)
  kodiak [100] (3058u-c)
  11
  Her-1sb Hermes [30] (klondike)
  sTn-3lb sentinel [40] (klondike)
  Glass spider 2 [60] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  12
  Fire Moth [20] (3050u-c)*
  Phantom [40] (3055u)*
  linebacker [65] (3055u)*
  Dire Wolf [100] (3050u-c)*
  13
  arctic cheetah [30] (3058u-c)*
  Ice Ferret [45] (3050u-c)*
  summoner [70] (3050u-c)*
  kingfisher [90] (3058u-c)*
  14
  Mist lynx [25] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Warhawk [85] (3050u-c)*
  15
  Hellion [30] (3067)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  executioner [95] (3050u-c)*
  16
  arctic cheetah [30] (3058u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  17
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  18
  kit Fox [30] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  19
  adder [35] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  20
  Fire Falcon [25] (3058u-c)*
  stormcrow [55] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  naga [80] (3055u)*
  21
  Hellion [30] (3067)*
  stormcrow [55] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  22
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Warhawk [85] (3050u-c)*
  
  29
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Ice HeLLion 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Howler [20] (3055u)
  shadow Hawk IIc [45] (3085-PP)
  Glass spider 2 [60] (3055u)
  shogun c [85] (3058u-I)
  3
  locust IIc (25) (3085-PP) 2
  Wyvern IIc [45] (3060)
  Guillotine IIc [70] (3060)
  Phoenix Hawk IIc 3 [80] (3085-PP)
  4
  locust IIc (25) (3085-PP)
  shadow Hawk IIc [45] (3085-PP) 2
  Thresher [60] (3058u-c)
  Highlander IIc [90] (3060)
  5
  Horned owl [35] (3055u)
  Griffin IIc 2 [40] (3085-PP)
  black Python [75] (3055u)
  Warhammer IIc [80] (3085-PP)
  6
  Incubus [30] (3055u) 2
  Vapor eagle [55] (3055u)
  black Python [75] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  7
  snow Fox [20] (3060)
  Griffin IIc 4 [40] (3085-PP)
  Thresher [60] (3058u-c)
  Marauder IIc [85] (3085-PP)
  8
  Icestorm [25] (3060)
  clint IIc [40] (3060)
  Grizzly [70] (3058u-c)
  kodiak [100] (3058u-c)
  9
  Incubus [30] (3055u)
  conjurer [50] (3055u)
  Thresher [60] (3058u-c)
  Warhammer IIc 2 [80] (3085-PP)
  10
  Jenner IIc [35] (3055u)
  Vapor eagle [55] (3055u)
  Glass spider [60] (3055u)
  Marauder IIc 3 [85] (3085-PP)
  11
  Firefly c [30] (3050u-i)
  Great Wyrm [45] (3060)
  Predator [60] (3060)
  stone rhino [100] (3055u)
  12
  arctic cheetah [30] (3058u-c)*
  Phantom [40] (3055u)*
  linebacker [65] (3055u)*
  Warhawk [85] (3050u-c)*
  13
  Fire Moth [20] (3050u-c)*
  Phantom [40] (3055u)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  14
  kit Fox [30] (3050u-c)*
  Viper [40] (3050u-c)*
  nova cat [70] (3060)*
  executioner [95] (3050u-c)*
  15
  Hellion [30] (3067)*
  black lanner [55] (3058u-c)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  16
  arctic cheetah [30] (3058u-c)*
  Viper [40] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  17
  Hellion [30] (3067)*
  stormcrow [55] (3050u-c)*
  linebacker [65] (3055u)*
  Gargoyle [80] (3050u-c)*
  18
  adder [35] (3050u-c)*
  black lanner [55] (3058u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  19
  Fire Falcon [25] (3058u-c)*
  Ice Ferret [45] (3050u-c)*
  linebacker [65] (3055u)*
  Gargoyle [80] (3050u-c)*
  20
  Hellion [30] (3067)*
  stormcrow [55] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  executioner [95] (3050u-c)*
  21
  Hellion [30] (3067)*
  stormcrow [55] (3050u-c)*
  nova cat [70] (3060)*
  Gargoyle [80] (3050u-c)*
  22
  adder [35] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  Clan Jade Falcon 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  THe-nb Thorn [20] (klondike)
  nova [50] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Warhawk [85] (3050u-c)*
  3
  Howler [20] (3055u)
  sTn-3lb sentinel [40] (klondike)
  summoner [70] (3050u-c)*
  THG-11eb Thug [80] (3075)
  4
  kit Fox [30] (3050u-c)*
  shadow Hawk IIc [45] (3085-PP)
  eXT-4Db exterminator [65] (klondike)
  Phoenix Hawk IIc [80] (3085-PP)
  5
  locust IIc (25) (3085-PP)
  conjurer [50] (3055u)
  Glass spider [60] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  6
  locust IIc (25) (3085-PP)
  conjurer [50] (3055u)
  Glass spider [60] (3055u)
  Warhammer IIc 2 [80] (3085-PP)
  7
  Jenner IIc [35] (3055u)
  Griffin IIc [40] (3085-PP)
  rifleman IIc [65] (3085-PP)
  Warhammer IIc [80] (3085-PP)
  8
  spirit [35] (3060)
  Viper [40] (3050u-c)*
  rifleman IIc [65] (3085-PP)
  bane [100] (3055u)
  9
  Mon-66b Mongoose [25] (3075)
  Hunchback IIc [50] (3058u-c)
  Fls-8k Flashman [75] (3050u-c)
  stone rhino [100] (3055u)
  10
  Incubus [30] (3055u)
  Pinion [45] (3067)
  Hellbringer [65] (3050u-c)*
  HGn-732b Highlander [90] (3075)
  11
  Horned owl [35] (3055u)
  kTo-19b kintaro [55] (3075)
  summoner [70] (3050u-c)*
  Marauder IIc [85] (3085-PP)
  12
  Hellion [30] (3067)*
  Ice Ferret [45] (3050u-c)*
  linebacker [65] (3055u)*
  Gargoyle [80] (3050u-c)*
  13
  cougar [35] (3060)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  14
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  15
  cougar [35] (3060)*
  nova [50] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Turkina [95] (3058u-c)*
  16
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  summoner [70] (3050u-c)*
  Turkina [95] (3058u-c)*
  17
  kit Fox [30] (3050u-c)*
  stormcrow [55] (3050u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  18
  Fire Moth [20] (3050u-c)*
  black lanner [55] (3058u-c)*
  Hellbringer [65] (3050u-c)*
  Warhawk [85] (3050u-c)*
  19
  cougar [35] (3060)*
  stormcrow [55] (3050u-c)*
  night Gyr [75] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  20
  Fire Falcon [25] (3058u-c)*
  black lanner [55] (3058u-c)*
  Timber Wolf [75] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  21
  Mist lynx [25] (3050u-c)*
  Grendel [45] (3058u-c)*
  summoner [70] (3050u-c)*
  naga [80] (3055u)*
  22
  Fire Falcon [25] (3058u-c)*
  Phantom [40] (3055u)*
  night Gyr [75] (3058u-c)*
  Mad cat Mk II [90] (3067)
  
  30
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Snow Raven 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Fire Moth [20] (3050u-c)*
  Vapor eagle [55] (3055u)
  Timber Wolf [75] (3050u-c)*
  Highlander IIc [90] (3060)
  3
  Jenner IIc [35] (3055u)
  Hunchback IIc [50] (3058u-c)
  rifleman IIc [65] (3085-PP)
  Marauder IIc [85] (3085-PP)
  4
  kit Fox [30] (3050u-c)*
  clint IIc [40] (3060)
  Glass spider [60] (3055u)
  stone rhino [100] (3055u)
  5
  Howler [20] (3055u)
  conjurer [50] (3055u)
  black Python [75] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  6
  Incubus [30] (3055u)
  shadow Hawk IIc [45] (3085-PP)
  Glass spider [60] (3055u)
  supernova [90] (3058u-c)
  7
  Horned owl [35] (3055u)
  Grendel [45] (3058u-c)*
  black Python [75] (3055u)
  kodiak [100] (3058u-c)
  8
  locust IIc (25) (3085-PP)
  Griffin IIc [40] (3085-PP)
  Grizzly [70] (3058u-c)
  Warhammer IIc [80] (3085-PP)
  9
  Fire Moth [20] (3050u-c)*
  Great Wyrm [45] (3060)
  rifleman IIc [65] (3085-PP)
  bane [100] (3055u)
  10
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Thresher [60] (3058u-c)
  bane 3 [100] (3055u)
  11
  Mon-66b Mongoose [25] (3075)
  sTn-3lb sentinel [40] (klondike)
  eXT-4Db exterminator [65] (klondike)
  THG-11eb Thug [80] (3075)
  12
  Fire Moth [20] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  naga [80] (3055u)*
  13
  Fire Moth [20] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  14
  adder [35] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  15
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  naga [80] (3055u)*
  16
  Fire Moth [20] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  17
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  kingfisher [90] (3058u-c)*
  18
  kit Fox [30] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  19
  kit Fox [30] (3050u-c)*
  shadow cat [45] (3058u-c)*
  linebacker [65] (3055u)*
  executioner [95] (3050u-c)*
  20
  Mist lynx [25] (3050u-c)*
  Phantom [40] (3055u)*
  Hellbringer [65] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  21
  Mist lynx [25] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  22
  Mist lynx [25] (3050u-c)*
  nova [50] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  Clan Star Adder 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  locust IIc (25) (3085-PP)
  shadow Hawk IIc [45] (3085-PP) 3
  Predator [60] (3060)
  bane 3 [100] (3055u)
  3
  locust IIc (25) (3085-PP) 3
  Great Wyrm [45] (3060)
  Grizzly [70] (3058u-c)
  Marauder IIc 3 [85] (3085-PP)
  4
  Jenner IIc [35] (3055u)
  Griffin IIc 4 [40] (3085-PP)
  Hellfire [60] (3067)
  blood kite [85] (3067)
  5
  Horned owl [35] (3055u)
  Hunchback IIc [50] (3058u-c)
  rifleman IIc [65] (3085-PP) 6
  Marauder IIc 2 [85] (3085-PP)
  6
  Jenner IIc [35] (3055u) 2
  shadow Hawk IIc [45] (3085-PP) 2
  Glass spider [60] (3055u)3
  Warhammer IIc 2 [80] (3085-PP)
  7
  Incubus [30] (3055u)
  conjurer [50] (3055u)
  burrock [75] (3067)
  Highlander IIc [90] (3060)
  8
  Horned owl [35] (3055u) 2
  Wyvern IIc [45] (3060)
  Hellfire 2 [60] (3067)
  Warhammer IIc 3 [80] (3085-PP)
  9
  Howler [20] (3055u)
  Vapor eagle [55] (3055u)
  Glass spider 2 [60] (3055u)
  Phoenix Hawk IIc 5 [80] (3085-PP)
  10
  Pack Hunter [30] (3060)
  Griffin IIc 3 [40] (3085-PP)
  black Python [75] (3055u)
  shogun c [85] (3058u-I)
  11
  Firefly c [30] (3050u-c)
  clint IIc [40] (3060)
  Guillotine IIc [70] (3060)
  Imp c [100] (3050u-I)
  12
  Hellion [30] (3067)*
  Pouncer [40] (3055u)*
  ebon Jaguar [65] (3058u-c)*
  blood asp [90] (3060)*
  13
  kit Fox [30] (3050u-c)*
  Huntsman [50] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  14
  kit Fox [30] (3050u-c)*
  nova [50] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Warhawk [85] (3050u-c)*
  15
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  blood asp [90] (3060)*
  16
  Fire Moth [20] (3050u-c)*
  Grendel [45] (3058u-c)*
  Timber Wolf [75] (3050u-c)*
  blood asp [90] (3060)*
  17
  adder [35] (3050u-c)*
  nova [50] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  kingfisher [90] (3058u-c)*
  18
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  night Gyr [75] (3058u-c)*
  Gargoyle [80] (3050u-c)*
  19
  Fire Moth [20] (3050u-c)*
  stormcrow [55] (3050u-c)*
  nova cat [70] (3060)*
  Warhawk [85] (3050u-c)*
  20
  arctic cheetah [30] (3058u-c)*
  stormcrow [55] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  21
  kit Fox [30] (3050u-c)*
  Viper [40] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  blood asp [90] (3060)*
  22
  arctic cheetah [30] (3058u-c)*
  Viper [40] (3050u-c)*
  ebon Jaguar [65] (3058u-c)*
  savage coyote [85] (3067)*
  
  31
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Clan Steel Viper 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Hsr-200-Db Hussar [30] (3075) 
  crb-27b crab [50] (3075) 
  black Python 4 [75] (3055u) 
  supernova [90] (3058u-c) 
  3
  Jenner IIc [35] (3055u) 
  Griffin IIc [40] (3085-PP) 
  Glass spider [60] (3055u) 
  stone rhino [100] (3055u) 
  4
  Incubus [30] (3055u) 
  shadow Hawk IIc [45] (3085-PP) 
  rifleman IIc [65] (3085-PP) 
  Warhammer IIc [80] (3085-PP) 
  5
  Horned owl [35] (3055u) 
  Great Wyrm [45] (3060)
  Fls-8k Flashman [75] (3050u-c) 
  scylla [100] (3067)
  6
  locust IIc (25) (3085-PP) 
  Vapor eagle [55] (3055u) 
  rifleman IIc [65] (3085-PP) 
  Phoenix Hawk IIc [80] (3085-PP) 
  7
  locust IIc (25) (3085-PP) 
  Vapor eagle 2 [55] (3055u) 
  Matador [60] (3060)
  THG-11eb Thug [80] (3075) 
  8
  Jenner IIc [35] (3055u) 
  kTo-19b kintaro [55] (3075) 
  black Python 3 [75] (3055u)
  Warhammer IIc [80] (3085-PP) 
  9
  Howler [20] (3055u) 
  conjurer [50] (3055u) 
  Hellfire [60] (3067) 
  Marauder IIc [85] (3085-PP) 
  10
  Howler [20] (3055u) 
  conjurer [50] (3055u) 
  bMb-12D bombardier [65] (3050u-c) 
  Highlander IIc [90] (3060) 
  11
  Fire Moth [20] (3050u-c)* 
  nova [50] (3050u-c)* 
  Grizzly [70] (3058u-c) 
  bane [100] (3055u) 
  12
  Fire Moth [20] (3050u-c)* 
  black lanner [55] (3058u-c)* 
  Mad Dog [60] (3050u-c)* 
  naga [80] (3055u)* 
  13
  Mist lynx [25] (3050u-c)* 
  shadow cat [45] (3058u-c)* 
  crossbow [65] (3058u-c)* 
  kingfisher [90] (3058u-c)* 
  14
  arctic cheetah [30] (3058u-c)* 
  nova [50] (3050u-c)* 
  crossbow [65] (3058u-c)* 
  Warhawk [85] (3050u-c)* 
  15
  adder [35] (3050u-c)* 
  Viper [40] (3050u-c)* 
  summoner [70] (3050u-c)* 
  Gargoyle [80] (3050u-c)* 
  16
  kit Fox [30] (3050u-c)* 
  battle cobra [40] (3058u-c)* 
  Hellbringer [65] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  17
  Fire Moth [20] (3050u-c)* 
  battle cobra [40] (3058u-c)* 
  crossbow [65] (3058u-c)* 
  Gargoyle [80] (3050u-c)* 
  18
  arctic cheetah [30] (3058u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Mad Dog [60] (3050u-c)* 
  Gargoyle [80] (3050u-c)* 
  19
  arctic cheetah [30] (3058u-c)* 
  stormcrow [55] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  executioner [95] (3050u-c)* 
  20
  Mist lynx [25] (3050u-c)* 
  nova [50] (3050u-c)* 
  crossbow [65] (3058u-c)*
  Dire Wolf [100] (3050u-c)* 
  21
  kit Fox [30] (3050u-c)* 
  Grendel [45] (3058u-c)* 
  linebacker [65] (3055u)* 
  kingfisher [90] (3058u-c)* 
  22
  adder [35] (3050u-c)*
  Ice Ferret [45] (3050u-c)* 
  summoner [70] (3050u-c)* 
  Dire Wolf [100] (3050u-c)* 
  Clan Wolf 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Mon-66b Mongoose [25] (3075) 
  conjurer [50] (3055u) 
  Fls-8k Flashman [75] (3050u-c) 
  Phoenix Hawk IIc [80] (3085-PP) 
  3
  THe-nb Thorn [20] (klondike) 
  Griffin IIc [40] (3085-PP) 
  Glass spider [60] (3055u) 
  naga [80] (3055u)* 
  4
  Incubus [30] (3055u) 
  crb-27b crab [50] (3075) 
  orion IIc [75] (3060) 
  crk-5003-1b crockett [85] (klondike) 
  5
  locust IIc 4 (25) (3085-PP) 
  lobo [40] (3060) 
  rifleman IIc [65] (3085-PP) 
  naga [80] (3055u)* 
  6
  Icestorm [25] (3060) 
  lobo [40] (3060) 
  orion IIc [75] (3060) 
  Warhammer IIc [80] (3085-PP) 
  7
  Jenner IIc [35] (3055u) 
  shadow Hawk IIc [45] (3085-PP) 
  Glass spider 2 [60] (3055u) 
  supernova [90] (3058u-c) 
  8
  locust IIc 4 (25) (3085-PP) 
  Griffin IIc 2 [40] (3085-PP) 
  bl-6b-knT black knight [75] (3050u-c) 
  THG-11eb Thug [80] (3075) 
  9
  Icestorm [25] (3060) 
  shadow Hawk IIc [45] (3085-PP) 
  rifleman IIc [65] (3085-PP) 
  Marauder IIc [85] (3085-PP) 
  10
  locust IIc 5 (25) (3085-PP) 
  Griffin IIc 2 [40] (3085-PP) 
  Glass spider 2 [60] (3055u) 
  kGc-000b king crab [100] (3075) 
  11
  adder [35] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)*
  supernova [90] (3058u-c) 
  12
  Fire Moth [20] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  13
  kit Fox [30] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)* 
  Dire Wolf [100] (3050u-c)* 
  14
  adder [35] (3050u-c)* 
  Phantom [40] (3055u)* 
  summoner [70] (3050u-c)* 
  Gargoyle [80] (3050u-c)* 
  15
  adder [35] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Dire Wolf [100] (3050u-c)* 
  16
  Mist lynx [25] (3050u-c)* 
  stormcrow [55] (3050u-c)* 
  linebacker [65] (3055u)* 
  Gargoyle [80] (3050u-c)* 
  17
  adder [35] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Dire Wolf [100] (3050u-c)* 
  18
  kit Fox [30] (3050u-c)* 
  nova [50] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  19
  adder [35] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)* 
  Dire Wolf [100] (3050u-c)* 
  20
  Mist lynx [25] (3050u-c)* 
  Phantom [40] (3055u)* 
  linebacker [65] (3055u)* 
  kingfisher [90] (3058u-c)* 
  21
  kit Fox [30] (3050u-c)* 
  Viper [40] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  22
  arctic cheetah [30] (3058u-c)*
  shadow cat [45] (3058u-c)* 
  Mad Dog [60] (3050u-c)* 
  Dire Wolf [100] (3050u-c)*
  
  32
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3072
  Society 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  oTT-7Jb ostscout [35] (3075)
  sHD-2Hb shadow Hawk (klondike)
  Fls-8k Flashman [75] (3050u-c)
  sTk-3Fb stalker [85] (klondike)
  3
  Mon-66b Mongoose [25] (3075)
  kTo-19b kintaro [55] (3075)
  arc-2rb archer [70] (klondike)
  sHG-2H shogun [85] (klondike)
  4
  lcT-1Vb locust [20] (klondike)
  GrF-2n Griffin [55] (klondike)
  crD-2r crusader [65] (3075)
  HGn-732b Highlander [90] (3075)
  5
  Her-1sb Hermes [30] (klondike)
  PXH-1b Phoenix Hawk [45] (klondike)
  TDr-5sb Thunderbolt [65] (klondike)
  THe-11eb Thug [80] (3075)
  6
  McY-99 Mercury [20] (3050u-c)
  crb-27b crab [50] (3075)
  WHM-7a Warhammer [70] (klondike)
  as7-D-H atlas II [100] (3075)
  7
  urbanMech IIc [30] (3060)
  conjurer [50] (3055u)
  Guillotine IIc [70] (3060)
  canis [80] (3060)
  8
  Incubus [30] (3055u)
  Griffin IIc 4 [40] (3085-PP)
  rifleman IIc [65] (3085-PP)
  Highlander IIc [90] (3060)
  9
  Jenner IIc [35] (3055u)
  Vapor eagle [55] (3055u)
  Glass spider 2 [60] (3055u)
  Phoenix Hawk IIc [80] (3085-PP)
  10
  Horned owl [35] (3055u)
  Great Wyrm [45] (3060)
  rifleman IIc [65] (3085-PP)
  Warhammer IIc 4 [80] (3085-PP)
  11
  arctic cheetah [30] (3058u-c)*
  clint IIc [40] (3060)
  black Python [75] (3055u)*
  savage coyote [85] (3067)*
  12
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  summoner [70] (3050u-c)*
  Turkina [95] (3058u-c)*
  13
  Fire Falcon [25] (3058u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  14
  adder [35] (3050u-c)*
  Viper [40] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  15
  Mist lynx [25] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  16
  cephalus [25] (Wors)*
  Ice Ferret [45] (3050u-c)*
  Hellbringer [65] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  17
  adder [35] (3050u-c)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  18
  Fire Moth [20] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  19
  Hellion [30] (3067)*
  septicemia [55] (Wors)*
  Hellbringer [65] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  20
  Mist lynx [25] (3050u-c)*
  nova [50] (3050u-c)*
  linebacker [65] (3055u)*
  kingfisher [90] (3058u-c)*
  21
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  summoner [70] (3050u-c)*
  osteon [85] (Wors)*
  22
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  osteon [85] (Wors)*
  Clan Burrock/Dark Caste 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  rifleman IIc 6 [65] (3085-PP)
  osteon [85] (Wors)*
  3
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  Hellfire [60] (3067)
  naga [80] (3055u)*
  4
  THe-nb Thorn [20] (klondike)
  Great Wyrm [45] (3060)
  Grizzly [70] (3058u-c)
  THG-11eb Thug [80] (3075)
  5
  THe-nb Thorn [20] (klondike)
  Wyvern IIc [45] (3060)
  Fls-8k Flashman [75] (3050u-c)
  sHG-2H shogun [85] (klondike)
  6
  Mon-66b Mongoose [25] (3075)
  stalking spider [50] (3060)
  burrock [75] (3067)
  THG-11eb Thug [80] (3075)
  7
  Howler [20] (3055u)
  Hunchback IIc [50] (3058u-c)
  burrock [75] (3067)
  kGc-000b king crab [100] (3075)
  8
  Incubus [30] (3055u)
  Hunchback IIc [50] (3058u-c)
  burrock [75] (3067)
  stone rhino [100] (3055u)
  9
  Hsr-200-Db Hussar [30] (3075)
  rabid coyote [55] (3067)
  burrock 2 [75] (3067)
  crk-5003-1b crockett [85] (klondike)
  10
  McY-99 Mercury [20] (3050u-c)
  crb-27b crab [50] (3075)
  bMb-12D bombardier [65] (3050u-c)
  HGn-732b Highlander [90] (3075)
  11
  McY-99 Mercury [20] (3050u-c)
  Vapor eagle [55] (3055u)
  Hellfire [60] (3067)
  naga [80] (3055u)*
  12
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  Thresher [60] (3058u-c)
  savage coyote [85] (3067)*
  13
  locust IIc (25) (3085-PP)
  rabid coyote [55] (3067)
  orion IIc [75] (3060)
  kGc-000b king crab [100] (3075)
  14
  Piranha [25] (3058u-c)
  rabid coyote [55] (3067)
  TDr-5sb Thunderbolt [65] (klondike)
  Marauder IIc 2 [85] (3085-PP)
  15
  Piranha [25] (3058u-c)
  conjurer [50] (3055u)
  rifleman IIc 4 [65] (3085-PP)
  naga [80] (3055u)*
  16
  solitaire [25] (3067)
  PXH-1b Phoenix Hawk [45] (klondike)
  arc-2rb archer [70] (klondike)
  supernova [90] (3058u-c)
  17
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  burrock [75] (3067)
  sTk-3Fb stalker [85] (klondike)
  18
  cephalus [25] (Wors)*
  Hunchback IIc [50] (3058u-c)
  black Python 3 [75] (3055u)
  osteon [85] (Wors)*
  19
  Her-1sb Hermes [30] (klondike)
  shadow Hawk IIc [45] (3085-PP) 3
  Predator [60] (3060)
  osteon [85] (Wors)*
  20
  locust IIc (25) (3085-PP) 3
  Great Wyrm [45] (3060)
  Grizzly 2 [70] (3058u-c)
  osteon [85] (Wors)*
  21
  oTT-7Jb ostscout [35] (3075)
  Griffin IIc 4 [40] (3085-PP)
  Hellfire 2 [60] (3067)
  Marauder IIc 3 [85] (3085-PP) 
  22
  cephalus [25] (Wors)*
  septicemia [55] (Wors)*
  Woodsman [75] (Golden)*
  Dire Wolf [100] (3050u-c)*
  
  33
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3085
  Clan Cloud Cobra 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Piranha [25] (3058u-c)
  shadow Hawk IIc [45] (3085-PP) 2
  Thresher [60] (3058u-c)
  stone rhino [100] (3055u)
  3
  solitaire [25] (3067)
  Vapor eagle [55] (3055u)
  Hellfire 2 [60] (3067)
  bane 3 [100] (3055u)
  4
  Jenner IIc [35] (3055u) 2
  stalking spider [50] (3060)
  Hellfire [60] (3067)
  Warhammer IIc 3 [80] (3085-PP)
  5
  locust IIc (25) (3085-PP) 4
  rabid coyote [55] (3067)
  Glass spider [60] (3055u)
  Marauder IIc [85] (3085-PP)
  6
  Incubus [30] (3055u)
  Hunchback IIc 2 [50] (3058u-c)
  rifleman IIc [65] (3085-PP) 6
  supernova [90] (3058u-c)
  7
  Horned owl [35] (3055u)
  stalking spider
  black Python [75] (3055u)
  Highlander IIc [90] (3060)
  8
  Jenner IIc [35] (3055u)
  Wyvern IIc [45] (3060)
  Guillotine IIc [70] (3060)
  Phoenix Hawk IIc 3 [80] (3085-PP)
  9
  Incubus [30] (3055u) 2
  Hunchback IIc 3 [50] (3058u-c) 
  Glass spider 2 [60] (3055u)
  kodiak 3 [100] (3058u-c)
  10
  Howler [20] (3055u)
  stalking spider [50] (3060)3
  rifleman IIc 4 [65] (3085-PP)
  blood kite [85] (3067)
  11
  Horned owl [35] (3055u) 5
  stalking spider [50] (3060)3
  Grizzly [70] (3058u-c)
  bane [100] (3055u) 4
  12
  Mist lynx [25] (3050u-c)*
  Phantom [40] (3055u)*
  linebacker [65] (3055u)*
  savage coyote [85] (3067)*
  13
  kit Fox [30] (3050u-c)*
  Viper [40] (3050u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  14
  kit Fox [30] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  15
  Hellion [30] (3067)*
  Grendel [45] (3058u-c)*
  linebacker [65] (3055u)*
  savage coyote [85] (3067)*
  16
  adder [35] (3050u-c)*
  Huntsman [50] (3058u-c)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  17
  Hellion [30] (3067)*
  Phantom [40] (3055u)*
  linebacker [65] (3055u)*
  blood asp [90] (3060)*
  18
  kit Fox [30] (3050u-c)*
  Huntsman [50] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  Turkina [95] (3058u-c)*
  19
  arctic cheetah [30] (3058u-c)*
  crimson langur [50] (3067)*
  Timber Wolf [75] (3050u-c)*
  savage coyote [85] (3067)*
  20
  Fire Moth [20] (3050u-c)*
  Pouncer [40] (3055u)*
  night Gyr [75] (3058u-c)*
  Dire Wolf [100] (3050u-c)*
  21
  arctic cheetah [30] (3058u-c)*
  battle cobra [40] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  22
  Fire Falcon [25] (3058u-c)*
  septicemia [55] (Wors)*
  night Gyr [75] (3058u-c)*
  Turkina [95] (3058u-c)*
  Clan Coyote 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  Mon-66b Mongoose [25] (3075) 
  conjurer [50] (3055u) 
  Fls-8k Flashman [75] (3050u-c) 
  Phoenix Hawk IIc [80] (3085-PP) 
  3
  THe-nb Thorn [20] (klondike) 
  Griffin IIc [40] (3085-PP) 
  Glass spider [60] (3055u) 
  naga [80] (3055u)* 
  4
  Incubus [30] (3055u) 
  crb-27b crab [50] (3075) 
  orion IIc [75] (3060) 
  crk-5003-1b crockett [85] (klondike) 
  5
  locust IIc 4 (25) (3085-PP) 
  lobo [40] (3060) 
  rifleman IIc [65] (3085-PP) 
  naga [80] (3055u)* 
  6
  Icestorm [25] (3060) 
  lobo [40] (3060) 
  orion IIc [75] (3060) 
  Warhammer IIc [80] (3085-PP) 
  7
  Jenner IIc [35] (3055u) 
  shadow Hawk IIc [45] (3085-PP) 
  Glass spider 2 [60] (3055u) 
  supernova [90] (3058u-c) 
  8
  locust IIc 4 (25) (3085-PP) 
  Griffin IIc 2 [40] (3085-PP) 
  bl-6b-knT black knight [75] (3050u-c) 
  THG-11eb Thug [80] (3075) 
  9
  Icestorm [25] (3060) 
  shadow Hawk IIc [45] (3085-PP) 
  rifleman IIc [65] (3085-PP) 
  Marauder IIc [85] (3085-PP) 
  10
  locust IIc 5 (25) (3085-PP) 
  Griffin IIc 2 [40] (3085-PP) 
  Glass spider 2 [60] (3055u) 
  kGc-000b king crab [100] (3075) 
  11
  adder [35] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)*
  supernova [90] (3058u-c) 
  12
  Fire Moth [20] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  13
  kit Fox [30] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)* 
  Dire Wolf [100] (3050u-c)* 
  14
  adder [35] (3050u-c)* 
  Phantom [40] (3055u)* 
  summoner [70] (3050u-c)* 
  Gargoyle [80] (3050u-c)* 
  15
  adder [35] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Dire Wolf [100] (3050u-c)* 
  16
  Mist lynx [25] (3050u-c)* 
  stormcrow [55] (3050u-c)* 
  linebacker [65] (3055u)* 
  Gargoyle [80] (3050u-c)* 
  17
  adder [35] (3050u-c)* 
  Ice Ferret [45] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Dire Wolf [100] (3050u-c)* 
  18
  kit Fox [30] (3050u-c)* 
  nova [50] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  19
  adder [35] (3050u-c)* 
  Pouncer [40] (3055u)* 
  linebacker [65] (3055u)* 
  Dire Wolf [100] (3050u-c)* 
  20
  Mist lynx [25] (3050u-c)* 
  Phantom [40] (3055u)* 
  linebacker [65] (3055u)* 
  kingfisher [90] (3058u-c)* 
  21
  kit Fox [30] (3050u-c)* 
  Viper [40] (3050u-c)* 
  Timber Wolf [75] (3050u-c)* 
  Warhawk [85] (3050u-c)* 
  22
  arctic cheetah [30] (3058u-c)*
  shadow cat [45] (3058u-c)* 
  Mad Dog [60] (3050u-c)* 
  Dire Wolf [100] (3050u-c)*
  
  34
  random assignmenT TaBLes
  CLAN BATTLEMECHS - 3085
  Clan Star Adder 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  locust IIc (25) (3085-PP)
  shadow Hawk IIc 3 [45] (3085-PP)
  rifleman IIc 6 [65] (3085-PP)
  bane 3 [100] (3055u)
  3
  locust IIc (25) (3085-PP) 3
  Great Wyrm [45] (3060)
  Grizzly [70] (3058u-c)
  blood kite [85] (3067)
  4
  Jenner IIc [35] (3055u)
  Griffin IIc 4 [40] (3085-PP)
  Hellfire [60] (3067)
  Marauder IIc 3 [85] (3085-PP)
  5
  Horned owl [35] (3055u)
  Hunchback IIc 2 [50] (3058u-c)
  Glass spider 3 [60] (3055u)
  Marauder IIc 2 [85] (3085-PP)
  6
  Jenner IIc [35] (3055u) 2
  shadow Hawk IIc 2 [45] (3085-PP)
  burrock [75] (3067)
  Warhammer IIc 2 [80] (3085-PP)
  7
  Incubus [30] (3055u)
  conjurer [50] (3055u)
  Hellfire 2 [60] (3067)
  Highlander IIc [90] (3060)
  8
  Horned owl [35] (3055u) 2
  Wyvern IIc [45] (3060)
  Glass spider 2 [60] (3055u)
  Warhammer IIc 3 [80] (3085-PP)
  9
  Howler [20] (3055u)
  Vapor eagle [55] (3055u)
  black Python [75] (3055u)
  Phoenix Hawk IIc 5 [80] (3085-PP)
  10
  crimson Hawk 3 [25] (3075)
  Griffin IIc 3 [40] (3085-PP)
  Guillotine IIc [70] (3060)
  kodiak 3 [100] (3058u-c)
  11
  Howler [20] (3055u)
  clint IIc [40] (3060)
  Hellfire 2 [60] (3067)
  bane 4 [100] (3055u)
  12
  adder [35] (3050u-c)*
  Pouncer [40] (3055u)*
  ebon Jaguar [65] (3058u-c)*
  blood asp [90] (3060)*
  13
  Mist lynx [25] (3050u-c)*
  stooping Hawk [55] (3060)*
  Mad Dog [60] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  14
  kit Fox [30] (3050u-c)*
  battle cobra [40] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  kingfisher [90] (3058u-c)*
  15
  Hellion [30] (3067)*
  Grendel [45] (3058u-c)*
  Mad Dog [60] (3050u-c)*
  blood asp [90] (3060)*
  16
  adder [35] (3050u-c)*
  Pouncer [40] (3055u)*
  Timber Wolf [75] (3050u-c)*
  Warhawk [85] (3050u-c)*
  17
  Mist lynx [25] (3050u-c)*
  Grendel [45] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  blood asp [90] (3060)*
  18
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  executioner [95] (3050u-c)*
  19
  kit Fox [30] (3050u-c)*
  Pouncer [40] (3055u)*
  night Gyr [75] (3058u-c)*
  Warhawk [85] (3050u-c)*
  20
  kit Fox [30] (3050u-c)*
  Viper [40] (3050u-c)*
  nova cat [70] (3060)*
  Dire Wolf [100] (3050u-c)*
  21
  adder [35] (3050u-c)*
  crimson langur [50] (3067)*
  night Gyr [75] (3058u-c)*
  savage coyote [85] (3067)*
  22
  Fire Moth [20] (3050u-c)*
  septicemia [55] (Wors)*
  ebon Jaguar [65] (3058u-c)*
  Gargoyle [80] (3050u-c)*
  Clan Stone Lion 
  2D6
  Light
  Medium
  Heavy
  Assault 
  2
  commando IIc [25] (3060)
  Great Wyrm [45] (3060)
  Thresher [60] (3058u-c)
  Mad cat Mk. II (3067)
  3
  urbanMech IIc [30] (3060)
  corvis [40] (3060)
  Grizzly [70] (3058u-c)
  Warhammer IIc [80] (3085-PP)
  4
  Piranha [25] (3058u-c)
  shadow Hawk IIc [45] (3085-PP)
  Glass spider [60] (3055u)
  Thunder stallion 3 [85] (3060)
  5
  locust IIc (25) (3085-PP)
  corvis [40] (3060)
  rifleman IIc [65] (3085-PP)
  stone rhino 3 [100] (3055u)
  6
  Jenner IIc [35] (3055u)
  Griffin IIc [40] (3085-PP)
  Guillotine IIc [70] (3060)
  blood kite [85] (3067)
  7
  Incubus [30] (3055u)
  corvis 2 [40] (3060)
  Ha otoko [65] (3060)
  Thunder stallion 2 [85] (3060)
  8
  urbanMech IIc [30] (3060)
  conjurer [50] (3055u)
  bowman [70] (3067) 2
  bane 3 [100] (3055u)
  9
  Horned owl [35] (3055u)
  Vapor eagle [55] (3055u)
  black Python [75] (3055u)
  Marauder IIc 4 [85] (3085-PP)
  10
  crimson Hawk 2 [25] (3075)
  Hunchback IIc 2 [50] (3058u-c)
  Grizzly [70] (3058u-c)
  Thunder stallion [85] (3060)
  11
  solitaire [25] (3067)
  Hunchback IIc 3 [50] (3058u-c)
  Glass spider 2 [60] (3055u)
  stone rhino 2 [100] (3055u)
  12
  Mist lynx [25] (3050u-c)*
  battle cobra [40] (3058u-c)*
  summoner [70] (3050u-c)*
  kingfisher [90] (3058u-c)*
  13
  kit Fox [30] (3050u-c)*
  Ice Ferret [45] (3050u-c)*
  nova cat [70] (3060)*
  Warhawk [85] (3050u-c)*
  14
  adder [35] (3050u-c)*
  stormcrow [55] (3050u-c)*
  crossbow [65] (3058u-c)*
  blood asp [90] (3060)*
  15
  kit Fox [30] (3050u-c)*
  stooping Hawk [55] (3060)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  16
  Mist lynx [25] (3050u-c)*
  Viper [40] (3050u-c)*
  Mad Dog [60] (3050u-c)*
  kingfisher [90] (3058u-c)*
  17
  arctic cheetah [30] (3058u-c)*
  stooping Hawk [55] (3060)*
  summoner [70] (3050u-c)*
  Gargoyle [80] (3050u-c)*
  18
  Hellion [30] (3067)*
  Viper [40] (3050u-c)*
  Timber Wolf [75] (3050u-c)*
  Dire Wolf [100] (3050u-c)*
  19
  adder [35] (3050u-c)*
  crimson langur [50] (3067)*
  linebacker [65] (3055u)*
  Turkina [95] (3058u-c)*
  20
  Mist lynx [25] (3050u-c)*
  Phantom [40] (3055u)*
  summoner [70] (3050u-c)*
  Warhawk [85] (3050u-c)*
  21
  Fire Falcon [25] (3058u-c)*
  Grendel [45] (3058u-c)*
  ebon Jaguar [65] (3058u-c)*
  Turkina [95] (3058u-c)*
  22
  Fire Moth [20] (3050u-c)*
  septicemia [55] (Wors)*
  Timber Wolf [75] (3050u-c)*
  executioner [95] (3050u-c)*
  
  35
  random assignmenT TaBLes
  CLAN Infantry - 3072
  2D6
  Blood Spirit
  Cloud Cobra
  Coyote
  Diamond Shark 
  2
  Gnome (3058u-c)
  sylph (3058u-c)
  Gnome (3058u-c)
  undine (3058u-c)
  3
  clan assault Infantry (3085)
  clan assault Infantry (3085)
  elemental (3058u-c)*
  undine (3058u-c)
  4
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  5
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  6
  elemental (3058u-c)*
  clan space Marine (3085)
  salamander (3058u-c)
  clan Medium “rabid” (3075)
  7
  elemental (3058u-c)*
  sylph (3058u-c)
  salamander (3058u-c)
  clan Medium “rabid” (3075)
  8
  sylph (3058u-c)
  elemental (space) (3058u-c)
  elemental (3058u-c)*
  clan Medium “rabid” (3075)
  9
  salamander (3058u-c)
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  10
  salamander (3058u-c)
  corona (3075)
  elemental (3058u-c)*
  elemental (space) (3058u-c)
  11
  elemental (3058u-c)*
  sylph (upgrade) (3058u-c)
  elemental (3058u-c)*
  elemental (3058u-c)*
  12
  Gnome (3058u-c)
  sylph (upgrade) (3058u-c)
  Gnome (3058u-c)
  elemental (3058u-c)*
  13
  elemental (3058u-c)*
  corona (3075)
  elemental (3058u-c)*
  elemental (3058u-c)*
  14
  elemental (3058u-c)*
  sylph (3058u-c)
  elemental (3058u-c)*
  salamander (3058u-c)
  15
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  Gnome (3058u-c)
  16
  sylph (3058u-c)
  elemental (3058u-c)*
  Gnome (3058u-c)
  Gnome (3058u-c)
  17
  corona (3075)
  salamander (3058u-c)
  corona (3075)
  Golem (3075)
  2D6
  Fire Mandrill
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses 
  2
  clan assault Infantry (3085)
  clan Medium “bär” (3075)
  undine (3058u-c)
  Gnome (upgrade) (3058u-c)
  3
  elemental (3058u-c)*
  kobold (3075)
  salamander (3058u-c)
  clan Foot Infantry (3085)
  4
  elemental (3058u-c)*
  kobold (3075)
  elemental (3058u-c)*
  elemental (3058u-c)*
  5
  elemental (3058u-c)*
  clan Medium “rabid” (3075)
  elemental (space) (3058u-c)
  elemental (3058u-c)*
  6
  clan assault Infantry (3085)
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan Heavy Jump Infantry (3085)
  7
  salamander (3058u-c)
  elemental (3058u-c)*
  undine (upgrade) (3058u-c)
  Gnome (3058u-c)
  8
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  9
  elemental (3058u-c)*
  elemental (3058u-c)*
  salamander (laser) (3058u-c)
  salamander (3058u-c)
  10
  Gnome (3058u-c)
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan Heavy Jump Infantry (3085)
  11
  salamander (3058u-c)
  elemental (3058u-c)*
  undine (upgrade) (3058u-c)
  Gnome (3058u-c)
  12
  salamander (3058u-c)
  Golem (3075)
  undine (upgrade) (3058u-c)
  Gnome (upgrade) (3058u-c)
  13
  elemental (3058u-c)*
  Golem (3075)
  elemental (3058u-c)*
  Gnome (3058u-c)
  14
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  15
  elemental (3058u-c)*
  elemental (Headhunter) (3058u-c)
  salamander (3058u-c)
  Golem (3075)
  16
  elemental (3058u-c)*
  Gnome (3058u-c)
  Gnome (3058u-c)
  afreet (3058u-c)
  17
  Gnome (3058u-c)
  Gnome (upgrade) (3058u-c)
  corona (3075)
  clan Heavy Foot Infantry (3085)
  2D6
  Ice Hellion
  Jade Falcon
  Snow Raven
  Star Adder
  2
  clan assault Infantry (3085)
  clan Foot Infantry (3085)
  aerie (3075)
  sylph (3058u-c)
  3
  elemental (3058u-c)*
  elemental (3058u-c)*
  aerie (3075)
  elemental (3058u-c)*
  4
  elemental (3058u-c)*
  elemental (3058u-c)*
  salamander (laser) (3058u-c)
  elemental (3058u-c)*
  5
  elemental (3058u-c)*
  salamander (3058u-c)
  elemental (3058u-c)*
  clan space Marine (3085)
  6
  afreet (3058u-c)
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (space) (3058u-c)
  7
  afreet (3058u-c)
  elemental (3058u-c)*
  elemental (space) (3058u-c)
  corona (3075)
  8
  afreet (3058u-c)
  salamander (3058u-c)
  clan space Marine (3085)
  corona (3075)
  9
  salamander (3058u-c)
  salamander (3058u-c)
  elemental (3058u-c)*
  clan assault Infantry (3085)
  10
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  11
  afreet (3058u-c)
  salamander (anti-Infantry) (3058u-c)
  elemental (space) (3058u-c)
  corona (3075)
  12
  afreet (3058u-c)
  elemental (Fire) (3058u-c)
  sylph (3058u-c)
  corona (3075)
  13
  elemental (3058u-c)*
  afreet (3058u-c)
  salamander (laser) (3058u-c)
  corona (3075)
  14
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  15
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  salamander (3058u-c)
  16
  salamander (3058u-c)
  elemental (3058u-c)*
  afreet (3058u-c)
  Gnome (3058u-c)
  17
  elemental (Headhunter) (3058u-c)
  salamander (anti-Infantry) (3058u-c)
  Golem (3075)
  clan Heavy Foot Infantry (3085)
  
  36
  random assignmenT TaBLes
  CLAN Infantry - 3072
  2D6
  Steel Viper
  Wolf
  Clan Burrock/ 
  Dark Caste/Society
  2
  elemental (3058u-c)*
  undine (3058u-c)
  Gnome (upgrade) (3058u-c)
  3
  elemental (3058u-c)*
  clan Foot Infantry (3085)
  clan assault Infantry (3085)
  4
  elemental (3058u-c)*
  clan Medium “rabid” (3075)
  clan Foot Infantry (3085)
  5
  clan Foot Infantry (3085)
  clan Medium “rabid” (3075)
  clan Motorized Infantry (3085)
  6
  elemental (3058u-c)*
  salamander (3058u-c)
  clan Motorized Infantry (3085)
  7
  clan assault Infantry (3085)
  elemental (3058u-c)*
  clan Motorized Infantry (3085)
  8
  elemental (3058u-c)*
  undine (upgrade) (3058u-c)
  clan Motorized Infantry (3085)
  9
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan Foot Infantry (3085)
  10
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan Heavy Foot Infantry (3085)
  11
  clan space Marine (3085)
  salamander (laser) (3058u-c)
  clan Heavy Foot Infantry (3085)
  12
  corona (3075)
  Gnome (3058u-c)
  clan assault Infantry (3085)
  13
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (Headhunter) (3058u-c)
  14
  elemental (3058u-c)*
  elemental (3058u-c)*
  salamander (3058u-c) 
  15
  elemental (3058u-c)*
  elemental (3058u-c)*
  —
  16
  elemental (3058u-c)*
  elemental (Headhunter) (3058u-c)
  —
  17
  clan Heavy Foot Infantry (3085)
  elemental (Headhunter) (3058u-c)
  —
  CLAN Infantry - 3085
  2D6
  Cloud Cobra
  Coyote
  Star Adder
  Stone Lion
  2
  sylph (3058u-c)
  Gnome (3058u-c)
  afreet (3058u-c)
  Gnome (upgrade) (3058u-c)
  3
  salamander (3058u-c)
  afreet (3058u-c)
  undine (3058u-c)
  clan Foot Infantry (3085)
  4
  aerie (3075)
  afreet (3058u-c)
  elemental (3058u-c)*
  corona (3075)
  5
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan space Marine (3085)
  elemental (3058u-c)*
  6
  sylph (3058u-c)
  salamander (3058u-c)
  elemental (space) (3058u-c)
  clan Heavy Jump Infantry (3085)
  7
  sylph (3058u-c)
  salamander (3058u-c)
  sylph (3058u-c)
  Gnome (3058u-c)
  8
  elemental (space) (3058u-c)
  elemental (3058u-c)*
  corona (3075)
  elemental (3058u-c)*
  9
  elemental (3058u-c)*
  elemental (3058u-c)*
  clan assault Infantry (3085)
  salamander (3058u-c)
  10
  corona (3075)
  elemental (3058u-c)*
  Gnome (3058u-c)
  clan Heavy Jump Infantry (3085)
  11
  sylph (upgrade) (3058u-c)
  elemental (3058u-c)*
  corona (3075)
  Gnome (3058u-c)
  12
  corona (3075)
  Gnome (3058u-c)
  corona (3075)
  Gnome (upgrade) (3058u-c)
  13
  corona (3075)
  elemental (3058u-c)*
  elemental (3058u-c)*
  elemental (3058u-c)*
  14
  sylph (3058u-c)
  undine (3058u-c)
  elemental (3058u-c)*
  Golem (3075)
  15
  elemental (3058u-c)*
  aerie (3075)
  salamander (3058u-c)
  aerie (3075)
  16
  afreet (3058u-c)
  Gnome (3058u-c)
  Golem (3075)
  afreet (3058u-c)
  17
  salamander (3058u-c)
  corona (3075)
  clan Heavy Foot Infantry (3085)
  clan Heavy Foot Infantry (3085)
  
  37
  random assignmenT TaBLes
  CLAN ProtoMECHS - 3072
  2D6
  Blood Spirit
  Cloud Cobra
  Coyote
  Fire Mandrill 
  Goliath Scorpion
  Hell’s Horses
  2
  Hydra [6] (3060)
  siren 3 [3] (3060)
  boggart [13] (Wor)
  Harpy [2] (3060)
  orc 2 [4] (3075)
  centaur 2 [5] (3060)
  3
  cecerops 3 [3] (3075)
  siren 2 [3] (3060)
  sprite 2 [15] (Wors)
  Harpy 3 [2] (3060)
  Minotaur 2 [9] (3060)
  Harpy [2] (3060)
  4
  cecerops 2 [3] (3075)
  siren [3] (3060)
  Procyon 4 [5] (3075)
  roc 2 [7] (3060)
  satyr [4] (3060)
  Harpy 2 [2] (3060)
  5
  cecerops [3] (3075)
  satyr [4] (3060)
  Procyon 2 [5] (3075)
  centaur 2 [5] (3060)
  satyr 2 [4] (3060)
  roc [7] (3060)
  6
  roc 3 [7] (3060)
  basilisk 2 [7] (3075)
  satyr 2 [4] (3060)
  Hydra [6] (3060)
  satyr [4] (3060)
  Harpy 4 [2] (3060)
  7
  chrysaor [6] (3075)
  basilisk [7] (3075)
  Procyon [5] (3075)
  Hydra 3 [6] (3060)
  Triton [8] (3075)
  orc [4] (3075)
  8
  roc 2 [7] (3060)
  basilisk 2 [7] (3075)
  roc [7] (3060)
  roc 3 [7] (3060)
  roc [7] (3060)
  Hydra 2 [6] (3060)
  9
  Gorgon 3 [8] (3060)
  siren 2 [3] (3060)
  Gorgon 2 [8] (3060)
  roc 2 [7] (3060)
  Minotaur [9] (3060)
  orc 4 [4] (3075)
  10
  Minotaur 4 [9] (3060)
  Minotaur [9] (3060)
  satyr [4] (3060)
  Hydra 3 [6] (3060)
  Triton 2 [8] (3075)
  centaur [5] (3060)
  11
  cecerops [3] (3075)
  satyr 2 [4] (3060)
  roc 2 [7] (3060)
  centaur 3 [5] (3060)
  orc [4] (3075)
  orc 3 [4] (3075)
  12
  Minotaur [9] (3060)
  siren 2 [3] (3060)
  basilisk [7] (Quad) (Wor)
  Minotaur [9] (3060)
  roc 2 [7] (3060)
  Procyon [5] (3075)
  13
  roc 2 [7] (3060)
  satyr [4] (3060)
  Procyon 2 [5] (3075)
  Hydra [6] (3060)
  Triton 3 [8] (3075)
  Minotaur 2 [9] (3060)
  14
  chrysaor [6] (3075)
  basilisk 2 [7] (3075)
  roc [7] (3060)
  Gorgon [8] (3060)
  roc [7] (3060)
  orc 2 [4] (3075)
  15
  Hydra 4 [6] (3060)
  Minotaur [9] (3060)
  Procyon [5] (3075)
  Hydra 3 [6] (3060)
  Minotaur [9] (3060)
  orc [4] (3075)
  16
  Delphyne [9] (3075)
  basilisk [7] (3075)
  roc 2 [7] (3060)
  Gorgon 2 [8] (3060)
  Triton [8] (3075)
  Minotaur [9] (3060)
  17
  Delphyne 2 [9] (3075)
  Minotaur [9] (3060)
  Procyon [5] (3075)
  Delphyne [9] (3075)
  Minotaur [9] (3060)
  Hydra [6] (3060)
  18
  chrysaor 2 [6] (3075)
  basilisk [7] (3075)
  Procyon 3 [5] (3075)
  Delphyne 2 [9] (3075)
  Triton 2 [8] (3075)
  Hydra 2 [6] (3060)
  19
  roc [7] (3060)
  Minotaur [9] (3060)
  Delphyne 3 [9] (3075)
  Gorgon [8] (3060)
  Triton 4 [8] (3075)
  orc 3 [4] (3075)
  20
  sprite [15] (Wor)
  basilisk 3 [7] (3075)
  boggart 2 [13] (Wors)
  roc 3 [7] (3060)
  Delphyne 2 [9] (3075)
  roc 2 [7] (3060)
  21
  Minotaur [9] (3060)
  basilisk 2 [7] (3075)
  Delphyne [9] (3075)
  Delphyne [9] (3075)
  roc [7] (3060)
  Procyon [5] (3075)
  22
  Procyon [5] (3075)
  basilisk [7] (Quad) (Wor) Hobgoblin 2 [10] (Wors)
  Minotaur [9] (3060)
  Delphyne [9] (3075)
  centaur 2 [5] (3060)
  2D6
  Ice Hellion
  Snow Raven
  Star Adder
  Steel Viper
  Society
  2
  siren [3] (3060)
  roc 3 [7] (3060)
  siren [3] (3060)
  Harpy 2 [2] (3060)
  sprite 3 [15] (Wors)
  3
  siren 2 [3] (3060)
  cecerops 2 [3] (3075)
  Harpy [2] (3060)
  roc 2 [7] (3060)
  erinyes [2] (3075) 
  4
  satyr [4] (3060)
  cecerops [3] (3075)
  siren 2 [3] (3060)
  satyr 2 [4] (3060)
  Procyon Z [5] (Wors)
  5
  siren 3 [3] (3060)
  satyr 4 [4] (3060)
  Harpy 3 [2] (3060)
  centaur 3 [5] (3060)
  erinyes 2 [2] (3075)
  6
  satyr 2 [4] (3060)
  Gorgon 3 [8] (3060)
  Gorgon 3 [8] (3060)
  basilisk 2 [7] (3075)
  Hobgoblin [10] (Wor)
  7
  satyr 3 [4] (3060)
  roc 2 [7] (3060)
  Gorgon 2 [8] (3060)
  roc [7] (3060)
  basilisk [7] (Quad) (Wor)
  8
  satyr 2 [4] (3060)
  chrysaor [6] (3075)
  Minotaur [9] (3060)
  satyr [4] (3060)
  centaur [5] (3060)
  9
  siren 3 [3] (3060)
  satyr 2 [4] (3060) 
  siren 3 [3] (3060)
  roc 3 [7] (3060)
  boggart [13] (Wor)
  10
  satyr [4] (3060)
  chrysaor 2 [6] (3075)
  Harpy 3 [2] (3060)
  roc 2 [7] (3060)
  Gorgon [8] (3060)
  11
  siren 2 [3] (3060)
  roc 4 [7] (3060)
  Minotaur 2 [9] (3060)
  Gorgon 2 [8] (3060)
  centaur Z [5] (Wors)
  12
  siren 4 [3] (3060)
  centaur 3 [5] (3060)
  Minotaur [9] (3060)
  basilisk [7] (3075)
  Procyon 3 [5] (3075)
  13
  satyr [4] (3060)
  cecerops [3] (3075)
  siren 3 [3] (3060)
  satyr [4] (3060)
  Hobgoblin [10] (Wor)
  14
  siren 3 [3] (3060)
  Gorgon [8] (3060)
  Gorgon 4 [8] (3060)
  roc 2 [7] (3060)
  boggart 2 [13] (Wors)
  15
  satyr 3 [4] (3060)
  Delphyne [9] (3075)
  Gorgon 2 [8] (3060)
  roc [7] (3060)
  basilisk 2 [7] (Quad) (Wors)
  16
  satyr 2 [4] (3060)
  chrysaor [6] (3075)
  Gorgon 3 [8] (3060)
  basilisk [7] (3075)
  Minotaur Z [9] (Wors)
  17
  satyr 3 [4] (3060)
  roc 2 [7] (3060)
  Gorgon 2 [8] (3060)
  roc [7] (3060)
  sprite [15] (Wor)
  18
  satyr 4 [4] (3060)
  Gorgon 3 [8] (3060)
  basilisk [7] (3075)
  roc 3 [7] (3060)
  Hobgoblin 2 [10] (Wors)
  19
  siren 5 [3] (3060)
  satyr [4] (3060)
  Minotaur [9] (3060)
  Gorgon 2 [8] (3060)
  basilisk [7] (3075)
  20
  Minotaur [9] (3060)
  chrysaor 2 [6] (3075)
  chrysaor [6] (3075)
  Minotaur [9] (3060)
  roc [7] (3060) 2
  21
  Gorgon 2 [8] (3060)
  satyr [4] (3060)
  Delphyne [9] (3075)
  Minotaur [9] (3060)
  roc Z [7] (Wors)
  22
  centaur 3 [5] (3060)
  roc [7] (3060)
  chrysaor 2 [6] (3075)
  Minotaur [9] (3060)
  sprite 2 [15] (Wors)
  
  38
  random assignmenT TaBLes
  CLAN ProtoMECHS - 3085
  2D6
  Cloud Cobra
  Star Adder
  Stone Lion
  2
  Hydra [6] (3060)
  Hobgoblin [10] (Wor)
  centaur 2 [5] (3060)
  3
  siren 2 [3] (3060)
  Harpy [2] (3060)
  Harpy [2] (3060)
  4
  siren [3] (3060)
  siren 2 [3] (3060)
  satyr [4] (3060)
  5
  satyr [4] (3060)
  Harpy 3 [2] (3060)
  roc [7] (3060)
  6
  basilisk 2 [7] (3075)
  Gorgon 3 [8] (3060)
  Harpy 4 [2] (3060)
  7
  basilisk [7] (3075)
  Gorgon 2 [8] (3060)
  orc [4] (3075)
  2
  Hydra [6] (3060)
  Delphyne [9] (3075)
  Hydra 2 [6] (3060)
  9
  siren 2 [3] (3060)
  siren 3 [3] (3060)
  orc 4 [4] (3075)
  10
  Minotaur [9] (3060)
  cecerops [3] (3075)
  centaur [5] (3060)
  11
  cecerops [3] (3075)
  Minotaur 2 [9] (3060)
  orc 3 [4] (3075)
  12
  Minotaur [9] (3060)
  Minotaur [9] (3060)
  Minotaur [9] (3060)
  13
  satyr [4] (3060)
  basilisk 2 [7] (3075)
  Minotaur 2 [9] (3060)
  14
  basilisk 2 [7] (3075)
  Gorgon 4 [8] (3060)
  orc 2 [4] (3075)
  15
  Hydra 4 [6] (3060)
  chrysaor [6] (3075) 
  orc [4] (3075)
  16
  Delphyne [9] (3075)
  siren 3 [3] (3060)
  Minotaur [9] (3060)
  17
  Minotaur [9] (3060)
  Gorgon 2 [8] (3060)
  Hobgoblin [10] (Wor)
  18
  basilisk [7] (3075)
  Gorgon 3 [8] (3060)
  Hydra 2 [6] (3060)
  19
  Minotaur [9] (3060)
  sprite [15] (Wor)
  Harpy [2] (3060)
  20
  sprite [15] (Wor)
  Delphyne [9] (3075)
  Hobgoblin [10] (Wor)
  21
  basilisk 2 [7] (3075)
  Minotaur [9] (3060)
  Procyon [5] (3075)
  22
  Hobgoblin [10] (Wor)
  chrysaor 2 [6] (3075)
  sprite [15] (Wor) 
  CLAN Vehicles 3072 & 3085
  2D6
  Cloud Cobra
  Coyote
  Star Adder
  Stone Lion
  2
  shamash reconnaissance Vehicle 
  (standard) [11] (3060)
  Zephyr Hovertank 
  (royal) [40] (3075)
  Demon Tank 
  (royal) [60] (3075)
  Morrigu Fire support Vehicle 
  (laser) [80] (3067)
  3
  asshur 
  (Proto ac) [20] (3060)
  enyo strike Tank 
  (standard) [55] (3067)
  Von luckner Heavy Tank 
  (royal) [75] (klondike)
  Morrigu Fire support Vehicle 
  (standard) [80] (3067)
  4
  Indra Infantry Transport 
  (standard) [35] (3060)
  Hachiman Fire support Tank 
  (standard) [50] (3060)
  burke Defense Tank 
  (royal) [75] (klondike)
  Huitzilopochtli assault Tank "Huey" 
  (standard) [85] (3060)
  5
  Mithras light Tank 
  (erll) [25] (3060)
  ares Medium Tank  
  (standard) [40] (3060)
  Ishtar Heavy Fire support Tank  
  (Gauss) [65] (3060)
  alacorn Heavy Tank Mk VI  
  [95] (3050u-c)
  6
  Zorya light Tank (standard) [35] (3060)
  bellona Hover Tank (laser) [45] (3075)
  oro Heavy Tank (standard) [60] (3060)
  Mars assault Vehicle (HaG) [100] (3060)
  7
  svantovit Infantry Fighting Vehicle  
  (aTM) [35] (3060)
  ku Wheeled assault Tank  
  (standard) [50] (3060)
  athena combat Vehicle  
  (standard) [75] (3060)
  Mars assault Vehicle  
  (standard) [100] (3060)
  8
  svantovit Infantry Fighting Vehicle 
  (standard) [35] (3060)
  ares Medium Tank  
  (Plasma) [40] (3060)
  oro Heavy Tank 
  (standard) [60] (3060)
  Mars assault Vehicle  
  (Xl) [100] (3060)
  9
  svantovit Infantry Fighting Vehicle  
  (omni) [35] (3060)*
  bellona Hover Tank 
  (standard) [45] (3060)
  Ishtar Heavy Fire support Tank  
  (Gauss) [65] (3060)
  Mars assault Vehicle 
  (standard) [100] (3060)
  10
  Donar assault Helicopter 
  (standard) [21] (3060)
  Maxim Heavy Hover Transport  
  (clan) [50] (3058u-I)
  athena combat Vehicle 
  (standard) [75] (3060)
  Mars assault Vehicle  
  (aTM) [100] (3060)
  11
  anhur Transport  
  (ba) [30] (3060)
  bellona Hover Tank  
  (laser) [45] (3060)
  Ishtar Heavy Fire support Tank 
  (standard) [65] (3060)
  Fury command Tank  
  (royal) [80] (3075)
  12
  odin scout Tank 
  (standard) [20] (3060)
  Tyr Infantry support Tank 
  (standard) [45] (3067)
  athena combat Vehicle  
  (HaG) [75] (3060)
  Huitzilopochtli assault Tank "Huey"  
  (aaa) [85] (3060)
  13
  lightning attack Hovercraft  
  (royal) [35] (3075)
  Thor artillery Vehicle  
  (clan) [55] (3050u-c)
  Padilla Heavy artillery Tank 
  (standard) [75] (3058u-c)
  carnivore assault Tank  
  (second line) [80] (3085)
  14
  Gabriel reconnaissance Hovercraft 
  (standard) [5] (3050u-c)
  epona Pursuit Tank  
  (omni) [50] (3060)*
  Ishtar Heavy Fire support Tank  
  (Gauss) [65] (3060)
  alacorn Heavy Tank Mk VI  
  [95] (3050u-c)
  15
  balac strike VTol  
  (lrM) [25] (3085)
  Zephyr Hovertank  
  (royal) [40] (3075)
  oro Heavy Tank  
  (HaG) [60] (3060)
  Mars assault Vehicle 
  (standard) [100] (3060)
  16
  Zephyros Infantry support Vehicle 
  (standard) [25] (3085)
  Tyr Infantry support Tank 
  (standard) [45] (3067)
  athena combat Vehicle  
  (HaG) [75] (3060)
  Mars assault Vehicle  
  (aTM) [100] (3060)
  17
  Hephaestus scout Tank  
  (omni) [35] (Prototypes)*
  epona Pursuit Tank  
  (omni) [50] (3060)*
  athena combat Vehicle  
  (HaG) [75] (3060)
  Heimdall Ground Monitor Tank  
  (omni)* [95] (3067)
  
  39
  random assignmenT TaBLes
  CLAN Aerospace  - 3072
  2D6
  Light
  Medium
  Heavy
  DropShip
  Society/Dark Caste
  2
  swift c [25] (3050u-c)
  csr-V12b corsair [50] (klondike)
  chippewa IIc [90] (Golden)
  confederate (clan) (Tr3057)
  aHb-443b ahab [90] (3075)
  3
  sPD-503 spad [30] (3075)
  Tyre 2 [55] (3067)
  HMr-HDb Hammerhead [75] 
  (3075)
  arcadia (3067)
  HMr-HDb Hammerhead 
  [75] (3075)
  4
  Trn-3Tb Trident [20] (3075)
  lTG-G15b lightning 
  [50] (klondike)
  aHb-443b ahab [90] (3075)
  overlord-c (Tr3057)
  sPD-503 spad [30] (3075)
  5
  rGu-133eb rogue [40] (3075)
  ammon [65] (3067)
  Hydaspes [95] (3067)
  sassanid (3057) (Tr3057)
  rGu-133eb rogue [40] (3075)
  6
  Zro-116b Zero [35] (klondike) HcT-213c Hellcat II [50] (3075)
  Xerxes [85] (3067)
  union-c (Tr3057)
  Zro-116b Zero [35] (klondike)
  7
  Tomahawk c [45] (3050u-c) Irn-sD1b Ironsides [65] (3075)
  HMr-HDb Hammerhead 
  [75] (3075)
  Mercer (3067)
  lTG-G15b lightning 
  [50] (klondike)
  8
  chaeronea [25] (3067)
  Tyre [55] (3067)
  aHb-443b ahab [90] (3075)
  overlord-c (Tr3057)
  Irn-sD1b Ironsides [65] (3075)
  9
  Issus [40] (3067)*
  GTHa-500b Gotha [60] (3075)
  rPr-200 rapier 
  [85] (3050u-c)
  lion (clan) (Tr3057)
  Issus [40] (3067)*
  10
  swift c [25] (3050u-c)
  ammon [65] (3067)
  Hydaspes [95] (3067)
  Miraborg (Tr3057)
  GTHa-500b Gotha [60] (3075)
  11
  Issus [40] (3067)*
  Tyre [55] (3067)
  Xerxes [85] (3067)
  broadsword (Tr3057)
  Tyre [55] (3067)
  12
  chaeronea [25] (3067)
  ammon [65] (3067)
  sabutai [75] (3055u)*
  achilles (2582) (Tr3057)
  ammon [65] (3067)
  13
  avar [35] (3055u)*
  Jagatai [70] (3055u)*
  Hydaspes [95] (3067)
  carrier (Tr3057)
  Jagatai [70] (3055u)*
  14
  bashkir [20] (3055u)*
  Jagatai [70] (3055u)*
  kirghiz [100] (3055u)*
  Miraborg (Tr3057)
  Vandal [30] (3055u)*
  15
  sulla [45] (3055u)*
  Turk [50] (3055u)*
  Jengiz [80] (3055u)*
  Mercer (3067)
  sulla [45] (3055u)*
  16
  batu [40] (3055u)*
  Visigoth [60] (3055u)*
  kirghiz [100] (3055u)*
  sassanid (Tr3057)
  chaeronea [25] (3067)
  17
  bashkir [20] (3055u)*
  ammon [65] (3067)
  Hydaspes 2 [95] (3067)
  carrier (Tr3057)
  batu [40] (3055u)*
  18
  Vandal [30] (3055u)*
  Visigoth [60] (3055u)*
  scytha [90] (3055u)*
  noruff (Tr3057)
  bashkir [20] (3055u)*
  19
  avar [35] (3055u)*
  Jagatai [70] (3055u)*
  Xerxes [85] (3067)
  arcadia (3067)
  avar [35] (3055u)*
  20
  Vandal [30] (3055u)*
  Turk [50] (3055u)*
  Jengiz [80] (3055u)*
  Titan (clan) (Tr3057)
  sabutai [75] (3055u)*
  21
  batu [40] (3055u)*
  Jagatai [70] (3055u)*
  scytha [90] (3055u)*
  noruff (Tr3057)
  Hydaspes [95] (3067)
  22
  sulla [45] (3055u)*
  Visigoth [60] (3055u)*
  kirghiz [100] (3055u)*
  carrier (Tr3057)
  kirghiz [100] (3055u)*
  CLAN Aerospace  - 3085
  2D6
  Light
  Medium
  Heavy
  DropShip
  2
  swift c [25] (3050u-c)
  csr-V12b corsair [50] (klondike)
  chippewa IIc [90] (Golden)
  confederate (clan) (Tr3057)
  3
  sPD-503 spad [30] (3075)
  Tyre 2 [55] (3067)
  Xerxes [85] (3067)
  arcadia (3067)
  4
  Trn-3Tb Trident [20] (3075)
  lTG-G15b lightning [50] (klondike)
  aHb-443b ahab [90] (3075)
  overlord-c (Tr3057)
  5
  rGu-133eb rogue [40] (3075)
  ammon [65] (3067)
  Hydaspes [95] (3067)
  sassanid (3057) (Tr3057)
  6
  Zro-116b Zero [35] (klondike)
  HcT-213c Hellcat II [50] (3075)
  Xerxes [85] (3067)
  union-c (Tr3057)
  7
  Tomahawk c [45] (3050u-c)
  Irn-sD1b Ironsides [65] (3075)
  HMr-HDb Hammerhead [75] (3075)
  broadsword (Tr3057)
  8
  chaeronea [25] (3067)
  Tyre [55] (3067)
  Hydaspes [95] (3067)
  overlord-c (Tr3057)
  9
  Issus [40] (3067)*
  GTHa-500b Gotha [60] (3075)
  rPr-200 rapier [85] (3050u-c)
  lion (clan) (Tr3057)
  10
  swift c [25] (3050u-c)
  ammon [65] (3067)
  Hydaspes [95] (3067)
  Miraborg (Tr3057)
  11
  Issus [40] (3067)*
  Tyre [55] (3067)
  Xerxes [85] (3067)
  broadsword (Tr3057)
  12
  chaeronea [25] (3067)
  ammon [65] (3067)
  sabutai [75] (3055u)*
  achilles (2582) (Tr3057)
  13
  avar [35] (3055u)*
  Jagatai [70] (3055u)*
  Hydaspes [95] (3067)
  carrier (Tr3057)
  14
  bashkir [20] (3055u)*
  Jagatai [70] (3055u)*
  kirghiz [100] (3055u)*
  Miraborg (Tr3057)
  15
  sulla [45] (3055u)*
  Turk [50] (3055u)*
  Hydaspes [95] (3067)
  Mercer (3067)
  16
  batu [40] (3055u)*
  Tyre [55] (3067)
  Xerxes [85] (3067)
  sassanid (Tr3057)
  17
  bashkir [20] (3055u)*
  ammon [65] (3067)
  Hydaspes 2 [95] (3067)
  carrier (Tr3057)
  18
  Vandal [30] (3055u)*
  Visigoth [60] (3055u)*
  sabutai [75] (3055u)*
  broadsword (Tr3057)
  19
  avar [35] (3055u)*
  Jagatai [70] (3055u)*
  Xerxes [85] (3067)
  arcadia (3067)
  20
  Vandal [30] (3055u)*
  Turk [50] (3055u)*
  Jengiz [80] (3055u)*
  Titan (clan) (Tr3057)
  21
  batu [40] (3055u)*
  Jagatai [70] (3055u)*
  scytha [90] (3055u)*
  noruff (Tr3057)
  22
  sulla [45] (3055u)*
  Turk [50] (3055u)*
  kirghiz [100] (3055u)*
  carrier (Tr3057)
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  CENTAUR Z
  5
  Jihad
  6/9/0
  ER Micro Laser 
  2 [DE] — 
  1 
  2 
  4
  LRM 4 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  — 
  (LRM 4) 10
  Experimental.
  [—/—]
  CENTAUR Z
  5
  Jihad
  6/9/0
  ER Micro Laser 
  2 [DE] — 
  1 
  2 
  4
  LRM 4 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  — 
  (LRM 4) 10
  Experimental.
  [—/—]
  CENTAUR Z
  5
  Jihad
  6/9/0
  ER Micro Laser 
  2 [DE] — 
  1 
  2 
  4
  LRM 4 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  — 
  (LRM 4) 10
  Experimental.
  [—/—]
  CENTAUR Z
  5
  Jihad
  6/9/0
  ER Micro Laser 
  2 [DE] — 
  1 
  2 
  4
  LRM 4 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  — 
  (LRM 4) 10
  Experimental.
  [—/—]
  CENTAUR Z
  5
  Jihad
  6/9/0
  ER Micro Laser 
  2 [DE] — 
  1 
  2 
  4
  LRM 4 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  — 
  (LRM 4) 10
  Experimental.
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  PROCYON Z
  5
  Jihad
  6/9/6
  ER Small Laser 
  5 [DE] — 
  2 
  4 
  6
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  SRM 1 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  (SRM 1) 10
  Experimental.
  [—/—]
  PROCYON Z
  5
  Jihad
  6/9/6
  ER Small Laser 
  5 [DE] — 
  2 
  4 
  6
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  SRM 1 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  (SRM 1) 10
  Experimental.
  [—/—]
  PROCYON Z
  5
  Jihad
  6/9/6
  ER Small Laser 
  5 [DE] — 
  2 
  4 
  6
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  SRM 1 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  (SRM 1) 10
  Experimental.
  [—/—]
  PROCYON Z
  5
  Jihad
  6/9/6
  ER Small Laser 
  5 [DE] — 
  2 
  4 
  6
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  SRM 1 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  (SRM 1) 10
  Experimental.
  [—/—]
  PROCYON Z
  5
  Jihad
  6/9/6
  ER Small Laser 
  5 [DE] — 
  2 
  4 
  6
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  SRM 1 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  (SRM 1) 10
  Experimental.
  [—/—]
  
  TM
  © 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. 
  QUAD PROTOMECH
  RECORD SHEET
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Torso
  Torso
  Torso
  Torso
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  BASILISK
  7
  Jihad
  5/8/0
  SRM 4 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
   (SRM) 4) 10
  Advanced Rules
  BASILISK
  7
  Jihad
  5/8/0
  SRM 4 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
   (SRM) 4) 10
  Advanced Rules
  BASILISK
  7
  Jihad
  5/8/0
  SRM 4 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
   (SRM) 4) 10
  Advanced Rules
  BASILISK
  7
  Jihad
  5/8/0
  SRM 4 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
   (SRM) 4) 10
  Advanced Rules
  BASILISK
  7
  Jihad
  5/8/0
  SRM 4 
  2/Msl. — 
  3 
  6 
  9
   
  [M,C,S]
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
   (SRM) 4) 10
  Advanced Rules
  
  TM
  © 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. 
  QUAD PROTOMECH
  RECORD SHEET
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Torso
  Torso
  Torso
  Torso
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  BASILISK B
  7
  Jihad
  8/12(16)/0
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
  EDP Armor 
  — 
  — 
  — 
  — 
  —
   (SRM) 4) 10
  Experimental.
  Myomer Booster.
  EDP Armor adds Taser 
  (’Mech) effects to Frenzy
  BASILISK B
  7
  Jihad
  8/12(16)/0
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
  EDP Armor 
  — 
  — 
  — 
  — 
  —
   (SRM) 4) 10
  Experimental.
  Myomer Booster.
  EDP Armor adds Taser 
  (’Mech) effects to Frenzy
  BASILISK B
  7
  Jihad
  8/12(16)/0
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
  EDP Armor 
  — 
  — 
  — 
  — 
  —
   (SRM) 4) 10
  Experimental.
  Myomer Booster.
  EDP Armor adds Taser 
  (’Mech) effects to Frenzy
  BASILISK B
  7
  Jihad
  8/12(16)/0
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
  EDP Armor 
  — 
  — 
  — 
  — 
  —
   (SRM) 4) 10
  Experimental.
  Myomer Booster.
  EDP Armor adds Taser 
  (’Mech) effects to Frenzy
  BASILISK B
  7
  Jihad
  8/12(16)/0
  Melee Weapons 
  +2 [P] — 
  — 
  — 
  —
  EDP Armor 
  — 
  — 
  — 
  — 
  —
   (SRM) 4) 10
  Experimental.
  Myomer Booster.
  EDP Armor adds Taser 
  (’Mech) effects to Frenzy
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  ROC Z
  7
  Jihad
  5/8/5
  Medium Chemical 
  5 [DE] — 
  3 
  6 
  9
  Laser 
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  (Med. Chemical Laser) 30
  Experimental.
  [—/—]
  ROC Z
  7
  Jihad
  5/8/5
  Medium Chemical 
  5 [DE] — 
  3 
  6 
  9
  Laser 
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  (Med. Chemical Laser) 30
  Experimental.
  [—/—]
  ROC Z
  7
  Jihad
  5/8/5
  Medium Chemical 
  5 [DE] — 
  3 
  6 
  9
  Laser 
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  (Med. Chemical Laser) 30
  Experimental.
  [—/—]
  ROC Z
  7
  Jihad
  5/8/5
  Medium Chemical 
  5 [DE] — 
  3 
  6 
  9
  Laser 
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  (Med. Chemical Laser) 30
  Experimental.
  [—/—]
  ROC Z
  7
  Jihad
  5/8/5
  Medium Chemical 
  5 [DE] — 
  3 
  6 
  9
  Laser 
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  (Med. Chemical Laser) 30
  Experimental.
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  MINOTAUR Z
  9
  Jihad
  3/5/5
  Improved Medium 
  10 [DE] — 
  3 
  6 
  9
  Heavy Laser
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  Experimental.
  [—/—]
  MINOTAUR Z
  9
  Jihad
  3/5/5
  Improved Medium 
  10 [DE] — 
  3 
  6 
  9
  Heavy Laser
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  Experimental.
  [—/—]
  MINOTAUR Z
  9
  Jihad
  3/5/5
  Improved Medium 
  10 [DE] — 
  3 
  6 
  9
  Heavy Laser
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  Experimental.
  [—/—]
  MINOTAUR Z
  9
  Jihad
  3/5/5
  Improved Medium 
  10 [DE] — 
  3 
  6 
  9
  Heavy Laser
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  Experimental.
  [—/—]
  MINOTAUR Z
  9
  Jihad
  3/5/5
  Improved Medium 
  10 [DE] — 
  3 
  6 
  9
  Heavy Laser
  Magnetic Clamps 
  [E] 
  — 
  — 
  — 
  —
  Experimental.
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  HOBGOBLIN
  10
  Jihad
  4/6/0
  Fusalade 
  6 
  4 
  5 
  10 
  15
   
  [M,C,S]
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
   
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 40
  Advanced Rules
  [—/—]
  HOBGOBLIN
  10
  Jihad
  4/6/0
  Fusalade 
  6 
  4 
  5 
  10 
  15
   
  [M,C,S]
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
   
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 40
  Advanced Rules
  [—/—]
  HOBGOBLIN
  10
  Jihad
  4/6/0
  Fusalade 
  6 
  4 
  5 
  10 
  15
   
  [M,C,S]
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
   
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 40
  Advanced Rules
  [—/—]
  HOBGOBLIN
  10
  Jihad
  4/6/0
  Fusalade 
  6 
  4 
  5 
  10 
  15
   
  [M,C,S]
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
   
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 40
  Advanced Rules
  [—/—]
  HOBGOBLIN
  10
  Jihad
  4/6/0
  Fusalade 
  6 
  4 
  5 
  10 
  15
   
  [M,C,S]
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
   
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 40
  Advanced Rules
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  HOBGOBLIN 2
  10
  Jihad
  4/6/0
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 5/5/5/5
  Experimental.
  [—/—]
  HOBGOBLIN 2
  10
  Jihad
  4/6/0
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 5/5/5/5
  Experimental.
  [—/—]
  HOBGOBLIN 2
  10
  Jihad
  4/6/0
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 5/5/5/5
  Experimental.
  [—/—]
  HOBGOBLIN 2
  10
  Jihad
  4/6/0
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 5/5/5/5
  Experimental.
  [—/—]
  HOBGOBLIN 2
  10
  Jihad
  4/6/0
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  AP Gauss Riﬂe 
  2 [DB,X] — 
  3 
  6 
  9
  Magnetic Clamps 
  0 [E] 
  — 
  — 
  — 
  —
  (AP Gauss) 5/5/5/5
  Experimental.
  [—/—]
  
  TM
  © 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. 
  QUAD PROTOMECH
  RECORD SHEET
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Torso
  Torso
  Torso
  Torso
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  BOGGART
  13
  Jihad
  5/8/5
  Plasma Cannon 
  10 
  — 
  6 
  12 
  18
   
  [DE,H,AI]
  (Plasma) 10
  Advanced Rules.
  BOGGART
  13
  Jihad
  5/8/5
  Plasma Cannon 
  10 
  — 
  6 
  12 
  18
   
  [DE,H,AI]
  (Plasma) 10
  Advanced Rules.
  BOGGART
  13
  Jihad
  5/8/5
  Plasma Cannon 
  10 
  — 
  6 
  12 
  18
   
  [DE,H,AI]
  (Plasma) 10
  Advanced Rules.
  BOGGART
  13
  Jihad
  5/8/5
  Plasma Cannon 
  10 
  — 
  6 
  12 
  18
   
  [DE,H,AI]
  (Plasma) 10
  Advanced Rules.
  BOGGART
  13
  Jihad
  5/8/5
  Plasma Cannon 
  10 
  — 
  6 
  12 
  18
   
  [DE,H,AI]
  (Plasma) 10
  Advanced Rules.
  
  TM
  © 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. 
  QUAD PROTOMECH
  RECORD SHEET
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  Walk/Run/Jump
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Torso
  Torso
  Torso
  Torso
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  BOGGART 2
  13
  Jihad
  5/8/7
  Med. Pulse Laser 
  7 [P] 
  — 
  4 
  8 
  12
  Advanced Rules.
  BOGGART 2
  13
  Jihad
  5/8/7
  Med. Pulse Laser 
  7 [P] 
  — 
  4 
  8 
  12
  Advanced Rules.
  BOGGART 2
  13
  Jihad
  5/8/7
  Med. Pulse Laser 
  7 [P] 
  — 
  4 
  8 
  12
  Advanced Rules.
  BOGGART 2
  13
  Jihad
  5/8/7
  Med. Pulse Laser 
  7 [P] 
  — 
  4 
  8 
  12
  Advanced Rules.
  BOGGART 2
  13
  Jihad
  5/8/7
  Med. Pulse Laser 
  7 [P] 
  — 
  4 
  8 
  12
  Advanced Rules.
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  SPRITE
  15
  Jihad
  3/5/5
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  (LRM) 12/12/12/12
  Advanced Rules.
  [—/—]
  SPRITE
  15
  Jihad
  3/5/5
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  (LRM) 12/12/12/12
  Advanced Rules.
  [—/—]
  SPRITE
  15
  Jihad
  3/5/5
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  (LRM) 12/12/12/12
  Advanced Rules.
  [—/—]
  SPRITE
  15
  Jihad
  3/5/5
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  (LRM) 12/12/12/12
  Advanced Rules.
  [—/—]
  SPRITE
  15
  Jihad
  3/5/5
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  LRM 5 
  1/Msl. — 
  7 
  14 
  21
   
  [M,C,S]
  (LRM) 12/12/12/12
  Advanced Rules.
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  SPRITE 2
  15
  Jihad
  3/5/3
  Light TAG 
  0 [S] 
  — 
  3 
  6 
  9
  ER Large Laser 
  10 [DE] — 
  8 
  15 
  25
  Experimental.
  [—/—]
  SPRITE 2
  15
  Jihad
  3/5/3
  Light TAG 
  0 [S] 
  — 
  3 
  6 
  9
  ER Large Laser 
  10 [DE] — 
  8 
  15 
  25
  Experimental.
  [—/—]
  SPRITE 2
  15
  Jihad
  3/5/3
  Light TAG 
  0 [S] 
  — 
  3 
  6 
  9
  ER Large Laser 
  10 [DE] — 
  8 
  15 
  25
  Experimental.
  [—/—]
  SPRITE 2
  15
  Jihad
  3/5/3
  Light TAG 
  0 [S] 
  — 
  3 
  6 
  9
  ER Large Laser 
  10 [DE] — 
  8 
  15 
  25
  Experimental.
  [—/—]
  SPRITE 2
  15
  Jihad
  3/5/3
  Light TAG 
  0 [S] 
  — 
  3 
  6 
  9
  ER Large Laser 
  10 [DE] — 
  8 
  15 
  25
  Experimental.
  [—/—]
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2011 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  Walk/Run/Jump
  [Cruise/Flank]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  SPRITE 3
  15
  Jihad
  3/5/5
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Experimental Rules.
  [—/—]
  SPRITE 3
  15
  Jihad
  3/5/5
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Experimental Rules.
  [—/—]
  SPRITE 3
  15
  Jihad
  3/5/5
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Experimental Rules.
  [—/—]
  SPRITE 3
  15
  Jihad
  3/5/5
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Experimental Rules.
  [—/—]
  SPRITE 3
  15
  Jihad
  3/5/5
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Fusillade 
  2/Msl. 4 
  5 
  10 
  15
   
  [M,C,S]
  Experimental Rules.
  [—/—]
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Modular Armor
  Null-Signature System (IS)
  Laser AMS
  Light TAG
  Modular Armor
  Roll Again
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10 [9]
  15 [14]
  0
  CEPHALUS PRIME
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Modular Armor
  Laser AMS
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Light TAG 
  RT 
  0 
  0 [S] 
  — 
  3 
  6 
  9
  1 
  Laser AMS 
  RT 
  5 
  [PD] 
  — 
  — 
  — 
  —
  1 
  Laser AMS 
  LT 
  5 
  [PD] 
  — 
  — 
  — 
  —
  1 
  Modular Armor 
  RT — 
  10 [E] 
  — 
  — 
  — 
  —
  1 
  Modular Armor 
  CT — 
  10 [E] 
  — 
  — 
  — 
  —
  1 
  Modular Armor 
  LT — 
  10 [E] 
  — 
  — 
  — 
  —
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
   
  Modular Armor reduces Walking MP by 1 and Running 
  MP by 1 and adds +1 to all Piloting Skill target numbers until 
  all modular armor is destroyed.
  Ferro-
  Lamellor
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Jump Jet
  Null-Signature System (IS)
  Jump Jet
  Jump Jet
  Jump Jet
  TAG
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  7
  CEPHALUS A
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Jump Jet
  Jump Jet
  Jump Jet
  Laser AMS
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  TAG 
  RT 
  0 
  0 [S] 
  — 
  5 
  9 
  15
  1 
  Laser AMS 
  LT 
  5 
  [PD] 
  — 
  — 
  — 
  —
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Roll Again
  Null-Signature System (IS)
  BattleMech Taser (IS)
  BattleMech Taser (IS)
  BattleMech Taser (IS)
  Ammo (Taser) 5
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  0
  CEPHALUS B
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Roll Again
  Light TAG
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Light TAG 
  RT 
  0 
  0 [S] 
  — 
  3 
  6 
  9
  1 
  BattleMech Taser RT 
  6 
  1* [DB] 
  — 
  1 
  2 
  4
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  (CASE)
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Roll Again
  Null-Signature System (IS)
  Ammo (Plasma) 10
  Plasma Cannon
  Ammo (Plasma) 10
  Roll Again
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  0
  CEPHALUS C
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Roll Again
  Flamner
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Flamer 
  RT 
  3 2 [DE,H,AI] — 
  1 
  2 
  3
  1 
  Plasma Cannon 
  LT 
  7 
  0*  
  — 
  6 
  12 18
   
   
   
   
  [DE,H,AI]
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  (CASE)
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Roll Again
  Null-Signature System (IS)
  Improved Heavy Large Laser
  Improved Heavy Large Laser
  Improved Heavy Large Laser
  Roll Again
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  0
  CEPHALUS D
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Improved Heavy Small Laser
  Improved Heavy Small Laser
  Improved Heavy Small Laser
  Roll Again
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  3 
  Improved Heavy 
  RT 
  3 
  6 [DE] 
  — 
  1 
  2 
  3
   
  Small Laser
  1 
  Improved Heavy 
  LT 18 16 [DE]  
  — 
  5 
  10 15
   
  Large Laser
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Roll Again
  Null-Signature System (IS)
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  Roll Again
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  0
  CEPHALUS E
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  Roll Again
  Light TAG
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Light TAG 
  RT 
  0 
  0 [S] 
  — 
  1 
  2 
  3
  1 
  ER Large Laser 
  LT 12 10 [DE]  
  — 
  8 
  15 25
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  
  ’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: 
  UMU: 
  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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  XXL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Endo Steel
  Endo Steel
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  Null-Signature System (IS)
  UMU
  Null-Signature System (IS)
  UMU
  UMU
  UMU
  Roll Again
  Endo Steel
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Chameleon LPS (IS)
  10
  15
  7
  CEPHALUS U
  Clan (Mixed Tech)
  (Experimental)
  Jihad
  25
  Null-Signature System (IS)
  UMU
  UMU
  UMU
  LRT 5
  Ammo (LRT 5) 24
  Endo Steel
  Chameleon LPS (IS)
  Chameleon LPS (IS)
  Null-Signature System (IS)
  Null-Signature System (IS)
  Endo Steel
  Endo Steel
  Nova CEWS
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  LRT 5 
  RT 
  2 2/Tpdo. 
  — 
  7 
  14 21
   
   
   
   
  [M,C,S]
  Notes: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System. If playing under Experimental 
  Rules, treat as having Chameleon LPS (IS) and Null-Signature 
  System (IS).
  Ferro-
  Lamellor
  (CASE)
  
  ’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
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (5)
  Left
  Leg
  (5)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (7)
  Left Torso
  (7)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (10)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  iATM 3
  iATM 3
  (CASE)
  (CASE)
  Ammo (iATM 3) 20
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Ferro-Fibrous
  iATM 3
  iATM 3
  Ammo (iATM 3) 20
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  7 [6]
  11 [10]
  6
  MIST LYNX Z
  Clan (Mixed)
  (Experimental)
  Jihad
  25
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Nova CEWS
  Modular Armor
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Lower Arm Actuator
  Hand Actuator
  Active Probe
  1 
  iATM 3 
  RA 2 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 3 
  RA 2 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Active Probe 
  HD 0 
  (E) 
  — 
  — 
  — 
  5
  1 
  Nova CEWS 
  RT 
  2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Modular Armor 
  RT — 
  10 [E] 
  — 
  — 
  — 
  —
  Notes:  Modular Armor reduces Walking MP by 1 and Running
  MP by 1 and adds +1 to all Piloting Skill target numbers until 
  all modular armor is destroyed.
  
  ’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
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (19)
  Left
  Leg
  (19)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (13)
  Left Torso
  (13)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (16)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  iATM 3
  iATM 3
  Ammo (iATM 3) 20
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Nova CEWS
  Endo Steel
  Jump Jet
  Jump Jet
  Ammo (AMS) 24
  Laser Anti-Missile System
  Endo Steel
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  8
  12
  8
  VIPER Z
  Clan
  (Experimental)
  Jihad
  40
  Roll Again
  Jump Jet
  Jump Jet
  Endo Steel
  Light TAG
  Endo Steel
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  2 
  Improved Heavy 
  RA 7 
  10 (DE) 
  — 
  3 
  6 
  9
   
  Medium Laser
  1 
  Improved Heavy 
  LA 
  7 
  10 (DE) 
  — 
  3 
  6 
  9
   
  Medium Laser
  1 
  iATM 3 
  LA 
  2 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Light TAG 
  RT 
  0 
  [E] 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  CT 
  2 
  [E] 
  — 
  — 
  — 
  3 
  1 
  Anti-Missile System LT 
  5 
  (DE,PD) 
  — 
  0 
  0 
  0
  (CASE)
  (CASE)
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17 (34)
  Double
  Improved Heavy Small Laser
  Improved Heavy Small Laser
  Improved Heavy Small Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Light TAG
  Ammo (iATM 12) 5
  Double Heat Sink
  Double Heat Sink
  Ammo (iATM 12) 5
  Improved Heavy Small Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  0
  SEPTICEMIA A-Z
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Ammo (iATM 12) 5
  Improved Heavy Small Laser
  Improved Heavy Small Laser
  Nova CEWS
  3 
  Improved Heavy 
  RA 3 
  6 [DE] 
  — 
  1 
  2 
  3
   
  Small Laser
  3 
  Improved Heavy 
  LA 
  3 
  6 [DE] 
  — 
  1 
  2 
  3
   
  Small Laser
  1 
  iATM 12 
  RT 
  8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 12 
  LT 
  8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Light TAG 
  RT 
  0 
  0 [S] 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  14 (28)
  Double
  Double Heat Sink
  Double Heat Sink
  Small Pulse Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Large Pulse Laser
  Large Pulse Laser
  Targeting Computer
  Targeting Computer
  Roll Again
  Improved Jump Jet
  Improved Jump Jet
  Targeting Computer
  Small Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  7
  SEPTICEMIA B-Z
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Large Pulse Laser
  Large Pulse Laser
  Light TAG
  Roll Again
  Roll Again
  Improved Jump Jet
  Improved Jump Jet
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Nova CEWS
  1 
  Small Pulse Laser RA 2 
  5 [P,AI] 
  — 
  1 
  2 
  3
  1 
  Small Pulse Laser LA 
  2 
  5 [P,AI] 
  — 
  1 
  2 
  3
  1 
  Large Pulse Laser RT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Large Pulse Laser LT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Light TAG 
  RT 
  0 
  0 [S] 
  — 
  3 
  6 
  9
  1 
  Targeting 
  LT — 
  [E] 
  — 
  — 
  — 
  —
   
  Computer
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  Medium Pulse Laser
  Medium Pulse Laser
  Plasma Cannon
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Ammo (Plasma Cannon) 10
  Ammo (Plasma Cannon) 10
  AP Gauss
  AP Gauss
  Machine Gun
  AP Gauss
  Machine Gun
  Machine Gun
  Machine Gun Array
  Nova CEWS
  Roll Again
  Roll Again
  Roll Again
  Ammo (AP Gauss) 40
  Plasma Cannon
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  0
  SEPTICEMIA C-Z
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  AP Gauss
  AP Gauss
  AP Gauss
  Machine Gun
  Machine Gun
  Machine Gun
  Ammo (MG) 100
  Roll Again
  Roll Again
  Machine Gun Array
  Medium Pulse Laser
  Medium Pulse Laser
  Plasma Cannon
  2 
  Med. Pulse Laser RA 4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Plasma Cannon 
  RA 7 0 [DE,H,AI] — 
  6 
  12 18
  2 
  Med. Pulse Laser LA 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Plasma Cannon 
  LA 
  7 0 [DE,H,AI] — 
  6 
  12 18
  3 
  AP Gauss 
  RT 
  1 3 [DB,X] 
  — 
  3 
  6 
  9
  3 
  Machine Gun 
  RT 
  0 2 [DB,AI] 
  — 
  1 
  2 
  3
  1 
  MG Array 
  RT — 
  [E] 
  — 
  — 
  — 
  —
  3 
  AP Gauss 
  LT 
  1 3 [DB,X] 
  — 
  3 
  6 
  9
  3 
  Machine Gun 
  LT 
  0 2 [DB,AI] 
  — 
  1 
  2 
  3
  1 
  MG Array 
  LT — 
  [E] 
  — 
  — 
  — 
  —
  1 
  Plasma Cannon 
  HD 7 0 [DE,H,AI] — 
  6 
  12 18
  1 
  Nova CEWS 
  LT 
  2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  (CASE)
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Roll Again
  ER PPC
  ER PPC
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Nova CEWS
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  5
  SEPTICEMIA D-Z
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ammo (Ultra AC/20) 5
  Jump Jet
  Jump Jet
  Ammo (Ultra AC/20) 5
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Ultra AC/20 
  RT 
  7 
  20/Sht. 
  — 
  4 
  8 
  12
   
   
   /Sht. [DB,R.C]
  1 
  ER PPC 
  LT 15 15 [DE] 
  — 
  7 
  14 23
  1 
  Nova CEWS 
  LT 
  2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Targeting 
  LT — 
  [E] 
  — 
  — 
  — 
  —
   
  Computer
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  Hand Actuator
  ER Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  ER Medium Laser
  Roll Again
  Roll Again
  ER Medium Laser
  ER Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  0
  SEPTICEMIA E
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  ER PPC
  ER PPC
  ER Medium Laser
  ER Medium Laser
  Light TAG
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Roll Again
  Roll Again
  Roll Again
  Targeting Computer
  Lower Arm Actuator
  Hand Actuator
  Nova CEWS
  1 
  ER Medium Laser RA 5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  ER PPC 
  RT 15 15 [DE] 
  — 
  7 
  14 23
  2 
  ER Medium Laser RT 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  ER PPC 
  LT 15 15 [DE] 
  — 
  7 
  14 23
  2 
  ER Medium Laser LT 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Light TAG 
  LT 
  0 
  0 [S] 
  — 
  3 
  6 
  9
  1 
  ER Medium Laser LA 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Targeting 
  LT  — 
  [E] 
  — 
  — 
  — 
  —
   
  Computer
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Ammo (Arrow IV) 5
  Ammo (Arrow IV) 5
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Ammo (Arrow IV) 5
  Roll Again
  Roll Again
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  0
  SEPTICEMIA F
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Ammo (Arrow IV) 5
  Roll Again
  Roll Again
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Arrow IV Missle Launcher
  Roll Again
  1 
  Arrow IV 
  RT 10 
  20 
  — 
  1 
  2 
  9
   
   
  /RA  
  [AE,S,F]
  1 
  Arrow IV 
  LT 10 
  20 
  — 
  1 
  2 
  9
   
   
  /LA 
   
  [AE,S,F]
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator 
  Spot Welder
  ER Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  ER PPC
  ER PPC
  ER Small Laser
  Talons
  Talons
  ER Small Laser
  ER Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  7
  SEPTICEMIA US
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  ER Small Laser
  ER Small Laser
  Cargo (Liquid)
  Talons
  Talons
  Cargo (Liquid)
  Lower Arm Actuator
  Spot Welder
  ECM Suite
  1 
  ER Medium Laser RA 5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Spot Welder 
  RA 2 
  5 [DE] 
  — 
  1 
  — 
  —
  1 
  ER Medium Laser LA 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Spot Welder 
  LA 
  2 
  5 [DE] 
  — 
  1 
  — 
  —
  2 
  ER Small Laser 
  RT 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  1 
  ER PPC 
  LT 15 15 [DE] 
  — 
  7 
  14 23
  2 
  ER Small Laser 
  LT 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  1 
  ECM Suite 
  H 
  — 
  [E] 
  — 
  3 
  6 
  9
  Notes: Equiped with Talons 
  
  ’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: 
  UMU: 
  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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Harjel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  UMU
  Harjel
  UMU
  UMU
  LRT 15
  LRT 15
  SRT 4
  SRT 4
  SRT 4
  Ammo (LRT 15) 8
  Roll Again
  Ammo (LRT 15) 8
  Ammo (SRT 4) 25
  Harjel
  Harjel
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  5
  SEPTICEMIA UW
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  UMU
  UMU
  LRT 15
  LRT 15
  SRT 4
  SRT 4
  SRT 4
  Ammo (LRT 15) 8
  Roll Again
  Ammo (LRT 15) 8
  Ammo (SRT 4) 25
  Harjel
  Lower Arm Actuator
  Hand Actuator
  M.A.S.S.
  1 
  M.A.S.S. 
  H 
  — 
  [E] 
  — 
  — 
  — 
  —
  1 
  LRT 15 
  RT 
  5 1/Tpdo. 
  — 
  7 
  14 21
   
   
   
   
  [M,C,S]
  3 
  SRT 4 
  RT 
  3 2 /Tpdo. 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LRT 15 
  LT 
  5 1/Tpdo. 
  — 
  7 
  14 21
   
   
   
   
  [M,C,S]
  3 
  SRT 4 
  LT 
  3 2 /Tpdo. 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’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
  (24)
  Left
  Leg
  (24)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Ground Mobile HPG
  Ground Mobile HPG
  Medium Pulse Laser
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Roll Again
  Roll Again
  Roll Again
  Ammo (iATM 12) 5
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  0
  SEPTICEMIA Z
  Clan
  (Experimental)
  Jihad
  55
  Ferro-Fibrous
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Ground Mobile HPG
  Roll Again
  Roll Again
  Ground Mobile HPG
  Lower Arm Actuator
  Hand Actuator
  ER Large Laser
  1 
  Med. Pulse Laser LT 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  iATM 12 
  RA 8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9 
  1 
  ER Large Laser 
  HD 12 10 [DE] 
  — 
  8 
  15 25
  1 
  Ground Mobile 
  RT 20 
  [E] 
  — 
  — 
  — 
  — 
   
  HPG 
  /CT
  
  ’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
  (25)
  Left
  Leg
  (25)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (17)
  Left Torso
  (17)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (25)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  Lower Arm Actuator 
  iATM 9
  iATM 9
  iATM 9
  iATM 9
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  iATM 9
  iATM 9
  iATM 9
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Imp. Heavy Medium Laser
  6
  9 [12]
  0
  STORMCROW Z
  Clan
  (Experimental)
  Jihad
  55
  Imp. Heavy Medium Laser
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Supercharger
  Roll Again
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Lower Arm Actuator
  iATM 9
  Nova CEWS
  1 
  iATM 9 
  RA 6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Improved Medium RA 7 
  10 [DE] 
  — 
  3 
  6 
  9
   
  Heavy Laser
  1 
  iATM 9 
  RA 6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Improved Medium RA 7 
  10 [DE] 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  RT 
  2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  
  ’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
  (23)
  Left
  Leg
  (23)
  Left Arm
  (17)
  Right Arm
  (17)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (22)
  Left Torso
  (22)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (27)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  14 (28)
  Double
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  AP Gauss Riﬂe
  Ferro-Fibrous
  Ammo (AP Gauss Riﬂe) 40
  Jump Jet
  Nova CEWS
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Ferro-Fibrous
  ER Large Pulse Laser
  ER Large Pulse Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  5
  SUMMONER Z
  Clan
  (Experimental)
  Succession Wars
  70
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  ER Large Pulse Laser
  Ferro-Fibrous
  1 
  ER Large Pulse  
  RA 13 
  10 (P) 
  — 
  7 
  15 23
   
  Laser
  1 
  iATM 12 
  RA 8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
  8 
  AP Gauss Riﬂe 
  LA 
  1 3 [DB,X,AI] — 
  3 
  6 
  9
  1 
  Nova CEWS 
  RT 
  2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  
  ’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
  (23)
  Right
  Leg
  (16)
  Left
  Arm
  (12)
  Right
  Arm
   (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  Right
  Leg
  (32)
  Left
  Leg
  (32)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (25)
  Left Torso
  (25)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (36)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  ER Large Laser
  ER Medium Pulse Laser
  ER Medium Pulse Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Nova CEWS
  Endo Steel
  iATM 9
  iATM 9
  iATM 9
  iATM 9
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  ER Medium Pulse Laser
  ER Medium Pulse Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  0
  TIMBERWOLF Z
  Clan
  (Experimental)
  Jihad
  75
  Roll Again
  iATM 9
  iATM 9
  iATM 9
  iATM 9
  Ammo (iATM 9) 7
  Ammo (iATM 9) 7
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Lower Arm Actuator
  ER Large Laser
  Ferro-Fibrous
  1 
  ER Large Laser 
  RA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Pulse  RA 6 
  7 (P) 
  — 
  5 
  9 
  14
   
  Laser
  1 
  ER Large Laser 
  LA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Pulse  LA 
  6 
  7 (P) 
  — 
  5 
  9 
  14
   
  Laser
  1 
  iATM 9 
  RT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 9 
  LT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  RT 
  2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  10 (20)
  Double
  iATM-9
  iATM-9
  iATM-9
  iATM-9
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  CASE II
  Ferro-Lamellor
  Ferro-Lamellor
  iATM-9
  iATM-9
  iATM-9
  iATM-9
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  CASE II
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  iATM-9
  iATM-9
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  CASE II
  Ferro-Lamellor
  3
  5
  0
  OSTEON PRIME
  Clan
  (Advanced)
  Jihad
  85
  Ferro-Lamellor
  iATM-9
  iATM-9
  iATM-9
  iATM-9
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  CASE II
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  iATM-9
  iATM-9
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  iATM 9 
  RA 6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 9 
  RT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 9 
  LT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 9 
  LA 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  (CASE II)
  (CASE II)
  (CASE II)
  (CASE II)
  Nova CEWS
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  Ammo (iATM-9) 7
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  14 (28)
  Double
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Ferro-Lamellor
  Ferro-Lamellor
  'Mech Mortar 8
  'Mech Mortar 8
  'Mech Mortar 8
  'Mech Mortar 8
  'Mech Mortar 8
  'Mech Mortar 8
  ER Large Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Imp. Heavy Medium Laser
  Ferro-Lamellor
  3
  5
  0
  OSTEON A
  Clan
  (Advanced)
  Jihad
  85
  Ferro-Lamellor
  'Mech Mortar 8
  'Mech Mortar 8
  'Mech Mortar 8
  Medium Pulse Laser
  Ammo ('Mech Mortar 8) 4
  Ammo ('Mech Mortar 8) 4
  Ammo ('Mech Mortar 8) 4
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  2 
  Imp. Heavy Med. RA 10 
  7 [DE] 
  — 
  3 
  6 
  9
   
  Laser 
   
   
  1 
  ‘Mech Mortar 8 
  RT 10 
  10 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Med. Pulse Laser RT 
  6 
  7 [P] 
  — 
  4 
  8 
  12
  2 
  ‘Mech Mortar 8 
  LT 10 
  10 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  ER Large Laser 
  LT 12 10 [DE] 
  — 
  8 
  15 25
  2 
  Imp. Heavy Med. LA 10 
  7 [DE] 
  — 
  3 
  6 
  9
   
  Laser
  (CASE)
  Nova CEWS
  Ammo ('Mech Mortar 8) 4
  Ammo ('Mech Mortar 8) 4
  Ammo ('Mech Mortar 8) 4
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  18 (36)
  Double
  Lower Arm Actuator
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Imp. Heavy Large Laser
  Imp. Heavy Large Laser
  Imp. Heavy Large Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Large Vibroblade
  Large Vibroblade
  Large Vibroblade
  Large Vibroblade
  Ferro-Lamellor
  3
  5
  0
  OSTEON B
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Imp. Heavy Large Laser
  Imp. Heavy Large Laser
  Imp. Heavy Large Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Lower Arm Actuator
  Hand Actuator
  1 
  Large Vibroblade RA 2 
  [E] 
  — 
  — 
  — 
  —
  1 
  Imp. Heavy Large RT 18 16 [DE] 
  — 
  5 
  10 15
   
  Laser
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  ER Large Laser 
  HD 12 10 [DE] 
  — 
  8 
  15 25
  1 
  Imp. Heavy Large LT 18 16 [DE] 
  — 
  5 
  10 15
   
  Laser
  2 
  ER Large Laser 
  LA 12 10 [DE] 
  — 
  8 
  15 25
  Nova CEWS
  Double Heat Sink
  ER Large Laser
  Double Heat Sink
  Ferro-
  Lamellor
  Reinforced
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Medium Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Large Pulse Laser
  Large Pulse Laser
  Medium Pulse Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Roll Again
  Roll Again
  Ferro-Lamellor
  3
  5
  5
  OSTEON C
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Improved Jump Jet
  Medium Pulse Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Lower Arm Actuator
  Hand Actuator
  1 
  Targeting Computer RA — 
  [E] 
  — 
  — 
  — 
  —
  1 
  Med. Pulse Laser RT 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Large Pulse Laser HD 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Med. Pulse Laser HD 4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Large Pulse Laser LT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Med. Pulse Laser LT 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Med. Pulse Laser LA 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  Nova CEWS
  Large Pulse Laser
  Medium Pulse Laser
  Large Pulse Laser
  Ferro-
  Lamellor
  Reinforced
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  19 (38)
  Double
  Lower Arm Actuator
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Large Pulse Laser
  Large Pulse Laser
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Large Pulse Laser
  Large Pulse Laser
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Large Pulse Laser
  Large Pulse Laser
  Ferro-Lamellor
  3
  5
  0
  OSTEON D
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Large Pulse Laser
  Large Pulse Laser
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Lower Arm Actuator
  Hand Actuator
  1 
  Large Pulse Laser RA 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Large Pulse Laser RT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Large Pulse Laser LT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  Large Pulse Laser LA 10 
  10 [P] 
  — 
  6 
  14 20
  Nova CEWS
  Double Heat Sink
  Roll Again
  Double Heat Sink
  Ferro-
  Lamellor
  Reinforced
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  11 (22)
  Double
  HAG 20
  HAG 20
  HAG 20
  HAG 20
  HAG 20
  HAG 20
  Ammo (HAG 20) 6
  Ammo (HAG 20) 6
  Ferro-Lamellor
  Ferro-Lamellor
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Roll Again
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  HAG 20
  HAG 20
  HAG 20
  HAG 20
  Ammo (HAG 20) 6
  Ammo (HAG 20) 6
  Ferro-Lamellor
  3
  5
  0
  OSTEON E
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Double Heat Sink
  Roll Again
  Double Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  HAG 20
  HAG 20
  1 
  HAG 20 
  RA 4 
  20 
  2 
  8 
  16 24
   
   
   
   [DB,X,C,F]
  1 
  HAG 20 
  LA 
  4 
  20 
  2 
  8 
  16 24
   
   
   
   [DB,X,C,F]
  1 
  ER Large Laser 
  H 12 10 [DE] 
  — 
  8 
  16 24
  1 
  ER Medium Laser H 
  5 
  7 
  — 
  5 
  10 15
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Targeting 
  HD 0 
  [E] 
  — 
  — 
  — 
  —
   
  Computer
  Nova CEWS
  ER Medium Laser
  Roll Again
  ER Large Laser
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  10 (20)
  Double
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  Ferro-Lamellor
  Ferro-Lamellor
  Machine Gun Array
  Machine Gun
  Machine Gun
  Machine Gun
  Machine Gun
  Ammo (MG) 200
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Clan Rotary AC/5
  Clan Rotary AC/5
  Clan Rotary AC/5
  Clan Rotary AC/5
  Clan Rotary AC/5
  Clan Rotary AC/5
  Ferro-Lamellor
  3
  5
  0
  OSTEON F
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Machine Gun Array
  Machine Gun
  Machine Gun
  Machine Gun
  Machine Gun
  Ammo (Clan RAC) 20
  Ammo (Clan RAC) 20
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Clan Rotary AC/5
  Clan Rotary AC/5
  1 
  Clan Rotary AC/5 RA 1/Sht. 5/Sht. 
  — 
  7 
  14 21
   
   
   
   
  [DB,R/C]
  1 
  Gauss Riﬂe 
  LA 
  1 15 [DB,X] 
  2 
  7 
  15 22
  1 
  ER Large Laser 
  H 12 10 [DE] 
  — 
  8 
  16 24
  4 
  Machine Gun 
  RT 
  0 2 [DB,AI] 
  — 
  1 
  2 
  3
  1 
  MG Array (4 MG) RT 
  0 
  [T] 
  — 
  — 
  — 
  —
  4 
  Machine Gun 
  LT 
  0 2 [DB,AI] 
  — 
  1 
  2 
  3
  1 
  MG Array (4 MG) LT 
  0 
  [T] 
  — 
  — 
  — 
  —
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  Nova CEWS
  Ammo (Clan RAC) 20
  ER Large Laser
  Ammo (Clan RAC) 20
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  (CASE)
  (CASE)
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  10 (20)
  Double
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Ferro-Lamellor
  Ferro-Lamellor
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  ER Medium Laser
  Medium Pulse Laser
  Ammo (Arrow IV) 5
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Ferro-Lamellor
  3
  5
  0
  OSTEON G
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  Arrow IV Launcher
  ER Medium Laser
  Medium Pulse Laser
  Ammo (Arrow IV) 5
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Arrow IV Launcher
  Arrow IV Launcher
  1 
  Arrow IV Launcher RA 10 
  20 
  — 
  — 
  — 
  9
   
   
  /RT 
   
  [AE,S,F]
  1 
  Arrow IV Launcher LA 10 
  20 
  — 
  — 
  — 
  9
   
   
  /LT 
   
  [AE,S,F]
  1 
  ER Medium Laser RT 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Med. Pulse Laser RT 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  ER Medium Laser LT 
  5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  Med. Pulse Laser LT 
  4 
  7 [P] 
  — 
  4 
  8 
  12
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  Nova CEWS
  Ammo (Arrow IV) 5
  Ammo (Arrow IV) 5
  Ammo (Arrow IV) 5
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  (CASE)
  (CASE)
  
  ’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: 
  UMU: 
  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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  10 (20)
  Double
  LRT-15
  LRT-15
  Artemis V FCS
  Artemis V FCS
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  HarJel
  Ferro-Lamellor
  Ferro-Lamellor
  'Mech UMU
  LRT-15
  LRT-15
  Artemis V FCS
  Artemis V FCS
  HarJel
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Artemis V FCS
  Artemis V FCS
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  HarJel
  Ferro-Lamellor
  3
  5
  2
  OSTEON U
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  'Mech UMU
  LRT-15
  LRT-15
  Artemis V FCS
  Artemis V FCS
  HarJel
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  LRT-15
  LRT-15
  1 
  LRT-15 
  RA 5 1/Tpdo. 
  — 
  7 
  14 21
   
  /w Artemis V FCS  
   
  [M,C,S]
  1 
  LRT-15 
  LA 
  5 1/Tpdo. 
  — 
  7 
  14 21
   
  /w Artemis V FCS  
   
  [M,C,S]
  1 
  LRT-15 
  RT 
  5 1/Tpdo. 
  — 
  7 
  14 21
   
  /w Artemis V FCS  
   
  [M,C,S]
  1 
  LRT-15 
  LT 
  5 1/Tpdo. 
  — 
  7 
  14 21
   
  /w Artemis V FCS  
   
  [M,C,S]
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  Nova CEWS
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  Ammo (LRT-15) 8
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  (CASE)
  (CASE)
  
  ’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: 
  UMU: 
  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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (40)
  Head (8)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Sensors
  Sensors
  Torso-Mounted Cockpit
  Sensors
  Life Support
  Life Support
  Heat Sinks:
  12 (24)
  Double
  Lower Arm Actuator
  Hand Actuator
  Retractable Blade
  Retractable Blade
  Retractable Blade
  Retractable Blade
  Retractable Blade
  Retractable Blade
  Ferro-Lamellor
  Ferro-Lamellor
  Double Heat Sink
  Large Pulse Laser
  Double Heat Sink
  Large Pulse Laser
  ER Small Laser
  Roll Again
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ultra AC/20
  Ferro-Lamellor
  3
  5
  0
  OSTEON JAGUAR
  Clan
  (Experimental)
  Jihad
  85
  Ferro-Lamellor
  Double Heat Sink
  ER PPC
  Double Heat Sink
  ER PPC
  ER Small Laser
  Roll Again
  Roll Again
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ferro-Lamellor
  Ultra AC/20
  Ultra AC/20
  1 
  Ultra AC/20 
  RA 7 
  20/Sht. 
  — 
  4 
  8 
  12
   
   
   
  /Sht. [DB,R/C]
  1 
  ER PPC 
  RT 
  7 
  15 [DE] 
  — 
  7 
  14 23
  1 
  ER Small Laser 
  RT 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  1 
  Large Pulse Laser LT 10 
  10 [P] 
  — 
  6 
  14 20
  1 
  ER Small Laser 
  LT 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Retractable Blade LA 
  0 
  [E] 
  — 
  — 
  — 
  —
  Nova CEWS
  Ammo (Ultra AC/20) 5
  Ammo (Ultra AC/20) 5
  Ammo (Ultra AC/20) 5
  Ferro-
  Lamellor
  Reinforced
  (CASE)
  
  ’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
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (30)
  Left
  Leg
  (30)
  Left Arm
  (25)
  Right Arm
  (25)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (26)
  Left Torso
  (26)
  Center
  Torso
  Rear (15)
  Center
  Torso
  (34)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16 (32)
  Double
  HAG 30
  HAG 30
  HAG 30
  HAG 30
  HAG 30
  HAG 30
  HAG 30
  HAG 30
  Ammo (HAG 30) 4
  Ammo (HAG 30) 4
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  CASE II
  Double Heat Sink
  Double Heat Sink
  Ammo (iATM 12) 5
  Double Heat Sink
  ER Large Pulse Laser
  ER Medium Laser
  ER Medium Laser
  Roll Again
  Roll Again
  Roll Again
  3
  5
  0
  SAVAGE COYOTE Z
  Clan
  (Experimental)
  Jihad
  85
  Roll Again
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Ammo (iATM 12) 5
  Lower Arm Actuator
  Double Heat Sink
  Nova CEWS
  1 
  ER Large Pulse 
  RA 13 
  10 [P] 
  — 
  7 
  15 23
   
  Laser
  2 
  ER Medium Laser RA 5 
  7 [DE] 
  — 
  5 
  10 15
  1 
  HAG 30 
  LA 
  6 
  30 
  2 
  8 
  16 24
   
   
   
   [DB,X,C,F]
  1 
  iATM 12 
  RT 
  8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 12 
  LT 
  8 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  CT 
  2 
  [E] 
  — 
  — 
  — 
  3
  (CASE)
  (CASE)
  (CASE)
  
  ’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
  (30)
  Right
  Leg
  (20)
  Left
  Arm
  (16)
  Right
  Arm
   (16)
  Left Torso (20)
  Right Torso (20)
  Left
  Leg
  (20)
  Right
  Leg
  (40)
  Left
  Leg
  (40)
  Left Arm
  (32)
  Right Arm
  (32)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (30)
  Left Torso
  (30)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (45)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17 (34)
  Double
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Jump Jet
  Light TAG
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  Ammo (iATM 12) 5
  3
  5
  3
  TURKINA Z
  Clan
  (Experimental)
  Jihad
  95
  Ammo (iATM 12) 5
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  iATM 12
  iATM 12
  iATM 12
  iATM 12
  Double Heat Sink
  Double Heat Sink
  iATM 12
  iATM 12
  iATM 12
  Nova CEWS
  1 
  iATM 12 
  RA 6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 12 
  LA 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 12 
  RT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  iATM 12 
  LT 
  6 
  [M,C,S]
   
  Standard and IMP  
   
  2/Msl 
  4 
  5 
  10 15
   
  Extended Range 
   
   
  1/Msl 
  4 
  9 
  15 27
   
  High Explosive and IIW 
   
  3/Msl 
  — 
  3 
  6 
  9
  1 
  Nova CEWS 
  HD 2 
  [E] 
  — 
  — 
  — 
  3
  1 
  Light TAG 
  CT 
  0 
  [E] 
  — 
  3 
  6 
  9
  (CASE)
  (CASE)
  
  AEROSPACE FIGHTER RECORD SHEET
  TM
  © 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. 
  FIGHTER DATA
  CRITICAL DAMAGE
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Tonnage:  
  Safe Thrust: 
  Maximum Thrust: 
  Era: 
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  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
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Structural
  Integrity:
  Aft Damage
   Threshold
  (Total Armor)
  2 (14)
  Right Wing
  Damage Threshold
  (Total Armor)
  2 (17)
  Left Wing
  Damage Threshold
  (Total Armor)
  2 (17)
  Nose Damage 
  Threshold (Total Armor)
  2 (19)
  13
  Heat Sinks:
  11 (22)
  Double
  BASHKIR Z
  Clan (Experimental)
  Jihad
  20
  13
  20
  Fuel: 240 Points
  Ammo (CASE): None
  Standard Scale 
   
   
  (1–6) (7–12) (13–20) (21–25) 
   Qty Type 
  Loc Ht SRV MRV LRV ERV
   3 Improved Heavy [DE] 
  N 
  7 
  10 
  — 
  — 
  —
    
  Medium Laser
   1 Nova CEWS [E] 
  N 
  2 
  — 
  — 
  — 
  —
  
  AEROSPACE FIGHTER RECORD SHEET
  TM
  © 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. 
  FIGHTER DATA
  CRITICAL DAMAGE
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Tonnage:  
  Safe Thrust: 
  Maximum Thrust: 
  Era: 
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  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
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Structural
  Integrity:
  Aft Damage
   Threshold
  (Total Armor)
  3 (27)
  Right Wing
  Damage Threshold
  (Total Armor)
  4 (38)
  Left Wing
  Damage Threshold
  (Total Armor)
  4 (38)
  Nose Damage 
  Threshold (Total Armor)
  5 (50)
  9
  Heat Sinks:
  10 (20)
  Double
  BATU Z
  40
  9
  14
  Fuel: 240 Points
  Standard Scale 
   
   
  (1–6) (7–12) (13–20) (21–25) 
   Qty Type 
  Loc Ht SRV MRV LRV ERV
   1 iATM 12 [M,C,S] 
  N 
  8 
  36 
  24 
  12 
  12
   1 Nova CEWS [E] 
  N 
  2 
  — 
  — 
  — 
  —
   2 ER Medium Laser [DE] L/RW 5 
  7 
  7 
  — 
  —
   1 ER Small Laser [DE] 
  A 
  2 
  5 
  5 
  — 
  —
   1 Targeting Computer [E] N 
  0 
  — 
  — 
  — 
  —
   
   
  Clan (Experimental)
  Jihad
  Ammo (CASE): (iATM 12) 20
  
  AEROSPACE FIGHTER RECORD SHEET
  TM
  © 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. 
  FIGHTER DATA
  CRITICAL DAMAGE
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Tonnage:  
  Safe Thrust: 
  Maximum Thrust: 
  Era: 
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  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
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Structural
  Integrity:
  Aft Damage
   Threshold
  (Total Armor)
  4 (40)
  Right Wing
  Damage Threshold
  (Total Armor)
  5 (45)
  Left Wing
  Damage Threshold
  (Total Armor)
  5 (45)
  Nose Damage 
  Threshold (Total Armor)
  7 (62)
  7
  Heat Sinks:
  16 (32)
  Double
  SABUTAI Z
  75
  6
  9
  Fuel: 240 Points
  Standard Scale 
   
   
  (1–6) (7–12) (13–20) (21–25) 
   Qty Type 
  Loc Ht SRV MRV LRV ERV
   1 ER PPC [DE] 
  N 
  15 15 
  15 
  15 
  — 
   1 Nova CEWS [E] 
  N 
  2 
  — 
  — 
  — 
  —
   2 iATM 9 [M,C,S] 
  L/RW 6 
  27 
  18 
  9 
  9
  Clan (Experimental)
  Jihad
  Ammo (CASE): (iATM 9) 112
  
  PROTOMECH
  RECORD SHEET
  (ADVANCED)
  TM
  © 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  [Cruise/Flank]
  /
  [
  ]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  [Cruise/Flank]
  /
  [
  ]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  [Cruise/Flank]
  /
  [
  ]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  [Cruise/Flank]
  /
  [
  ]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard [WiGE]):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  [Cruise/Flank]
  /
  [
  ]
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Torso C:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump
      /Cruise*
  Torso
  1/2 Jump
        /Cruise*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  Legs
  Left
  Arm
  Right
  Arm
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  
  QUAD PROTOMECH
  RECORD SHEET
  (ADVANCED)
  TM
  © 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. 
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  Type: 
  ARMOR DIAGRAM
  Tons:
  Era:
  MP (Standard):
  BV:
  Cost:                                     C-bills
  Walk/Run/Jump
  /
  /
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
  Main Gun 1:
  Main Gun 2:
   Torso A:
   
  Torso B:
   
  Torso C:
   
  Torso D:
   
  Torso E:
  Torso F:
   
  Ammo:
  Notes:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6 and Consult Expanded ProtoMech Critical Hit Table for effects.
  HIT LOCATIONS AND CRITICAL HITS
  WEAPONS INVENTORY
  PILOT DATA
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit no Long range shots
  4,5,
  9,10
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  Gunnery
  Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  Legs
  Torso
  Torso
  Torso
  Torso
  Torso
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - The Wars of Reaving Supplemental.pdf