TEXT: JIHAD PLOT SUPPLEMENT
  
  TO: Talon Zahn, Sang-jiang-jun, Capellan Confederation Armed Forces
  FROM: Sang-shao Lyle Crawford, CO, Third Capellan Reserve Cavalry
  SUBJECT: Status Report: The Youling Zhanshi
  Like most of the nation, the Third CRC has come under fire in recent years. They 
  were still very much in the process or replacement and reorganization even once 
  they reached their posting on Homestead. Facing a massive incursion of Federated 
  Suns forces, the commanders of the Third CRC found their communications network 
  disrupted, and in many cases neutralized. Much like the darkest days of the Fourth 
  Succession War, they were in the line of fire and had no practical way of receiv-
  ing orders. However, the wisdom of hard-earned lessons served us well.
  In the first hours of the attack, the Third CRC made a decision to abort its 
  structure and splinter down to individual lance-sized elements. The forces were 
  freed up, so to speak, to strike targets of opportunity and to conduct guerilla 
  actions. At the same time, a rag-tag regimental command system was established 
  through informants, dead drops, and passwords. Semi-regular check-ins were re-
  quired to allow for the dispersal of any new intelligence or orders in the event 
  that regimental commands were issued or interplanetary communications were re-
  established.
  This radical approach allowed the Third CRC to take the fighting to the invaders 
  from the moment they made landfall. Of all these roaming lances, Sang-wei Chin’s 
  Youling Zhanshi served with the most prominence. He was instrumental in develop-
  ing the de-centralized strategy and showed remarkable intuition in finding the 
  best times and places to strike at invading forces. Time and again, Sang-sei Chin 
  struck at occupying forces. In fact, the lance’s moniker, Youling Zhanshi trans-
  lates as “Ghost Warriors” and was the name given them by the resistance army on 
  Homestead for their infamous ability emerge suddenly, strike with impunity and 
  fade back into the landscape.
  1
  DOSSIERS
  Youling Zhanshi
  
  CREDITS
  Project Development: Herbert A. Beas II
  BattleTech Line Developer: Herbert A. Beas II
  Writing: Craig K. Erne
  Product Editing:  Herbert  A. Beas II
  Production Staff
  Art Direction: Brent Evans
  Cover Design and Layout: Ray Arrastia
  Original Illustrations: Jarrod Owen
  Miniatures Painting & Photography:
   Mike Raper
  Unit design and Record Sheets: Ray Arrastia, 
   Joel Bancroft-Connors, Chris Smith
  Factchecking/Playtesting: Paul Sjardijn.
  Special Thanks: To Russ and the guys for teaching me BattleTech all those years 
  ago. To Paul, for helping me improve my skills and lastly to Herb Beas for giving me 
  a chance to contribute to the game and universe I love so much. 
  ©2011 The Topps Company Inc. All Rights Reserved. BattleTech Dossiers: Youling 
  Zhanshi, 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 Productions, LLC.
  ®
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  HOW TO USE THIS PDF
  Dossiers: Youling Zhanshi provides players 
  with the character sheets of a small independent 
  lance of MechWarriors, as well as record sheets 
  for their BattleMechs. Along with the provided back-
  ground material, players can use the Youling Zhanshi in 
  their own campaign, either as the opposition, allies, or as ready-for-
  use player characters. 
  The Unit Profile section includes a brief background on each of the 
  MechWarriors, as well as Design Quirk suggestions for use with the op-
  tional Design Quirk rules as found in Strategic Operations pp. 193-199. 
  These Design Quirks are optional, and can affect the difficulty level of 
  the Missions.
  The Missions section provides Tracks for a mini-campaign using 
  Lamenkov’s Liability, using rules found in Chaos Campaign Rulebook 
  and A Time Of War. The Chaos Campaign Rulebook can be found here, 
  while an abbreviated Quick Start version of A Time of War can be found 
  here.
  The Record Sheets section provides character sheets and record 
  sheets for the MechWarriors and their BattleMechs. To convert a char-
  acter’s relevant Gunnery or Piloting Skill in A Time of War over to Total 
  Warfare, simply subtract the character’s Skill Level from the Skill’s Base 
  Target Number (TN) as listed in the Skills block of the Character Sheet. 
  For example, Russell “Bulldog” Murphy’s Piloting Skill Level of 5 in A 
  Time of War would have a Total Warfare Piloting Skill Rating of 3; Base 
  TN 8 – 5 = 3.
  Players are encouraged to check out the Dossiers: Jason Zaklan PDF, as 
  it is designed as a companion product intended to enhance gameplay. 
  Do note that this will affect the difficulty level as well.
  If you enjoy using miniatures in your games, be sure to check out Iron 
  Wind Metals’ companion products: Liao Lance Pack Light/Medium and 
  Liao Lance Pack Heavy/Assault.
  2
  DOSSIERS
  Youling Zhanshi
  
  Time slowed to the point Arthur could feel individual drops of sweat 
  falling down his cheek and over the tip of his nose. The enemy formation 
  crawled along the slush-like mountain road, inching to the point where 
  the trap could be sprung. The Raven turned and walked a few strides 
  down the road, and then paused as it began to turn its sensors towards 
  Arthur and his lance mates. The rearguard Po wasn’t quite yet in posi-
  tion, but they had run out of time. Arthur tapped a button on his console 
  twice, forcing his BattleMech’s night operation lights to flicker on and off.
  Seconds later, up ahead of the entire column, a Sha Yu exploded from 
  a snow bank. Even as the clusters of tree, rock, and snow tumbled down 
  the slope, the machine was in full stride. Twisted sharply at the waist 
  to the left, its twin arms lanced out brilliant flashes of green-laced la-
  ser beams that tore small gashes across the right side tracks of the lead 
  Po tank. The turret whipped towards the Sha Yu joined in chorus with 
  the Autocannon on the Centurion’s raised right arm. A startled defensive 
  burst of auto cannon shells only found the space where the Sha Yu had 
  been. All along the column, the vehicles and BattleMechs were steeling 
  themselves for attack, but it was too late.
  Already, Hark’s Men Shen was blasting away at the Raven with a quar-
  tet of lasers. Armor leaked down its thin, back-canted legs and left en-
  tire patches of internal structure exposed to the chill air. The light Bat-
  tleMech launched into a run, trying to get fast enough to make a follow 
  up volley much less accurate. However, a cloud of pinwheeling long-
  range-missiles slammed into its side before it could reach a full sprint. 
  Explosions rippled across the right side of the Raven and at least one of 
  the warheads detonated on the now-exposed leg. The Raven’s right leg 
  locked up at the hip and despite the best efforts of the MechWarrior,it 
  spun awkwardly and crashed to the ground.
  The Duan Gung was already charging into the fray. A pair of bright 
  emerald flashes from its twin lasers streaked down at the Javelin. Even 
  though the shots were taken at a long range, they managed to strike 
  true, as did the volley of long-range missiles erupting from the Duan 
  Gung’s chest. The Javelin was lit up with a flare of laser beams and rippled 
  by small warheads exploding along its upper body. At least one of the 
  weapons found the BattleMech’s head. The cockpit glass fractured and 
  the machine stumbled a step and the warrior within was dazed from the 
  impact. The Javelin backed up two steps and fired its own short-range 
  missiles from its chest. The shots were in vain however, as the Duan Gung 
  was already moving at its impressive top speed. McDade angled slightly 
  to its left and the incoming missiles simply impacted along the hillside 
  behind him. As it closed the final few strides to its target, the Duan Gung 
  raised its right arm and cut a gash of laser fire over the Javelin to further 
  harry the MechWarrior piloting it. The Javelin raised its arms in a reflex-
  ively defensive manner, but a second later the coiled fist of the Guan 
  Dung smashed squarely into the fractured cockpit glass. What little ar-
  mor was left gave way instantly and the armor-covered fingers pulver-
  ized the cockpit, killing the MechWarrior within. The machine fell utterly 
  lifeless to the ground causing the entire area to shake.
  Confident the plan was unfolding as conceived, Arthur eased his 
  own Snake to the left just past the trees he had been using as cover. He 
  dropped his targeting reticule on the treads of the Po tank that was last 
  in the line of vehicles. Its turret was tracking, spewing autocannon fire 
  at McDade’s streaking Duan Gung. Arthur unleashed his extended range 
  particle cannon, and long-range missiles and watched both weapons 
  strike the track wheels on the Po’s left side. Springs and fragments burst 
  from the machine, leaving it immobilized and cutting off any chance for 
  the vehicles to retreat. A moment later Murphy’s Sha Yu raked another 
  laser volley along the lead Po’s right tread and then smashed a foot into 
  the tank with such force that it caved in the armored vehicle’s entire right 
  side. Now they couldn’t advance either. Their only choice was to fight 
  where they stood.
  Troba Pass
  Mt. Shalla, near Otter Lake
  Homestead, Capellan Confederation
  21 September 3068
  “Are we going to move or just let them pass us by?”
  The voice crackling quietly in his neurohelmet belonged to 
  Sao-wei McDade. Arthur could hear the venom in his voice, the bitter 
  adrenaline coursing through McDade’s veins and screaming to be un-
  leashed on a foe. Any foe. He turned his eyes towards the tuft of lofty, 
  ancient pines where the MechWarrior’s Duan Gung laid in wait. He could 
  see the BattleMech’s fully articulated hands clenching and unclenching 
  in preparation 
  Beyond him, however, he could see writhing ribbons of armored ve-
  hicles snaking their way through the high mountain pass towards the el-
  evated nest at Otter Lake. Winter’s chill had come early, already covering 
  the pass in a thick blanket of fresh snow. A lance of mercenary BattleM-
  echs straddled the roads as well, acting as shepherds guarding a flock. 
  If the mercenaries could take the lake area, they would have an excel-
  lent base of operations from which to strike down at the Capellan forces. 
  They would also have ample supplies of potable water and a highly de-
  fensible position. Arthur was simply not going to allow that to happen.
  He flicked his comm channel to tight beam and pointed the array at 
  the Duan Gung.
  “I know what you want to do Vaughn,” he reassured the younger, vola-
  tile MechWarrior, “And you will. You have to wait a minute more though, 
  or this is all for nothing. Just breathe.”
  While no answer sparked back to him through his helmet’s speakers, 
  he could see Sao-wei McDade crouch the ’Mech down just a touch more. 
  He was a tiger, waiting to spring. Coiled in anticipation and thirsting for 
  the kill. Rotating his Snake torso to his right, Arthur next directed his 
  tight beam query to the Men Shen that was all-but-invisible tucked into 
  a snow bank and sitting on shunted idle.
  “How close are we? I fear our roaring Tiger might not be able to wait 
  much longer to pounce.”
  “If they keep coming?” Sao-wei Hark answered in a low, subdued 
  voice, “Thirty-three seconds. I have fifteen vehicles, five of them combat 
  class in some way and obviously four BattleMechs. There’s no sign of re-
  inforcements and no extended communication traffic either.”
  “Then sit tight,” Arthur keyed back, “Wait for my signal.”
  Once more his eyes turned to his sensors and to the line of vehicles 
  writhing through the pass some two hundred meters down the slope. 
  Painted in an alpine camouflage, they were mostly white, with dark 
  green swatches. Only a handful of the vehicles were actual armor units. 
  Mostly, they were coolant trucks, and supply vehicles. Two flatbed haul-
  ers were carrying massive field construction vehicles used to create for-
  ward operating areas. Po tanks were stationed at the vanguard and rear-
  guard of the column. Interspersed within the column’s length were three 
  Goblin tanks, although any attending infantry forces weren’t in sight. It 
  was a standard deployment, which made Arthur feel a touch more con-
  fident that this plan would succeed.
  The largest issue would of course be the escorting BattleMechs. A 
  gangly Garm, with its massive right shoulder auto cannon was the 
  last machine in the column. A human-looking Javelin stood a little 
  further ahead in the column, its helmet-like head turning back and 
  forth warily. The plume-crested Centurion led the pack, also travers-
  ing its Auto cannon in anticipation of an attack. The fourth mercenary 
  ’Mech, a squat and avian Raven, paused in the road in the column’s 
  heart. It was turning back and forth at the waist and using its ad-
  vanced sensors to sweep the slope opposite the one where Arthur’s 
  lance was lying in wait.
  3
  DOSSIERS
  on MY signal
  
  mando. It was this close relationship that helped Arthur curb his intense 
  need to criticize himself and freed him of such self-destructive behavior. 
  Arthur blossomed into an excellent officer-in-training as well as highly 
  competent MechWarrior. His marksmanship scores at the extreme ranges 
  of the BattleMech firing range set SCMD records during his attendance. 
  Upon graduation, Arthur was assigned a lance command intended 
  to reinforce battle losses within the Third Capellan Reserve Cavalry. The 
  high number of reinforcements required to bring the Third up to full 
  strength effectively created a pool of young MechWarriors to select from. 
  Arthur eschewed kill totals or commendations and instead stressed the 
  same factors that the SCMD instructors had instilled within him: focus, 
  fitness, and dedication. He wanted warriors who were capable in or out 
  of a BattleMech and who had a mesh of specialties that complimented 
  one another effectively.
  Arthur Chin has proven to be a shining example of the new breed of 
  Capellan officer. He is intelligent, skilled, and possesses both the drive to 
  fulfill his orders and the cunning and initiative to operate independently 
  if necessary. 
  SNK-1V Snake Arthur
  Arthur’s Snake has the following Vehicle Quirks: It has been modified 
  to function as a Command BattleMech (see p.193, SO) and also is armed 
  with a particularly Accurate Extended Range Particle Projection Can-
  non (see p.193, SO), but its radical customization has made it Difficult to 
  Maintain (see p. 198, SO) and the weapons load out makes it equivalent 
  to possessing Non-Standard Parts (see p. 198, SO). An untraceable flaw in 
  the heat dissipation from the particle cannon has caused a glitch in the 
  life support system (see Poor Life Support, p.199, SO).
  Rank/Position: Sang-wei / Youling Zhanshi CO
  Born: 3048 (20 in 3068)
  Affiliation: Capellan Confederation
  Home Planet: Sian
  ’Mech: SNK-1V Snake Arthur
  MechWarrior Profile
  The oldest son of a successful Capellan merchant, Arthur aspired to 
  the MechWarrior life from a very early age. His interest was noted by 
  Colonel Peter Horne, a close family friend and retired MechWarrior who 
  had served with honor in several front line Capellan regiments. With 
  their blessing he began to guide Arthur towards a career in the CCAF as 
  early as age four.
  Academically and socially, Arthur was at the top of his classes. He dis-
  played a focus and maturity in vast excess of his years. His worst flaw, as 
  noted by several instructors, was his own high standards. Arthur was a 
  perfectionist and any perceived stumble or failure to excel caused him 
  to be critical of himself with a sharpness that bordered on being self-
  destructive. While he rarely failed in anything, when he did, it resulted in 
  a sharp and sudden period of self-loathing.
  His achieved the lofty goal of acceptance to the vaunted Sian Center for 
  Martial Disciplines. On those hallowed grounds he met many of the men 
  he had studied and admired throughout his life. He would become closest 
  to one instructor in particular, Sao-Shao Jusu Park, a retired Death Com-
  ARTHUR CHIN
  4
  DOSSIERS
  unit Profile
  
  Happily, his CO agreed to nominate him for the MechWarrior candidate 
  school. The graduation rate for the school was notoriously low and he 
  expected to have his communications and sensor ace back within a mat-
  ter of weeks. Li Hark excelled with sheer perseverance and managed 
  to complete the demanding course. Without the pedigree of academy 
  training to bolster his options, his first MechWarrior assignment was 
  with the Third Capellan Reserve Cavalry as a scout lance pilot.
  Sang-wei Arthur Chin did not believe service academy MechWarriors 
  were inherently superior. Noting Hark’s considerable skills with sensors 
  and communications suites, he was more than happy to accept Sao-wei 
  Hark within his newly formed lance. Beyond the gratitude Hark feels 
  for his commander, the two have a genuine friendship. They are both 
  very intense, studious, and dedicated to the Celestial Throne. During the 
  darkest days on Homestead, Li Hark helped to keep Arthur Chin focused 
  and optimistic. His endless analysis of enemy transmissions and intelli-
  gence data helped identify most of the targets the lance attacked during 
  their infamous guerilla campaign.
  MS1-O Men Shen Li
  Li’s Men Shen has the following Vehicle Quirks: Improved Communica-
  tions (see p. 195, SO) and Improved Sensors (see p.195, SO). It also has 
  Exposed Actuators (see p. 198, SO), and irreparable flaws in its motive 
  and stabilization systems make it Hard to Pilot (see p. 198, SO).
  Rank/Position: Sao-wei / Youling Zhanshi Communications Officer
  Born: 3042 (26 in 3068)
  Affiliation: Capellan Confederation
  Home Planet: Corey
  ’Mech: MS1-O Men Shen Li
  MechWarrior Profile
  Raised in the shadows of the Hollis Industries plant on Corey, Li Hark 
  was raised to believe deeply in the Capellan cause. He joined the CCAF 
  at the age of majority, and quickly displayed an aptitude for sensor 
  operations that vaulted him to the top of his class during advanced 
  training. He was equally adept at communications and his service dur-
  ing his early career was generally with command posts or working on 
  command staffs.
  When his CO offered to recommend him for officer candidacy, he 
  instead asked to be considered for MechWarrior training. He had seen 
  Huron Warriors rolling off the assembly lines during his entire child-
  hood and secretly dreamed of one day piloting such a machine himself. 
  LI HARK
  5
  DOSSIERS
  unit Profile
  
  His skill as a scout brought him to the attention of his regimental com-
  mander. Noting McDade’s natural athletic ability and coordination, the 
  CO pushed to have McDade trained as a MechWarrior. It was hoped that 
  his natural scouting abilities would mesh with MechWarrior training to 
  create an excellent reconnaissance pilot. Many young MechWarriors 
  disdained light scouting ‘Mechs, making such a combination of abili-
  ties rare. McDade, while initially reluctant, found the role to his liking. 
  He completed the MechWarrior training program and returned to duty 
  within the Third Capellan Reserve Cavalry’s recon lances. McDade is the 
  only member of Chin’s lance that was assigned to Third Reserve Cavalry 
  as a MechWarrior before Chin arrived.
  D9-G9 Duan Gung Vaughn
  Vaughn’s Guan Dung has the following Vehicle Quirks: Protected Ac-
  tuators (see p. 195, SO) and Non-Standard Parts (see p. 198, SO).
  Rank/Position: Sao-wei / Youling Zhanshi Recon Specialist
  Born: 3044 (24 in 3068)
  Affiliation: Capellan Confederation
  Home Planet: Sian
  ’Mech: D9-G9 Duan Gung Vaughn
  MechWarrior Profile
  Vaughn McDade was not a classically trained academy graduate. His 
  family was poor and he lacked the athletic or academic achievements to 
  warrant a scholarship. In fact, his enlistment in the CCAF was as much an 
  effort to improve his station in life as it was to fulfill his mandatory legal 
  service requirements.
  Once in the military however, he found a climate where his natural curi-
  osity and observational skills would serve him well. He was quickly identi-
  fied for scout training, and proved to be a natural in the role. He preferred 
  to operate independently and found the cat-and-mouse challenge of 
  gathering battlefield intelligence to be an exhilarating experience.
  VAUGHN MCDADE
  6
  DOSSIERS
  unit Profile
  
  dation for valor, which Murphy utilized to gain acceptance in the Mech-
  Warrior Training Program.
  The decision to become a MechWarrior paid off. When the Third Re-
  serve Cavalry shed their infantry support to create a Home Guard Regi-
  ment for Denbar, Murphy was elevated to a MechWarrior position and 
  given a place within the Third Company’s Reconnaissance lance. In his 
  first taste of combat, he earned the callsign “Bulldog”. Piloting a thirty-
  five ton Raven, he encountered a fifty-ton Enforcer. Despite being se-
  verely outgunned, Murphy doggedly pursued and circled the enemy 
  ‘Mech until he eventually scored a destructive shot against its weaker 
  back armor.
  Murphy serves as the weapons master for the lance, as well as the voice 
  of experience. These duties include working with technicians to ensure the 
  various weapon systems of the lance work at peak efficiency, establishing 
  and maintaining the lance’s training schedule, ensuring proper ammuni-
  tion types are utilized to satisfy mission objectives and maintaining any 
  small arms or support weapons the lance requires. Bulldog’s knowledge 
  of infantry and anti-BattleMech tactics offer a valuable perspective that 
  Arthur Chin can call upon when developing his battle plans.
    
  SYU-2B Sha Yu Russell
  “Bulldog” Russell’s Sha Yu has been retro-fitted with older laser weap-
  ons. While unique, the conversion has yet to exhibit any Vehicle Quirks.
  Rank/Position: Sao-wei / Youling Zhanshi Master-at-Arms
  Born: 3036 (32 in 3068)
  Affiliation: Capellan Confederation
  Home Planet: Old Kentucky
  ’Mech: SYU-2B Sha Yu Russell
  MechWarrior Profile
  Sao-wei Murphy is the oldest and most experienced of the Youling 
  Zhanshi. Most of that experience came as an infantryman. Raised as a 
  gang fighter on Old Kentucky, he took part in numerous street wars un-
  til circumstances pushed him to enlist in order to escape the wrath of 
  rival gangs. Years of urban warfare made him an excellent close quarters 
  fighter. He was even aggressive enough to learn and attempt anti-Bat-
  tleMech tactics.
  Assigned to the rebuilt Third Capellan Reserve Cavalry, he rose quickly 
  to the position of squad leader. When civil uprisings supported by mer-
  cenary BattleMechs threatened Denbar in 3059, his squad assisted in 
  two BattleMech kills. His actions in that conflict earned him a commen-
  RUSSELL “BULLDOG” MURPHY
  7
  DOSSIERS
  unit Profile
  
  OBJECTIVES
  1. Gather Supplies. Each ton of crated supplies successfully extracted 
  off the same edge that the Attacker deployed on earns 5 WP for the At-
  tackers. (Reward: up to 55 WP)
  2. Hit and Run. Make it into the firebase and back off the deployment 
  edge of the map with all four ’Mechs active. (Reward: 150 WP)
  SPECIAL RULES
  The following rules are in effect for this track:
  Night Combat
  Unless specified as a daytime attack using the bonus option above, 
  a random level of darkness fighting rules are in effect (Specific rules for 
  varying levels of darkness can be found on p. 58, TO). The level of dark-
  ness is determined by a 1d6 roll made by the attacker and consulting the 
  Random Darkness Table.
   RANDOM DARKNESS TABLE
  D6 Roll
  Darkness Level
  2-5
  Full Moon Night/Glare
  6
  Moonless Night/Solar Flare
  Cargo Snatching
  The Defending player must select 3 pavement hexes to be marked as 
  cargo stockpiles. Large crates are considered to weigh five tons and reg-
  ular crates are considered to weigh three tons. The Snake may only carry 
  one Large or Small Crate, while the Duan Gung can carry up to two Small 
  Crates. The full effects and rules for carrying cargo are in effect during 
  the scenario (see Cargo Carriers, p.261, TW).
  When determining what supplies have been liberated, the Game Mas-
  ter may designate the available components, let the players request cer-
  tain items, or utilize the Random Cargo Table. 
   RANDOM CARGO TABLE
  D6 Roll
  Cargo
  1-2
  Armor
  3
  Ammunition
  5
  Actuators and Electronics 
  (Cockpit & Controls)
   
  AFTERMATH
  With a series of lightning night raids executed all across the rear area 
  of the Rangers’ landing zone, the Youling Zhanshi quickly built up a 
  stockpile of consumables, ammunition and repair parts that would be 
  needed for the long road that laid ahead. Other lances from the Third 
  CRC were rarely as successful in their own attempts to secure supplies. 
  Security around all Illician Rangers’ facilities would increase, and an ac-
  tive campaign to hunt down the Guerilla fighters would ensue.
  SITUATION
  Firebase Delta
  Homestead, Occupied Capellan Confederation
  14 July 3068
  The suddenness of the Federated Suns incursion into Capellan space 
  caught many of the border worlds completely off guard. But the Fourth 
  Succession War had taught the CCAF painful lessons and certain forc-
  es had been trained for just such an event. While the local militia was 
  quickly overwhelmed, the Third Capellan Reserve Cavalry adopted a 
  highly unconventional tactic. The regiment broke down into individual 
  lance-sized cells and melted into the landscape to begin harassing their 
  attackers. 
  As one of the plan’s leading proponents, Sang-wei Arthur Chin’s first 
  priority was to secure enough supplies. Fortunately, the Rangers were 
  completely unaware that enemy forces were lurking in their midst.
  GAME SETUP
  The Defender sets up all maps during this mission, using a minimum 
  of two maps (and a maximum of four) Two of the maps must contain 
  pavement of some kind, to serve as the firebase (Such as Military Base 
  1 and Military Base 2 from Classic BattleTech Maps Set 7). These maps 
  should be placed side by side (see method 1, p.263, TW). The other two 
  maps (if used) should be selected from the flatlands table and placed 
  beneath the firebase maps. Hexpacks may be used as well, with maps 
  modified to better match a firebase in an arable plains setting. 
  The Defender will begin within the firebase perimeter. The Attacker 
  will enter the map from the bottom edge of the playing area.
  Attacker
  The Attacker consists of all 4 ’Mechs of the Youling Zhanshi. 
  Defender
   The Defender consists of forces from the Ninth Illician Rangers merce-
  nary regiment. The security forces for the firebase consist of one platoon 
  of mechanized infantry, one lance of armor, and one squad of Battle Ar-
  mor. None of the armored units may weigh more than sixty tons.
  Use the Federated Suns Assignment Tables (see p. 267, TW) as a guide 
  when generating the Rangers’ units. Their vehicle crews and MechWar-
  riors are rated regular, but one out of every four has Veteran-rated skills. 
  The Battle Armor and Mechanized infantry are Veteran status.
  WARCHEST
  Track Cost: 150 WP
  Optional Bonuses:
  The listed Warchest Points (WPs) are awarded if at least one Objective 
  is completed with the following optional rules (all bonuses cumulative):
  +100 Daylight Raid: For conducting the raid in full daylight visibility.
  +150 Unexpected Foe: A Random medium BattleMech with a regu-
  lar pilot is present at the firebase. 
  THIEVES IN THE NIGHT
  8
  DOSSIERS
  Missions
  
  Opposition
  The Ninth Illician Rangers possess a full BattleMech regiment with 
  full armor, aerospace and infantry support. They possess many cutting 
  edge designs gifted to them by contacts with the AFFS. They are a vet-
  eran unit well versed in combined operations and they have brought 
  enough supplies for a lengthy campaign. The Rangers also have the 
  support of a puppet government of unpopular locals who see a chance 
  to get in good with the Federated Suns. While these local officials can 
  only offer green infantry, they can also utilize the police and pressure 
  average citizens in the effort to locate the rogue MechWarriors of the 
  Third CRC.
  Tactical Analysis
  The Youling Zhanshi must find ways to keep the Iillican Rangers off-
  balance and disrupt their activities until reinforcements arrive. The Third 
  CRC is forced into mobile, hit-and-run tactics while the Rangers enjoy 
  ample supplies and control of Homestead’s infrastructure. Furthermore, 
  in order for the Third CRC’s organized resistance to be effective, it must 
  demonstrate the ability to achieve meaningful results. The citizens need 
  to able to see tangible results if they are expected to take hazardous risks 
  that aid the Resistance cause. Word of Youling Zhanshi victories would 
  be distributed through underground channels to further embolden and 
  reassure the populace.
  Objectives
  Erode the invaders: The Rangers may have ample supplies, but they 
  are not endless. Any time the Zhanshi can steal supplies, or utterly de-
  stroy a combat unit, they are affecting the Rangers’ ability to conduct 
  future combat operations within the Confederation.
  Become the Legend. The symbolic nature of the Zhanshi’s actions 
  cannot be understated. At all times, the Youling Zhanshi must strive to 
  avoid losing their BattleMechs, or an engagement. Any significant defeat 
  will force a substantial portion of the resistance to go into hiding, further 
  isolating the Capellan Guerilla effort.
  Mission Success Conditions
  By October of 3068, a Warrior House will arrive to help counter-attack 
  the Federated Suns Invasion forces. If the Youling Zhanshi can keep oper-
  ating and making raids until that time, they can join the ref-formed Third 
  CRC and partake in the counter-attack effort.
  Mission Briefing
  Once the Rangers seized Westfall, the Third CRC chose to break up the 
  regiment and launch into a lance-by-lance guerilla campaign. The com-
  mand and support staffs formed a network of partisans and informants 
  by infiltrating population centers and identifying citizens who were will-
  ing and able to assist in this effort.
  The Illician Rangers thought they had scored a rapid victory. Rang-
  ers’ command began to focus on preparing for the next phase of the 
  invasion plan. They expected civil unrest, and even took steps to fortify 
  key positions but their focus was on preparing for the next jump into 
  Capellan space. The sudden wave of hit-and-run attacks caught them 
  completely off guard. As they attempted to locate and identify their at-
  tackers several scouting elements simply never returned. Their easy vic-
  tory was turning into a bloody occupation.
  It was during these weeks and months that the Third CRC’s strategy 
  yielded results. The regiment’s officers experienced varying levels of suc-
  cess conducting the rogue and unconventional operations the strategy 
  required. Arthur Chin, in particular, excelled in this new role. Through 
  this campaign of organized resistance, Chin and his infamous “Youling 
  Zhanshi” would become local legends. Time and again, they were able to 
  discover and neutralize important Illician operations. They became folk 
  heroes to many of the local citizens, and stood in defiance of another 
  Federated Suns invasion. Soon the Rangers’ CO was committed to trap-
  ping these “terrorists” and destroying them in a very public way.
  Assets
  The Youling Zhanshi are poorly supplied, having only what they stole 
  in their initial raids. They can attempt to make contact with the resis-
  tance in order to acquire more support. When repairs are needed, the 
  members of the Youling Zhanshi may either attempt them with their 
  own rudimentary technical skills or make contact with the Third CRC re-
  sistance command and request a team of technicians. Contacting the 
  resistance exposes the lance to discovery by Rangers’ forces or sympa-
  thizers. 
  Additionally, the members of the Youling Zhanshi have the hearts and 
  minds of nearly the entire civilian population. A handful of lackeys have 
  sworn fealty to the invaders, but most bitterly resent the occupation of 
  the mercenary troops. Arthur Chin and his troops can often find shelter, 
  medical aid, support or just news and information in a city or town. How-
  ever, to reach this support they must slip past guarding Rangers forces.
   
  THE LAST BEST HOPE
  9
  DOSSIERS
  Missions
  
  Since a direct attack would likely result in another Capellan defeat, 
  the Youling Zhanshi look for military targets that are left with minimal 
  security. They accomplish this through a wide variety of means. Li hark 
  constantly monitors communications traffic looking for breakable codes 
  or snippets of unprotected transmission that hint at the Rangers’ move-
  ments and strategies. They also rely on tips from the resistance, and oc-
  casional intel provided by the scattered command staff.
  The targets attacked are chosen carefully by Sang-wei Chin. While 
  supplies are always a boon the real value of a successful raid is to cre-
  ate chaos and insurrection. If the citizens can see important mercenary 
  assets being destroyed, they will continue to believe in the eventual 
  freedom of Homestead. Targets near cities, supply depots, or command 
  and control elements are the highest priority while they avoid heavily 
  defended areas.
  Aftermath
  If the Youling Zhanshi is still operating when October rolls around, the 
  Warrior House Lu Sann arrives in full force and takes the war to the occu-
  pying mercenary forces. The rest of the Third CRC emerges from hiding 
  as well, and the guerilla war ends. If the Youling Zhanshi is neutralized, 
  the counter attack will face fortified and prepared resistance.
  The Rangers are not willing to simply take the abuse. They monitor 
  suspected resistance members and question others. While they won’t 
  harm civilians they are willing to threaten them. They will even resort to 
  baiting traps with poor security and apparently valuable targets while 
  reinforcements hide nearby waiting to pounce. 
  Additional Complications
  Also present on Homestead is Jason Zaklan, a Death Commando 
  NOC (Non-Official Cover operative). On extended assignment, he was 
  stranded on Homestead when the Rangers invasion force landed and 
  seized the planet. While Zaklan is a skilled MechWarrior, he is trained in 
  a very different style of warfare with radically different objectives. He 
  has knowledge of House Lu Sann’s impending arrival and works towards 
  aiding their counter attack. He occasionally uses the Youling Zhanshi to 
  assist him with hazardous combat missions against important military 
  targets. When Zaklan is involved in a mission, double the Rangers’ forces 
  involved in the scenario. 
  Campaign Approach
  For a streamlined approach, the War Tracks system can be utilized to 
  select scenarios and utilize a simplified support system (see Chaos Cam-
  paign). For a more role-playing oriented approach, a system of support 
  or intel requests can be made to reflect the Youling Zhanshi’s efforts 
  during their guerilla war. For example, when the Youling Zhanshi ask for 
  technical repair assistance, the gamemaster could utilize the Battlefield 
  Tech archetype (see p.101, A Time of War) and the detailed rules for re-
  pairs and rearming (see p.181-187, Strategic Operations). The GM should 
  also feel free to alter the sample character as needed or create entirely 
  original characters of his own.
  Enemies
  While the Rangers were surprised by the emergence of the Third Ca-
  pellan Reserve Cavalry, they were certainly capable of adjusting to the 
  conditions and engaging in an aggressive campaign. Their aversion to 
  harming civilians allowed the scouts and sympathizers of the Third CRC 
  to freely roam the cities and highways, tracking the movements and lo-
  cations of many Ranger units. The Rangers would try again and again to 
  lure the Third CRC out of hiding to engage in a single decisive battle, to 
  no avail. They were left to rely on superior numbers and pressure applied 
  through local political partnerships. 
  Local Conditions
  Homestead was aptly named. The largest two continents, Westland 
  and Greenrange are rich, river-latticed expanses of arable land. While 
  both have significant mountain ranges and sterling coastlines, the vast 
  and fertile soil is what drew settlers to the planet. The weather is no-
  ticeably seasonal, with cold winters and hot summer and temperatures 
  that vary between zero and forty. Nearly sixty-five percent of the planet’s 
  surface is water. While the planet lacks a notable industrial base, it does 
  serve as a major food grower within the Confederation. 
  Objectives
  Arthur Chin is painfully aware of the precarious situation the Third 
  CRC is facing. His lifelong study of the painful losses of the Fourth Suc-
  cession War make him a dangerous and dedicated foe. While he lacks the 
  army to throw the intruders off world, he does have capable and skilled 
  warriors with whom to serve as a thorn in the Ninth Illician Rangers’ paw. 
  The key, in his eyes, is to seem both invisible and invincible.
  GM-ONLY SECTION
  10
  DOSSIERS
  Missions
  
  Defender
  The Defender consists of one BattleMech lance and one light armor 
  lance of Illician Rangers. One of the BattleMechs must be a CP-11A Cy-
  clops which serves as the communications center for this Rangers’ Bat-
  talion. Two of the three remaining Illician BattleMechs must be Light and 
  none can be Assault class. All armor vehicles must weigh 45 tons or less. 
  The Defenders must identify one BattleMech on the board as the force 
  commander. The armor forces are regular (Gunnery 4, Drive 5) while the 
  MechWarriors are veterans (Gunnery 3, Piloting 4).
  WARCHEST
  Track Cost: 500
  Optional Bonuses:
  The listed Warchest Points (WPs) are awarded if at least one Objective 
  is completed with the following optional rules (all bonuses cumulative):
  +300 It’s a Trap: The Rangers expect the attack and have a second 
  lance of light and medium BattleMechs en route to reinforce their posi-
  tion starting on turn 4.
  OBJECTIVES
  1. Blind them. Cripple or destroy the enemy Cyclops BattleMech. (Re-
  ward: 200)
  2. Cutting off the head. Cripple or destroy the enemy commander’s 
  BattleMech. (Reward: 150)
  3. Hammer. Cripple/destroy over half of the opposing force. (Reward: 
  300)
  SPECIAL RULES
  The following rules are in effect for this track:
  Commander
  One of the units in the Defender’s force is a Battalion commander. The 
  Defender chooses a BattleMech and reduces by 1 all of its Gunnery and 
  Piloting skill roll target numbers.
  AFTERMATH
  The strike on the Command Post proved to be a lethal blow to the Illi-
  cian Rangers. It robbed them of one of their three primary communica-
  tions and control centers and created a hole in their defenses. This hole 
  was exploited by the subsequent landing of Warrior House Lu Sann. The 
  warriors of House Lu Sann quickly forced the Rangers around Westfall to 
  retreat and then turned their attention on the rest of Homestead. While 
  House Lu Sann marched into battle, the Third Capellan Reserve Cavalry 
  re-formed and charged in to serve as reinforcements. The combined 
  might of a reconstituted Third CRC and a zealous Warrior House proved 
  to be an overwhelming foe.
  SITUATION
  Rangers Command Post Westfall
  Occupied Homestead, Capellan Confederation
  As usual, Sang-wei Zaklan seemed certain that his information was 
  accurate. Arthur couldn’t help but think that the firebase looked small 
  given that it was the main Command Post for the region around Home-
  stead’s planetary capital. And yet, with only a handful of BattleMechs 
  and a smattering of light armor in view, it certainly seemed as if the Com-
  mand Post lacked any substantial security.
  “What’s your plan, Sang-wei?” he asked the Death Commando with a 
  wary edge to his voice.
  “Simple,” the man answered as he pushed to his feet, “We hit ‘em hard, 
  and we hit ‘em fast, and we do it right now.” 
  Standing as well, Arthur fired a stern look at the man, “I hope it’s more 
  detailed than that.”
  “You think too much,” Zaklan replied,” My information tells me that one 
  of their battalion commanders and a Cyclops are down there. We destroy 
  them and cripple their ability to hunt you all down. We’re moving in five, 
  mount up and tell your people to mount up as well.”
  “They’ll cut us off before we ever reach the base,” Chin countered.
  “Let them,” Zaklan laughed, breaking into a jog as he called back over 
  a shoulder,” I want to go through them, Sang-wei, not around them!”
  GAME SETUP
  The Defender sets up all maps during this mission, using a minimum 
  of two maps, and a maximum of four. Use maps with significant amounts 
  of grasslands and trees. Consider using the Flatland, Hill, and Wooded 
  Terrain Tables (see p. 263, TW). Alternatively, use a Hexpack to modify 
  maps to better match this guideline, treating all Rough hexes as Light 
  Woods.
  The Defender selects his starting edge. The Attacker will enter the 
  map from the opposite side of the Defender.
  Attacker
  The attacking force consists of the Youling Zhanshi and Jason Zaklan. 
  Any efforts they have taken to create this decisive battle (through role-
  playing actions in The Last Best Hope) should dictate the Rangers’ level of 
  readiness. If the players skipped The Last Best Hope, then have the Capel-
  lan ‘Mechs roll 2d6 for every ton of ammunition carried in each BattleM-
  ech. On a 4 or less, the entire ton of ammunition is empty. On a result of 
  5 or 6, half of the rounds are missing due to supply issues. A result of 7 or 
  higher indicates the ton of ammunition is full.
  THE HEAD OF THE SERPENT
  11
  DOSSIERS
  Missions
  
  TM
  © 2010 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. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /   /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts
  Melee
  N/A
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  ARTHUR CHIN
  Arthur Chin
  168
   4 
  0
   5 
  0
   5 
  0
   6 
  0
   6 
  0
   5 
  0
   5 
  0
   3  
  –1
  71
  Capellan Confederation
  Brown
  Brown
  Citizen/Capellan 
  2 
  p. 109
  Combat Sense 
  4 
  p. 110
  Connections 
  2 
  p. 111
  Good Vision 
  1 
  p. 118
  Patient 
  1 
  p. 121
  Rank 
  5 
  p. 123
  Pilot Special Ability: Sniper 
   
  p. 221
   
  10 
  6
   
  21 
  3
   
  42 
  10
  Main  
  Torso 
  Cooling Vest 
  1 2 0 1
  Helmet  
  Head 
     Neurohelmet, Standard 
  4 4 3 2 
  Boots  
  Feet 
  Plasteel Boots 
  4 6 4 4
   
  +2 
  0 
  1
  Rifle (Imperator AX-22) +3 
  4B 4B 
  30 80 185 435 
  15 
  Burst: 15; Recoil: -1
  Auto-Pistol 
  +3 
  3B 4 
  5 20 45 105 
  10 
  Jam on Fumble
  Knife 
  +2 1M 1
  Administration 
  +2 INT+WIL 8/SA
  Career/Soldier 
  +3 
  INT 
  7/SB
  Climbing 
  +2 
  DEX 
  7/SB
  Comms/Conventional 
  +2 
  INT 
  7/SB
  Computers 
  +2 
  INT 
  8/CB
  Gunnery/’Mech 
  +5 RFL+DEX 8/SA
  Interest/Famous Battles 
  +4 
  INT 
  8/CB
  Interest/Fourth Succession War +5 
  INT 
  8/CB
  Interest/AFFS History 
  +4 
  INT 
  8/CB
  Language/Chinese 
  +2 
  CHA 
  8/SA
  Language/English 
  +2 
  CHA 
  8/SA
  Leadership 
  +2 WIL+CHA 8/SA
  Martial Arts 
  +2 
  RFL 
  7/SB
  MedTech/General 
  +2 
  INT 
  7/SB
  Melee Weapons 
  +2 
  DEX 
  7/SB
  Navigation/Ground 
  +2 
  INT 
  7/SB
  Perception 
  +3 
  INT 
  7/SB
  Piloting/’Mech 
  +4 RFL+DEX 8/SA
  Protocol/Capellan 
  +2 WIL+CHA 9/CA
  Running 
  +2 
  RFL 
  7/SB
  Sensor Operations 
  +2 INT+WIL 8/SA
  Small Arms 
  +3 
  DEX 
  7/SB
  Stealth 
  +2 RFL+INT 8/SA
  Strategy 
  +2 DEX+INT 9/CA
  Survival/Forest 
  +2 BOD+INT 9/CA
  Survival/Jungle 
  +2 BOD+INT 9/CA 
  Swimming 
  +2 
  STR 
  7/SB
  Tactics/Land 
  +4 INT+WIL 9/CA
  Technician/Electronics 
  +1 DEX+INT 9/CA
  Technician/Mechanical 
  +2 DEX+INT 9/CA
  Technician/Weapons 
  +1 DEX+INT 9/CA
  Training 
  +2 INT+WIL 9/CA
  (   
     )
  Melee
  N/A
  
  TM
  © 2010 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. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /   /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts
  Melee
  N/A
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  LI HARK
  Li Hark
  180
   4 
  0
   4 
  0
   6 
  0
   6 
  0
   6 
  0
   4 
  0
   3 
  –1
   2 
  –2
  84
  Capellan Confederation
  Brown
  Brown
  Citizen/Capellan 
  2 
  p. 109
  Connections 
  1 
  p. 111
  Rank 
  5 
  p. 123
   
  10: 
  5
   
  20 
  3
   
  40 
  10
  Main  
  Torso 
  Cooling Vest 
  1 2 0 1
  Helmet  
  Head 
     Neurohelmet, Standard 
  4 4 3 2 
  Boots  
  Feet 
  Plasteel Boots 
  4 6 4 4
   
  +3 
  0 
  1
  Auto-Pistol 
  +3 
  3B 4 
  5 20 45 105 
  10 
  Jam on Fumble
  Knife 
  +2 1M 1
  Career/Soldier 
  +3 
  INT 
  7 
  SB
  Climbing 
  +1 
  DEX 
  7 
  SB
  Comms/Conventional 
  +5 
  INT 
  7 
  SB
  Computers/Advanced 
  +4 INT+DEX 8 
  CB
  Cryptography 
  +5 INT+WIL 9 
  CA
  Gunnery/’Mech 
  +4 RFL+DEX 8 
  SA
  Language/Chinese 
  +3 
  CHA 
  8 
  SA
  Language/English 
  +2 
  CHA 
  8 
  SA
  Language/Farsi 
  +1 
  CHA 
  8 
  SA
  Language/Russian 
  +1 
  CHA 
  8 
  SA
  Martial Arts 
  +3 
  RFL 
  7 
  SB
  MedTech/General 
  +2 
  INT 
  7 
  SB
  Melee Weapons 
  +2 
  DEX 
  7 
  SB
  Navigation/Ground 
  +3 
  INT 
  7 
  SB
  Perception 
  +4 
  INT 
  7 
  SB
  Piloting/’Mech 
  +4 RFL+DEX 8 
  SA
  Protocol/Capellan 
  +1 WIL+CHA 9 
  CA
  Running 
  +2 
  RFL 
  7 
  SB
  Sensor Operations 
  +4 INT+WIL 8 
  SA
  Small Arms 
  +3 
  DEX 
  7 
  SB
  Stealth 
  +1 RFL+INT 8 
  SA
  Strategy 
  +1 INT+WIL 9 
  CA
  Support Weapons 
  +2 
  DEX 
  7 
  SB
  Survival/Forest 
  +2 BOD+INT 9 
  CA
  Survival/Mountain 
  +2 BOD+INT 9 
  CA
  Swimming 
  +1 
  STR 
  7 
  SB
  Tactics/Land 
  +2 INT+WIL 9 
  CA
  Technician/Mechanical 
  +1 DEX+INT 9 
  CA
  (   
     )
  Melee
  N/A
  
  TM
  © 2010 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. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /   /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts
  Melee
  N/A
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  VAUGHN MCDADE
  Vaughn McDade
  182
   4 
  0
   4 
  0
   4 
  0
   4 
  0
   5 
  0
   5 
  0
   4 
  0
   3 
  -1
  86
  Capellan Confederation
  Black
  Brown
  Citizen/Capellan 
  2 
  p. 109
  Compulsion/Paranoid  
  –1 
  p. 110
  Fit 
  2 
  p. 117
  Rank 
  5 
  p. 123
   
  8 
  5
   
  17 
  2
   
  34 
  9
  Main  
  Torso 
  Cooling Vest 
  1 2 0 1
  Helmet  
  Head 
     Neurohelmet, Standard 
  4 4 3 2 
  Boots  
  Feet 
  Plasteel Boots 
  4 6 4 4
   
  +3 
  0 
  1
  Sniper Rifle 
  +4 
  5B 4 
  45 150 340 700 
  5 
  p. 266
  Auto-Pistol 
  +4 
  3B 4 
  5 20 45 105 
  10 
  Jam on Fumble
  Knife 
  +3 1M 1
  Career/Soldier 
  +3 
  INT 
  7 
  SB
  Climbing 
  +3 
  DEX 
  7 
  SB
  Comms/Conventional 
  +2 
  INT 
  7 
  SB
  Cryptography 
  +2 INT+WIL 9 
  CA
  Disguise 
  +3 
  CHA 
  7 
  SB
  Gunnery/’Mech 
  +5 RFL+DEX 8 
  SA
  Interest/Extreme Sports 
  +3 
  INT 
  8 
  CB
  Language/Chinese 
  +3 
  CHA 
  8 
  SA
  Language/English 
  +2 
  CHA 
  8 
  SA
  Martial Arts 
  +3 
  RFL 
  8 
  SA
  MedTech/General 
  +2 
  INT 
  7 
  SB
  Melee Weapons 
  +3 
  DEX 
  8 
  SA
  Navigation/Ground 
  +2 
  INT 
  7 
  SB
  Negotiation 
  +1 
  CHA 
  8 
  CB
  Perception 
  +4 
  INT 
  7 
  SB
  Piloting/’Mech 
  +4 RFL+DEX 8 
  SA
  Running 
  +3 
  RFL 
  7 
  SB
  Security Systems/Electronic +3 DEX+INT 9 
  CA
  Sensor Operations 
  +2 INT+WIL 8 
  SA
  Small Arms 
  +4 
  DEX 
  7 
  SB
  Stealth 
  +3 RFL+INT 8 
  SA
  Streetwise/Capellan 
  +2 
  CHA 
  8 
  SB
  Support Weapons 
  +3 
  DEX 
  7 
  SB
  Survival/Arctic 
  +1 BOD+INT 9 
  CA
  Survival/Desert 
  +2 BOD+INT 9 
  CA
  Survival/Jungle 
  +2 BOD+INT 9 
  CA
  Swimming 
  +3 
  STR 
  7 
  SB
  Tactics/Land 
  +2 INT+WIL 9 
  CA 
  Thrown Weapons 
  +2 
  DEX 
  7 
  SB
  Tracking/Wilds 
  +3 INT+WIL 8 
  SA
  (   
     )
  Melee
  N/A
  
  TM
  © 2010 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. 
  PERSONAL DATA
  COMBAT DATA
  ATTRIBUTES
  SKILLS
  TRAITS (PERSONAL)
  /
  (   
     )
  (              ):
  Name:
  Height:
  cm
  Hair:
  Player:
  Afﬁliation:
  Extra:
  Weight:
  kg
  Eyes:
  Attribute
  STR
  BOD
  RFL
  DEX
  INT
  WIL
  CHA
  EDG
  Score
  Link
  XP
  Trait
  Page Ref.
  TP
  XP
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Skill
  Links
  Lvl
  TN/C
  XP
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Condition Monitor
  Movement (Meters per Turn)
  Standard Damage:
  Fatigue Damage:
  Stun:
  Unconscious:
  Run/Evade:
  Crawl:
  Walk:
  Climb:
  Sprint:
  Swim:
  Personal Armor (Loc)
  Weapon
  Range
  Ammo Notes
  Skill AP/BD
  Armor Type
  BAR (M/B/E/X)
  (   /   /   /   )
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  (   /   /   /   )
  (              ):
  Martial Arts
  Melee
  N/A
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  /
  (   /   /   /   )
  RUSSELL  
  “BULLDOG” MURPHY
  Russell “Bulldog” Murphy
  235
   6 
  0
   6 
  0
   5 
  0
   5 
  0
   4 
  0
   4 
  0
   3  
  –1
   2  
  –2
  107
  Capellan Confederation
  Black/Shaved
  Blue
  Citizen/Capellan 
  2 
  p. 109
  Compulsion/Hates FedSuns –1 
  p. 110
  Fit 
  2 
  p. 117
  Rank 
  5 
  p. 123
   
  11 
  8
   
  24 
  3
   
  48 
  11
  Main  
  Torso 
  Cooling Vest 
  1 2 0 1
  Helmet  
  Head 
     Neurohelmet, Standard 
  4 4 3 2 
  Boots  
  Feet 
  Plasteel Boots 
  4 6 4 4
  Martial Arts +4 
  0 / 2     (    Melee   ) N/A
  Rifle (Imperator AX-22) +4 4B /4B    ( 30/80/185/435) 
  15 
  Burst: 15; Recoil: -1
  Auto-Pistol 
  +4 3B /4     (5/20/45/105) 
  10 
  —
  Automatic Grenade-Launcher +3 (B)    
      (20/45/110/180) 
  10 
  Burst: 5; Recoil: -2
  Knife 
  +4 1M / 1     (    Melee   ) N/A
  Acrobatics/Free Fall 
  +2 
  REF 
  7/SB
  Artillery 
  +1 INT+WIL 8/SA
  Career/Soldier 
  +5 
  INT 
  7/SB
  Climbing 
  +2 
  DEX 
  7/SB
  Comms/Conventional 
  +2 
  INT 
  7/SB
  Demolitions 
  +3 DEX+INT 9/CA
  Driving 
  +3 RFL+DEX 8/SA
  Gunnery/Ground Vehicles 
  +4 RFL+DEX 8/SA
  Gunnery/’Mech 
  +5 RFL+DEX 8/SA
  Gunnery/Turret 
  +2 RFL+DEX 8/SA
  Interest/Combat Sports 
  +3 
  INT 
  8/CB
  Language/Chinese 
  +1 
  CHA 
  8/SA
  Language/English 
  +1 
  CHA 
  8/SA
  Martial Arts 
  +4 RFL+DEX 8/SA
  MedTech/General 
  +3 
  INT 
  7/SB
  Melee Weapons 
  +4 DEX+RFL 8/SA
  Navigation/Ground 
  +2 
  INT 
  7/SB
  Perception 
  +3 
  INT 
  7/SB
  Piloting/’Mech 
  +4 RFL+DEX 8/SA
  Running 
  +2 
  RFL 
  7/SB
  Sensor Operations 
  +1 INT+WIL 8/SA
  Small Arms 
  +4 
  DEX 
  7/SB
  Stealth 
  +1 RFL+INT 8/SA
  Streetwise/Capellan 
  +1 
  CHA 
  8/SB
  Support Weapons 
  +3 
  DEX 
  7/SB
  Survival/Jungle 
  +3 BOD+INT 9/CA
  Swimming 
  +2 
  STR 
  7/SB
  Tactics/Infantry 
  +4 INT+WIL 9/CA
  Tactics/Land 
  +1 INT+WIL 9/CA 
  Technician/Electronics 
  +2 DEX+INT 9/CA
  Technician/Mechanical 
  +2 DEX+INT 9/CA
  Technician/Myomers 
  +2 DEX+INT 9/CA
  Technician/Weapons 
  +3 DEX+INT 9/CA
  Thrown Weapons 
  +3 
  DEX 
  7/SB
  Tracking/Wilds 
  +2 INT+WIL 8/SA
  
  Duan Gung Vaughn
  7
  11
  6
  25
  851
  Era: 
  Jihad
  Inner Sphere
  2011
  (9)
  (10)
  (10)
  (12)
  (7)
  (7)
  (9)
  (9)
  (2)
  (3)
  (2)
  (6)
  (6)
  (4)
  (4)
  (8)
  (6)
  (6)
  2
  LRM 5
  CT
  2
  1/Msl 
  [M,C,S]
  6
  7
  14
  21
  1
  ER Medium Laser
  RA
  5
  5 [DE]
  4
  8
  12
  1
  ER Medium Laser
  LA
  5
  5 [DE]
  4
  8
  12
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  ER Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  ER Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  LRM 5
  LRM 5
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Ammo (LRM 5) 24
  Endo Steel
  Endo Steel
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  Endo Steel
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  Endo Steel
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  OOO
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  10 (20)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  Sha Yu SYU-2B
  7
  11
  0
  40
  1,419
  Era: 
  Jihad
  Inner Sphere
  2011
  (9)
  (15)
  (15)
  (17)
  (12)
  (12)
  (20)
  (20)
  (5)
  (6)
  (5)
  (10)
  (10)
  (6)
  (6)
  (12)
  (10)
  (10)
  1
  Guardian ECM Suite
  CT
    [E]
  6
  1
  Medium Laser
  RT
  3
  5 [DE]
  3
  6
  9
  1
  Medium Laser
  LT
  3
  5 [DE]
  3
  6
  9
  1
  Large Laser
  RA
  8
  8 [DE]
  5
  10
  15
  1
  Large Laser
  LA
  8
  8 [DE]
  5
  10
  15
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Large Laser
  Large Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Stealth
  Stealth
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Large Laser
  Large Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Stealth
  Stealth
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Guardian ECM Suite
  Guardian ECM Suite
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Stealth
  Stealth
  Roll Again
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Stealth
  Stealth
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Stealth
  Stealth
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Stealth
  Stealth
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O
  O O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  12 (24)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  Bulldog
  
  Snake Arthur
  5
  8 [10]
  5
  45
  1,477
  Era: 
  Jihad
  Inner Sphere
  2011
  (9)
  (16)
  (16)
  (20)
  (14)
  (14)
  (18)
  (18)
  (6)
  (7)
  (6)
  (11)
  (11)
  (7)
  (7)
  (14)
  (11)
  (11)
  1
  Guardian ECM Suite
  RT
    [E]
  6
  1
  AMS
  LT
  1
  1
  LRM 5
  LT
  2
  1/Msl 
  [M,C,S]
  6
  7
  14
  21
  1
  ER PPC
  RA
  15
  10 
  [DE,X]
  7
  14
  23
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Stealth
  Stealth
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  ER PPC
  Stealth
  Stealth
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Jump Jet
  Ammo (AMS) 12
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Jump Jet
  Jump Jet
  LRM 5
  AMS
  Ammo (LRM 5 Artemis) 24
  MASC
  MASC
  Stealth
  Stealth
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Guardian ECM Suite
  Guardian ECM Suite
  Stealth
  Stealth
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Stealth
  Stealth
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Stealth
  Stealth
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O O
  O O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  13 (26)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  Men Shen Li
  6
  9 [12]
  0
  55
  1,550
  Era: 
  Jihad
  Inner Sphere
  2011
  (9)
  (20)
  (20)
  (26)
  (17)
  (17)
  (24)
  (24)
  (6)
  (7)
  (6)
  (13)
  (13)
  (9)
  (9)
  (18)
  (13)
  (13)
  1
  Beagle Active Probe
  CT
    [E]
  4
  1
  LRM 15
  RT
  5
  1/Msl 
  [M,C,S]
  6
  7
  14
  21
  w/Artemis IV FCS
  2
  Medium Pulse Laser
  RA
  4
  6 [P]
  2
  4
  6
  2
  Medium Pulse Laser
  LA
  4
  6 [P]
  2
  4
  6
  Shoulder
  Upper Arm Actuator
  Medium Pulse Laser
  Medium Pulse Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Medium Pulse Laser
  Medium Pulse Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Beagle Active Probe
  Beagle Active Probe
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  MASC
  MASC
  MASC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  LRM 15
  LRM 15
  LRM 15
  Artemis IV FCS
  Ammo (LRM 15 Artemis) 8
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  Endo Steel
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  Endo Steel
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOOOO
  OOOOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  10 (20)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
SOURCE: textdata/thevault/BattleTech [multi]/Adventures/BattleTech - Dossiers - Youling Zhanshi.pdf