TEXT: AN INTRODUCTORY BOX SET COMPANION
  
  The Fox’s Teeth
  McKinnon’s Company of House Davion’s Seventh Crucis Lancers, 
  the detached “Fox’s Teeth” have been an independent raiding 
  force for centuries, their lightning hit-and-run tactics making 
  them respected and feared.
  Sorenson’s Sabres
  A detached command originally from the legendary Fifth Sword 
  of Light, Sorenson’s Sabres are a deadly unit among the elite of 
  House Kurita’s samurai, dedicated to cutting a swath through 
  new and ancient enemies alike.
  A new series, the Starterbooks are a perfect way to jump into 
  the further excitement of the Classic BattleTech universe once 
  players have tried their hands at BattleTech. Starterbook: Sword 
  and Dragon provides a short synopsis of the conflicts between the 
  ancient enemies of House Davion and House Kurita, as well as a 
  brief history and personal dossiers on the members of these two 
  legendary combat commands. Including record sheets for everyone 
  in the command—which includes eight, never-before-seen ’Mech 
  variants—as well as a unique track system that allows players to 
  develop their own scenarios, players will be firing autocannons 
  and tossing PPC lightning at one another in no time!
  The Classic BattleTech Introductory Box Set is required to use Starterbook: 
  Sword and Dragon. 
  Also designed to be used in conjunction with Iron Wind Metals’ Sword 
  and Dragon ’MechPack: House Davion and Sword and Dragon ’MechPack: 
  House Kurita.
  ©2007 WizKids, Inc. All Rights Reserved. Starterbook: Sword and Dragon, Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK 
  Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.  
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  WEBSITE:	 CATALYSTGAMELABS.COM
  Under License From
  
  CLASSIC BATTLETECH
  CLASSIC BATTLETECH
  TM
  STArTErBook:
  Sword And drAgon
  • CATALyST gAME LABS •
  
  table of contents
  4
  4
  10
  12
  14
  20
  32
  38
  50
  81
  tHe RIGHt PatH
  UnsPoKen tRUtHs
  IntRoDUctIon
  	 How	to	Use	This	Book	
  a bRIef HIstoRy: HoUse 
  DavIon anD HoUse KURIta
  	
  Origins	
  12
  	
  Age	of	War	
  12
  	
  Star	League	
  12
  	
  Succession	Wars	
  12
  	
  War	of	3039	
  13
  	
  Coming	of	the	Clans	
  13
  	
  Modern	Times	
  13
  tHe foX’s teetH
  	
  History	
  15
  	
  	
  The	Succession	Wars	
  15
  	
  	
  Wedding	Gifts	
  15
  	
  	
  War	of	3039	
  16
  	
  	
  Best	Served	Cold	
  16
  	
  	
  Dragon’s	Den	
  17
  	
  	
  Blood	of	Kerensky	
  17
  	
  	
  Once	More	Into	the	Breach	
  17
  	
  	
  Houses	Divided	
  18
  	
  	
  A	Universe	Turned	Upside	Down	
  19
  tHe foX’s teetH 
  PeRsonnel
  	
  Ian	McKinnon	
  20
  	
  George	Lytton	
  21
  	
  Austin	Vorster	
  22
  	
  Daniel	Waylen	
  23
  	
  Paul	Danton	
  24
  	
  Hiro	Chipende	
  25
  	
  Dave	“Tiny”	Hill	
  26
  	
  Henrik	Dekker	
  27
  	
  Ross	McKinnon	
  28
  	
  Mateo	Alvarez	
  29
  	
  Robert	Grey	
  30
  	
  Sara	Lytton	
  31
  soRenson’s sabRes
  	
  History	
  33
  	
  	
  The	Fourth	Succession	War	
  33
  	
  	
  War	of	the	Ronin	
  34
  	
  	
  Border	Guards	
  35
  	
  	
  The	Path	of	the	Damned	
  36
  	
  	
  The	Fox’s	Den	
  36
  	
  	
  Serving	the	Dragon	
  37
  	
  	
  Bears	and	Beyond	
  37
  soRenson’s sabRes 
  PeRsonnel
  	
  Daniel	Sorenson	
  38
  	
  Grace	Shiro	
  39
  	
  Emory	Wilk	
  40
  	
  Shakir	Jerrar	
  41
  	
  Dana	Utsonomiya	
  42
  	
  Andrew	Martin	
  43
  	
  Sharron	Burgoz	
  44
  	
  Seyla	Teresa	Martinez	
  45
  	
  Albert	Benton	
  46
  	
  Jasmine	Rubach	
  47
  	
  Elden	Berardinelli	
  48
  	
  James	MacPartland	
  49
  RUles anneX
  	
  Advanced	MechWarrior	Abilities	
  50
  	
  	
  Sorenson’s	Sabres	
  50
  	
  	
  The	Fox’s	Teeth	
  51
  	
  BattleMech	Quirks	
  53
  	
  	
  Sorenson’s	Sabres	
  53	
  	
  	
  The	Fox’s	Teeth	
  53
  	
  Prototype	Weapons	and	Equipment	
  54
  	
  Sword	and	Dragon	Campaign:	3048-49	
  59
  	
  	
  Tracks	
  59
  	
  	
  Campaign	Special	Rules	
  60
  	
  	
  Warchest	Point	System	
  62
  	
  	
  Getting	Started	
  62
  	
  	
  Warchest	Points	Between	Tracks	
  62
  	
  The	Setup:	The	Fox’s	Teeth	
  64
  	
  The	Setup:	Sorenson’s	Sabres	
  65
  	
  Mission:	Recon	
  66
  	
  Mission:	Supply	Run	
  66
  	
  Mission:	Defend	
  67
  	
  Mission:	Assault	
  68
  	
  Mission:	Fighting	Withdrawal	
  69
  	
  Mission:	Recon-In-Force	
  70
  	
  Mission:	Probe	
  70
  	
  Mission:	Beachhead	
  71
  	
  Mission:	Pursuit	
  72
  	
  Touchpoint:	Thestria	(Fox’s	Teeth)	
  73
  	
  Touchpoint:	Valentina	(Fox’s	Teeth)	
  74
  	
  Touchpoint:	Cassias	(Fox’s	Teeth)	
  75
  	
  Touchpoint:	Udibi	(Sorenson’s	Sabres)	
  76
  	
  Touchpoint:	Capra	(Sorenson’s	Sabres)	
  77
  	
  Touchpoint:	Brundage	(Sorenson’s	Sabres)	
  79
  	
  Touchpoint:	Dust-Up	
  80
  RecoRD sHeets
  11
  
  
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Project	Concept	
  Randall	N.	Bills
  Writing
  David	L.	McCulloch	
  Ben	Rome
  The Right Path & Unspoken Truths
  Steven	Mohan,	Jr.
  Product	Development
  Randall	N.	Bills
  Product	Editing
  Annalise	Raziq
  BattleTech	Line	Developer
  Randall	N.	Bills
  Production	Staff
  Art Direction
  	 Randall	N.	Bills
  Cover Art
  	 Doug	Anderson
  Cover Design
  	 Adam	Jury
  Classic BattleTech Logo Design
  	 Shane	Hartley	and	Steve	Walker
  Evolved Davion and Kurita Logo Design
  	 Jason	Vargas
  Graphic Presentation
  Troy	Stansel-Garner
  	 David	M.	Stansel-Garner
  	 Adam	Jury
  Layout
  				David	M.	Stansel-Garner
  				Adam	Jury
  Illustrations
  Michael	Komarck
  Additional Illustrations
  Chris	Lewis
  Miniatures Painting & Photography
  	 William	S.	Burt
  Record Sheets
  	 David	L.	McCulloch
  cReDIts
  Special	Thanks
  To	Iron	Wind	Metals	for	not	only	providing	support	in	the	form	
  of	the	miniatures	that	appear	within	this	book,	but	for	jumping	in	
  feet	first	and	wholly	supporting	my	entire	wacky	concept	of	a	new	
  Starterbook	series	and	companion	’MechPacks.	
  To	 Fighting	 Piranha	 Graphics	 for	 once	 more	 providing	 decal	
  support.
  To	William	S.	Burt	for	generating	great	painted	miniatures	and	
  photography	under	a	horribly	tight	deadline.
  To	David	McCulloch	and	Ben	Rome	(Ben	who	I	lassoed	in	at	the	
  last	minute	on	this	project)	for	taking	my	concept	and	making	it	a	
  fantastic,	fully-fleshed	reality.
  To	Michael	Komarck	for	producing	some	of	the	most	fantastic	
  character	art	ever	published	for	BattleTech.
  Playtesters	and	Fact-Checkers
  Daniel	 Ball,	 Dave	 Baughman,	 Charles	 Borner,	 Rich	 Cencarik,	
  Brent	Dill,	Dan	Eastwood,	Bruce	Ford,	Aaron	Gregory,	Jon	Haward,	
  Glenn	 Hopkins,	 Nadine	 Klatt,	 Peter	 LaCasse,	 Ed	 Lafferty,	 Lou	
  Meyers,	Mike	Miller,	Darrell	Myers,	Aaron	Pollyea,	Medron	Pryde,	
  Rick	Raisley,	Rick	Remer,	Jason	Richter,	Joel	Steverson,	Geoff	Swift,	
  Chris	Searls,	Bruce	Terren,	Chris	Wheeler	and	Charles	Wilson.
  To	David	McCulloch	who	was	instrumental	in	developing	the	
  new	record	sheet	design	and	to	date	has	produced	more	record	
  sheets	for	the	re-branded	BattleTech	rulebooks	and	sourcebook	
  than	I’m	sure	he	cares	to	think	about.
  Proofers
  Mike	Miller,	Chris	“Chinless”	Wheeler,	and	Patrick	T.	Wynne.
  ©2007	 WizKids	 Inc.	 All	 Rights	 Reserved.	 Starterbook:	 Sword	
  and	 Dragon,	 Classic	 BattleTech,	 BattleTech,	 ’Mech,	 BattleMech,	
  and	WK	Games	are	registered	trademarks	and/or	trademarks	of	
  WizKids,	Inc.	in	the	United	States	and/or	other	countries.	No	part	
  of	 this	 work	 may	 be	 reproduced,	 stored	 in	 a	 retrieval	 system,	
  or	transmitted	in	any	form	or	by	any	means,	without	the	prior	
  permission	in	writing	of	the	Copyright	Owner,	nor	be	otherwise	
  circulated	in	any	form	other	than	that	in	which	it	is	published.
  	
  Version1.0	(July	2007)	Based	on	First	Printing
  Published	by	Catalyst	Game	Labs,		
  an	imprint	of	InMediaRes	Productions,	LLC
  PMB	202	•	303	91st	Ave	NE	•	G701	•	Lake	Stevens,	WA	98258
  FInD	US	OnLInE:
  Precentor_martial@classicbattletech.com
  	 (e-mail	address	for	any	Classic	BattleTech	questions)
  http://www.classicbattletech.com
  	 (official	Classic	BattleTech	web	pages)
  http://www.CatalystGameLabs.com
  	 (Catalyst	web	pages)
  http://www.wizkidsgames.com/mechwarrior/
  	 (official	MechWarrior	web	pages)
  http://www.wizkidsgames.com
  	 (WizKids	web	pages)
  http://www.battlecorps.com
  	 (online	ordering)
  
  WB
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  Sorenson’s Sabres, Command Lance
  April 3034: McKinnon’s Raiders Command Lance on Tukayyid advancing through the Pozoristu Mountains.
  TheRighTPaTh
  UnsPokenTRUThs
  
  
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  New Renton Wildlands, Just Outside of Clarkston
  Damian, Free Rasalhague Republic
  22 June 3035
  The bass rumble shook the earth, reverberating up through the 
  Marauder’s legs and into the command couch. Tai-i Daniel Sorenson felt 
  the coming of battle in his spine.
  His body was clenched tight, eyes glued to the slice of forest visible 
  through his canopy, right hand poised millimeters from his primary 
  trigger. A single bead of sweat traced down the back of his neck.
  What the hell is wrong with me?
  The universe had gone mad.
  First the Principality of Rasalhague had declared its independence 
  from the Combine. Then the warlords Marcus Kurita and Vasily 
  Cherenkoff had disobeyed the Dragon and launched a war to bring the 
  wayward province back into the fold. Now DCMS soldiers were fighting 
  their brothers on behalf of the new nation.
  As bad as all that was, it was worse for those Combine troops who 
  were also Rasalhagian.
  Like Sorenson.
  He’d made the agonizing choice to remain loyal to the Combine, but 
  not all Rasalhagians had. Two of Sorenson’s men, Izzy Soderstrom and 
  Cedrick Sveinson, had tried to defect to the Republic and it had fallen to 
  Sorenson to stop them. He had.
  Only to learn the next day that the Coordinator was allowing 
  Rasalhagian soldiers to return to their homeland.
  Getting orders to train Republic KungsArmé troops hadn’t helped. 
  And now Damian Aerospace Defense had detected three DropShips, 
  burning in fast and silent. They had to be pirates.
  And all three were ’Mech carriers.
  Sorenson’s Sabres had taken up position in a riparian valley south of 
  the river and north of Clarkston. His troops were staged in a long skirmish 
  line south of the river, between the enemy LZ and the city. The twelve 
  KungsArmé ’Mechs were back a couple klicks, staggered off the Sabres’ 
  right flank, well away from the pirates’ expected line of advance. 
  Sorenson leaned forward, selected the Militia frequency. “Militia One, 
  this is Sabre One. Make sure you hold your troops back.” Of course, Major 
  Rick Kennsington already had his orders, but these weren’t Combine 
  soldiers and so Sorenson felt the need to repeat himself. 
  The Militia was green and he’d seen too many pointless deaths already.
  “Hai, Sorenson-sama.”
  That simple Japanese courtesy said a lot. Like Sorenson, Kennsington 
  had been a Combine soldier, one of the few members of Damian Militia 
  with significant combat experience.
  Only Kennsington had left the Combine, while Sorenson had stayed.
  He drew a deep breath, wondering what—
  The thought was cut off by the sudden whine of laser fire. The 
  underbrush to Sorenson’s left caught fire.
  A fast, little Locust had appeared at the top of a hill, limned by the 
  blue sky. The light ’Mech was painted a lustrous black with crimson 
  highlights. A wicked-looking curved blade marked its cockpit.
  Pirate.
  Mountain Freefire Range, Pozoristu Mountains
  Tukayyid, Free Rasalhague Republic
  6 April 3034
  The nightmare began with a light in the sky, a diamond chip against 
  the purple of the dying night. 
  And Captain Ian McKinnon almost missed it.
  Because Mark McKinnon’s deep voice came rolling out of his radio. 
  “What’s up?”
  “You didn’t get back last night,” said Ian evenly. He’d been up at zero 
  dark thirty prepping the ex. Mark’s rack hadn’t been slept in.
  Mark laughed. “You sound like Mom.”
  “I’m not your mother, MechWarrior,” said Ian coldly, “I’m your 
  commanding officer.”
  “C’mon, Ian.”
  “You have an obligation to be well-rested before a mission,” Ian 
  snapped.
  “A mission,” Mark snorted. “Now training KungsArmé recruits is a 
  mission.”
  Ian pressed his lips together in a tight line. “I don’t give a damn 
  whether you like it or not, this ex is your mission.”
  “Hey, I’ve never let anyone down,” said Mark hotly.
  “Are you gambling again?” Ian shot back.
  Sudden silence. There it was. The Question.
  A pause. “N-no.”
  Ian closed his eyes. In his experience innocent men didn’t pause.
  “Ian, look I—”
  “Stow it, Mark. We’ll talk later. Alpha One, out.” He broke contact.
  Damn it.
  He was going to have to relieve Mark of duty.
  When his father had died, Ian had inherited more than McKinnon’s 
  Raiders. He’d also inherited responsibility for his brother. And the simple 
  truth was Ian had failed that responsibility.
  Failed Mark.
  No matter what he tried, Ian had never been able to convince his 
  brother to take the right path. It broke Ian’s heart. Mark was a good man, 
  brave and loyal (if not overly smart) and Ian loved him. But after years of 
  trying he just didn’t know how to make Mark see.
  He sighed heavily, glanced up. The eastern sky was ablaze with 
  color, but night still reigned in the west: indigo fading to black at 
  the horizon.
  A flicker of motion caught his eyes: a pinpoint of sparkling white 
  drifted across the purple sky, then dipped. Meteor, he thought. And 
  then, No, that was a course change.
  Couldn’t be a military drop—the recruits were still struggling to 
  master battalion-level tactics. They were months away from training 
  a planetary assault. This morning’s ex was a simple company versus 
  company engagement.
  And it couldn’t be a real attack. What ronin unit would bother with 
  Tukayyid? The planet was mostly farmland with a few religious enclaves 
  sprinkled in. No targets of any strategic value.
  
  Which meant it had to be a commercial 
  DropShip on approach, one that had overflown 
  the range by accident.
  An assessment Ian believed right up until 
  the moment when the single light split into two. 
  Then three.
  Then four.
  Suddenly he was pushing his Black Knight into a lope, moving fast 
  through the tangle of brush that blanketed the mountain below the 
  tree line, heading northwest toward the string of diamonds in the sky, 
  his pulse pounding in his ears.
  Five. Six. Seven.
  He selected the exercise channel. “All forces, this is the referee. 
  Secure from exercise. I say again, secure from exercise. I have visual 
  confirmation of hostile DropShip deploying ’Mechs bearing zero five 
  six from my posit.”
  Eight. Nine. Ten. My God had to be at least a Union up there. Ian hoped 
  to hell it wasn’t an Overlord. He had two companies on the mountain, 
  but that was counting a company of green Rasalhagian troops. They 
  could take twelve ’Mechs. If there were more . . . 
  The Raiders’ three lances had been mixed in with the Rasalhagian 
  forces for the exercise. Ian would’ve liked to pull the Raiders up and hold 
  the recruits in reserve, but there was no time to redeploy. He’d have to 
  play this with the cards he’d been dealt.
  “Alpha Two and Charlie One, say your posits.”
  Ian heard the gruff voice of Sergeant Major George Lytton. “Sir, Red 
  Company is dug in along a ridge in grid 4065. We are pulling out and will 
  form up on you in . . . six minutes.”
  Leftenant Kate Nomura’s cold, precise voice cut in. “Sir, Blue Company is 
  moving through 5378. We can form up on you in . . . one eight minutes.”
  “Negative, Charlie One.” He had to protect his base of operations, 
  especially since his ’Mechs were loaded out with exercise rounds. “Fall 
  back and defend Fort Zmaj. Get your people live rounds—cycle them 
  through the base one at a time.”
  “Wilco,” she said sharply.
  It was a sound tactical decision, but Ian had more than tactical 
  considerations in mind when he made the call. Mark piloted a Shadow 
  Hawk in Kate’s lance. Ian had no intention of exposing his brother to 
  combat, not if he didn’t have to. 
  “Alpha Two, keep your bullet shooters teamed up with ’Mechs with 
  lasers and PPCs.”
  “That’s going to cut down on the number of Snakes we can address 
  on descent.”
  Ian heard the warning in Lytton’s voice, but he had little choice. Ian 
  was no Snake. He wasn’t about to sacrifice his people just for the sake of 
  form. “George, without live ammo all they can do is soak up fire.”
  “Aye, sir,” Lytton conceded.
  Ian pushed through the underbrush while keeping one eye on the 
  sky. He hit something—felt like a fallen log—and stumbled forward. 
  Somehow managed to run himself out of the fall. 
  But it was close.
  Sorenson twisted his Marauder right and jerked his arm up, letting 
  loose with his Magna Hellstar particle projection cannon. Deadly azure 
  fire flashed out from his ’Mech’s right arm.
  And missed.
  The little Locust ducked left and snapped a shot off with the long 
  barrel of the medium laser beneath its cockpit. Ruby flame washed 
  over Sorenson’s right leg and then the Locust ducked down behind 
  the hill.
  Sorenson wiped sweat from his forehead with the back of his arm. He 
  felt off, slow, like someone trying to throw a punch underwater. 
  He charged forward, planning to pop up over the hill and take the 
  Locust out, when he caught a flicker of motion behind him.
  Sorenson glanced down at his rear monitor in time to see an 
  ebony Zeus step out from behind a copse of fir trees. The massive 
  machine pointed its left arm and suddenly the world was filled with 
  the angry roar of armor piercing shells walking toward Sorenson’s 
  vulnerable back.
  He juked right, getting off a wild shot with one of his medium lasers, 
  pounding for the shelter of a rock outcropping.
  He didn’t quite make it.
  His Marauder shook as fire from the assault machine’s Autocannon/5 
  bit into his back, abrading the light armor there. On Sorenson’s 
  wireframe schematic his back armor flickered from green 
  to yellow.
  And then he was around the wall of rock.
  He pivoted on his right foot, turning 
  undamaged armor toward the threat vector. 
  Then he popped out of hiding. 
  Sorenson’s own autocannon 
  smashed the cottonwoods into kindling, but that was all.
  The assault machine was gone.
  “What the hell?” he muttered.
  The pirates weren’t pressing their advantages. They were using 
  hit and fade tactics. Strange for a force that should’ve been at least 
  company strength. Unless. . .
  Unless the enemy was somewhere else. 
  Sorenson called up a tactical map. The three DropShips were arranged 
  in a long isosceles triangle. The Union and the Leopard formed the base, 
  roughly parallel to the center of Sorenson’s line, and the Overlord was 
  the apex, positioned across from the Sabre right flank.
  Perfect if you wanted to slip your main force past the battle.
  Sorenson’s mouth tasted dry. He shifted to an HF channel for long-
  range comms. “Militia One, report.”
  Nothing but static.
  Överste Derrickson’s querulous voice interrupted. “Sorenson, what the 
  hell is going on out there?” Samuel Derrickson was the senior KungsArmé 
  officer on Damian and technically Sorenson was under his command.
  But the man was an idiot.
  “Wait one, Overste,” Sorenson snapped, biting back what he really 
  wanted to say. “Militia One,” he said, “this is Sabre One. Report, over.”
  Nothing.
  Sorenson’s stomach twisted. Something very bad was happening.
  He switched back to his command circuit. “Sabre command, this is 
  Sabre One. Break off attack. It’s a trick. I say again, break off attack.” 
  
  
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  He was engaged in a strange, deadly race. The dozen falling enemy 
  ’Mechs were equipped with external boosters that would keep them 
  from crashing, but offered almost no capability to move laterally. And 
  when the enemy ’Mechs did come down it was going to take all the 
  pilots’ skills just to execute a safe landing. If Ian’s folks could get to the 
  LZ first, they could hit the enemy ’Mechs while they were vulnerable, cut 
  their numbers before they could hit back.
  But if they got there too late, they’d find themselves outgunned in 
  the middle of a slugfest.
  The nearest light resolved itself into a shape.
  Looked like a Charger. A couple klicks up.
  Falling fast.
  A feral smile stretched across Ian’s face. He drifted with the Charger, 
  arms up and ready, eyes glued to the shape silhouetted against the 
  gunmetal sky, feeling his way with his legs, trusting his natural balance 
  to keep the Knight upright.
  This was what he’d been born to do.
  His radio crackled and a panicked voice blurted. “Alpha One, Alpha 
  One, come in.” Startled, Ian’s gaze jerked down to the console.
  It was Mark.
  “Clear this channel, Charlie Two,” Ian barked.
  “—on’t understand.”
  Ian pursed his lips, glanced up at the falling Charger. He didn’t have 
  time for this. “Charlie One, this is Alpha One, over.”
  Nothing but static.
  “Charlie Two, report status of Charlie One.” He magnified the image of 
  the falling ’Mech. It was lustrous black, a rearing ivory dragon painted 
  over its left breast.
  “Charlie Two,” snapped Ian.
  “Kate is down, she’s—” A burst of static drowned him out. “—out of 
  nowhere.”
  “Dammit,” Ian snarled. What the hell was going on? “Say again all after 
  ‘Kate is down.’”
  “Listen,” snapped Mark, clearly irritated. “We—” Static. “—der” Static. 
  “—tack.”
  Ian felt a cold pit in his stomach. That was clear enough. We are under 
  attack.
  There was a second force of Kurita ’Mechs out there.
  They were hitting the base.
  And there was no one there to stop them, but Mark.
  Ian watched the ronin Charger drift down. If Mark could just hold on 
  . . .
  “—pha One, do—” Static. “—read?”
  “Yes, I read,” Ian snapped. He guided his Black Knight left, positioning 
  himself behind the descending ’Mech. “You are ordered to hold.”
  “Can’t.”
  Ian scowled. The angles were lining up beautifully. He’d have a free 
  shot at the Charger’s rear armor all the way down. Even better, the pilot 
  would be off balance when he landed. 
  “—all die.”
  He turned and pushed his Marauder into an earthshaking sprint.
  “Turn and advance by lances on the Militia’s last known position. 
  Pursuit lance is point, fire lance will take rearguard. Command lance 
  with me. Go.”
  He was answered by a pair of hais from his lance commanders.
  And then he was tearing through the forest, his mind racing as fast 
  as his ’Mech.
  The Damian Militia was green, so if they were under attack they 
  should be bleating for assistance.
  Unless they were being jammed.
  But that meant moving sophisticated equipment into position and 
  setting it up, just in time for a brutal assault. 
  Impossible.
  Unless the pirates already knew they were there.
  Traitor. There was a traitor. That was the only way any of this made 
  sense.
  “Sorenson-sama.” Grace Shiro’s voice was a gasp.
  “Report,” Sorenson barked. Her fast Jenner must’ve reached the Militia 
  position first and he had to know what she was seeing.
  “It’s the recruits, Tai-i. They’re . . . dead.”
  “What?” It didn’t make sense. A company of ’Mechs was a powerful 
  force. Could some of the recruits have fallen? Hai. Were the pirates 
  pushing the Militia line back? Hai.
  Sorenson pushed his Marauder up a shallow hill, reached the top.
  But there was no way that—
  The thought suddenly evaporated.
  The clearing below was a killing field. Just from where he stood, 
  Sorenson saw the gutted hulks of five ’Mechs scattered across the 
  grass. More than a lance. All bearing the mottled gray-green camo of 
  the Damian Militia.
  Shiro’s flat red Jenner stood motionless in the clearing as if in shock.
  The strike had been swift and brutal. A samurai’s thrust with 
  the Daito.
  And suddenly Sorenson understood. He understood why the 
  cockpit of a fallen Kintaro had been burned down to black carbon. He 
  understood why a fallen warrior’s body had been crushed to a bloody 
  pulp. Most of all he understood why a Blackjack’s rear armor had been 
  sliced to ribbons.
  My God.
  He understood.
  “Count!” Sorenson roared.
  “Eight, Tai-i,” snapped Chu-i Benton. “We count eight.”
  So. It was the command lance then.
  As if on cue a broken signal crackled over Sorenson’s radio. “This 
  is…—ennsington…survived attack. Presently tracking pirates…will 
  engage.”
  Sorenson’s eyes narrowed. A lie. To cover the traitors’ escape.
  Sorenson switched to a tactical channel guarded only by his 
  people. “Sabre Command, this is Sabre One. Proceed to Grid Point 
  Four Six One.”
  Chu-i Utsonomiya’s voice came over the lance commander’s channel. 
  “We’re not going to cut off the pirates before they reach the city?” 
  
  Radar ranging placed the Charger eight 
  hundred meters up. Almost.
  “Ian.” Frustration twisted Mark’s voice.
  Seven hundred meters.
  “Ian—-” Static. “—all around us.” Static. “—have to 
  retreat.”
  “Negative,” Ian snarled. “Dammit, Mark. We’re armed with 
  blanks. If we give up our supply point, we’ll have to withdraw from the 
  mountain under their guns. They’ll tear us apart.”
  Six hundred meters. Ian dropped his reticle over the falling ’Mech. It 
  burned blood red. Come on, come on.
  “—down three. They are tearing us apart.”
  His duty was clear. Maul the falling ronin and then fall back to the 
  base.
  But he couldn’t let his brother die. 
  He ground his teeth together and pain lanced through his jaw.
  And then his radio crackled. “—ever mind. We can hold.”
  Ian let out a breath he hadn’t realized he’d been holding. “Roger. 
  Out.”
  He glanced at the falling Charger just as his reticle flashed gold and 
  his cockpit filled with the clear, shrill tone of target lock.
  Ian pulled into his main trigger.
  Violet lightning tore into the Charger’s back, gouging huge rents in 
  the ronin’s rear armor.
  The helpless Combine pilot twisted his machine in mid-air, desperately 
  trying to avoid the enemy he couldn’t hit and he couldn’t flee.
  Ian hit him again. 
  The ronin hit the ground off-balance, the left leg coming down before 
  the right. Maybe the limb would have held up under the impact.
  If Ian hadn’t poured ruby fire into the delicate knee joint as it took the 
  full force of the landing.
  The Charger crumpled to the ground.
  And Ian poured all of his frustration and despair into the ronin 
  machine.
  Altogether, Red Company took out five ’Mechs on descent. Apparently 
  that was enough to give the Kurita commander pause, because the 
  surviving ronin pulled back.
  Ian didn’t wait to see what they were planning. He ordered his force 
  to break pursuit, wheel, and make for Zmaj at best possible speed.
  Unfortunately, in the mountains best possible speed meant 
  something a little faster than a walk. Anything faster just wasn’t safe.
  To hell with safe.
  Ian blazed through the woods, pushing over trees, crashing through 
  mountain streams, hopping over the wrinkled contours of the earth 
  with the little regard for what might be on the other side.
  He stumbled several times, but never went down.
  And he moved.
  So it was no surprise he reached Fort Zmaj fast.
  Just not fast enough to save his brother.
  It was as close as anyone would come to questioning his orders. 
  Sorenson ignored it.
  “Engage any Militia survivors,” he said.
  “Tai-i?” Benton whispered.
  “You heard me.”
  And then Sorenson took off running again.
  He dialed up his HF, selected an encrypted channel. “Overste 
  Derrickson, this is Tai-i Sorenson.”
  “Why aren’t you defending the city?”
  “Sir, Major Kennsington is a traitor.”
  “What? Impossible.”
  “He’s a conservative. He infiltrated your training cadre to destroy it 
  from the inside.”
  “He is defending the city.”
  “Overste, your people were shot in the back and the survivors were 
  slaughtered. What does that tell you?”
  “Listen—”
  “Iie, you listen. You betrayed the Combine. The conservatives betrayed 
  the Combine. Is it really so hard to believe they betrayed you, too?”
  “Tai-i Sorenson you are instructed to come to Clarkston’s aid or 
  stand dow--”
  Sorenson cut him off.
  If Derrickson was right, then Kennsington and his 
  men were near Clarkston, and Sorenson would face 
  a court martial for failing to stop the pirates. But if 
  he was right, Kennsington and his people would 
  be retreating to the DropShips.
  Somewhere in the vicinity of 
  Grid Point Four Six One.
  Sorenson came to an oxbow in the New Renton River, only a couple 
  klicks west of the rendezvous point. He shouldered past a large 
  cottonwood tree.
  And saw Kennsington’s lance moving north.
  Toward the DropShips.
  “Sabre Command, Sabre One. I am at Grid Point Four Five Two. All 
  ’Mechs converge on my position.”
  Then he switched frequencies. “Halt, Kennsington. You are under 
  arrest.”
  There was a slight pause and then the Rasalhagians did halt. And 
  Kennsington’s Guillotine turned to face him. “You are going to arrest me, 
  Tai-i? Iie, I don’t think so. You hold to the old ways as surely as I do.”
  “You murdered your own comrades,” Sorenson snarled.
  “And you killed two of your own men rather than let them desert the 
  Dragon. How are we different?”
  Sorenson glanced down at his sensors and saw the Sabres were 
  converging on his position.
  He looked up at the camouflage Guillotine and dropped his reticle 
  over the ’Mech.
  “Very well,” said Sorenson. “You love the old ways of the Combine so 
  much, then you shall have them.”
  Then he raised the Marauder’s arms, selecting the PPCs and targeting 
  without thought or regret.
  And this time he did not miss.
  
  
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Fort Zmaj, Pozoristu Mountains
  Ian McKinnon strode through hell. 
  Smoke burned his eyes, carrying with it the taste of ash and the stink 
  of burning petrochem. Heat radiated from gaping wounds in the earth’s 
  flesh. The base’s eastern edge was a graveyard of fallen metal giants, 
  their bodies twisted and broken.
  Blue Company had forced the ronins back.
  But at a terrible cost.
  Ian ignored all of it, face locked into a rigid mask, eyes front.
  Until he saw the Shadow Hawk. 
  Most of the Hawk’s paint had been scoured away, but enough 
  remained at the edges to see the mottled greens and browns of the 
  Raider’s mountain camouflage scheme. It was missing an arm. 
  And its head was crushed.
  There was no way the pilot could’ve survived.
  But Ian had to see for himself.
  He climbed up on the Hawk’s shoulder, made his way to the cockpit 
  hatch. For a second he thought it was jammed shut, but then it gave and 
  the hatch came open.
  And out wafted the coppery stink of blood.
  Of death.
  Ian drew in a deep, shuddery breath. Ducked his head down through 
  that dark opening.
  Mark was pinned in place. Pinned and drenched in blood. He’d died 
  with his eyes open.
  “Oh, Mark,” Ian whispered.
  “Ian?” Mark rasped.
  Ian’s breath caught. He didn’t hope that Mark could be saved. He’d 
  seen to many combat deaths up close to lie to himself about this one. 
  Mark was dead.
  Even if his body didn’t know it yet.
  “Mark,” Ian whispered. “Why did you tell me you could hold?”
  Mark smiled, his teeth a startling white against his broken, bloodied 
  face. “Knew you had to hit droppers.” He coughed, an ugly, liquid sound. 
  “Your duty.”
  Ian’s vision blurred. But the officer in him whispered, “Yes.”
  “Just figured,” and then Marked coughed again, spattering flecks of 
  blood on his cooling vest. “My turn to be strong.”
  “You were, Mark,” Ian whispered fiercely.
  But Mark didn’t answer. His eyes were closed, a faint smile stretched 
  across his blood-stained lips.
  Ian choked back a sob, grateful that, in the end, his brother had finally 
  found the path.
  The battlefield was a glimpse of hell, littered with the broken 
  remnants of Kennsington’s command lance. A hot angry wind carried 
  the burning grass, the stink of spilled petrochem, the iron tang of blood. 
  Smoke and grit stung Sorenson’s eyes, but he did not look away. He did 
  not give in to that weakness.
  Instead he looked up.
  And watched as three golden lines cut across the world’s robin egg 
  sky. He knew what they were at once: DropShips burning for space.
  Inscribing the mark of his failure on heaven itself.
  After a time a woman approached. She was beautiful: green eyes set 
  in a pale face, long raven hair, slim body shown to its best advantage 
  by a scarlet dress.
  But her face, her face looked to be chiseled out of ice.
  Sorenson knew at once she was ISF, a member of House Kurita’s 
  dreaded Internal Security Force.
  He turned back to the sky.
  “You were ordered to defend the city.” Her voice was cool and clear 
  like a drink from a mountain stream.
  “By Derrickson.”
  “Who the Dragon placed above you,” she snapped. “Don’t fence with 
  me, Tai-i.”
  “Kennsington was a traitor, to both the Combine and the Republic.”
  “Why? Because he disobeyed orders?”
  And there it was. The charge Sorenson could not answer. “I stopped 
  him,” he said lamely.
  She smoothed a strand of black hair back. “Do you think your 
  disobedience can be justified because you were right?”
  Sorenson said nothing.
  “You are at once hero and traitor, Daniel Sorenson. And so your 
  punishment shall be the same as your reward. We shall not speak of the 
  incident with Kennsington again.”
  Which left him with no justification for failing to engage the pirates 
  before they sacked Clarkston. It would go bad for him, Sorenson could 
  see that. And worse. 
  It would go bad for his people.
  There was a lesson in this. Disobedience led to chaos and chaos led 
  to destruction. It was that very chaos that was tearing apart both the 
  Combine and Rasalhague. His own disobedience was a step down that 
  bloody path.
  He richly deserved the coming punishment.
  Even if his people did not.
  He bowed his head. “Hai.”
  Out of the corner of his eye he saw her nod. “Good, Tai-i. Perhaps one 
  day you may serve the Dragon again.”
  Hai, Sorenson thought, I will be worthy, so one day the Dragon may 
  find it so.
  For that was all that mattered.
  
  WB
  RA
  Welcome to the first in a brand new series: the Starterbook. 
  Once players have tried their hands at BattleTech, they can jump 
  into the further excitement of the Classic BattleTech universe 
  through a Starterbook. 
  Starterbook: Sword and Dragon is a companion volume to 
  the Classic BattleTech Introductory Box Set, allowing players to 
  participate in the conflicts between the ancient enemies of House 
  Davion and House Kurita. 
  And all you need is the box set to use this product! 
  Introductory vs. Standard Rules
  Currently, BattleTech is roughly set in the year 3071-72. 
  Though the Inner Sphere at a Glance book found in the Classic 
  BattleTech Introductory Box Set brings new players up to the year 
  3067, the rules in the box set are specifically kept at the year 
  3049, before a major technological innovation introduced many 
  advanced weapons and equipment. As the name implies, since 
  the box set is introductory, those advanced rules and weaponry 
  are not covered. 
  Similarly, while the fiction found in Starterbook: Sword and 
  Dragon covers events up to roughly 3071, the rules section of 
  this product that allows players to participate in the “in universe” 
  events are set between 3048 and 3049, in keeping with the 
  introductory nature of this product.
  The more advanced rules and equipment are included in Total 
  Warfare, which is considered the “standard rules” of play. They 
  represent all tournament-appropriate rules: the “big” Classic 
  IntroductIon
  BattleTech tournaments run directly by Catalyst Game Labs at the 
  Origins International Games Expo®, any Gen Con Game Fair®, and 
  many other conventions all use the rules presented in Total Warfare.
  Note: The Classic BattleTech Introductory Box Set is the perfect 
  way to learn how to play Classic BattleTech. However, players 
  may have learned how to play Classic BattleTech through other 
  means (such as another rulebook, like Total Warfare, through 
  a friend,  and so on). While the Starterbook: Sword and Dragon 
  is specifically designed to act as a bridge between the Classic 
  BattleTech Introductory Box Set and Total Warfare, players can 
  still use and enjoy this book if they know how to play BattleTech 
  and yet do not own the Classic BattleTech Introductory Box Set. 
  However, players will then need to purchase the Classic BattleTech 
  Map Set Compilation 1 and some type of figures (for example, the 
  miniatures in the Sword and Dragon ’MechPacks) to jump into this 
  product.
  Sword and Dragon ’MechPacks
  While players can feel free to use the miniatures from the Classic 
  BattleTech Introductory Box Set as proxies for the ’Mechs found in 
  this book, Iron Wind Metals produces two ’MechPacks in support 
  of Starterbook: Sword and Dragon. 
  Sword and Dragon ’MechPack Davion and Sword and Dragon 
  ’MechPack Kurita each contain four unique ’Mech variants, to 
  be used in conjunction with the corresponding unique ’Mech 
  variants found in this volume.
  Ask your local retailer about the Sword and Dragon ’MechPacks, 
  or visit www.ironwindmetals.com.
  The Seventh Crucis Lancers and Fifth Sword of Light clash in Benet III’s Aurora Badlands.
  
  11
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  How to Use tHis Book
  The following provides a quick overview of each section of 
  Starterbook: Sword and Dragon.
  A BRIef HIStoRy
  This section builds off of the information presented in A Brief 
  History of the Inner Sphere in the Inner Sphere at a Glance book 
  found in the Classic BattleTech Introductory Box Set (players 
  without access to this product can download the Inner Sphere at 
  a Glance book for free at www.classicbattletech.com). Focusing 
  specifically on the histories between these two factions, A Brief 
  History: House Davion and House Kurita provides a foundation for 
  the rest of the book.
  tHe fox’S teetH
  The Fox’s Teeth catalogs the most important events in this elite 
  House Davion independent command, and includes several Table 
  of Organization and Equipment (TO&Es) that track the company 
  down through history.
  tHe fox’S teetH PeRSoNNel
  Dossier (and illustrations) of each MechWarrior—along with a 
  history of their specific ’Mechs—convey the unique aspects of 
  each warrior and what makes them tick.
  SoReNSoN’S SABReS
  This section conveys the history of this notorious House Kurita 
  independent command, including TO&Es covering the time 
  period from the force’s formation until the present.
  SoReNSoN’S SABReS PeRSoNNel
  Extravagant illustrations and informative dossiers convey all 
  the particulars of the MechWarriors—and their ’Mechs—that 
  constitute this famous combat command.
  RuleS ANNex
  The Rules Annex provides a wealth of rules that allow players to take 
  the information presented in the previous sections of Starterbook: 
  Sword and Dragon and apply them to Classic BattleTech games. This 
  includes unique MechWarrior abilities and ’Mech quirks, as well 
  as a Prototype Weapons and Equipment section detailing more 
  advanced equipment found on eight of the ’Mechs in this product. 
  Finally, the Rules Annex contains the Sword and Dragon 
  Campaign: 3048-49, a unique campaign system that allows 
  players to directly involve themselves in the battles of these two 
  unique ’Mech commands. The open-ended nature of the system 
  also means players can revisit the campaign again and again, with 
  each game providing a different experience and outcome.
  RecoRD SHeetS
  The final part of the book includes thirty-two pre-generated 
  record sheets for the ’Mechs detailed in The Fox’s Teeth Personnel 
  and Sorenson’s Sabres Personnel sections. Any weapons and 
  equipment found on the record sheets that are unfamiliar from 
  the Equipment section of the Classic BattleTech Rulebook found 
  in the Classic BattleTech Introductory Box Set are detailed in the 
  Rules Annex section of this book (see Introductory Vs. Prototype Vs. 
  Standard below for the exception).
  Illustrations: The illustrations on each record sheet do not 
  represent the exact variant of the ’Mech detailed. Instead, those 
  illustrations are from various Technical Readouts and represent 
  the stock design of the ’Mech in question (i.e., while weapons and 
  equipment may change, the basic look of a given ’Mech always 
  stays the same).
  Note that this also applies to the photos in the Fox’s Teeth 
  and Sorenson’s Sabres Personnel sections. When available, the 
  miniature that exactly matches the ‘Mech stats is used. When a 
  specific variant is not available in miniature form, however, a 
  “stock variant” miniature is used; as with the illustration, the basic 
  look remains the same, even if some weapons may be different.
  Introductory Vs. Prototype Vs. Standard
  Eighteen of the record sheets mount weapons and equipment 
  found in the Classic BattleTech Introductory Box Set. 
  Eight of the record sheets (representing the command lance of 
  each company as of the year 3049) include prototype technology; 
  the word “prototype” appears under the Tech Base in the ’Mech 
  Data section of those record sheets (rules for the use of that 
  technology is found in the 
  Rules Annex, p. 50). 
  Finally, Starterbook: Sword 
  and Dragon also contains 
  an additional set of record 
  sheets for those same eight 
  command ’Mechs, but 
  mounting standard weapons 
  and equipment as presented 
  in Total Warfare (not the 
  prototype equipment 
  contained in the Rules Annex). 
  Players wishing to make use 
  of those record sheets must 
  own Total Warfare.
  
  Though separated by a yawning cultural chasm, House 
  Davion and House Kurita have both evolved strong martial 
  traditions. Inevitably, both their differences and similarities 
  would set these two nations on a collision course. The 
  consequences would be tragic—ensuring that some of the 
  bloodiest battles of the Succession Wars would be played 
  out along the Federated Suns/Draconis Combine border.
  —Professor Erin T. Faustberg, University of Atreus, 11 
  August 3067
  oRIgINS
  When the Terran Alliance issued the Demarcation Declaration 
  in 2242, it abandoned every colony and outpost more than one 
  jump from Terra. In the ensuing power vacuum the seeds of the 
  Draconis Combine were sown. On New Samarkand the ambitious 
  Shiro Kurita used cunning diplomacy, blackmail, and murder to 
  make himself First Citizen. Traveling to Galedon V, Shiro negotiated 
  the formation of the “Alliance of Galedon” to confront the Ozawa 
  Mercantile Association. The OMA was the first of “Director” Kurita’s 
  targets over the next eighteen years, and in 2320 Shiro Kurita 
  announced the formation of the Draconis Combine—with himself 
  as “Coordinator.”
  The Terran Alliance finally collapsed, to be replaced by James 
  McKenna’s Terran Hegemony in 2316. Other worlds began to look 
  to their neighbors, seeking security in numbers. Threats from the 
  aggressive Alliance of Galedon or the technologically advanced 
  Terran Hegemony prompted Lucien Davion, Prime Minister of 
  New Avalon, to begin negotiations with neighboring worlds—
  ultimately establishing the Federated Suns in 2317.
  Age of WAR
  Kurita’s first significant opposition came from the Principality 
  of Rasalhague. Outgunned, the fanatically independent people 
  of Rasalhague nevertheless resisted far longer than anyone could 
  have anticipated. Even after its military defeat, Rasalhague was 
  a hotbed of unrest until the formation of the Free Rasalhague 
  Republic in 3034. Next came the affluent Lyran Commonwealth, 
  with Kurita first attacking in 2407. Later raids secured data allowing 
  the Combine to start producing its own BattleMechs.
  Meanwhile, the expanding Federated Suns and the Capellan 
  States clashed repeatedly, with possession of the Chesterton 
  Trade Worlds becoming a bone of contention. The Davion family 
  worked ceaselessly to secure both the Federated Suns and their 
  own power. In 2457 Davion acquired BattleMech technical details 
  and the Act of Succession ensured that the position of First Prince 
  would remain in the Davion family in perpetuity.
  StAR leAgue
  The visionary Ian Cameron, Director-General 
  of the Terran Hegemony, brought the Age 
  of War to a close. In secret negotiations, 
  Cameron presented his vision of a unified 
  humanity under the banner of a “League of Stars” to each House 
  Lord in turn. One by one they were persuaded to join. House 
  Kurita held out until 2569—when the specter of an Inner Sphere 
  unified against the Combine prompted Coordinator Hehiro Kurita 
  to grudgingly sign the Treaty of Vega.
  The Star League was established—with Cameron as First 
  Lord—in 2571. Immediately it was plunged into the twenty-year-
  long Reunification War with the Periphery who refused to join the 
  Star League. But the century of peace that followed proved to be 
  the Inner Sphere’s golden era.
  With the dawn of the twenty-eighth century the cracks had 
  started to appear. In 2698 Mary Davion married Soto Kurita—
  opening the way for a Kurita to (theoretically) become First Prince. 
  In 2715 House Kurita pressed Vincent Kurita’s spurious claim as the 
  rightful heir apparent to the title of First Prince. When House Davion 
  ignored the Combine, Kurita invaded several Draconis March 
  worlds. Fighting continued until the vacillating First Lord finally 
  sent in the SLDF to put an end to the War of Davion Succession.
  The Amaris Coup wrecked the Terran Hegemony, but left the 
  other Great Houses untouched. During the Coupe, the Federated 
  Suns provided General Kerensky’s armies with aid, but Kurita 
  refused to even allow SLDF troops to pass through Combine 
  Space. It later revealed that the Usurper was holding members 
  of the Kurita family hostage. With Terra finally liberated, but the 
  Camerons all dead, the House Lords were unable to agree upon 
  which of their number should become First Lord of the Star 
  League. The arguing dragged on until 2781, when the Lords 
  dissolved the Star League. Unable to convince the House Lords to 
  reconsider, General Kerensky led the bulk of the SLDF beyond the 
  Periphery and into the unknown.
  SucceSSIoN WARS
  Minoru Kurita proclaimed himself First Lord of the Star League 
  in 2785. Soon the other Lords issued their own claims and 
  fighting broke out across the Inner Sphere. The First Succession 
  War had started.
  Initially, Kurita concentrated on the Lyran Commonwealth, and 
  when the focus shifted to the Federated Suns, Davion intelligence 
  missed the warning signs. The Combine’s 2787 offensive caught 
  the troops defending the Draconis March completely by surprise. 
  By 2796 Combine troops were on Odell, Saginaw and Delavan—
  all worlds perilously close to New Avalon.
  Everything changed when a Crucis Lancer sniper on Kentares 
  IV killed Coordinator Minoru Kurita. Minoru’s son, the unstable 
  Jinjiro Kurita, on becoming Coordinator ordered his troops to kill 
  everyone on Kentares IV. Over fifty million died, but the atrocity was 
  devastating to Kurita morale. Combine soldiers began to commit 
  suicide—so terrible were the memories of their unspeakable 
  deeds. The massacre also served as a rallying call for the battered 
  Federated Suns. The battle cry “Remember Kentares!” was on the 
  lips of every Davion citizen. World by world, the Combine was 
  pushed back from New Avalon. By the end of the First Succession 
  A BrIeF HIstory
  House davion and House Kurita
  
  13
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  War, all the Combine gains had been lost. What’s more, the un-
  restriced use of weapons of mass destruction made hundreds 
  of worlds un-inhabitable and the destruction of the military and 
  civilian infrastructure threatened numerous technologies.
  The Kentares Massacre set the tone for relations between 
  Davion and Kurita during the Second and Third Succession Wars 
  as the two nations contested control of the Draconis March. The 
  March Capital, Robinson, fell to Kurita at the end of the Second 
  Succession War in 2864, but the Federated Suns liberated the 
  world during the Third Succession War.
  The stalemate of the Succession Wars was shattered by the 
  ascension of Hanse Davion to the Federated Suns throne. His 
  alliance with the Lyran Commonwealth—cemented by the pledge 
  of Melissa Steiner’s hand in marriage—allowed the Federated 
  Suns to crush House Liao while its Lyran allies held the Combine 
  in check. While brief—starting in 3028 and ending in 3030—the 
  Fourth Succession War redefined the map of the Inner Sphere for 
  the first time in centuries.
  WAR of 3039
  With the Confederation reduced to a mere shadow, it was only 
  a question of time before Hanse Davion turned his attention to 
  the Draconis Combine. Serving as Deputy of Military Affairs, 
  Theodore Kurita faced the daunting task of preparing for the 
  inevitable assault.
  Secret agreements with ComStar netted Theodore equipment 
  to make good some of the material losses suffered by the Draconis 
  Combine Mustered Soldiery during the Fourth Succession War. 
  In return Theodore ensured the Combine recognized the newly 
  formed Free Rasalhague Republic. Though the actions of rogue 
  Combine troops damaged the Combine’s relations with the new 
  state, the Republic still served as a buffer state that reduced 
  the length of the Lyran/Combine border. Theodore’s second 
  innovation was to break from tradition and recruit from amongst 
  the Combine’s criminal community and Unproductive caste. This 
  additional manpower and equipment helped to secretly create 
  the Ghost Regiments. 
  When the long-expected attack came in 3039, the DCMS 
  proved far stronger than the allies had anticipated, resulting in a 
  stalemate on the Kurita front.
  coMINg of tHe clANS
  The return of the descendants of Aleksandr Kerensky’s 
  followers in 3049 also brought about an unofficial truce between 
  Houses Davion and Kurita. Moving troops from the Davion front, 
  Theodore Kurita gambled that Hanse Davion would refrain from 
  attacking while his wife’s realm was also under attack by the 
  Clans. When Hanse Davion and Theodore Kurita met on Outreach 
  in 3051, Hanse pledged he would not send Davion troops against 
  the Combine while the Clan threat remained. Ultimately, the First 
  Prince would go further—sending mercenaries to reinforce the 
  defense of Luthien. Prince Davion’s motives were certainly fueled 
  by self-interest, for the loss of Luthien would have precipitated a 
  collapse of the Draconis Combine and robbed the Prince of his 
  buffer between the Federated Suns and the Clans. 
  Victor Steiner-Davion went even further than his father—
  launching a rescue mission into Clan-occupied territory to rescue 
  Theodore’s son, Hohiro. 
  MoDeRN tIMeS
  The Clan invasion and the reformation of the Star League created 
  remarkably cordial relations between scions of House Kurita and 
  House Davion. Yet many citizens of both states—especially those 
  in the border regions—continue to view each other with deep 
  suspicion and hatred.
  Katherine Steiner-Davion evidently had no liking for Kurita—
  possibly because of the close relations enjoyed by her brother, 
  Victor. The unsanctioned attack on the Combine by troops from 
  the Draconis March during the FedCom Civil War demonstrates 
  just how far both Houses have to go if there is to be lasting peace 
  between them.
  Coreward
  Spinward
  Anti-spinward
  Rimward
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
  National capital
  District capital
  Region capital
  
  2788
  Command Lance
  Captain Kieran McKinnon (BL-6-KNT Black Knight)
  Sergeant Major Bernard Lytton (ST-8A Shootist)
  Samantha Danton (CRB-27 Crab)
  Erik Vorster (STN-3L Sentinel)
  Medium Lance
  Leftenant Hohiro Chipende (BMB-12D Bombardier)
  Carl Ryder (KTO-19 Kintaro)
  Maria Lang (EXC-B2 Excalibur)
  Ernst Dekker (TLN-5W Talon)
  Recon Lance
  Leftenant Simon Nomura (MON-66 Mongoose)
  Enrico Alvarez (MCY-99 Mercury)
  David Grey (NTK-2Q Nighthawk)
  Joseph Tanner (THE-N Thorn)
  tHe  
  FoX’s teetH
  Unit:  
  McKinnon’s Company, 
  Vausur’s Battalion, 
  Seventh Crucis Lancers RCT
  Also Known As:  
  McKinnon’s Raiders, 
  The Fox’s Teeth
  Affiliation:  
  Federated Suns
  Nominal Strength:  
  Three BattleMech lances
  Parade Color Scheme:  
  Tan with red and blue trim
  Company Insignia:  
  A pair of canine teeth
  The Fox’s Teeth at Firebase Xingo.
  WB
  WB
  
  3027
  Command Lance
  Captain Ian McKinnon (MAD-3R Marauder)
  Sergeant Major George Lytton (WHM-6R Warhammer)
  Paul Danton (PXH-1K Phoenix Hawk)
  Austin Vorster (STG-3R Stinger)
  Medium Lance
  Leftenant Karl Ryder (CRD-3R Crusader)
  Iskoru Chipende (PXH-1K Phoenix Hawk)
  Ernst Lang (RFL-3N Rifleman)
  Henrik Dekker (WSP-1A Wasp)
  Recon Lance
  Leftenant Kate Nomura (GRF-1N Griffin)
  Mark McKinnon (SHD-2H Shadow Hawk)
  Mateo Alvarez (WSP-1A Wasp)
  Robert Grey (STG-3R Stinger)
  15
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  HIStoRy
  Whereas the bulk of the Star League Defense Force followed 
  General Aleksandr Kerensky into exile when the first Star League 
  fell, others chose to remain behind. Some became mercenaries, 
  but others swore fealty to one of the House Lords.
  Captain Kieran McKinnon’s Company joined the Federated Suns. 
  First Prince John Davion had been a popular choice to replace the 
  Camerons as First Lord of the Star League. He was also a generous 
  liege lord who bestowed McKinnon and his troops with titles and 
  lands in return for their service. Following the outbreak of the 
  First Succession War, McKinnon and his troops were transferred 
  to Kentares IV. Amalgamated with other independent companies, 
  they became the Seventh Crucis Lancers Regiment.
  The Combine assault was as swift as it was unexpected. With 
  Coordinator Minoru Kurita at their head, the DCMS troops 
  scattered Kentares IV’s defenders. Undaunted, Kieran McKinnon 
  led his company into the hills where he executed a textbook 
  guerrilla campaign. McKinnon’s troops wrought havoc on the 
  invaders until a Davion raiding force finally broke through to 
  Kentares IV, allowing the surviving Lancers to retreat. Unbeknown 
  to McKinnon, his final operation would have devastating 
  consequences for the Combine. Coordinator Minoru Kurita was 
  slain by an infantryman attached to McKinnon’s BattleMechs.
  Kieran McKinnon died in battle eleven years later, but not 
  before his company had established a reputation for loyalty, 
  daring, and skill that was second to none. Jason—Kieran’s eldest 
  son—assumed command in 2808.
  tHe SucceSSIoN WARS
  When the Seventh Crucis Lancers stood down, McKinnon’s 
  Company operated as an independent command. As the 
  Succession Wars raged on, the company continued to uphold 
  the formidable reputation Kieran had established after Kentares 
  IV. Led by John McKinnon (Kieran’s grandson), the company was 
  shifted to the Capellan front. Participating in raids on important 
  worlds, including St. Ives and Sian, their activities forced a terrified 
  Chancellor Dainmar Liao to the negotiating table in 2861. The 
  resulting treaty brought years of peace to the Capellan March.
  In honor of their actions, the company was christened 
  McKinnon’s Raiders.
  Success against the Confederation was not without cost. 
  Casualties from the Sian raid had been heavy, and John McKinnon 
  had to use Federated Suns material to replace increasingly scarce 
  Star League equipment. Rebuilding while stationed on the 
  Periphery frontier, the revitalized Raiders were recalled to New 
  Avalon. In 3013 Captain Ross McKinnon foiled a plot to assassinate 
  Hanse “The Fox” Davion. Their loyalty earned McKinnon’s Raiders 
  the nickname “The Fox’s Teeth.” As the Third Succession War 
  wound down to an inconclusive stalemate, McKinnon’s Raiders 
  were recombined with the Seventh Crucis Lancers RCT.
  In 3020 Ross McKinnon was killed in a desperate rear-guard 
  action in the Battle of Harrow’s Sun. His eldest son, Ian, assumed 
  command and led the Raiders behind enemy lines on a month-long 
  spree of revenge. The Kurita offensive stalled as more and more 
  units were pulled back to hunt down the marauding Raiders—
  allowing the battered Lancers to hang on until reinforcements 
  arrived to drive off the Combine invaders.
  Confirmed as company commander, Ian McKinnon trained his 
  troops intensively in his own style of mobile warfare. Over the 
  next eight years, the Seventh Crucis Lancers participated in many 
  raids and reprisal attacks along the Kurita border. The Raiders 
  were always in the forefront, clashing several times with the elite 
  Wolf’s Dragoons.
  WeDDINg gIftS
  The Raiders were transferred to Mira for extensive repairs and 
  reorganization in 3028. Paul Danton was given command of the 
  Medium Lance following Karl Ryder’s promotion to command 
  his own company in Clifton’s Battalion. Even as the First Prince 
  prepared for his marriage to Melissa Steiner on Terra, the Lancers 
  were making their own preparations. On 20 August 3028, Hanse 
  Davion stunned the Inner Sphere when he announced to his 
  new bride, “I give you the Capellan Confederation.” The Fourth 
  Succession War had begun.
  The Crucis Lancers did not participate in the initial attack. 
  Instead, all eight Lancer RCTs were assigned the objective of 
  capturing heavily industrialized Tikonov in the second wave 
  MeSSAge to  
  tHe geNeRAl
  fRoM: Captain Kieran McKinnon—Formerly Commander of 
  Fox Company, 2nd Battalion, 142nd Battle Regiment, 251st 
  BattleMech Division
  to: General Aleksandr Kerensky—Formerly Commander of 
  the Star League Defense Force
  DAte: 11 April 2784
  Sir,
  With respect, I cannot in all good conscience follow the 
  orders issued under the operational codename Exodus. You 
  of all people must understand what is going to happen if no 
  central authority remains to keep the Snakes and Cappies in 
  line. If you feel yourself unable to take up the burden of First 
  Lord, at least throw your support behind First Prince John 
  Davion. From amongst the House Lords, there is no other 
  with such a strong claim on the SLDF’s support.
  Given the stark choices before us, my troops and I choose 
  to throw our support behind First Prince John. We have 
  more confidence in his leadership than some wild jump 
  into the Periphery. Mark my words, Sir, no good will come 
  from faithlessly abandoning the nations that were once the 
  Star League.
  Respectfully, Kieran Ian McKinnon.
  
  3038
  Command Lance
  Captain Ian McKinnon (BL-6-KNT Black Knight Ian)
  Sgt. Major George Lytton (CTF-2X Cataphract George)
  Austin Vorster (HCT-3F Hatchetman Austin)
  Daniel Waylen (ENF-4R Enforcer Daniel)
  Medium Lance
  Leftenant Paul Danton (CN9-A Centurion)
  Hiro Chipende (DV-6M Dervish)
  Dave “Tiny” Hill (JM-6S JagerMech)
  Henrik Dekker (JVN-10N Javelin)
  Recon Lance
  Leftenant Kate Nomura (GRF-1N Griffin)
  Ross McKinnon (WLF-1 Wolfhound)
  Mateo Alvarez (WSP-1A Wasp) 
  Robert Grey (HNT-151 Hornet)
  of attacks. Colonel Pavel Ridzik had 
  transformed Tikonov into an armed camp—
  stationing his troops in the great walled cities. 
  Neutralizing these fortified positions took 
  weeks, but by mid-October only the capital city 
  Tikograd remained in Capellan hands. Worried that 
  the Capellans would destroy the city’s industries rather 
  than see them fall into enemy hands, the Lancers planned to drop 
  the Seventh Crucis Lancers into the city to secure the factories 
  whilst the Sixth and Eighth assaulted the walls. However, Colonel 
  Ridzik recognized the assault on the city walls for the diversion it 
  was and, after breaking up the combat drop with his remaining 
  aerospace fighters, pulled back forces to deal with the Seventh.
  Separated from the rest of the regiment, McKinnon’s Raiders 
  moved quickly through the streets. Their every step was dogged 
  by ambushes and suicidal infantry attacks. Half an hour after 
  grounding, the Raiders broke through to secure the Rawlings 
  Fusion Engine plant. The Capellans launched desperate attacks, 
  but McKinnon held them off until elements of the Eighth Crucis 
  Lancers finally broke through.
  The campaign for Tikonov had been long and draining for the 
  Seventh, and the regiment was relegated to a reserve role for the 
  rest of the war.
  With the Capellan threat neutralized, Hanse Davion turned 
  his attention to the Draconis Combine. Knowing that success 
  against Kurita would hinge on unifying the AFFS and LCAF, 
  Captain McKinnon and his Raiders were dispatched to the Lyran 
  Commonwealth to pass on their expertise. Unfortunately, the 
  Raiders’ unconventional tactics were an object of suspicion for 
  many Lyran officers, who—despite the evidence of the Fourth 
  Succession War—remained fanatically opposed to the new 
  Davion ways.
  General Nondi Steiner was more than happy to volunteer the 
  Raiders for cadre duty when she was asked to provide instructors 
  to help the newly formed Free Rasalhague Republic build its 
  army. McKinnon’s Company was on Tukayyid when renegade 
  Kurita troops attacked, striking at training camps in the Pozoristu 
  Mountains. Ian’s younger brother, Mark, fell during the initial 
  fighting, but the Republic’s recruits (bolstered by the presence of 
  the Raiders) were ultimately victorious.
  In 3038 another of the Fox’s Teeth would fall—but not in battle. 
  A hard-drinking, hard-fighting womanizer, Ernst Lang was (almost 
  inevitably) murdered by a jealous husband.
  WAR of 3039
  Unrest in Skye delayed the inevitable clash with the Draconis 
  Combine until 3039. The start of the campaign was an anticlimax 
  for McKinnon’s troops. Refitted with some of the most advanced 
  weapons the AFFS had, the Raiders found themselves with 
  nothing to shoot at after Klathandu IV’s government capitulated 
  before the first DropShip even grounded. Other commands were 
  facing varying degrees of resistance to the first wave of attacks, 
  but McKinnon and his MechWarriors had nothing to do but wait 
  for the start of the next assault wave. The Combine’s surprise 
  counterattack rudely interrupted their leisure. In August, the 
  Third Benjamin Regulars, Second Galedon Regulars, and two 
  conventional regiments landed—seizing the city of Pere Urucin 
  as a base of operations.
  Detailed to shadow the Kuritans, McKinnon’s Raiders kept 
  Marshal Winston Vaskursian informed of their movements, giving 
  the Seventh’s commander time to assemble forces to contest 
  possession of Therisk. Driven back from the city, the DCMS troops 
  were forced step-by-step back to Pere Urucin. In desperation 
  Combine troops began to employ suicide tactics. Before they 
  could finish off the cornered Combine troops, an incredulous 
  Marshal Vaskursian received a dispatch ordering his troops back 
  to Xhosa VII and the Federated Suns. The war was over.
  Upon their return to Kestrel, Leftenant Kate Nomura announced 
  her intention to retire. Command of Nomura’s Recon Lance was 
  given to Ian’s son, Ross.
  BeSt SeRVeD colD
  Following the stalemate of the War of 3039, First Prince Hanse 
  Davion and Archon Melissa Steiner-Davion redoubled their efforts 
  to prepare the Armed Forces of the Federated Suns and Lyran 
  Commonwealth Armed Forced for unification into a single force—
  the Armed Forces of the Federated Commonwealth. Commands 
  traded positions, and the Seventh Crucis Lancers were posted to 
  Winter, a Lyran world near the Periphery.
  McKINNoN’S RAID
  Dainmar Liao, Twenty-Third Chancellor of the Capellan 
  Confederation, cowered under his desk as a thunderous 
  detonation shook the Celestial Palace. Plaster dust rained 
  down on the fine furnishings of his private office. The 
  sound of his collection of antique china smashing echoed 
  from the antechamber, ripping a hopeless wail from his 
  parched throat.
  Yet another titanic explosion thundered through 
  the artfully appointed building as the terrible Davion 
  BattleMechs rampaged through the Confederation capital. It 
  mattered little to Dainmar that his Colonels had explained 
  that it could be little more than a raiding party, or that the 
  Capellan Hussars had the attackers outnumbered, for he 
  knew that nothing could stop the Davions from getting him. 
  Sobbing, the Chancellor clutched desperately at an ornately 
  carved desk-leg, for the first time really noticing the exquisite 
  workmanship. The sound of something very heavy crashing 
  through the Palace roof was accompanied by a fresh cascade 
  of plaster.
  He just wished they would go away. He would do anything 
  to make them go away...
  
  3049
  Command Lance
  Captain Ian McKinnon (BL-6-KNT Black Knight Ian)
  Sgt. Major George Lytton (CTF-2X Cataphract George)
  Austin Vorster (HCT-3F Hatchetman Austin)
  Daniel Waylen (ENF-4R Enforcer Daniel)
  Medium Lance
  Leftenant Paul Danton (CN9-A Centurion)
  Hiro Chipende (DV-6M Dervish)
  Dave “Tiny” Hill (JM-6S JagerMech)
  Henrik Dekker (JVN-10N Javelin)
  Recon Lance
  Leftenant Ross McKinnon (WLF-1 Wolfhound)
  Mateo Alvarez (ASN-21 Assassin)
  Robert Grey (HNT-151 Hornet)
  Sara Lytton (COM-2D Commando)
  17
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  McKinnon’s Raiders did not immediately follow their comrades, 
  for Hanse Davion wanted to keep his Fox’s Teeth close at hand. 
  The destruction of Fortress Bourgogne and the Marlette CMM by 
  McCarron’s Armored Cavalry called for a special response. The First 
  Prince directed McKinnon to exact revenge on the disreputable 
  mercenaries. When the MAC’s regiments dispersed to garrison 
  Liao worlds on the Davion front in late 3045, Menke’s garrison 
  was reduced to barely a battalion. Presented with the perfect 
  opportunity, Ian McKinnon struck with characteristic speed.
  The Raiders spent a week destroying supply dumps, repair 
  facilities, a golf course, and anything else owned or operated by 
  MAC. The defenders mobilized quickly, but they were completely 
  outclassed. When the MAC commander split her battalion in the 
  hope of finding the elusive Raiders, Kitagawa’s company was 
  unfortunate enough to succeed—stumbling into ambush after 
  ambush. When a furious Marcus Baxter returned to Menke at the 
  head of two regiments, he found the MAC’s headquarters still 
  smoldering and McKinnon long gone.
  DRAgoN’S DeN
  First Prince Hanse Davion felt that the Federated Suns/Draconis 
  Combine border had become suspiciously quiet as 3048 drew to 
  a close. Determined to avoid the kind of surprise Theodore Kurita 
  had sprung on him ten years before, Hanse dispatched McKinnon’s 
  Raiders to establish the strength and preparedness of the Dragon 
  so he could gauge the true intent of his ancestral foe. Striking at 
  targets up and down the Combine border, Ian McKinnon quickly 
  established that the DCMS had continued its startling recovery 
  from the disasters of the Fourth Succession War. Either in response 
  to the Raiders’ attacks, or in an attempt to similarly gauge the 
  Federated Suns posture and strength, small DCMS formations 
  began their own probes into the Draconis March. Through 3049 
  the two states traded raids and reprisal attacks. With 3050 fast 
  approaching, Hanse Davion called off operations—satisfied that 
  the Dragon would not constitute an immediate threat to the 
  Federated Suns and Lyran Commonwealth for the time being.
  Meanwhile, McKinnon’s Raiders received their marching 
  orders—to rejoin the Seventh Crucis Lancers on Winter.
  BlooD of KeReNSKy
  To say that the Inner Sphere was unprepared for the new 
  enemy that came boiling out of the Periphery in 3049 would be an 
  understatement. These Clans (as they called themselves) moved 
  with incredible speed, attacking with weapons of unimaginable 
  range and power. Still on Winter, the Seventh Crucis Lancers were 
  positioned well away from the enemy’s axis of attack. Stripped of 
  their transport assets, the RCT was ordered to hold position and 
  guard against further Periphery incursions. Captain Ian McKinnon 
  was fit to be tied as each day seemed to bring news of the fall of 
  yet another world.
  The Clan advance halted suddenly in October 3050, shortly 
  after the recapture of Twycross. Needing accurate information on 
  just what was happening in the conquered territories, McKinnon’s 
  Raiders were unleashed at last. Raiding Hot Springs and Beta 
  VII, the Raiders gathered vital intelligence while evading Clan 
  garrison forces. On Wotan they were not so lucky. A Trinary from 
  the Jade Falcon Eyrie Cluster managed to intercept McKinnon in 
  the foothills of the Morrigan Mountains. Designated a training 
  unit, the Eyries still proved to be formidable opponents. Though 
  lacking OmniMechs, the Eyrie Cluster comprised a mix of pristine 
  condition Star League equipment and older Clan BattleMechs. 
  McKinnon’s troops had received a few prototypes of recovered 
  technology during the War of 3039, but the Clans still held a 
  significant technological advantage. George Lytton was killed 
  defending his Captain. Hiro Chipende died in an ammunition 
  explosion and several Raiders lost their ‘Mechs before the 
  company’s superior skill put the Falcons to flight.
  Returning to Winter with their hard-won information, Ian 
  McKinnon announced his decision to retire. Using all his influence 
  (including a direct appeal to First Prince Hanse Davion), Ian 
  ensured that Ross was named as his successor.
  oNce MoRe INto tHe BReAcH
  After Wotan, the Raiders needed time to recuperate and 
  reorganize. On Hanse Davion’s orders, they received the latest 
  weapons and equipment developed from the information found 
  from the Journals of 
  Daniel Waylen (3039)
  Sunny Klathandu IV. A great vacation spot. Until the 
  Snakes hit us with that counterattack we were told they 
  weren’t supposed to be capable of launching. The Raiders 
  had been chewing away at the Third Benjamin Regulars 
  like old Vaskursian had told us to. Keep them on the move. 
  Don’t let them dig in. Don’t give them any idea that it is 
  only a company chewing on their tails—not the whole RCT. 
  Problem was some sneaky son of a Snake figured it out.
  It all hit the fan when about a company of Snakes decided 
  to turn and fight. They were moving fast, not even checking 
  for ambushes. It looked like they were going to roll right 
  over the Recon Lance, but the Captain guessed their game 
  in time and told Nomura to bug out. Ross and Grey got away 
  clean, but Nomura had to punch out when one of those ugly 
  new Assault jobs nailed her Griffin.
  God! I wish we knew where they were getting those things.
  I thought we were going to lose Alvarez too. He doubled 
  back to pick up Nomura and I though he was toast for sure. 
  Each step I expected that assault  ‘Mech to pop his Wasp, but 
  somehow he managed to dodge the bullets—and a lot of 
  lasers, particle beams, and missiles—and get clear.
  Then our other two lances hit their flank and we were in 
  the fight of our lives. 
  
  3054
  Command Lance
  Captain Ross McKinnon (BL-10-KNT Black Knight Ross)
  Sgt. Major Austin Vorster (HCT-3F Hatchetman Austin)
  Sara Lytton (CTF-3X Cataphract Sara)
  Daniel Waylen (ENF-4R Enforcer Daniel)
  Medium Lance
  Leftenant Paul Danton (CN9-D Centurion)
  Hiro Chipende (DV-6M Dervish)
  Dave “Tiny” Hill (JM-6S JagerMech)
  Henrik Dekker (BZK-F3 Hollander)
  Recon Lance
  Leftenant Mateo Alvarez (STH-1D Stealth)
  Robert Grey (ALM-8D Fireball)
  William Tanner (DRT-3S Dart)
  Hanond Quatro  (COM-5S Commando)
  in the Gray Death Memory Core with the aid 
  of Wolf’s Dragoons.
  The Invasion resumed in late 3051, and the 
  Clans showed no sign of slowing their advance. 
  Indeed, new Clans—the Steel Vipers and Nova 
  Cats—now entered the fray. Worries that other Clans 
  could strike from the Periphery kept the Seventh Crucis 
  Lancers pinned in place while the Clans drove ever deeper into 
  the Inner Sphere. Only the Raiders could be spared for operations 
  against the Clans. Throughout late 3051 and early 3052, Ross 
  McKinnon led his new command into the conquered territories. 
  Performing vital reconnaissance, raiding, and partisan supply 
  missions, the Raiders evaded the Clansmen with consummate 
  skill. The Raiders occasionally skirmished with garrison troops, but 
  the only significant engagement occurred during a raid on a Steel 
  Viper supply base on Waldorff.
  The Ninth Fang—a provisional Cluster raised by the Steel Vipers 
  to secure their conquered territory—was unprepared for the fact 
  that the gap between Clan and Inner Sphere technology had 
  narrowed significantly. Neither were they ready for the Raiders’ 
  unconventional tactics. MechWarrior Henrik Dekker began to 
  broadcast Old Testament passages. Clearly his delivery impressed 
  the Clansmen, for they would answer in kind—halting to deliver 
  stirring passages from the Remembrance, an epic poem of the 
  history of the Clans. Distracted, the Vipers did not see the new 
  Standard Inner Sphere battle armor deploying to their rear. Caught 
  between the powered infantry and the rearmed McKinnon’s 
  Company, a complete Trinary fell to the Raiders.
  In the early months of 3052, the Raiders began to detect signs of 
  massive troop movements throughout the Occupation Zone. Their 
  reason soon became clear with the news of the decisive battle 
  between the Clans and the Com Guards on Tukayyid. The ComStar 
  victory marked the beginning of fifteen years of uneasy truce.
  HouSeS DIVIDeD 
  The news of First Prince Hanse Davion’s death saddened the 
  Fox’s Teeth. With their greatest patron gone, and the Clan advance 
  halted, operations were scaled back to a reduced pace. Following 
  the secession of the Lyran half of the Federated Commonwealth, 
  Archon Katherine Steiner-Davion surreptitiously deprived the 
  Seventh of transport and supplies. Effectively stranded on the 
  far side of the Inner Sphere from Kestrel, their homeworld, Ross 
  McKinnon and the Raiders could only watch from the sidelines as 
  the Star League was reformed.
  Assigned new transport assets in 3058, the Seventh Crucis 
  Lancers began a series of independent exercises in the Periphery. 
  This continued until late 3059 when the bulk of the RCT’s 
  conventional elements inexplicably vanished from Savarin 223-74. 
  Dispatched to investigate the surrounding systems, McKinnon’s 
  company failed to uncover any clues as to the fate of an infantry 
  brigade, two regiments of armor, and their support assets.
  When Victor Steiner-Davion finally announced his intention to 
  remove his sister at the end of 3062, Katherine (or Katrina, as she 
  preferred to be called) had issued orders to isolate and “deal with” 
  commands that refused to declare for her. This action provided 
  Ross McKinnon (who was in favor of joining the son of “The Fox” at 
  the earliest opportunity) with the leverage he needed to convince 
  his fellow officers. By the time Victor reached Winter, Katherine’s 
  abuse of power had driven the Seventh Crucis Lancers firmly into 
  Victor’s Allied camp. Dispatched with the rest of Vausur’s Battalion 
  and a few battalions of conventional troops, the Raiders secured 
  the Blackstone BattleMech Ltd. factory on Inarcs for the Allied 
  cause. When the Ninth Lyran Regulars attempted to retake the 
  planet, the lone Lancer battalion savaged the regiment so badly 
  that they thought they had run into the entire RCT.
  As Victor pushed into the Federated Commonwealth, the 
  Lancers were left behind to secure his lines of supply. Knowing 
  from the Journals of 
  Daniel Waylen (3051)
  We’ve seen a lot of changes over the last two years. New 
  ’Mechs. New tactics. New faces. Ross is the Captain now. 
  Being handed command of a company would be bad 
  enough at the best of times, but when the opposition is 
  made up of crack warriors piloting killer ‘Mechs from Hell...
  I guess I’m just glad not to be in his shoes.
  But as bad as that accursed Clan Tech is, the gap is 
  getting smaller. This new gear is not as good as theirs, but 
  it takes the edge off. We know a lot more about how they 
  fight now too. And we’ve seen that they are not invincible. 
  Unorthodox tactics can beat them, and you don’t get much 
  more unorthodox than McKinnon’s Raiders!
  Take the fighting on Waldorff for example. We were 
  striking against a supply dump, and we did quite a bit of 
  damage before about a company of Steel Viper ‘Mechs and 
  Toads showed up. I thought we were in for the fight of our 
  lives, but Ross had an idea or two that would tip the odds in 
  our favor. He set Dekker on them.
  “The Lord thundered with a great thunder on that day 
  upon the Philistines, and discomfited them; and they were 
  smitten before Israel!” Lord! You just have to hear Dekker 
  when he gets going.
  To my surprise a Viper Mad Cat stopped advancing and 
  the warrior replied. “Carrying the flame of the Star League 
  back to the hearth. We face the ignorant who believe 
  themselves civilized and strong. But they will soon discover 
  otherwise. We are the Clans, the Star League incarnate. None 
  can stand against us and survive.” Very nice, but it just didn’t 
  do anything for me.
  About then the Captain gave the signal, and a pack of our 
  new battle armor came swarming out of the undergrowth as 
  we combined fire to trash the Cat.
  
  3071
  Command Lance
  Captain Ross McKinnon (BL-10-KNT Black Knight Ross)
  Sgt. Major Austin Vorster (HCT-5S Hatchetman Austin)
  Sara Lytton-McKinnon (CTF-3X Cataphract Sara)
  Carol Ryder (UZL-2S Uziel) 
  Medium Lance
  Leftenant Daniel Waylen (ENF-4R Enforcer Daniel)
  Dave “Tiny” Hill (RFL-8D Rifleman)
  Henrik Dekker (BZK-F5 Hollander II)
  Jenna Chipende (DV-8D Dervish)
  Recon Lance
  Leftenant Mateo Alvarez (STH-1D Stealth)
  Robert Grey (ALM-8D Fireball)
  William Tanner (WSP-3S Wasp)
  Hanond Quatro (VLK-QD1 Valkyrie)
  19
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  that Victor’s cause would be best served by unleashing 
  McKinnon’s Raiders to do what they did best, Leutnant-General 
  Zibler detached the company with orders to “raise hell.”
  Striking at targets of opportunity, McKinnon leapfrogged 
  across Lyran space. Mandaoaaru, Australia, Abbadiyah, and Loxley 
  were attacked in turn before McKinnon raided J. B. BattleMechs 
  Inc. on Storfors for supplies. Then Saravan, Vorzel, Greenlaw, 
  and Horneburg were next—these last two uncomfortably close 
  to Tharkad for General Nondi Steiner. Always one jump ahead 
  of a growing pursuit force, the Fox’s Teeth next graced Upano, 
  Alma Alta, and Cameron with their presence. On Cameron, Ross 
  received word that the remnants of the Seventh had surrendered 
  on Inarcs. Seeming to then vanish, the Fox’s Teeth reappeared 
  to strike Furillo for more supplies, and then slipped through the 
  Chaos March and into the Federated Commonwealth—headed 
  for Kestrel. Arriving over their homeworld, McKinnon’s troops 
  received news that New Avalon had fallen.
  The civil war was over.
  A uNIVeRSe tuRNeD uPSIDe DoWN
  With the sudden collapse of the Second Star League in late 
  3067, the Inner Sphere was plunged back into war. The Capellan 
  March was embroiled in an almost private war with the Capellan 
  Confederation and lingering hatreds were rekindled along the 
  Combine front. In the midst of it all, the Word of Blake was striking 
  at targets across the Inner Sphere with deadly force.
  The AFFS high command seemed paralyzed but, typically, Ross 
  McKinnon was determined to act even without orders. Striking into 
  the expanding Word of Blake Protectorate, the Raiders hit Fletcher 
  and Acamar. When Demeter fell to the Blakists, McKinnon’s troops 
  struck back in late 3069, supported this time by a formation of 
  new battle armor prototypes. Though they could not drive Call to 
  the Faithful III-delta from Demeter, they did inflict heavy damage 
  on the Blakists.
  McKinnon’s Raiders continue to be a thorn in the side of Word 
  of Blake forces pushing into the Federated Suns, though they have 
  recently gone missing, their current whereabouts unknown
  McKinnon’s recon lance probes the Dragon.
  WB
  WB
  from the private diary of 
  leutnant-general 
  Jasper Zibler
  I knew going into this that it would all be a question of 
  time. How long would it take Victor to rally support? How 
  long would it be before Katherine’s (I will never degrade her 
  Grandmother’s name by using it) Loyalists would catch us? 
  But maybe there is a little time left to do what has to be 
  done. We’ll make sure the factories are in no state to help 
  the troops chasing after Victor. And perhaps I can throw old 
  Nondi Steiner a curve ball and cut McKinnon loose. I really 
  like the idea of him driving her—instead of me—up the wall 
  for a change.
  
  ian mckinnon
  Rank/Position: Captain/Commander of the Fox’s Teeth
  Born: 2994 (55 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: BL-6-KNT Black Knight Ian
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  Bl-6-KNt BlAcK KNIgHt IAN
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: BL6KNT0754
  MecHWARRIoR PRofIle
  Taking command following his father’s death, Ian soon gained 
  a well-deserved reputation as a daring, almost reckless leader. 
  With a flair for independent operations, Ian’s superiors have long-
  since resigned themselves to his habit of interpreting orders 
  somewhat loosely. A master of unconventional tactics—using 
  Henrik Dekker to launch psychological attacks, for example—Ian 
  has outthought and outfought the best the Draconis Combine 
  and Capellan Confederation have to offer.
  The rigors of military life kept Ian in good physical condition, but 
  also added a few lines and wrinkles and gray hairs. More wearing 
  was Ian’s battle to keep his younger brother Mark out of trouble (a 
  task for which Hanse “The Fox” Davion’s patronage proved useful). 
  Since Mark’s death in 3034, Ian has likewise attempted to look 
  after Mark’s outspoken son, David McKinnon.
  Ian retired in 3051, accepting a battalion command in the 
  Kestrel Militia.
  ’MecH HIStoRy
  First deployed by the Star League Defense Force during the 
  Reunification War, the Black Knight design was often used as 
  a command ’Mech for front-line units. BL6KNT0754 was the 
  ’Mech Kieran McKinnon brought with him when he resigned 
  from the SLDF and joined the Federated Suns. Rebuilt numerous 
  times, the degradation of Inner Sphere technology necessitated 
  replacement of the ’Mech’s endo steel internal structure and 
  sophisticated electronics.
  Badly damaged on Harrow’s Sun when Ian’s father was killed, it 
  was salvaged after the DCMS invaders were driven off. Languishing 
  on Kestrel until 3038, Ian was able to get it rebuilt with 
  prototypes of “Freezer” Heat Sinks, triple-strength 
  myomers, and a hatchet.
  When Ian retired in 3051, Ross took over 
  the Black Knight—which continues to be 
  upgraded with the latest equipment.
  Mass: 75 Tons
  Chassis: Technicron Standard (Refit)
  Power Plant: Vlar 300
  Cruising Speed: 43.2 kph, 54.0 kph w/TSM-X
  Max Speed: 64.8 kph, 86.4 kph w/TSM-X
  Jump Jets: None
  Jump Capacity: None
  Armor: Valiant Lamellor
  Armament:
  1 Magna Hellstar II PPC
  2 Tronel III Heavy Lasers
  4 Tronel II Medium Lasers
  1 Hatchet
  Manufacturer: Kong Interstellar Corporation/
  NAIS Refit
  Comm System: Tek BattleCom
  T&T System: Tek Tru-Trak
  
  21
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  GeorGe lytton
  Rank/Position: Sergeant Major/Fox’s Teeth senior NCO
  Born: 2992 (57 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: CTF-2X Cataphract George
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  ctf-2x cAtAPHRAct geoRge
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: CTF2X00013
  MecHWARRIoR PRofIle
  Members of the Lytton family have served the McKinnons as 
  bodyguards for more than two centuries. George Lytton’s father 
  fell at the Fourth Battle of Harrow’s Sun while guarding Ross 
  McKinnon, Ian’s father. Since that day, George protected Ian 
  McKinnon’s back in fiercely fought campaigns, raids and border 
  skirmishes. A grim and powerfully built man, Lytton’s combat 
  training went beyond that of the average MechWarrior. An expert 
  with small arms and hand-to-hand combat, he also served as the 
  Raiders’ weapons master.
  When an assassin was sent to kill Ian, he attacked Lytton during 
  a Kurita raid. When the Fox’s Teeth moved out to engage the 
  DCMS troops, the assassin took George’s place at the controls of 
  his old Warhammer. Despite his injuries, George was able to warn 
  his Captain before the assassin could complete his assignment.
  Lytton’s duty was always to his Captain, and when the time 
  came he sacrificed his life to save McKinnon from the Jade Falcons 
  on Wotan in 3051.
  ’MecH HIStoRy
  The Cataphract was the Capellan Confederation’s attempt to 
  build a heavy ’Mech using the limited resources at its disposal. 
  Incorporating components from a number of other designs, the 
  Cataphract was (rather unkindly) dubbed the “FrankenMech.” 
  The Earthwerks Cataphract production line at Tikograd was 
  captured by the Seventh Crucis Lancers when Tikonov fell to 
  House Davion during the Fourth Succession War.
  One of the first Cataphracts off the production line, 
  CTF2X00013 fought in the defense of Tikograd, and was taken 
  as salvage by the Seventh Crucis Lancers. George Lytton was 
  given “Lucky Thirteen” to replace his aging Warhammer. Using 
  parts from the Earthwerks factory, Lytton’s Techs repaired the 
  BattleMech and corrected all the shoddy Capellan workmanship. 
  Later, “Lucky Thirteen” was fitted with an experimental extended 
  range large laser.
  Mass: 70 Tons
  Chassis: Earthwerks CTF
  Power Plant: VOX 280
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: Kallon Royalstar
  Armament:
  1 SarLon MaxiCannon Type 10
  1 NAIS Mk. III ER Large Laser (prototype)
  1 Hovertec Quad SRM Launcher
  2 Fimir Standard Medium Lasers
  Manufacturer: Earthwerks Incorporated/NAIS 
  Refit
  Comm System: CommuTech Multi-Channel 10
  T&T System: BlazeFire Sightlock
  
  MecHWARRIoR PRofIle
  When Austin’s father died at the controls of the family Stinger in 
  3023, Austin took his place in the command lance in the salvaged 
  ’Mech. As a member of an old MechWarrior family, Austin received 
  his training “in house” rather than at one of the Federated Suns 
  academies. Years of heavy fighting have transformed Austin from 
  the “wet-behind-the-ears-greenhorn” into a MechWarrior who 
  has earned the respect of his peers and superiors both. In that 
  time Austin has seen many of his contemporaries fall in battle or 
  retire, making him one of the “old men” of the company.
  When Ian McKinnon retired, Austin considered going with 
  him, but Ian advised against depleting the unit of too many 
  experienced hands. Convinced, Austin promised Ian that he would 
  “keep an eye on the k ids”. When Ross McKinnon reorganized the 
  company he offered Austin the position of Company Sergeant 
  Major and Weapons Master. Though expressing doubts that he 
  could truly fill George Lytton’s combat boots, Austin accepted 
  the assignment. 
  ’MecH HIStoRy
  An unusual ’Mech, the Hatchetman is the first battlefield 
  design to incorporate a hatchet for close combat. Though built 
  in the Lyran Commonwealth, its designers received aid from the 
  Federated Suns New Avalon Institute of Science. Aside from the 
  hatchet that gives the ’Mech its name, the most unusual feature is 
  an ejection system that can launch the whole head assembly clear 
  of the body by powerful rockets.
  In the wake of the historic treaty formalizing the Federated 
  Suns/Lyran Commonwealth alliance, the two nations began to 
  trade technology and designs. HCT3F00320 was amongst 
  those shipped to the Federated Suns prior to the 
  Fourth Succession War. Serving with the Second 
  NAIS Cadet Cadre, the ’Mech was the subject of 
  experimental modifications and refits before 
  it was transferred to the Fox’s Teeth in 3038.
  austin Vorster
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 3004 (45 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: HCT-3F Hatchetman Austin
  ’Mech Piloting Skill: 4
  ’Mech gunnery Skill: 3
  Hct-3f HAtcHetMAN AuStIN
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: HCT3F00320
  Mass: 45 tons
  Chassis: Chariot Type II
  Power Plant: GM 180
  Cruising Speed: 43 kph
  Max Speed: 65 kph
  Jump Jets: Luxos 2/Q
  Jump Capacity: 120 m
  Armor: Durallex Medium 
  Armament:
  1 NAIS Mk. 1 LB 10-X Autocannon 
  (Prototype)
  3 Defiance B3M Medium Lasers
  1 Hatchet
  Manufacturer: Defiance Industries of 
  Hesperus II/NAIS Refit
  Comm System: Thalia HM-22
  T&T System: TharHes Ares-8a
  WB
  
  23
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  daniel waylen
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 3008 (41 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Sherwood
  ’Mech: ENF-4R Enforcer Daniel
  ’Mech Piloting Skill: 4
  ’Mech gunnery Skill: 3
  eNf-4R eNfoRceR DANIel
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: ENF4R07198
  MecHWARRIoR PRofIle
  Daniel Waylen is one of the only MechWarriors ever to 
  serve in the Fox’s Teeth who did not hail from Kestrel. Born on 
  the Periphery border, Waylen has had to deal with prejudice 
  throughout his career. Assignment to the Fox’s Teeth was his third 
  in the year following his graduation from NAMA—where he had 
  earned a reputation for brawling and surliness and amassed more 
  black marks than anyone else (who had not been expelled) in the 
  academy’s preceding 13 years. Ian McKinnon’s own reputation as 
  a maverick enabled him to look past such things. What he saw was 
  a MechWarrior with great potential and the kind of mindset that 
  suited him perfectly for the slot in the command lance opened by 
  Paul Danton’s promotion.
  Ian’s judgment proved correct, and Waylen has served with 
  distinction, later earning a field commission following the FedCom 
  Civil War.
  ’MecH HIStoRy
  A product of House Davion’s fascination with autocannons, the 
  Enforcer was based on the plans of an earlier design discovered on 
  Achernar. Intended originally to carry two medium lasers on the 
  left arm, engineers discovered that the chassis could handle the 
  weight of a large laser.
  Before being assigned to Daniel Waylen, ENF4R07198 had served 
  with the Seventh Crucis Lancers since it marched off the Achernar 
  production line on New Avalon in 3019. Heavily damaged in the 
  fighting on Harrow’s Sun, the ’Mech was later salvaged and rebuilt. 
  Serving a succession of MechWarriors, it finally was assigned to 
  Waylen when he joined McKinnon’s company.
  After the Fox’s Teeth were selected to play host to prototype 
  weapons coming out of the NAIS, Waylen’s Enforcer was the 
  perfect choice to receive an experimental Gauss Rifle. To free up 
  the mass required for this weapon, the NAIS engineers adopted 
  the laser armament from the original plans.
  Mass: 50 Tons
  Chassis: Dorwinion Standard
  Power Plant: Nissan 200
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: McCloud Specials
  Jump Capacity: 120 meters
  Armor: Starshield
  Armament:
  1 NAIS Mk. I Gauss Rifle (prototype)
  2 ChisComp 39 Medium Lasers
  1 ChisComp 32 Small Laser
  Manufacturer: Achernar BattleMechs/NAIS 
  Refit
  Comm System: Achernar Electronics HICS-11
  T&T System: Federated Hunter
  
  paul danton
  Rank/Position: Leftenant/Medium Lance Commander, Fox’s Teeth
  Born: 3000 (49 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: CN9-D Centurion
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  cN9-A ceNtuRIoN
  Technology Base: Inner Sphere
  ’Mech Identification Number: CN9A003119
  Mass: 50 Tons
  MecHWARRIoR PRofIle
  The sprawling Danton family estates on Kestrel have made Paul 
  a wealthy man, and the Danton family’s prestige was enhanced 
  further when Paul was promoted to command McKinnon’s 
  medium lance. An ambitious man, Paul worked hard to impress 
  Ian McKinnon with his courage and skill while serving in the 
  command lance. During the Battle of Udibi, Paul helped to plan the 
  ambush that caught the command lance of Woomack’s Company 
  of Wolf’s Dragoons. When Leftenant Karl Ryder was promoted, Ian 
  offered Paul the Medium Lance command slot before the AFFC 
  could foist an outsider on the Fox’s Teeth.
  Always immaculately groomed, Paul Danton gives all the 
  appearance of being a stiff and proper by-the-book officer. Behind 
  this facade lies a keen tactical mind that possesses the flexibility 
  to execute McKinnon’s unconventional plans and to deal with the 
  eccentricities of Dekker and Hill. Clearly intent on securing his own 
  company command, Paul nonetheless is content to command 
  one of McKinnon’s lances until a position in a suitably prestigious 
  company becomes available.
  Paul Danton sees no reason to be uncomfortable while in the 
  field, and his wealth has allowed him to acquire the last word in 
  MechWarrior combat suits.
  ’MecH HIStoRy
  Introduced during the First Succession War as a partner for 
  the Trebuchet, the Centurion is famous for making slow, steady 
  advances. The powerful Luxor autocannon is prized by Centurion 
  MechWarriors for its formidable appearance, but the weapon’s 
  loading mechanism is prone to jamming. 
  With the wealth of the Danton estates at his command, 
  Paul had the funds to purchase a brand new Centurion 
  right off the end of the New Avalon production 
  lines after his Phoenix Hawk was reduced to a 
  shambling pile of junk in the street-to-street 
  fighting at Tikograd. Danton spares no expense 
  in maintaining and upgrading his ‘Mech.
  Chassis: Corean Model K7
  Power Plant: 200 Nissan
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: StarGuard III
  Armament:
  1 Luxor D-Series Autocannon
  1 Luxor 3R LRM-10
  2 Photech 806c Medium Lasers
  Manufacturer: Corean Enterprises
  Comm System: Corean Transband-J9
  T&T System: Corean B-Tech
  
  25
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  hiro chipende
  Rank/Position: Sergeant /Fox’s Teeth MechWarrior
  Born: 3020 (29 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: DV-6M Dervish
  ’Mech Piloting Skill: 5
  ’Mech gunnery Skill: 4
  DV-6M DeRVISH
  Technology Base: Inner Sphere
  ’Mech Identification Number: DV6M010772
  Mass: 55 Tons
  MecHWARRIoR PRofIle
  In truth, Hiro Chipende never wanted to be a MechWarrior. 
  However, he felt honor-bound to undergo training to satisfy his 
  family. Hiro was secure in the knowledge that the likelihood of his 
  ever having to assume the family’s hereditary position in the Fox’s 
  Teeth was slim.
  However, with his brother Takeo’s death, the fortunes of the 
  Chipende family fell dramatically. The destruction of the family 
  Archer in the Second Battle of Gandy’s Luck lost the Chipende’s 
  prestigious Medium Lance command slot. Under pressure from 
  his family, Iskoru fought bravely to regain the family honor. 
  Unfortunately, even his legendary luck could not last forever, and 
  he was killed when his ‘Mech’s ammunition exploded during the 
  fighting on Klathandu IV. Suddenly thrust into the heat of battle, 
  Hiro has proven an adequate MechWarrior, but he has never quite 
  lost that deer-caught-in-the-headlights look commonly found on 
  the faces of green troopers.
  Hiro himself was killed on Greenlaw during the FedCom Civil 
  War. Next in line for the Chipende clan’s slot in McKinnon’s Raiders 
  was his niece, Jenna. 
  ’MecH HIStoRy
  By the time DV6M010772 came into the possession of the 
  Chipende clan, it had been in service for almost two centuries. 
  Entering service with the Fourteenth Avalon Hussars, the ’Mech 
  faithfully served members of the O’Connell family until the Hussars 
  were destroyed on Clovis at the end of the First Succession War. 
  One of the few ’Mechs to survive the fierce fighting at Cutter’s 
  Gap, Simon O’Connell was reassigned to the Eighth Deneb Light 
  Cavalry.
  In 3032 the Dervish, now in a terrible state of repair, was 
  condemned. However, a clerical error left the ’Mech in storage 
  until it was discovered in 3040. Rather than become Dispossessed, 
  the Chipende family bought the Dervish and sank their savings 
  into getting it operational for Hiro.
  Chassis: Dorwinion Standard 55T
  Power Plant: Core Tek 275
  Cruising Speed: 54.0 kph
  Max Speed: 86.4 kph
  Jump Jets: Swingline X-1000
  Jump Capacity: 150 m
  Armor: Maximillian 105
  Armament:
  2 Federated 10-Shot LRM Missile Systems
  2 ChisComp 39 Medium Lasers
  2 Federated 2-Shot SRM Missile Systems
  Manufacturer: Achernar BattleMechs
  Comm System: Achernar Electronics HID-21
  T&T System: Federated Hunter Mk. II
  
  daVe “tiny” hill
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 3019 (30 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Macintosh
  ’Mech: JM-6S JagerMech
  ’Mech Piloting Skill: 4
  ’Mech gunnery Skill: 3
  JM6-S JAgeRMecH
  Technology Base: Inner Sphere
  ’Mech Identification Number: JM6S02480
  Mass: 65 tons
  Chassis: Kallon Type XII
  Power Plant: 260 Magna
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: Kallon Royalstar
  Armament:
  2 Mydron Model C Medium Autocannon
  2 Mydron Model D Light Autocannon
  2 Magna Mk. II Medium Lasers
  Manufacturer: Kallon Industries
  Comm System: Garret T11-A
  T&T System: Garret D2j
  MecHWARRIoR PRofIle
  Born into a family of brilliant computer engineers,  Dave Hill 
  won a scholarship to the prestigious NAIS, where he was quickly 
  identified as potential MechWarrior material. Graduating with 
  doctorates in computer science and politics, Hill’s high grades put 
  him at the top of the list the AFFS presented Ian McKinnon when 
  the Raider’s commander had to select a replacement for Ernst 
  Lang in 3038.
  One of the few “outsiders” to serve with the Fox’s Teeth, “Tiny” 
  had to work hard to prove himself. While a competent MechWarrior, 
  the greatest asset Dave has brought to the command is a thorough 
  understanding of the social and political dynamics of the Inner 
  Sphere. Ross found his input invaluable when selecting targets 
  that would have the maximum psychological impact for the 
  Raider’s rampage across the Lyran Alliance during the Civil War. 
  As a result, Hill now serves as the company’s intelligence officer.
  A confirmed atheist, Hill has been engaged with Dekker in 
  an extended debate about the place of God and religion in a 
  star-faring society for over ten years. The other members of 
  the company make a point of not becoming involved, finding 
  something—anything—that requires their immediate attention 
  elsewhere.
  ’MecH HIStoRy
  The JagerMech is a common AFFS heavy BattleMech. Built in 
  2890, JM6S02480 served with the New Syrtis Fusiliers until House 
  Liao captured it in their invasion of Redfield in 3025. Recaptured 
  during the Fourth Succession War during the assault on Tikonov, 
  the ’Mech remained in service with the Crucis Lancers until it was 
  presented to Hill upon his graduation from the NAIS.
  To his annoyance, the BattleMech has developed 
  problems with the ammunition feed to its port 
  autocannon as a result of damage suffered on 
  Klathandu IV during the War of ‘39.
  
  27
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  henrik dekker
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 2991 (57 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: JVN-10N Javelin
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  JVN-10N JAVelIN
  Technology Base: Inner Sphere
  ’Mech Identification Number: JVN10N3117
  Mass: 30 tons
  Chassis: Duralyte 246
  Power Plant: GM 180
  Cruising Speed: 67.3 kph
  Max Speed: 95.9 kph
  Jump Jets: Rawlings 95
  Jump Capacity: 180 m
  Armor: Star Guard 1
  Armament:
  2 Arrowlite SRM 6 Racks
  Manufacturer: Stormvanger Assemblies, 
  Light Division
  Comm System: Garret T10B
  T&T System: Dynatec 128C
  MecHWARRIoR PRofIle
  As a devoutly religious man, Henrik Dekker is an oddity 
  among Successor State MechWarriors. The McKinnons, however, 
  have managed to put the New Calvinist’s fondness for quoting 
  entire passages from the Old Testament while in the midst of 
  battle to good use. At Marlowe’s Rift, Captain Ian McKinnon 
  learned the frequency of the enemy command channel and had 
  Dekker tie into it, completely confusing enemy communications 
  during the battle. This tactic later proved very effective against 
  the Clans. When confronted with a ‘Mech spouting passages of 
  religious texts, many Clan MechWarriors pause to recite from 
  their Remembrance, a long poem created to preserve their Clan’s 
  history.
  Henrik Dekker’s late night debates with Hill have become the 
  stuff of legends among the Fox’s Teeth.
  ’MecH HIStoRy
  Originally built as a fast recon ’Mech for SLDF line regiments, 
  House Davion took particular interest in the Javelin following the 
  collapse of the Star League. Also used extensively in ambushes, 
  the term “sneaky as a Javelin” has become widespread among 
  MechWarriors. If the Javelin design has one flaw, it is the 
  placement of the torso-mounted missile racks and ammunition. 
  The ‘Mech’s center of gravity is too far forward when it is at full-
  load displacement.
  JVN10N3117 was one of the last Javelins off the Caph production 
  line before it was obliterated by Republican nukes during the 
  Amaris Coup. Serving with the Fifth Deneb Light Cavalry, it was 
  relegated to the New Avalon Crucis March Militia due to shortages 
  of spares. Considered a bit of a lemon, the CMM were delighted to 
  foist the machine on the Seventh Crucis Lancers.
  It is said jokingly that Dekker’s Techs used phenomenal skill 
  and divine intervention in equal measure to keep the Javelin 
  operational until it was replaced with a new Hollander in 3052.
  
  ross mckinnon
  Rank/Position: Leftenant/Recon Lance Commander, Fox’s Teeth
  Born: 3015 (34 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: WLF-1 Wolfhound
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  Wlf-1 WolfHouND
  Technology Base: Inner Sphere
  ’Mech Identification Number: WLF10315
  Mass: 35 tons
  Chassis: Arc-Royal KH/3
  Power Plant: GM 210
  Cruising Speed: 64.8 kph
  Max Speed: 97.2 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: Durallex Medium
  Armament:
  1 Setanta Heavy Laser
  4 Defiance B3M Medium Lasers
  Manufacturer: TharHes industries
  Comm System: O/P COM-22/H47
  T&T System: Digital Scanlok 347
  MecHWARRIoR PRofIle
  Attending the prestigious Albion Military Academy on New 
  Avalon under the name Ross Serran (his mother’s maiden name), 
  Ross had the freedom to excel in his studies without the burden of 
  living up to the McKinnon name. Demonstrating that same flair for 
  unconventional tactics as his father, Ross graduated with Honors. 
  Ross joined the Fox’s Teeth’s recon lance after his uncle, Mark 
  McKinnon, died fighting in the newly formed Free Rasalhague 
  Republic. He went on to serve with distinction in the War of 3039, 
  acting as lance commander after Kate Nomura was injured.
  Subsequently confirmed as recon lance commander upon 
  Nomura’s retirement, Ian began grooming Ross to take command of 
  the company. However, the rapidly changing face of the AFFS (or AFFC 
  as it would become) meant there was no guarantee that Ross would 
  inherit company command. The hereditary commands were being 
  washed away by the changes brought by the Lyran alliance, but Ian 
  called in many favors to ensure that Ross would get the command.
  More politically active than his father, Ross agitated for the 
  Seventh Crucis Lancers to act against the excesses of Archon 
  Katherine Steiner-Davion.
  ’MecH HIStoRy
  After making its debut with the Kell Hounds and Wolf’s Dragoons 
  just before the Fourth Succession War, the Wolfhound became 
  a favorite with first the AFFS and LCAF, and then the combined 
  AFFC. Designed as a response to the Draconis Combine’s Panther, 
  the Wolfhound is well-armored and armed exclusively with energy 
  weapons. The great staying power this imbues allows it to remain 
  on the battlefield until too damaged to continue fighting. The 
  Wolfhound also shares the same full-head ejection system 
  as the Hatchetman.
  Ross received WLF10315 straight off the 
  production line. Despite suffering heavy 
  damage several times, the ’Mech is maintained 
  in perfect condition. 
  
  29
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  mateo alVarez
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 2999 (50 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: ASN-21 Assassin
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  ASN-21 ASSASSIN
  Technology Base: Inner Sphere
  ’Mech Identification Number: ASN2100179
  Mass: 40 tons
  MecHWARRIoR PRofIle
  Before the Battle of Butte Haven, Alvarez was an excellent recon 
  pilot, but that was before Kate Nomura accused him of cowardice. 
  Ian McKinnon threw out the charge, but Alvarez’s reputation had 
  been tarnished. He started taking greater and greater risks in an 
  attempt to prove his courage, but it would be long years before 
  he could redeem himself in Nomura’s eyes. Caught in the path 
  of a counterattack by the Third Benjamin Regulars during the 
  War of ‘39, Nomura’s recon lance was forced to scatter. When she 
  ejected from her crippled Griffin, Alvarez braved fire from a whole 
  company to rescue her.
  Admitting she had been wrong about Alvarez, Nomura resigned 
  her commission. His honor now restored, Alvarez was overjoyed 
  to swap his heavily damaged Wasp (and its troublesome cooling 
  system) for an old (but serviceable) Assassin.
  ’MecH HIStoRy
  Built for the Star League Defense Force in 2597, ASN2100179 
  was reassigned to the Addicks Militia in 2672. Captured when the 
  Rim World Republic’s Eighteenth Republican Guards overran the 
  Militia during the Amaris Coup, the Assassin was then captured 
  by the SLDF when Addicks was liberated ten years later. It was 
  then assigned to Oswald Pettigrew—a member of a Volunteer 
  Regiment. Pettigrew and ASN2100179 somehow survived the 
  desperate fighting to liberate the Terran Hegemony, and Oswald 
  managed to retain possession of the ’Mech when he returned 
  home to Kestrel.
  Thanks to its modular design, the Assassin remained operational 
  in the ranks of the Kestrel Militia through the first three Succession 
  Wars. When Alvarez’s Wasp was damaged beyond repair on 
  Klathandu IV during Kate Nomura’s rescue, Captain Ian McKinnon 
  was able to negotiate transfer of the BattleMech to the Fox’s 
  Teeth.
  Like many Assassins, this one suffers problems with its SRM feed 
  system.
  Chassis: Maltex 40
  Power Plant: 280 VOX
  Cruising Speed: 75.6 kph
  Max Speed: 118.8 kph
  Jump Jets: 100AFVTA
  Jump Capacity: 210 m
  Armor: Lox lift series 1
  Armament:
  1 Martel Medium Laser
  1 Holly Long-Range Missile Rack
  1 Holly Short Range Missile Rack
  Manufacturer: Maltex Corporation
  Comm System: Garret T15 B
  T&T System: Garret 500S
  
  robert Grey
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 3004 (45 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: HNT-151 Hornet
  ’Mech Piloting Skill: 2
  ’Mech gunnery Skill: 1
  HNt-151 HoRNet
  Technology Base: Inner Sphere
  ’Mech Identification Number: HNT1510420
  Mass: 20 tons
  Chassis: Fischer HNT
  Power Plant: Hermes 100
  Cruising Speed: 54.0 kph
  Max Speed: 86.4 kph
  Jump Jets: Pitban LFT-50
  Jump Capacity: 150 m
  Armor: Bulletban-60
  Armament:
  1 Holly LRM 5
  1 Martell Medium Laser
  1 Martel Small Laser
  Manufacturer: Kallon Weapon Industries
  Comm System: Tri-World Duplex 4880
  T&T System: Dalban HiRes II
  MecHWARRIoR PRofIle
  Solitary and moody away from his ’Mech, Robert Grey is a hunter 
  who comes alive in battle. Spending long hours stalking other 
  ‘Mechs, Grey revels in outwitting and outmaneuvering heavier, 
  “thunder-footed” BattleMechs. An expert gunner and a talented 
  scout, the intelligence he gathers has often been vital to the Fox’s 
  Teeth’s success. Almost a relic of an age gone by, Robert is a perfect 
  example of a Thirtieth Century MechWarrior. The rapid social and 
  political changes have left him feeling isolated and confused, and 
  the Lyran secession from the Federated Commonwealth has made 
  Grey deeply suspicious of all things Lyran—he’d even refused to 
  pilot a Lyran Dart. Recently Grey has become even more withdrawn 
  and is prone to violent mood swings. Ross is concerned and looking 
  for some way of persuading Robert to seek help.
  For a light BattleMech pilot, Grey has lost remarkably few ’Mechs. 
  Forced to switch back to his old and dilapidated Stinger following 
  the destruction of the Hornet in 3049, Grey later switched to one 
  of the new ALM-8D Fireballs.
  ’MecH HIStoRy
  The Hornet is a light ’Mech originally designed for urban 
  reconnaissance. Lightly armed but (for a recon ’Mech) heavily 
  armored, the Federated Suns’ government placed few orders until 
  Wolf’s Dragoons demonstrated its effectiveness during the Fourth 
  Succession War.
  Robert Grey received HNT1510420 straight off the production line 
  as the Seventh Crucis Lancers rebuilt after the capture of Tikonov. 
  Overjoyed to replace his battered Stinger and its malfunctioning 
  weaponry with a new BattleMech, Grey demonstrated the Hornet’s 
  effectiveness in the light BattleMech hunter role during the 
  War of 3039. Under Grey’s expert hand, the Hornet led 
  a charmed life, vanquishing larger opponents while 
  suffering little damage itself. Grey’s luck finally ran 
  out in late 3049 when HNT1510420 received 
  crippling damage from a Combine Panther.
  
  31
  Fiction
  IntroductIon & HIstory
  tHe Fox’s teetH
  SorenSon’S SabreS
  Rules annex
  sara lytton
  Rank/Position: Sergeant/Fox’s Teeth MechWarrior
  Born: 3021 (28 in 3049)
  Affiliation: Federated Suns (House Davion)
  Home Planet: Kestrel
  ’Mech: COM-2D Commando
  ’Mech Piloting Skill: 4
  ’Mech gunnery Skill: 3
  coM-2D coMMANDo
  Technology Base: Inner Sphere
  ’Mech Identification Number: COM2D05718
  Mass: 25 tons
  MecHWARRIoR PRofIle
  Though she’s George Lytton’s daughter, Sara fortunately favors 
  her mother. To her eternal annoyance she looks like somebody’s 
  kid sister headed for a fancy-dress party when in uniform. More 
  than one brash MechWarrior has received firsthand experience of 
  the extensive unarmed combat training George Lytton insisted 
  she receive. Determined to continue the family tradition of 
  protecting the McKinnons, Sara joined the Fox’s Teeth just after 
  the War of 3039.
  Twice decorated for valor, Sara has been called on to save Ross 
  McKinnon’s life several times—something she makes a point 
  of reminding him of whenever he proposes a risky strategy. 
  Following the death of her father and Ian McKinnon’s retirement, 
  Sara moved to the Command Lance and continued to serve as 
  Ross’ bodyguard. Following the end of the Clan invasion, her 
  relationship with Ross moved from professional to personal and 
  the couple wed in 3053.
  ’MecH HIStoRy
  Built in 2950, COM2D05718 served with the Twentieth 
  Arcturan Guards on Alexandria until the Seventh Sword of Light 
  captured it at the end of the Third Succession War. The light 
  ’Mech continued to serve in the Sword of Light regiment until 
  3023, when it participated in a raid on Tancredi IV. Unfortunately 
  for the DCMS raiders, the Fox’s Teeth had been dispatched to 
  protect the Precision Weaponry factory. Felled by a blast of PPC 
  fire from George Lytton’s Warhammer, the Commando became 
  the property of McKinnon’s Raiders. When Sara Lytton joined the 
  company, COM2D05718 was refurbished as part of the company’s 
  preparations for the War of 3039.
  Heavily damaged in combat with the Jade Falcons on Wotan, 
  the Commando was scrapped for parts in 3051 and Sara moved to 
  her dead father’s salvaged Cataphract. 
  Chassis: Coventry Metal Works
  Power Plant: GM 150
  Cruising Speed: 64.8 kph
  Max Speed: 97.2 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: Lexington Limited
  Armament:
  1 Shannon Six-Shooter Missile Pack
  1 Coventry 4-Tube Missile System
  1 Hesperus-B3M Medium Laser
  Manufacturer: Coventry Defense 
  Conglomerate
  Comm System: TharHes Crystal Flower RG-2
  T&T System: TharHes Star Shark
  
  3021
  Command Lance
  Tai-i (Captain) Daniel Sorenson (MAD-3R Marauder)
  MechWarrior Shytel Gutowski (WHM-6R Warhammer)
  Pilot Elden Berardinelli (SL-25 Samurai aerospace fighter)
  MechWarrior Izora Soderstrom (PHX-1K Phoenix Hawk)
  Fire Lance
  Chu-i (Lieutenant) Cedrick Sveinson (LGB-0W 
  Longbow)
  MechWarrior Emory Wilk (RFL-3N Rifleman)
  MechWarrior Sharron Burgoz (TBT-7K Trebuchet)
  MechWarrior Albert Benton (STG-3R Stinger)
  Pursuit Lance
  Chu-i (Lieutenant) Dana Utsonomiya (ARC-2K Archer)
  MechWarrior Clay Moretti (PHX-HK2 Phoenix Hawk LAM)
  MechWarrior Eleanor Rubach (HER-4K Hermes III)
  MechWarrior Vernon Marrone (WSP-1K Wasp)
  WB
  WB
  sorenson’s
  sABres
  Unit:
  Jisatsu Company, Otomo 
  (formerly Third Company, 
  Tarwater’s Battalion, Fifth 
  Sword of Light)
  Also Known As:
  Sorenson’s Sabres
  Affiliation:
  Draconis Combine
  Nominal 
  Strength:
  Three 
  BattleMech lances
  Parade Color Scheme: 
  Flat-red with no highlights
  Company Insignia:
  A mushroom-shaped pillar 
  of black smoke on a gray 
  shield behind a yellow-
  flamed scimitar
  Sorenson Sabres Command Lance, circa 3049
  
  3030
  Command Lance
  Tai-i (Lieutenant) Daniel Sorenson (MAD-3R Marauder)
  MechWarrior Colin Toronagi (CRK-5003-0 Crockett)
  Pilot Elden Berardinelli (SL-25 Samurai aerospace fighter)
  MechWarrior Izora Soderstrom (PHX-1K Phoenix Hawk)
  Fire Lance
  Chu-i (Lieutenant) Cedrick Sveinson (LGB-0W Longbow)
  MechWarrior Emory Wilk (RFL-3N Rifleman)
  MechWarrior Sharron Burgoz (TBT-7K Trebuchet)
  MechWarrior Albert Benton (PNT-9R Panther)
  Pursuit Lance
  Chu-i (Lieutenant) Dana Utsonomiya (ARC-2K Archer)
  MechWarrior Clay Moretti (PHX-HK2 Phoenix Hawk LAM)
  MechWarrior Eleanor Rubach (HER-4K Hermes III)
  MechWarrior Vernon Marrone (WSP-1K Wasp)
  33
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  HIStoRy
  The Fifth Sword of Light is one of the oldest House regiments 
  serving the Draconis Combine, having been formed in early 2796. 
  One of the Fifth’s proudest distinctions is that it had never been 
  dispersed or disbanded after the massive destruction of the First 
  and Second Succession Wars, unlike many other line units formed 
  during the same time. This unit’s unbroken and dedicated service 
  to the Dragon makes it one of the most enduring BattleMech 
  regiments in the entirety of the Inner Sphere.
  Initially formed to contain dedicated Kuritan loyalists, the 
  original members of the Fifth were chosen more for their politics 
  than their military prowess. Units that expected the Fifth to roll 
  over, however, sorely paid for their assumptions, as many of the 
  MechWarriors in the regiment were veterans of other units. 
  Because of their unswerving devotion and fanaticism, the Fifth 
  enjoyed several decades as the premier Kurita Household Guard. 
  During the Second Succession War, their fanaticism saw the unit 
  practice a “total war” strategy, attacking both military and civilian 
  targets with equal zeal. However, under Coordinator Hohiro Kurita, 
  the Fifth was ordered to shift its focus to become more proficient 
  in the art of war and the regiment ended up garrisoning almost 
  fifty systems in a forty-year period.
  Coordinator Takashi Kurita readjusted the Fifth’s mission profile 
  once more in the early years of the thirty-first century, splitting 
  the regiment into more compact—and mobile—units consisting 
  of companies or battalions. The idea was to make the regiment 
  better suited to a rapid-strike roll, allowing them to use their 
  elite status to sow confusion and tie up enemy forces while more 
  traditional units hit elsewhere.
  In 3021, Tai-i (Captain) Abraham Silvereen, commander of 
  Silvereen’s Stallions, was killed when caught outside his Dragon 
  during a food riot on Worrell. The unit’s executive officer, Daniel 
  Sorenson, was elevated to Tai-i of the Stallions and, in accordance 
  to the regiment’s tradition, the company was renamed in honor 
  of its commander. Sorenson’s Sabres officially entered the DCMS 
  rolls in April of 3021.
  tHe fouRtH SucceSSIoN WAR
  The Sabres almost immediately lost their aerospace fighter 
  support to Galedon V—except for Berardinelli, who remained at 
  Sorenson’s request to augment the unique abilities of the Sabres. 
  In July of 3021, the Sabres participated in their first operational 
  raid under their new commander, hitting Morningside, Fatima, 
  and Fort Loudon. As per the Fifth Sword’s tactical doctrine, the 
  Sabres hit fast and hard, ignoring strongly defended targets 
  in favor of less important but demoralizing objectives, such as 
  unarmed civilian installations and population centers.
  After several garrison postings and a stint on Luthien, the Sabres 
  were sent with the rest of Tarwater’s Battalion to New Caledonia. 
  Once there, the battalion fought off a determined pirate force 
  under the command of Corvin “Scourge” Scantoli, one of the 
  Bandit Kings who had made a home outside the Periphery border 
  along the Principality of Rasalhague. The battalion fought off 
  three pirate attacks for several months, culminating in Scantoli’s 
  death on 31 December 3023.
  During the next few years, serving various garrison posts, 
  security roles, and heavy raids along the Davion border, the Sabres 
  foR tHe gloRy of tHe 
  golDeN PIllAR
  fRoM: Tai-sho (General) Palmer Conti, Commander, Fifth 
  Sword of Light
  to: Chu-i (Lieutenant) Daniel Sorenson, Fire Lance 
  Commander, Silvereen’s Stallions
  DAte: 14 March 3021
  This is to inform you that as of 0600 hours Luthien time 
  on 15 April 3021, Lieutenant Daniel Sorenson is hereby 
  promoted to the rank of Captain and given command of the 
  Third Company of Tarwater’s Battalion, Fifth Sword of Light 
  Regiment of the Draconis Combine Mustered Soldiery. At 
  this time, Silvereen’s Stallions is no more and, in accordance 
  to the ancient tradition of our noble regiment, is to be 
  renamed Sorenson’s Sabres. 
  Your first order of duty is to replace the four MechWarriors 
  that so recently fell from honor. May your devotion to duty 
  and your honor sharpen your unit to cut down our enemies 
  like the lesser men they are. Remember our traditions and 
  your future is most assured.
  For the Dragon!
  DeAtH of A PIRAte
  It was supposed to be the party to end all parties. Corvin 
  “Scourge” Scantoli grimaced, looking once more at his 
  secondary screen, wishing to hell and back that what the 
  data showed him wasn’t true. 
  But it was.
  The green and white LAM swooped down again, strafing 
  the castle walls and hitting another autocannon turret, the 
  resultant explosion lighting up the compound. Twisting 
  quickly, he leveled his Rifleman’s red-hot autocannon 
  barrels at the rising LAM and squeezed the trigger, smiling 
  humorlessly as the rapid chain of shells crossed up the 
  flying ‘Mech’s torso and reached into the LAM’s innards. The 
  unsightly ’Mech wobbled, telling of the glancing blow to the 
  internal gyroscope.
  He watched too long, however. He didn’t see the Marauder 
  step out from the blasted ruins of the outer wall until it had 
  already fired its PPC. He barely registered the cerulean flash 
  as the beam caressed his Rifleman’s cockpit…
  
  3036
  Command Lance
  Tai-i Daniel Sorenson (THG-10E Thug)
  Busosenshi Colin Toronagi (CRK-5003-0 Crockett)
  Busosenshi Emory Wilk (DRG-1G Dragon)
  Busosenshi Shakir Jerrar (HBK-4G Hunchback)
  Fire Lance
  Chu-i Dana Utsonomiya (LGB-0W Longbow)
  Busosenshi Regent Ryal (SCP-1N Scorpion)
  Busosenshi Sharron Burgoz (TBT-7K Trebuchet)
  Busosenshi Seyla Teresa Martinez (PNT-9R Panther)
  Pursuit Lance
  Chu-i Albert Benton (MON-67 Mongoose) 
  Busosenshi Grace Shiro (JR7-K Jenner)
  Busosenshi Tamron Rudinger (HER-4K Hermes III)
  Busosenshi Byron LeFevbre (WTH-1 Whitworth)
  honed their unorthodox tactics to near-
  perfection. They swiftly became the premier 
  company of the Fifth Sword, often going 
  in and hitting heavily defended worlds with 
  little loss. By using their lone fighter and Land-
  Air-’Mech to great effect, the Sabres often engaged 
  forces over three times their size and still managed to 
  achieve their objectives.
  When the Fourth Succession War began in earnest in 3028, the 
  Coordinator put much of his focus on the Steiner front, leaving 
  many top-line regiments on garrison duty. Only after a desperate 
  plea by the Chancellor of the Capellan Confederation did the 
  Coordinator act to deter the Davion attack.
  The Coordinator’s first step was to attempt to seize Northwind 
  in order to cut off the Terran corridor from the newly-created 
  Federated Commonwealth. The Fifth Sword was assembled as a 
  full regiment and assigned to assist other DCMS units in taking 
  the planet.
  The ISF approached General Conti with an audacious plan, 
  designed to demoralize the citizenry. Because of the Fifth’s 
  notoriety regarding such operations, Conti eagerly accepted it 
  and assigned the duty to the Sabres. The unit’s BattleMechs were 
  repainted with a new coat of paint and ordered to divert to attack 
  a water reservoir complex that fed the metropolis of Cromarty. 
  Once there, they were to enter the massive water basin and remain 
  for five minutes, at which time they could retreat. The Sabres did 
  so without question, though all of the unit’s warriors noted that 
  the new paint that coated their legs washed off while they were 
  in the water.
  It wasn’t until several years after the incident when the Sabres 
  learned the truth of what occurred. Apparently the paint that 
  the ISF had applied to the BattleMechs contained a potent 
  form of food poisoning bacteria, which infected and killed over 
  five thousand people as well as incapacitating a majority of the 
  planet’s defenders. The rest of the Fifth then ambushed those 
  FedSuns units who could still fight. Only the timely intervention 
  of the Northwind Highlanders mercenaries saved the system from 
  being captured by the Combine.
  Burning with shame, Tai-sho Conti learned that the famed Kell 
  Hounds mercenaries were on Nusakan, awaiting the arrival of the 
  Genyosha. Desirous to steal the honor for himself and his unit, 
  he struck the Hounds on the red sands of Blood Valley. Initially 
  successful, things quickly turned sour as the Hounds decimated 
  the Fifth Sword—and, with it, the Sabres. Over three-quarters 
  of the Fifth’s BattleMechs were destroyed with Conti, suffering 
  further shame by losing an honor duel with Major Scott Bradley. 
  Devastated, the Fifth returned to Galedon, shattered. Of all the 
  Fifth’s companies, the Sabres suffered only minor damage—their 
  role on the far flank limited them to the fringe of the fighting. Still, 
  for them and the rest of the Fifth’s survivors, the Fourth Succession 
  War ended in dishonor.
  WAR of tHe RoNIN
  For the next several years, the Sabres languished in the Galedon 
  District, garrisoning several worlds as the Fifth Sword was once 
  again split up among many systems. Because the Sabres were not 
  nearly as damaged as the rest of the regiment during their retreat 
  from Nusakan, the unit drew several “hit and fade” assignments 
  along the Davion border. Designed more to keep the AFFS on 
  their toes, the Sabres usually chose an important non-military 
  target and hit it hard. Because of their consistency in taking on 
  what were perceived as easy targets, they quickly earned the 
  ire of the Draconis March nobility and more than one trap was 
  attempted in order to crush the sneaky Combine company.
  Ironically, it wasn’t the Davions or even the Lyrans that handed 
  the Sabres their worst loss. It was their own.
  In March of 3034, Haakon Magnusson announced the formation 
  of the Free Rasalhague Republic and his elevation to the position 
  of Elected Prince. The new nation created a rift among many 
  Combine and Rasalhagian citizens.
  Many native Rasalhagians applauded the move, especially after 
  Coordinator Takashi Kurita recognized the new nation mere hours 
  after its inception. However, many Combine citizens—and several 
  DCMS senior officers, including two Warlords—were appalled at 
  the naked rebellion being shown by a Combine District. Rather 
  than recognizing the legitimacy of the Rasalhagian claim (not 
  to mention the Coordinator’s approval), these well-meaning but 
  misguided soldiers rebelled against the Coordinator and began a 
  military operation to reclaim the Republic for the Combine.
  Albert Benton and his Mongoose prepare to take on a much larger foe.
  WB
  WB
  
  3049
  command lance
  Tai-i Daniel Sorenson (HTM-27T Hatamoto-Chi Daniel)
  Busosenshi Grace Shiro (JR7-K Jenner Grace)
  Busosenshi Emory Wilk (DRG-1G Grand Dragon Emory)
  Busosenshi Shakir Jerrar (HBK-4G Hunchback Shakir)
  fire lance
  Chu-i Dana Utsonomiya (LGB-0W Longbow)
  Busosenshi Andrew Martin (CGR-1A9 Charger)
  Busosenshi Sharron Burgoz (TBT-5K Trebuchet)
  Busosenshi Seyla Teresa Martinez (PNT-9R Panther)
  Pursuit lance
  Chu-i Albert Benton (MON-67 Mongoose) 
  Busosenshi Jasmine Rubach (HER-4K Hermes III)
  Busosenshi Elden Berardinelli  (SDR-5K Spider)
  Busosenshi James MacParland (WTH-1 Whitworth)
  35
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  Several Combine regiments had native Rasalhague citizens on 
  their rolls, including the Sabres. Tai-i  Sorenson and busosenshi 
  Soderstrom and Sveinson all hailed from Rasalhague lineage. 
  When the Sabres heard the news of the Republic’s creation in early 
  April—along with rumors of some defections among DCMS line 
  units—the Sabres personnel faced a crisis. On one side was the call 
  of the Republic’s independence; on the other, duty to the Dragon.
  The news of the Republic’s formation also carried bad news for 
  Daniel. The Tai-i’s uncle Ivan Sorenson—Warlord of the Rasalhague 
  District—had been killed in a freak auto accident on Radstadt. 
  Because of his personal convictions and respect for his uncle’s 
  unswerving devotion to the Combine, Daniel ultimately decided 
  to remain with the Sabres. Unfortunately, both Soderstrom and 
  Sveinson thought differently. During a mess hall discussion on 
  10 April 3034, busosenshi Soderstrom actually struck the Tai-i for 
  refusing to step down and join the KungsArmé with him and Chu-i 
  Sveinson. Sorenson promptly put both men in the brig after the 
  resulting brawl.
  During the night, both men escaped with help from an 
  unknown sympathizer. The two busosenshi started their ’Mechs 
  and left the compound along with a handful of native Rasalhague 
  technicians, mechanics and other personnel. They intended to 
  hook up with a sympathetic Rasalhague DropShip captain and go 
  AWOL from the Sabres to join the Republic.
  The rest of the Sabres mounted up in pursuit of their errant 
  friends, pleading with them to reconsider and resign properly. 
  Though nothing official had come from the Coordinator’s office, 
  rumors abounded of other Rasalhague troops resigning their 
  commissions and leaving for the Republic with no repercussions. 
  Why the two men didn’t follow through remains a mystery. 
  Instead, in response to their comrades’ pleading, they opened fire 
  on them.
  At that moment, as Sveinson’s Longbow rained missiles down 
  on his Marauder, Daniel Sorenson knew his duty was clear. 
  Following his uncle’s steps, he ordered the Sabres to take down 
  the two deserters. Over the next two hours, the Sabres split up 
  and hunted their own in the hills outside the unit’s base.
  When dawn broke, Daniel found his two deserters in a small 
  valley. Soderstrom’s Phoenix Hawk took an errant PPC blast 
  directly in the head from Burgoz’s Trebuchet, touching off the 
  frenetic firefight. Sveinson’s Longbow took a laser blast from 
  Vernon Marrone’s Wasp, setting off his remaining ammunition. 
  In a completely unexpected move, Eleanor Rubach turned her 
  Hermes on Vernon, burying its fist into the light ’Mech’s head. 
  Her intentions very clear, Sorenson had no choice but to fire on 
  another of his people.
  When the Sabres straggled back to their base, they were minus 
  an entire lance of comrades and down half of their fighting 
  strength. Worse still, orders were waiting for them when they 
  arrived—the Sabres had been selected to help train the part of 
  the new KungsArmé on Damian. Along with the orders was the 
  official statement from the Kanrei—anyone who wished to resign 
  from the DCMS to join the KungsArmé could do so, with no loss 
  of honor.
  Short-handed and demoralized, the Sabres did not receive 
  replacement BattleMechs or pilots until after they arrived on 
  Damien in February of 3035. Though certainly capable, the Sabres 
  were a broken command. The final blow came when a pirate band 
  under the command of Hendrik Grimm hit Damien and made 
  off with three DropShips of cargo. Surprisingly, the Sabres were 
  unable to rout the pirate raiders, who hammered the training 
  cadre. Hendrick ran circles around Sorenson and his command, 
  and Clay Moretti was killed when his Phoenix Hawk LAM’s gyro 
  suddenly seized in mid-flight.
  The Sabres were pulled off of active duty after the Republic 
  complained of the obvious failure of the unit to train and defend 
  Republic assets. During the long trip back to Galedon V, the ISF 
  conducted an extensive investigation, where the full extent of the 
  incident on Togura the year prior came to light. Though Sorenson 
  put up a valiant defense, the unit was removed from the Fifth 
  Sword’s TO&E, disgraced and sent to the Periphery border for 
  garrison duty.
  It appeared the Sabres were destined to fade away. 
  BoRDeR guARDS
  For the next ten years, the Sabres sat on Enif, guarding an armor 
  sheeting facility for Luthien Armor Works. The duty was horrifically 
  mind-numbing, the kind that discourages and breaks most elite-
  trained companies whose skills deserve better. But the stain of 
  the ISF’s decision remained, so Sorenson had no recourse but to 
  essentially begin all over again.
  The Sabres did continue to receive men and materiel, though 
  the replacements sent to the Sabres were no better than military 
  academy washouts. Before their fall from grace, the Sabres had 
  sported few Academy graduates, but now it was par for the 
  course. Tai-i Sorenson set out to teach the fresh-faced recruits 
  the ways of battle, using two lances against each other with 
  low-powered weapons and paint ammunition. The third lance 
  would judge and score the battle according to the requirements 
  assigned by Sorenson before each scenario. Slowly but surely, the 
  Sabres began to gain confidence and camaraderie, though they 
  still needed to fight a live enemy to sharpen their skills.
  That opportunity came in 3042, when pirates from Antallos 
  hit Enif. The only other site on the planet worth taking was the 
  Korban Foods harvest storage facility, which was full and awaiting 
  exportation. Since the pirate’s trajectory was away from the LAW 
  facility, it was obvious where they were headed.
  The Sabres executed a short hop via their DropShip to the 
  raiders’ landing site. As the heavier guns of the Command Lance 
  hammered the poorly-armed raider Union, Fire and Pursuit Lances 
  hit the pirates from two sides, instantly sowing confusion. The 
  entire operation was over in minutes, with half the raider force 
  dead and the rest surrendering, including the crew of the Union. 
  When the dust cleared and the Sabres realized the only loss to 
  the unit was the right leg of Shiro’s Jenner, they realized that just 
  maybe, the sun was shining on the Sabres once more.
  
  3062
  command lance
  Tai-i Albert Benton (BHKU-OF Black Hawk KU Benton)
  Busosenshi Grace Shiro (JR7-K Jenner Grace)
  Busosenshi Hohiro Utsonomiya (HBK-5P Hunchback)
  Busosenshi Mark Kisomita (DRG-7K Grand Dragon Mark)
  fire lance
  Chu-i Dana Utsonomiya (LGB-7Q Longbow)
  Busosenshi Andrew Martin (HTM-27V Hatamoto-Kaze)
  Busosenshi Rachel Popovich (TBT-9K Trebuchet)
  Busosenshi Seyla Teresa Martinez (PNT-12A Panther)
  Pursuit lance
  Chu-i Jasmine Rubach (MON-66 Mongoose) 
  Busosenshi Thomas Hughes (FS9-OF Firestarter)
  Busosenshi Elden Berardinelli (SDR-9K Venom)
  Busosenshi James MacParland (WTH-1 Whitworth)
  It has become obvious now that Burgoz 
  has no intention of continuing her work for 
  us. In the beginning she was a loyal agent, 
  reporting dutifully on the doings of this very 
  unorthodox unit. Her position as an ISF informant 
  has been known for years—not that the Dragon makes 
  any secret of the fact that this is standard procedure for all 
  our BattleMech units. But from what the veterans tell me, 
  she was the epitome of fire and ice, using her fiery temper 
  and cold demeanor to get what she wanted.
  Apparently that all changed during the incident on 
  Togura. From the inquiry records, she was the one who fired 
  the killing shot on Soderstrom, though I do believe it was 
  indeed in error, contrary to her own interrogation. I have 
  found some evidence in the form of old journal entries on 
  her noteputer—entries that she thought she’d erased—that 
  she and Izora had an on-and-off relationship dating back to 
  the late ‘20s. As you know, that was the last recorded attempt 
  on Burgoz’s life by the Willcox oyabun before they were 
  eliminated by a rival clan. It is very possible that Soderstrom 
  was the unnamed rescuer who came to her aid, and a simple 
  emotional response probably triggered their affair.
  Because her reports have slacked off and lacked any type 
  of consistency since the incident, I can only presume that 
  Burgoz has lost her drive to continue in her capacity as an 
  ISF agent. Her skills as a MechWarrior have also deteriorated 
  some; during the pirate attack she seemed rather hesitant to 
  fire on any targets that were near other lancemates.
  I will continue my duties in monitoring the Sabres. I am 
  pleased to note that with the recent victory over this portion of 
  the so-called Band of the Damned, the unit seems to be back 
  on solid footing again. Time will tell, obviously, but I can see 
  that this unit is not ready for the ash heap of history quite yet.
  Your servant,
  Shakir Jerrar
  tHe PAtH of tHe DAMNeD
  Three months after the first engagement, another raider force 
  came to Enif. This time, however, the raiders landed near where the 
  Sabres were engaged in another mock operation, catching two-
  thirds of the unit with low-powered lasers and paint markers. The 
  raiders were obviously out to execute some form of revenge, so while 
  Fire Lance—the unit assigned judging duties that day—performed 
  constant hit-and-fade ambushes on the encroaching force, the rest of 
  the unit retreated back to their secondary supply dump. Hot loading 
  some ammunition and performing some miraculous field-repairs on 
  their sophisticated firing systems, the rest of the Sabres managed to 
  turn and hit the raiders as they neared the makeshift field base.
  On the verge of being cut off by the raiders, the unit managed to 
  take down two assault-class BattleMechs, one a Charger. Suddenly, 
  the raiders turned and fled back under the guns of their DropShip. 
  Swearing vengeance and curses upon the confused Sabres—
  who believed they had been moments from actually losing the 
  engagement—the pirates boosted and left Enif in short order. Only 
  after Chu-i Utsonomiya checked the downed Charger did the Sabres 
  understand the raider reaction. Out cold in the cockpit was Florence 
  “Tap” Tappis, a known consort of “Mad” Max Smythe. Smythe was 
  well known to many of the Combine border worlds, since they were 
  constant targets of his massive slaving ring based on Anatallos. The 
  ISF had been looking for a way to get solid information on Smythe’s 
  operation and the Sabres practically fell over it.
  When Tappis came to, Sharron Burgoz headed up the initial 
  interrogation until an ISF team could arrive from Tabayama. She 
  found that Tappis headed up a company of raiders that was part 
  of a larger pirate group called the Band of the Damned. Tappis 
  confirmed that the Sabres had tangled with the band only a few 
  months before and that the Band was planning a major strike 
  elsewhere along the Combine border.
  The ISF interrogation team arrived in July, carrying with them 
  orders from the Warlord of Galedon. The Sabres were authorized 
  to conduct a limited and “unofficial” operation to track the Band 
  of the Damned and disrupt Smythe’s slaving ring. Though the 
  fine print actually severely limited the Sabres as to where they 
  could go and what the authorization actually entailed, Sorenson 
  nonetheless took the Warlord’s orders as a good sign. The Sabres 
  seemed to be coming out from under their stain of dishonor—
  and that was all that mattered to them.
  The operation ultimately proved fruitless. The Sabres ranged as 
  far as Land’s End, intercepting a slaving ship and defeating the 
  paltry raider force protecting it. After that, however, information 
  seemed to dry up and the Sabres arrived at each destination only 
  days after an attack or at a complete dead end. After a full year of 
  coming up empty, the Sabres were reassigned to Tabayama on 
  garrison duty—with one important exception: the Sabres were 
  re-entered onto the Fifth Sword’s TO&E.
  The Dragon had forgiven the Sabres for their sins.
  tHe fox’S DeN
  During the latter part of 3047, activity along the Davion border 
  began to pick up. Concerned that they were seeing the possible 
  clandestine moves of another invasion, the ISF stepped up covert 
  operations on several border worlds along the Draconis March 
  border with the Galedon District. Nothing relevant came to light, 
  but DCMS forces were warned to be alert for any possible attack 
  coming from that direction.
  Taking the opportunity afforded him by Hanse’s own probing 
  attacks, the Kanrei assigned several independent commands to 
  conduct similar probing and raiding missions in order to assess 
  the AFFC’s own state of preparedness. Ultimately, the Kanrei was 
  feeling out the possibility of having a few smaller commands set 
  aside for more precise work, so units like Sorenson’s Sabres were 
  assigned to the operation.
  By 3049, both Houses were satisfied that neither was ready to 
  invade the other. In a quiet salute to each other, both Theodore 
  and Hanse ordered the operations to cease and a relative peace 
  was reclaimed along the border.
  
  3070
  command lance
  Tai-i Albert Benton (BHKU-OF Black Hawk KU Albert)
  Busosenshi Grace Shiro (JR7-K Jenner Grace)
  Busosenshi Hohiro Utsonomiya (HBK-5P Hunchback)
  Busosenshi Mark Kisomita (DRG-9K Grand Dragon)
  fire lance
  Chu-i Andrew Martin (HTM-27V Hatamoto-Kaze)
  Busosenshi Tobais Fünke (AV1-OB Avatar)
  Busosenshi Rachel Popovich (DMO-1K Daiymo)
  Busosenshi Seyla Teresa Martinez (PNT-14S Panther)
  Pursuit lance
  Chu-i Jasmine Rubach (MON-66 Mongoose) 
  Busosenshi Wendell D’Arnon (FS9-OF Firestarter)
  Busosenshi Evette Sorenson (SDR-9K Venom)
  Busosenshi James MacPartland (WTH-2 Whitworth)
  37
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  SeRVINg tHe DRAgoN
  Caught by surprise, the Combine was ill-prepared for the Clans’ 
  invasion in 3050. With many of the older, hard-line units stationed 
  on the Periphery border—thanks to their inability to conform to 
  Theodore’s reforms—the DCMS put up a valiant but futile defense. 
  World after world fell to the Smoke Jaguars and Ghost Bears, who 
  chewed up whole regiments and left only broken commands in 
  their wake.
  Surprisingly, the Sabres remained out of the conflict. The Kanrei 
  had rewarded Sorenson and his men by officially recognizing the 
  unit as an independent company, tied to no particular regiment. 
  One of only a handful of such units, these companies didn’t 
  appear on the official rolls of the DCMS. Rather, the Kanrei chose 
  to keep them a well-guarded secret, in order to effectively utilize 
  them with the surprise that secrecy entailed.
  Instead, the Sabres served the Dragon in another capacity—a 
  test bed for the flurry of weapons and BattleMech programs that 
  swamped the Combine’s research departments. Having been 
  successful with its testing of a few prototypes during the latter 
  part of the 3040’s, the Kanrei felt they were well-suited to the 
  task. Thus, the Sabres found themselves permanently assigned 
  to Luthien, where they assisted the elite scientists and military 
  technicians of the Combine to develop new weapons such as the 
  C3 computer system, the BlackJack and Firestarter OmniMechs, 
  and even “blacker” projects.
  During their long tenure on Luthien, Daniel Sorenson finally 
  took a wife—Julie Isasaki, who gave birth to twins Ivan and Evette 
  a year later. The Sabres sustained no casualties until 3057, when 
  an errant prototype Gauss cannon overcharged and exploded, 
  the violent feedback sending Emory Wilk into a coma. He survived 
  for a month before the doctors pronounced him brain-dead.
  BeARS AND BeyoND 
  Daniel Sorenson retired forty years after he had taken command 
  of the Sabres. With great pride and tears clouding many eyes, Tai-i 
  Albert Benton proudly announced that the Sabre’s name would 
  remain unchanged. The pronouncement was a testimony to 
  the man who had led them through the unit’s darkest days and 
  brightest hours. The Kanrei approved of the action by ordering 
  Sorenson’s Sabres to the Ghost Bear border, where war between 
  the newly established Dominion and the Dragon broke out 
  in earnest. For the first time in over a decade, the Sabres were 
  heading into battle.
  Benton and his new command were allowed a great deal of 
  latitude, as befitting an independent command. They conducted 
  selective strikes on several systems, mostly in Dominion space, to 
  force the Bears to watch their backs. The Sabres were specifically 
  requested to attend the Courchevel Trial by the Dominion, where 
  Tai-i Benton took down a Bear Kingfisher.
  The Combine-Bear war over, the Sabres were recalled to Luthien, 
  arriving just in time to learn of the death of the Coordinator’s 
  daughter by an assassin’s hand. Benton and his warriors expected 
  to return to their work as weapons testers, but new orders waited 
  for them upon their arrival. At the Coordinator’s specific request 
  and countersigned by Tai-sa Griffon Mishune, the Sabres were 
  attached to the Otomo—the Coordinator’s own bodyguard unit.
  All that ended at the beginning of 3068, when Black Dragon 
  forces and the traitorous Second Sword of Light betrayed the 
  Dragon’s trust. Seizing the throne during the Coordinator’s 
  absence, the rebel forces pitched the Combine’s capital into 
  flames and martial law.
  The Sabres managed to escape the initial ambush and hook 
  up with the defending First Genyosha. Working in concert with 
  the elite regiment, the Sabres spent several months conducting 
  hit-and-fade strikes against both the Black Dragon rebels and 
  the Word of Blake forces that arrived unexpectedly. Though 
  little information is known about the events on Luthien, it is 
  clear that the loyal defenders of the Combine are keeping the 
  darkness at bay.
  In 3071, the Sabres went missing, with rumors circulating of a 
  new, top secret mission.
  My career with the Sabres has been one of pride and 
  honor. I can honestly look back over the last forty-odd years 
  with peace, knowing that everything I have done I did in 
  service to the Dragon.
  Uncle Ivan would be proud, I think.
  It is hard to look back and realize the brashness, the 
  audacity of my youth. To think I would abandon these men 
  and women who have served me (and the Dragon!) faithfully 
  after finding and killing my father’s murderer now leaves a 
  sour taste in my mouth. It is obvious I didn’t know what true 
  leadership really was. Thank the stars Uncle Ivan left me his 
  personal effects—I still have that journal of his today, in fact. 
  And even now, as I thumb through his well-worn script, I still 
  find something new to make me think. And lead.
  But my time has ended. Though the Sabres are still an 
  elite unit—in my observation, if not that of the DCMS—
  our methods and our style has drastically changed from 
  those early days under Conti. To think that our actions on 
  Northwind caused such senseless loss of life. Men, women, 
  children. All unwilling pawns in the brutality of war from 
  our darkest days. Though many say that those times before 
  Togura was our brightest, I disagree in my heart. Togura was 
  our defining moment, our crisis of faith….
  I digress.
  I intended to use this as a means to decide if I indeed 
  should retire or await the DCMS request to muster out. I 
  think I have my answer. I am tired. And Julie wants us to get 
  away, just us and the twins. Maybe now we can really afford 
  to take one of those cruises on Athenry…
  So. There it is. The end of an era. And I hope, the beginning 
  of a new one.
  —Tai-i Daniel Sorenson, personal journal entry 4-63B, dated 
  20 April, 3061
  
  daniel sorenson
  Rank/Position: Tai-i / Commander of Sorenson’s Sabres
  Born: 2991 (58 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Rasalhague
  ’Mech: HTM-27T Hatamoto-Chi Daniel
  ’Mech Piloting Skill: 2
  ’Mech gunnery Skill: 2
  HtM-27t HAtAMoto-cHI DANIel
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: 27E-HTMCG-91A
  MecHWARRIoR PRofIle
  Son of Richard Sorenson, Daniel was attending the Rasalhague 
  Military Academy when he learned of his father’s brutal death by a 
  Steiner raid in 3007. Determining then to exact revenge, he joined 
  the Fifth Sword of Light to use House Kurita’s vast assets to locate 
  his father’s murderer, execute him, and then desert the regiment 
  to become a mercenary.
  His plans derailed after the Fourth Succession War, when 
  his uncle Ivan—the new Warlord of the Rasalhague District—
  adopted Daniel as his own son. Ivan’s fierce devotion to the 
  Coordinator as well as to the Combine intrigued Daniel, since as a 
  native Rasalhagian he had always known only hatred and disgust 
  for the Kuritans. As he communicated with his uncle, he began to 
  realize the futility of his youthful anger. The conflict within Daniel 
  reached a crucible on Togura in 3034 when several members of 
  his company deserted him and the Combine in order to pursue 
  their own selfish desires.
  Daniel’s almost single-minded devotion to the ideals of the 
  Dragon—and to Theodore Kurita in particular—helped maintain 
  the unit until his retirement in 3061. He passed away in his sleep 
  in November of 3067. 
  ’MecH HIStoRy
  First fielded during the War of 3039, the Hatamoto-Chi was 
  the first DCMS BattleMech to utilize an Endo Steel chassis. The 
  original idea was to modify the existing Charger line, but the 
  modifications proved so extensive that the ’Mech was given a 
  new designation instead.
  Sorenson’s particular model was awarded to him by 
  Coordinator Takashi Kurita in deference to his deceased 
  uncle’s devotion to the Combine. “A truer samurai I 
  have not known,” wrote the Coordinator, “and his 
  blood beats in the heart of the Dragon.”  Daniel 
  maintains his gift with an almost obsessive 
  compulsion—as such, there is hardly ever a 
  system malfunction.
  Mass: 80 tons
  Chassis: Earthwerks VOL Endo Steel
  Power Plant: Pitban 320
  Cruising Speed: 43 kph
  Maximum Speed: 65 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: Mitchell Argon with CASE
  Armament:
  2 Luthien Armor Works LB-X-P Type 10
  2 Telos Four-Shot SRMs
  Manufacturer: Luthien Armor Works
  Communications System: Colmax 90
  Targeting and Tracking System: Garret D2j
  
  39
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  Grace shiro
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 3004 (45 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Satalice
  ’Mech: JR7-K Jenner Grace
  ’Mech Piloting Skill: 2
  ’Mech gunnery Skill: 3
  JR7-K JeNNeR gRAce
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: JR7332NN-K4
  MecHWARRIoR PRofIle
  A former member of the Twenty-second Rasalhague Regulars, 
  Shiro was member of the minority of citizens who saw the Combine 
  as a benevolent protector of the Rasalhague people. Involved in 
  the heavy fighting on Karbala during the Ronin War, she voluntarily 
  surrendered herself and her ’Mech when Kanrei Theodore issued 
  his  Ronin Declaration. Absolved of any complicity with the actions 
  of Warlord Cherenkoff, she was reassigned to the Sabres in 3035. 
  She has not talked with her family in several decades, eschewing 
  even her parent’s 60th wedding anniversary in 3047.
  Shiro secretly desires a family of her own. But cursed with the 
  looks of a pug and the mouth of a merchantman, it isn’t likely 
  to happen any time soon. Her one hope at a solid relationship 
  crashed and burned when it was discovered that her personal 
  technician was actually a MIIO agent. The fist-sized dent in the 
  barracks wall still testifies to her feelings on the incident.
  ’MecH HIStoRy
  Originally conceived as a fast-hitting guerrilla fighter, the 
  Jenner is one of the fastest light ’Mechs in service to the Combine 
  (outpaced only by the Spider). Fitted predominantly with an 
  energy weapon loadout, the Jenner could operate for long 
  intervals without support. To most people in the Federated Suns, 
  however, the Jenner represents not form or function but death 
  on a planetary scale. A Jenner was the first ‘Mech to begin the 
  executions that became known as the Kentares Massacre.
  Known as “Cat” among her fellow MechWarriors, Shiro’s Jenner 
  has come out of firefights with more air than armor, yet both 
  the ’Mech and pilot continue to thrive. Over the years, Shiro has 
  managed to slap more armor onto the frame—mostly when 
  medium lasers have been rare in the Quartermaster’s supply 
  shipments. Due to the extensive repairs done to the hip actuators, 
  the “Cat” has a unique, skipping gait that, to many first-time 
  observers, makes it seem the ’Mech is heavily damaged.
  Mass: 35 Tons
  Chassis: Alshain 48 
  Power Plant: Magna 245 Fusion
  Cruising Speed: 75.6 km/h
  Max Speed: 118.8 kph
  Jump Jets: 6 Smithson Lifters Standard 
  Jump Jets
  Jump Capacity: 150 meters
  Armor: New Samarkand Royal
  Armament:
  2 Argra 3L Medium Lasers
  1 Octagon Missile Magnet Narc Missile 
  Beacon
  Manufacturer: Luthien Armor Works 
  Comm System: Sipher Security Plus
  T&T System: Matabushi Sentinel
  
  MecHWARRIoR PRofIle
  Disillusioned by the horrors witnessed during the Fourth 
  Succession War, Emory underwent psychological counseling for 
  years after the Sabres returned from the disaster on Nusakan. 
  His worst fear was realized when a brutal rear attack by former 
  lancemate Cedrick Sveinson tore out the entire center and right 
  torso of his beloved Rifleman. Though not wounded physically in 
  the encounter, it was years before Emory managed to overcome 
  the scars of that engagement. Even so, Wilk still refused to sit 
  in a room without his back to something solid and consistently 
  brought up the rear in most operations.
  Despite his controlled pathological paranoia, Wilk was an 
  extremely competent MechWarrior, earning him one of the first 
  new Grand Dragon upgrades to his DRG-1N Dragon. Though 
  offered a new BattleMech after the ’49 border raids, he politely 
  refused and continued to make his own improvements to the 
  machine during the years the Sabres spent on Luthien.
  ’MecH HIStoRy
  The Grand Dragon was more of a massive modification to an 
  existing design, the DRG-1G Dragon. By the time researchers were 
  finished, the completed Grand Dragon design boasted a new and 
  lighter engine, full “freezer” style heat sinks, and an extended-
  range version of the venerable PPC.
  The initial Grand Dragon upgrade to model DRG001GXXR2114 
  removed most of its weapons in favor of a newer Telos LRM 15 
  rack and a prototype large laser. Emory used the ‘Mech in the 
  Davion border raid campaign to some success as the longer-
  range weapons allowed him to hang back and snipe at targets, 
  rather than risk a surprise rear attack. The initial upgrade included 
  several monitoring units, which took up a good deal of floor 
  space in the cockpit. Because of the contortions Emory 
  had to make getting in and out—not to mention 
  the restrictiveness of the space making long 
  stretches in the ‘Mech almost unbearable—
  Wilks routinely had lower back problems, 
  often hampering his combat abilities.
  Mass: 60 Tons
  Chassis: Alshain Type 56-60H Standard
  Power Plant: Hermes 300 Fusion
  Cruising Speed: 54 km/h
  Max Speed: 86 km/h
  Jump Jets: None
  Jump Capacity: None
  Armor: Starshield Standard
  Armament:
  1 Telos DecaCluster LRM 15
  1 Proto-ERX Large Laser
  1 Victory 23R Medium Laser
  Manufacturer: Luthien Armor Works
  Comm System: Sipher CommSys 3
  T&T System: Eagle Eye SY10-10
  emory wilk
  Rank/Position: Busosenshi / Sorenson’s Sabres senior NCO
  Born: 3002 (47 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: New Samarkand
  ’Mech: DRG-1G Grand Dragon Emory
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 3
  DRg-1g gRAND DRAgoN eMoRy
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: DRG001GXXR2114
  
  41
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  MecHWARRIoR PRofIle
  Orphaned by a border raid on Donenac, Jerrar was adopted 
  by the Fusilli family on Irurzun. During a brief stint with the First 
  Proserpina Hussars, Jerrar’s outspoken criticism of the unit’s upper 
  echelon got him a ticket straight to the Legions of Vega.
  However, impressed by the man’s single-minded drive to 
  succeed and his utter devotion to the Combine state, the ISF 
  reassigned and trained him as a metsuke agent. His first assignment 
  was to determine the loyalties of the Rasalhagian native Sorenson 
  and, by extension, the Sabres as a whole.
  Jerrar immediately fit in, seeing after only a short while that 
  the man had indeed changed in many ways—he wasn’t the 
  rebellious ideologue the ISF had initially thought. The two 
  became good friends, though Jerrar never let out the secret out 
  of his ISF connections.
  When the unit returned from the ’49 border campaign, Jerrar 
  was reassigned to a Draconis Elite Strike Team. He maintained 
  contact with Sorenson up until his friend’s death and is rumored 
  to be the key reason why the Sabres were assigned to the Otomo. 
  In 3068 he was tapped by Kanrei Minamoto for the Directorship of 
  the ISF after Ninyu Indrahar was killed on Benjamin.
  ’MecH HIStoRy
  The Hunchback is widely respected as an urban fighter, capable 
  of taking the battle to heavier ’Mechs. A staple machine in regular 
  House Kurita line units, the Hunchback’s name comes from the 
  massive shoulder-mounted autocannon and its resultant sway-
  sliding gait.
  Jerrar’s Hunchback, HB4K004G-113X, served with distinction 
  during the Second Succession War. When rewiring the overhead 
  sensor controls, Jerrar found a small battlerom from 2935 that 
  came from a battle the ’Mech had apparently been involved in. 
  The ’Mech recorded five kills in a span of four minutes, which 
  prompted Jerrar to nickname it “Aces High.”  When the Sabres 
  were offered the opportunity to test some special laser weapons 
  in 3048, Jerrar jumped at the chance, as both of his medium lasers 
  had burned out their firing circuitry.
  Mass: 50 Tons
  Chassis: Komiyaba Type VIII Standard
  Power Plant: Nissan 200 Fusion
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: None
  Jump Capacity: 0 m
  Armor: Starshield Standard
  Armament:
  2 Diverse Optics MPL-Ps
  1 KaliYama Class 10 Autocannon/10
  1 Starflash I Small Laser
  Manufacturer: Komiyaba/Nissan General 
  Industries
  Comm System: Sony MST-15
  T&T System: Tacticon Tracer 300
  shakir Jerrar
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 3011 (38 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Irurzun
  ’Mech: HBK-4G Hunchback Shakir
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 3
  HBK-4g HuNcHBAcK SHAKIR
  Technology Base: Inner Sphere (Prototype)
  ’Mech Identification Number: HB4K004G-113X
  
  MecHWARRIoR PRofIle
  Upon first impressions, most people come away from a 
  conversation with Utsonomiya believing the man is a simpleton. 
  They’re not off the mark by much. Utsonomiya got his position 
  as a Chu-i from then-Tai-sa Palmer Conti of the Fifth Sword. 
  Conti did so to continue currying favor with the Utsonomiya 
  family, who managed one of the larger transportation firms 
  based on Luthien. 
  Utsonomiya keeps to himself much of the time, often spending 
  long hours in whatever major city is close to the unit’s barracks. 
  Whenever someone mentions something they need, Utsonomiya 
  comes up with the item within a short span of time. He even 
  somehow found a knee actuator for Shiro’s Jenner, after her “Cat” 
  misjudged yet another cliff edge.
  The posting of Dana’s nephew Hohiro to the Sabres in 3061 
  also reeks of Dana’s “knack” for acquiring things, though because 
  of Hohiro’s uncanny marksmanship, no one in the Sabres is 
  complaining. Chu-i Utsonomiya died in the initial onslaught by 
  the traitors of the Second Sword on 2 January 3068.
  ’MecH HIStoRy
  The Free Worlds League’s answer to the venerable Archer, the 
  Longbow was a slower-moving and heavier BattleMech dedicated 
  to fire support missions. Not common in the Combine, the 
  Longbow is an ungainly design punctuated by its lack of hands. 
  Utsonomiya’s Longbow carries a curious history—it was the 
  original BattleMech of former Sabre’s fire lance leader Cedrick 
  Sveinson. After the events on Togura, the Sabres managed to 
  salvage Sveinson’s “Firestorm,” though it was in horrible shape. 
  To keep himself occupied in his periods of loneliness, 
  Utsonomiya managed to rebuild the ’Mech from 
  the chassis out; even though it utilized several 
  League-built parts, the Chu-i managed to come 
  up with them.
  Mass: 85 Tons
  Chassis: StarCorp 100 Standard
  Power Plant: Strand 340 Fusion
  Cruising Speed: 43.2 kph
  Max Speed: 64.8 kph
  Jump Jets: None
  Jump Capacity: None
  Armor: StarSlab/9.5 Mk II Standard
  Armament:
  2 Holly LRM 20s
   2 Delta Dart LRM 5s
   1 ChisComp 32 Small Laser
  Manufacturer: StarCorps Industries
  Comm System: O/P 3000 COMSET with Irain 
  TelStar
  T&T System: Octagon Tartrac System C
  dana utsonomiya
  Rank/Position: Chu-i / Fire Lance Commander, Sorenson’s Sabres
  Born: 2996 (53 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Luthien
  ’Mech: LGB-0W Longbow
  ’Mech Piloting Skill: 4
  ’Mech gunnery Skill: 4
  lgB-0W loNgBoW
  Technology Base: Inner Sphere
  ’Mech Identification Number: LG-B88SK0W
  
  43
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  MecHWARRIoR PRofIle
  One of two raw recruits posted to the Sabres, Martin arrived on 
  Enif after the first battle with the Band of the Damned pirates as 
  a replacement for Colin Toronagi. Not familiar with assault-class 
  ‘Mechs, Martin managed to get the Sabre’s Crockett blown out 
  from under him during the fight with “Tap” Tappis.
  Threatened with getting booted from yet another unit—and 
  this would be his last—Martin finally buckled down and spent 
  every waking hour in the simulators. When the Sabres saw their 
  salvaged Charger finally returned to them from Galedon, Martin 
  managed to impress Sorenson enough to keep his slot in the 
  Fire Lance.
  Known for his practical jokes and boisterous laugh, Martin 
  seems to also be the Sabre’s designated “chick magnet,” as 
  Mechbunnies gravitate to him when the unit goes out on its 
  celebratory benders.
  ’MecH HIStoRy
  An unusual design, the Charger is an assault ’Mech with delusions 
  of light ’Mech syndrome. Faster than most heavy ’Mechs, the 
  standard Charger devotes over half its tonnage to its mammoth 
  engine, leaving it light armored and even more lightly armed.
  This Charger first saw service with House Davion, after which 
  it gained notoriety at the hands of MechWarrior Terry Ford of the 
  Ninth Illician Rangers. Known as “the luckiest MechWarrior in the 
  Successor States,” Ford and his lucky “Number Seven” survived 
  numerous encounters that would’ve killed any other warrior.
  Following the Fourth Succession War, the Ninth was deployed 
  for a short time in the Terran Corridor. The Sabres struck at the 
  Ninth for their numerous raids into the Combine in the final 
  decades of the previous century. There, Terry Ford’s luck ran 
  out as he was killed, and the Sabres claimed the ’Mech as they 
  boosted off world. However, it was so badly damaged it had to be 
  rebuilt almost from the ground up, which created no end of minor 
  glitches and system malfunctions. 
  Mass: 80 Tons
  Chassis: Well 990
  Power Plant: Hermes 320 Fusion
  Cruising Speed: 43.2 km/h
  Max Speed: 64.8 km/h
  Jump Jets: 4 Lexington Limited Lifters 
  Standard Jump Jets
  Jump Capacity: 120 meters
  Armor: Durallex Heavy Standard
  Armament:
  1 Magna Mk I Small Laser
  4 Victory 23R Medium Lasers
  1 Shigunga LRM 20
  Manufacturer: Luthien Armor Works
  Comm System: Tek BattleCom
  T&T System: Dalban-Hirez T&T
  andrew martin
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 3023 (26 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Nowhere
  ’Mech: CGR-1A9 Charger
  ’Mech Piloting Skill: 5
  ’Mech gunnery Skill: 4
  cgR-1A9 cHARgeR
  Technology Base: Inner Sphere
  ’Mech Identification Number: CGR1A0ALSX9
  
  MecHWARRIoR PRofIle
  Initially assigned to the Sabres in 3020 as the unit’s ISF 
  informant—a position common in Combine units of the day—
  Burgoz used her connection with the feared security force with 
  abandon. Cruel and cold, Burgoz would manipulate and use her 
  lancemates for her whims, usually to extract small favors and 
  changes in duty assignments. Paranoid, she conducted most 
  maintenance on her Trebuchet herself, lest she get surprised.
  All of that changed after the Togura incident. Though she 
  bragged about putting the killing blow into Soderstrom’s Phoenix 
  Hawk, the incident haunted her. Quiet rumors floated around that 
  she and Soderstrom had had a fling, something Burgoz vigorously 
  denied. Nonetheless, her unwavering devotion to the ISF flagged 
  and she was reprimanded by her superiors in 3047. Broken and 
  bitter, Burgoz became a suicidal terror on the battlefield. She died 
  defending her lancemates’ retreat from Benet III against the Fox’s 
  Teeth in the summer of 3049.
  ’MecH HIStoRy
  Designed as a lance-support BattleMech, the Trebuchet carries 
  a limited amount of ammunition due to its perceived role as 
  a defender. The limited loadout is considered both a blessing 
  and a curse by its pilots, as the light load reduces a chance of an 
  ammunition explosion but increases the risk of being caught in 
  the field with nothing more than the PPC. 
  Bugroz’ original Trebuchet (an early -7K custom model) was 
  destroyed by the Kell Hounds on Nusakan. Much to her delight, 
  the Quartermaster corps assigned her a brand-new -7K, which 
  sported an almost-identical weapons layout to her original. She 
  christened the new Trebuchet “Snowball II,” in honor of 
  her first “Snowball.” “Snowball II” was destroyed by 
  the traitor Sveinson on Togura and in a bizarre 
  show of humor, the quartermaster assigned her 
  another Trebuchet, which was immediately 
  christened “Snowball III.”
  Mass: 50 tons
  Chassis: Corean Model 9C Standard
  Power Plant: Magna 250 Fusion
  Cruising Speed: 54.0 km/h
  Max Speed: 86.4 km/h
  Jump Jets: None
  Jump Capacity: None
  Armor: Starshield Standard
  Armament:
  1 Magna Hellstar PPC
   1 Scarborough Original 5 Autocannon/5
   1 Holly SRM 2
  Manufacturer: Corean Enterprises
  Comm System: Corean TransBand-J9
  T&T System: Corean B-Tech
  sharron burGoz
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 2997 (52 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Outer Volta
  ’Mech: TBT-7K Trebuchet
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 2
  tBt-7K tReBucHet
  Technology Base: Inner Sphere
  ’Mech Identification Number: TBT7-RR3K
  
  45
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
   
  MecHWARRIoR PRofIle
  Born in utter poverty on Kuzuu, Seyla grew up in an orphanage 
  and lived on the streets until she was adopted in 3019. Thriving 
  under the structure her new family gave her, she excelled in school 
  and, much to her parents’ horror, signed up to serve in the DCMS.
  Determined to prove that a woman could indeed succeed in 
  the rigid structure of the DCMS, Seyla set her sights on becoming 
  a MechWarrior. Though her instructors did their best to fail her, 
  she exceeded all of their limitations and was assigned as a light 
  ’Mech pilot to the First Amphigean Light Assault Group.
  During a raid on Royal, Seyla and her lance of Panthers were 
  ordered to outflank the defending Davion forces. The lance was 
  destroyed to the last ’Mech—along with her new husband, Sean 
  Martinez—by the sudden appearance of the First Robinson 
  Rangers; Seyla found out later that the Rangers were suspected 
  of being on the planet. Infuriated by the use of her fellow 
  MechWarriors as “expendable reconnaissance,” she punched the 
  Tai-i and was demoted and transferred a short time later. When 
  she arrived, Sorenson assigned her Albert Benton’s old Panther.
  ’MecH HIStoRy
  The Panther was designed as a fire-support ’Mech for faster-moving 
  reconnaissance units. Though slow and prone to overheating, 
  the Combine military fields the Panther in great numbers, often 
  overwhelming units with the sheer firepower of multiple PPC blasts. 
  The hardiness of the Panther is its saving grace, as it can usually 
  withstand a prolonged firefight with its heavier armor.
  Martinez’s Panther (DC1333-31D) is a personal symbol of arrogance. 
  During a raid on Delacruz by Hansen’s Roughriders in 3038, Martinez 
  faced off against Melinda Carlyle in her Panther, “Toothpuller.”  After 
  an exhausting ninety-minute battle, Martinez managed to finally 
  put down the overconfident mercenary with a well-placed fist to the 
  Panther’s cockpit just as her own gyro collapsed. Martinez claimed 
  “Toothpuller” as salvage to replace her own.
  Mass: 35 tons
  Chassis: Alshain 56-Carrier Standard
  Power Plant: Hermes 140 Fusion
  Cruising Speed: 43.2 km/h
  Max Speed: 64.8 km/h
  Jump Jets: 4 Lexington Lifters Standard 
  Jump Jets
  Jump Capacity: 120 meters
  Armor: Maximillian 42 Standard
  Armament:
  1 Lord’s Light PPC
  1 Telos Four-Shot SRM 4
  Manufacturer: Alshain Weapons
  Comm System: Sipher CommCon CSU-4
  T&T System: Cat’s Eyes 5
  seyla teresa martinez
  Rank/Position: Busosenshi/Sorenson’s Sabres Mechwarrior
  Born: 3010 (39 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Kuzuu
  ’Mech: PNT-9R Panther
  ’Mech Piloting Skill: 2
  ’Mech gunnery Skill: 4
  PNt-9R PANtHeR
  Technology Base: Inner Sphere
  ’Mech Identification Number: PNT9RDC1333-31D
  
  MecHWARRIoR PRofIle
  An average man with average features, Benton can easily get 
  lost in a crowd. He used this to his advantage when working as 
  an artillery gunner’s mate. The gun knocked out the cockpit of 
  an enemy Stinger, which was snapped up by a Davion recovery 
  vehicle before he could properly check it out. Following the 
  vehicle to the Davion camp, Benton managed to swipe the Stinger 
  from the repair gantry and return to Kurita lines. He piloted that 
  Stinger until its destruction during an engagement with the 
  Northwind Highlanders on Northwind, where he was assigned a 
  PNT-9R Panther, used until recently by Seyla Martinez.
  His love of engineering has not faded over the years and that 
  interest has served him well as the main contact liaison between 
  the Combine’s R&D corporations and the Sabres. His natural 
  charisma and aptitude made him an obvious choice to succeed as 
  unit commander when Daniel retired.
  BAttleMecH HIStoRy
  A popular design with light lance commanders in the Star League 
  army, the Mongoose’s sophisticated electronics systems made it ideal 
  for command and control functions, giving those reconnaissance 
  lances an edge in scouting out potential threats to the main force.
  Benton’s Mongoose was one of the first BattleMechs given to 
  Combine units from the secret ComStar agreement made with 
  Theodore back in 3034. An impressive piece of engineering 
  (though obviously missing some important electronics), Benton 
  immediately took to the ‘Mech, christening it “Gunner” after 
  reading the service history. According to Benton, his Mongoose 
  served with distinction in the SLDF. “Gunner” was replaced by 
  Benton’s current Black Hawk-KU when the Combine 
  reassigned it to the Second Sword of Light in 3060. 
  Benton had no complaints, however, as the Black 
  Hawk-KU was a gift to Benton from Luthien 
  Armor Works for his extensive help with the 
  BlackJack Omni program.
  Mass: 25 tons
  Chassis: Kell/D 
  Power Plant: Nissan 200 Fusion
  Cruising Speed: 86.4 km/h
  Max Speed: 129.6 km/h
  Jump Jets: None
  Jump Capacity: None
  Armor: Protec Tech 6
  Armament:
  3 Sorenstein Medium Lasers
  1 Starflash Plus Small Laser
  Manufacturer: Diplan Mechyards
  Comm System: ON-5
  T&T System: TharHes Mars 1
  albert benton
  Rank/Position: Chu-i / Recon Lance Commander, Sorenson’s Sabres
  Born: 2997 (52 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Galedon V
  ’Mech: MON-67 Mongoose
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 4
  MoN-67 MoNgooSe
  Technology Base: Inner Sphere 
  ’Mech Identification Number: MON67CG-TT1
  
  47
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  MecHWARRIoR PRofIle
  Jasmine Rubach was born of a secret affair between Cedrick 
  Sveinson and Eleanor Rubach back in 3029. During that time, 
  Eleanor had taken some long-overdue leave to visit her adopted 
  family and carried the pregnancy to term without anyone in the 
  unit knowing. Jasmine was raised by her grandparents and never 
  knew of her parents’ betrayal at Togura until she turned eighteen.
  Determined to somehow right the wrongs of her parents, 
  Jasmine petitioned Tai-i Sorenson to join his command as 
  a MechWarrior. Daniel honored her request and, when she 
  completed her training, put in for her transfer to the Sabres.
  With the exception of the Tai-i, the veterans of the unit who 
  knew her parents and lived through the horror of Togura distrust 
  Jasmine intensely. Some complaints arose when Sorenson 
  assigned her Eleanor’s old ’Mech and Jasmine worked long and 
  hard to earn her lancemates’ trust. 
  ’MecH HIStoRy
  Debuting on the Marik world of Irian, HER4KIRA8L was captured 
  during a League raid that backfired on Gacrux in 2884. Serving 
  with little distinction, the Hermes II was claimed as battlefield 
  salvage by the Combine during the Second Succession War. 
  Hubert Rubach served his remaining commission with the Fifth 
  Galedon Guards and when he retired, he took the Hermes II with 
  him. It then fell into disuse and was loaned by Hubert’s widow 
  to Ostmann Industries, where the designation was changed to its 
  current number. 
  When the Rubachs gave Eleanor the Hermes III, it had been 
  modified to carry two large lasers in the torsos, making it a deadly 
  efficient long-range reconnaissance unit. Eleanor brought the 
  ’Mech with her to the Sabres and it languished in the unit’s supply 
  warehouse until refurbished in 3043. Daniel assigned it to Jasmine 
  upon her arrival in 3048.
  Renamed “Forgiveness,” the Hermes III has undergone practically 
  no modifications. Even though Jasmine has received several offers 
  to customize it, she has refused.
  Mass: 40 tons
  Chassis: Irian Chassis Class 40 Standard
  Power Plant: Hermes 240 Fusion
  Cruising Speed: 64.8 km/h
  Max Speed: 97.2 km/h
  Jump Jets: None
  Jump Capacity: 0 m
  Armor: Riese-456 Standard
  Armament:
  2 Tronel III Large Lasers
  Manufacturer: Kong Interstellar / Ostmann 
  Industries
  Comm System: Ostmann SatNav
  T&T System: TRSS.2L3 T&T
  Jasmine rubach
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 3029 (20 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: New Samarkand
  ’Mech: HER-4K Hermes III
  ’Mech Piloting Skill: 3
  ’Mech gunnery Skill: 5
  HeR-4K HeRMeS III
  Technology Base: Inner Sphere
  ’Mech Identification Number: HER4KOST8L
  
  MecHWARRIoR PRofIle
  Considered one of the best aerospace pilots in the Combine, 
  Berardinelli flew a SL-25 Samurai for several years with the Sabres. 
  He perfected the art of air support with BattleMech combat—until 
  the day he was shot down by a Kell Hound pilot over Nusakan. 
  Though he managed to land his fighter without destroying it, 
  the blow to his ego was much worse. Despondent, the normally 
  cynical and rowdy pilot tried to repair the Samurai, but to no avail. 
  Even Dana Utsonomiya’s legendary knack for acquiring parts 
  couldn’t scrounge up what he needed to get his fighter back to 
  operational levels. On a test flight in 3032, the main engine failed 
  catastrophically and Berardinelli bailed out, watching his beloved 
  fighter arc into the ground.
  Sorenson received Berardinelli’s resignation two months later.
  In 3047, Berardinelli returned to the Sabres as a MechWarrior. 
  After wandering the Combine for some time, he had decided that 
  if he was no longer good enough to be a pilot, he would become 
  the best MechWarrior the Combine had seen. The unit was happy 
  to have him back.
  He died in spectacular fashion, plunging his Venom into the 
  upper torso of a Clan Gladiator.
  ’MecH HIStoRy
  A maintenance technician’s dream, the Spider was a common sight 
  during the old Star League, often operating for long periods of time 
  on crucial scouting missions. SD-R5KNII442-R was commissioned 
  with the First Sword of Light and disappeared from the regiment’s 
  active roster soon after a raid by Narhal’s Raiders. The Spider 
  reappeared in Berardinelli’s hands, though he won’t say where he 
  acquired it. Berardinelli often complains about his ride’s targeting 
  system, which often shorts out during long jumps.
   Berardinelli switched to the Venom in 3059, wanting 
  the increased firepower the design sported, and a 
  targeting system free of gremlins.
  Mass: 30 tons
  Chassis: Newhart 1200 Standard
  Power Plant: Pitban 240 Fusion
  Cruising Speed: 86.4 km/h
  Max Speed: 129.6 km/h
  Jump Jets: 6 Pitban LFT-10 Standard 
  Jump Jets
  Jump Capacity: 180 m
  Armor: Durallex Light Standard
  Armament:
  1 Aberdovey Mk III Medium Laser
  2 Scatter Gun Light Machine Guns
  Manufacturer: Newhart Interstellar Industries 
  Limited
  Comm System: O/P 500A
  T&T System: O/P TA1240
  elden berardinelli
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 2999 (50 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Asgard
  ’Mech: SDR-5K Spider
  ’Mech Piloting Skill: 1
  ’Mech gunnery Skill: 3
  SDR-5K SPIDeR
  Technology Base: Inner Sphere
  ’Mech Identification Number: SD-R5KNII442-R
  
  49
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  sorenson’s sabres
  Rules annex
  MecHWARRIoR PRofIle
  James MacPartland didn’t grow up with a hard life, have a major 
  tragedy torment him, or become an elite genius in school.  Rather, 
  James has lived an ordinary life—school, Sun Zhang Academy, 
  cadre duty.  But by being in the wrong place at the wrong time, 
  MacPartland unfortunately made a name for himself.  Being 
  associated with the mastermind of a prostitution ring among the 
  nobility on Buckminster tends to ruin one’s career and get one 
  disowned by one’s patriarch, and this was no exception.
  Busted down in rank, MacPartland was sent to spend the rest 
  of his tour with the Sabres; he joined the unit in 3048, after Byron 
  LeFevbre was transferred out.
  When James saved Jasmine’s hide on Benet III, things changed. 
  Self-conscious to the core, Jasmine’s expressive thanks sent 
  him into a lovesick spin.  With some sort of meaning now in his 
  life—regardless of whether Jasmine returned the feelings or 
  not—James set out to make something of himself and remove 
  the stains of dishonor from his life.  Fighting with a near-berserker 
  fury, James MacPartland is the first one on the battlefield and the 
  last to leave.  His actions on Luthien in 3069 were truly those of 
  the spirit of the Dragon.
  ’MecH HIStoRy
  A light fire-support ’Mech developed to assist reconnaissance 
  lances, the Whitworth performs its role adequately. Though a 
  solid workhorse during the Star League days, its slower speed and 
  ammo-dependent loadout has relegated many of these machines 
  to garrison and militia duties.
  Named the “Worthless” by LeFevbre before his medical leave, 
  James chose to keep the ‘Mech’s nickname for his own reasons. 
  WTH1-225BARX000 had a lackluster service record until James 
  MacPartland took command of it.  His actions during the Combine-
  Dominion war caught the eyes of Whitworth company executives, 
  who rebuilt the BattleMech into the WHT-2 variant that James 
  now calls the “Witness.”
  Mass: 40 tons
  Chassis: Whitworth Type I Standard
  Power Plant: 160 LTV Fusion
  Cruising Speed: 43.2 km/h
  Max Speed: 64.8 km/h
  Jump Jets: 4 Whitworth Jetlift Standard 
  Jump Jets
  Jump Capacity: 120 m
  Armor: Durallex Light Standard
  Armament:
  2 Longbow LRM 10s
  3 Intek Medium Lasers
  Manufacturer: Whitworth Company
  Comm System: Garret T-14
  T&T System: Garret D2j
  James macpartland 
  Rank/Position: Busosenshi / Sorenson’s Sabres MechWarrior
  Born: 3020 (29 in 3049)
  Affiliation: Draconis Combine (House Kurita)
  Home Planet: Buckminster
  ’Mech: WTH-1 Whitworth 
  ’Mech Piloting Skill: 6
  ’Mech gunnery Skill: 3
  WtH-1 WHItWoRtH
  Technology Base: Inner Sphere
  ’Mech Identification Number: WTH1-225BARX000
  
  WB
  WB
  The following section provides companion rules to the source 
  material previously presented, while the Sword and Dragon 
  Campaign: 3048-49 (see p. 59) details how players can take either 
  the Fox’s Teeth or Sorenson’s Sabres and run them through an 
  ever-changing campaign, allowing players to directly participate 
  in the events of these storied forces. 
  Terminology: The following rules use the term unit to refer to 
  a single ’Mech; force denotes a combat formation consisting of 
  multiple ’Mechs, such as a lance (4 ’Mechs) or company (12 ’Mechs).
  advanced 
  mechwarrior abilities
  Not all MechWarriors are created equal. Among the armies 
  of the Houses, mercenaries and even the Periphery, some 
  MechWarriors rise not simply to an elite status, but beyond into 
  legendary. With skills that are as unique and individual as they are, 
  these MechWarriors not only survive and prosper, but also have 
  gained a battlefield reputation that strikes fear into the hearts of 
  their enemies at the mere mention of their names.
  The following advanced MechWarrior Abilities provide optional 
  rules for inclusion with Classic BattleTech play, simulating the 
  unique characteristics of the various MechWarriors described in 
  this book.
  Note: It is important for all players to read through these 
  abilities and agree to their use (either all, some, or 
  none) before any type of play begins.
  SoreNSoN’S SabreS
  Tai-i Daniel Sorenson
  The Sabres have survived many years of “exile” simply by 
  Daniel’s sheer force of will and personality. On the battlefield, the 
  other members of the Sabres look to Sorenson for their direction 
  and morale. Whenever a Forced Withdrawal is in play, the rest of 
  the Sabres deployed in the scenario will not follow those rules 
  until Daniel begins to. Once Daniel has decided to pull back to 
  fight another day, the rest of the Sabre MechWarriors will follow 
  suit. Until then, they fight for the Combine.
  Busosenshi Grace Shiro
  A natural light ’Mech pilot, Grace can make even the clumsiest 
  UrbanMech dance the waltz. Whenever she is piloting a light 
  ’Mech and a Piloting Skill Roll is required, Grace receives a +2 
  modifer to the die roll.
  Busosenshi emory Wilk
  Paranoid to the extreme, Emory Wilk does everything possible 
  to avoid another rear-arc attack. If an opponent has LOS to the rear 
  arc of a ’Mech that Wilk pilots, Emory gains an additional +1 to his 
  Target Movement Modifier due to his erratic jinking and shifting.
  An enemy JagerMech has LOS to Wilk’s DRG-1G Dragon and 
  declares two autocannon attacks through the Dragon’s rear 
  arc. The JagerMech would normally need a 10 to successfully 
  hit [4 (gunnery) + 1 (walking) + 1 (light woods) + 2 (Dragon’s 
  movement) + 2 (medium range) = 10], but because of Wilk’s 
  ability, it becomes an 11 [10+1=11]. The JagerMech rolls a 10 
  and a 4, missing the Dragon’s rear arc.
  rules annex
  Davion and Kurita recon forces make contact in the Badlands.
  
  51
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Busosenshi Shakir Jerrar
  Jerrar has an uncanny mind for strategy and tactics, often 
  poring through old military history texts to expand his knowledge. 
  Whenever Jerrar is given an Off-Map Movement command, he can 
  change his arrival hex by up to three hexes in either direction, as 
  long as the chosen hex is legal to enter.
  Jerrar’s Hunchback is due to enter hex 1101 on turn eight. As 
  the battle progresses, the player controlling Jerrar sees that it 
  would be more advantageous to the Sabres if the Hunchback 
  actually enters on 1301. When it is time for the Hunchback 
  to enter, the player reveals the original hex of entry and then 
  shows the new entry point of 1301, which is two hexes away. 
  The newly arrived Hunchback is able to gain LOS on the rear of 
  the enemy Wolfhound, savaging it and turning the tide of the 
  battle to the Sabres’ favor.
  Chu-i Dana Utsonomiya
   Though only a fair MechWarrior at best, Dana is known for his 
  incredible luck in finding hard-to-replace parts in order to repair 
  damaged equipment. If Dana does not participate in a Mission 
  or Touchpoint track, he may use his skill as a scrounger between 
  scenarios. The player may reduce the cost of one ’Mech repair or 
  one ’Mech purchase by 10% (rounding up).
  After a tough Assault mission, the Sabres player must now 
  repair his crippled Hatamoto-Chi. Normally, the repair cost 
  would be 100 Warchest Points (WP). But because Dana did not 
  participate in that mission, the player decides to use Dana’s 
  scrounging skill on the repair. Thus, the repair would actually 
  cost 90 WP [10% of 100 is 10. 100-10=90]. The extra 10 WP can 
  now be used towards other purposes.
  Busosenshi andrew Martin
  Martin has learned the fine art of assault ’Mech piloting. Martin 
  is allowed one free hexside facing change at the end of his 
  movement if he is piloting an assault ’Mech.
  Busosenshi Sharron burgoz
  A holy terror when cornered, Sharron achieves near-berserker 
  fury when in the middle of a physical fight. Sharron receives a +1 
  modifier to all Physical Attack to-hit rolls.
  Busosenshi Seyla Teresa Martinez
  Teresa has a ruthless survival instinct, allowing her to shrug off 
  personal damage. Teresa may ignore any two Consciousness rolls 
  required by a MechWarrior wound during the course of a scenario. 
  The player using Teresa must declare this ability in lieu of rolling.
  Chu-i albert benton
  Albert’s trained eye for terrain makes him an invaluable 
  reconnaissance pilot. If Albert’s recon lance is used for Off-Map 
  Movement, he may adjust the time of the lance’s arrival by one turn.
  The recon lance is assigned Off-Map Movement, with their 
  determined arrival to be on turn nine. Because Albert is leading 
  the lance, the player may adjust the arrival turn by one. Seeing 
  how the battle begins to unfold, the player decides it is better 
  for the lance to re-enter the battle on turn ten. On turn ten, 
  the player reveals the original turn of arrival, and since it is 
  within one turn, the recon lance may enter the board at their 
  specified hexes.
  Busosenshi Jasmine rubach
  Constantly training, Jasmine has learned the art of firing while 
  moving, pegging targets on the fly. If Jasmine is shooting at a 
  target and has moved that turn, she may reduce her Attacker 
  Movement Modifier by 1, to a minimum of zero.
  Busosenshi elden berardinelli
  A skilled aeropilot before turning to the MechWarrior’s path, 
  Elden can lock onto a target even while jumping a BattleMech. 
  Reduce Elden’s Attacker Movement Modifier by 2 if his ‘Mech used 
  Jumping movement in that turn.
  Busosenshi James MacParland
  Determined to prove himself to his fellow Sabres, James 
  MacParland fights with a fanaticism rivaled only by Sharron 
  Burgoz, giving him an uncanny focus—but only when he feels 
  “alone” on the battlefield. If James MacParland is at least five hexes 
  away from any other Sabre unit during the Weapon Attack Phase, 
  he may add a –1 modifier to all to-hit rolls.
  fox’S TeeTh
  Captain Ian McKinnon
  Master of mobile warfare, Ian McKinnon has forged his 
  MechWarriors into a flexible combat command. While Ian 
  McKinnon is conscious, on the map aboard his BattleMech, and 
  in possession of an operating communications system (his ’Mech 
  cannot have suffered any sensor hits), then a +2 modifier is 
  applied to the result of the Fox’s Teeth’s Initiative roll that turn.
  If the modified Initiative results are a draw, then both sides 
  must re-roll.
  A player deploys Captain Ian McKinnon amongst his 
  forces—so when making initiative rolls, a 2 is added to the final 
  result. Thus, an initiative roll of 7 is modified to 9, clinching the 
  initiative because their opponents only rolled 8.
  Sergeant Major George Lytton
  George Lytton is Captain McKinnon’s self-appointed bodyguard. 
  If the Line of Sight between an attacker and Ian McKinnon’s ’Mech 
  first passes through the hex occupied by Lytton’s ’Mech, then the 
  player controlling the Fox’s Teeth can choose to have that attack 
  hit Lytton instead. The use of this ability must be made before the 
  roll for the attack’s hit location is made. 
  A Grand Dragon and a Panther attack Captain Ian 
  McKinnon’s Black Knight. The LOS from the Panther does not 
  enter the hex containing Lytton’s Cataphract—so that ’Mech’s 
  attacks are resolved as normal. The Grand Dragon misses with 
  its PPC, but hits with its LRM 10 (hitting with 8 missiles). At this 
  point, the player controlling Lytton’s ’Mech announces that he 
  is blocking the missile attack. The damages (5 and 3 points) are 
  applied to the Cataphract instead of the Black Knight.
  
  WB
  WB
  austin Vorster
  Vorster has become an expert at wielding his Hatchetman’s 
  three-ton weapon. All physical attacks he makes with a physical 
  weapon receive a –2 to-hit modifier.
  Daniel Waylen
  A crack shot on the NAIS targeting range, Waylen reduces the 
  to-hit target number by 2 for a single ranged attack, but only if it 
  is the only ranged attack he performs during the Weapon Attack 
  Phase of that turn.
  Daniel Waylen targets a Kuritan Jenner as it speeds past. 
  The Jenner moved 10 hexes (+4) and ended movement in a hex 
  of light woods (+1) four hexes away, and Waylen walked this 
  turn (+1) and has a gunnery skill level of 3. 
  Waylen could fire his Gauss Rifle (short range +0) and 
  medium lasers (medium range +2), requiring 9+ for the Gauss 
  (3 + 4 + 1 + 1 + 0 = 9) and 11+ for the medium lasers (3 + 4 + 
  1 + 1 + 2 = 11). Alternatively, Waylen can use his special ability 
  and fire a single weapon and reduce his to-hit target number 
  by 2, requiring 7+ to hit the Jenner with the Gauss Rifle, or 9+ if 
  using a single medium laser.
  Leftenant Paul Danton
  Danton’s courage and professionalism inspires those around 
  him. While he is alive and conscious and in a BattleMech that is 
  not disabled or destroyed, other friendly BattleMechs ignore the 
  requirements of the Forced Withdrawal rule.
  hiro Chipende
  Chipende has mastered the art of “backwalking” and can pilot 
  a BattleMech in reverse even when running. He may not change 
  levels while moving in reverse. 
  Dave “Tiny” hill
  Dave never has to make a consciousness check regardless of the 
  number of pilot hits inflicted during a game. However, he 
  is still considered dead after 6 pilot hits.
  henrik Dekker
  Captain Ian McKinnon has found a unique 
  application for the New Calvinist’s fondness 
  for quoting passages from the Old Testament in the heat of battle. 
  At Marlowe’s Rift, McKinnon learned the frequency of the enemy 
  command channel and tied into it—sowing chaos and confusion 
  in the enemy ranks.
  At the beginning of any turn, Dekker can launch a psychological 
  assault on a single opposing unit that is in Line of Sight with his 
  BattleMech. The target must be declared prior to the Movement 
  Phase, Dekker must be conscious, and his ’Mech must not have 
  taken any critical hits to sensors. For the duration of the turn, 
  Dekker’s victim will become confused and disorientated. The 
  opposing unit may only use Walking movement and may only 
  perform a single ranged or physical attack during the turn.
  The player(s) controlling the opposing force can negate 
  Dekker’s ability by shutting down their comm systems. Doing so is 
  declared during the End Phase of a turn—as is the decision to turn 
  their comm systems back on. When playing with a disabled comm 
  system, a –2 modifier is applied to that team’s Initiative rolls.
  Leftenant ross McKinnon
  Skilled at blazing a trail for the rest of the company, Ross 
  can guide other members of the Raiders to launch devastating 
  flanking attacks. Any unit that exits the same edge of a map 
  on the same turn as Ross does can move as a group using Off-
  Map Movement.
  Mateo alvarez
  After years battling with the defective cooling systems 
  aboard his old Wasp, Alvarez has become an expert in nursing 
  overheating BattleMechs to new heights of performance due to 
  his knack for overriding safety limits. Apply a –1 modifier to all 
  shutdown avoidance rolls Alvarez has to make and all movement 
  penalties due to the heat are one less than normal.
  robert Grey
  A superlative light ‘Mech pilot and born hunter, Grey has the 
  uncanny knack of placing his shots exactly where he wants 
  them. When making a hit location roll for any of Grey’s successful 
  ranged attacks, the player controlling the Fox’s Teeth can adjust 
  the location hit to an adjacent one—i.e., a leg or arm hit can be 
  changed to the corresponding torso, or a hit to the side torso can 
  be moved to an attached limb or to the center torso.
  A hit location can never be shifted to the head.
  Grey’s ability only applies when he is piloting a light BattleMech.
  Striking at a Panther which has already been mauled 
  tangling with Danton’s Medium Lance, Grey’s attack hits with 
  both a medium laser and 3 LRMs. Rolling for hit location, the 
  player controlling Grey’s Hornet gets a hit on the already-
  damaged right arm with the laser and on the right torso with 
  the missiles. Using Grey’s special ability, the player shifts the 
  missile hit to the right arm—destroying the last of the armor 
  and striking the internal structure. Rolling for a critical hit, the 
  result is a 9. The Panther’s PPC is knocked out and in the next 
  turn Grey closes in for the kill.
  Sara Lytton
  Sara Lytton has an uncanny sixth sense for detecting ambushes. 
  Once per game, Sara may defer her movement until last, 
  regardless of Initiative order.
   Daniel Utsonomyia prepares to deliver a lethal barrage of missiles from his upgraded Longbow.
  
  53
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  battlemech Quirks
  Not all BattleMechs are created equal. Some designs possess 
  peculiarities (either as part of the design or as the result of 
  damage or refits to a specific machine) that impact performance 
  on the battlefield.
  Note: It is important for all players to read through these 
  BattleMech Quirks and agree to their use (either all, some, or 
  none) before play begins. 
  fox’S TeeTh
  CTf-2x Cataphract George (CTf2x00013)
  “Lucky Thirteen” often suffers from random malfunctions. If 
  the ‘Mech suffers over 20 points of damage in a single turn, roll 
  2D6. On a result of 10+ the Cataphract suffers one critical hit in a 
  location determined by roll on the ‘Mech Hit Location Table using 
  the Front column. Re-roll any result that harms the pilot or causes 
  an explosion.
  DV-6M Dervish (DV6M010772)
  Chipende’s left-arm medium laser generates 5 points of heat 
  when fired—not 3.
  JM6-S JagerMech (JM6S02480)
  Previous damage has made the both the AC-5 and AC-2 in 
  the left arm prone to jamming. Before making a to-hit roll with 
  either weapon, roll 2D6. On a roll of 2 or 3, the weapon jams and 
  cannot fire for the rest of the scenario. Make the check for each 
  weapon individually. 
  JVN-10N Javelin (JVN10N3117)
  A lesser-known problem with the Javelin design, the position of 
  its torso-mounted missile racks and ammunition supply places the 
  ‘Mech’s center of gravity too far forward. Treat this as a +1 die roll 
  modifier for piloting rolls made whenever the Javelin is running 
  through woods, rough terrain, or rubble.
  aSN-21 assassin (aSN2100179)
  Any to-hit roll made for the Assassin’s SRM 2 launcher that gives 
  an unmodified result of 2 (double one on two six-sided dice) will 
  result in an ammunition jam. The launcher fires as normal, but 
  fails to reload. The weapon cannot be used for the remainder of 
  the current game.
  SoreNSoN’S SabreS
  DrG-1G Dragon emory (DrG001Gxxr2114)
  Because the excess monitoring equipment in the cockpit restricts 
  the pilot’s movement, all Piloting Skill rolls suffer a +1 penalty.
  LGb-0W Longbow (LG-b88SK0W)
  Try as he might, Dana cannot get the Right Torso to support 
  more than 31 points of armor, even though there seems to be 
  nothing wrong with the structure.
  CGr-1a9 Charger (CGr1a0aLSx9)
  Plagued with system glitches, the Charger seems at times 
  cursed. Whenever the Charger suffers over 30 points of damage 
  in a single turn, roll once on the Determining Critical Hits table. If 
  any are detected, roll on the Location table and then determine 
  what critical hit takes effect. Ignore any results that cause 
  explosions, harm the pilot, or must be re-rolled. Any component 
  affected is considered destroyed, as per the Critical Hit rules (see 
  p. 44, Critical Damage, Classic BattleTech Introductory Rulebook). 
  Any damage suffered in this manner may be repaired free of cost 
  between tracks.
  TbT-7K Trebuchet (TbT7-rr3K)
  The “Snowball III” has a frozen right Upper Arm Actuator that 
  refuses all attempts at repair, which inflicts a +1 to-hit modifier to 
  all weapons fired from that arm.
  MoN-67 Mongoose (MoN67CG-TT1)
  With a large dose of luck, Albert has managed to reconfigure 
  the obviously tampered-with targeting system, which has 
  somehow enabled him to gain a modest –1 to-hit modifier with 
  the center torso medium laser.
  WB
  WB
  Daniel Sorenson and his Sabres sport new prototype tech nology before they ship out to the Davion border.
  
     PrototyPe WeAPoNS ANd eQUIPMeNt
  As with the Weapons and Equipment section of the Classic BattleTech Introductory Rulebook, this section contains “sourcebook 
  fiction” background material on the development of several prototype systems (except where noted), generally first fielded 
  during the War of 3039. These details cover the entire history of each system, from when it was first developed, to when it 
  was lost during the Succession Wars, to the current era of the 3070s. However, remember that for the setting of the Sword 
  and Dragon Campaign: 3048-49 (see p. 59), these are still considered prototype weapons and equipment (they won’t see their 
  refined “mass produced” forms as they appear in Total Warfare until the 3050s). As such, following each sourcebook fiction 
  section are the specific game rules related only to the prototype weapon and equipment (except where noted), including 
  construction rules that allow players to use this section to build new and unique BattleMech designs with this more advanced 
  weaponry. The statistics for heat produced, Damage Value, range, and tonnage of each weapon and piece of equipment in this 
  section (with the exception of Endo Steel Internal Structure and Ferro-Fibrous Armor (see pp. 57 and 58, respectively) appear in 
  the Prototype Weapons and Equipment Table, p. 57.
  record Sheets: As detailed in the MechWarrior/BattleMech sections of this product for each company (beginning on pp. 20 
  and 38, respectively), the ’Mechs of the command lance of both the Fox’s Teeth and Sorenson’s Sabres mount such prototype 
  weapons and equipment, which is reflected on the appropriate record sheets (see the record sheets beginning on p. 81).
  As an additional utility, record sheets mounting the mass-produced forms of those prototype weapons and equipment are 
  also included in the book, but players will need to own Total Warfare to make full use of those 8 additional record sheets.
  WeAPoNS ANd eQUIPMeNt
  For the historians among you, most of these featured items include notes on when the equipment was first introduced by 
  which state. Where applicable, dates are also provided as to when each item became effectively extinct (out of production for 
  all except ComStar and the Clans), and when the technology was recovered in modern times.
  Bear in mind that these dates only identify when the production-model versions came into play, not necessarily when their 
  prototypical or experimental progenitors hit the fields.
  —Selected excerpts from Modern Industro-Military Systems 301, Prof. Arastide Habeas, NAMA Publications, 3067
  Treat ER lasers the same as standard lasers, but all attacks with the ER-LL-P suffer a +1 to-hit modifier.
  Additionally, all attacks with the ER-LL-P generate 1D6 heat in addition to that normally associated with the weapon.
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  ER LaRgE LasER (ER-LL-P)
  i
  ExtEndEd-RangE (ER) LasERs
  Introduced: 2620 (Terran Hegemony [ER large])
  extinct: 2950 (Inner Sphere)
  recovered: 3037 (Draconis Combine [ER large]), 3058 (Free Worlds [ER 
  medium and ER small])
  Newhart Industries of New Earth fielded the first production run of 
  extended-range large lasers for the SLDF in 2620, debuting a weapon 
  system that boasted a longer reach than any other contemporary energy 
  weapon. Within five years, the ER large laser became Newhart’s showpiece 
  on their latest BattleMech offering, the HSR-200-D Hussar. The success of 
  this ’Mech—largely attributed to the combination of its speed and its 
  single, powerful weapon system—cemented Newhart’s place as one of 
  the Terran Hegemony’s chief weapons producers.
  Never expanded to other standard lasers of the day—perhaps because 
  Hegemony designers saw little need for another tier of overlapping laser 
  ranges—extended-range upgrades for the medium and small laser size 
  classes did not emerge until the Clans developed them during their 
  Golden Century. Even after the ER large laser’s recovery by Combine 
  engineers in 3037, Spheroid versions of the Clan medium and small 
  models would not emerge until Diverse Optics unveiled their first batches 
  for the Free Worlds League Military in 3058 (inspired, of course, by reports 
  of the Clans and samples of captured equipment filtered to League 
  scientists). Other major laser designers, including Martell, RAMTech and 
  Magna, soon followed suit. ER lasers offer 
  enhanced range in all size classes, but 
  at a considerably higher heat cost. 
  
  55
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  gauss RifLE
  Introduced: 2590 (Terran Hegemony)
  extinct: 2865 (Inner Sphere)
  recovered: 3040 (Free Worlds, Lyran Commonwealth, Draconis Combine)
  Despite the advent of newer designs, the Star League-era Gauss 
  rifle—first developed by Norse Technologies and deployed (originally 
  in prototype form) on NETC’s Alacorn main battle tank—remains the 
  standard by which all others are measured. Powerful enough 
  to tear an enemy ’Mech’s head clean off at more than half 
  a kilometer, even Clan designers found little to improve 
  upon in the three hundred years they had to further 
  develop it. The Zeus Slingshot or Poland Main Model A 
  matches the specs of the original SLDF models.
  If a slot containing any type of gauss ammunition takes a critical hit, the ammo does not explode, but the hit destroys the ammo-feed mechanism, 
  rendering the rest of the ammunition in that slot useless.
  A critical hit on the Gauss rifle itself destroys the capacitors that power the weapon, causing a catastrophic discharge of the capacitor’s stored 
  energy with results identical to an ammunition explosion. If a Gauss rifle takes a critical hit, treat the result as a 20-point ammunition explosion in 
  the location containing the rifle.
  On a to-hit result of 2, the weapon jams per the Ultra Autocannon rules (see p. 56).
  heat: Excess heat does not cause a Gauss rifle or its ammunition to explode.
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  gauss RifLE (gauss-x)
  i
  Lb-x autocannon
  Introduced: 2595 (Terran Hegemony [LB 10-X])
  extinct: 2840 (Inner Sphere)
  reintroduced: 3035 (Federated Commonwealth [LB 10-X]); 3058 
  (Federated Suns [LB 2-X, 5-X, 20-X])
   
  An improvement on the common autocannon intended to expand 
  the weapon’s role into anti-vehicle and anti-infantry work, the LB-X 
  makes use of light, heat-dissipating alloys to reduce its weight and 
  thermal buildup. These materials, coupled with a smooth-bore, multi-
  munition feed mechanism, make the LB more expensive than standard 
  autocannons. However, the slight range increase and the ability to switch 
  between standard-style bursts and explosive cluster munitions—both 
  specially developed for this weapon system—more than mitigate this 
  higher cost.
   
  Inner Sphere LB-X autocannons—like the Mydron Excel LB-X series, 
  Imperator’s Code Red LB 10-X or Defiance’s Disintegrator LB 20-X—boast 
  much improved efficiency over their standard kin. Indeed, 
  even with their recent manufacture and expense, 
  these weapon systems might well have 
  completely outclassed and phased out 
  their standard counterparts were it not 
  for the advent of a host of alternative 
  munitions over the past decade. 
  The LB 10-X autocannon can fire cluster munitions, which act like an anti-BattleMech shotgun in combat. When fired, the ammunition fragments 
  into several smaller submunitions. This improves the attacker’s chances of striking a critical location but disperses total damage by spreading hits 
  over the target area rather than concentrating the damage on one location. Cluster munitions can be used only in LB 10-X auto-cannon, not in 
  standard or Ultra autocannon types.
  Before the start of play, the player should designate any LB 10-X ammunition slot as either standard or cluster munitions. Ammo must be 
  designated in full-ton lots. When declaring an attack with an LB 10- X, the player must announce the type of ammo being used and mark it off his 
  record sheet accordingly.
  For LB 10-X attacks made with cluster munitions, apply a –1 modifier to the to-hit number at all ranges. Resolve successful attacks with cluster 
  rounds like a missile hit, with the player rolling 2D6 (applying a –1 modifier—to a minimum of 2—to the die roll) and consulting the “ten” column of 
  the Cluster Hits Table to see how many submunitions strike the target. Roll a separate location for each hit, each of which causes 1 point of damage.
  On a to-hit result of 2, the weapon jams per the Ultra Autocannon rules (see p. 56).
  aimed Shots: When firing cluster munitions, LB 10-X autocannon cannot be used to make aimed shots (see Firing at Immobile Targets, p. 38, in 
  the Classic BattleTech Introductory Rulebook).
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  Lb 10-x autocannon (Lb 10-x-P)
  i
  naRc missiLE bEacon
  Introduced: 2587 (Terran Hegemony)
  extinct: 2795 (Inner Sphere)
  recovered: 3035 (Free Worlds League)
  Though hailed as another lost-and-found innovation of the Star 
  League, at heart the Narc missile beacon is little more than a heavily 
  modified and specialized single-tube SRM launcher. Rather than lobbing 
  missiles, however, the Narc—adapted for the electro-magnetic soup of 
  the modern battlefield—fires larger magnetic grappling munitions called 
  (appropriately enough) “Narc pods.” These pods contain powerful homing 
  beacons capable of cutting through most standard forms of ECM—at 
  least until the Guardian suite came along—and are used to attract friendly 
  missiles equipped with properly attenuated sensors. 
  An attached beacon remains fixed to its 
  target, calling in missiles upon itself until its 
  unwilling “host” is destroyed. Moreover, the 
  effect of a single unit equipped with a Narc 
  launcher can enhance the targeting of every 
  friendly missile support unit using Narc-
  compatible missiles.
  It took the efforts of Free Worlds League 
  engineers and the Gray Death Memory 
  Core to bring the Narc back from the dead 
  in 3035. 
  
  PuLsE LasERs
  Introduced: 2609 (Terran Hegemony [large, medium and small pulse])
  extinct: 2950 (Inner Sphere)
  recovered: 3037 (Draconis Combine)
  The pulse laser uses rapid-cycling, high-energy pulses to generate 
  multiple laser beams, creating an effect comparable to machine-gun fire. 
  But because the staggered pulses give the protective ablation products from 
  combat armor a chance to disperse—to expose fresh armor to subsequent 
  pulses—the result is a burst of fire that is more effective and accurate.
  Originally developed by the Terran Hegemony, pulse lasers run cooler 
  than ER lasers and pack a little more punch than standard lasers, but have 
  a shorter effective range than either type. These weapons were popular 
  on faster hunter/killer designs, which could close faster and benefit from 
  the ability to land solid damage even on the fly.
  Like many Star League technologies, pulse lasers were lost during 
  the early Succession Wars and only returned after the discovery of the 
  Gray Death Memory Core and ComStar’s secret deals with the Draconis 
  Combine in the 3030s. Today, renowned laser 
  manufacturers such as Diverse Optics, 
  Martell and RAMTech have been able 
  to market pulse laser versions 
  of their reliable standard 
  models—often side-
  by-side with their 
  progenitors.
  Treat pulse lasers the same as standard lasers, but apply a –2 modifier to the base to-hit number.
  Additionally, all attacks with the MPL-P generate 1D6 heat in addition to that normally associated with the weapon.
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  mEdium PuLsE LasER (mPL-P)
  i
  uLtRa autocannon
  Introduced: 2640 (Terran Hegemony [UAC/5]); circa 2820 
  extinct: 2915 (Inner Sphere)
  recovered: 3035 (Federated Suns [UAC/5]); 3057 (Free Worlds [UAC/2, 
  UAC/10]); 3060 (Lyran/Free Worlds [UAC/20])
  The advanced Ultra autocannon system (UAC for short) was first developed 
  at the height of the original Star League by Kawabata Weapons, Inc. of the 
  Terran Hegemony. Capable of higher sustained rates of fire than standard 
  or LB-X autocannons, Ultra ACs could dish out twice the punishment in 
  the same amount of time. Unfortunately, these weapons are prone to 
  occasional misfires and arming failures when pushing their maximum fire 
  rates—a factor that forced many UACs into early retirement after the fall of 
  the original Star League. Nevertheless, the Clans (and the Inner Sphere, after 
  encountering the Clans) found enough merit in Ultra ACs to expand the 
  concept across all the same grades as standard-model autocannons. Even 
  though they cannot use special munitions (their own magazines are tailored 
  to the high-speed firing modes, which can be dangerous or detrimental to 
  most specialty ammo), these weapons remain popular for attack 
  and assault units. 
  Mydron, Imperator and Defiance—the big 
  names in heavy autocannon technology—
  boast some of the most popular 
  brand names seen today for 
  Inner Sphere Ultra ACs. 
  Before the start of play, players should designate which LRM and SRM ammunition slots on the BattleMechs to be fielded on 
  the side of the BattleMech mounting a Narc Missile Beacon are Narc-compatible.
  Players may fire 1 Narc pod per launcher each turn. If the attack hits, the pod is attached to the target unit. In all following combat 
  phases, any unit attacking with Narc-equipped missiles adds +2 to the result of the roll on the Cluster Hits Table. This modifier remains 
  in effect for the targeted BattleMech for the duration of the battle. Multiple Narc pods attached to a target have no additional effect. Other Narc 
  beacons in the target hex do not confuse Narc-guided missiles.
  The Narc system can be used to aid both standard SRM and LRM missile attacks.
  Criticals: Exploding Narc ammo causes 2 points of damage per pod.
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  Note: This is not a prototype, but the actual production version as presented in Total Warfare.
  naRc missiLE bEacon
  i
  A player firing an Ultra autocannon must specify whether it is firing at a normal or double rate of fire. If firing normally, all standard combat rules 
  apply. If firing at a double rate, use the following special rules.
  An Ultra autocannon firing at a double rate generates twice as much heat and uses 2 shots of ammunition instead of 1. If the standard to-hit roll is 
  successful, the player rolls on the “2” column of the Missile Hits Table to determine how many shots struck the target. Roll separately for a hit location 
  for each attack; each hit inflicts the full amount of damage. Both shots must be fired at the same target.
  If a player is using the single rate of fire and rolls a result of 2 on his to-hit roll, the autocannon’s arming circuitry fails and it jams, making 
  the weapon useless until repaired after the battle; i.e, it cannot be used for the rest of the current scenario. If a player is using the double 
  rate of fire and rolls a result of 2, 3 or 4, the weapon jams also, with the same results.
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this weapon.
  uLtRa autocannon 5 (uac/P)
  i
  
  57
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  casE (cELLuLaR ammunition stoRagE EquiPmEnt)
  Introduced: 2476 (Terran Hegemony)
  extinct: 2840 (Inner Sphere)
  recovered: 3036 (Draconis Combine)
  One of the oldest examples of so-called “lost” technologies, CASE (as 
  we know it today) actually predates the Star League by nearly a hundred 
  years. Indeed, its earliest progenitors can be traced back even farther. 
  Developed as a damage-control technology in the event of catastrophic 
  internal explosions, CASE—then as now—became an intrinsic part of 
  the armor system, intended to save pilots and machines for later salvage. 
  When heat or damage triggers an ammunition explosion in a CASE-
  protected location, specially designed blow-away panels direct the force 
  of the explosion outward, through the rear of the machine. Though any 
  remaining internal structure in the effected section is typically damaged 
  in these blasts, CASE has spared many a machine that once would have 
  been fully consumed by an internal explosion.
  Originally kept tightly controlled by the Terran 
  Hegemony (along with many of their vital 
  technologies), CASE has proliferated among 
  armorers across the Inner Sphere since its 
  recovery, and even has been adapted for non-
  military equipment (as a guard against the 
  effects of freak fuel tank explosions and the like). 
  If ammo (or any other explosive component, such as a Gauss rifle) in a CASE-equipped location explodes, it damages the internal structure in 
  that location. Any excess damage simply dissipates, rather than transferring to an additional internal structure location. Remember that the loss of 
  all internal structure in a side torso location also blows off the corresponding arm, though the arm is not damaged by the explosion and can still be 
  used as a club (see Finding a Club, p. 51, in the Classic BattleTech Introductory Rulebook).
  If an ammo explosion transfers into a location protected by CASE, the internal structure in that location takes damage as normal. All excess damage is 
  dissipated, as above. For example, if an Inner Sphere ’Mech suffered an arm ammo explosion and damage transferred to a side torso equipped with CASE, 
  the internal structure of the side torso would suffer damage as normal, and then the excess damage would harmlessly blow out the CASE panels.
  Critical hits: Critical hits on slots occupied by CASE have no effect and should be re-rolled.
  Construction: CASE must be allocated to Torso locations only. See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and 
  critical slots of this equipment.
  Note: This is not a prototype, but the actual production version as presented in Total Warfare.
  casE (cELLuLaR ammunition stoRagE EquiPmEnt)
  i
  doubLE hEat sinks
  Introduced: 2567 (Terran Hegemony)
  extinct: 2865 (Inner Sphere)
  recovered: 3040 (Federated Suns)
  Star League-era double heat sink technology vastly improved upon 
  the standard heat sink with a larger, more powerful radiator system that 
  enhanced the effectiveness of the existing heat pumps and coolant lines. 
  The effect was a bulkier exchange system—roughly two hundred percent 
  larger—for the same physical weight. The increased bulk and other 
  factors proved too problematic for vehicle design, however, and limited 
  its application to ’Mechs and aerospace craft. Even the more compact Clan 
  versions have yet to overcome this limitation.
  fun fact: the Inner Sphere was well on its way to recovering double 
  heat sink technology even before the renaissance heralded by the Gray 
  Death Memory Core, with prototypes developed by the NAIS and sent to 
  the field nearly a decade before the Star League-quality systems returned 
  to widespread use. Much more compact, but ultimately too flawed 
  because they focused less on advanced radiators and more on the use of 
  corrosive liquid metal coolants for better efficiency, these experimental 
  double heat sinks proved too brittle and hard to maintain for more than a 
  few years’ worth of effective function. Their deployment in the late 3030s, 
  however, gave Davion and Steiner forces a brief advantage in the early 
  days of the FedCom alliance.
  Double heat sinks dissipate 2 points of heat per turn (–2 additional per operational double heat sink under water (maximum 6 points)).
  Construction: See the Prototype Weapons and Equipment Table (p. 58) for the tonnage and critical slots of this equipment. Double heat sinks 
  cannot be mounted in the engine. If used, double heat sinks are combined with the 10 single heat sinks that come equipped on every ’Mech.
  DoUbLe heaT SINKS (freezerS)
  i
  Endo stEEL intERnaL stRuctuRE
  Introduced: 2487 (Terran Hegemony)
  extinct: 2850 (Inner Sphere)
  recovered: 3035 (Draconis Combine)
  Endo-steel internal structure was designed especially for use in 
  BattleMech skeletons, about the only form of unit flexible enough 
  to efficiently employ it. Using zero-G manufacturing techniques that 
  uniformly blend an exotic steel alloy, the process produces ’Mech “bones” 
  that are twice as strong per unit of weight as standard structural materials, 
  but with a significant increase in overall bulk made necessary by larger-
  diameter segments. The processes to create this type of ’Mech structure 
  were lost during the early Succession Wars, when military orbital factories 
  became favored targets for raiders. The Draconis Combine, however, 
  managed to recover the techniques shortly before the War of 3039, and 
  debuted them on such newly deployed units as their Hatamoto series. 
  Critical Hits against an endo steel critical slot have no effect and should be re-rolled.
  Construction: BattleMechs built with endo steel need allocate only half the standard weight to the internal structure (rounding up to the nearest 
  half ton, but the bulk of the alloy takes up 16 critical slots (see Allocate Tonnage For Internal Structure, p. 66, in the Classic BattleTech Introductory 
  Rulebook). The player may allocate these slots where he sees fit on the BattleMech and they need not be continuous, but the 16 slots must be 
  assigned (see Space, p. 64, in the Classic BattleTech Introductory Rulebook).
  Endo stEEL intERnaL stRuctuRE (Es-P)
  i
  
  . 
     fERRo-fibRous aRmoR
  Introduced: 2571 (Terran Hegemony)
  extinct: 2810 (Inner Sphere)
  recovered: 3040 (Draconis Combine)
  A more advanced form of combat armor, ferro-fibrous 
  is a military-grade armor significantly lighter than standard 
  armor. Ferro-fibrous achieves its lightweight properties through the wider 
  use of diamond fiber filaments throughout the ceramic and steel layers 
  (standard armor does not incorporate a diamond weave in the steel layer). 
  While this makes ferro-fibrous far more bulky, the weight savings afforded 
  by this armor type for the same level of protection can enable units to 
  mount more weapons and equipment. Of course, this capability must be 
  balanced against the limited internal space left after its installation.
  Limited by design (and economics) to military vehicles and BattleMechs, 
  ferro-fibrous armor is available in a variety of popular brand names 
  including Durallex, Kallon Unity Weave, Lexington Limited High Grade 
  and StarGuard.
  Critical Hits against a ferro-fibrous critical slot have no effect and should be re-rolled.
  Construction: Units that use ferro-bribrous armor carry more Armor Points for the same weight. Calculate the normal number of Armor Points, 
  then multiply this number by 1.12, rounding to the nearest whole number (round .5 down). The result is the number of Armor Points of ferro-fibrous 
  armor (see Add Armor, p. 69, in the Classic BattleTech Introductory Rulebook). To account for the bulk of the armor, place ferro-fibrous armor in 16 
  critical slots. The player may allocate these slots where he sees fit on the BattleMech and they need not be continuous, but the 16 slots must be 
  assigned (see Space, p. 64, in the Classic BattleTech Introductory Rulebook).
     fERRo-fibRous aRmoR (ff-P)
  i
   tsm (tRiPLE-stREngth myomER)
  Introduced: 3050 (Capellan Confederation)
  The legend of the development of triple-strength myomer (TSM, for 
  those of you into shorthand), is a long and sordid one. During the Fourth 
  Succession War, FedSuns intelligence allowed the Capellan Confederation 
  access to the NAIS development as part of an elaborate ploy. These 
  enhanced myomers provided great physical strength to the ’Mechs that 
  used them, but the resulting musculature was extremely susceptible to 
  a chemical catalyst that led NAIS researchers to label them unstable in 
  combat. While this flaw worked into the FedSuns’ gambit on Sian in the 
  waning days of the war, it also placed a potentially powerful innovation 
  in Confederation hands. Indeed, in 3050, after more than two decades 
  of research, House Liao once more fielded BattleMechs enhanced with 
  TSM—BattleMechs immune to the effects of the catalyst gas, that could 
  actually control when the powerful musculature engaged in battle. 
  The production-quality TSM the Capellans introduced is much bulkier 
  than standard musculature, but employs heat as its performance-
  enhancing catalyst. As a ’Mech’s internal heat levels rise and the TSM 
  activates, the ’Mech gains a boost in muscle strength that enables it 
  to double its lifting capabilities and the power of physical attacks like 
  punches and kicks. Indeed, even at lower “overheat” levels, TSM can 
  provide a brief speed boost where other ’Mechs might begin to grow 
  more sluggish.
  Triple-strength myomer provides a benefit only when a BattleMech is running hot. If a BattleMech is equipped with triple-strength myomer, for 
  each turn that it ends with a heat level of 9 or higher, the following effects take place the next turn; apply other modifiers that decrease movement, 
  such as heat and damage, normally.
  •	 Increase the ’Mech’s Walking MP by 2 and recalculate its Running MP; multiply the new Walking MP by 1.5, rounding up. Triple-strength myomer 
  does not affect Jumping MP.
  •	 Double the ’Mech’s lifting ability (applies to the Cargo Carriers Rules in the Creating Scenarios section of Total Warfare).
  •	 Double the damage for punch, kick and club attacks, as well as some physical weapon attacks (see p. 146).
  Critical hits: Critical hits against slots containing triple-strength myomer have no effect and are re-rolled.
  Construction: TSM does not take up any weight, but occupies six critical slots. The player may allocate these slots where he sees fit on the 
  BattleMech and they need not be continuous, but the 6 slots must be assigned (see Space, p. 64, in the Classic BattleTech Introductory Rulebook). 
  Note: This is not a prototype, but he actual production version as presented in Total Warfare.
   TSM (TrIPLe-STreNGTh MyoMer)
  i
  PrototyPe WeaPons and equiPment table
  Type
  Heat
  Damage
  Minimum 
  Range
  Short 
  Range
  Medium 
  Range
  Long 
  Range
  Tons
  Critical 
  Slots
  Ammo  
  Per Ton
  Weapons
  ER Large Laser (ERLL-P) 
  12* 
  8 
  — 
  1–7 
  8–14 
  15–19 
  5 
  2
   —
  Gauss Rifle (Gauss-X) 
  1
  15
  2
  1–7
  8–15 
  6–22
  15
  8
  8
  Medium Pulse Laser (MPL-P) 
  4*
  6
  —
  1–2
  3–4
  5–6
  2
  1
  —
  Narc Missile Beacon 
  0
  ‡
  —
  1-3
  4–6
  7–9
  3
  2
  6
  Ultra Autocannon (UAC/P)
  1
  5
  2
  1–6
  7–13
  14–20
  9
  6
  20
  LB 10-X-P Autocannon (LB 10-X-P) 
  2
  10
  —
  1–6
  7–12
  13–18
  11
  6
  10
  Equipment
  Double Heat Sinks (Freezers)†
  –2
  —
  —
  —
  —
  —
  1 
  3
  —
  CASE
  —
  —
  —
  —
  —
  —
  .5
  1
  —
  *All attacks generate 1D6 heat in addition to that normally associated with the weapon.
  †Double heat sinks cannot be mounted in the engine; i.e., if used, double heat sinks are combined with the 10 single heat sinks that come equipped on every ’Mech.
  ‡See Narc Missile Beacon (p. 55) for the rules concerning this equipment.
  
  59
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  SWORD AND DRAGON 
  CAMPAIGN: 3048-49
  Starterbook: Sword and Dragon provides a campaign framework 
  that allows players and gamemasters to run either Sorenson’s 
  Sabres or the Fox’s Teeth (McKinnon’s Raiders) through a period of 
  border raids along the Davion and Kurita borders during the years 
  of 3048-49. Each track is set up as a general framework to assist 
  gamemasters and players in creating the opposing forces and 
  adding other battlefield effects specific to that track. In addition, 
  using the Warchest Point System, player groups may repair and 
  rearm their units in between each track and also choose what 
  direction they wish their force to take. Players should use the 
  TO&E from 3049 for the force they have decided to play (see pp. 
  17 and 35, respectively).
  Because the player group decides which route to take between 
  tracks, this campaign can be replayed often, with different tracks, 
  forces, and even outcomes every time. Additionally, players can 
  choose to just play a track as a stand-alone game, if they desire. 
  Ultimately, the route, gameplay and depth of detail are up to each 
  group of players.
  Record Sheets: The Sword and Dragon Campaign: 3048-
  49 assumes that players have access to the Classic BattleTech 
  Introductory Box Set and the record sheets in that box set. 
  However, if players have learned to play BattleTech through 
  another means (such as through a rulebook like Total Warfare or 
  a friend), the pre-generated record sheets for the ’Mechs in the 
  Classic BattleTech Introductory Box Set can be downloaded for free 
  at www.classicbattletech.com.
  www.classicbattletech.com: This is the official website for 
  Classic BattleTech, where players can get the lowdown on what’s 
  happening in the BattleTech universe, be the first to preview new 
  products, download exclusive BattleTech files, exchange ideas 
  with other fans from around the world and more!
  TRACKS
  There are two types of tracks in the Sword and Dragon 
  campaign: Mission and Touchpoint. 
  A Mission track is recognizable by the title of the track, where 
  the mission profile is simply stated—i.e. “Recon” is a generic 
  track focused on reconnaissance. Mission tracks may be played 
  as many times as the players wish.
  A Touchpoint track deals with a specific event that occurs 
  during a force’s history and is keyed to either the Sabres or 
  the Raiders (with the exception of the last Touchpoint track, 
  which involves both forces). Touchpoint tracks do not need to 
  be played in order to finish the campaign, but they do bring a 
  level of detail to the force and players will find their campaign 
  experience that much richer if used. Once a Touchpoint track 
  has been used, it may not be repeated during the course of 
  the campaign.
  Both Mission and Touchpoint tracks follow the same format, 
  though more detail is given in Touchpoint tracks. Each track 
  contains Game Set-Up information, Warchest cost, Options, 
  Objectives, the base Warchest reward and any Special Rules 
  in use.
  Game Set-Up gives details on how to set up the battlefield, 
  including the starting locations for both sides. The player’s 
  opposition is also detailed, with instructions on which portion of 
  the Random ’Mech Assignment Table: Opposing Force (see p. 61) 
  to use and a small table to use to determine the total number 
  of units.
  The Warchest Point System (see p. 62) describes in detail how 
  many Warchest Points (WP) a track costs, additional bonus 
  options that may be used to add difficulty (and as a result, more 
  WP) and the objectives that net the players additional WP if 
  attained. Bonuses only accrue if the bonus option is applied to 
  the track and the players attain at least one Objective. The WP 
  reward gained is listed at the end of the objective’s description. 
  The reward is only achieved if the Objective is completed. 
  Objective rewards can accumulate.
  WB
  WB
  The Sabres corner a hapless Ghost Bear warrior during the Dominion War.
  
  The Next Track section indicates the next 
  track options from which the players may 
  choose. In order to gain the most fun from 
  their campaign experience, players should 
  restrict their choices to just those tracks listed. 
  Touchpoint tracks also include a brief fictional 
  introduction (to help “set the mood”), an in-universe report 
  that sets up the situation, and an aftermath report to show what 
  actually happened in-universe. 
  Player Force Size
  A player’s force may be the Attacker or Defender in each 
  track, as defined in the track’s description. A suggested size will 
  be indicated for the player to use—it is up to them to select the 
  units they feel are best suited for each Mission or Touchpoint. 
  For added enjoyment, players may opt to keep listed lances 
  together, to simulate the cohesiveness of their lancemates. At the 
  discretion of the gamemaster, additional units may be added, but 
  in consequence, additional units may be added to their opposing 
  forces for a semblance of fair play.
  Opposing Forces
  Each track will indicate how to determine the composition 
  and type of the opposing force. If the player’s force size is within 
  the recommended size listed, no modifications are required to 
  increase the opposing force’s size. However, if the gamemaster 
  chooses to increase the player’s allotted force, he should also 
  increase the size of the opposing force to keep the game as 
  balanced as possible. As a general rule of thumb, for every 
  two units (or fraction thereof) added to the player’s force, the 
  opposing force may roll once on the Force Composition Table 
  with a –2 modifier to the roll.
  There are three types of forces that may oppose the player’s 
  force: Militia, House, and Mercenary. The type of force determines 
  the skill level of the opposition. For each track, the Force 
  Composition Table will indicate the type of force to be used. To 
  determine that force’s skills, refer to the following table, unless the 
  track specifies otherwise.
  Opposing force composition is rolled from one of the tables. 
  on the following page. Players running Fox’s Teeth will use either 
  the Kurita or Mercenary tables, while players running Sorenson’s 
  Sabres will use either the Davion or Mercenary tables, unless 
  the track indicates otherwise.
  CAMPAIGN SPECIAL RULES
  The Special Rules section of each track indicates which special 
  rules, if any, apply in that track. The gamemaster may use any 
  of the following rules in addition to those given for a track if he 
  believes they will add flavor and depth to the campaign.
  Forced Withdrawal
  Under the Forced Withdrawal rule, crippled units must retreat 
  from the battlefield (when damage has rendered them useless 
  or they are in imminent danger of being destroyed; see Crippling 
  Damage, below). A unit making a forced withdrawal must move 
  toward the edge of the map board designated for the scenario. 
  However, a unit need not spend Running MP; it can move 
  backward if the controlling player wishes. 
  Withdrawing units may not directly engage an enemy unit, 
  though they may add their firepower to help cut it down. Any 
  enemy unit that closes within range of a weapon or physical attack 
  by a withdrawing unit may be targeted as well. The following 
  guidelines cover the many circumstances that may occur. Within 
  these guidelines, the gamemaster’s decision is final.
  Crippling Damage: Any non-player unit that suffers crippling 
  damage must withdraw from the map board. Unless otherwise 
  stated in the Special Rules section, crippling damage is defined 
  as follows:
  •	
  A BattleMech is considered crippled when a side torso 
  location is destroyed; the ’Mech takes two engine critical 
  hits; the ’Mech takes one gyro and one engine critical hit; or 
  it loses the use of its sensors. Internal structure damage in 
  three or more limbs or two or more torso locations (the torso 
  internal structure damage does not count towards crippling 
  damage if that location still has front armor), or four or more 
  pilot hits, also renders a ’Mech crippled, as do the loss of all 
  the ’Mech’s weapons to damage or ammunition depletion. If 
  all of a ’Mech’s weapons are destroyed and it can no longer 
  move, the ’Mech is considered destroyed. 
  •	 All of a unit’s weapons are considered destroyed if it loses 
  all weapons with a range greater than five hexes and if 
  it can no longer cause more than 5 points of combined 
  weapons damage.
  •	
  BattleMechs that are immobilized—usually through leg 
  or gyro damage—are shut down and typically abandoned 
  (though abandonment places the pilot at the mercy of the 
  battlefield). Only the most fanatical warriors or those in dire 
  circumstances will continue to fight. Likewise, only orders 
  from the highest possible source will prompt an immobilized 
  element to keep fighting.
  Salvage
  Salvage is the taking of destroyed/crippled equipment 
  remaining on the battlefield at the end of a track. In general, and 
  unless a track’s special rules state otherwise, players who achieve 
  at least one Objective in a track may claim all battlefield salvage in 
  any area where their forces participated.
  Players may not claim salvage after battles in which they did 
  not participate or were forced to withdraw (see Forced Withdrawal, 
  above). Salvage may be sold using the Warchest system (see 
  Selling Units, p. 62).
  Force Type
  Skills
  Militia
  Gunnery 5, Piloting 5
  House
  Gunnery 3, Piloting 4
  Mercenary
  Gunnery 4, Piloting 4
  
  61
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Off-Map Movement
  Some forces are proficient in tactical movement behind the 
  lines of combat. Commands with the off-map movement ability 
  may move units off the map during play. These units re-enter play 
  at a predetermined map edge. A player may only use this ability if 
  the scenario type allows for it. 
  To use this ability, the controlling player writes down the exit 
  hex and mapsheet of each unit moving off-map. The controlling 
  player then writes down the hex, mapsheet and turn at which 
  each unit will re-enter. Before re-entering the map, an exiting unit 
  must remain off the map for the amount of time it would take to 
  travel from its exit hex to its entrance hex. To calculate this travel 
  time, count the number of blank half hexes along the map edges 
  between the entrance and exit hexes. Then divide this number by 
  the unit’s Running MP rating (rounding fraction up). The result is 
  the minimum number of turns the unit must remain off the map. 
  The controlling player can delay the unit’s re-entry beyond this 
  period if he desires, but must select the re-entry turn when the 
  unit leaves the map.
  Each returning unit re-enters the map in the End Phase of the 
  turn noted on its “written orders.” At that time, the opposing player 
  can check the unit’s orders to make sure the move was legal. If the 
  move was illegal, the unit is considered destroyed and removed 
  from play. (A move is illegal if the unit does not remain off the 
  map for the required travel time or does not enter at the location 
  and turn noted on its written orders.) In a campaign setting, these 
  “destroyed” units may be brought back into play in a later battle, 
  since they are actually lost rather than destroyed.
  If a returning unit is supposed to enter the map in a hex 
  containing an enemy unit, or containing a friendly unit that would 
  violate the stacking limits of the hex, the returning unit is placed 
  in a hex of the opposing player’s choice adjacent to the intended 
  entry hex.
  Units off the map cannot engage in combat. If the opposing 
  force destroys all the units remaining on the map before off-map 
  units return, the battle is lost.
  random ’mech assignment table: opposing force
  House Davion
  D6
  Light
  Medium
  Heavy
  Assault
  1
  HNT-151 Hornet
  WTH-1 Whitworth
  QKD-4G Quickdraw
  AWS-8Q Awesome
  2
  COM-2D Commando
  CN9-A Centurion
  GHR-5H Grasshopper
  BNC-3E Banshee
  3
  WLF-1 Wolfhound
  DV-6M Dervish
  JM6-S JagerMech
  ZEU-6S Zeus
  4
  WLF-1 Wolfhound
  ENF-4R Enforcer
  JM6-S JagerMech
  AS7-D Atlas
  5
  SDR-5V Spider
  ASN-21 Assassin
  GHR-5H Grasshopper
  AS7-D Atlas
  6
  JVN-10N Javelin
  TBT-5N Trebuchet
  CPLT-C1 Catapult
  LGB-7Q Longbow
  House Kurita
  D6
  Light
  Medium
  Heavy
  Assault
  1
  MON-66 Mongoose
  CLNT-2-3T Clint
  GHR-5H Grasshopper
  LGB-7Q Longbow
  2
  JR7-D Jenner
  HBK-4G Hunchback
  DRG-1N Dragon
  CGR-1A9 Charger
  3
  JR7-D Jenner
  WTH-1 Whitworth
  DRG-1N Dragon
  CGR-1A9 Charger 
  4
  PNT-9R Panther
  ASN-21 Assassin
  QKD-4G Quickdraw
  BNC-3E Banshee
  5
  PNT-9R Panther
  TBT-5N Trebuchet
  QKD-4G Quickdraw
  AS7-D Atlas
  6
  SDR-5V Spider
  CDA-2A Cicada
  JM6-S JagerMech
  CP-10-Z Cyclops
  Mercenary
  D6
  Light
  Medium
  Heavy
  Assault
  1
  HNT-151 Hornet
  VND-1R Vindicator
  CPLT-C1 Catapult
  CP-10-Z Cyclops
  2
  COM-2D Commando
  HBK-4G Hunchback
  QKD-4G Quickdraw
  AWS-8Q Awesome
  3
  JR7-D Jenner
  CN9-A Centurion
  GHR-5H Grasshopper
  BNC-3E Banshee 
  4
  WLF-1 Wolfhound
  ASN-21 Assassin
  GHR-5H Grasshopper
  AS7-D Atlas
  5
  PNT-9R Panther
  TBT-5N Trebuchet
  JM6-S JagerMech
  LGB-7Q Longbow
  6
  SDR-5V Spider
  HER-2S Hermes II
  DRG-1N Dragon
  ZEU-6S Zeus
  
  WARCHEST 
  POINT SYSTEM
  The Warchest Point System is an abstraction of the 
  rewards and opportunities that arise out of combat. More 
  than merely a monetary concept, the Warchest also represents 
  factors such as renown, contacts and being at the right place at 
  the right time. It represents opportunities, whether to participate 
  in a particular battle, fight under certain environmental modifiers 
  or acquire a BattleMech.
  GETTING STARTED
  Regardless of how the group comes to the table, the players’ 
  forces begin the Sword and Dragon campaign with 100 Warchest 
  Points (WP).
  WARCHEST AND TRACKS
  Each track has a WP cost that covers the transportation, 
  incidental costs, connections and reputation required to 
  participate in that track. This cost appears in the Warchest section 
  of each track and must be paid before beginning the track. In 
  addition, all tracks have objectives with a WP value listed in 
  parentheses. Players gain (or lose, if the WP value is negative) 
  those points if they complete that objective.
  Finally, each track includes one or more optional bonuses with 
  a WP value listed in parentheses. Players gain those points if they 
  choose to subject themselves to the listed environmental or 
  operational situation. A player may elect to use all, none or some 
  of the listed optional bonuses. Players only gain WP from optional 
  bonuses if they attain at least one Objective during the track.
  All these points go in the Warchest. Between tracks, players 
  may use their WP to increase personnel experience, repair and 
  rearm, and purchase other group abilities or equipment. All WP 
  expenditures must occur before the beginning of the next track. 
  Players may not spend WP during a track. Keep in mind that the 
  next track must also be paid for from the Warchest.
  WARCHEST DEbT
  If the players lack enough WP to purchase any tracks available 
  to them, they may go into Warchest debt in order to participate in 
  the next track. Players may NOT purchase services and equipment 
  on Warchest debt.
  As the players gain WP during the track, they can use these 
  points to pay off the debt until the Warchest rises to a positive 
  number. If debt still exists after that track, players must sell off 
  assets until the force can purchase its next scenario. Players may 
  not go into Warchest debt twice in a row. If a force is so far in debt 
  that it cannot pay for a new track, the gamemaster may decide that 
  the force is too damaged to maintain fighting cohesiveness. That 
  force is then “retired” and the campaign is considered finished.
  Another option is to have the force spend a large amount of 
  time repairing and refitting, forfeiting an entire track in order to 
  carry out the necessary repairs. If a gamemaster decides 
  on this course of action, the players may re-enter 
  the current campaign arc at a point beyond the 
  track where they got stuck. To do this, choose 
  a track from the options presented under the 
  Next Path guidelines for the track the players 
  would have carried out. In addition, the gamemaster will select 
  one of the optional bonuses listed in the Warchest section and 
  apply it to the track, but the players will not receive the bonus WP. 
  If the players or gamemaster select additional options, the players 
  receive WP for them as normal.
  WARCHEST POINTS bETWEEN TRACKS
  In order to spend WP between tracks, players only need to 
  consult the Supply Table (see p. 63) and purchase what they need 
  for their force. To purchase a BattleMech, look on the appropriate 
  reinforcement table for the player’s force. Each ’Mech purchased 
  in this way comes fully armed but with empty ammunition bins.
  Selling Units
  BattleMechs may also be sold by players, in order to make ends 
  meet. To sell a ’Mech, locate the appropriate weight class on the 
  Unit Repair Table and cross-reference its current condition with 
  the Damage type. Subtract this number from the Average Unit 
  Cost table, below. The difference is the total number of WP gained 
  from selling the unit.
  Francis needs to sell the Sabres’ crippled JR7-K Jenner in 
  order to gain enough WP to go on another mission. The 
  Jenner is 35 tons, which makes it a light-class BattleMech. 
  Locating that row on the Unit Repair Table, Francis finds 
  that the cost to repair a Crippled unit is 30. Because she is 
  selling the Jenner, she then subtracts 30 from the Average 
  Unit Cost number for a light BattleMech, which is 90. (90-
  30=60) The player gains 60 WP and removes the Jenner 
  from the Sabres’ roster.
  Loren is in dire straights with his Fox’s Teeth force and 
  grudgingly decides to sell his combat-destroyed Zeus. Cross-
  referencing the unit’s status on the Unit Repair Table, he 
  finds it will cost him 125 WP to repair to operational status—
  which is well beyond his current budget. Deciding to sell the 
  ruined hulk, he subtracts 125 from the Average Unit Cost of 
  an assault BattleMech, which is 200. (200 – 125 = 75) Loren 
  now has 75 WP to use and repairs his Crippled Grasshopper 
  back to functional status.
  Additionally, players may attempt to repair salvaged units. To do 
  this, determine whether the unit is a Crippled Unit (p. 60, Crippling 
  Damage) or a Destroyed Unit (see Destroying A BattleMech in the 
  Classic BattleTech Introductory Box Set, p. 32). If the Unit does not 
  fall under either category, then it is considered a Damaged Unit. If 
  a ’Mech has received no damage whatsoever (and only expended 
  ammunition), it is considered “new” and not in need of repair. 
  average Unit cost
  Weight Class
  WP
  Light (20-35 tons)
  90
  Medium (40-55 tons)
  120
  Heavy (60-75 tons)
  150
  Assault (80-100 tons)
  200
  
  63
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Once the ‘Mech’s status is known, follow the rules for Repairing 
  Units, below.
  Repairing Units
  To get the unit into fighting trim, cross-reference the ’Mech’s 
  weight class and Damage type on the Unit Repair Table to 
  determine the appropriate WP cost. Any unit repaired back to 
  operational status in this manner has empty ammo bins and must 
  purchase ammunition separately.
  Prototype Weapons and Equipment (Advanced)
  Players may opt to modify their unit’s BattleMechs by including 
  any of the listed prototype equipment (see Prototype Weapons 
  and Equipment, p. 54) on their ’Mechs. Since adding new and 
  relatively untried technology to existing designs is extremely 
  tricky, an additional WP cost is associated with the installation 
  of this equipment (see the Prototype Cost Table, below). To add 
  this equipment, players will need to follow the rules found in 
  the Classic BattleTech Rulebook found in the Classic BattleTech 
  Introductory Box Set, which are not covered in this product. The WP 
  cost is in addition to the standard repair cost for the BattleMech.
  In the case where a player’s BattleMech already has this 
  equipment installed (as per the personal rides of each force’s 
  MechWarriors), when a ‘Mech is repaired that equipment is also 
  onsidered repaired as well.
  sUppY table
  Ammunition
  WP Cost
  Ballistic, per ton
  5
  Missile, per ton
  7
  Pilot Recruitment
  WP Cost
  Green (Piloting 6, Gunnery 5)
  15
  Regular (Piloting 5, Gunnery 4)
  30
  Veteran (Piloting 4, Gunnery 3)
  60
  Elite (Piloting 3, Gunnery 2)
  100
  recrUitment tables
  Fox’s Teeth Reinforcement Table
  WP Cost
  HNT-151 Hornet
  75
  COM-2D Commando
  75
  WLF-1 Wolfhound
  100
  CN9-A Centurion
  100
  ENF-4R Enforcer
  125
  DV-6M Dervish
  125
  GHR-5N Grasshopper
  150
  JM6-S JagerMech
  150
  QKD-4G Quickdraw
  150
  ZEU-6S Zeus 
  200
  LGB-7Q Longbow
  200
  AS7-D Atlas
  225
  Sorenson’s Sabres Reinforcement Table
  WP Cost
  SDR-5V Spider
  75
  JR7-D Jenner
  75
  PNT-9R Panther
  100
  WTH-1 Whitworth
  100
  HBK-4G Hunchback
  125
  TBT-5N Trebuchet
  125
  DRG-1N Dragon
  150
  JM6-S JagerMech
  150
  GHR-5N Grasshopper
  150
  CGR-1A9 Charger 
  200
  BNC-3E Banshee
  200
  AS7-D Atlas
  225
  prototYpe cost tables
  Weapon
  WP Cost
  ER Large Laser (ERLL-P)
  35
  Gauss Rifle (Gauss-X)
  50
  Medium Pulse Laser (MPL-P)
  25
  Narc Missile Beacon
  20
  Ultra Autocannon (UAC/P)
  40
  LB 10-X Autocannon (LB 10-X-P)
  40
  Equipment
  WP Cost
  Double Heat Sinks (Freezers)
  20 (each)
  Endo-Steel Upgrade
  85
  Ferro-Fibrous Upgrade
  55
  CASE
  40
  repair table
  Damage Type
  BattleMech Weight class
  Damaged
  Crippled
  Destroyed
  Light (20-35 tons)
  15
  30
  45
  Medium (40-55 tons)
  30
  45
  60
  Heavy (60-75 tons)
  60
  75
  80
  Assault (80-100 tons)
  80
  100
  125
  
  Firebase Rossyln, Benet III
  Draconis March, Federated Suns
  5 March 3048
  >>>DISPATCH BRAVO-BRAVO-FOUR<<<
  Captain McKinnon:
  As you may be aware, the Combine has been suspiciously quiet as of late. Very little border raiding has occurred over 
  the last few years and Prince Davion is concerned that the DCMS may be mustering for a surprise attack. Because of your 
  heroic actions against McCarron’s Armored Cavalry along the Capellan border and since your force has not seen action 
  along the Combine border for several years, the Fox’s Teeth are hereby authorized to conduct shallow border raids into 
  the Draconis Combine to ascertain the enemy’s strength. You have full command authority in your target selection and 
  execution as long as it pertains to the mission parameters encoded on this data chip. 
  Benet III is to be considered your base of operations and all replacement parts and supplies will be routed to Firebase 
  Rosslyn. Your force is considered Priority Avalon in the Quartermaster’s supply chain. The JumpShip Idaho Sunrise has 
  been assigned for your operational use.
  Remember, Ian: recon and report on the Combine’s defenses. We need to know if the border’s in danger—the First 
  Prince does not wish to see a “War of ‘39” dropped into our laps unexpectedly. 
  Godspeed.
  Signed,
  Marshall Henry Capston, Draconis March
  >>>END DISPATCH<<<
  HOW TO uSE THE CAMPAIGN
  This campaign is designed to be played with a minimum of two 
  players—one player uses either the Fox’s Teeth or the Sorenson’s Sabres 
  force, while the other provides the opposition. More players are welcome to 
  participate—those groups with a large number of players may decide to have a 
  single person gamemaster (GM) and spearhead track setups and answer any rules questions 
  that may arise during the course of gameplay.
  Players are welcome to supplement or expand on the rules listed with those from Total 
  Warfare. An ideal example is using the buildings rules from Total Warfare during certain tracks. 
  If using additional rules not presented in this product, all players must agree to their use. Any 
  questions that arise from using those rules should be decided by either group consensus or 
  by a neutral GM. As a last resort, players may simply roll the dice to settle an issue.
  To give an idea on how this campaign system can be run, the following example 
  is provided.
  THE SETuP: fOx’S TEETH
  Campaign Rules
  Players using Fox’s Teeth for this campaign have access to all of the pilots 
  and BattleMechs as listed for the force’s TO&E for 3049 (see p. 17). However, 
  the Command Lance is unavailable for deployment in the first Mission, as 
  the Benetian Influenza has put the four lancemates out of action.
  Players may begin the campaign with one of the following Missions: Recon, 
  Supply Run, or Assault. When determining Opposing Forces, the rolling player 
  may choose from either the Kurita or Mercenary tables of the Random ’Mech 
  Assignment Table: Opposing Force (see p. 61) and must declare which table is 
  being used before rolling.
  Brian and Andrew have decided to run 
  through the Sword and Dragon campaign, 
  with Brian wishing to run the Sorenson’s 
  Sabres and Andrew the Fox’s Teeth. They flip a 
  coin to see which of them gets to run their force 
  first; Brian wins the coin toss. Both players are 
  new to the Classic BattleTech experience: they 
  both own the Classic BattleTech Introductory 
  Box Set and a copy of Starterbook: Sword 
  and Dragon. Additionally, Brian purchased 
  the Sword and Dragon ’MechPack Kurita 
  from Iron Wind Metals—he plans on using his 
  new miniatures whenever he uses the Sabres’ 
  command lance.
  Before they jump into the first track, both 
  Brian and Andrew decide that they will be 
  using the MechWarrior abilities (see Advanced 
  MechWarrior Abilities, p. 50) but not the 
  BattleMech Quirks (see p. 53). Brian makes 
  sure he has a blank sheet handy to record the 
  Sabres’ WP usage (as well as some index cards 
  for easy reference of any special rules during a 
  game), making sure he notes that he has 100 
  WP to start.
  After reading The Setup: Sorenson’s 
  Sabres (see p. 65), Brian decides he wishes 
  to open his campaign using Mission: Recon 
  (see p. 66). Andrew then prepares to run the 
  opposition.
  Brian immediately subtracts 50 WP from 
  his total, leaving him with 50 WP (100 – 50 = 
  50). Looking over the Mission rules, he decides 
  to risk gaining some early WP and chooses 
  to run the mission with both Mushy Ground 
  and Rain. If he is successful in at least one 
  objective, he may then add 50 WP (25 + 25 
  = 50) to his reward total. To remind both of 
  them that these optional bonuses are in effect, 
  Andrew writes “Mushy Ground (25): Add +1 to 
  all Piloting Skill Rolls” and “Rain (25): +1 to-hit 
  modifier to all weapons fire” on an index card 
  and puts it near the maps that he has laid out 
  (since Andrew is the Defender for the Mission). 
  Andrew then designates the left-most edge as 
  his home edge.
  While Brian contemplates which Sabres’ 
  lance to use (noting that the company’s Pursuit 
  lance is unavailable to him, as noted in the 
  Setup), Andrew rolls for his force’s composition. 
  He rolls a 4 and consults the Force Composition 
  table listed in the Mission description. He 
  must now roll 2 Light and 2 Medium ’Mechs 
  on the Mercenary column of the Random 
  ’Mech Assignment Table: Opposing Force (see 
  p. 61). He does so, noting that each unit has 
  skill levels of Piloting 4, Gunnery 4. Andrew 
  rolls up a defending force that consists of a 
  Commando, a Spider, and two Assassins. 
  Andrew gets those record sheets from the 
  
  Fort Jinjiro
  Capra, Draconis Combine
  13 May 3048
  Orders came down from on high today. The rumors we’ve been hearing 
  regarding stepped up Davion raids is indeed true—Huan, Wapakoneta, 
  and Paris have all been hit in the last month by Davion companies. Seems 
  the Warlord is releasing us to conduct our own probing attacks across 
  the border. Though I am ecstatic beyond words that the Warlord trusts 
  us enough to do this, I am hesitant because I can see the larger game 
  also in play here. We screw up, the Dragon’s cutting us loose. As I figured 
  with that half-assed mission against Smythe and his “Band,” this is more 
  about us proving ourselves worthy of our past more than any recon for 
  the Warlord and his forces.
  But before I become bitter, I must remember Uncle Ivan’s words: 
  “Duty before dishonor, that is all our Lord can ask of us. If we fall into 
  dishonor but have done what our duty required of us, then the cosmic 
  scale is balanced and the world will make sense. It may take a few 
  hundred years for that to actually matter, but by then we’ll be dead 
  anyway.”
  So I will cut orders for the Marrakesh Express to prep for loading. We 
  have a job to do. For the Dragon. For our duty. For us.
  —personal journal entry #44-Y, Daniel Sorenson
  65
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  THE SETuP: 
  SORENSON’S SAbRES
  Campaign Rules
  Players using Sorenson’s Sabres for 
  this campaign have access to all of the 
  pilots and BattleMechs as listed for 
  the force’s TO&E for 3049 (see p. 33). 
  However, the Pursuit Lance is unavailable 
  for deployment in the first Mission, as 
  mechanical difficulties with the Express’s 
  loading harness has rendered those 
  BattleMechs useless for deployment. The 
  Pursuit Lance will be ready in time for any 
  succeeding scenario, however.
  Players may begin the campaign with one 
  of the following Missions: Recon, Defend, or Supply Run. When 
  determining Opposing Forces, the rolling player may choose from 
  either the House Davion or Mercenary tables (see p. 61) and must 
  declare which table is being used before rolling.
  Classic BattleTech Introductory Box Set and photocopies them (to 
  avoid erasing the entire sheet when the game is over). In the spirit of the 
  game, Andrew refrains from telling Brian what his force consists of until 
  after Brian chooses to use the Sabres’ Fire Lance for the mission.
  The two friends then sit down and play a ferocious game of Classic 
  BattleTech. In the end, Brian wins both objectives, but at a high cost: the 
  Sabres are heavily damaged, with Martinez’s Panther destroyed and 
  a crippled Trebuchet. Additionally, Seyla Martinez had taken a lucky 
  shot to the cockpit, which killed the pilot. Because there are no rules 
  mentioned for pilot death and both Brian and Andrew want to keep using 
  the famous characters, the two players decide that any cockpit criticals 
  and 6 MechWarrior hits only incapacitate the MechWarriors. After a short 
  discussion, the two friends rule that any character who is affected in this 
  way may not participate in the next mission. Thus, Seyla Martinez is on 
  “medical leave” for the next game.
  Brian now tallies up his WP score. He succeeded at both objectives, 
  which give him 100 WP (75 + 25 = 100); additionally, because he used the 
  additional options of Rain and Mushy Ground, he nets a bonus of 50 WP 
  (25 + 25 = 50), bringing his point total for the Recon mission to 150 (100 + 
  50 = 150). Added to the 50 WP in his bank, he now has 200 WP (150 + 50 = 
  200) to allot for repairs, purchases, and the next Mission.
  The first thing Brian does is repair the destroyed Panther. Locating the 
  Repair Table (see p. 63), he cross-references the Panther (a light ’Mech) 
  with Destroyed and notes it will cost 45 WP to repair. Before deciding to 
  spend the points, he finds out that the Trebuchet will cost 45 WP to repair 
  and that the damaged Charger and Longbow will also cost 80 WP each. 
  Repairing every unit will certainly cost more than Brian has in the bank 
  (45 + 45 + 80 + 80 = 250, which is greater than 200), so he decides to only 
  repair the Panther and Trebuchet and refill some of the ammo bins to 
  capacity. Because the Longbow and Charger go unrepaired, he does 
  not erase those two record sheets from any damage—meaning that the 
  armor-less left leg of the Longbow will need protecting if he uses it again 
  for another track before he can repair it.
  Thus, Brian’s total WP expenditure is 123.
   
  Charger: 
  refill 1 ton LRM20 ammo  
   
  7
  Longbow: 
  refill 2 tons LRM20 ammo 
  14 ([2 x 7 = 14)
  Panther: 
  complete repair from Destroyed 
  45
   
   
  refill 1 ton SRM4 ammo 
   
  7
  Trebuchet: 
  complete repair from Crippled 
  45
   
   
  refill 1 ton AC/5 ammo 
   
  5
   
  (7+14+45+7+45+5= 123)
  This leaves Brian with 77 WP left to spend towards the next mission 
  (200 – 123 = 77), as he does not wish to sell any units or purchase any 
  new MechWarriors or ’Mechs. He also opted not to refill two of the 
  Longbow’s LRM 20 bins, since he still had 4 shots remaining in them. He 
  did not refill the Trebuchet’s SRM 2 ammo bin either; he makes sure he 
  notes on the Trebuchet’s record sheet that the SRM 2 is currently empty 
  of ammunition. 
  Brian then informs Andrew of his spending choices, which Andrew 
  double-checks to make sure everything adds up.
  Now Brian needs to decide the direction for the campaign. He notes 
  that at the end of the Mission: Recon his choices are another Recon, a 
  Supply Run, Defend or Assault. Because he does not wish to go into 
  Warchest debt at this time, he decides to play it safe and re-run the Recon 
  mission again, only this time he will use the Sabres Pursuit Lance since 
  they are now available.
  
  MISSION: RECON
  If you know the enemy and know yourself, you 
  need not fear the result of a hundred battles.
  —Sun-Tzu
  GAME SET-UP
  The Defender places two mapsheets in any legal position and 
  designates one edge as the Defender’s home edge. 
  Attacker
  The Attacker consists of a small portion of the player force and 
  may use up to four units. The Attacker chooses his forces first 
  and may choose which map edge to enter on. This edge is then 
  designated the Attacker’s home edge.
  Defender
  The Defender is a portion of the planetary defender’s force 
  and is determined after the Attacker has chosen his forces. To 
  determine the Defender’s Force Composition, roll 1D6 on the 
  following table. Add +1 to the roll if the previous track engaged 
  a militia force.
  The Defender sets up half of his force (rounded down) on the 
  board. The rest of the Defender’s force enters from their home 
  edge on the beginning of Turn 3.
  WARCHEST 
  Track Cost: 50 WP
  Optional bonuses (points are gained if at least one 
  Objective is completed with following optional rules, all 
  bonuses cumulative):
  +25 Rain: Rain obscures vision, so apply a +1 to-hit modifier to 
  all weapons fire made in rainfall.
  +25 Mushy Ground: Apply a +1 modifier to all Piloting 
  Skill Rolls.
  ObJECTIVES
  1. ID / Scan all of the Defender’s force. Scanning must be 
  done within 4 hexes of an enemy unit at the end of the Movement 
  phase and in lieu of any attack. (Reward: 75)
  2. Escape! At least half of the Attacker’s force 
  must survive and exit the Attacker’s home edge 
  after eight turns. (Reward: 25)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Defender’s force is leery of a full-press engagement and 
  follows the Forced Withdrawal rules (see p. 60) during this track.
  NEXT TRACKS
  Recon, Supply Run, Defend, Assault, Beachhead, Touchpoint: 
  Thestria (Fox’s Teeth only), Touchpoint: Udibi (Sorenson’s Sabres only)
  MISSION: SuPPLY RuN
  Bring war material with you from home, but forage on the enemy... 
  use the conquered foe to augment one’s own strength. 
  —Sun-Tzu
  GAME SETUP
  The Defender places one mapsheet first; the Attacker places 
  another mapsheet in any legal position. The Defender designates 
  one of the short edges his home edge. 
  Attacker
  The Attacker consists of a small portion of the player force and 
  may use up to three units. The Attacker enters from the edge 
  opposite the Defender’s home edge. This edge is then designated 
  the Attacker’s home edge.
  If the Attacker successfully completed a Mission: Recon-In-Force 
  track immediately prior to this mission, he may wait to select his 
  forces until after the Defender has determined his.
  Defender
  The Defender is a portion of the planetary defender’s force 
  guarding a supply depot. To determine the Defender’s Force 
  Composition, roll 1D6 on the following table. Add a –2 modifier 
  to the roll if the Attacker executed a successful Mission: Recon 
  immediately before this track, to a minimum result of 1. 
  The Defender sets up all of his forces anywhere on either 
  mapsheet. In addition, he designates four hexes as building hexes. 
  For the purposes of this track, these buildings are considered 1 
  Level tall and indestructible. (If using building rules from Total 
  Warfare, then use Medium Level 1 buildings with a CF of 40.) The 
  buildings must be within four hexes of each other. The Defender 
  secretly designates two of the buildings as supply warehouses 
  and writes down this information.
  1D6
  Force Composition
  Unit Type
  1 
  4 Light
  Militia
  2 
  3 Light, 1 Medium
  Militia
  3 
  2 Light, 1 Medium
  Mercenary
  4 
  2 Light, 2 Medium
  Mercenary
  5 
  1 Light, 2 Medium, 1 Heavy
  Mercenary
  6 
  2 Medium, 1 Heavy, 1 Assault
  House
  (7)
  1 Medium, 2 Heavy, 1 Assault
  House
  1D6
  Force Composition
  Unit Type
  1 
  5 Light
  Mercenary
  2 
  3 Medium, 1 Heavy
  Mercenary
  3 
  4 Medium
  Militia
  4 
  2 Light, 2 Medium
  Militia
  5 
  3 Heavy
  House
  6 
  1 Heavy, 2 Assault
  House
  
  67
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  WARCHEST 
  Track Cost: 75 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +50 Night Combat: A lack of ambient light degrades the ability 
  of BattleMechs to target and hit an opposing unit. Apply a +2 to-
  hit modifier to all weapon attacks.
  +75 Reinforcements: The Defender may designate one unit 
  from his force as a reinforcement. That unit enters the battle from 
  the Defender’s home edge during the Movement Phase between 
  Turn 4 and Turn 8.
  ObJECTIVES
  1. Search objective. Determine which two buildings contain 
  supplies. This may be done by scanning a building for one turn. A 
  unit that is scanning a building may not fire any weapons that turn 
  and must be within 2 hexes of the building hex. (Reward: 100)
  2. No quarter. Cripple / destroy all of the Defender’s forces. 
  (Reward: 150)
  SPECIAL RULES
  The following rules are in effect for this track:
  Salvage
  The Salvage rule is in effect only if the Attacker completes both 
  objectives. In addition, each building contains one BattleMech 
  (roll on the appropriate force’s Reinforcement Table, p. 63), four 
  tons of missile ammunition and two tons of ballistic ammunition. 
  The gamemaster determines what type of ammo is found, though 
  it should be ammo useable by the player unit.
  Commander
  One of the units on the Defender’s force is a field commander. 
  The Defender selects one unit of his force and assigns it a 
  Gunnery skill of 3 and Piloting skill of 3. If the unit containing the 
  commander is destroyed, the Defender must apply a -2 modifier 
  to all subsequent Initiative rolls.
  NEXT TRACKS
  Recon, Assault, Defend, Fighting Withdrawal, Pursuit, Touchpoint: 
  Cassias (Fox’s Teeth only)
  MISSION: DEfEND
  With growing experience, all skillful commanders sought to profit 
  by the power of the defensive, even when on the offensive. 
  —Liddel-Hart
  GAME SET-UP
  The Defender places two mapsheets in any legal position and 
  designates one edge as the Defender’s home edge. The Attacker 
  then chooses two edges to enter his force from, designating one 
  as his home edge.
  Attacker
  The Attacker is a portion of the planetary defender’s force 
  attacking the player’s force. To determine the Defender’s Force 
  Composition, roll 1D6 on the following table.
  The Attacker selects 2/3rds of his force (rounding up) to enter 
  from either (or both) of the selected edges at the beginning of the 
  game. The remaining portion of the Attacker’s force may enter at 
  the beginning of any turn between turns 4 and 12, as long as at 
  least one operational unit remains on the battlefield.
  Defender
  The Defender is a portion of the player’s force. The Defender 
  may choose up to eight units and must choose his units before 
  the Attacker determines his.
  The Defender begins the game with all units on the battlefield. 
  No unit may be within eight hexes of either of the Attacker’s 
  chosen edges.
  WARCHEST 
  Track Cost: 400 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +150 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  +100 High Winds: Apply a +2 to-hit modifier to all ballistic 
  and missile weapons-fire, as well as a +2 modifier to all Piloting 
  Skills Rolls. When rolling on the Missile Hits Table, subtract 4 from 
  the die roll; on a modified result of less than 2, the missile attack 
  misses the target.
  +100 Surprised!: The Defender rolls initiative with a –4 modifier 
  for the first ten turns.
  1D6
  Force Composition
  Unit Type
  1 
  2 Medium, 3 Heavy, 1 Assault
  Militia
  2 
  3 Medium, 2 Heavy, 1 Assault
  House
  3 
  2 Light, 4 Medium, 2 Heavy
  Mercenary
  4 
  4 Medium, 2 Heavy, 2 Assault
  Mercenary
  5 
  4 Heavy, 2 Assault
  House
  6 
  2 Heavy, 4 Assault
  Militia
  
  ObJECTIVES
  1. Select destruction. Destroy all of the 
  Attacker’s force that entered the game on Turn 
  1. (Reward: 300)
  2. Cutting off the head. Cripple or destroy the 
  enemy commander’s BattleMech. (Reward: 200)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker’s force follows the Forced Withdrawal rules once 
  half of his force is crippled or destroyed (see p. 60).
  Salvage
  The salvage rule is in effect if both Objectives are met.
  Commander
  One of the units on the Attacker’s force is a field commander. 
  The Attacker selects one unit of his force and assigns it a 
  Gunnery skill of 3 and Piloting skill of 3. If the unit containing the 
  commander is destroyed, the Attacker must apply a -2 modifier to 
  all subsequent Initiative rolls.
  NEXT TRACKS
  Supply Run, Assault, Defend, Fighting Withdrawal, Beachhead, 
  Pursuit, Touchpoint: Valentina (Fox’s Teeth only), Touchpoint: Udibi 
  (Sorenson’s Sabres only), Touchpoint: Dust-Up
  MISSION: ASSAuLT
  The second rule is to concentrate our power as much as possible 
  against that section where the chief blows are to be delivered and to 
  incur disadvantages elsewhere, so that our chances of success may 
  increase at the decisive point.
  —Clausewitz
  GAME SET-UP
  The Defender places two mapsheets in any legal position and 
  designates one edge as the Defender’s home edge. The Attacker 
  then chooses two edges to enter his force from, designating one 
  as his home edge.
  Attacker
  The Attacker is a portion of the player’s force. The Attacker may 
  choose up to eight units but need not choose his units before the 
  Defender determines his.
  The Attacker selects 2/3rds of his force (rounding up) to enter 
  from either (or both) of the selected edges at the beginning of the 
  game. The remaining portion of the Attacker’s force may enter at 
  the beginning of any turn between turns 4 and 12, as long as at 
  least one operational unit remains on the battlefield.
  Defender
  The Defender is a portion of the planetary defender’s force 
  attacking the player’s force. To determine the Defender’s Force 
  Composition, roll 1D6 on the following table. Add a +2 modifier 
  to the roll if the Attacker failed to complete a successful Mission: 
  Recon or Mission: Defend immediately prior to this track. 
  WARCHEST 
  Track Cost: 400 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +150 Heavy Rains: Rain obscures vision, so apply a +1 to-hit 
  modifier to all weapons fire made in rainfall. Additionally, apply a 
  +1 modifier to all Piloting Skill Rolls.
  +200 Tangled Forests: Hexes with Heavy Woods terrain are 
  considered impassable and block line of sight due to the tangled 
  roots and branches of the trees.
  +200 Elite Defenders: Assign half of the Defender’s units with 
  Piloting, 3 and Gunnery, 2 skills.
  ObJECTIVES
  1. Hammer. Cripple or destroy at least 2/3rds of the Defender’s 
  force. (Reward: 400)
  2. Cutting off the head. Cripple or destroy the enemy 
  commander’s BattleMech. (Reward: 200)
  SPECIAL RULES
  The following rules are in effect for this track:
  Salvage
  The salvage rule is in effect if the Attacker achieves the first 
  objective (see p. 60).
  Commander
  One of the units on the Defender’s force is a field commander. 
  The Defender selects one unit of his force and assigns it a 
  Gunnery skill of 2 and Piloting skill of 2. If the unit containing the 
  commander is destroyed, the Defender must apply a -2 modifier 
  to all subsequent Initiative rolls.
  NEXT TRACKS
  Recon, Assault, Defend, Fighting Withdrawal, Pursuit, Touchpoint: 
  Capra (Sorenson’s Sabres only), Touchpoint: Dust-Up
  1D6 Force Composition
  Unit Type
  1 
  4 Light, 2 Medium
  Mercenary
  2 
  2 Light, 3 Medium, 1 Assault
  Mercenary
  3 
  4 Medium, 4 Heavy
  Militia
  4 
  2 Medium, 5 Heavy, 1 Assault
  Militia
  5 
  3 Heavy, 4 Assault
  Militia
  6 
  2 Heavy, 5 Assault
  Militia
  (7)
  1 Medium, 3 Heavy, 2 Assault
  House
  (8)
  2 Heavy, 4 Assault
  House
  
  WB
  WB
  3049: Skirmishing along the Federated Suns/Combine frontier reaches a head on Benet III.
  69
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  SorenSon’S SabreS
  Rules annex
  MISSION: 
  fIGHTING WITHDRAWAL
  There is only one decisive victory—the last.
  —Clausewitz
  GAME SET-UP
  The Defender places two mapsheets, connecting the two 
  shortest edges together, and designates one of the shorter 
  edges as the Defender’s home edge. The Attacker’s home edge is 
  opposite the Defender’s edge.
  Attacker
  The Attacker is a portion of the player’s force. The Attacker 
  may choose up to six units and must choose his units before the 
  Defender determines his.
  All of the Attacker’s units enter on the first turn from the 
  Defender’s home edge.
  Defender
  The Defender consists of part of a Mercenary force. To determine 
  the mercenary’s unit composition, roll using the following table. 
  The Defender enters all of his units at the beginning of Turn 2 
  from the Defender’s home edge.
  WARCHEST 
  Track Cost: 300 WP
  Optional bonuses (points are gained if at least one 
  Objective is completed with the following optional rules, all 
  bonuses cumulative):
  +50 Mushy Ground: Apply a +1 modifier to all Piloting 
  Skill Rolls.
  +100 Veteran Defenders: Assign half of the Defender’s units 
  with Piloting, 3 and Gunnery, 3 skills.
  ObJECTIVES
  1. Gauntlet. Exit at least half of the Attacker’s force through the 
  Attacker’s home edge. (Reward: 400)
  2. Hammer. Cripple or destroy half of the Defender’s force. 
  (Reward: 150)
  SPECIAL RULES
  There are no special rules for this track.
  NEXT TRACKS
  Recon, Defend, Touchpoint: Brundage (Sorenson’s Sabres only)
  1D6
  Force Composition
  1 
  8 Light
  2 
  6 Light, 2 Medium
  3 
  2 Light, 4 Medium, 2 Heavy
  4 
  2 Medium, 4 Heavy, 1 Assault
  5 
  2 Light, 3 Heavy, 2 Assault
  6 
  2 Medium, 4 Heavy, 2 Assault
  
  WB
  WB
  Sword of Light troops face off with Lyran Guards.
  MISSION:  
  RECON-IN-fORCE
  So in war, the way is to avoid what is strong and to strike at what 
  is weak. 
  —Sun-Tzu
  GAME SET-UP
  The Defender places two mapsheets in any legal position and 
  designates one edge as the Defender’s home edge. 
  Attacker
  The Attacker consists of a small portion of the player force and 
  may use up to four units. The Attacker may choose which map 
  edge to enter on. This edge is then designated the Attacker’s 
  home edge.
  Defender
  The Defender is a portion of the planetary defender’s force. 
  To determine the Defender’s Force Composition, roll 1D6 on the 
  following table. Apply a –2 modifier to the roll if the previous track 
  was Mission: Recon or Mission: Probe, to a minimum of 1.
  The Defender sets up all forces on the half of the battlefield 
  closest to the Defender’s home edge. Additionally, the Defender 
  designates three hexes as buildings. These buildings are 
  considered to be two levels tall and indestructible. 
  The buildings may be placed anywhere on the 
  Defender’s half of the battlefield (in the area 
  where the Defender’s forces are set up).
  WARCHEST
  Track cost: 50 WP
  Optional bonuses (points are gained if at least one Objective is 
  completed with following optional rules, all bonuses cumulative):
  +25 High Winds: Apply a +2 to-hit modifier to all ballistic and 
  missile weapons-fire, as well as a +2 modifier to all Piloting Skills 
  Rolls. When rolling on the Missile Hits Table, subtract 4 from the 
  die roll; on a modified result of less than 2, the missile attack 
  misses the target.
  +25 Tangled Forests: Hexes with Heavy Woods terrain are 
  considered impassable and block line of sight due to the tangled 
  roots and branches of the trees.
  ObJECTIVES
  1. ID / scan all of the Defender’s buildings. Scanning must be 
  done within 2 hexes of an enemy unit (4 if a ’Mech is equipped 
  with a Beagle Active Probe) and in lieu of any attack. (Reward: 
  100)
  2. Seek and destroy! At least half of the Defender’s force must 
  be crippled or destroyed. (Reward: 50)
  SPECIAL RULES
  The following rules are in effect for this track:
  Salvage
  The salvage rule is in effect for the end of track if the Attacker 
  achieves both Objectives.
  Off-Map Movement
  The Attacker may assign up to half its force with Off-Map 
  movement orders. This may only occur once during the track.
  NEXT TRACKS
  Probe, Supply Run, Assault, Defend, Touchpoint: Thestria 
  (McKinnon’s Raiders only), Touchpoint: Udibi (Sorenson’s Sabres only)
  MISSION: PRObE
  This high proportion of history’s decisive campaigns, the 
  significance of which is enhanced by the comparative rarity of the 
  direct approach, enforces the conclusion that the indirect is by far the 
  most hopeful and economic form of strategy.
  —Liddel-Hart
  GAME SET-UP
  The Attacker places two mapsheets in any legal position and 
  designates one edge as the Attacker’s home edge. The Defender’s 
  home edge is opposite the Attacker’s. 
  Attacker
  The Attacker consists of a small portion of the player force 
  and may use up to six units. Two-thirds of the Attacker’s force 
  enters from their home edge at the beginning of the game. The 
  remaining units enter from any edge (other than the Defender’s 
  home edge) anytime after turn five.
  1D6
  Force Composition
  Unit Type
  1 
  3 Light, 1 Medium
  Militia
  2 
  2 Light, 2 Medium
  Militia
  3 
  1 Light, 3 Medium
  Mercenary
  4 
  2 Light, 1 Medium, 1 Heavy
  Mercenary
  5 
  2 Medium, 2 Heavy
  House
  6 
  1 Medium, 2 Heavy, 1 Assault
  House
  
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  SorenSon’S SabreS
  Rules annex
  Defender
  The Defender is a portion of a House Line force. Roll 1d6 to 
  determine the composition of the Defender’s force. 
  The Defender sets up all but one unit on the half of the 
  battlefield closest to the Defender’s home edge. The last unit 
  enters the game from the Defender’s home edge at the beginning 
  of turn seven.
  WARCHEST
  Track Cost: 75 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +50 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  +50 Sensor Storm: add +1 to all to-hit rolls due to heavy sensor 
  interference
  ObJECTIVES
  1. Destroy! Destroy all of the Defender’s Heavy BattleMechs. 
  (Reward: 150)
  2. Resist! At least half of the Attacker’s force must survive ten 
  turns of combat. (Reward: 100)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Defender is spread thin elsewhere and follows the Forced 
  Withdrawal rules (see p. 60) once half of its force is destroyed or 
  crippled.
  Salvage
  The Salvage rule is in effect if the Attacker completes at least 
  one objective and half of the Defender’s total force is destroyed 
  or crippled.
  NEXT TRACKS
  Assault, Defend, Supply Run, Touchpoint: Valentina (McKinnon’s 
  Raiders only), Touchpoint: Capra (Sorenson’s Sabres only)
  MISSION: bEACHHEAD
  A good plan, violently executed now, is better than a perfect plan 
  next week.
  — General George S. Patton, Jr.
  GAME SET-UP
  The Defender places two mapsheets in any legal position and 
  designates one edge as the Defender’s home edge. The Attacker 
  then chooses one edge to enter his starting force from and 
  another for his reinforcements. The starting edge is considered 
  his home edge.
  Attacker
  The Attacker is a portion of the player’s force. The Attacker may 
  choose up to eight units but need not choose his units before the 
  Defender determines his.
  The Attacker selects 1/2 of his force (rounding up) to enter from 
  the starting edge. The remaining portion of the Attacker’s force 
  may enter the designated reinforcement edge at the beginning 
  of any turn between turns 4 and 12, as long as at least one 
  operational unit remains on the battlefield. In order to call for 
  reinforcements, the Attacker must declare the call during the End 
  Phase. Reinforcements will arrive in the Initiative Phase after the 
  following turn.
  Defender
  The Defender is a portion of the planetary defender’s force 
  attacking the player’s force. To determine the Defender’s Force 
  Composition, roll 1D6 on the following table. Add a +2 modifier 
  to the roll if the Attacker failed to complete a successful Mission: 
  Recon or Mission: Recon-in-Force immediately prior to this track. 
  WARCHEST
  Track Cost: 500 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +50 Electromagnetic Storm: add +1 to all to-hit rolls due to 
  heavy sensor interference
  +150 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  1D6
  Force Composition
  1 
  2 Light, 2 Medium, 3 Heavy
  2 
  3 Medium, 2 Heavy
  3 
  1 Light, 4 Medium, 1 Heavy
  4 
  3 Medium, 2 Heavy, 2 Assault
  5 
  1 Medium, 4 Heavy, 2 Assault
  6 
  2 Heavy, 4 Assault
  1D6
  Force Composition
  Unit Type
  1 
  5 Light, 1 Medium
  Mercenary
  2 
  3 Light, 3 Medium
  Mercenary
  3 
  5 Medium, 2 Heavy
  Mercenary
  4 
  2 Medium, 5 Heavy, 1 Assault
  Militia
  5 
  7 Heavy, 1 Assault
  Militia
  6 
  6 Heavy, 2 Assault
  Militia
  (7)
  2 Medium, 3 Heavy, 2 Assault
  House
  (8)
  2 Heavy, 6 Assault
  House
  
  WB
  WB
   
  Sergeant Daniel Waylen, ENF-4R Enforcer Daniel (Fox’s Teeth) 
  +200 Tangled Forests: Hexes with Heavy 
  Woods terrain are considered impassable 
  and block line of sight due to the tangled 
  roots and branches of the trees.
  ObJECTIVES
  1. Destroy! Destroy all of the Defender’s Medium and 
  Heavy BattleMechs. (Reward: 250)
  2. Hammer. Cripple or destroy at least 2/3rds of the Defender’s 
  force. (Reward: 400)
  SPECIAL RULES
  The following rules are in effect for this track:
  Salvage
  The salvage rule is in effect if the Attacker achieves the first 
  objective (see p. 60).
  Forced Withdrawal
  The Defender’s force will not commit to a meatgrinder and 
  follows the Forced Withdrawal rules (see p. 60) during this track.
  NEXT TRACKS
  Scout, Recon, Assault, Defend, Pursuit, Holding Action, Touchpoint: 
  Valentina (McKinnon’s Raiders only), Touchpoint: Dust-Up
  MISSION: PuRSuIT
  Always moving, do not sit down, do not say “I have done enough.” 
  Keep on; see what else you can do to raise the devil with the enemy. 
  — General George S. Patton, Jr.
  GAME SET-UP
  The Defender places two mapsheets, connecting the two 
  shortest edges together and designates one of the shorter edges 
  as the Defender’s home edge. The Attacker’s home edge becomes 
  the opposite of the Defender’s edge.
  Attacker
  The Attacker is a portion of the player’s force. The Attacker may 
  choose up to six units and may choose his units after the Defender 
  determines his.
  At least 3/4ths of the Attacker’s units enter on the first turn 
  from the Defender’s home edge. The remainder will enter from 
  the Attacker’s home edge at the beginning of Turn 3.
  Defender
  The Defender consists of part of a Militia force. To determine 
  the militia’s unit composition, roll using the following table. 
  The Defender enters all of his units from the Attacker’s home 
  edge.
  WARCHEST
  TraCk CosT: 400 WP
  Optional bonuses (points are gained if at least one Objective 
  is completed with the following optional rules, all bonuses 
  cumulative):
  +100 Sinkholes: Roll 2D6 for the first clear hex each ’Mech 
  enters during a turn while using Running MP. If the roll is a 10 or 
  greater, a sub-level 1 sinkhole opens beneath the unit. The player 
  must then make a Piloting Skill Roll with a +1 modifier for that 
  unit to avoid falling into the hole. Players should mark that hex for 
  future reference.
  +100 Veteran Defenders: Assign half of the Defender’s units 
  with Piloting, 4 and Gunnery, 3 skills.
  ObJECTIVES
  1. Gauntlet. Prevent at least 2/3rds of the Defender’s force from 
  exiting through the Defender’s home edge. (Reward: 500)
  2. No quarter. Cripple / destroy all of the Defender’s forces. 
  (Reward: 150)
  SPECIAL RULES
  The following rules are in effect for this track:
  Salvage
  The salvage rule is in effect if at least one Objective is met.
  NEXT TRACKS
  Recon, Probe, Defend, Holding Action, Touchpoint: Cassias 
  (McKinnon’s Raiders only)
  1D6
  Force Composition
  1 
  8 Light
  2 
  7 Light, 1 Medium
  3 
  4 Light, 3 Medium, 1 Heavy
  4 
  5 Medium, 2 Heavy, 1 Assault
  5 
  4 Light, 4 Heavy
  6 
  4 Medium, 2 Heavy, 2 Assault
  
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  SorenSon’S SabreS
  Rules annex
  TOuCHPOINT: THESTRIA 
  (fOx’S TEETH)
  When somebody in the MIIO had a 
  bee in their bonnet about reports that 
  the Snakes were stockpiling supplies on 
  Thestria, guess who got roped in to give 
  the boys and girls in intel their precious 
  “Ground Truth”? At least they came up 
  with a plan to insert us without raising the 
  alarm immediately, but things began to head 
  south when we ran into ‘Mechs from the First 
  Proserpina Hussars. First thing I knew about it 
  was when Grey broke comm silence as we were 
  moving in on Fortress Ningpo—yelling that he 
  had ’Mechs inbound. Normally Captain McKinnon 
  would have bugged out right there. We were playing 
  with a busted flush on a planet full of unfriendliness.
  But the Intel types had been adamant. They desperately needed 
  reliable information to corroborate their other sources.
  We were going to have to do this the hard way.
  —From the journals of Daniel Waylen (3048)
  SITUATION
  Fortress Ningpo
  Thestria, Draconis Combine
  19 August 3048
  After a few months of raiding worlds in the Galedon District, a 
  MIIO tip-off suggested that the DCMS may be stockpiling several 
  supplies for a possible buildup on Thestria, near an ancient Star 
  League-era fortress. Because the Raiders are the closest unit, 
  Captain McKinnon is ordered to investigate.
  The Galloping Ghost slipped into orbit masquerading as a 
  merchant and hot-dropped a lance of Raiders roughly two 
  hundred kilometers from the fortress. The DropShip then took on 
  a supply shuttle in orbit and departed as an MIIO vessel burns in 
  to pick up the lance at a designated pickup point.
  GAME SET-UP
  The Defender sets up two maps in any legal arrangement. 
  On one map, the Defender designates seven adjacent hexes as 
  the supply base. These building hexes are two levels tall and 
  indestructible.
  Attacker
  The Attacker consists of a lance of Fox’s Teeth. The Attacker’s 
  force enters from the edge farthest from the Defender’s supply 
  base. The Attacker must determine which Raider lance to use 
  before the Defender determines his forces.
  Defender
  The Defender consists of part of the First Proserpina Hussars, 
  a House force. The Defender must use the Kurita portion of the 
  Opposing Force Table when rolling unit types. To determine the 
  current deployment of the Hussars, roll 1D6 on the following table:
  WARCHEST 
  Track Cost: 300 WP
  Optional bonuses (points are gained if at least one Objective is 
  completed with following optional rules, all bonuses cumulative):
  +100 Sinkholes: Roll 2D6 for the first clear hex each ’Mech 
  enters during a turn while using Running MP. If the roll is a 10 or 
  greater, a sub-level 1 sinkhole opens beneath the unit. The player 
  must then make a Piloting Skill Roll with a +1 modifier for that 
  unit to avoid falling into the hole. Players should mark that hex for 
  future reference.
  +100 Prepared Defenders: Somehow, the Defenders knew the 
  Raiders were coming. For the first five turns, the Hussars receive a 
  +2 modifier to their Initiative rolls.
  ObJECTIVES
  1. No quarter. Cripple or destroy all of the Defender’s force. 
  (Reward: 500)
  2. Objective raid. Successfully execute an in-depth scan of 
  each building hex of the supply base. A unit that is scanning a 
  building may not fire any weapons that turn and must be within 
  4 hexes of the building hex at the end of the Movement phase. 
  (Reward: 200)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  Both the Attacker and Defender are operating under the Forced 
  Withdrawal rules (see p. 60).
  Salvage
  The Attacker receives salvage from this track if the first 
  Objective is reached.
  AFTERMATH
  Faced with unexpected resistance from elements of the First 
  Proserpina Hussars, the Fox’s Teeth found themselves under fire as 
  they conducted what was supposed to be a covert reconnaissance 
  mission into Kurita space. Fighting their way past the defenders, 
  McKinnon’s troops were able to secure scans of the supply base. 
  Analysis of the data revealed that the stockpile the Raiders had 
  been sent to investigate had recently been moved.
  With the MIIO still uncertain as to the purpose or the new 
  location of the Thestria stockpile, the Raiders were directed to 
  expand their search.
  NEXT TRACKS
  Fighting Withdrawal, Recon, Supply Run, Pursuit
  1D6
  Force Composition
  1 
  6 Light
  2 
  3 Light, 2 Medium
  3 
  2 Light, 3 Medium, 1 Heavy
  4 
  2 Medium, 2 Heavy, 1 Assault
  5 
  2 Medium, 4 Heavy
  6 
  3 Heavy, 2 Assault
  
  1D6
  Force Composition
  1 
  2 Light, 4 Medium, 2 Heavy
  2 
  1 Light, 6 Medium, 1 Assault
  3 
  5 Medium, 3 Heavy
  4 
  2 Medium, 4 Heavy, 2 Assault
  5 
  1 Medium, 5 Heavy, 3 Assault
  6 
  4 Heavy, 4 Assault
  TOuCHPOINT: 
  VALENTINA  
  (fOx’S TEETH)
  We’d been probing deeper and 
  deeper into Combine territory chasing 
  down information for the spooks back 
  on New Avalon for months. With skill 
  (and not a little luck) we were still in 
  pretty good shape, but our spirits were 
  lagging some. Months of nothing but 
  field rations and one-thousand-and-one 
  varieties of Soya coming out of the galley, 
  combined with the only tantalizing fragments 
  of information our operations had gleaned, 
  were all having an impact.
  So the Captain decided it was time to make 
  a pit stop and raid the Snake’s larder to bring 
  some festive spirit to the Galloping Ghost. Only 
  problem was, the Ryuken BattleMechs that were lurking behind 
  the butter dish.
  Christmas was coming and it looked like our goose was well and 
  truly cooked.
  —From the journals of Daniel Waylen (3048)
  SITUATION
  Quarry Fourteen
  Valentina, Draconis Combine
  24 December 3048
  Behind the Combine lines and running low on supplies once 
  more, Captain McKinnon thought to hit the modest world of 
  Valentina to grab some fresh foodstuffs for a holiday feast. Military 
  intelligence didn’t have any solid intel on the disposition of troops 
  on Valentina, so the unit decided to take the risk. Besides, fresh 
  meat beat canned spam any day of the millennium.
  GAME SET-UP
  The Defender sets up two maps in any legal arrangement. The 
  Attacker then selects two sides that are considered impassable 
  due to the massive cliff walls of the quarry. The Defender then 
  declares one of the remaining edges as the objective edge. 
  Attacker
  The Attacker consists of two lances of the Ryuken-san that 
  happen to be on maneuvers. The Ryuken are a House force and 
  must use the Kurita section of the Random ’Mech Assignment 
  Table: Opposing Force. To determine the Ryuken’s force 
  composition, roll on the table at the top  of the next column.
  The Attacker enters from the designated objective edge. The 
  Attacker’s forces should be determined after the Defender has 
  selected his forces.
  Defender
  The Defender consists of any two lances of Fox’s Teeth. The 
  defending player secretly selects three of the Raider ‘Mechs that 
  are carrying the holiday foodstuffs crammed in their cockpit. The 
  Defender begins with each lance placed within two hexes of a 
  quarry wall.
  WARCHEST 
  Track Cost: 400 WP, completion of Touchpoint: Thestria
  Optional bonuses (points are gained if at least one Objective 
  is completed with following optional rules, all bonuses 
  cumulative):
  +100 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  +100 Elite Attackers: Assign half of the Attacker forces with 
  skills of Piloting 3 and Gunnery 2.
  ObJECTIVES
  1. Secret cargo. At least two of the designated Defender 
  ’Mechs should exit the declared objective edge without losing 
  their cargo (any critical hit to the Head location will ruin the 
  foodstuffs). (Reward: 500)
  2. Hammer. Cripple / destroy at least half of the Attacker’s 
  forces. (Reward: 400)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Ryuken-san is operating under the Forced Withdrawal rules 
  (see p. 60).
  Commander
  One of the units on the Ryuken’s force is a field commander. The 
  Attacker selects one unit of his force and assigns it a Gunnery skill 
  of 2 and Piloting skill of 2. If the unit containing the commander is 
  destroyed, the Attacker must apply a –2 modifier to all subsequent 
  Initiative rolls.
  AFTERMATH
  What should have been a simple operation of acquiring a few 
  essentials with which to celebrate Christmas proved far more 
  exciting (and dangerous) than Ian McKinnon could ever have 
  anticipated. The unexpected presence of front-line troops turned 
  an otherwise textbook snap raid into a hard-fought withdrawal.
  
  WB
  WB
  In the highlands of Brundage, the Sabres leap forward on the attack.
  75
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  Only after a lucky hit disabled the Kuritan force commander’s 
  ’Mech was the Fox’s Teeth able to disengage and withdraw to 
  enjoy a well-earned Christmas party. 
  NEXT TRACKS
  Fighting Withdrawal, Recon, Defend
  TOuCHPOINT: CASSIAS 
  (fOx’S TEETH)
  We burned hard for Cassias after the 
  Sunrise picked up a Kurita raiding group 
  inbound for Cassias. Over two days of 
  weighing twice what we should have 
  with only brief respites as Captain Moran 
  cut acceleration back every six hours.
  I guess it was worth it. We grounded at the 
  firebase just minutes ahead of the Snakes—
  just enough time to get two lances into the 
  field to meet them. Conditions were terrible—
  high winds and driving rain made the ground 
  treacherous and really messed with our sensors.
  Of course, Captain McKinnon found a way to use 
  that against the foe…
  —From the journals of Daniel Waylen (3049)
  SITUATION
  Outskirts of Firebase Xingo
  Cassias, Federated Suns
  28 February 3049
  During a standard supply pickup at Cassias’ zenith point, the 
  Idaho Sunrise detected the arrival of a Combine JumpShip. When 
  the Combine vessel dispatched a DropShip that sped off towards 
  Cassias, Captain McKinnon knew he had a duty to intercept and 
  defend the planet. The Galloping Ghost burned after the Dragon 
  ship but was unable to catch it before it disgorged several 
  BattleMechs over the Tiber Valley industrial basin.
  Determined to stop this Combine raid cold, McKinnon 
  grounded the Galloping Ghost nearby and unloaded several of 
  his units as fast as possible, racing to intercept the DCMS troops 
  before they could do any damage. The Raider’s lances caught the 
  Dragon’s troops outside Firebase Xingo.
  GAME SET-UP
  The Defender sets up two mapsheets, meeting up the shorter 
  edges. The Attacker determines his starting edge, with the 
  objective edge being on the opposite edge of the battlefield.
  Attacker
  The Attacker consists of two lances of the Thirty-second 
  Galedon Regulars, a DCMS House force. The Regulars must use 
  the Kuritan portion of the Opposing Forces Table. To determine 
  the Regular’s force composition, roll on the following table:
  The Attacker enters from the designated objective edge. The 
  Attacker’s forces should be determined before the Defender has 
  selected his forces.
  1D6
  Force Composition
  1 
  5 Light, 3 Medium
  2 
  4 Light, 4 Medium
  3 
  3 Light, 5 Medium
  4 
  1 Light, 4 Medium, 3 Heavy
  5 
  4 Medium, 4 Heavy
  6 
  2 Medium, 4 Heavy, 2 Assault
  
  Defender
  The Defender consists of any two lances 
  of Fox’s Teeth. One lance enters from the 
  Attacker’s starting edge at the beginning of the 
  second turn. The other lance enters the game from 
  the opposite edge at the beginning of turn four.
  WARCHEST 
  Track Cost: 400 WP, completion of Touchpoint: Valentina
  Optional bonuses (points are gained if at least one 
  Objective is completed with following optional rules, all 
  bonuses cumulative):
  +100 Veteran Attackers: Assign half of the Attacker’s units 
  with Piloting, 4 and Gunnery, 3 skills.
  +100 Heavy Rain: Rain obscures vision, so apply a +1 to-hit 
  modifier to all weapons fire made in rainfall. Additionally, apply a 
  +1 modifier to all Piloting Skill Rolls.
  ObJECTIVES
  1. Seek and destroy. No more than two units of the Attacker’s 
  force can be allowed to exit the designated edge. (Reward: 500)
  2. Hammer. Cripple / destroy at least half of the Attacker’s 
  forces. (Reward: 500)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Regulars are operating under the Forced Withdrawal rules 
  (see p. 60).
  Salvage
  The Defender receives salvage from this track if the second 
  Objective is attained.
  Off-Map Movement
  The Defender may assign up to half its force with Off-Map 
  movement orders. This may only occur once during the track.
  AFTERMATH
  One of a series of tit-for-tat raids that the Federated Suns and 
  Draconis Combine were exchanging up and down the frontier, 
  the Kurita raid on Cassias had the misfortune to blunder into the 
  Fox’s Teeth just short of their objective.
  Using the deteriorating weather conditions for cover, Ian 
  McKinnon was able to insert his hurriedly deployed troops—
  catching the approaching Thirty-second Galedon Regulars in 
  a deadly crossfire and sending the survivors scurrying back to 
  their DropShip.
  NEXT TRACKS
  Recon, Assault, Defend, Beachhead, Touchpoint: Dust-up
  TOuCHPOINT: uDIbI 
  (SORENSON’S SAbRES)
  We’ve found some intel that the 
  AFFC forces are indeed supplying 
  at a heavier rate than normal, 
  but not enough for another 
  immediate strike. What we’ve 
  seen is stronger militia defenses 
  and some reshuffling of line units, 
  but nothing yet to suggest there’s 
  a mass army ready to storm the 
  Dragon’s borders. We’re going to 
  go for Udibi—the Tai-i thinks a 
  jump or two deeper into the Suns 
  would tell us more. And I tend to 
  agree with him.
  —from ISF report #449-I, 
  filed by Shakir Jerrar, Sorenson’s 
  Sabres
  SITUATION
  Outer Gorge
  Udibi, Federated Suns
  19 August 3048
  Striking at immediate border worlds along the Suns border 
  has given inconclusive results regarding the readiness of the 
  Federated Suns military. With such scant information, Daniel 
  Sorenson has decided to strike a little deeper into the Suns’ 
  Draconis March at Udibi—a world not necessarily known for its 
  strategic importance. That fact, however, is exactly why the Tai-i 
  wishes to hit it. The Fox is known for his cunning—and using out-
  of-the-way worlds like Udibi as a staging base is right up his alley.
  GAME SET-UP
  The Defender sets up two maps in any legal arrangement and 
  designates one edge as the Defender’s home edge. The Attacker’s 
  home edge becomes the opposite edge from the Defender’s.
  Attacker
  The Attacker consists of any lance of Sorenson’s Sabres. If 
  the Attacking player participated in a Mission: Recon-in-force 
  immediately prior to this track, he may select his forces after the 
  Defender has rolled his. 
  Defender
  The Defender consists of one lance of Fuchida’s Fusiliers, a 
  Mercenary force. The Fusiliers must use the Mercenary portion 
  of the Random ’Mech Assignment Table: Opposing Force. To 
  determine the Fusilier’s force composition, roll on the table on 
  the next page.
  The Defender enters from their home edge. The Defender’s 
  forces should be rolled after the Attacker has selected his forces, 
  unless the Attacker participated in a Mission: Recon immediately 
  prior to this track.
  
  77
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  WARCHEST 
  Track Cost: 300 WP
  Optional bonuses (points are gained if at least one Objective is 
  completed with the following optional rules, all bonuses cumulative):
  +100 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  +100 Prepared Defenders: Somehow, the Fusiliers knew the 
  Sabres were coming. For the first five turns, the Fusiliers receive a 
  +2 modifier to their initiative rolls.
  ObJECTIVES
  1. Search and destroy. Cripple / destroy 3 of the Defender’s 
  units. (Reward: 300)
  2. Survive! At least one of the Sabre’s forces must exit off the 
  Defender’s home edge before turn twelve. (Reward: 250)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The mercenaries follow the Forced Withdrawal rules (see p. 60).
  SALVAGE
  The Defender receives salvage from this track if the first 
  Objective is attained.
  Off-Map Movement
  The Attacker may assign up to half its force with Off-Map 
  movement orders. This may only occur once during the track.
  AFTERMATH
  Initially surprised by the presence of mercenaries on such 
  an unimportant system, the Sabres pulled back and regrouped 
  before bringing the rest of their force to bear. Though the Fusiliers 
  outnumbered Sorenson and his men, the Sabres fought like 
  demons-possessed. In the end, Sorenson pushed the Fusiliers 
  all the way back to Paulo Bay, capturing two merc MechWarriors 
  before withdrawing. Sorenson did repatriate the mercenaries 
  back to their force, but only after Sharron Bugroz worked her 
  interrogator’s magic on them and made them squeal. 
  Knowing that this side of the Robinson Operational Area 
  was quiet, Sorenson looked elsewhere for any hidden Davion 
  bogeymen.
  NEXT TRACKS
  Recon, Fighting Withdrawal, Defend
  TOuCHPOINT: CAPRA 
  (SORENSON’S SAbRES)
  Our initial border probes didn’t 
  reveal a whole lot, which makes 
  me think that High Command is 
  either throwing us out there to die 
  or there’s something even more 
  serious going on. Regardless, the 
  girls and boys are happy to have 
  the action—tangling with the Band 
  really helped us pull together as a 
  force. There’s a sense of purpose 
  now, of duty. 
  Burning down to Capra now 
  for a resupply. Need some parts 
  for Shakir’s Hunchie—the left 
  actuator’s being picky again. 
  —from personal journal of Tai-i 
  Daniel Sorenson, November 3048
  SITUATION
  DCMS Repair Base 52-A
  Capra, Draconis Combine
  14 November 3048
  Only three months into their campaign and the Sabres have 
  taken some moderate losses in equipment. Returning back across 
  the border, Tai-i Sorenson decided to stop at a DCMS supply 
  depot on Capra, where the Sabres could get much-needed parts 
  and some solid rest before heading back out.
  Two days after they arrived on-planet, a pirate JumpShip 
  dispatched three DropShips toward the planet, one of which 
  grounded nearby. The pirates apparently know of the DCMS repair 
  base the Sabres are currently at and are approaching at high 
  speed. The Sabres’ duty is clear—defend the Combine’s property 
  and push the pirates off-world.
  GAME SETUP
  The Defender sets up two maps in any legal arrangement and 
  designates five hexes that are within one hex of each other as the 
  supply base buildings. These buildings are considered Level 1 in 
  height and indestructible. The Attacker’s home edge is the map 
  edge farthest from the building group. 
  1D6
  Force Composition
  1 
  4 Light, 1 Medium
  2 
  3 Light 1 Medium
  3 
  4 Light
  4 
  2 Light, 2 Medium
  5 
  3 Light, 1 Medium, 1 Heavy
  6 
  2 Light, 2 Medium, 1 Heavy
  1D6
  Force Composition
  1 
  3 Light, 5 Medium 
  2 
  3 Light, 4 Medium, 1 Heavy
  3 
  4 Medium, 4 Heavy
  4 
  2 Medium, 4 Heavy, 2 Assault
  5 
  1 Medium, 6 Heavy
  6 
  5 Heavy, 3 Assault
  
  WB
  WB
  Busosenshi Martinez heads off to check out an unidentified contact on Capra.
  Attacker
  The Attacker consists of two lances of the 
  Band of the Damned pirate group. The pirates 
  have skills of Gunnery 3, Piloting 4 and may use 
  any of the Opposing Unit Tables to determine their 
  force. To determine the Band’s force composition, roll 
  on the preceding table.
  The Attacker enters from his home edge. The Attacker’s forces 
  should be rolled after the Defender has selected his forces.
  Defender
  The Defender consists of any two lances of Sorenson’s Sabres. 
  The defending player places all of the Sabres units on the board 
  within six hexes of the supply base.
  WARCHEST 
  Track Cost: 400 WP, completion of Touchpoint: Udibi
  Optional bonuses (points are gained if at least one Objective is 
  completed with the following optional rules, all bonuses cumulative):
  +100 Night Combat: A lack of ambient light degrades the 
  ability of BattleMechs to target and hit an opposing unit. Apply a 
  +2 to-hit modifier to all weapon attacks.
  +200 Tangled Forests: Hexes with Heavy Woods terrain are 
  considered impassable and block line of sight due to the tangled 
  roots and branches of the trees.
  ObJECTIVES
  1. Hammer. At least six of the Attacker’s units must be crippled 
  or killed. (Reward: 400)
  2. Survive! At least half of the Sabre’s forces must survive the 
  track. (Reward: 400)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The pirates begin using the Forced Withdrawal rules once half of 
  their force is crippled or destroyed (see p. 60).
  Salvage
  The Defender receives salvage from this track if the first 
  Objective is attained.
  Off-Map Movement
  The Defender may assign up to half its force with Off-Map 
  movement orders. This may only occur once during the track.
  AFTERMATH
  Why should I be surprised we met up with the Band again? 
  It’s like karmic bad luck. This time, though, things were a little 
  different—these guys fought differently. I can’t put my finger on it, 
  per se, but that’s my gut reaction, now that it’s all over. And hell, 
  why are they so deep into the Combine? If I didn’t know better, I’d 
  think they were getting help from the inside on viable targets. But 
  how could that be? 
  Well, regardless, I’ve notified the Warlord’s office of the attack. 
  Word is that Tai-sa Benzinger and the Seventh Pesht is on their way 
  to root out this verminous band once and for all. For us, it’s back to 
  our mission.
  —personal journal of Tai-i Daniel Sorenson, November 3048 
  NEXT TRACKS
  Recon, Assault, Supply Run, Beachhead, Pursuit
  
  79
  Fiction
  IntroductIon & HIstory
  The Fox’s TeeTh
  SorenSon’S SabreS
  Rules annex
  TOuCHPOINT: bRuNDAGE 
  (SORENSON’S SAbRES)
  This is going nowhere fast. 
  We’ve scoured the border from 
  here to the Outworlds Alliance 
  and nothing of note. Yet the ISF still 
  insists that something’s going on, 
  as more Combine worlds have been 
  hit by Davion raiders. I’m wondering, 
  however, if it’s more a case that both 
  our sides are thinking along the same 
  lines and testing each other out. I 
  promised to continue searching, but if 
  nothing turns up this deep into the Suns, 
  I’m going to call this off. 
  Brundage is pretty deep in. If we get in 
  over our heads, I know the DCMS won’t come 
  to bail us out, so we’ll have to go in cautiously. First sign of 
  danger, we’re out. But then, that’s the whole point of this operation, 
  right?
  Sometimes, duty can be a pain in the ass.
  —personal journal of Tai-i Daniel Sorenson, February 3049
  SITUATION
  Outskirts of New Boyceton
  Brundage, Federated Suns
  23 February 3049
  Following a slim lead on a heavy supply route—thanks to some 
  timely ISF intel—Daniel now has a choice to make. He can safely 
  pull back the Sabres to the Combine border, allowing a heavier 
  Combine line regiment to conduct a series of raids along the 
  border to flush out any hiding Suns forces. Or, he could execute 
  a deep strike into the Suns, see what’s around, and at the same 
  time allow the ISF to stage a recovery of an agent who’s gone to 
  ground. Go in, blow stuff up, get out. And try not to get caught.
  GAME SET-UP
  The Defender sets up two mapsheets in any legal configuration. 
  The Attacker determines his home edge, with the Defender’s 
  home edge on the opposite end of the battlefield.
  Attacker
  The Attacker consists of any two lances of Sorenson’s Sabres. 
  One lance enters from the Attacker’s starting edge at the 
  beginning of the first turn. The other lance enters the game 
  from any other edge (except the Defender’s home edge) at the 
  beginning of turn four.
  Defender
  The Defender consists of two lances of the Third Lyran Regulars, 
  a Lyran Commonwealth House force. The Regulars must use the 
  Davion portion of the Opposing Forces Table. To determine the 
  Regular’s force composition, roll on the table at the top of the 
  next column.
  The Defender enters from the defender’s home edge. 
  WARCHEST
  Track Cost: 400 WP, completion of Touchpoint: Capra
  Optional bonuses (points are gained if at least one 
  Objective is completed with the following optional rules, all 
  bonuses cumulative):
  +100 Sinkholes: Roll 2D6 for the first clear hex each ’Mech 
  enters during a turn while using Running MP. If the roll is a 10 or 
  greater, a sub-level 1 sinkhole opens beneath the unit. The player 
  must then make a Piloting Skill Roll with a +1 modifier for that 
  unit to avoid falling into the hole. Players should mark that hex for 
  future reference. 
  +100 Heavy Rain: Rain obscures vision, so apply a +1 to-hit 
  modifier to all weapons fire made in rainfall. Additionally, apply a 
  +1 modifier to all Piloting Skill Rolls.
  ObJECTIVES
  1. Perseverance! At least half of the Sabres must survive (not 
  Destroyed) twelve complete turns from the time they enter the 
  battlefield. (Reward: 500)
  2. Hammer. Cripple / destroy at least half of the Attacker’s 
  forces. (Reward: 500)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Sabres are operating under the Forced Withdrawal rules 
  (see p. 60).
  Off-Map Movement
  The Attacker may assign up to half its force with Off-Map 
  Movement orders. This may only occur once during the track.
  AFTERMATH
  After the initial touchdown, it seemed that Brundage was 
  a bust. The Sabres moved in the open, drawing attention to 
  themselves so the ISF could insert a landing shuttle to pick up 
  their blown mole. When the Third Lyran Regulars showed up 
  to engage Sorenson, it re-enforced the growing power of the 
  Federated Commonwealth and the unified militaries of House 
  Davion and House Steiner.
  The Sabres were able to pull back in time before any serious 
  damage was done, though Benton’s Mongoose was going to 
  need a new arm, and Sorenson’s Hatamoto-Chi lost one of its 
  experimental autocannons. It was worth it, however, as that ISF 
  agent did indeed have some important information.
  1D6
  Force Composition
  1 
  2 Light, 3 Medium, 5 Heavy
  2 
  1 Light, 5 Medium, 2 Heavy
  3 
  3 Medium, 3 Light, 2 Assault
  4 
  4 Medium, 3 Heavy, 1 Assault
  5 
  5 Heavy, 3 Assault
  6 
  4 Heavy, 4 Assault
  
  It seems the Fox’s Teeth were striking 
  deep into the Combine, raiding at whim 
  through the Galedon District. Their home 
  base? Benet III.
  NEXT TRACKS
  Supply Run, Assault, Defend, Pursuit, Touchpoint: Dust-up
  TOuCHPOINT: DuST-uP
  The problem with being the best is that there is always somebody 
  out there who is willing to take you on—somebody with something 
  to prove. Usually there is no problem—you pound them some and 
  send them on their way with a deflated ego and a few bruises. But 
  sometimes the other team actually is almost as good as they think 
  they are.
  When Captain McKinnon told us we were going up against 
  Sorenson’s Sabres we all knew that things were going to get 
  interesting—in the Chinese sense.
  —from the Journals of Daniel Alison Waylen (3049)
  SITUATION
  Aurora Badlands
  Benet III, Federated Commonwealth
  7 June 3049
  Fox’s Teeth only recently arrived back at their station on Benet 
  III from an exhausting tour along the Combine border when 
  the system’s small nadir point station alerted the planet of an 
  incoming DropShip bearing Kurita colors. The unit’s markings 
  identify it as the Marrakesh Express, known to be in service with 
  Sorenson’s Sabres.
  On the morning of 7 June, the two companies collided on the 
  Aurora Badlands. At stake were the personal bragging rights of 
  both commands.
  GAME SET-UP
  The Defender sets up two mapsheets in any legal configuration. 
  The Attacker determines his home edge, with the Defender’s 
  home edge on the opposite end of the battlefield.
  Attacker
  The Attacker consists of Sorenson’s Sabres. If the Sabres are the 
  player’s force, then up to twelve ’Mechs may be used under the 
  current campaign setup the players have been using. Otherwise, 
  use the 3049 TO&E listed for the Sabres (see p. 17). The Attacker 
  enters from his home edge.
  Defender
  The Defender consists of Fox’s Teeth. If the Raiders are the 
  player’s force, then up to twelve ’Mechs may be used under the 
  current campaign setup the players have been using. Otherwise, 
  use the 3049 TO&E listed for the Raiders (see p. 17). The Defender 
  enters from his home edge.
   
  WARCHEST 
  Track Cost: 600 WP, completion of either Touchpoint: Cassias or 
  Touchpoint: Brundage
  Optional bonuses (points are gained if at least one Objective 
  is completed with the following optional rules, all bonuses 
  cumulative):
  +150 Electromagnetic Storm: Add +1 to all to-hit rolls due to 
  heavy sensor interference from the Badlands.
  ObJECTIVES
  1. Hammer. Cripple / destroy at least half of the opposing force. 
  (Reward: 600)
  2. No quarter. Cripple / destroy all of the opposing forces. 
  (Reward: 800)
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  Both forces are operating under the Forced Withdrawal rules 
  (see p. 60).
  Salvage
  The winner receives salvage from this track if the second 
  Objective is attained.
  Off-Map Movement
  Both forces may assign up to half their forces with Off-Map 
  movement orders. This may only occur once during the track.
  AFTERMATH
  Both companies hammered into each other, no quarter asked 
  or given. Each side had something to prove—both to themselves, 
  to each other, and to their respective nations. When the smoke 
  cleared, both the Sabres and the Raiders would claim victory over 
  the other, but deep down both Daniel Sorenson and Ian McKinnon 
  knew that one wrong move, one misstep and the battle would’ve 
  been different. One thing both forces would take away from this, 
  however, was respect. 
  As both the Federated Suns and Draconis Combine examined 
  the intelligence, it became clear that neither side was planning on 
  launching a major offensive any time soon. With the threat of war 
  diminished, the frontier returned to armed watchfulness—at least 
  for now. Theodore Kurita assigned his son Hohiro to a Periphery 
  post, and Hanse Davion reciprocated by sending Victor to Trell I. 
  The Inner Sphere’s two most powerful warlords were indicating 
  that they were willing to let the final battle for the Inner Sphere be 
  fought by their successors. 
  But then rumblings along the Periphery border bespoke of alien 
  invaders and unstoppable BattleMechs capable of eradicating 
  whole regiments. With each rumor came the kernel of truth—and 
  that truth would change the face of the Inner Sphere forever.
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HNT-151 HORNET
  Movement Points:
  Tech Base:
  Inner Sphere
  2760
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  20
  Walking:
  Running:
  Jumping:
  5
  8
  5
  LRM 5
  1
  RT
  2 1/Msl 6
  7
  14
  21
  Medium Laser
  1
  RA
  3
  5
  —
  3
  6
  9
  Small Laser
  1
  LA
  1
  3
  —
  1
  2
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Small Laser
  4.
  Roll Again
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Jump Jet
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Medium Laser
  Roll Again
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Ammo (LRM 5) 24
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  LRM 5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (8)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right
  Leg
  (6)
  Left Arm
  (6)
  Right Arm
  (6)
  Center
  Torso
  (8)
  Left Torso
  (8)
  Head (8)
  Left
  Leg
  (6)
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (3)
  Right
  Arm
  (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: COM-2D COMMANDO
  Movement Points:
  Tech Base:
  Inner Sphere
  2463
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min
  Tonnage:
  25
  Walking:
  Running:
  Jumping:
  6
  9
  0
  SRM 6
  1
  CT
  4 2/Msl —
  SRM 4
  1
  RA
  3 2/Msl —
  Medium Laser
  1
  LA
  3
  5
  —
  Sht
  3
  3
  3
  Med
  6
  6
  6
  Lng
  9
  9
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  SRM 6
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  SRM 4
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Ammo (SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Ammo (SRM 4) 25
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  SRM 6
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (6)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right
  Leg
  (8)
  Left Arm
  (6)
  Right Arm
  (6)
  Center
  Torso
  (8)
  Left Torso
  (6)
  Head (6)
  Left
  Leg
  (8)
  Head
  Center
  Torso
  (8)
  Right
  Leg
  (6)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (4)
  Right
  Arm
  (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: MON-67 MONGOOSE
  Movement Points:
  Tech Base:
  Inner Sphere
  3035
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min
  Tonnage:
  25
  Walking:
  Running:
  Jumping:
  8
  12
  0
  Medium Laser
  1
  RA
  3
  5
  —
  Medium Laser
  1
  LA
  3
  5
  —
  Medium Laser
  1
  CT
  3
  5
  —
  Small Laser
  1
  H
  1
  3
  —
  Sht
  3
  3
  3
  1
  Med
  6
  6
  6
  2
  Lng
  9
  9
  9
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Small Laser
  Medium Laser
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Roll Again
  Single Heat Sink
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (3) 
  ARMOR DIAGRAM
  Right Torso
  (10)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right
  Leg
  (10)
  Left Arm
  (8)
  Right Arm
  (8)
  Center
  Torso
  (12)
  Left Torso
  (10)
  Head (9)
  Left
  Leg
  (10)
  Head
  Center
  Torso
  (8)
  Right
  Leg
  (6)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (4)
  Right
  Arm
  (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: JVN-10N JAVELIN
  Movement Points:
  Tech Base:
  Inner Sphere
  2751
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  30
  Walking:
  Running:
  Jumping:
  6
  9
  6
  SRM 6
  1
  LT
  4 2/Msl —
  3
  6
  9
  SRM 6
  1
  RT
  4 2/Msl —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Jump Jet
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (2) 
  ARMOR DIAGRAM
  Right Torso
  (8)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right
  Leg
  (8)
  Left Arm
  (6)
  Right Arm
  (6)
  Center
  Torso
  (8)
  Left Torso
  (8)
  Head (6)
  Left
  Leg
  (8)
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (5)
  Right
  Arm
  (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: SDR-5K SPIDER
  Movement Points:
  Tech Base:
  Inner Sphere
  2650
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  30
  Walking:
  Running:
  Jumping:
  8
  12
  6
  Medium Laser
  1
  CT
  3
  5
  0
  3
  6
  9
  Machine Gun
  1
  RA
  0
  2
  0
  1
  2
  3
  Machine Gun
  1
  LA
  0
  2
  0
  1
  2
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Machine Gun
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Single Heat Sink
  Medium Laser
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ammo (MG) 200
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (6)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right
  Leg
  (6)
  Left Arm
  (5)
  Right Arm
  (5)
  Center
  Torso
  (8)
  Left Torso
  (6)
  Head (6)
  Left
  Leg
  (6)
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (5)
  Right
  Arm
  (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: JR-7K JENNER GRACE
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  35
  Walking:
  Running:
  Jumping:
  7
  11
  5
  Medium Laser
  1
  RA
  3
  5
  0
  3
  6
  9
  Medium Laser
  1
  LA
  3
  5
  0
  3
  6
  9
  NARC
  1
  LT
  0
  —
  0
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Medium Laser
  4.
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Single Heat Sink
  Jump Jet
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Medium Laser
  Endo Steel-P
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Roll Again
  Ferro-Fibrous-P
  6.
  Ammo (NARC) 6
  Roll Again
  Endo Steel-P
  Roll Again
  Endo Steel-P
  Endo Steel-P
  Ferro-Fibrous-P
  Roll Again
  Ferro-Fibrous-P
  Roll Again
  Jump Jet
  Jump Jet
  NARC
  NARC
  Ammo (NARC) 6
  Ammo (NARC) 6
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Endo Steel-P
  Jump Jet
  Jump Jet
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Damage Transfer
  Diagram
  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
  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
  Heat Sinks:
  10
  Single
  Center
  Torso
  Rear (3) 
  ARMOR DIAGRAM
  Right Torso
  (8)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right
  Leg
  (11)
  Left Arm
  (8)
  Right Arm
  (8)
  Center
  Torso
  (10)
  Left Torso
  (8)
  Left
  Leg
  (11)
  Head (8)
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: PNT-9R PANTHER
  Movement Points:
  Tech Base:
  Inner Sphere
  2739
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  35
  Walking:
  Running:
  Jumping:
  4
  6
  4
  PPC
  1
  RA
  10
  10
  3
  6
  12
  18
  SRM 4
  1
  CT
  3 2/Msl —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  SRM 4
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  PPC
  Roll Again
  PPC
  PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Ammo (SRM 4) 25
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  13
  Single
  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
  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
  Center
  Torso
  Rear (7) 
  ARMOR DIAGRAM
  Right Torso
  (10)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (12)
  Left Arm
  (10)
  Right Arm
  (10)
  Center
  Torso
  (14)
  Left Torso
  (10)
  Head (9)
  Left
  Leg
  (12)
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: WLF-1 WOLFHOUND
  Movement Points:
  Tech Base:
  Inner Sphere
  3028
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  35
  Walking:
  Running:
  Jumping:
  6
  9
  0
  Large Laser
  1
  RA
  8
  8
  —
  5
  10
  15
  Medium Laser
  1
  RT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  CT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  CT (R) 3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LT
  3
  5
  —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Medium Laser (R)
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Large Laser
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Heat Sink
  Roll Again
  Medium Laser
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (6) 
  ARMOR DIAGRAM
  Right Torso
  (11)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (16)
  Left Arm
  (12)
  Right Arm
  (12)
  Center
  Torso
  (16)
  Left Torso
  (11)
  Left
  Leg
  (16)
  Head (9)
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: ASN-21 ASSASSIN
  Movement Points:
  Tech Base:
  Inner Sphere
  2593
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  40
  Walking:
  Running:
  Jumping:
  7
  11
  7
  Medium Laser
  1
  RA
  3
  5
  —
  3
  6
  9
  LRM 5
  1
  RT
  2 1/Msl 6
  7
  14
  21
  SRM 2
  1
  LT
  2 2/Msl —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Jump Jet
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Medium Laser
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  SRM 2
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  LRM 5
  Ammo (LRM 5) 24
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (10)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right
  Leg
  (6)
  Left Arm
  (6)
  Right Arm
  (6)
  Center
  Torso
  (12)
  Left Torso
  (10)
  Head (8)
  Left
  Leg
  (6)
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HER-4K HERMES III
  Movement Points:
  Tech Base:
  Inner Sphere
  2789
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  40
  Walking:
  Running:
  Jumping:
  6
  9
  0
  Large Laser
  1
  LT
  8
  8
  —
  5
  10
  15
  Large Laser
  1
  RT
  8
  8
  —
  5
  10
  15
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Laser
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Laser
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Roll Again
  Single Heat Sink
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  11
  Single
  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
  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
  Center
  Torso
  Rear (6) 
  ARMOR DIAGRAM
  Right Torso
  (14)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (14)
  Left Arm
  (11)
  Right Arm
  (11)
  Center
  Torso
  (17)
  Left Torso
  (14)
  Head (9)
  Left
  Leg
  (14)
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: WTH-1 WHITWORTH
  Movement Points:
  Tech Base:
  Inner Sphere
  2610
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  40
  Walking:
  Running:
  Jumping:
  4
  6
  4
  LRM 10
  1
  LT
  4 1/Msl 6
  7
  14
  21
  LRM 10
  1
  RT
  4 1/Msl 6
  7
  14
  21
  Medium Laser
  1
  H
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  RA
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LA
  3
  5
  —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Medium Laser
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Medium Laser
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Medium Laser
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (7) 
  ARMOR DIAGRAM
  Right Torso
  (12)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (18)
  Left Arm
  (12)
  Right Arm
  (12)
  Center
  Torso
  (16)
  Left Torso
  (12)
  Head (9)
  Left
  Leg
  (18)
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HCT-3F HATCHETMAN AUSTIN
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  45
  Walking:
  Running:
  Jumping:
  4
  6
  4
  LB 10-X-P
  1
  RT
  2
  10
  —
  6
  12
  18
  Medium Laser
  3
  LA
  3
  5
  —
  3
  6
  9
  Hatchet
  1
  RA
  —
  9
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Ammo (LB 10-X-P) 10
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Hatchet
  Roll Again
  Hatchet
  Hatchet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LB 10-X-P
  Single Heat Sink
  Single Heat Sink
  LB 10-X-P
  LB 10-X-P
  LB 10-X-P
  LB 10-X-P
  LB 10-X-P
  LB 10-X-P
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Ammo (LB 10-X-P) 10
  Damage Transfer
  Diagram
  Heat Sinks:
  11
  Single
  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
  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
  Center
  Torso
  Rear (4)
  ARMOR DIAGRAM
  Right Torso
  (14)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right
  Leg
  (11)
  Left Arm
  (11)
  Right Arm
  (11)
  Center
  Torso
  (14)
  Left Torso
  (14)
  Head (6)
  Left
  Leg
  (11)
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (7)
  Right
  Arm
  (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: CN9-A CENTURION
  Movement Points:
  Tech Base:
  Inner Sphere
  2801
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  4
  6
  0
  Autocannon 10
  1
  RA
  3
  10
  —
  5
  10
  15
  LRM 10
  1
  LT
  4 1/Msl 6
  7
  14
  21
  Medium Laser
  1
  CT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  CT (R) 3
  5
  —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Medium Laser
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Autocannon 10
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Autocannon 10
  Roll Again
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Roll Again
  Single Heat Sink
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Ammo (AC 10) 10
  Ammo (AC 10) 10
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser (R)
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (7) 
  ARMOR DIAGRAM
  Right Torso
  (13)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (16)
  Left Arm
  (16)
  Right Arm
  (16)
  Center
  Torso
  (18)
  Left Torso
  (13)
  Head (9)
  Left
  Leg
  (16)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: ENF-4R ENFORCER DANIEL
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  4
  6
  4
  Gauss-X
  1
  RA
  1
  15
  2
  7
  15
  22
  Medium Laser
  2
  LA
  3
  5
  —
  3
  6
  9
  Small Laser
  1
  LT
  1
  3
  —
  1
  2
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Medium Laser
  Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Gauss-X
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Gauss-X
  Gauss-X
  Gauss-X
  Gauss-X
  Gauss-X
  Gauss-X
  Gauss-X
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Ammo (Gauss-X) 8
  Ammo (Gauss-X) 8
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  11
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (17)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right
  Leg
  (20)
  Left Arm
  (14)
  Right Arm
  (14)
  Center
  Torso
  (23)
  Left Torso
  (17)
  Head (9)
  Left
  Leg
  (20)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HBK-4G HUNCHBACK SHAKIR
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  4
  6
  0
  MPL-P
  1
  RA 4 + 1D6 6
  —
  2
  4
  6
  MPL-P
  1
  LA 4 + 1D6 6
  —
  2
  4
  6
  Autocannon 10
  1
  RT
  3
  10
  —
  5
  10
  15
  Small Laser
  1
  H
  1
  3
  —
  1
  2
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  MPL-P
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Small Laser
  Single Heat Sink
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  MPL-P
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Ammo (AC 10) 10
  Ammo (AC 10) 10
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  13
  Single
  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
  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
  Center
  Torso
  Rear (5) 
  ARMOR DIAGRAM
  Right Torso
  (20)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right
  Leg
  (20)
  Left Arm
  (16)
  Right Arm
  (16)
  Center
  Torso
  (26)
  Left Torso
  (20)
  Head (9)
  Left
  Leg
  (20)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: TBT-5K TREBUCHET
  Movement Points:
  Tech Base:
  Inner Sphere
  3025
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  5
  8
  0
  PPC
  1
  RT
  10
  10
  3
  6
  12
  18
  Autocannon 5
  1
  LT
  1
  5
  3
  6
  12
  18
  SRM 2
  1
  RA
  2 2/Msl —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Roll Again
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Single Heat Sink
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  SRM 2
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Autocannon 5
  Autocannon 5
  Autocannon 5
  Autocannon 5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  PPC
  PPC
  PPC
  Ammo (AC 5) 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  11
  Single
  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
  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
  Center
  Torso
  Rear (7) 
  ARMOR DIAGRAM
  Right Torso
  (11)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (15)
  Left Arm
  (10)
  Right Arm
  (10)
  Center
  Torso
  (22)
  Left Torso
  (11)
  Head (9)
  Left
  Leg
  (15)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: DV-6M DERVISH
  Movement Points:
  Tech Base:
  Inner Sphere
  2520
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min
  Tonnage:
  55
  Walking:
  Running:
  Jumping:
  5
  8
  5
  LRM 10
  1
  LT
  4 1/Msl 6
  LRM 10
  1
  RT
  4 1/Msl 6
  Medium Laser
  1
  LA
  3
  5
  —
  Medium Laser
  1
  RA
  3
  5
  —
  SRM 2
  1
  LA
  2 2/Msl —
  SRM 2
  1
  RA
  2 2/Msl —
  Sht
  7
  7
  3
  3
  3
  3
  Med
  14
  14
  6
  6
  6
  6
  Lng
  21
  21
  9
  9
  9
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Medium Laser
  SRM 2
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Jump Jet
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Medium Laser
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  SRM 2
  Roll Again
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (4) 
  ARMOR DIAGRAM
  Right Torso
  (15)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right
  Leg
  (15)
  Left Arm
  (10)
  Right Arm
  (10)
  Center
  Torso
  (20)
  Left Torso
  (15)
  Head (8)
  Left
  Leg
  (15)
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (9)
  Right
  Arm
  (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: DRG-5K GRAND DRAGON EMORY
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  60
  Walking:
  Running:
  Jumping:
  5
  8
  0
  ER Large Laser-P
  1
  RA 12 + 1D6 8
  —
  7
  14
  19
  Medium Laser
  1
  LA
  3
  5
  —
  3
  6
  9
  LRM 15
  1
  LT
  5 1/Msl 6
  7
  14
  21
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Endo Steel-P
  Endo Steel-P
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  ER Large Laser-P
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Double Heat Sink-P
  Roll Again
  ER Large Laser-P
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  LRM 15
  LRM 15
  LRM 15
  Ammo (LRM 15) 8
  Ammo (LRM 15) 8
  CASE
  Endo Steel-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Damage Transfer
  Diagram
  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
  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
  Heat Sinks:
  12 + 3 (18)
  Double-P
  Single
  Center
  Torso
  Rear (9) 
  ARMOR DIAGRAM
  Right Torso
  (20)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (26)
  Left Arm
  (18)
  Right Arm
  (18)
  Center
  Torso
  (26)
  Left Torso
  (20)
  Head (9)
  Left
  Leg
  (26)
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: JM6-S JAGERMECH
  Movement Points:
  Tech Base:
  Inner Sphere
  2774
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min
  Tonnage:
  65
  Walking:
  Running:
  Jumping:
  4
  6
  0
  Autocannon 5
  1
  RA
  1
  5
  3
  Autocannon 5
  1
  LA
  1
  5
  3
  Autocannon 2
  1
  RA
  1
  2
  4
  Autocannon 2
  1
  LA
  1
  2
  4
  Medium Laser
  1
  RT
  3
  5
  —
  Medium Laser
  1
  LT
  3
  5
  —
  Sht
  6
  6
  8
  8
  3
  3
  Med
  12
  12
  16
  16
  6
  6
  Lng
  18
  18
  24
  24
  9
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Autocannon 5
  4.
  Autocannon 5
  Autocannon 5
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Ammo (AC 2) 45
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Autocannon 5
  Autocannon 5
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Autocannon 5
  Autocannon 2
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  Autocannon 5
  Roll Again
  Autocannon 5
  Autocannon 2
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Ammo (AC 5) 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Ammo (AC 5) 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (5) 
  ARMOR DIAGRAM
  Right Torso
  (13)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right
  Leg
  (11)
  Left Arm
  (6)
  Right Arm
  (6)
  Center
  Torso
  (16)
  Left Torso
  (13)
  Head (9)
  Left
  Leg
  (11)
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (10)
  Right
  Arm
  (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: CTF-2X CATAPHRACT GEORGE
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  70
  Walking:
  Running:
  Jumping:
  4
  6
  0
  ER-LL-P
  1
  RA 12 + 1D6 8
  —
  7
  14
  19
  SRM 4
  1
  LA
  3 2/Msl —
  3
  6
  9
  Autocannon 10
  1
  RT
  3
  10
  —
  5
  10
  15
  Medium Laser
  1
  RT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LT
  3
  5
  —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  SRM 4
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Double Heat Sink-P
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Double Heat Sink-P
  Roll Again
  Double Heat Sink-P
  Roll Again
  Double Heat Sink-P
  ER-LL-P
  ER-LL-P
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Medium Laser
  Ammo (SRM 4) 25
  Ammo (AC 10) 10
  Ammo (AC 10) 10
  Roll Again
  Roll Again
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Autocannon 10
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  11 + 3 [17]
  Double-P
  Single
  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
  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
  Center
  Torso
  Rear (13) 
  ARMOR DIAGRAM
  Right Torso
  (22)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right
  Leg
  (26)
  Left Arm
  (22)
  Right Arm
  (22)
  Center
  Torso
  (30)
  Left Torso
  (22)
  Head (9)
  Left
  Leg
  (26)
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (11)
  Right
  Arm
  (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: BL-6-KNT BLACK KNIGHT IAN
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  75
  Walking:
  Running: 
  Jumping:
  4 [5]
  6 [8]
  0
  PPC
  1
  RA
  10
  10
  3
  6
  12
  18
  Large Laser
  1
  LT
  8
  8
  —
  5
  10
  15
  Large Laser
  1
  RT
  8
  8
  —
  5
  10
  15
  Medium Laser
  1
  LT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  RT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LA
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  RA
  3
  5
  —
  3
  6
  9
  Hatchet
  1
  LA
  0
  15
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Hatchet
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit 
  4.
  5.
  Sensors
  6.
  Life Support
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous-P
  Hatchet
  Hatchet
  Hatchet
  Medium Laser
  Hatchet
  6.
  Double Heat Sink-P
  TSM
  PPC
  Ferro-Fibrous-P
  PPC
  PPC
  Medium Laser
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  TSM
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Large Laser
  Large Laser
  Medium Laser
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  TSM
  Medium Laser
  Double Heat Sink-P
  Double Heat Sink-P
  Double Heat Sink-P
  Large Laser
  Large Laser
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  TSM
  TSM
  Ferro-Fibrous-P
  TSM
  Ferro-Fibrous-P
  Ferro-Fibrous-P
  Damage Transfer
  Diagram
  Heat Sinks:
  12+3(18)
  Double-P
  Single
  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
  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
  Center
  Torso
  Rear (8) 
  ARMOR DIAGRAM
  Right Torso
  (25)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right
  Leg
  (25)
  Left Arm
  (22)
  Right Arm
  (22)
  Center
  Torso
  (31)
  Left Torso
  (25)
  Head (9)
  Left
  Leg
  (25)
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (12)
  Right
  Arm
  (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: CGR-1A9 CHARGER
  Movement Points:
  Tech Base:
  Inner Sphere
  3034
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  80
  Walking:
  Running:
  Jumping:
  4
  6
  4
  Small Laser
  1
  H
  1
  3
  —
  1
  2
  9
  Medium Laser
  1
  RA
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  RT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LT
  3
  5
  —
  3
  6
  9
  Medium Laser
  1
  LA
  3
  5
  —
  3
  6
  9
  LRM 20
  1
  RT
  6 1/Msl 6
  7
  14
  21
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Single Heat Sink
  Single Heat Sink
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Small Laser
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Medium Laser
  Roll Again
  Single Heat Sink
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 20
  Single Heat Sink
  Single Heat Sink
  Medium Laser
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  22
  Single
  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
  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
  Center
  Torso
  Rear (6) 
  ARMOR DIAGRAM
  Right Torso
  (20)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (20)
  Left Arm
  (15)
  Right Arm
  (15)
  Center
  Torso
  (25)
  Left Torso
  (20)
  Head (9)
  Left
  Leg
  (20)
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HTM-27T HATAMOTO-CHI DANIEL
  Movement Points:
  Tech Base:
  Inner Sphere
  (Prototype)
  3039
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min Sht Med Lng
  Tonnage:
  80
  Walking:
  Running:
  Jumping:
  4
  6
  0
  LB-X-P
  1
  RA
  2
  10
  —
  6
  12
  18
  LB-X-P
  1
  LA
  2
  10
  —
  6
  12
  18
  SRM 4
  1
  RT
  3 2/Msl —
  3
  6
  9
  SRM 4
  1
  LT
  3 2/Msl —
  3
  6
  9
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  LB-X-P
  LB-X-P
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Endo Steel-P
  Endo Steel-P
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  6.
  Endo Steel-P
  Endo Steel-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  LB-X-P
  Endo Steel-P
  SRM 4
  Ammo (SRM 4) 25
  Ammo (LB-X-P) 10
  Ammo (LB-X-P) 10
  CASE
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Roll Again
  Roll Again
  Roll Again
  Endo Steel-P
  SRM 4
  Ammo (SRM 4) 25
  Ammo (LB-X-P) 10
  Ammo (LB-X-P) 10
  CASE
  Endo Steel-P
  Endo Steel-P
  Endo Steel-P
  Roll Again
  Roll Again
  Roll Again
  Endo Steel-P
  Roll Again
  Endo Steel-P
  Roll Again
  Endo Steel-P
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (10) 
  ARMOR DIAGRAM
  Right Torso
  (22)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right
  Leg
  (30)
  Left Arm
  (23)
  Right Arm
  (23)
  Center
  Torso
  (31)
  Left Torso
  (22)
  Head (9)
  Left
  Leg
  (30)
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: LGB-OW LONGBOW
  Movement Points:
  Tech Base:
  Inner Sphere
  2610
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Ht Dmg Min
  Tonnage:
  85
  Walking:
  Running:
  Jumping:
  4
  6
  0
  LRM 20
  1
  LA
  6 1/Msl 6
  LRM 20
  1
  RA
  6 1/Msl 6
  LRM 5
  1
  LT
  2 1/Msl 6
  LRM 5
  1
  RT
  2 1/Msl 6
  Small Laser
  1
  H
  1
  3
  —
  Sht
  7
  7
  7
  7
  1
  Med
  14
  14
  14
  14
  2
  Lng
  21
  21
  21
  21
  3
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  LRM 20
  4.
  LRM 20
  LRM 20
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Small Laser
  Ammo (LRM 5) 24
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  LRM 20
  LRM 20
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  LRM 20
  LRM 20
  Roll Again
  Roll Again
  Roll Again
  6.
  Roll Again
  Roll Again
  LRM 20
  Roll Again
  LRM 20
  LRM 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 5
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 5
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ammo (LRM 5) 24
  Damage Transfer
  Diagram
  Heat Sinks:
  13
  Single
  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
  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
  Center
  Torso
  Rear (10) 
  ARMOR DIAGRAM
  Right Torso
  (18)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right
  Leg
  (18)
  Left Arm
  (9)
  Right Arm
  (9)
  Center
  Torso
  (21)
  Left Torso
  (18)
  Head (9)
  Left
  Leg
  (18)
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (14)
  Right
  Arm
  (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: JR-7K JENNER GRACE II
  Movement Points:
  Tech Base:
  Inner Sphere
  3067
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  35
  Walking:
  Running:
  Jumping:
  7
  11
  0
  Light PPC
  1
  RA
  5
  5 (DE)
  3
  6
  12
  18
  Light PPC
  1
  LA
  5
  5 (DE)
  3
  6
  12
  18
  NARC
  1
  LT
  0
  —
  0
  3
  6
  9
  C³ Slave
  1
  —
  —
  —
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Light PPC
  4.
  Light PPC
  Ferro-Fibrous
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Ferro-Fibrous
  C³ Slave
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Light PPC
  Light PPC
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6.
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  NARC
  NARC
  Ammo (NARC) 6
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Single Heat Sink
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Endo-Steel
  Damage Transfer
  Diagram
  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
  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
  Heat Sinks:
  10
  Single
  Center
  Torso
  Rear (3) 
  ARMOR DIAGRAM
  Right Torso
  (8)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right
  Leg
  (6)
  Left Arm
  (4)
  Right Arm
  (4)
  Center
  Torso
  (9)
  Left Torso
  (8)
  Left
  Leg
  (6)
  Head (7)
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (6)
  Right
  Arm
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  (6)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HCT-5S HATCHETMAN AUSTIN
  Movement Points:
  Tech Base:
  Inner Sphere
  3059
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  45
  Walking:
  Running:
  Jumping:
  4
  6
  4
  LB 10-X AC
  1
  RT
  2
  10
  (DB, C/S/F)
  —
  6
  12
  18
  ER Medium Laser
  3
  LA
  5
  5 (DE)
  —
  4
  8
  12
  Hatchet
  1
  RA
  —
  9
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  ER Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Ferro-Fibrous
  1-3
  1.
  Light Engine 
  2.
  Light Engine 
  3.
  Light Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Light Engine 
  3.
  Light Engine 
  4.
  Light Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous
  ER Medium Laser
  ER Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  6.
  Double Heat Sink
  Ferro-Fibrous
  Double Heat Sink
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Hatchet
  Hatchet
  Hatchet
  Ferro-Fibrous
  Light Engine 
  Light Engine 
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  LB 10-X AC
  Light Engine 
  Light Engine 
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X) 10
  Ammo (LB 10-X) 10
  CASE
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Ferro-Fibrous
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Double
  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
  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
  Center
  Torso
  Rear (6)
  ARMOR DIAGRAM
  Right Torso
  (16)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (22)
  Left Arm
  (14)
  Right Arm
  (14)
  Center
  Torso
  (21)
  Left Torso
  (16)
  Head (9)
  Left
  Leg
  (22)
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (7)
  Right
  Arm
  (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: ENF-5D ENFORCER DANIEL
  Movement Points:
  Tech Base:
  Inner Sphere
  3054
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  5
  8
  5
  Gauss Rifle
  1
  RA
  1
  15 (DB, X)
  2
  7
  15
  22
  ER Medium Laser
  2
  LA
  5
  5 (DE)
  —
  4
  8
  12
  ER Small Laser
  1
  LT
  2
  3 (DE)
  —
  2
  4
  5
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  ER Medium Laser
  ER Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Jump Jet
  1-3
  1.
  XL Engine 
  2.
  XL Engine 
  3.
  XL Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  XL Engine 
  3.
  XL Engine 
  4.
  XL Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Gauss Rifle
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  6.
  Ferro-Fibrous
  Roll Again
  Gauss Rifle
  Ferro-Fibrous
  Gauss Rifle
  Gauss Rifle
  Gauss Rifle
  Gauss Rifle
  Gauss Rifle
  Ferro-Fibrous
  XL Engine
  XL Engine
  XL Engine
  ER Small Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Ammo (Gauss) 8
  XL Engine
  XL Engine
  XL Engine
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Double
  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
  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
  Center
  Torso
  Rear (7) 
  ARMOR DIAGRAM
  Right Torso
  (19)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right
  Leg
  (21)
  Left Arm
  (16)
  Right Arm
  (16)
  Center
  Torso
  (23)
  Left Torso
  (19)
  Head (9)
  Left
  Leg
  (21)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HBK-4G HUNCHBACK HOHIRO
  Movement Points:
  Tech Base:
  Inner Sphere
  3056
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  50
  Walking:
  Running:
  Jumping:
  4
  6
  0
  Med. Pulse Laser
  1
  RA
  4
  6 (P)
  —
  2
  4
  6
  Med. Pulse Laser
  1
  LA
  4
  6 (P)
  —
  2
  4
  6
  Ultra AC/10
  1
  RT
  4
  10/sht, R2
  (DB, R/C)
  —
  6
  12
  18
  ER Small Laser
  1
  H
  2
  3 (DE)
  —
  2
  4
  5
  C³ Slave
  1
  CT
  —
  —
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Med. Pulse Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  ER Small Laser
  Single Heat Sink
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  6.
  Endo Steel
  Endo Steel
  Med. Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Single Heat Sink
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ultra AC/10
  Ultra AC/10
  Ultra AC/10
  Ultra AC/10
  Ultra AC/10
  Ultra AC/10
  Ultra AC/10
  Ammo (Ultra AC 10) 10
  Ammo (Ultra AC 10) 10
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  Single Heat Sink
  C³ Slave
  Damage Transfer
  Diagram
  Heat Sinks:
  14
  Single
  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
  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
  Center
  Torso
  Rear (8) 
  ARMOR DIAGRAM
  Right Torso
  (18)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (24)
  Left Arm
  (16)
  Right Arm
  (16)
  Center
  Torso
  (24)
  Left Torso
  (18)
  Head (9)
  Left
  Leg
  (24)
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (8)
  Right
  Arm
  (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: DRG-7K GRAND DRAGON MARK
  Movement Points:
  Tech Base:
  Inner Sphere
  3067
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  60
  Walking:
  Running:
  Jumping:
  5
  8 [10]
  0
  Heavy PPC
  1
  RA 15
  15 (DE)
  3
  6
  12
  18
  ER Medium Laser
  1
  LA
  5
  5 (DE)
  —
  4
  8
  12
  LRM 15
  1
  LT
  5 1/Msl (M, C, S) 6
  7
  14
  21
  C³ Slave
  1
  LT
  —
  —
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  ER Medium Laser
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Endo Steel
  Endo Steel
  1-3
  1.
  Light Engine 
  2.
  Light Engine 
  3.
  Light Engine 
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Light Engine 
  3.
  Light Engine 
  4.
  Light Engine 
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Heavy PPC
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  6.
  Ammo (LRM 15) 8
  Ferro-Fibrous
  Heavy PPC
  Ferro-Fibrous
  Heavy PPC
  Heavy PPC
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Light Engine
  Light Engine
  LRM 15
  LRM 15
  LRM 15
  Ammo (LRM 15) 8
  C³ Slave
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Light Engine
  Light Engine
  MASC
  MASC
  MASC
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Damage Transfer
  Diagram
  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
  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
  Heat Sinks:
  12 (24)
  Double
  Center
  Torso
  Rear (8) 
  ARMOR DIAGRAM
  Right Torso
  (19)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right
  Leg
  (25)
  Left Arm
  (18)
  Right Arm
  (18)
  Center
  Torso
  (26)
  Left Torso
  (19)
  Head (9)
  Left
  Leg
  (25)
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: CTF-3X CATAPHRACT SARA
  Movement Points:
  Tech Base:
  Inner Sphere
  3062
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  70
  Walking:
  Running:
  Jumping:
  4
  6
  0
  ER Large Laser
  1
  RA 12
  8 (DE)
  —
  7
  14
  19
  Streak SRM 4
  1
  LA
  3
  2/Msl (M, C) —
  3
  6
  9
  Rotary AC/5
  1
  RT
  1
  5/sht, R6
  (DB, R/C)
  —
  5
  10
  15
  ER Medium Laser
  1
  RT
  5
  5 (DE)
  —
  4
  8
  12
  ER Medium Laser
  1
  LT
  5
  5 (DE)
  —
  4
  8
  12
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Streak SRM 4
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Roll Again
  Roll Again
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Double Heat Sink
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  6.
  Double Heat Sink
  Roll Again
  Double Heat Sink
  Ferro-Fibrous
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Medium Laser
  Ammo (Streak 4) 25
  CASE
  Ferro-Fibrous
  Roll Again
  Roll Again
  Rotary AC/5
  ER Medium Laser
  Rotary AC/5
  Rotary AC/5
  Rotary AC/5
  Rotary AC/5
  Rotary AC/5
  Ammo (RAC 5) 20
  Ammo (RAC 5) 20
  Ammo (RAC 5) 20
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Damage Transfer
  Diagram
  Heat Sinks:
  14 (28)
  Double
  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
  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
  Center
  Torso
  Rear (14) 
  ARMOR DIAGRAM
  Right Torso
  (20)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right
  Leg
  (29)
  Left Arm
  (22)
  Right Arm
  (22)
  Center
  Torso
  (30)
  Left Torso
  (20)
  Head (9)
  Left
  Leg
  (29)
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (11)
  Right
  Arm
  (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: BL-10-KNT BLACK KNIGHT ROSS
  Movement Points:
  Tech Base:
  Inner Sphere
  3055
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  75
  Walking:
  Running:
  Jumping:
  4 [5]
  6 [8]
  0
  ER PPC
  1
  RA 15
  10 (DE)
  —
  7
  14
  23
  Med. Pulser Laser
  1
  LT
  4
  6 (P)
  —
  2
  4
  6
  Med. Pulse Laser
  1
  RT
  4
  6 (P)
  —
  2
  4
  6
  ER Medium Laser
  1
  LT
  5
  5 (DE)
  —
  4
  8
  12
  ER Medium Laser
  1
  RT
  5
  5 (DE)
  —
  4
  8
  12
  ER Small Laser
  1
  LA
  2
  3 (DE)
  —
  2
  4
  5
  Med. Pulse Laser
  1
  RA
  4
  6 (P)
  —
  2
  4
  6
  Hatchet
  1
  Targeting Computer
  1
  LA
  LT
  0
  15
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  Hand Actuator
  Hatchet
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Ferro-Fibrous
  Ferro-Fibrous
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous
  Hatchet
  Hatchet
  Hatchet
  ER Small Laser
  Hatchet
  6.
  Targeting Computer
  TSM
  ER PPC
  Ferro-Fibrous
  ER PPC
  ER PPC
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  TSM
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Pulse Laser
  ER Medium Laser
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Ferro-Fibrous
  Ferro-Fibrous
  TSM
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Pulse Laser
  ER Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  TSM
  TSM
  Ferro-Fibrous
  TSM
  Ferro-Fibrous
  Ferro-Fibrous
  Damage Transfer
  Diagram
  Heat Sinks:
  15 (30)
  Double
  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
  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
  Center
  Torso
  Rear (10) 
  ARMOR DIAGRAM
  Right Torso
  (25)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right
  Leg
  (32)
  Left Arm
  (24)
  Right Arm
  (24)
  Center
  Torso
  (36)
  Left Torso
  (25)
  Head (9)
  Left
  Leg
  (32)
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (12)
  Right
  Arm
  (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  
  © 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
  Permission to photocopy for personal use.
  TM
  ’MECH RECORD SHEET
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Type: HTM-27T HATAMOTO-CHI DANIEL II
  Movement Points:
  Tech Base:
  Inner Sphere
  3052
  Weapons & Equipment Inventory
  (hexes)
  Tonnage:
  80
  Walking:
  Running:
  Jumping:
  3
  5
  0
  LB 10-X AC
  1
  RA
  2
  10
  (DB, C/S/F)
  —
  6
  12
  18
  LB 10-X AC
  1
  LA
  2
  10
  (DB, C/S/F)
  —
  6
  12
  18
  Streak SRM 6
  1
  RT
  4
  2/Msl
  (M, C)
  —
  3
  6
  9
  Streak SRM 6
  1
  LT
  4
  2/Msl
  (M, C)
  —
  3
  6
  9
  C³ Master
  1
  RT
  —
  —
  —
  —
  —
  —
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Qty Type
  Loc Ht
  Damage
  Min Sht Med Lng
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator 
  4.
  LB 10-X AC
  LB 10-X AC
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  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.
  Life Support
  2.
  Sensors
  3.
  Cockpit
  4.
  5.
  Sensors
  6.
  Life Support
  Endo Steel
  Endo Steel
  1-3
  1.
  Engine
  2.
  Engine
  3.
  Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  4-6
  1.
  Gyro
  2.
  Engine
  3.
  Engine
  4.
  Engine
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Endo Steel
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Endo Steel
  LB 10-X AC
  6.
  CASE
  Endo Steel
  LB 10-X AC
  Endo Steel
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Endo Steel
  Streak SRM 6
  Streak SRM 6
  Ammo (LB 10-X) 10
  Ammo (LB 10-X) 10
  Ammo (Streak 6) 15
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Streak SRM 6
  C³ Master Computer
  C³ Master Computer
  C³ Master Computer
  C³ Master Computer
  C³ Master Computer
  Streak SRM 6
  Ammo (LB 10-X) 10
  Ammo (LB 10-X) 10
  Ammo (Streak 6) 15
  CASE
  Endo Steel
  Single Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Damage Transfer
  Diagram
  Heat Sinks:
  10
  Single
  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
  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
  Center
  Torso
  Rear (16) 
  ARMOR DIAGRAM
  Right Torso
  (25)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right
  Leg
  (34)
  Left Arm
  (26)
  Right Arm
  (26)
  Center
  Torso
  (34)
  Left Torso
  (25)
  Head (9)
  Left
  Leg
  (34)
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  INTERNAL STRUCTURE DIAGRAM
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - StarterBook Sword and Dragon.pdf