TEXT: A totAl wArfAre CompAnion
  TM
  TM
  
  Record Sheets: 3050 Upgrade is a stand-alone book, but  
  Technical Readout: 3050 Upgrade is recommended for use.
  You’ve grasped the tactics involved 
  with the additional units and 
  weapons from Total 
  Warfare to defeat your 
  opponents. Now you 
  own Technical Readout: 
  3050 Upgrade and want 
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  on your gaming table. 
  Grab your dice and start 
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  sheets are for you!
  Record Sheets: 3050 Upgrade 
  contains more than 85  
  pre-printed ’Mech record 
  sheets that will have players firing 
  autocannons, missiles and PPCs at each 
  other in no time. More than a dozen 
  vehicle sheets bring the excitement 
  of combined-arms game play to any 
  table top. Two ready-to-play scenarios 
  focus on the highlights of this volume, 
  while an extensive Rules Addendum 
  introduces fire and artillery, providing 
  a sneak peak of all the advanced 
  rules options provided in  
  Tactical Operations. 
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  CLASSIC BATTLETECH
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  RecoRd SheetS: 3050 UpgRade
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  introduction
  Welcome to Record Sheets: 3050 Upgrade! Players purchas-
  ing this book, a companion volume to Total Warfare, will have 
  moved beyond the introductory products for BattleTech. Nev-
  ertheless, this product is designed to be quick and easy to use, 
  and will have you tossing dice in no time.
  To use this product, players should have Total Warfare.
  How To Use THis book
  Having graduated from the Introductory Box Set and perhaps 
  having picked up Technical Readout: 3050 Upgrade, you might 
  be wondering why you need this book. While a blank ’Mech 
  record sheet is included in the Introductory Box Set for players 
  who wish to design their own ’Mechs, the Technical Readout 
  and Record Sheets series of products opens a wide door to 
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  Record Sheets: 3050 Upgrade widens the options available to 
  players, with an eye toward ease of use that is the hallmark of 
  BattleTech products. Players need only photocopy any design 
  they wish to play and can immediately start marching across 
  the battlefield.
  Rules Addendum and scenarios
  A complete Rules Addendum follows this introduction 
  before the start of the record sheets. It includes ready-to-play 
  scenarios as well as quick-start rules for artillery. 
  where are the other variants 
  found in Technical Readout: 3050 Upgrade?
  Players who want pre-printed record sheets for any  
  variants mentioned in the Technical Readout can purchase 
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  3
  building hex. If the attack starts a fire, place a fire counter 
  on the target hex. Multiple successful attempts to start a 
  fire do not make the fire larger.
  infantry: With the exception of flamers and any other weap-
  ons that have a flame-based special feature (see pp. 148-149, 
  TM), standard infantry weapons cannot be used to start a fire.
  effects of Fire: During the Heat Phase, a ’Mech (or any 
  other heat-tracking unit) occupying a burning hex on the 
  ground absorbs an additional 5 Heat Points. A ’Mech (or any 
  other heat-tracking unit) also absorbs 2 Heat Points for each 
  burning hex that it moved out of along the ground during the 
  Movement Phase. A unit occupying a hex ignited during the 
  Weapon Attack Phase of the turn will not be affected by the 
  fire until the Heat Phase of the following turn.
  The controlling player must make a roll each time any of the 
  following conditions are met.
  ProtoMechs:
  •	
   Any time a ProtoMech ends its Movement 
  Phase on the ground in a burning hex or moves along the 
  ground into a burning hex, the controlling player must 
  get a result of 8 or higher on a 2D6 roll. If the roll fails, 
  roll once on the ProtoMech Hit Location Table; note that 
  a near-miss result is still a near miss, and so the fire would 
  have no effect. That location is destroyed; automatically 
  mark off the shaded box furthest to the right in that loca-
  tion on the Hit Locations and Critical Hits section of the 
  record sheet.
  The following advanced 
  rules introduce one of the most 
  devastating aspects of combat 
  that has won and lost a hundred 
  battles for the commander able 
  to use it to his advantage: fire 
  and smoke. These additional 
  rules provide a sneak preview of 
  all that Tactical Operations: The 
  Advanced Planetary Conquest 
  Rules has to offer, and have 
  been modified as appropriate 
  to ensure they are completely 
  playable with the rules and scenarios in this book.
  FiRe 
  Players may use the following rules to simulate the effects 
  of fire. Place a fire counter (a pre-made counter, a penny or 
  whatever else works for a playing group) on any hex that is set 
  on fire during the game. Once started, a fire continues to burn 
  for the rest of the game (see Putting Out Fires, p. 5). 
  buildings: For each turn that a building is on fire, it loses 2 
  CF (regardless of the size or type of building). If a ’Mech moves 
  through a burning building, it suffers normal heat buildup 
  from fire as well as all other normal damage. 
  Accidental Fires:
  •	
   Weapons powerful enough to smash a 
  ’Mech with one blow may also create extensive collateral 
  damage, the most devastating of which is fire. Players may 
  use the following rules to represent accidental fires.
    A unit attempting to clear a wooded/jungle hex (see 
  Clearing Woods, p. 112, TW) runs the risk of setting the 
  woods on fire accidentally. To represent this risk, the 
  player rolls 2D6 before each clearing attempt. On a result 
  of 5 or less, the woods have been accidentally set alight as 
  well as taken damage.
     If a weapon attack against a unit occupying a wooded 
  hex misses its target, and the weapon can be used to start 
  fires (see Intentional Fires, below), the attacking player 
  rolls 2D6 to determine whether his attack accidentally 
  set a fire. On a result of 2 or 3, the player should make 
  another roll as though he were intentionally setting the 
  hex on fire, applying all appropriate modifiers, as well as 
  an additional +2 modifier; if the roll is successful, the hex 
  has been set on fire. A building cannot be accidentally set 
  on fire.
  intentional fires:
  •	
   Players who intend to start fires may 
  declare that their unit will fire its weapons at any woods/
  building hex. Modify the base to-hit number by –4 for an 
  immobile target for this attack, as well as for the attacker’s 
  normal movement and other appropriate modifiers. On 
  a successful attack, the player rolls 2D6 and consults the 
  Fire Table to determine if the attack started a fire, applying 
  all appropriate modifiers based on the weapon used and 
  any planetary conditions that may exist, or the type of 
  rulES addEndum
  RA
  This MechWarrior thinks nothing of setting a copse alight to force out  dezgra battle armor.
  
  spreading fires: Fires on the battlefield can spread from 
  hex to hex in the direction of the wind through woods and 
  building hexes, but they cannot spread into other terrain.
  Determining spread:
  •	
   When a fire is started, players 
  should first make a check for spread during the End Phase 
  of the following turn. During the End Phase of every turn, 
  check to see if any fires currently on the map spread 
  to additional hexes (note that wind direction must be 
  determined to use this rule; see Wind, p. 8). Roll 2D6 for 
  the adjacent hex directly downwind of a fire hex. If the 
  result is equal to or greater than 9, and if that hex can 
  burn (see the Fire Table above), and is within 4 levels of 
  the burning material in the original hex (the levels of the 
  burning woods, building and so on are taken into con-
  sideration when determining if an adjacent hex’s level is 
  close enough to catch fire), the fire spreads into the hex. 
  Also roll 2D6 for each of the two hexes adjacent to the 
  burning hex at 60 degrees from downwind (the remain-
  ing two hexes in the fire’s “forward arc”). If the result is 
  equal to or greater than 11, and if the hex can burn, the 
  fire will spread into that hex as well. A flammable hex 
  Vehicles: 
  •	
  Any time a vehicle ends its Movement Phase on 
  the ground in a burning hex or moves along the ground 
  into a burning hex (this includes Hover Vehicles, but not 
  WiGE Vehicles; VTOL and WiGE vehicles must land in 
  the hex for these rules to apply), the controlling player 
  must get an 8 or higher on a 2D6 roll. If the roll fails, the 
  controlling player must automatically roll on the Front/
  Rear column of the appropriate unit’s Critical Hits Table 
  (see Ground Combat Vehicle Critical Hit Effects, p. 193, TW), 
  with the following modifiers to the dice roll result: –2 for 
  Combat Vehicles; no modifier for Support Vehicles (unless 
  the Support Vehicle has the Armor Chassis and Controls 
  modification and a BAR of 10, in which case it is treated as 
  a Combat Vehicle).
  Dropships:
  •	
   Fire has no effect on DropShips.
  All other Units:
  •	
   Unless the controlling player gets an 8 
  or higher on a 2D6 roll, any unit that ends its Movement 
  Phase on the ground in a burning hex or moves along the 
  ground into a burning hex is destroyed. If a unit mounts 
  fire-resistant armor, fire has no effect on the unit (see Fire 
  Resistant Armor, p. 223, TW).
  FIRe taBLeS
  StaRtIng FIReS taBLeS
  Weapon Type 
  Success Number*
  Flamer 
  4+
  Direct-Fire Energy or Pulse Weapon† 
  7+
  Missile or Direct-Fire Ballistic‡ 
  9+
  Plasma Weapon and Inferno 
  Automatic
  Terrain 
  Modifiers*
  Woods 
  +0
  Buildings
  Standard
  Light 
  +0
  Medium 
  +1
  Heavy 
  +2
  Hardened 
  +3
  Weather††
  Light and Moderate Rainfall
  +1
  Heavy Rainfall and Torrential Downpour
  +2
  Light and Moderate Snowfall
  +2
  Light and Moderate Snowfall
  +2
  Heavy Snowfall and Light/Heavy Hail
  +3
  Light and Moderate Gale 
  +2
  Heavy Gale, Storm and Ice Storm
  +4
  Extreme Temperatures
  **
  Other Terrain                                                 Fire cannot start or spread
  SpReadIng FIReS taBLe
  Situation 
  Success Number*
  Crossing non-burning hex 
  +3
  No Wind‡‡
  Hex is downwind 
  9+
  Hex is 60° from downwind 
  11+
  Light and Moderate Gale
  Hex is downwind 
  7+
  Hex is 60° from downwind 
  10+
  Heavy Gale and Storm
  Hex is downwind 
  6+
  Hex is 60° from downwind 
  9+
  *All modifiers are cumulative.
  **For every 10 degrees above 30 degrees Celsius, apply a –1 modi-
  fier. For every 10 degrees below –30 degrees Celsius, apply a +1 
  modifier.
  †May not use small laser, ER small laser or any kind of micro laser.
  ††The rules for some of these weather conditions are found in other 
  record sheet books and HexPacks.
  ‡May not use any type of Gauss rifle, SRM-2 or conventional SRM 
  infantry.
  ‡‡Roll 1D6 to randomly determine the “downwind” direction each 
  time
  
  5
  this rule; see Wind, p. 8. The spreading of smoke occurs after 
  drift and dissipation, as well as after players check for the 
  spreading of fire. A fire does not create smoke in its own hex 
  (though another fire may do so).
  Use the Fire and Smoke Resolution Sequence to easily deter-
  mine the order in which to resolve each fire and smoke action 
  during the End Phase of each turn.
  Prohibited Conditions: Cannot be used with Vacuum 
  Atmospheric Pressure.
  FiRe AnD sMoke ResoLUTion seQUenCe
  Follow these steps, in order, during every End Phase:
  Drift existing smoke clouds
  1. 
  Check for dissipation of existing smoke clouds
  2. 
  Check for spread of existing fires
  3. 
  Place new smoke clouds from existing fires (includ-
  4. 
  ing any new fires started)
  Check for weather conditions that extinguish exist-
  5. 
  ing fires (including any new fires started)
  In the Fire Diagram, during Turn 1 the ’Mech in Hex A on 
  the City (Skyscraper) map fires a PPC and an LRM-20 at the 
  Medium standard building in Hex B in an attempt to set it on 
  fire. The Heavy Hail weather condition is in use  (the player 
  found that planetary condition in HexPack: Lakes and Riv-
  directly downwind from a fire but separated from it by a 
  non-burning hex may also catch fire, provided there is no 
  terrain in either hex higher than the terrain that is burning 
  (in which case, the chance to set the flammable hex on 
  fire is blocked). Apply a +3 modifier to the Target Number 
  9 for the adjacent hex directly downwind; if the die roll 
  result equals 12 (9 + 3), the fire spreads to a flammable 
  hex directly downwind from a fire. If one hex may catch 
  fire because of its relationship to several burning hexes, 
  roll for each possibility. Finally, the target numbers noted 
  above may change depending on the type of wind condi-
  tions in use (see the Fire Table, p. 4).
  Putting out Fires: A fire will continue to burn for the rest of 
  the game unless it is extinguished. The following rules cover 
  how to extinguish a fire. All modifiers are cumulative.
  Terrain/Construction Factor:
  •	
   If the woods/building in a 
  hex has its TF/CF reduced to 0 (through destruction of the 
  building, clearing woods, and so on), then there is noth-
  ing left in the hex to burn and the fire will go out during 
  the End Phase of that turn.
  Area-effect weapons: 
  •	
  If 40 or more points of damage 
  from area-effect weapons are dealt to a hex that is on fire 
  in a single phase, the fire is extinguished.
  sprayers:
  •	
   If a unit mounts a sprayer (see p. 249, TM), 
  directly targets a fire hex and hits it, the controlling player 
  rolls 2D6; on a result of 8+, the fire is extinguished. For 
  every sprayer that successfully strikes the target in the 
  same Weapon Attack Phase, the controlling player may 
  make a separate roll for each successful attack, or apply a 
  –1 modifier for each additional sprayer to a single roll. 
  infantry:
  •	
   The controlling player may nominate a platoon 
  (or battle armor squad) of infantry to fight the fire; the 
  infantry must be in an adjacent hex and cannot have 
  taken any other actions that turn (it cannot have moved 
  or made any attacks). During the End Phase of a turn, the 
  controlling player rolls 2D6; on a result of 10+, the fire is 
  extinguished. For each additional active platoon/squad 
  fighting the fire, the controlling player may make a sepa-
  rate roll for each successful attack, or apply a –1 modifier 
  for each additional active platoon/squad to a single roll.
  weather:
  •	
   Players may have access to other record sheet 
  books and the Planetary Conditions rules found in them. 
  Depending on the conditions in use, weather can extin-
  guish a fire. Roll 2D6 for each fire hex on the board during 
  the End Phase of each turn (after fire spreading is deter-
  mined). If any of the following weather rules are in use, for 
  light hail, light snowfall and light rainfall, add 1 to the roll 
  result; in moderate snowfall, moderate rainfall and heavy 
  hail, add 2; in heavy rainfall or heavy snowfall, add 3; in 
  torrential downpour, add 4. If the final modified result is 
  11 or greater, the fire is extinguished.
  smoke: During every End Phase (including the End Phase 
  when the fire was started), for as long as a fire is alight, 
  it spreads smoke (see Smoke, p. 7) to the adjacent hex 
  downwind and to the two adjacent hexes 60 degrees from 
  downwind (the three adjacent hexes of the fire’s “forward 
  arc”). Note that wind direction must be determined to use 
  • fire diagram • 
  
  players verify that the height of the burning material (the 
  woods) in Hex F is within 4 levels of the height of the build-
  ing in Hex E and so the smoke is on the roof (even though 4 
  levels separate the smoke in Hex D from the other two hexes, 
  they are still considered a “cloud” and will move together). 
  Finally, for the heavy hail, the players must again deter-
  mine if the fires go out. The players roll for each hex on fire 
  and get results of 3, 5 and 6; with the +3 modifier added to 
  each die roll result, no fires go out. 
  During the End Phase of Turn 3, the players must again 
  drift smoke and check for dissipation. Cloud 1, which occu-
  pies hexes H, I and J, would normally drift into hexes M, N 
  and O. While the smoke enters hexes M and N just fine, the 
  Level 5 building in Hex O is more than 4 levels taller than 
  the underlying terrain of Hex J, and so the smoke will not 
  enter that hex. Instead, the smoke from Hex J will enter Hex 
  N, shrinking Cloud 1 from three hexes to two and turning the 
  light smoke in Hex N to heavy smoke.
  Because Cloud 2 is in a building hex out of the wind, the 
  players randomly roll a direction for the smoke to drift. A 
  1D6 roll result of 3 means Cloud 2 would normally enter 
  hexes C, D and B. However, since Hex B is not part of the 
  multi-hex building that Cloud 2 occupies and this move-
  ment places it directly opposite the direction of the wind, 
  Cloud 2 will not enter that hex and so now occupies hexes 
  C, D and E at all levels inside the building. Cloud 3 would 
  normally move from hexes E, J and K to I, O and P. As before, 
  however, O and P contain Level 5 buildings, which are more 
  than 4 levels higher than the underlying terrain in hexes J 
  and I. Once again, the smoke cloud will change from three 
  hexes to two, occupying hexes I and J, with the smoke in Hex 
  I becoming heavy smoke.
  Next, the players must determine dissipation, with the 
  following results: 12, 8 and 3. Cloud 1 has dissipated.
  Now the players place new smoke clouds. As previously, the 
  fire in Hex B will place Cloud 4 in hexes D, E and F; Hex D will 
  place Cloud 4 in hexes G, H and E (again, inside the building); 
  the fire in Hex F will place Cloud 5 in hexes E, J and K.
  Now it’s time to check for the spread of the fires. Again, 
  with the light gale in effect, the target numbers are 7 and 
  10. The players have three fires to look at and so randomly 
  determine to start with Hex B. As hexes D and F are already 
  on fire (and Hex I cannot be set on fire), the players only need 
  ers), and the players determined the wind direction before 
  play began. Both attacks hit. Direct-fire energy weapons 
  normally start fires on a die roll result of 7 or higher, but 
  the player must modify this target number by +1 because 
  the target is a Medium building, as well as +3 for the heavy 
  hail, for a final modified Target Number of 11. Meanwhile, a 
  missile weapon normally starts a fire on a die roll result of 9 
  or higher. Applying all the same modifiers, the controlling 
  player determines that the final modified target number for 
  the missiles is 13, so that weapon cannot start a fire in the 
  target hex. The player rolls once for the direct-fire energy 
  weapon with a result of 11! He’s got his fire.
  During the End Phase of Turn 1, the players automatically 
  place a light smoke token in Hex F. As the building in hexes 
  D and E is not a part of the building in Hex B, the light smoke 
  for those two hexes is placed on the roof of those buildings, 
  rising to Level 8 as the smoke is two levels tall; the players 
  verify that the height of the burning material in Hex B 
  (which is Level 4, the height of the building) is within 4 hexes 
  of the height of hexes D and E, so the smoke tokens stay put 
  in those hexes.
  Also during the End Phase of Turn 1, since heavy hail is in 
  effect, the players must determine if the fire is immediately 
  put out. The players roll 2D6 for a result of 7. The +3 modifier 
  for heavy hail brings the result to 10, 1 less than the number 
  needed, so the fire is not extinguished.
  During the End Phase of Turn 2, the players must drift 
  smoke and check for dissipation. The players note that a 
  light gale is in effect and so the smoke will only drift one 
  hex. The “cloud” of smoke that occupies hexes D, E and F will 
  move in the direction of the wind to occupy hexes H, I and J.
  Next, the players must determine if that cloud of smoke 
  dissipates. The players roll 2D6 for a result of 9, 2 less than 
  the number needed, so the smoke cloud does not dissipate. 
  Now the players place a new smoke cloud in hexes D, E 
  and F as a result of the fire in Hex B.
  Time now to see if the fire spreads. A light gale is in effect, 
  and so instead of the standard 9 and 11 target numbers, the 
  players will be rolling against target numbers 7 and 10. For 
  Hex E (directly downwind of Hex B), the 2D6 roll result of 6 
  does not equal or exceed the 7, so no fire is started. Another 
  2D6 roll is made for each of hexes D and F at Target Number 
  10; roll results of 10 and 11 mean that both hexes are on fire! 
  Under normal conditions, Hex I could potentially catch fire. 
  However, it has two strikes against it. First, the building in Hex 
  E is higher than the burning material in Hex B and the terrain 
  in Hex I. Second, Hex I is clear…so no fire for that hex. 
  Next, the players check for dissipation against Target 
  Number 11. They get a result of 7, which means the smoke 
  cloud did not dissipate. 
  Because two more hexes are on fire, the players place 
  new smoke counters. For the fire in Hex D, smoke is placed in 
  hexes G, H and E (which they designate as Cloud 2 for ease 
  of tracking); those building hexes are part of the same multi-
  hex building as Hex D, and so the smoke is on all levels inside 
  the building, not on the roof. For the fire in Hex F, smoke will 
  be placed in hexes E, J and K (designated as Cloud 3); the 
  WInd StRength taBLe
  1D6 Roll 
  Wind Strength
  1–2
  No Wind
  3
  Light Gale**
  4
  Moderate Gale**
  5
  Strong Gale**
  6
  Storm**
  **See Wind (p. 8) for additional game effects from such wind conditions.
  
  7
  Drift:
  •	
   In Light Gale and Moderate Gale winds, all smoke 
  on the map drifts 1 hex per turn. In Strong Gale winds, 
  smoke drifts 2 hexes per turn. Finally, in Storm winds, 
  smoke drifts 3 hexes per turn. Smoke drifts during the 
  End Phase of a turn in the direction of the prevailing wind. 
  Any smoke that drifts off the edge of the playing area is 
  removed from play. Smoke does not drift in Calm condi-
  tions. If two light smoke clouds drift into the same hex, 
  they are considered heavy smoke for as long as they both 
  occupy the same hex. Inside a building, smoke drifts 1 hex 
  per turn in a random direction (see Buildings, below); if this 
  would result in smoke exiting the building in a direction 
  opposite the direction of the wind (if any), the smoke will 
  stay in its hex. After resolving all smoke drift, determine 
  smoke dissipation.
  Level Changes:
  •	
   As smoke enters a new hex, it will only 
  change 4 levels up or down (taking into consideration the 
  height of the burning material, whether a building, woods 
  and so on). If the level change is 1 to 4 levels, the smoke 
  will automatically adjust its 2 levels of height to the level of 
  the underlying terrain in the new hex. If smoke enters a hex 
  whose level is more than 4 levels below the hex it is exiting, 
  the smoke automatically dissipates (see below). If smoke 
  reaches a hex whose level is higher than 4 levels above the 
  hex it is exiting, it will not enter that hex. Instead, the smoke 
  enters a randomly determined hex to the right or left. This 
  may shrink the smoke hex or make it dive, depending upon 
  the terrain. If the smoke cannot enter either of those adja-
  cent hexes, it stays in its current hex.
  buildings:
  •	
   If smoke enters a building hex from another 
  hex that is not part of the same building, the smoke does 
  not affect the interior of the building; it will either be on 
  top of the building or, depending on the level changes 
  involved, may not enter the hex (see above). If smoke 
  enters a building hex from a fire in the same multi-hex 
  building, then the smoke affects all levels within that 
  building hex (the smoke will not be on top of the build-
  ing hex). If smoke exits from the interior of a building hex 
  (as opposed to the roof), regardless of the height of the 
  building, it will automatically be at the level of the under-
  lying terrain in that new hex.
  Dissipation:
  •	
   To determine dissipation, roll 2D6 for each 
  cloud of smoke on the board during the End Phase of each 
  turn (this is done after smoke drift, but before fire spread-
  ing is determined). A cloud is any amount of smoke that 
  has been generated in a single turn and covers a single 
  hex or a group of contiguous hexes. (Use smoke markers 
  of various shapes and sizes to keep track of clouds.) For 
  Moderate Gale winds, add 1 to the roll result; in Strong 
  Gale winds, add 3; in Storm winds, add 5. If the final modi-
  fied result is 11 or greater, the smoke cloud dissipates. A 
  light smoke cloud that dissipates is removed from the 
  map. A heavy smoke cloud that dissipates becomes light 
  smoke. Do not add any modifiers to a roll made for a 
  smoke cloud inside a building.
  After resolving smoke drift and dissipation, determine if any con-
  tinuing fire on the playing area generates more smoke or spreads.
  to determine if Hex E catches fire. They get a 2D6 result of 7 
  and Hex E catches fire.
  Next, the players roll for the fire in Hex D. For Hex H 
  (directly downwind), the 2D6 roll result of 9 causes that 
  hex to catch fire as well, while a die roll result of 9 for Hex G 
  means that hex is not on fire. Hex E is already on fire, and so 
  the players do not roll for that hex.
  For the last fire in Hex F, Hex E is already on fire, while 
  hexes J and K cannot catch fire. The final hex that can catch 
  fire from Hex F is Hex O. The target number for being directly 
  downwind is 7, but a +3 modifier is applied for the interven-
  ing non-burning hex, bringing the TN to 10. The 2D6 result 
  of 9 means no fire starts in that hex.
  The players remember to place smoke hexes for the fires 
  that just started: the fire in Hex E will place smoke (Cloud 5) 
  in hexes H, I and J (the smoke in Hex J is inside the building 
  at all levels), while the fire in Hex H will place smoke (Cloud 
  6) into hexes L, M and I.
  Finally, the players roll to determine if any of the hexes 
  on fire are extinguished. 2D6 results of 7, 5, 3 and 9, after 
  applying the +3 modifier, mean that Hex H is extinguished 
  even though the fire there just started.
  sMoke
  As with fire, smoke is not exactly a terrain modification in 
  the same vein as the other rules that appear in this section. 
  However, as it too can affect a unit’s to-hit modifiers and is 
  applied and tracked on a hex-by-hex basis (albeit usually 
  across the duration of a game), the rules are most appropri-
  ately covered here.
  Light and Heavy smoke: Smoke is divided into two catego-
  ries: light and heavy. Regardless of the type of smoke involved, 
  it always rises 2 levels above the underlying ground terrain (if 
  there are woods or jungle in a hex, the smoke does not rise 2 
  levels above the trees, but above the ground beneath them).
  Light smoke:
  •	
   Most fires, as well as certain types of smoke-
  delivering weapons, generate light smoke. In cases where 
  the type of smoke is not specifically stated, assume it is 
  light smoke. Light smoke acts as light woods for purposes 
  of line of sight and attack modifiers.
  Heavy smoke:
  •	
   Heavy smoke is usually created by smoke-
  delivering weapons, but it is also generated by burning 
  Heavy or Hardened buildings, as well as fires set by inferno 
  rounds. Heavy smoke acts as heavy woods for purposes of 
  line of sight and attack modifiers.
  smoke Drift/Dissipation: Wind strength and direction will 
  determine how smoke drifts and dissipates; players only start to 
  determine drift and dissipation for smoke during the End Phase 
  following the turn in which the smoke was initially placed. Use 
  the standard rule for determining wind direction (see p. 8). To 
  determine the strength of the wind—provided no wind condi-
  tions are already determined—roll 1D6 and consult the Wind 
  Strength Table, above. If no specific wind strength is selected or 
  generated, assume that Light Gale conditions prevail.
  If players are using the Shifting Winds rules (see p. 8), those 
  rules should be resolved first during the End Phase, before 
  smoke drift and dissipation is resolved.
  
  Conventional infantry: Apply –1 Ground MP to all foot 
  conventional infantry, to a minimum of 0; any units reduced to 
  0 MP can either move or make a weapon attack in a turn, but 
  not both (see p. 213, TW).
  Moderate Gale
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +1 to-hit modifier to all missile weapon 
  attacks.
  Airships: Apply a +2 modifier to all Control Rolls.
  wiGe, VToL: Apply a +1 modifier to all Piloting Skill Rolls.
  Conventional infantry: Apply –1 MP to both ground and 
  jumping movement to all conventional infantry, to a minimum 
  of 0; any units reduced to 0 MP can either move or make a 
  weapon attack in a turn, but not both (see p. 213, TW).
  strong Gale
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +2 to-hit modifier to all missile weapon 
  attacks and a +1 to-hit modifier to all direct-fire ballistic 
  weapon attacks.
  ’Mechs: Apply a +1 modifier to all Piloting Skill Rolls. 
  Airships: Apply a –1 modifier to Safe Thrust and a +3 modi-
  fier to all Control Rolls.
  Hover, wiGe, VToL: Apply a +2 modifier to all Driving Skill 
  Rolls.
  Aerospace Units (excepting Airships): Apply a +1 modifier 
  to all Control Rolls.
  battle Armor: Apply –1 Ground MP, to a minimum of 0; any 
  such units can either move or make a weapon attack in a turn, 
  but not both (see p. 213, TW).
  Conventional infantry: Apply –2 Ground MP to all con-
  ventional infantry, to a minimum of 0; any units reduced to 
  0 MP can either move or make a weapon attack in a turn, 
  but not both (see p. 213, TW). No jumping movement is 
  allowed.
  water Hexes: All water hexes contain the Rapids terrain 
  modification (see p. 9).
  Terrain/Construction Factor (optional): During the End 
  Phase of every turn, apply 10 points of damage to every build-
  ing and woods hex on the playing area. 
  storm
  If a scenario takes place under such conditions, modify 
  movement and combat as follows.
  All Units: Apply a +3 to-hit modifier to all missile weapon 
  attacks and a +2 to-hit modifier to all direct-fire ballistic 
  weapon attacks.
  ’Mechs: Apply a +3 modifier to all Piloting Skill Rolls.
  Hover, wiGe, VToL: Apply a +3 modifier to all Driving Skill 
  Rolls.
  Aerospace Units (excepting Airships): Apply a +2 modifier 
  to all Control Rolls.
  battle Armor: Apply –1 MP to Ground movement, to a mini-
  mum of 0; any such units can either move or make a weapon 
  winD
  Apply the following rules when using any type of wind con-
  ditions in a game.
  wind Direction:
  •	
   In a game that includes any type of wind 
  condition (Light Gale, Moderate Gale, Strong Gale or 
  Storm), the players must determine wind direction. At the 
  beginning of a given scenario, declare one side of a hex 
  on the playing area to be Direction 1 and then number 
  the remaining hexsides 2 through 6, moving clockwise. 
  Roll 1D6. For the entire game, the wind will blow in the 
  direction indicated by the die roll result.
  shifting winds:
  •	
   If players wish, they can add diversity 
  to their use of wind conditions in a given scenario, by 
  having the direction and strength of the wind shift from 
  turn to turn. During the End Phase of each turn, check to 
  see if the direction or strength of the wind has changed. 
  First, roll 1D6 for wind strength. On a result of 1, the wind 
  becomes one category weaker (for example, a Strong 
  Gale would become a Moderate Gale). On a result of 6, 
  it becomes one category stronger (for example a Strong 
  Gale would become a Storm). Then roll 1D6 for direction. 
  On a result of 1, the wind direction changes by one hex-
  side (60 degrees) clockwise. On a result of 6, the direction 
  changes one hexside counterclockwise. A result of 2–5 on 
  either roll indicates no change.
  Light Gale
  If a scenario takes place under such conditions, modify 
  movement as follows.
  Airships: Apply a +1 modifier to all Control Rolls.
  FL
  The smoke clears revealing none other than Paula "Lady Death"  Trevaline leading the raid.
  
  9
  ARTiLLeRy noT DiReCTLy on THe PLAyinG AReA
  Prior to placing their units on the playing area, players may 
  decide to assign artillery units that will not be located directly 
  on the playing area to one or both sides during game setup. 
  This choice may be dictated by the scenario being played, or the 
  players can simply agree to add this element to their game.
  Players should determine the relative location of any artil-
  lery not located on the playing area. Any unit mounting an 
  artillery weapon that the player is not directly fielding on the 
  playing area sets up behind that player’s home map edge (see 
  Set-Up, p. 256, TW). For example, if the friendly forces set up 
  on the north side of the playing area, artillery units not on the 
  playing area would set up north of the map. Designating a 
  specific location for artillery is important because hit locations 
  of many units (including ’Mechs, vehicles, grounded aerospace 
  units and so on) are determined by the direction from which 
  the artillery fire arrives.
  Players must also determine the artillery unit’s distance from 
  the playing area, expressed in units of 500 meters (the length of 
  one ground mapsheet). Players may place an artillery unit any 
  distance from the playing area up to its maximum range (see 
  Artillery Ranges Table, p. 11). Players may place units further 
  away than that if they wish, but the artillery will be unable to 
  affect the playing area without moving. The further away from 
  the playing area an artillery unit is placed, the longer it takes 
  for its shells/missiles to reach the target. Also keep in mind 
  that such ranges are to a single mapsheet, not the playing 
  area. For example, in a given game the playing area consists 
  of nine mapsheets laid in a square (3 x 3) and the controlling 
  player of a Thumper artillery unit places it at its maximum 
  range behind his side: 21 mapsheets (10,500 meters or 10.5 
  kilometers). This means the artillery could only hit the middle 
  mapsheet of the first row of three on the controlling player’s 
  edge (21 mapsheets range) without moving. The artillery can-
  not hit the mapsheets in the first row to the left or right of the 
  middle mapsheet (22 mapsheets), or the other six mapsheets 
  of the playing area, as the two rows of three mapsheets would 
  be at 22 and 23 mapsheets’ range, respectively. Yet the closer 
  the unit is placed to the playing area, the greater the likelihood 
  that its position could be overrun and the weapon destroyed 
  or captured if the battle goes against that side. Players must 
  therefore strike a balance when determining where to place 
  artillery units. If the players cannot decide on a range, position 
  the artillery unit(s) at a distance of half its maximum range 
  from the battlefield.
  Rolling Maps and Attacking 
  off-board Artillery Directly (optional)
  A commander may wish to dispatch fast units to hunt down 
  and eliminate off-board artillery.  When using this rule, artillery 
  units are secretly deployed a number of mapsheets away from 
  their home map.  In these simplified rules, all off-board artillery 
  units must occupy the same map and all maps must be placed 
  side-to-side away from the home side of the controlling player’s 
  starting map.  A maximum of five mapsheets’ distance is recom-
  mended.  The following details must be recorded:  the number 
  of mapsheets away from the starting map where the off-board 
  attack in a turn, but not both (see p. 213, TW). No jumping 
  movement is allowed.
  Airships and Conventional infantry: These units cannot 
  operate in storm conditions.
  water Hexes: All water hexes contain the Rapids terrain 
  modification (see below).
  Terrain/Construction Factor (optional): During the End 
  Phase of every turn, apply 20 points of damage to every build-
  ing and woods hex on the playing area.
  RAPiDs
  For any water of Depth 1 or greater that contains rapids, 
  apply a +1 MP cost to enter that hex, as well as a +2 modifier 
  to all Piloting Skill Rolls made while in that hex.
  Quick-Start  
  artillErY rulES
  The following advanced rules allow players to deploy artil-
  lery onto their battlefields; a sneak preview of all that Tactical 
  Operations: The Advanced Planetary Conquest Rules has to offer. 
  The rules have been modified as appropriate to ensure they are 
  completely playable with the rules and scenarios in this book.
  Artillery can provide a force with useful long-range fire sup-
  port. Unlike the real world, where artillery is often the decisive 
  force in combat, BattleTech artillery is only a supplement to 
  conventional forces, though it can still be very effective if used 
  well. BattleMechs are the kings of the battlefield, however, and 
  even the best artillery strikes will rarely be more effective than 
  a good ’Mech lance.
  Definition of indirect: Any unit more than seventeen hexes 
  away from the target is considered indirect for purposes of 
  artillery fire, even if the artillery unit is on the same mapsheet 
  as the target and has a clear line of sight to the target hex. In 
  these quick-start rules, an artillery unit cannot fire at a target 
  less than seventeen hexes away.
  Area-effect weapon: Artillery attacks are area-effect 
  weapons, and so all rules that apply to such weapons apply to 
  artillery attacks. This includes applying all standard damage to 
  the infantry as well as the carrying unit for mechanized battle 
  armor.
  seQUenCe oF PLAy
  When artillery is used, modify the normal sequence of play 
  as follows:
  1. Initiative Phase
  2. Targeting Phase
  3. Movement Phase (Ground)
  4. Movement Phase (Aerospace)
  5. Indirect Artillery Attack Phase
  6. Weapon Attack Phase
  7. Physical Attack Phase
  8. Heat Phase
  9. End Phase
  
  playing area would allow 15 pre-plotted hexes per side). How-
  ever, regardless of the size of the playing area, no player can 
  place more than 5 pre-plotted hexes per mapsheet (an area 
  seventeen hexes long by fifteen hexes wide). These limits 
  apply regardless of how much artillery is in use by either side.
  TARGeTinG
  During the Targeting Phase of a turn, a player wishing to 
  make an indirect artillery attack may select and record the map 
  hex numbers that he wishes his artillery to fire on that turn. Indi-
  rect artillery fire can only be directed at hexes, not individual 
  targets. Players may direct artillery fire at hexes not under the 
  direct observation of a friendly unit; however, this fire may not 
  be adjusted (see Artillery Spotters, below). Each artillery unit 
  that a player controls may target a different hex or the same 
  hex; if an artillery unit mounts multiple artillery weapons, each 
  weapon can be fired at the same or different hexes at the con-
  trolling player’s discretion. Record the turn in which each piece 
  fired, each target hex, and the turn in which each fired shell will 
  land. The turn in which a shell will land equals the current turn 
  number plus the shell’s time in flight, as shown on the Indirect 
  Artillery Flight Times Table (see p. 11).
  Artillery spotters
  Artillery spotters can improve the accuracy of artillery fire in 
  the following two ways (note that these situations can occur 
  simultaneously, providing both benefits). 
  If the target hex was in the LOS of a friendly unit (the spot-
  ter) at the end of the Movement Phase of the turn in which the 
  artillery attack was launched, and the same friendly unit has the 
  target hex in its LOS in the turn in which the shell/missile arrives, 
  then a modifier, as shown on the Artillery Modifiers Table, can 
  be added to any new attack. As soon as that friendly unit does 
  not have LOS to the target hex at the end of a Movement Phase 
  in which an artillery shell/missile is either launched or landed, 
  any new artillery attack made loses that bonus.
  The player manning an artillery unit may attempt to adjust 
  subsequent fire to home in on its target hex by noting how far 
  off from the target hex and in which direction its shot landed. 
  If there is a spotter with LOS to the target hex as described 
  above, the attacker may adjust subsequent fire at that hex. 
  Each attack adjusted in this way modifies the to-hit number 
  artillery are placed, the exact map on which the artillery are 
  placed, and the exact hex(es) on that map occupied by artillery 
  units.  All such artillery units start a scenario as hidden units on 
  their respective mapsheets (see Hidden Units, p. 259, TW).
  Players may include a mixture of on-board and off-board 
  artillery units.  
  During game play, if the target hex of an artillery attack was in 
  the LOS of an opponent unit during the turn in which the shell/
  missile arrives (at the actual targeted hex, not a hex to which the 
  shot might scatter if it misses), then the opponent may know the 
  direction of the artillery attack. The controlling player of any units 
  that fall into this category makes an immediate Gunnery Skill Roll, 
  using the unit’s base Gunnery Skill Rating and applying a +5 mod-
  ifier. The player should also consult the Artillery Modifiers Table (p. 
  10) to determine any additional modifiers. For example, a ’Mech 
  with a Gunnery Skill Rating of 2 would make a Gunnery Skill Roll 
  against a Modified Target Number of 6 [2 (Gunnery Skill Rating) 
  +5 (standard modifier) – 1 (Artillery Modifiers Table modifier) = 6]. 
  While multiple units that have LOS to the target hex may make 
  such a roll, a unit may make only one such roll per turn, regardless 
  of how many shells/missiles might arrive in a given turn, or how 
  many of those target hexes are in LOS.
  If any Gunnery Skill Roll is successful, the controlling player 
  has determined the direction of the artillery attack. Note: in 
  these rules, the artillery direction will always be the same, but 
  it must be successfully determined prior to sending in forces 
  to hunt down the opposing artillery unit(s).
  The player that witnessed the artillery attack can then deter-
  mine if he wishes to send units in that direction, a modified 
  version of the Rolling Maps rule (the full rules may be found in 
  Tactical Operations, pp. 179-180).  When opposing forces reach 
  the home edge of a player’s starting map, a new map is placed so 
  that it adjoins the existing battlefield in side-to-side orientation. 
  The process continues as necessary with no limit to the number 
  of maps placed, making it possible for an artillery-hunting unit 
  to move past the artillery unit being sought.  Once the map con-
  taining the hidden artillery units becomes part of the battlefield, 
  the units must be revealed if they make an attack.  
  Map selection is made by the player who’s home edge has 
  been reached (subject to a pre-approved choice of maps). This 
  is done so that when the controlling player places the map-
  sheet where his artillery is actually located (pre-determined 
  before the game began), he does not move from a random 
  mapsheet to suddenly choosing a specific mapsheet for 
  placement, giving away the fact that his artillery is on that that 
  specific mapsheet.
  Pre-Designated Hexes
  If all players agree, before beginning play, each side using 
  artillery units not placed on the playing area may secretly 
  choose up to 5 hexes on the playing area as pre-plotted target 
  hexes. Artillery fire on a pre-plotted hex automatically hits 
  after the shell/missile flight times have elapsed.
  Note that this number is for a playing area composed of four 
  maps. If players are using a truly large area, they may wish to 
  pre-plot a total of 5 hexes per side fielding artillery units for 
  every four mapsheets used (for example, a twelve-mapsheet 
  aRtILLeRY ModIFIeRS taBLe
  Condition 
  Modifier
  For every 2 points of Gunnery Skill less 
  than 4 possessed by the spotting unit* 
  –1
  For every 2 points of Gunnery Skill greater 
  than 4 possessed by the spotting unit* 
  +1
  Adjusting fire: for each previous shot fired 
  at the target hex by the artillery unit* 
  –1
  *See Artillery Spotters, below; round any fractions down.
  
  11
  for that artillery unit by –1, as shown in the Artillery Modifiers 
  Table. Again, remember to take into account the proper attack 
  and when that attack will arrive on the target mapsheet when 
  applying the modifier.
  In both instances, if an artillery spotter makes an attack of its 
  own in the same turn it is spotting for an artillery attack, apply 
  a +1 modifier to all the spotting unit’s attacks, as well as a +1 
  modifier to the artillery attack made that turn; as above, note 
  the turn when that shot will arrive on the mapsheet contain-
  ing the target hex. That is the shot where the modifier for such 
  an attack will apply. If the spotting unit makes no attacks, do 
  not apply these additional modifiers.
  A Sniper artillery unit will fire 7 shots in 7 turns against a 
  single hex, using the same spotter. The Sniper is 16 mapsheets 
  away from the mapsheet containing the target hex. Looking 
  on the Indirect Artillery Flight Times Table, this means the 
  shell will take three turns before hitting the target hex. A unit 
  friendly to the Sniper (the spotter), with a Gunnery Skill that 
  provides a –2 modifier, has the target hex in its LOS at the end 
  of the Movement Phase during Turn 1. The controlling player 
  begins to make an artillery attack during the Indirect Artillery 
  Attack Phase each turn, starting on Turn 1. Meanwhile, the 
  spotting unit has kept the hex in LOS through Turns 1, 2, 3 and 
  4. During the Indirect Artillery Attack Phase of Turn 4, the first 
  shell arrives on the mapsheet. The controlling player can now 
  apply a –1 modifier to his next attack, which will occur dur-
  ing the Indirect Artillery Attack Phase of Turn 4. However, the 
  attacks made during Turns 2 and 3, which will arrive onboard 
  during Turns 5 and 6, will not receive that benefit. The first 
  shell to receive that benefit will arrive on Turn 7.
  Determining Hits
  During the Indirect Artillery Attack Phase, players announce 
  artillery attacks due to land in that turn and resolve the effects 
  of their fire. Artillery fire may or may not land in the targeted 
  hex. Except for fire against a pre-designated artillery target 
  hex, determine whether or not an artillery attack hits its target 
  hex. Use the attacking unit’s Gunnery Skill as a base to-hit 
  number and apply a standard modifier of +7, plus the appro-
  priate modifiers from the Artillery Modifiers Table.
  Roll 2D6. If the result equals or exceeds the modified to-hit 
  number, the attack hits the target hex; otherwise, the attack 
  scatters. To determine where the scattered attack lands, first 
  determine the Margin of Failure (MoF). For each point of MoF 
  the artillery round scatters by one hex.
  To determine the exact location, roll one die and compare 
  it to the Scatter Diagram to find the direction of the scatter. 
  The scattered artillery will scatter in that direction a number of 
  hexes equal to the MoF.
  Once an artillery unit hits its target hex (not any hex to 
  which a shot scatters), it will automatically hit that hex every 
  time it targets that hex for the remainder of the scenario; the 
  same rules for spotting apply (see Artillery Spotters, p. 10), so 
  that only those shots fired after the shot strikes the hex will 
  automatically strike the hex. The exception to this rule is if the 
  unit making the artillery attack expends MP after the hex has 
  aRtILLeRY RangeS taBLe
  Type
  Maximum Range  
  (in mapsheets)
  Arrow IV Missile (Inner Sphere)
  8
  Arrow IV Missile (Clan)
  9
  Thumper
  21
  Sniper
  18
  Long Tom
  30
  IndIRect aRtILLeRY  
  FLIght tIMeS taBLe
  Distance from Battlefield  
  (in mapsheets)
  Artillery Flight Time 
  (in turns)
  Less than 1* 
  0
  1–8
  1
  9–15
  2
  16–21
  3
  22–26
  4
  27–30
  5
  *See Definition of Indirect, p. 8.
  • scatter diagram • 
  
  Additionally, in the target hex only (never in any adjacent 
  hexes), this damage is also applied vertically into the elevations 
  above the target hex (meaning an airborne VTOL in a target 
  hex that is at a low enough elevation may still take damage). In 
  the target hex, for each subsequent elevation above the level 
  of the underlying hex, reduce the damage by 10 points and 
  apply that damage to the next elevation; do this until there 
  is no more damage to apply to a higher elevation. This type 
  of vertical damage does not apply to buildings, which follow 
  their own rules (see below). Also, such vertical damage is not 
  inflicted twice against units that occupy more than one level 
  (such as a standing ’Mech).
  buildings and Grounded Dropships: A building in a hex 
  hit by artillery attacks uses the area-effect weapons rules to 
  resolve damage (see Area Effect Weapons, p. 172, TW).
  If a unit occupies a building in a hex damaged by an artillery 
  attack, full damage is applied to the unit as well as the build-
  ing hex. If a building or Grounded DropShip hex is higher than 
  both the underlying level of the target hex and a unit/building 
  occupying a hex that would be damaged by an artillery attack, 
  and that building or Grounded DropShip hex lies along the LOS 
  between the target hex and the hex occupied by the unit, and 
  the building or Grounded DropShip hex completely absorbs 
  the damage assigned to it by the artillery attack without being 
  destroyed, the unit/building receives no damage.
  If, however, the attack destroys the building or Grounded 
  DropShip, divide the damage not applied to the building or 
  Grounded DropShip by the Damage Value applied to that 
  hex, then multiply that percentage by the Damage Value that 
  would be applied to the hex occupied by the target unit/build-
  ing to determine the actual damage applied (round down in 
  been hit, in which case that hex can no longer be hit automati-
  cally. In all instances, players keep track of which hexes can be 
  struck by which units, as artillery units cannot use each other’s 
  “auto-hit” hexes.
  DAMAGe
  The amount of damage a unit takes from an artillery attack 
  depends on two factors: the base Damage Value of the shell/
  missile, and the distance between the unit and the detonation 
  hex when the shell/missile explodes.
  The base Damage Value of a shell/missile is the damage the 
  shell/missile inflicts on any unit in a hex struck by it. Reduce 
  the damage by 10 points for each hex of distance between 
  the target hex and the affected unit. For example, reduce the 
  Damage Value by 10 for a unit in an adjacent hex, by 20 for 
  units two hexes away, and so on. 
  All units and structures occupying a hex hit by an artillery attack 
  take full damage from the attack. Divide damage from artillery 
  into 5-point Damage Value groupings and apply to the target. To 
  determine direction of attack for hit locations for artillery off the 
  playing area, consider the artillery piece to be in the center hex of 
  the map edge beyond which it lies. Thus, if the artillery is located 
  to the north of the mapsheet on which the battle is taking place, 
  resolve hit locations as if the attack originated in the center of the 
  north edge of that mapsheet; the attack direction against targets 
  in adjacent hexes is determined as though the attack came from 
  the target hex. If an attack is made from anywhere on the playing 
  area, regardless of size, determine the direction of the attack by 
  drawing a line between the attacking and target hexes. See the 
  Artillery Ordnance Table (p. 13) for the Damage Values of each 
  artillery type against target and adjacent hexes.
  MM
  A Canopian battery consisting of an LT-MOB-25 Long Tom and two  Thumper towed guns.
  
  13
  If the attack hits the target hex, the shell/missile inflicts 
  standard artillery damage, including damage to adjacent 
  hexes, as well as any other effects, if applicable. If the round 
  misses its target, it scatters as described in Targeting (see p. 
  10), but only 1D6 is rolled to determine distance; the MoF is 
  not applied.
  Minimum Range: If the target is within six hexes of the 
  attacking unit, a direct-fire attack cannot be made. 
  indirect Fire at Targets seventeen Hexes or Less Away
  Artillery units may make an indirect attack on a unit that is 
  less than seventeen hexes away if there is no LOS to the target 
  hex. Modify the to-hit number for attacker movement during 
  the turn in which it fires.
  note: If firing at targets more than seventeen hexes away, 
  use the standard rules for indirect artillery fire.
  all cases). For example, a 10 Damage Value Sniper attack (the 
  second “ring” of damage of a Sniper) is applied to a building 
  hex with a current CF of 3, which destroys the building. The 
  target unit in the adjacent hex behind the building would 
  receive 7 points of damage [7 (damage not absorbed by build-
  ing) / 10 (Damage Value assigned to the building hex) = .7 x 10 
  (Damage Value assigned to the target unit’s hex) = 7].
  Levels (Hills): If a hill is higher than both the underlying 
  level of the target hex and a unit/building occupying a hex 
  that would be damaged by an artillery attack, and that hill lies 
  along the LOS between the target hex and the hex occupied 
  by the unit, the unit/building receives no damage.
  water: Use the rules for area-effect weapons against build-
  ings (see p. 172, TW) when resolving damage from an artillery 
  attack if the target hex is a water hex, and if units and/or build-
  ings occupy such water hexes. If the target hex is not a water 
  hex and an adjacent hex is a water hex, no damage is applied 
  to completely submerged targets in that adjacent hex; in the 
  case of a ’Mech standing in Level 1 water, the damaged is 
  applied using the Punch Hit Location Table.
  DiReCT-FiRe ARTiLLeRy
  Though most players use artillery for indirect attacks, an 
  artillery-equipped unit has several attack options for directly 
  targeting enemy units.
  In all instances, start with the attacker’s Gunnery Skill as a 
  base to-hit number, with a +4 to-hit modifier; apply all other 
  modifiers as noted below.
  All direct-fire artillery attacks are made during the Weapon 
  Attack Phase.
  Flight Times: As noted on the Indirect Artillery Flight Times 
  Table (see p. 11), any direct-fire artillery attack lands in the 
  same turn it is made.
  Direct Fire
  To make a direct artillery attack, the artillery unit must have 
  line of sight to the target hex, and the target hex must be no 
  further than seventeen hexes away. Do not modify the to-hit 
  number for range, target movement, the terrain of the target 
  hex or an immobile target. The base to-hit number is modified 
  normally for the attacker’s movement and for firing through 
  (not into) woods and for other terrain features.
  A direct-fire artillery attack is made during the Weapon 
  Attack Phase and has no time in flight.
  aRtILLeRY oRdnance taBLe
  Weapon Type Damage Values (Radius)
  Ordnance Type 
  Damage Type 
  Long Tom 
  Sniper 
  Thumper 
  Arrow IV 
  Arrow IV Non-Homing Missile
  AE, F
  —
  —
  —
  20/10 (R1)
  High-Explosive (standard) 
  AE, F 
  25/15/5 (R2) 
  20/10 (R1) 
  15/5 (R1) 
  20/10 (R1)
  • radius diagram • 
  
  aged to convey the pomp and menace of Kederk’s voice as if 
  he’d been in the room instead of countless of kilometers away 
  in a DropShip decelerating for orbital insertion. Hämäläinen 
  reviewed his notes for the second time and then motioned for 
  his aide to open communications.
  Hämäläinen took a breath and focused on keeping an even 
  tone. “I’m Őverste-Lőjtnant Jaakko Hämäläinen, commanding 
  officer of the Third Battalion, Second Drakøns. I defend my 
  homeworld with all the forces at my disposal, two battalions 
  of MechWarriors and infantry support. I’ll meet your forces on 
  Prince William Island.”  Hämäläinen pointed at his aide.  “The 
  coordinates are being transmitted now.  I await your answer.”
  A pregnant silence broken only by the steady hum of electron-
  ics followed Hämäläinen’s reply.  The distance imposed a delay 
  in communications, and every second felt like five minutes. 
  Intel on the Clans was scarce and their peculiar customs little 
  understood. Hämäläinen had always been proud of his ability 
  to remain impassive in front of his men, instilling confidence 
  through force of will when lesser men would have shown fear, 
  but at the five-minute mark he started to wonder if he’d gotten 
  something wrong.  Then the comm crackled to life.
   “Bargained well and done, freebirth.  I will bring a Super-
  nova of my best MechWarriors to your island.”
  Major Pete Watson—Hämäläinen’s counterpart in the Sec-
  ond Kell Hounds—spoke first. “How many is that?”
  This section contains two ready-to-play scenarios. After the 
  name of each scenario, a parenthetical phrase defines what 
  type it is as described under Mission Types (see Inner Sphere At 
  a Glance). 
  era Report: 3052: The first sce-
  nario is set during the initial Clan 
  Invasion of 3050 to 3052. Players 
  who want more information on this 
  exciting time period can find exten-
  sive details—including a historical 
  overview, notable personality pro-
  files, campaign tracks and more—in 
  Era Report: 3052.
  ScEnario 1: GathErinG intEl 
  (planEtarY invaSion)
  “To the freebirth surats of Verthandi, I am Star Colonel Athen 
  Kederk of the 328th Assault Cluster, Alpha Galaxy.  I will claim 
  this world in honorable combat for Clan Wolf. Who will face me 
  upon the field of battle?”
  The audio system in the Second Drakøns Mobile HQ had 
  seen better days, but even with jury-rigged repairs it man-
  ScEnarioS
  
  15
  GAMe seTUP
  Lay out the mapsheets as shown. Replace all non-water 
  terrain features with light woods. The defender designates 10 
  non-water hexes on each map as heavy woods.  
  Players that own BattleTech HexPack: Lakes and Rivers may 
  make the following optional changes to the maps:
  Left Map:
  Place a 4-hex river tile beginning in Hex 0301 with a Depth 
  1. 
  2 hex and filling hexes 0401, 0502, and 0602 with Depth 
  1 water.
  Place a 4-hex river tile beginning in Hex 0703 and filling 
  2. 
  hexes 0704, 0705, and 0706.
  Place a 4-hex river tile filling hexes 0712, 0713, 0714, and 
  3. 
  0715. Hex 0715 should have the Depth 2 water hex.
  Place a 2-hex river tile filling hexes 0716 and 0717.
  4. 
  Place a 7-hex water tile with the center hex filling Hex 
  5. 
  1314 with Depth 2 water, and all adjacent hexes with 
  Depth 1 water.
  Right Map:
  Place the 19-hex water tile so that the Depth 3 hex occu-
  6. 
  pies Hex 0808.
  Place a 7-hex water tile with the center hex filling Hex 
  7. 
  1314 with Depth 2 water, and all adjacent hexes with 
  Depth 1 water.
  Place a 3-hex water tile with the Depth 2 water in Hex 
  8. 
  1302; filling hexes 1202 and 1303 with Depth 1 water.
  Place a 3-hex water tile with the Depth 2 water in Hex 
  9. 
  1203; filling hexes 1204 and 1304 with Depth 1 water.
  Hämäläinen suppressed a cringe.  The men could pick up on 
  the tiniest signs of fear from their commanders, and it would 
  destroy morale before the first shot was fired.  He’d have to 
  speak to Watson about his tone in private, but for now his 
  focus was damage control.  
  “A lance, a regiment, it doesn’t matter,” he said with just the 
  right amount of bravado. “We’ll send these cretins packing.”  
  A hollering chorus echoed through the mobile HQ. 
  Hämäläinen’s smile told the men he believed every word he’d 
  uttered, but inside he was terrified.  Clan Wolf was attacking 
  with a force less than half his size, which meant they were 
  utterly mad, or truly unstoppable.
  siTUATion
  1730 Hours
  Prince William Island, Verthandi
  Free Rasalhague Republic
  1 May 3050
  The second wave of Clan Wolf’s assault on the Inner Sphere 
  brought them to Verthandi, where the Kell Hounds and Sec-
  ond Drakøns staged a clever engagement to gain intel on the 
  mysterious attackers rolling through the FRR.  Unknown to Clan 
  Wolf, the Hounds and Drakøns had hidden troops and recording 
  equipment on Prince William Island with the intent of luring the 
  Wolves into a fight on their terms and capturing detailed sensor 
  data on the Clan’s advanced OmniMechs and battle armor.  
  • gathering intel map configuration • 
  
  DeFenDeR
  The defending force consists of elements of the Third 
  Battalion, Second Drakøns, the Second Battalion, Second 
  Kell Hounds, and the Fourth Verthandi Armored Infantry 
  Brigade.
  Alpha Lance, First Company, second Drakøns
  Őverste-Lőjtnant Jaakko Hämäläinen (Piloting 3, Gunnery 2),  
  AS7-K Atlas [BV 3,959]
  Kaverllrist Aina Sørensen (Piloting 4, Gunnery 3),  
  DRG-5K Grand Dragon [BV 1,874]
  Kaverllrist Kennet Trana (Piloting 2, Gunnery 3),  
  HTM-27T Hatamoto-Chi [BV 2,700]
  Kaverllrist Sigurd Kristoffersen (Piloting 3, Gunnery 3),  
  CES-3R Caesar [BV 3,093]
  bravo Lance, First Company, second Drakøns
  Lőjtnant Gabriella Wahlström (Piloting 2, Gunnery 3),  
  DRG-5K Grand Dragon [BV 1,874]
  Kaverllrist Harald Persson (Piloting 3, Gunnery 3),  
  HBK-5M Hunchback [BV 1,647]
  Kaverllrist Matteus Apell (Piloting 3, Gunnery 3),  
  KTO-20 Kintaro [BV 2,117]
  Kaverllrist Dagmar Skaarenor (Piloting 4, Gunnery 2),  
  JM6-DD JagerMech (BV 1,554)
  ATTACkeR
  The attacking force consists of elements of Clan Wolf’s 328th 
  Assault Cluster.
  bravo battle nova 
  Star Commander Ivul Radick (Piloting 2, Gunnery 1),  
  Masakari Prime [BV 7,155]
  MechWarrior Jasper (Piloting 2, Gunnery 2),  
  Man O’ War Prime [BV 3,013]
  MechWarrior Bishop (Piloting 3, Gunnery 1),  
  Man O’ War Prime [BV 3,443]
  MechWarrior Allyce (Piloting 2, Gunnery 2),  
  Fenris Prime [BV 3,289]
  MechWarrior Japeth (Piloting 3, Gunnery 2),  
  Mad Cat Prime [BV 4,981]
  Clan Medium Battle Armor Point (Gunnery 1, Anti-’Mech 2), 
  Laser [BV 715]
  Clan Elemental Battle Armor Point (Gunnery 1, Anti-’Mech 2), 
  Laser [BV 715]
  Clan Elemental Battle Armor Point (Gunnery 1, Anti-’Mech 2), 
  Laser [BV 715]
  Clan Elemental Battle Armor Point (Gunnery 1, Anti-’Mech 2),  
  MG [BV 664]
  Clan Elemental Battle Armor Point (Gunnery 1, Anti-’Mech 2),  
  Flamer [BV 646]
  Deployment
  The attacker enters the left edge of the playing area during 
  the Movement Phase of Turn 1.
  • gathering intel map configuration (optional) • 
  
  17
  The remote sensor may be used to scan Clan Wolf units (as 
  described below).  Aside from this equipment, the platoons 
  follow all normal rules for a foot infantry platoon armed with 
  ballistic rifles. (Full rules for sensor engineers and remote sen-
  sors are found in Tactical Operations.)
  scanning the Clan wolf units
  During the Weapon Attack Phase of any turn, each sensor 
  engineer platoon may attempt to scan a Clan Wolf unit instead 
  of attacking. The scanning range is 2 hexes. 
  The defending player declares that a scanning attempt is 
  taking place. He secretly records the platoon attempting the 
  scan and the name and location of the target ’Mech. He then 
  rolls 2D6. On a result of 7 or less, nothing happens; on a result 
  of 8 or higher, a successful scan has taken place.
  Neither a success nor a failure reveals the location of the 
  platoon. This information is revealed when calculating victory 
  points at the end of the game.
  wind 
  A light gale (see Wind, p. 8) is in effect for this scenario.  At 
  the beginning of play, determine wind direction (see p. 8). The 
  wind direction and speed are fixed for this scenario and will 
  not change.
  ViCToRy ConDiTions
  Victory Points are awarded as shown on the Victory Points Table. 
  The side with the highest total at the end of the game wins.  
  note: Points for successfully scanning an attacking unit are 
  awarded in lieu of crippling or destroying the unit and may 
  only be awarded once for each attacking unit; additional scans 
  have no effect.
  AFTeRMATH
  Clan Wolf won a series of hard-fought battles against the 
  Second Drakøns and Kell Hounds. Both forces retreated off-
  world after taking heavy losses. The sensor equipment that 
  would have provided the defenders with valuable information 
  on the Clan Wolf ’Mechs was discovered and destroyed by 
  Elementals during the fighting.
  First battalion, Fourth Verthandi Armored infantry
  Rifle Foot Infantry Platoon—Sensor Engineers (Gunnery 2) 
  [BV 125] 
  Rifle Foot Infantry Platoon—Sensor Engineers (Gunnery 3)  
  [BV 107]
  Rifle Foot Infantry Platoon—Sensor Engineers (Gunnery 2)  
  [BV 125]
   
  Command Lance, second battalion, second kell Hounds
  Major Pete Watson (Piloting 3, Gunnery 3),  
  CN9-D Centurion [BV 1,763]
  MechWarrior Johannes Korwisi (Piloting 3, Gunnery 3),  
  WLF-2 Wolfhound [BV 1,655]
  MechWarrior Sarah Nicholas (Piloting 5, Gunnery 4),  
  CPLT-C3 Catapult [BV 1,368]
  MechWarrior Kristof Eldo (Piloting 5, Gunnery 4),  
  CPLT-C3 Catapult [BV 1,368]
  note: While WLF-2 Wolfhound did not appear until 3052, for 
  the ease of playing this scenario with available record sheets 
  it's included here.
  Deployment
  The defender deploys anywhere on the right map prior to 
  the start of play.
  sPeCiAL RULes
  If a unit exits the playing area for any reason, it is consid-
  ered destroyed and may not re-enter the scenario.
  The following additional rules are in effect.
  Clan Honor
  The Wolf Clan forces follow Level 2 Clan Honor rules (see p. 
  273, TW).
  Fire
  The Fire rules are not in use for this scenario (see p. 3).
  Forced withdrawal
  Forced Withdrawal rules are in effect for the defender only 
  (see p. 258, TW).
  Hidden Units
  After set-up but before play begins, the defender places 
  his sensor engineers (the three rifle infantry platoons) any-
  where on the playing area using the standard Hidden Units 
  rules (see p. 259, TW).
  sensor engineers
  Each sensor engineer platoon carries a single remote sen-
  sor. The sensor does not affect movement, but the platoon 
  may not discard it. It is considered intrinsic to the platoon 
  and is not destroyed until the last member of the platoon is 
  crossed off. 
  VIctoRY poIntS taBLe
  Condition
  Points Awarded
  Opposing Unit Crippled
  +Unit BV x 0.5
  Opposing Unit Destroyed
  +Unit BV x 2
  Opposing Unit Scanned
  + Unit BV x 2
  Friendly Unit Crippled
  – Unit BV x 0.5
  Friendly Unit Destroyed
  – Unit BV  
  
  siTUATion
  0500 Hours
  SLDF Proving Grounds Simulator
  The artillery barrage reduced battalion command, and much 
  of your unit, to charred wreckage. Only chance spared you 
  from the fate of your compatriots.  Enemy forces are rapidly 
  closing on your position, and you now find yourself in com-
  mand of what little remains of your battalion.  Do you have 
  what it takes?
  GAMe seTUP
  Lay out the mapsheets as shown. The attacking force des-
  ignates fifteen clear hexes on the right map as rough terrain 
  (players can use HexTiles from HexPack: Lakes and Rivers, other 
  counters or even home-made tokens to designate these 
  hexes).
  Determine wind strength and direction (see p. 8) prior to the 
  start of play. Once this is determined, half of the woods hexes 
  on the right map (rounded down) are set on fire (attacker’s 
  choice) and one turn’s worth of smoke drift and dissipation 
  (see p. 7) should be resolved.
  ATTACkeR
  The attacking force consists of elements of the SLDF Proving 
  Battalion supported by artillery assets.  
  All artillery units begin the scenario with only half their 
  normal allotment of artillery ammo (rounded down). The 
  attacking infantry platoons and any ’Mechs with standard 
  ScEnario 2:  kinG of BattlE 
  (dEfEnSivE campaiGn)
  The King of Battle is an exercise that was given to all 
  company-grade officer cadets in the SLDF.  The initial rules of 
  engagement put the cadet in a normal role—commanding a 
  company—in a larger force, usually a battalion of ’Mechs plus 
  accompanying armor support.  Within the first ten minutes of 
  the simulation, the cadet receives a battlefield promotion to 
  field-grade officer due to heavy casualties and unexpected 
  attrition.  Suddenly responsible for the entire force and taking 
  heavy fire, the cadet is tested in the most brutal conditions as 
  the scenario plays out.
  After cession of hostilities, the cadet’s performance was 
  reviewed by a panel of experienced field-grade officers in a 
  critique reportedly more grueling than the simulation.  The 
  cadets endured hours of defending their every decision to ulti-
  mately earn their command appointment in the SLDF.  Though 
  no pass/fail grades were given for this exercise, it was no secret 
  that good performance in the King of Battle was directly linked 
  to favorable postings upon graduation.  
  Historians of the Early Clan era have postulated that Nicholas 
  Kerensky drew the inspiration for his Trials from this exercise.
  Note: The shear size and scope of the massive Star League 
  Defense Force meant it often deployed companies and even 
  battalions of the same design. For the enjoyment of this sce-
  nario, a mix of units is used.
  • king of battle map configuration • 
  
  19
  DeFenDeR
  The defending force consists of the shattered remains of the 
  cadet’s battalion.  
  Apply the following pre-existing damage before set-up (in 
  all cases, roll for critical hits, but not Motive System damage, 
  as normal):
  20-35 ton units, roll 1D6. 
  •	
  Apply this many 2-point Dam-
  age Value groupings using the front column of the Hit 
  Location Table; re-roll any results that would cripple or 
  destroy the unit.
  40-55 ton units, roll 2D6.
  •	
   Apply this many 3-point Dam-
  age Value groupings using the front column of the Hit 
  Location Table; re-roll any results that would cripple or 
  destroy the unit.
  60-76 ton units, roll 3D6. 
  •	
  Apply this many 4-point Dam-
  age Value groupings using the front column of the Hit 
  Location Table; re-roll any results that would cripple or 
  destroy the unit.
  80 to 100 ton units, roll 4D6.
  •	
   Apply this many 5-point 
  Damage Value groupings using the front column of the 
  hit location table; re-roll any results that would cripple or 
  destroy the unit. 
  Ad-Hoc Command Lance (Reinforced)
  Veteran MechWarrior (Piloting 4, Gunnery 3),  
  FLS-8K Flashman [BV 2,455]
  Veteran MechWarrior (Piloting 3, Gunnery 3),  
  GLT-3N Guillotine [BV 2,212]
  Elite MechWarrior (Piloting 2, Gunnery 3),  
  WVE-5N Wyvern [BV 1,830]
  Elite MechWarrior (Piloting 2, Gunnery 2),  
  EXT-4D Exterminator [BV 2,715]
  Veteran MechWarrior (Piloting 3, Gunnery 3),  
  BL-6-KNT Black Knight (BV 2,420)
  Ad-Hoc Fire support Lance (Vehicle)
  Veteran Vehicle Crew (Driving 4, Gunnery 3), Rhino [BV 2,019]
  Veteran Vehicle Crew (Driving 3, Gunnery 3), Fury [BV 1,847]
  Elite Vehicle Crew (Driving 2, Gunnery 3), Demon [BV 1,838]
  Regular Vehicle Crew (Driving 4, Gunnery 4), Burke [BV 937]
  Ad-Hoc Recon Lance 
  Veteran MechWarrior (Piloting 4, Gunnery 3),  
  MON-66 Mongoose [BV 1,046]
  Elite MechWarrior (Piloting 3, Gunnery 2),  
  MCY-99 Mercury [BV 1,067]
  Veteran MechWarrior (Piloting 3, Gunnery 3),  
  THE-N Thorn (BV 852)
  Veteran MechWarrior (Piloting 3, Gunnery 4),  
  HSR-200-D Hussar (BV 827)
  SRM launchers are all equipped with inferno missiles (see p. 
  141, TW). ’Mechs with more than one ton of SRM ammo are 
  required to carry one ton of inferno ammo, but any remaining 
  ammo is at the attacker’s discretion.
  Command Lance
  Elite MechWarrior  (Piloting 3, Gunnery 2),  
  CHP-1N Champion [BV 2,244]
  Veteran MechWarrior (Piloting 3, Gunnery 3),  
  LNC25-01 Lancelot [BV 2,218]
  Elite MechWarrior (Piloting 2, Gunnery 3),  
  BMB-12D Bombardier [BV 2,486]
  Elite MechWarrior (Piloting 2, Gunnery 2),  
  KTO-20 Kintaro [BV 2,660]*
  Recon Lance
  Elite MechWarrior (Piloting 3, Gunnery 2),  
  CRB-27 Crab [BV 2,180]
  Veteran MechWarrior (Piloting 4, Gunnery 2),  
  STN-3L Sentinel [BV 1,154]
  Veteran MechWarrior (Piloting 3, Gunnery 4),  
  HSR-200-D Hussar [BV 827]
  Veteran MechWarrior (Piloting 4, Gunnery 3),  
  HER-3S Hermes (BV 896)*
  Artillery support
  Elite Artillery Crew (Driving 3, Gunnery 2),  
  Marksman [BV 1,252]
  Veteran Artillery Crew (Driving 4, Gunnery 2),  
  Marksman [BV 1,108]
  Veteran Artillery Crew (Driving 4, Gunnery 2),  
  Thor Artillery Vehicle [BV 979]
  Elite Artillery Crew (Driving 3, Gunnery 2),  
  Chaparral [BV 1,478]
  infantry support
  Jump SRM Platoon (Gunnery 3, Anti-’Mech 4) [BV 109]
  Jump SRM Platoon (Gunnery 4, Anti-’Mech 4) [BV 91]
  Jump SRM Platoon (Gunnery 4, Anti-’Mech 4) [BV 91]
  *These specific variants were not available during the Star 
  League; they are used here to ensure players can run this sce-
  nario with just the sheets in this book.
  Deployment
  The attacker enters the left edge of the playing area during 
  the Movement Phase of Turn 1. 
  If both players agree, the attacker may deploy the Artillery 
  Support group vehicles (as well as any of the Infantry Support 
  and up to two ’Mechs) off the playing area (see Rolling Maps 
  and Attacking Off-Board Artillery Directly, p. 9).
  
  Fire
  The Fire rules are in use for this scenario (see p. 3).
  wind
  Shifting winds (p. 8) rules are in effect for the entire scenario. 
  ViCToRy ConDiTions
  Victory Points are awarded as shown on the Victory Points 
  Table.  The side with the highest total at the end of the  
  game wins. 
  Ad-Hoc Recon Lance (Vehicle) 
  Veteran Vehicle Crew (Piloting 3, Gunnery 3), Cyrano [BV 716]
  Veteran Vehicle Crew (Piloting 3, Gunnery 4), Lightning [BV 663]
  Elite Vehicle Crew (Piloting 3, Gunnery 2), Kanga [BV 1,369]
  Veteran Vehicle Crew (Piloting 4, Gunnery 3), Zephyr [BV 1,248]
  Deployment
  The defender deploys anywhere in the five right-most col-
  umns on the right map prior to the start of play.
  sPeCiAL RULes
  The following additional rules are in effect.
  Artillery Quick-start Rules
  The Artillery Quick-Start Rules are in use for this scenario 
  (see p. 9). Prior to the defender’s deployment, the attacking 
  player may select 5 hexes on the right map for pre-plotted 
  artillery strikes (see p. 10).
  VIctoRY poIntS taBLe
  Condition
  Points Awarded
  Opposing Unit Crippled
  +Unit BV x 0.5
  Opposing Unit Destroyed
  +Unit BV x 2
  Friendly Unit Crippled
  – Unit BV x 0.5
  Friendly Unit Destroyed
  – Unit BV  
  
  V.T.O.L. VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  VTOL ELEVATION TRACK
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Pilot Hit
  Co-Pilot Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Stabilizers
  Front
  Left
  Right
  Rear
  Flight Stabilizer*
  *Move at Cruising speed only
  +3
  Engine Hit
  Sensor Hits
  +1 +2 +3
  D
  Turn
  1
  2
  5
  3
  4
  6
  7
  8
  9 10
  Elevation
  11 12
  15 16 17 18 19 20
  13 14
  Rotor
  Armor
  (2) 
  Rear Armor
  (5) 
   Left Side Armor (5) 
   Right Side Armor (5) 
   Front Armor
  (9) 
  Inner Sphere
  Star League
  2 Medium Laser 
  F 
  5 [DE] 
  — 
  3 
  6 
  9
  Infantry Bay (1 Ton)
  10
  BV: 345
  VTOL
  Fusion
  12
  1
  18
  RIPPER
  HOVER VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (3) 
  Rear Armor
  (3)
   Left Side Armor (3) 
   Right Side Armor (3)
   Front Armor
  (5) 
  BV: 198
  Inner Sphere
  Star League
  1 Medium Laser 
  T 
  5 [DE] 
  — 
  3 
  6 
  9
  5
  Hover
  Fusion
  13
  1
  20
  GABRIEL
  
  WHEELED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Rear Armor
  (3)
   Left Side Armor (4) 
   Right Side Armor (4)
   Front Armor
  (6) 
  BV: 400
  Inner Sphere
  Star League
  1 Large Laser 
  F 
  8 [DE] 
  — 
  5 
  10 15
  1 SRM 2 
  F 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S]
  Ammo: (SRM) 50
  20
  Wheeled
  Fusion
  9
  2
  14
  ROTUNDA
  HOVER VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (12) 
  Rear Armor
  (8)
   Left Side Armor (10) 
   Right Side Armor (10)
   Front Armor
  (13) 
  Inner Sphere
  Star League
  1 Medium Laser 
  T 
  5 [DE] 
  — 
  3 
  6 
  9
  1 Small Laser 
  F 
  3 [DE] 
  — 
  1 
  2 
  3
  1 Beagle Active Probe T 
  [E] 
  — 
  — 
  — 
  4
  15
  BV: 335
  Hover
  Fusion
  12
  1
  18
  BEAGLE
  
  V.T.O.L. VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  VTOL ELEVATION TRACK
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Pilot Hit
  Co-Pilot Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Stabilizers
  Front
  Left
  Right
  Rear
  Flight Stabilizer*
  *Move at Cruising speed only
  +3
  Engine Hit
  Sensor Hits
  +1 +2 +3
  D
  Turn
  1
  2
  5
  3
  4
  6
  7
  8
  9 10
  Elevation
  11 12
  15 16 17 18 19 20
  13 14
  Rotor
  Armor
  (2) 
  Rear Armor
  (2) 
   Left Side Armor (4) 
   Right Side Armor (4) 
   Front Armor
  (5) 
  Inner Sphere
  Star League
  1 Large Laser 
  F 
  8 [DE] 
  — 
  5 
  10 15
  1 Beagle Acvive Probe F 
  [E] 
  — 
  — 
  — 
  4
  30
  BV: 459
  VTOL
  Fusion
  12
  2
  18
  CYRANO
  V.T.O.L. VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  VTOL ELEVATION TRACK
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Pilot Hit
  Co-Pilot Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Stabilizers
  Front
  Left
  Right
  Rear
  Flight Stabilizer*
  *Move at Cruising speed only
  +3
  Engine Hit
  Sensor Hits
  +1 +2 +3
  D
  Turn
  1
  2
  5
  3
  4
  6
  7
  8
  9 10
  Elevation
  11 12
  15 16 17 18 19 20
  13 14
  Rotor
  Armor
  (2) 
  Rear Armor
  (7) 
   Left Side Armor (10) 
   Right Side Armor (10) 
   Front Armor
  (13) 
  Inner Sphere
  Jihad
  1 Light PPC 
  F 
  5 [DE] 
  3 
  6 
  12 18
  1 Guardian ECM 
  B 
  [E] 
  — 
  — 
  — 
  6
  1 C³i Computer 
  B 
  [E] 
  — 
  — 
  — 
  —
  25
  BV: 471
  VTOL
  Fusion
  12
  2
  18
  NIGHTSHADE
  
  HOVER VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (29) 
  Rear Armor
  (19)
   Left Side Armor (24) 
   Right Side Armor (24)
   Front Armor
  (29)
  Inner Sphere
  Star League
  3 Medium Laser 
  T 
  5 [DE] 
  — 
  3 
  6 
  9
  1 TAG 
  T 
  [E] 
  — 
  5 
  9 
  15
  1 SRM 6 
  F 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S]
  1 Small Laser 
  R 
  3 [DE] 
  — 
  1 
  2 
  3
  1 Guardian ECM Suite B 
  [E] 
  — 
  — 
  — 
  6
  Ammo: (SRM 6) 30
  40
  BV: 904
  Hover
  Fusion
  9
  3
  14
  ZEPHYR
  HOVER VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Rear Armor
  (10)
   Left Side Armor (16) 
   Right Side Armor (16)
   Front Armor
  (20)
  Inner Sphere
  Star League
  2 Med. Pulse Laser 
  F 
  6 [P] 
  — 
  2 
  4 
  6
  1 SRM 4 (OS) 
  RS 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S,OS]
  1 SRM 4 (OS) 
  LS 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S,OS]
  35
  BV: 510
  Hover
  Fusion
  11
  3
  17
  LIGHTNING
  
  WHEELED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (28) 
  Rear Armor
  (22)
   Left Side Armor (23) 
   Right Side Armor (23)
   Front Armor
  (29)
  Inner Sphere
  Star League
  1 Thumper Arty. 
  F 
  15/5 
  — 
   21 Maps
   
   
   
  [AE,S,F]
  2 Medium Laser 
  T 
  5 [DE] 
  — 
  3 
  6 
  9
  Ammo (CASE): (Thumper) 40
  55
  BV: 608
  Wheeled
  Fusion
  5
  4
  8
  THOR ARTILLERY VEHICLE
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Rear Armor
  (36)
   Left Side Armor (18) 
   Right Side Armor (18)
   Front Armor
  (16) 
  Inner Sphere
  Star League
  1 Medium Laser 
  RS 
  5 [DE] 
  — 
  3 
  6 
  9
  1 Medium Laser 
  LS 
  5 [DE] 
  — 
  3 
  6 
  9
  1 SRM 6 
  R 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S]
  1 Arrow IV System 
  F 
  20/10 
  — 
   8 Maps
   
   
   
  [AE,S,F]
  Ammo: (SRM 6) 15 (Arrow IV) 15
  50
  BV: 812
  Tracked
  Fusion
  4
  4
  6
  CHAPARRAL
  
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (19) 
  Rear Armor
  (19)
   Left Side Armor (19) 
   Right Side Armor (19)
   Front Armor
  (49)
  Inner Sphere
  Star League
  1 Sniper Arty. 
  F 
  20/10 
  — 
   18 Maps
   
   
   
  [AE,S,F]
  1 Large Laser 
  T 
  8 [DE] 
  — 
  5 
  10 15
  Ammo: (Sniper) 20
  65
  BV: 688
  Tracked
  Fusion
  4
  5
  6
  MARKSMAN
  WHEELED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (30) 
  Rear Armor
  (20)
   Left Side Armor (30) 
   Right Side Armor (30)
   Front Armor
  (50)
  Inner Sphere
  Star League
  1 Gauss Riﬂe 
  T 
  15 [DB,X] 
  2 
  7 
  15 22
  1 Medium Laser 
  RS 
  5 [DE] 
  — 
  3 
  6 
  9
  1 Medium Laser 
  LS 
  5 [DE] 
  — 
  3 
  6 
  9
  1 SRM 6 
  F 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S]
  Ammo (CASE): (Gauss) 16 
  (SRM 6) 30
  60
  BV: 1,094
  Wheeled
  Fusion
  4
  4
  6
  DEMON
  
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (20) 
  Rear Armor
  (15)
   Left Side Armor (18) 
   Right Side Armor (18)
   Front Armor
  (27)
  Inner Sphere
  Star League
  3 PPC 
  T 
  10 [DE] 
  3 
  6 
  12 18
  1 LRM 10 
  F 
  1/Msl. 
  6 
  7 
  14 21
   
   
   
  [M,C,S]
  Ammo: (LRM 10) 12
  75
  BV: 815
  Tracked
  Fusion
  2
  5
  3
  BURKE
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Rear Armor
  (40)
   Left Side Armor (43) 
   Right Side Armor (43)
   Front Armor
  (44)
  Inner Sphere
  Star League
  1 Medium Laser 
  F 
  5 [DE] 
  — 
  3 
  6 
  9
  1 Medium Laser 
  RS 
  5 [DE] 
  — 
  3 
  6 
  9
  1 Medium Laser 
  LS 
  5 [DE] 
  — 
  3 
  6 
  9
  2 Machine Gun 
  F 
  2 [DB,AI] 
  — 
  1 
  2 
  3
  Ammo (CASE): (MG) 200
  70
  BV: 798
  Tracked
  Fusion
  5
  5
  8
  MAGI
  
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (60) 
  Rear Armor
  (40)
   Left Side Armor (54) 
   Right Side Armor (54)
   Front Armor
  (64)
  Inner Sphere
  Star League
  2 LRM 20 
  T 
  1/Msl. 
  6 
  7 
  14 21
   
   
   
  [M,C,S]
  2 Medium Laser 
  T 
  5 [DE] 
  — 
  3 
  6 
  9
  1 LRM 10 
  F 
  1/Msl. 
  6 
  7 
  14 21
   
   
   
  [M,C,S]
  Ammo: (LRM 20) 18  
  (LRM 10) 12
  80
  BV: 1,463
  Tracked
  Fusion
  3
  6
  5
  RHINO
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (58) 
  Rear Armor
  (36)
   Left Side Armor (39) 
   Right Side Armor (39)
   Front Armor
  (60)
  Inner Sphere
  Star League
  1 Gauss Riﬂe 
  T 
  15 [DB,X] 
  2 
  7 
  15 22
  Infantry Bay (1 Ton)
  Ammo: (Gauss) 16
  80
  BV: 1,184
  Tracked
  Fusion
  4
  6
  6
  FURY
  
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll  
  FRONT  
  REAR 
   SIDE§ 
   
  2* 
  Front (critical)  
  Rear (critical)  
  Side (critical)  
   
  3  
  Front†  
  Rear†  
  Side†  
   
  4  
  Front†  
  Rear†  
  Side†  
   
  5  
  Right Side† 
  Left Side† 
  Front†  
   
  6  
  Front  
  Rear  
  Side  
   
  7  
  Front  
  Rear  
  Side  
   
  8  
  Front  
  Rear  
  Side (critical)* 
   
  9  
  Left Side†  
  Right Side†  
  Rear†  
   
  10  
  Turret  
  Turret 
  Turret 
   
  11  
  Turret  
  Turret 
  Turret  
   
  12*  
  Turret (critical) 
   Turret (critical)  
  Turret (critical)  
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results 
  strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  TRACKED VEHICLE RECORD SHEET
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  Turret Armor
  (48) 
  Rear Armor
  (24)
   Left Side Armor (32) 
   Right Side Armor (32)
   Front Armor
  (48)
  Inner Sphere
  Star League
  1 LRM 20 
  RS 
  1/Msl. 
  3 
  7 
  14 21
   
   
   
  [M,C,S]
  1 LRM 20 
  LS 
  1/Msl. 
  3 
  7 
  14 21
   
   
   
  [M,C,S]
  1 PPC 
  T 
  10 [DE] 
  3 
  6 
  12 18
  2 Medium Laser 
  F 
  5 [DE] 
  — 
  3 
  6 
  9
  1 SRM 4 
  F 
  2/Msl. 
  — 
  3 
  6 
  9
   
   
   
  [M,C,S]
  1 Flamer (Vehicle) 
  R 
  2 
  — 
  1 
  2 
  3
   
   
   
  [DE,H,AI]
  1 Small Laer 
  R 
  3 [DE] 
  — 
  1 
  2 
  3
  Ammo: (LRM 20) 12 
  (SRM 4) 25 
  (Flamer) 20
  95
  BV: 1,353
  Tracked
  Fusion
  3
  7
  5
  PUMA ASSAULT TANK
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (4)
  Left
  Leg
  (4)
  Left Arm
  (3)
  Right Arm
  (3)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (4)
  Left Torso
  (4)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (5)
  Head (5)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  ER Medium Laser
  ER Medium Laser
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  MASC
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  SRM 6
  Ammo (SRM 6) 15
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  10
  15 [20]
  0
  DASHER PRIME
  Clan
  Succession
  Wars
  20
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Ammo (SRM 4) 25
  SRM 4
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  1 
  SRM 6 
  RA 4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  2 
  ER Medium Laser LA 
  5 
  7 (DE) 
  — 
  5 
  10 15
  1 
  SRM 4 
  RT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  BV: 871
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (4)
  Left
  Leg
  (4)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (5)
  Left Torso
  (5)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (8)
  Head (5)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Medium Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Small Laser (R)
  Flamer
  MASC
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 510
  6
  9 [12]
  0
  FLE-17 FLEA
  Inner Sphere
  Clan Invasion
  20
  Roll Again
  Heat Sink
  Small Laser (R)
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Medium Pulse Laser
  Roll Again
  Roll Again
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Small Laser 
  RT(R) 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Small Laser 
  LT(R) 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Flamer 
  CT 
  3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (8)
  Head (7)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Jump Jet
  Jump Jet
  Endo Steel
  Ammo (LRM 5) 24
  Ammo (LRM 5) 24
  CASE
  Ammo (AMS) 12
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Heat Sink
  Heat Sink
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  BV: 535
  5
  8
  3
  HNT-171 HORNET
  Inner Sphere
  Clan Invasion
  20
  Roll Again
  Heat Sink
  Jump Jet
  LRM 5
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Heat Sink
  Heat Sink
  Endo Steel
  Medium Laser
  Ferro-Fibrous
  Anti-Missile System
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 5 
  RT 
  2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Anti-Missile System H 
  1 
  [PD] 
  — 
  0 
  0 
  0
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (5)
  Right Arm
  (5)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (8)
  Head (5)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  SRM 6
  SRM 6
  Roll Again
  Roll Again
  Artemis IV FC
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Streak SRM 2
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  6
  9
  0
  COM-5S COMMANDO
  Inner Sphere
  25
  Ferro-Fibrous
  Ammo (SRM 6) 15
  Ammo (SRM 6) 15
  Ammo (Streak SRM 2) 50
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Heat Sink
  Heat Sink
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Streak SRM 2 
  RA 2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C)
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  BV: 557
  Clan Invasion
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (5)
  Left
  Leg
  (5)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (7)
  Left Torso
  (7)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (10)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  LRM 10
  Ammo (LRM 10) 12
  (CASE)
  (CASE)
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Streak SRM 4
  Machine Gun
  Machine Gun
  Ammo (MG) 200
  Ammo (Streak SRM 4) 25
  Endo Steel
  Roll Again
  7
  11
  6
  KOSHI PRIME
  Clan
  Succession
  Wars
  25
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Active Probe
  1 
  Streak SRM 4 
  RA 3 
  2/Msl 
  — 
  4 
  8 
  12
   
   
   
   
  (M,C)
  2 
  Machine Gun 
  RA 0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  1 
  LRM 10 
  LA 
  4 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Active Probe 
  HD 0 
  (E) 
  — 
  — 
  — 
  5
  BV: 871
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (5)
  Right Arm
  (5)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (7)
  Head (5)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Ferro-Fibrous
  Small Laser
  MASC
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 586
  8
  12 [16]
  0
  MCY-99 MERCURY
  Inner Sphere
  Star League
  20
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  CT 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Small Laser 
  HD 1 
  3 [DE] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (8)
  Left
  Leg
  (8)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (8)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Endo Steel
  Roll Again
  Roll Again
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 546
  6
  9
  0
  THE-N THORN
  Inner Sphere
  Star League
  20
  Roll Again
  Heat Sink
  Ammo (LRM 5) 24
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  LRM 5
  Roll Again
  Medium Laser
  1 
  LRM 5 
  RA 2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  HD 3 
  5 [DE] 
  — 
  3 
  6 
  9
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (8)
  Right
  Leg
  (6)
  Left
  Arm
  (4)
  Right
  Arm
   (4)
  Left Torso (6)
  Right Torso (6)
  Left
  Leg
  (6)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (8)
  Right Arm
  (8)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (10)
  Left Torso
  (10)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Beagle Active Probe
  Beagle Active Probe
  Medium Laser
  Roll Again
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  BV: 758
  8
  12
  0
  MON-66 MONGOOSE
  Inner Sphere
  Star League
  25
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Beagle Active 
  LT  — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  HD 1 
  3 [DE] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (13)
  Left
  Leg
  (13)
  Left Arm
  (8)
  Right Arm
  (8)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (12)
  Left Torso
  (12)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (14)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  Lower Arm Actuator 
  Hand Actuator
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  Anti-Missile System
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Medium Pulse Laser
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 649
  6
  9
  5
  FLC-4P FALCON
  Inner Sphere
  Clan Invasion
  30
  Roll Again
  Jump Jet
  Jump Jet
  Ammo (AMS) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Heat Sink
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Small Laser 
  RA 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Small Laser 
  LA 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Anti-Missile System LT 
  1 
  [PD] 
  — 
  0 
  0 
  0
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (14)
  Left
  Leg
  (14)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (11)
  Left Torso
  (11)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (15)
  Head (8)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Anti-Missile System
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Medium Laser
  Roll Again
  Medium Laser
  Ammo (LRM 5) 24
  CASE
  Ammo (AMS) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 870
  5
  8
  4
  FFL-4B FIREFLY
  Inner Sphere
  Succession
  Wars
  30
  Roll Again
  Heat Sink
  Heat Sink
  Medium Laser
  LRM 5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  1 
  Anti-Missile System LA 
  1 
  [PD] 
  — 
  0 
  0 
  0
  1 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 5 
  RT 
  2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (8)
  Left
  Leg
  (8)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (8)
  Head (6)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Streak SRM 2
  Jump Jet
  Jump Jet
  Streak SRM 2
  Ammo (Streak SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 590
  6
  9
  6
  JVN-10P JAVELIN
  Inner Sphere
  Clan Invasion
  30
  Roll Again
  Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Heat Sink
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  2 
  Streak SRM 2 
  LT 
  2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (4)
  Left
  Leg
  (4)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (6)
  Head (4)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  MASC
  MASC
  Roll Again
  Roll Again
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  BV: 649
  9
  14 [18]
  0
  HER-3S HERMES
  Inner Sphere
  Star League
  30
  Ferro-Fibrous
  Beagle Active Probe
  Beagle Active Probe
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Beagle Active 
  RT — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (2)
  Left
  Leg
  (2)
  Left Arm
  (2)
  Right Arm
  (2)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (3)
  Left Torso
  (3)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (3)
  Head (3)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  ER Large Laser
  ER Large Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  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
  BV: 636
  9
  14
  0
  HSR-200-D HUSSAR
  Inner Sphere
  Star League
  30
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  ER Large Laser 
  CT 12 
  8 [DE] 
  — 
  7 
  14 19
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (5)
  Left
  Leg
  (5)
  Left Arm
  (5)
  Right Arm
  (5)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (8)
  Head (6)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Medium Pulse Laser
  Medium Pulse Laser
  Jump Jet
  Jump Jet
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  8
  12
  8
  SDR-7M SPIDER
  Inner Sphere
  30
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Single Heat Sink
  2 
  Med. Pulse Laser 
  CT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  Clan Invasion
  BV: 625
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (8)
  Left
  Leg
  (8)
  Left Arm
  (7)
  Right Arm
  (7)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (9)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  ER Large Laser
  Small Pulse Laser
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LB 5-X AC
  LB 5-X AC
  Streak SRM 4
  Ammo (Streak SRM 4) 25
  Ammo (LB 5-X) 20
  Endo Steel
  Roll Again
  6
  9
  0
  ULLER PRIME
  Clan
  Succession
  Wars
  30
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LB 5-X AC
  LB 5-X AC
  Ferro-Fibrous
  1 
  Streak SRM 4 
  RA 3 
  2/Msl 
  — 
  4 
  8 
  12
   
   
   
   
  (M,C)
  1 
  LB 5-X AC 
  RA 1 
  5 
  3 
  8 
  15 24
   
   
   
   (DB,C,S,F)
  1 
  ER Large Laser 
  LA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  Small Pulse Laser LA 
  2 3 (DE,P) 
  — 
  2 
  4 
  6
  BV: 1,088
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (11)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11
  Single
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Jump Jet
  Jump Jet
  Small Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Roll Again
  Roll Again
  Roll Again
  BV: 540
  2
  3
  2
  UM-R63 URBANMECH
  Inner Sphere
  Clan Invasion
  30
  Roll Again
  Heat Sink
  Heat Sink
  Ammo (LB 10-X) 10
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  LB 10-X AC
  LB 10-X AC
  Heat Sink
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  Small Laser 
  LA 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Small Pulse Laser LT 
  2 
  3 [P] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (11)
  Right Arm
  (11)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (11)
  Left Torso
  (11)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (14)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Medium Laser
  Flamer
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Flamer
  Flamer (R)
  Jump Jet
  Anti-Missile System
  Beagle Active Probe
  Ammo (AMS) 12
  Beagle Active Probe
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Heat Sink
  Endo Steel
  Flamer
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 754
  6
  9
  6
  FS9-S FIRESTARTER
  Inner Sphere
  Clan Invasion
  35
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Small Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Heat Sink
  Endo Steel
  Lower Arm Actuator
  Medium Laser
  Roll Again
  1 
  Flamer 
  RA 3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Flamer 
  LA 
  3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  RT 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Anti-Missile System LT 
  1 
  [PD] 
  — 
  0 
  0 
  0
  1 
  Beagle Active 
  LT — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe
  1 
  Flamer 
  CT(R) 3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  1 
  Flamer 
  CT 
  3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (9)
  Head (7)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  SRM 4
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  7
  11
  5
  JR7-K JENNER
  Inner Sphere
  35
  Roll Again
  Jump Jet
  Jump Jet
  Ammo (SRM 4) 25
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Medium Laser
  Medium Laser
  Heat Sink
  2 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  2 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  SRM 4 
  CT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  Succession
  Wars
  BV: 889
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (10)
  Left Torso
  (10)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (14)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13
  Single
  Lower Arm Actuator 
  Hand Actuator
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  SRM 4
  Artemis IV FCS
  Heat Sink
  Heat Sink
  CASE
  Ammo (SRM 4 Artemis) 25
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Jump Jet
  Endo Steel
  ER PPC
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  4
  6
  4
  PNT-10K PANTHER
  Inner Sphere
  35
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Jump Jet
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  ER PPC 
  RA 15 10 (DE) 
  — 
  7 
  14 23
  1 
  SRM 4 
  CT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
  w/Artemis IV FCS 
   
   
  (M,C,S)
  Clan Invasion
  BV: 838
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (14)
  Left
  Leg
  (14)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (12)
  Left Torso
  (12)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (16)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  ER PPC
  ER PPC
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Flamer
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Endo Steel
  Endo Steel
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  0
  PUMA PRIME
  Clan
  Succession
  Wars
  35
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Endo Steel
  Roll Again
  ER PPC
  ER PPC
  Ferro-Fibrous
  1 
  ER PPC 
  RA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  ER PPC 
  LA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  Flamer 
  CT 
  3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DE,H,AI)
  1 
  Targeting Computer RT — 
  (E) 
  — 
  — 
  — 
  —
  BV: 2,083
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (8)
  Left
  Leg
  (8)
  Left Arm
  (8)
  Right Arm
  (8)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (11)
  Left Torso
  (11)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (11)
  Head (6)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11
  Single
  Narc Missile Beacon
  Narc Missile Beacon
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Beagle Active Probe
  Beagle Active Probe
  Ammo (Narc Pods) 6
  Ammo (SRM 6 Narc) 15
  Ammo (Narc Pods) 6
  Guardian ECM Suite
  Guardian ECM Suite
  CASE
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  BV: 708
  6
  9
  0
  RVN-3L RAVEN
  Inner Sphere
  Succession
  Wars
  35
  Ferro-Fibrous
  SRM 6
  TAG
  SRM 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Medium Laser
  Medium Laser
  Heat Sink
  2 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Narc Missile 
  LA 
  0 
  [E] 
  — 
  3 
  6 
  9
   
  Beacon
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  TAG 
  RT 
  0 
  [E] 
  — 
  5 
  9 
  15
  1 
  Guardian ECM 
  LT — 
  [E] 
  — 
  — 
  — 
  6
   
  Suite
  1 
  Beagle Active 
  CT — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (11)
  Right
  Leg
  (8)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (8)
  Right Torso (8)
  Left
  Leg
  (8)
  Right
  Leg
  (16)
  Left
  Leg
  (16)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (11)
  Left Torso
  (11)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (16)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Medium Laser
  Medium Laser (R)
  Double Heat Sink
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  ER Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,061
  6
  9
  0
  WLF-2 WOLFHOUND
  Inner Sphere
  Clan Invasion
  35
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  ER Large Laser
  Roll Again
  1 
  ER Large Laser 
  RT 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  CT(R) 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  Note: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System.
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (10)
  Left Torso
  (10)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (12)
  Head (8)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Roll Again
  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
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  7
  11
  7
  ASN-23 ASSASSIN
  Inner Sphere
  40
  1 
  Med. Pulse Laser RA 4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  LRM 5 
  RT 
  2 
  1/Msl 
  6 
  7 
  14 21
   
  w/Artemis IV FCS  
   
  (M,C,S)
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  LRM 5
  Ammo (LRM 5 Artemis) 24
  Artemis IV FCS
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Medium Pulse Laser
  Roll Again
  Clan Invasion
  BV: 740
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (6)
  Left
  Leg
  (6)
  Left Arm
  (4)
  Right Arm
  (4)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (11)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Small Pulse Laser
  Roll Again
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  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
  8
  12
  0
  CDA-3M CICADA
  Inner Sphere
  40
  Roll Again
  Medium Laser
  CASE
  Ammo (Ultra 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
  1 
  Medium Laser 
  RT 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  RT 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Ultra AC/5 
  LT 1/Sht 5/Sht  
  2 
  6 
  13 20
   
   
   
   
  (DB,R/C)
  1 
  Small Pulse Laser CT 
  2 
  3 (P) 
  — 
  1 
  2 
  3
  Clan Invasion
  BV: 812
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (8)
  Left
  Leg
  (8)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (6)
  Left Torso
  (6)
  Center
  Torso
  Rear (4)
  Center
  Torso
  (11)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Medium Pulse Laser
  Medium Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  6
  CLNT-2-3U CLINT
  Inner Sphere
  40
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  ER PPC
  Roll Again
  1 
  ER PPC 
  RA 15 10 (DE) 
  — 
  7 
  14 23
  1 
  Med. Pulse Laser LT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  Clan Invasion
  BV: 1,081
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (19)
  Left
  Leg
  (19)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (13)
  Left Torso
  (13)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (16)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  SRM 4
  Ammo (SRM 4) 25
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  Jump Jet
  Jump Jet
  Ammo (AMS) 24
  Anti-Missile System
  Endo Steel
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Medium Pulse Laser
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  8
  12
  8
  DRAGONFLY PRIME
  Clan
  Succession
  Wars
  40
  Roll Again
  Jump Jet
  Jump Jet
  Machine Gun
  Machine Gun
  Ammo (MG) 100
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Jump Jet
  Ferro-Fibrous
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  2 
  Med. Pulse Laser RA 4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  SRM 4 
  LA 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  2 
  Machine Gun 
  RT 
  0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  1 
  Anti-Missile System LT 
  2 
  (DB,PD) 
  — 
  0 
  0 
  0
  BV: 1,450
  (CASE)
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (14)
  Left
  Leg
  (14)
  Left Arm
  (11)
  Right Arm
  (11)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (14)
  Left Torso
  (14)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (17)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Flamer
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Double Heat Sink
  Ammo (Ultra AC/5) 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  0
  HER-5S HERMES II
  Inner Sphere
  40
  Roll Again
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Roll Again
  Ultra AC/5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Med. Pulse Laser RA 4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  Flamer 
  LA 
  3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DE,H,AI)
  1 
  Ultra AC/5 
  RT 1/Sht 5/Sht 
  2 
  6 
  13 20
   
   
   
   
  (DB,R/C)
  BV: 857
  Clan Invasion
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (10)
  Left
  Leg
  (10)
  Left Arm
  (8)
  Right Arm
  (8)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (10)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Ammo (Ultra 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
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 717
  6
  9
  0
  STN-3L SENTINEL
  Inner Sphere
  Star League
  40
  Roll Again
  Small Laser
  Streak SRM 2
  Ammo (Streak SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Ultra AC/5 
  LA 1/Sht 5/Sht 
  2 
  6 
  13 20
   
   
   
   
  [DE,R/C]
  1 
  Small Laser 
  RT 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Streak SRM 2 
  RT 
  2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (10)
  Left
  Leg
  (10)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (8)
  Left Torso
  (8)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (10)
  Head (8)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator 
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Jump Jet
  Medium Pulse Laser
  Ammo (MG) 200
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Flamer
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 811
  6
  9
  6
  VT-5M VULCAN
  Inner Sphere
  Clan Invasion
  40
  Roll Again
  Jump Jet
  Jump Jet
  Large Pulse Laser
  Large Pulse Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Lower Arm Actuator
  Double Heat Sink
  Roll Again
  1 
  Flamer 
  RA 3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  1 
  Machine Gun 
  LA 
  0 2 [DB/AI] — 
  1 
  2 
  3
  1 
  Large Pulse Laser RT 10 
  9 [P] 
  — 
  3 
  7 
  10
  1 
  Med. Pulse Laser LT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (12)
  Right
  Leg
  (10)
  Left
  Arm
  (6)
  Right
  Arm
   (6)
  Left Torso (10)
  Right Torso (10)
  Left
  Leg
  (10)
  Right
  Leg
  (18)
  Left
  Leg
  (18)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (12)
  Left Torso
  (12)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (16)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  Ammo (LRM 10 Artemis) 12
  Artemis IV FCS
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  4
  6
  4
  WHT-2 WHITWORTH
  Inner Sphere
  40
  Roll Again
  Jump Jet
  Jump Jet
  LRM 10
  LRM 10
  Ammo (LRM 10 Artemis) 12
  Artemis IV FCS
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Roll Again
  Medium Laser
  1 
  LRM 10 
  RT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
  w/Artemis IV FCS 
   
   
  (M,C,S)
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
  w/Artemis IV FCS 
   
   
  (M,C,S)
  1 
  Medium Laser 
  H 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  Clan Invasion
  BV: 936
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (17)
  Left
  Leg
  (17)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (15)
  Left Torso
  (15)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (18)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  ER Large Laser
  ER Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Streak SRM 2
  Streak SRM 2
  Ammo (Streak SRM 2] 50
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,148
  4
  6
  4
  BJ-2 BLACKJACK
  Inner Sphere
  Clan Invasion
  45
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Streak SRM 2
  Streak SRM 2
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  ER Large Laser
  ER Large Laser
  Roll Again
  1 
  ER Large Laser 
  RA 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  ER Large Laser 
  LA 12 
  8 [DE] 
  — 
  7 
  14 19
  2 
  Streak SRM 2 
  RT 
  2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C]
  2 
  Streak SRM 2 
  LT 
  2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (19)
  Left
  Leg
  (19)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (14)
  Left Torso
  (14)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (19)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  ER PPC
  ER PPC
  ER Small Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Active Probe
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Endo Steel
  Roll Again
  Streak SRM 2
  Ammo (Streak SRM 2) 50
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  8
  12
  0
  FENRIS PRIME
  Clan
  Succession
  Wars
  45
  Roll Again
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Endo Steel
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  1 
  Streak SRM 2 
  RA 2 
  2/Msl 
  — 
  4 
  8 
  12
   
   
   
   
  (M,C)
  1 
  ER PPC 
  LA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  ER Small Laser 
  LA 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  1 
  Active Probe 
  CT 
  0 
  (E) 
  — 
  — 
  — 
  5
  BV: 1,864
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (22)
  Left
  Leg
  (22)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (21)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Roll Again
  Heat Sink
  Ferro-Fibrous
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Ferro-Fibrous
  Medium Pulse Laser
  Hatchet
  Hatchet
  Hatchet
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  BV: 1,039
  4
  6
  4
  HCT-5S HATCHETMAN
  Inner Sphere
  Clan Invasion
  45
  Ferro-Fibrous
  Heat Sink
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  CASE
  Jump Jet
  Jump Jet
  Ammo (LB 10-X AC) 10
  Lower Arm Actuator
  Hand Actuator
  Heat Sink
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  LB 10-X AC 
  RT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  Med. Pulse Laser LT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Hatchet 
  RA — 
  9 
  — 
  — 
  — 
  —
  Note: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System.
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (18)
  Left
  Leg
  (18)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (18)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Jump Jet
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  LRM 5
  Roll Again
  Roll Again
  Jump Jet
  Roll Again
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  4
  6
  4
  VND-3L VINDICATOR
  Inner Sphere
  45
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Ammo (LRM 5) 24
  Roll Again
  Roll Again
  Jump Jet
  CASE
  Lower Arm Actuator
  Double Heat Sink
  Medium Pulse Laser
  1 
  ER PPC 
  RA 15 10 (DE) 
  — 
  7 
  14 23
  1 
  LRM 5 
  LT 
  2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Med. Pulse Laser HD 4 
  6 (P) 
  — 
  2 
  4 
  6
  Clan Invasion
  BV: 1,105
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (11)
  Right Arm
  (11)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (13)
  Left Torso
  (13)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (17)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  Medium Laser
  Endo Steel
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Endo Steel
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Roll Again
  Roll Again
  Roll Again
  BV: 1,071
  6
  9
  0
  WFT-1 WOLFTRAP
  Inner Sphere
  Clan Invasion
  45
  Roll Again
  Ammo (LB 10-X AC) 10
  Ammo (LRM 10) 12
  Ammo (LB 10-X AC Cluster) 10
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Endo Steel
  LB 10-X AC
  LB 10-X AC
  Roll Again
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  2 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 10 
  CT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (14)
  Right
  Leg
  (11)
  Left
  Arm
  (7)
  Right
  Arm
   (7)
  Left Torso (11)
  Right Torso (11)
  Left
  Leg
  (11)
  Right
  Leg
  (22)
  Left
  Leg
  (22)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (20)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  LRM 10
  LRM 10
  Jump Jet
  Ammo (LRM 10) 12
  Endo Steel
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Endo Steel
  Large Laser
  Large Laser
  Small Laser
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  BV: 1,089
  4
  6
  4
  WVE-5N WYVERN
  Inner Sphere
  Star League
  45
  Roll Again
  Heat Sink
  Heat Sink
  Jump Jet
  SRM 6
  Ammo (SRM 6) 15
  SRM 6
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Heat Sink
  1 
  Large Laser 
  RA 8 
  8 [DE] 
  — 
  5 
  10 15
  2 
  Small Laser 
  RA 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LRM 10 
  CT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (20)
  Left
  Leg
  (20)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (23)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  18 (36)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  Jump Jet
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Double Heat Sink
  Double Heat Sink
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  5
  8
  5
  BLACK HAWK PRIME
  Clan
  Succession
  Wars
  50
  ER Medium Laser
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  6 
  ER Medium Laser RA 5 
  7 (DE) 
  — 
  5 
  10 15
  6 
  ER Medium Laser LA 
  5 
  7 (DE) 
  — 
  5 
  10 15
  BV: 2,663
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (16)
  Left
  Leg
  (16)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (13)
  Left Torso
  (13)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (18)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Medium Laser (R)
  LRM 10
  Artemis IV FCS
  LRM 10
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Endo Steel
  Endo Steel
  BV: 1,130
  6
  9
  0
  CN9-D CENTURION
  Inner Sphere
  Clan Invasion
  50
  Endo Steel
  Ammo (LB 10-X AC) 10
  Ammo (LRM 10 Artemis) 12
  Ammo (LB 10-X AC Cluster) 10
  Ammo (LRM 10 Artemis) 12
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Endo Steel
  Lower Arm Actuator
  LB 10-X AC
  Roll Again
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
  w/Artemis IV FCS  
   
  [M,C,S]
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  CT (R) 3 
  5 [DE] 
  — 
  3 
  6 
  9
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (20)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16
  Single
  Lower Arm Actuator 
  Hand Actuator
  Large Laser
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Ferro-Fibrous
  Medium Laser
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Large Laser
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,198
  5
  8
  0
  CRB-27 CRAB
  Inner Sphere
  Star League
  50
  Roll Again
  Heat Sink
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  1 
  Large Laser 
  RA 8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Large Laser 
  LA 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  HD 1 
  3 [DE] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (20)
  Left
  Leg
  (20)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (15)
  Left Torso
  (15)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (20)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  Lower Arm Actuator 
  ER Large Laser
  ER Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Roll Again
  Jump Jet
  Small Laser
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Roll Again
  Roll Again
  5
  8
  5
  ENF-5D ENFORCER
  Inner Sphere
  50
  Roll Again
  Jump Jet
  Ammo (LB 10-X AC) 10
  Jump Jet
  Ammo (LB 10-X AC Cluster) 10
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Roll Again
  Lower Arm Actuator
  LB 10-X AC
  Roll Again
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   (DB,C/F/S)
  1 
  ER Large Laser 
  LA 12 
  8 (DE) 
  — 
  7 
  14 19
  1 
  Small Laser 
  LT 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  Clan Invasion
  BV: 1,308
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (20)
  Left
  Leg
  (20)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (26)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13 (26)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Medium Laser
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Roll Again
  Double Heat Sink
  Ammo (AC/20) 5
  Roll Again
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  4
  6
  0
  HBK-5M HUNCHBACK
  Inner Sphere
  50
  Medium Laser
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Pulse Laser
  1 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Autocannon/20 
  RT 
  7 
  20 (DB) 
  — 
  3 
  6 
  9
  1 
  Small Pulse Laser HD 2 
  3 (P) 
  — 
  1 
  2 
  3
  BV: 1,054
  Succession
  Wars
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (11)
  Left Torso
  (11)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (22)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  LRM 15
  LRM 15
  LRM 15
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Roll Again
  Narc Missile Beacon
  Ammo (Narc Pods) 6
  Narc Missile Beacon
  Ammo (Narc Pods) 6
  Ammo (LRM 15 Narc) 8
  CASE
  Endo Steel
  Endo Steel
  Jump Jet
  Jump Jet
  Endo Steel
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  5
  8
  5
  TBT-7M TREBUCHET
  Inner Sphere
  50
  Roll Again
  LRM 15
  LRM 15
  LRM 15
  Ammo (LRM 15 Narc) 8
  CASE
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Jump Jet
  Endo Steel
  Lower Arm Actuator
  Medium Laser
  Roll Again
  2 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  LRM 15 
  LA 
  5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  LRM 15 
  RT 
  5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Narc Missile 
  LT 
  0 
  (M,E,S) 
  — 
  3 
  6 
  9
   
  Beacon
  Succession
  Wars
  BV: 1,348
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  Left
  Arm
  (9)
  Right
  Arm
   (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  Right
  Leg
  (17)
  Left
  Leg
  (17)
  Left Arm
  (13)
  Right Arm
  (13)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (19)
  Left Torso
  (19)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (21)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Medium Laser
  Streak SRM 2
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  LRM 10
  LRM 10
  Jump Jet
  Endo Steel
  Ammo (LRM 10) 12
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Jump Jet
  Endo Steel
  Streak SRM 2
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  5
  DV-7D DERVISH
  Inner Sphere
  55
  Ferro-Fibrous
  LRM 10
  LRM 10
  Ammo (LRM 10) 12
  Ammo (Streak SRM 2) 50
  CASE
  Ammo (Streak SRM 2) 50
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Jump Jet
  Jump Jet
  Endo Steel
  Lower Arm Actuator
  Medium Laser
  Roll Again
  1 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Streak SRM 2 
  RA 2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C)
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Streak SRM 2 
  LA 
  2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C)
  1 
  LRM 10 
  RT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  Succession
  Wars
  BV: 1,412
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  Left
  Arm
  (9)
  Right
  Arm
   (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  Right
  Leg
  (26)
  Left
  Leg
  (26)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (26)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16
  Single
  LRM 5
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Ammo (LRM 5) 24
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Roll Again
  Roll Again
  Roll Again
  BV: 1,022
  4
  6
  0
  HOP-4D HOPLITE
  Inner Sphere
  Clan Invasion
  55
  Roll Again
  Heat Sink
  Heat Sink
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  LB 10-X AC
  LB 10-X AC
  Roll Again
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  LRM 5 
  LA 
  2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  Left
  Arm
  (9)
  Right
  Arm
   (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  Right
  Leg
  (23)
  Left
  Leg
  (23)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (26)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  SRM 6
  SRM 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ammo (LRM 5) 24
  Ammo (SRM 6) 15
  Large Laser
  Large Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,357
  5
  8
  0
  KTO-20 KINTARO
  Inner Sphere
  Succession
  Wars
  55
  Roll Again
  LRM 5
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  2 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  SRM 6 
  LA 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LRM 5 
  RT 
  2 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  Large Laser 
  CT 
  8 
  8 [DE] 
  — 
  5 
  10 15
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (18)
  Right
  Leg
  (13)
  Left
  Arm
  (9)
  Right
  Arm
   (9)
  Left Torso (13)
  Right Torso (13)
  Left
  Leg
  (13)
  Right
  Leg
  (25)
  Left
  Leg
  (25)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (17)
  Left Torso
  (17)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (25)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  22 (44)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Medium Laser
  ER Large Laser
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Medium Laser
  6
  9
  0
  RYOKEN PRIME
  Clan
  Succession
  Wars
  55
  ER Large Laser
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Lower Arm Actuator
  Hand Actuator
  ER Medium Laser
  1 
  ER Large Laser 
  RA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Laser RA 5 
  7 [DE) 
  — 
  5 
  10 15
  1 
  ER Large Laser 
  LA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Laser LA 
  5 
  7 [DE) 
  — 
  5 
  10 15
  1 
  ER Medium Laser HD 5 
  7 [DE) 
  — 
  5 
  10 15
  BV: 2,073
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (12)
  Right Arm
  (12)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (24)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Medium Laser
  Small Laser
  Small Laser
  SRM 6
  SRM 6
  Ammo (SRM 6 Artemis) 15
  Artemis IV FCS
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,233
  5
  8
  0
  CHP-1N CHAMPION
  Inner Sphere
  Star League
  60
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  1 
  LB 10-X AC 
  RT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
  w/Artemis IV FCS   
   
  [M,C,S]
  2 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  2 
  Small Laser 
  CT 
  1 
  2 [DE] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  Right
  Leg
  (18)
  Left
  Leg
  (18)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (19)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13 (26)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  Medium Laser (R)
  Ammo (LRM 10) 12
  Ammo (LRM 10) 12
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  0
  DRG-5K GRAND DRAGON
  Inner Sphere
  60
  Roll Again
  Medium Laser (R)
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  ER PPC
  Roll Again
  1 
  ER PPC 
  RA 15 10 (DE) 
  — 
  7 
  14 23
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  RT (R) 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT (R) 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  LRM 10 
  CT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  Clan Invasion
  BV: 1,356
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  Right
  Leg
  (14)
  Left
  Leg
  (14)
  Left Arm
  (14)
  Right Arm
  (14)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (16)
  Center
  Torso
  (21)
  Head (7)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13 (26)
  Double
  Large Laser
  Large Laser
  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
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,422
  6
  9
  0
  LNC25-01 LANCELOT
  Inner Sphere
  Star League
  60
  Roll Again
  PPC
  PPC
  PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Laser
  Large Laser
  Roll Again
  1 
  Large Laser 
  RA 8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Large Laser 
  LA 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  PPC 
  RT 10 10 [DE] 
  3 
  6 
  12 18
  1 
  Medium Laser 
  CT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  Right
  Leg
  (16)
  Left
  Leg
  (16)
  Left Arm
  (13)
  Right Arm
  (13)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (17)
  Left Torso
  (17)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (18)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13 (26)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  SRM 4 (OS)
  Double Heat Sink
  Jump Jet
  LRM 10
  Jump Jet
  LRM 10
  Ammo (LRM 10) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  5
  8
  5
  QKD-5M QUICKDRAW
  Inner Sphere
  60
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Medium Laser (R)
  Medium Laser (R)
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  2 
  Medium Laser 
  RT (R) 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  SRM 4 (OS) 
  CT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   (M,C,S,OS)
  Clan Invasion
  BV: 1,237
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (20)
  Right
  Leg
  (14)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (14)
  Right Torso (14)
  Left
  Leg
  (14)
  Right
  Leg
  (23)
  Left
  Leg
  (23)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (23)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  Lower Arm Actuator 
  Large Pulse Laser
  Large Pulse Laser
  Medium Pulse Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Pulse Laser
  Medium Pulse Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  0
  VULTURE PRIME
  Clan
  Succession
  Wars
  60
  Roll Again
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Large Pulse Laser
  Ferro-Fibrous
  1 
  Large Pulse Laser RA 10 
  10 (P) 
  — 
  6 
  14 20
  1 
  Med. Pulse Laser RA 4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  Large Pulse Laser LA 10 
  10 (P) 
  — 
  6 
  14 20
  1 
  Med. Pulse Laser LA 
  4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  LRM 20 
  RT 
  6 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  LRM 20 
  LT 
  6 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  BV: 2,351
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (17)
  Right Arm
  (17)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (21)
  Left Torso
  (21)
  Center
  Torso
  Rear (6)
  Center
  Torso
  (28)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Large Pulse Laser
  Large Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Autocannon/20 (Cont)
  Autocannon/20 (Cont)
  Ammo (AC/20) 5
  CASE
  Ammo (AC/20) 5
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Ferro-Fibrous
  Medium Laser
  Medium Laser
  Medium Laser
  Hatchet
  Hatchet
  Hatchet
  Hatchet
  BV: 1,369
  4
  6
  4
  AXM-1N AXMAN
  Inner Sphere
  Succession
  Wars
  65
  Hatchet
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Ferro-Fibrous
  Jump Jet
  Jump Jet
  Autocannon/20
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  3 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Pulse Laser LA 10 
  9 [P] 
  — 
  3 
  7 
  10
  1 
  Autocannon/20 RT/CT 7 20 [DB,S] — 
  3 
  6 
  9
  1 
  Hatchet 
  RA — 
  13 
  — 
  — 
  — 
  —
  Note: If playing under Advanced Rules, treat head as having 
  a Full-Head Ejection System.
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (26)
  Left
  Leg
  (26)
  Left Arm
  (20)
  Right Arm
  (20)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (15)
  Center
  Torso
  (24)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Anti-Missile System
  Ammo (AMS) 12
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  SRM 4
  Ammo (SRM 4) 25
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,480
  5
  8
  0
  BMB-12D BOMBARDIER
  Inner Sphere
  Star League
  65
  Roll Again
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  Roll Again
  Roll Again
  Roll Again
  CASE
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  SRM 4 
  RA 3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LRM 20 
  RT 
  6 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  LRM 20 
  LT 
  6 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Anti-Missile System CT 
  1 
  [PD] 
  — 
  0 
  0 
  0
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (18)
  Left
  Leg
  (18)
  Left Arm
  (13)
  Right Arm
  (13)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (19)
  Left Torso
  (19)
  Center
  Torso
  Rear (11)
  Center
  Torso
  (24)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15
  Single
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Medium Laser
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Arrow IV System
  Arrow IV System
  Arrow IV System
  Arrow IV System
  Arrow IV System
  Arrow IV System
  Arrow IV System
  4
  6
  4
  CPLT-C3 CATAPULT
  Inner Sphere
  65
  Arrow IV System
  Jump Jet
  Jump Jet
  Arrow IV System (Cont)
  Arrow IV System (Cont)
  Arrow IV System (Cont)
  Arrow IV System (Cont)
  Arrow IV System (Cont)
  Arrow IV System (Cont)
  Medium Laser
  Ammo (Arrow IV) 5
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Arrow IV System
  Arrow IV System
  Heat Sink
  1 
  Arrow IV System 
  RA/RT 10 20/10 
  — 
    8 Maps
   
   
   
   
  (AE,F,S)
  1 
  Medium Laser 
  RT 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  2 
  Medium Laser 
  CT 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  Clan Invasion
  BV: 1,368
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (19)
  Left
  Leg
  (19)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (21)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ammo (LRM 10) 12
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  LRM 10
  LRM 10
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,385
  6
  9
  6
  EXT-4D EXTERMINATOR
  Inner Sphere
  Star League
  65
  Roll Again
  Jump Jet
  Jump Jet
  Jump Jet
  Anti-Missile System
  Ammo (AMS) 12
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  2 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  2 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Anti-Missile System RT 
  1 
  [PD] 
  — 
  0 
  0 
  0
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Small Laser 
  HD 1 
  3 [DE] 
  — 
  1 
  2 
  3
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (12)
  Left
  Leg
  (12)
  Left Arm
  (8)
  Right Arm
  (8)
  Torso Rear
  (5)
  Right
  Left
  Torso Rear
  (5)
  Right Torso
  (17)
  Left Torso
  (17)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (18)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Autocannon/2
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Medium Pulse Laser
  Ammo (AC/2) 45
  Ammo (Ultra AC/5) 20
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Autocannon/2
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  4
  6
  0
  JM6-DD JAGERMECH
  Inner Sphere
  65
  Ferro-Fibrous
  Medium Pulse Laser
  Ammo (AC/2) 45
  Ammo (Ultra AC/5) 20
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Ultra AC/5
  Ultra AC/5
  Roll Again
  1 
  Ultra AC/5 
  RA 1/Sht 5/Sht 
  2 
  6 
  13 20
   
   
   
   
  (DB,R/C)
  1 
  Autocannon/2 
  RA 1 
  2 (DB) 
  4 
  8 
  13 24
  1 
  Ultra AC/5 
  LA 1/Sht 5/Sht 
  2 
  6 
  13 20
   
   
   
   
  (DB,R/C)
  1 
  Autocannon/2 
  LA 
  1 
  2 (DB) 
  4 
  8 
  13 24
  1 
  Med. Pulse Laser 
  RT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser 
  LT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  Clan Invasion
  BV: 965
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (21)
  Right
  Leg
  (15)
  Left
  Arm
  (10)
  Right
  Arm
   (10)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (11)
  Right Arm
  (11)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (14)
  Left Torso
  (14)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (17)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  13 (26)
  Double
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ammo (AMS) 24
  Roll Again
  ER Medium Laser
  ER Medium Laser
  Targeting Computer
  ER Medium Laser
  Targeting Computer
  Targeting Computer
  ECM Suite
  Active Probe
  Roll Again
  Anti-Personnel Pod
  Anti-Personnel Pod
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  0
  LOKI PRIME
  Clan
  Succession
  Wars
  65
  Roll Again
  Streak SRM 6
  Streak SRM 6
  Machine Gun
  Machine Gun
  Ammo (MG) 100
  Ammo (Streak SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Anti-Personnel Pod
  Anti-Personnel Pod
  Roll Again
  ER PPC
  ER PPC
  Anti-Missile System
  1 
  ER PPC 
  RA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  ER PPC 
  LA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  Streak SRM 6 
  RT 
  4 
  2/Msl 
  — 
  4 
  8 
  12
   
   
   
   
  (M,C)
  2 
  Machine Gun 
  RT 
  0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  1 
  ECM Suite 
  LT 
  0 
  (E) 
  — 
  — 
  — 
  6
  1 
  Active Probe 
  LT 
  0 
  (E) 
  — 
  — 
  — 
  5
  3 
  ER Medium Laser LT 
  5 
  7 (DE) 
  — 
  5 
  10 15
  1 
  Anti-Missile System HD 2 
  (PD) 
  — 
  0 
  0 
  0
  2 
  Anti-Personnel Pod 
  RL 
  0 (PD,OS,AI) — 
  — 
  — 
  —
  2 
  Anti-Personnel Pod 
  LL 
  0 (PD,OS,AI) — 
  — 
  — 
  —
  1 
  Targeting Computer 
  LT 
  0 
  (E) 
  — 
  — 
  — 
  —
  BV: 2,711
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (21)
  Left
  Leg
  (21)
  Left Arm
  (21)
  Right Arm
  (21)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (15)
  Left Torso
  (15)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (26)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16 (32)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Medium Pulse Laser
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Pulse Laser (R)
  Ammo (Gauss) 8
  Roll Again
  Roll Again
  Ammo (Gauss) 8
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  ER PPC
  Roll Again
  BV: 1,578
  4
  6
  0
  CES-3R CAESAR
  Inner Sphere
  Clan Invasion
  70
  Medium Pulse Laser
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Roll Again
  Roll Again
  Roll Again
  Medium Pulse Laser (R)
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  ER PPC 
  RA 15 10 [DE] 
  — 
  7 
  14 23
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Gauss Riﬂe 
  RT 
  1 15 [DB,X] 2 
  7 
  15 22
  1 
  Med. Pulse Laser RT(R) 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LT(R) 4 
  6 [P] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (19)
  Left
  Leg
  (19)
  Left Arm
  (22)
  Right Arm
  (22)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (16)
  Left Torso
  (16)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (26)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Medium Laser (R)
  Heat Sink
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  CASE
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Medium Laser
  Roll Again
  Roll Again
  BV: 1,325
  4
  6
  4
  CTF-3D CATAPHRACT
  Inner Sphere
  Clan Invasion
  70
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Medium Laser (R)
  CASE
  Jump Jet
  Jump Jet
  Ammo (Ultra AC/5) 20
  Lower Arm Actuator
  Ultra AC/5
  Heat Sink
  1 
  Ultra AC/5 
  RA 1/Sht 5/Sht 
  2 
  6 
  13 20
   
   
   
   
  [DB,R/C]
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LB 10-X AC 
  RT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  Medium Laser 
  RT(R) 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT(R) 3 
  5 [DE] 
  — 
  3 
  6 
  9
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (26)
  Left
  Leg
  (26)
  Left Arm
  (22)
  Right Arm
  (22)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (13)
  Center
  Torso
  (30)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  22
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  ER Large Laser
  ER Large Laser
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Ammo (AMS) 12)
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  4
  6
  4
  GHR-5J GRASSHOPPER
  Inner Sphere
  70
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Ammo (Streak SRM 2) 50
  Anti-Missile System
  Ammo (Streak SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Streak SRM 2
  1 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Anti-Missile System RT 
  1 
  (PD) 
  — 
  0 
  0 
  0
  1 
  ER Large Laser 
  CT 12 
  8 (DE) 
  — 
  7 
  17 19
  1 
  Streak SRM 2 
  HD 2 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C)
  Clan Invasion
  BV: 1,354
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (22)
  Left
  Leg
  (22)
  Left Arm
  (20)
  Right Arm
  (20)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (22)
  Left Torso
  (22)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (27)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  25
  Single
  Large Laser
  Large Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  SRM 6
  SRM 6
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Jump Jet
  Medium Laser
  Endo Steel
  Endo Steel
  Jump Jet
  Heat Sink
  Endo Steel
  Mediun Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Roll Again
  Roll Again
  BV: 1,418
  4
  6
  4
  GLT-3N GUILLOTINE
  Inner Sphere
  Star League
  70
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  Jump Jet
  Heat Sink
  Medium Laser
  Ammo (SRM 6) 15
  CASE
  Endo Steel
  Endo Steel
  Jump Jet
  Heat Sink
  Endo Steel
  Lower Arm Actuator
  Mediun Laser
  Endo Steel
  2 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Laser 
  LA 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  SRM 6 
  CT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (22)
  Right
  Leg
  (15)
  Left
  Arm
  (11)
  Right
  Arm
   (11)
  Left Torso (15)
  Right Torso (15)
  Left
  Leg
  (15)
  Right
  Leg
  (23)
  Left
  Leg
  (23)
  Left Arm
  (17)
  Right Arm
  (17)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (22)
  Left Torso
  (22)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (27)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  14 (28)
  Double
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X AC) 10
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Roll Again
  LRM 15
  LRM 15
  Ammo (LRM 15) 8
  Ammo (LRM 15) 8
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  5
  THOR PRIME
  Clan
  Succession
  Wars
  70
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  ER PPC
  ER PPC
  Ferro-Fibrous
  1 
  ER PPC 
  RA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  LB 10-X AC 
  LA 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   
  (DB,C/F/S)
  1 
  LRM 15 
  LT 
  5 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  BV: 2,298
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  Left
  Arm
  (12)
  Right
  Arm
   (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (29)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Beagle Active Probe
  Beagle Active Probe
  Large Laser
  Large Laser
  Endo Steel
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Heat Sink
  Heat Sink
  Endo Steel
  PPC
  PPC
  PPC
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  BV: 1,550
  4
  6
  0
  BL-6-KNT BLACK KNIGHT
  Inner Sphere
  Star League
  75
  Roll Again
  Heat Sink
  Heat Sink
  Large Laser
  Large Laser
  Endo Steel
  Medium Laser
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Heat Sink
  Heat Sink
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  1 
  PPC 
  RA 10 10 [DE] 
  3 
  6 
  12 18
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Laser 
  RT 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Laser 
  LT 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  HD 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Beagle Active 
  CT — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  Left
  Arm
  (12)
  Right
  Arm
   (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  Right
  Leg
  (27)
  Left
  Leg
  (27)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (22)
  Left Torso
  (22)
  Center
  Torso
  Rear (16)
  Center
  Torso
  (25)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  Large Laser
  Large Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Laser
  Large Laser
  Medium Laser
  Roll Again
  Medium Laser (R)
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Large Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,779
  5
  8
  0
  FLS-8K FLASHMAN
  Inner Sphere
  Star League
  75
  Roll Again
  Medium Laser
  Ammo (AMS) 12
  Anti-Missile System
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Large Laser
  Flamer
  1 
  Large Laser 
  RA 8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Laser 
  LA 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Anti-Missile System RT 
  1 
  [PD] 
  — 
  0 
  0 
  0
  1 
  Medium Laser 
  LT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LT(R) 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Large Laser 
  CT 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Flamer 
  HD 3 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  [DE,H,AI]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  Left
  Arm
  (12)
  Right
  Arm
   (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  Right
  Leg
  (27)
  Left
  Leg
  (27)
  Left Arm
  (21)
  Right Arm
  (21)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (22)
  Left Torso
  (22)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (36)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11 (22)
  Double
  Lower Arm Actuator 
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Narc Missile Beacon
  Narc Missile Beacon
  SRM 4
  Ammo (SRM 4 Narc) 25
  Ammo (SRM 4 Narc) 25
  Ammo (LRM 20 Narc) 6
  Ammo (LRM 20 Narc) 6
  Ammo (Narc Pods) 6
  Ammo (Narc Pods) 6
  Roll Again
  Roll Again
  Roll Again
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,414
  4
  6
  0
  ON1-M ORION
  Inner Sphere
  Clan Invasion
  75
  Roll Again
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X AC) 10
  CASE
  Roll Again
  Roll Again
  Ammo (LB 10-X AC Cluster) 10
  Lower Arm Actuator
  Medium Laser
  Roll Again
  1 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 20 
  LA 
  6 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LB 10-X AC 
  RT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  1 
  SRM 4 
  LT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  Narc Missile 
  CT 
  0 
  [M,E,S] 
  — 
  3 
  6 
  9
   
  Beacon
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (23)
  Right
  Leg
  (16)
  Left
  Arm
  (12)
  Right
  Arm
   (12)
  Left Torso (16)
  Right Torso (16)
  Left
  Leg
  (16)
  Right
  Leg
  (32)
  Left
  Leg
  (32)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (25)
  Left Torso
  (25)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (36)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17 (34)
  Double
  Lower Arm Actuator 
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Medium Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Machine Gun
  Endo Steel
  Medium Pulse Laser
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Double Heat Sink
  ER Large Laser
  ER Medium Laser
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  5
  8
  0
  MAD CAT PRIME
  Clan
  Succession
  Wars
  75
  Roll Again
  Machine Gun
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ammo (MG) 200
  Endo Steel
  Ferro-Fibrous
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Lower Arm Actuator
  Double Heat Sink
  Ferro-Fibrous
  1 
  ER Large Laser 
  RA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Laser RA 5 
  7 (DE) 
  — 
  5 
  10 15
  1 
  ER Large Laser 
  LA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  ER Medium Laser LA 
  5 
  7 (DE) 
  — 
  5 
  10 15
  1 
  Machine Gun 
  RT 
  0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  1 
  LRM 20 
  RT 
  6 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Med. Pulse Laser LT 
  4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  LRM 20 
  LT 
  6 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Machine Gun 
  CT 
  0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  BV: 2,737
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (34)
  Left
  Leg
  (34)
  Left Arm
  (26)
  Right Arm
  (26)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (20)
  Center
  Torso
  (30)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20 (40)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Roll Again
  Streak SRM 2
  Medium Pulse Laser
  Streak SRM 2
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sinknk
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  Roll Again
  Ammo (Streak SRM 2) 50
  ER PPC
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  4
  6
  0
  AWS-9M AWESOME
  Inner Sphere
  80
  ER PPC
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER PPC
  ER PPC
  Roll Again
  Roll Again
  ER PPC
  Lower Arm Actuator
  Double Heat Sink
  Small Pulse Laser
  1 
  ER PPC 
  RA 15 10 (DE) 
  — 
  7 
  14 21
  1 
  Streak SRM 2 
  LA 
  2 
  2/Msl 
  — 
  3 
  6 
  7
   
   
   
   
  (M,C)
  1 
  ER PPC 
  RT 15 10 (DE) 
  — 
  7 
  14 21
  1 
  ER PPC 
  LT 15 10 (DE) 
  — 
  7 
  14 21
  1 
  Med. Pulse Laser CT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  Streak SRM 2 
  CT 
  2 
  2/Msl 
  — 
  3 
  6 
  7
   
   
   
   
  (M,C)
  1 
  Small Pulse Laser HD 2 
  3 (P) 
  — 
  1 
  2 
  3
  Clan Invasion
  BV: 1,812
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (22)
  Left
  Leg
  (22)
  Left Arm
  (15)
  Right Arm
  (15)
  Torso Rear
  (7)
  Right
  Left
  Torso Rear
  (7)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (27)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  Lower Arm Actuator 
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Jump Jet
  Roll Again
  Medium Pulse Laser
  Ammo (LRM 20 Artemis) 6
  Ammo (LRM 20 Artemis) 6
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Medium Pulse Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  BV: 1,656
  5
  8
  5
  CGR-3K CHARGER
  Inner Sphere
  Clan Invasion
  80
  Ferro-Fibrous
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Artemis IV FCS
  Medium Pulse Laser
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  LRM 20 
  RT 
  6 
  1/Msl 
  6 
  7 
  14 21
   
  w/Artemis IV FCS
  1 
  Med. Pulse Laser RT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser LT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (34)
  Left
  Leg
  (34)
  Left Arm
  (26)
  Right Arm
  (26)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (25)
  Left Torso
  (25)
  Center
  Torso
  Rear (16)
  Center
  Torso
  (34)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  18
  Single
  Lower Arm Actuator 
  PPC
  PPC
  PPC
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Heat Sink
  SRM 6
  Endo Steel
  Endo Steel
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  PPC
  PPC
  PPC
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  BV: 1,607
  4
  6
  0
  HTM-27T HATAMOTO-CHI
  Inner Sphere
  Succession
  Wars
  80
  Endo Steel
  Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  CASE
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Endo Steel
  1 
  PPC 
  RA 10 10 [DE] 
  3 
  6 
  12 18
  1 
  PPC 
  LA 10 10 [DE] 
  3 
  6 
  12 18
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (23)
  Right Arm
  (23)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (24)
  Left Torso
  (24)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (30)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  16 (32)
  Double
  LB 5-X AC
  LB 5-X AC
  LB 5-X AC
  LB 5-X AC
  SRM 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  ER Small Laser
  Roll Again
  Ammo (LB 5-X AC Cluster) 20
  Ammo (SRM 6) 15
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Roll Again
  LB 5-X AC
  LB 5-X AC
  SRM 6
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  5
  8
  0
  MAN O’WAR PRIME
  Clan
  Succession
  Wars
  80
  Roll Again
  Ammo (LB 5-X AC) 20
  Ammo (SRM 6) 15
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Ferro-Fibrous
  Roll Again
  LB 5-X AC
  LB 5-X AC
  Ferro-Fibrous
  1 
  LB 5-X AC 
  RA 1 
  5 
  3 
  8 
  15 24
   
   
   
   (DB,C/S/F)
  1 
  SRM 6 
  RA 4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  1 
  LB 5-X AC 
  LA 
  1 
  5 
  3 
  8 
  15 24
   
   
   
   (DB,C/S/F)
  1 
  SRM 6 
  LA 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  1 
  ER Small Laser 
  CT 
  2 
  5 
  — 
  2 
  4 
  6
  BV: 1,537
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (34)
  Left
  Leg
  (34)
  Left Arm
  (26)
  Right Arm
  (26)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (25)
  Left Torso
  (25)
  Center
  Torso
  Rear (16)
  Center
  Torso
  (34)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  18 (36)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Endo Steel
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Endo Steel
  BV: 1,640
  4
  6
  0
  THG-11E THUG
  Inner Sphere
  Star League
  80
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  PPC 
  RA 10 10 [DE] 
  3 
  6 
  12 18
  1 
  PPC 
  LA 10 10 [DE] 
  3 
  6 
  12 18
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (20)
  Left
  Leg
  (20)
  Left Arm
  (18)
  Right Arm
  (18)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (23)
  Left Torso
  (23)
  Center
  Torso
  Rear (15)
  Center
  Torso
  (34)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Pulse Laser
  Medium Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  SRM 4
  Ammo (SRM 4) 25
  Jump Jet
  Jump Jet
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Heat Sink
  Roll Again
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Roll Again
  BV: 1,717
  4
  6
  4
  VTR-9K VICTOR
  Inner Sphere
  Clan Invasion
  80
  Roll Again
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  CASE
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Endo Steel
  Roll Again
  Jump Jet
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Gauss Riﬂe
  Heat Sink
  1 
  Gauss Riﬂe 
  RA 1 15 [DB,X] 
  2 
  7 
  15 22
  2 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  SRM 4 
  LT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (25)
  Right
  Leg
  (17)
  Left
  Arm
  (13)
  Right
  Arm
   (13)
  Left Torso (17)
  Right Torso (17)
  Left
  Leg
  (17)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (22)
  Right Arm
  (22)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (25)
  Left Torso
  (25)
  Center
  Torso
  Rear (8)
  Center
  Torso
  (26)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17 (34)
  Double
  Lower Arm Actuator 
  ER PPC
  ER PPC
  ER PPC
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Medium Pulse Laser
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  Medium Pulse Laser (R)
  Roll Again
  Roll Again
  ER Large Laser
  LRM 15
  LRM 15
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  4
  6
  0
  ZEU-9S ZEUS
  Inner Sphere
  80
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Ammo (LRM 15) 8
  CASE
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  LRM 15
  Ferro-Fibrous
  1 
  LRM 15 
  RA 5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  ER PPC 
  LA 15 10 (DE) 
  — 
  7 
  14 23
  1 
  ER Large Laser 
  LT 12 
  8 (DE) 
  — 
  7 
  14 19
  1 
  Med. Pulse Laser LT (R) 4 
  6 (P) 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser CT 
  4 
  6 (P) 
  — 
  2 
  4 
  6
  Succession
  Wars
  BV: 1,639
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (28)
  Right Arm
  (28)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (27)
  Left Torso
  (27)
  Center
  Torso
  Rear (14)
  Center
  Torso
  (40)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  Roll Again
  Double Heat Sink
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  SRM 6
  Ammo (LB 10-X AC) 10
  Roll Again
  Jump Jet
  SRM 6
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Small Laser
  Roll Again
  Roll Again
  BV: 1,923
  3
  5
  3
  CRK-5003-1 CROCKETT
  Inner Sphere
  Star League
  85
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Ammo (SRM 6) 15
  Ammo (LB 10-X AC Cluster) 10
  Roll Again
  Jump Jet
  Ammo (LB 10-X AC) 10
  Lower Arm Actuator
  Double Heat Sink
  Roll Again
  1 
  Small Laser 
  RA 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  ER Leage Laser 
  RA 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  Small Laser 
  LA 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  ER Leage Laser 
  LA 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LB 10-X AC 
  LT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (19)
  Right Arm
  (19)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (23)
  Left Torso
  (23)
  Center
  Torso
  Rear (12)
  Center
  Torso
  (31)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20
  Single
  Lower Arm Actuator 
  Large Laser
  Large Laser
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Jump Jet
  Roll Again
  Heat Sink
  Heat Sink
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  SRM 6
  Jump Jet
  Heat Sink
  SRM 6
  Large Laser
  Small Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,629
  3
  5
  3
  CRK-5003-2 KATANA
  Inner Sphere
  Succession
  Wars
  85
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Ammo (SRM 6) 15
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  Roll Again
  Jump Jet
  Heat Sink
  Roll Again
  Lower Arm Actuator
  Large Laser
  Roll Again
  1 
  Large Laser 
  RA 8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Small Laser 
  RA 1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  Large Laser 
  LA 
  8 
  8 [DE] 
  — 
  5 
  10 15
  1 
  Small Laser 
  LA 
  1 
  3 [DE] 
  — 
  1 
  2 
  3
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  LB 10-X AC 
  LT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C,F,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (35)
  Left
  Leg
  (35)
  Left Arm
  (28)
  Right Arm
  (28)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (26)
  Left Torso
  (26)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (42)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20 (40)
  Double
  ER PPC
  ER PPC
  ER PPC
  ER PPC
  LRM 10
  Ammo (LRM 10) 12
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  ER PPC
  ER PPC
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  4
  6
  0
  MASAKARI PRIME
  Clan
  Succession
  Wars
  85
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Targeting Computer
  Ferro-Fibrous
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  ER PPC
  ER PPC
  Ferro-Fibrous
  2 
  ER PPC 
  RA 15 15 (DE) 
  — 
  7 
  14 23
  2 
  ER PPC 
  LA 15 15 (DE) 
  — 
  7 
  14 23
  1 
  LRM 10 
  LA 
  4 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  Targeting Computer 
  RT 
  0 
  (E) 
  — 
  — 
  — 
  —
  BV: 3,252
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (36)
  Left
  Leg
  (36)
  Left Arm
  (22)
  Right Arm
  (22)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (28)
  Left Torso
  (28)
  Center
  Torso
  Rear (11)
  Center
  Torso
  (40)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17
  Single
  Lower Arm Actuator 
  LRM 15
  LRM 15
  LRM 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Jump Jet
  Heat Sink
  SRM 6
  Ammo (SRM 6) 15
  SRM 6
  Ammo (LRM 15) 8
  CASE
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Heat Sink
  Roll Again
  LRM 15
  LRM 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  BV: 1,804
  3
  5
  3
  SHG-2F SHOGUN
  Inner Sphere
  Succession
  Wars
  85
  Roll Again
  ER PPC
  ER PPC
  ER PPC
  SRM 6
  Ammo (SRM 6) 15
  SRM 6
  Ammo (LRM 15) 8
  CASE
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Heat Sink
  Roll Again
  Lower Arm Actuator
  LRM 15
  Heat Sink
  1 
  LRM 15 
  RA 5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  LRM 15 
  LA 
  5 
  1/Msl 
  6 
  1 
  14 21
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  ER PPC 
  RT 15 10 [DE] 
  — 
  7 
  14 23
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (27)
  Right
  Leg
  (18)
  Left
  Arm
  (14)
  Right
  Arm
   (14)
  Left Torso (18)
  Right Torso (18)
  Left
  Leg
  (18)
  Right
  Leg
  (27)
  Left
  Leg
  (27)
  Left Arm
  (25)
  Right Arm
  (25)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (27)
  Left Torso
  (27)
  Center
  Torso
  Rear (11)
  Center
  Torso
  (36)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17 (34)
  Double
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Medium Laser
  Medium Laser
  LRM 10
  LRM 10
  Ammo (LRM 10 Narc) 12
  Roll Again
  Ammo (LRM 10 Narc) 12
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  SRM 6
  SRM 6
  Narc Missile Beacon
  Narc Missile Beacon
  Roll Again
  Ammo (Narc Pods) 6
  Ammo (Narc Pods) 6
  Ammo (SRM 6 Narc) 15
  Double Heat Sink
  Medium Laser
  Medium Laser
  LRM 10
  LRM 10
  Ammo (LRM 10 Narc) 12
  Roll Again
  BV: 1,655
  3
  5
  0
  STK-5M STALKER
  Inner Sphere
  Clan Invasion
  85
  Ammo (LRM 10 Narc) 12
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  SRM 6
  Ammo (SRM 6 Narc) 15
  Roll Again
  Roll Again
  SRM 6
  Double Heat Sink
  Double Heat Sink
  Roll Again
  1 
  LRM 10 
  RA 4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  2 
  Medium Laser 
  RA 3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 10 
  LA 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  2 
  Medium Laser 
  LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  SRM 6 
  RT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  SRM 6 
  LT 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  1 
  Narc Missile 
  LT 
  0 
  [M,E,S] 
  — 
  3 
  6 
  9 
   
  Beacon
  1 
  ER Large Laser 
  CT 12 
  8 [DE] 
  — 
  7 
  14 19
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (29)
  Right
  Leg
  (19)
  Left
  Arm
  (15)
  Right
  Arm
   (15)
  Left Torso (19)
  Right Torso (19)
  Left
  Leg
  (19)
  Right
  Leg
  (17)
  Left
  Leg
  (17)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (8)
  Right
  Left
  Torso Rear
  (8)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (11)
  Center
  Torso
  (30)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  LRM 10
  LRM 10
  SRM 4
  Ammo (SRM 4) 25
  Ammo (LRM 10) 12
  Ammo (LRM 10) 12
  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
  4
  6
  0
  CP-11-A CYCLOPS
  Inner Sphere
  90
  Roll Again
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  Medium Laser 
  RA 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Gauss Riﬂe 
  RT 
  1 15 (DB,X) 
  2 
  7 
  15 22
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  (M,C,S)
  1 
  SRM 4 
  CT 
  3 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  Succession
  Wars
  BV: 1,547
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (29)
  Right
  Leg
  (19)
  Left
  Arm
  (15)
  Right
  Arm
   (15)
  Left Torso (19)
  Right Torso (19)
  Left
  Leg
  (19)
  Right
  Leg
  (38)
  Left
  Leg
  (38)
  Left Arm
  (30)
  Right Arm
  (30)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (28)
  Left Torso
  (28)
  Center
  Torso
  Rear (16)
  Center
  Torso
  (40)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  Lower Arm Actuator 
  Hand Actuator
  SRM 6
  SRM 6
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Jump Jet
  LRM 20
  Jump Jet
  Roll Again
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  Ammo (SRM 6) 15
  Ammo (SRM 6) 15
  Ferro-Fibrous
  Roll Again
  Heat Sink
  CASE
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Ferro-Fibrous
  BV: 2,227
  3
  5
  3
  HGN-732 HIGHLANDER
  Inner Sphere
  Star League
  90
  Ferro-Fibrous
  Jump Jet
  Medium Laser
  Medium Laser
  Ammo (Gauss) 8
  CASE
  Ammo (Gauss) 8
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Heat Sink
  Ferro-Fibrous
  Lower Arm Actuator
  Gauss Riﬂe
  Roll Again
  1 
  Gauss Riﬂe 
  RA 1 15 [DB,X] 
  2 
  7 
  15 22
  1 
  SRM 6 
  LA 
  4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  [M,C,S]
  2 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  LRM 20 
  LT 
  6 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (29)
  Right
  Leg
  (19)
  Left
  Arm
  (15)
  Right
  Arm
   (15)
  Left Torso (19)
  Right Torso (19)
  Left
  Leg
  (19)
  Right
  Leg
  (37)
  Left
  Leg
  (37)
  Left Arm
  (29)
  Right Arm
  (29)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (28)
  Left Torso
  (28)
  Center
  Torso
  Rear (14)
  Center
  Torso
  (43)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12 (24)
  Double
  Lower Arm Actuator 
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  LRM 15
  LRM 15
  LRM 15
  Autocannon/2
  Autocannon/2
  Ammo (AC/2) 45
  Ammo (LRM 15) 8
  CASE
  Roll Again
  Ferro-Fibrous
  Ammo (LRM 15) 8
  ER Large Laser
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  BV: 1,460
  3
  5
  0
  MAL-1R MAULER
  Inner Sphere
  Succession
  Wars
  90
  Ferro-Fibrous
  LRM 15
  LRM 15
  LRM 15
  Autocannon/2
  Autocannon/2
  Ammo (AC/2) 45
  Ammo (LRM 15) 8
  CASE
  Roll Again
  Ferro-Fibrous
  Ammo (LRM 15) 8
  Lower Arm Actuator
  ER Large Laser
  Ferro-Fibrous
  1 
  ER Large Laser 
  RA 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  ER Large Laser 
  LA 12 
  8 [DE] 
  — 
  7 
  14 19
  1 
  LRM 15 
  RT 
  5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  2 
  Autocannon/2 
  RT 
  1 2 [DB,S] 
  4 
  8 
  16 24
  1 
  LRM 15 
  LT 
  5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  2 
  Autocannon/2 
  LT 
  1 2 [DB,S] 
  4 
  8 
  16 24
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (30)
  Right
  Leg
  (20)
  Left
  Arm
  (16)
  Right
  Arm
   (16)
  Left Torso (20)
  Right Torso (20)
  Left
  Leg
  (20)
  Right
  Leg
  (26)
  Left
  Leg
  (26)
  Left Arm
  (21)
  Right Arm
  (21)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (30)
  Left Torso
  (30)
  Center
  Torso
  Rear (17)
  Center
  Torso
  (40)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  14 (28)
  Double
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Small Laser
  Roll Again
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Ammo (Gauss) 8
  Roll Again
  Roll Again
  Medium Laser (R)
  SRM 6
  SRM 6
  Ammo (SRM 6) 15
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  4
  6
  0
  BNC-5S BANSHEE
  Inner Sphere
  95
  Roll Again
  ER PPC
  ER PPC
  ER PPC
  ER PPC
  ER PPC
  ER PPC
  Medium Laser (R)
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Small Laser
  1 
  SRM 6 
  RA 4 
  2/Msl 
  — 
  3 
  6 
  9
   
   
   
   
  (M,C,S)
  2 
  Medium Laser 
  LA 
  3 
  5 (DE) 
  — 
  3 
  6 
  9
  2 
  ER PPC 
  RT 15 10 (DE) 
  — 
  7 
  14 23
  1 
  Medium Laser 
  RT (R) 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Gauss Riﬂe 
  LT 
  1 15 (DB,X) 2 
  7 
  15 22
  1 
  Medium Laser 
  LT (R) 3 
  5 (DE) 
  — 
  3 
  6 
  9
  1 
  Small Laser 
  CT 
  1 
  3 (DE) 
  — 
  1 
  2 
  3
  1 
  Small Laser 
  HD 1 
  3 (DE) 
  — 
  1 
  2 
  3
  Clan Invasion
  BV: 2,065
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (30)
  Right
  Leg
  (20)
  Left
  Arm
  (16)
  Right
  Arm
   (16)
  Left Torso (20)
  Right Torso (20)
  Left
  Leg
  (20)
  Right
  Leg
  (40)
  Left
  Leg
  (40)
  Left Arm
  (32)
  Right Arm
  (32)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (20)
  Left Torso
  (20)
  Center
  Torso
  Rear (9)
  Center
  Torso
  (37)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  19 (38)
  Double
  Double Heat Sink
  Double Heat Sink
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Roll Again
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  MASC
  MASC
  MASC
  MASC
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  ER Large Laser
  ER Large Laser
  Roll Again
  4
  6 [8]
  4
  GLADIATOR PRIME
  Clan
  Succession
  Wars
  95
  Ferro-Fibrous
  Double Heat Sink
  Double Heat Sink
  Machine Gun
  Machine Gun
  Ammoo (MG) 200
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Jump Jet
  Jump Jet
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  2 
  ER Large Laser 
  RA 12 10 (DE) 
  — 
  8 
  15 25
  1 
  Gauss Riﬂe 
  LA 
  1 15 (DB,X) 
  2 
  7 
  15 22
  2 
  Machine Gun 
  RT 
  0 
  2 
  — 
  1 
  2 
  3
   
   
   
   
  (DB,AI)
  BV: 2,619
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (24)
  Left
  Leg
  (24)
  Left Arm
  (24)
  Right Arm
  (24)
  Torso Rear
  (9)
  Right
  Left
  Torso Rear
  (9)
  Right Torso
  (21)
  Left Torso
  (21)
  Center
  Torso
  Rear (10)
  Center
  Torso
  (25)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  17
  Single
  Lower Arm Actuator 
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Medium Pulse Laser
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Medium Pulse Laser
  Medium Pulse Laser
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  Roll Again
  Heat Sink
  Heat Sink
  CASE
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Medium Pulse Laser
  Roll Again
  BV: 1,595
  2
  3
  0
  ANH-2A ANNIHILATOR
  Inner Sphere
  Succession
  Wars
  100
  Roll Again
  Heat Sink
  Heat Sink
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  LB 10-X AC
  Ammo (LB 10-X AC) 10
  Ammo (LB 10-X AC Cluster) 10
  Roll Again
  Heat Sink
  Heat Sink
  CASE
  Lower Arm Actuator
  LB 10-X AC
  Heat Sink
  1 
  LB 10-X AC 
  RA 2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/R]
  1 
  Med. Pulse Laser RA 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  LB 10-X AC 
  LA 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/R]
  1 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  LB 10-X AC 
  RT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/R]
  1 
  LB 10-X AC 
  LT 
  2 
  10 
  — 
  6 
  12 18
   
   
   
   [DB,C/F/R]
  2 
  Med. Pulse Laser CT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (41)
  Left
  Leg
  (41)
  Left Arm
  (34)
  Right Arm
  (34)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (32)
  Left Torso
  (32)
  Center
  Torso
  Rear (14)
  Center
  Torso
  (47)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  20
  Single
  Lower Arm Actuator 
  Hand Actuator
  Heat Sink
  Heat Sink
  ER Large Laser
  ER Large Laser
  Anti-Missile System
  Roll Again
  Roll Again
  Roll Again
  Medium Pulse Laser (R)
  Medium Pulse Laser (R)
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  LRM 20
  Ammo (LRM 20) 6
  Ammo (LRM 20) 6
  CASE
  Heat Sink
  Heat Sink
  Ammo (AMS) 12
  Heat Sink
  Heat Sink
  ER Large Laser
  ER Large Laser
  Ammo (Gauss) 8
  Ammo (Gauss) 8
  Roll Again
  3
  5
  0
  AS7-K ATLAS
  Inner Sphere
  Clan Invasion
  100
  Roll Again
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Roll Again
  Heat Sink
  Heat Sink
  CASE
  Lower Arm Actuator
  Hand Actuator
  Roll Again
  1 
  ER Large Laser 
  RA 12 
  8 (DE) 
  — 
  7 
  14 19
  1 
  ER Large Laser 
  LA 12 
  8 (DE) 
  — 
  7 
  14 19
  1 
  Anti-Missile System LA 
  1 
  (PD) 
  — 
  0 
  0 
  0
  1 
  Gauss Riﬂe 
  RT 
  1 15 (DB,X) 2 
  7 
  14 22
  1 
  LRM 20 
  LT 
  6 
  1/Msl 
  6 
  7 
  15 21
   
   
   
   
  (M,C,S)
  2 
  Med. Pulse Laser CT(R) 4 
  6 (P) 
  — 
  2 
  4 
  6
  BV: 2,175
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (41)
  Left
  Leg
  (41)
  Left Arm
  (34)
  Right Arm
  (34)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (32)
  Left Torso
  (32)
  Center
  Torso
  Rear (14)
  Center
  Torso
  (47)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  22 (44)
  Double
  ER Large Laser
  ER Large Laser
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Medium Pulse Laser
  Medium Pulse Laser
  Ammo (Ultra AC/5) 20
  Roll Again
  Roll Again
  ER Large Laser
  ER Large Laser
  Ultra AC/5
  Ultra AC/5
  Ultra AC/5
  Medium Pulse Laser
  Medium Pulse Laser
  Ammo (Ultra AC/5) 20
  Roll Again
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Ammo (LRM 10) 12
  Double Heat Sink
  Double Heat Sink
  LRM 10
  3
  5
  0
  Daishi Prime
  Clan
  Succession
  Wars
  100
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  2 
  ER Large Laser 
  RA 12 10 (DE) 
  — 
  8 
  15 25
  2 
  Med. Pulse Laser RA 4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  Ultra AC/5 
  RA 1/Sht 5/Sht 
  — 
  7 
  14 21
   
   
   
   
  (DB,R/C)
  2 
  ER Large Laser 
  LA 12 10 (DE) 
  — 
  8 
  15 25
  2 
  Med. Pulse Laser LA 
  4 
  7 (P) 
  — 
  4 
  8 
  12
  1 
  Ultra AC/5 
  LA 1/Sht 5/Sht 
  — 
  7 
  14 21
   
   
   
   
  (DB,R/C)
  1 
  LRM 10 
  LT 
  4 
  1/Msl 
  — 
  7 
  14 21
   
   
   
   
  (M,C,S)
  BV: 2,712 
  (CASE)
  (CASE)
  (CASE)
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (42)
  Left
  Leg
  (42)
  Left Arm
  (25)
  Right Arm
  (25)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (30)
  Left Torso
  (30)
  Center
  Torso
  Rear (21)
  Center
  Torso
  (40)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  30
  Single
  Heat Sink
  Heat Sink
  Heat Sink
  Large Pulse Laser
  Large Pulse Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Pulse Laser
  Medium Pulse Laser
  Heat Sink
  Heat Sink
  Heat Sink
  ER PPC
  ER PPC
  ER PPC
  Ammo (LRM 15) 8
  CASE
  Heat Sink
  Heat Sink
  Ammo (LRM 15) 8
  Heat Sink
  Heat Sink
  LRM 15
  LRM 15
  LRM 15
  Roll Again
  Roll Again
  BV: 1,906
  3
  5
  0
  IMP-3E IMP
  Inner Sphere
  Clan Invasion
  100
  Roll Again
  Heat Sink
  Heat Sink
  Heat Sink
  Heat Sink
  ER PPC
  ER PPC
  ER PPC
  Medium Laser
  Heat Sink
  Heat Sink
  Medium Laser
  Lower Arm Actuator
  Heat Sink
  Heat Sink
  1 
  LRM 15 
  RA 5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  1 
  Large Pulse Laser LA 10 
  9 [P] 
  — 
  3 
  7 
  10
  1 
  ER PPC 
  RT 15 15 [DE] 
  — 
  7 
  14 23
  2 
  Medium Laser 
  RT 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  ER PPC 
  LT 15 15 [DE] 
  — 
  7 
  14 23
  2 
  Med. Pulse Laser CT 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (35)
  Left
  Leg
  (35)
  Left Arm
  (34)
  Right Arm
  (34)
  Torso Rear
  (12)
  Right
  Left
  Torso Rear
  (12)
  Right Torso
  (30)
  Left Torso
  (30)
  Center
  Torso
  Rear (15)
  Center
  Torso
  (40)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  15
  Single
  Lower Arm Actuator 
  Hand Actuator
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20 (Cont)
  Autocannon/20 (Cont)
  Heat Sink
  Ferro-Fibrous
  LRM 15
  LRM 15
  Ammo (LRM 15) 8
  LRM 15
  Ammo (AC/20) 5
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Heat Sink
  Ferro-Fibrous
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  Autocannon/20
  BV: 2,221
  3
  5
  0
  KGC-000 KING CRAB
  Inner Sphere
  Star League
  100
  Autocannon/20
  Autocannon/20 (Cont)
  Autocannon/20 (Cont)
  Large Laser
  Large Laser
  CASE
  Ammo (AC/20) 5
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Heat Sink
  Ferro-Fibrous
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  1 
  Autocannon/20 RA/RT 7 20 [DB,S] — 
  3 
  6 
  9
  1 
  Autocannon/20 LA/LT 7 20 [DB,S] — 
  3 
  6 
  9
  1 
  Large Laser 
  RT 
  8 
  8 [DE] 
  — 
  5 
  8 
  15
  1 
  LRM 15 
  LT 
  5 
  1/Msl 
  6 
  7 
  14 21
   
   
   
   
  [M,C,S]
  
  thE futurE of Your BattlES
  BattleTech is a fun game of exciting tactics and thrilling moments of victory and defeat. However, the fiction surrounding BattleTech (such as the “story fiction” of the 
  Blood of Kerensky Omnibus or the “sourcebook fiction” of Era Report: 3052, as shown above) breathes vibrant life into the universe, populating it with fantastic heroes 
  and villains. And taking those dynamic characters and bringing them to your table-top will drastically increase your enjoyment of any game. Moving miniatures 
  around the board is one thing. Taking those miniatures and embedding living, breathing characters into the cockpits of the metal titans storming alien worlds 
  raises the stakes of any game to a whole new level. 
   
  The following bio is taken from Era Report: 3052 and describes one of the most legendary characters of the entire Clan Invasion: Kai Allard-Liao. Read the bio 
  below, then use the two noted special piloting abilities, along with the CN9-YLW2 Centurion (Yen-lo-wang)—Kai’s personal ’Mech—record sheet on the following 
  page in any of your games!
  WWW.CATALySTGAMELABS.COM
  ©2011 The Topps Company, Inc. All Rights Reserved. Era Report: 3052, Blood of Kerensky,  
  BattleTech, ’Mech, BattleMech and MechWarrior, are registered trademarks and/or  
  trademarks of The Topps Company, Inc. in the United States and/or other countries. 
  From beyond the Periphery comes a threat. A military force of unknown origin. Their power, speed, and ferocity are unparalleled. 
  Some of the finest warriors and ablest units have challenged them and failed. No force in the Inner Sphere has faced them and 
  won. An alien juggernaut whose sole reason for being is battle. A race that selectively breeds itself for combat. 
   
  Humanity's only hope is an alliance of mortal enemies: The Federated Commonwealth and the Draconis Combine, inter-
  stellar empires at war for 300 years, must no stand side by side or face certain destruction. 
   
  The Clans explode into the BattleTech universe through the seminnal Blood of Kerensky Trilogy Omnibus (Lethal Heritage, 
  Blood Legacy, Lost Destiny).
  Purchase the ebook of the entire omnibus for just $9.99 today at www.battlecorps.com/catalog!
  Era Report: 3052 describes the state of the Inner Sphere and the Clans at a pivotal period in BattleTech history: the early 
  years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, 
  this book includes descriptions of every major Inner Sphere and Clan faction. Notable personalities, military forces, and 
  an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical era in history are also 
  provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core 
  rules or those found in A Time of War: The BattleTech RPG.
  stock number: 35220
  Blood of Kerensky Omnibus
  Era Report: 3052
  kai allard-liao
   
  Son of Justin Allard and Candace Liao of the St. Ives Compact, Kai Allard-Liao is close friend and confidant to Victor Steiner-
  Davion. While still in his early twenties Kai quickly gained a reputation as a MechWarrior without peer. He collaborated with 
  Victor Steiner-Davion to develop a plan of attack for the F-C’s first victory against the Clans on Twycross. In that battle, Kai 
  singlehandedly engineered the destruction of the elite and dreaded Falcon Guards Cluster.
   
  His reputation grew on Outreach, where the leaders of the Inner Sphere met to address the Clan situation. Kai bested all but 
  one of his opponents, Jaime Wolf, in a Clan-style battle. Wolf wanted to honor Kai with the gift of a Clan ‘Mech, but the young 
  man turned down the offer, preferring to pilot the ‘Mech of his father, Justin: the famous Yen-Lo-Wang. Kai’s biggest sacrifice 
  came on Alyina, where he let himself be marooned while allowing Victor to escape the clutches of the Falcons once again. In a 
  strange twist of fate, Kai later aided his captors in defeating the ComStar forces on the world during Operation Scorpion.
   
  Kai’s near-peerless skills in a ‘Mech were often tempered with his lack of confidence in his abilities. He also bore heavy guilt for 
  those who perished under his command. After Kai returned from Alyina many noted some of those hindrances seemed gone.
   
  The death of Kai’s father Justin weighed heavy on the young man, and he viewed his time piloting Yen-Lo-Wang with an 
  even greater sense of honor and responsibility. This may have led to Kai following the footsteps of his father and going to 
  the ‘Mech arenas of Solaris VII.
  Title: Heir-Designate of the St. Ives Compact
  born: 3030 (20 in 3050)
  Marksman
   
  The Marksman Ability enables a MechWarrior, ProtoMech pilot, fighter pilot 
  or vehicular crew gunner to potentially hit any desired location on a target. A 
  pilot or gunner with the Marksman SPA can make a special Aimed Shot attack 
  as if using a targeting computer (see p. 143, TW). The pilot’s unit must remain 
  stationary and make no physical attacks during the round in which he uses 
  this ability. In addition, only one of the unit’s weapons may be used; no other 
  weapon may be fired in the same turn. 
   
  The Marksman Ability may be combined with a targeting computer; if 
  the warrior’s unit is equipped with such an 
  item and they are active when this ability 
  is used, the Aimed Shot attack receives a 
  –2 to-hit modifier.
  Maneuvering Ace
   
  MechWarriors and crews with the Maneuvering Ace Ability are especially 
  good at executing quick turns and maneuvering in tight confines. Bipedal 
  ’Mech units and VTOL units at Cruising speed whose pilots possess this ability 
  can perform the lateral shift maneuver normally available only to four-legged 
  ’Mechs (see p. 50, TW), while four-legged ’Mechs can perform the same action 
  for 1 less MP than usual. Vehicles crews receive a –1 modifier on any Piloting Skill 
  Rolls required if the vehicle fails to fulfill the requirements for a turn mode (see 
  p. 25, TO), while aerospace units reduce the Thrust Point costs for any special 
  maneuvers by 1.
   
  In addition to the above, all units piloted by a maneuvering ace receive a –1 
  modifier for any Piloting Skill Rolls needed to avoid skidding, sideslipping or (in 
  the case of aerospace units) out-of-control effects.
  sPeCiAL PiLoTinG AbiLiTies
   
  The following Special Piloting Abilities (PSA) are just a sampling of the myriad abilities that can be found in A Time of War: The BattleTech RPG.  
  
  ’MECH RECORD SHEET
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (16)
  Left
  Leg
  (16)
  Left Arm
  (16)
  Right Arm
  (16)
  Torso Rear
  (6)
  Right
  Left
  Torso Rear
  (6)
  Right Torso
  (13)
  Left Torso
  (13)
  Center
  Torso
  Rear (7)
  Center
  Torso
  (18)
  Head (9)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  10
  Single
  Lower Arm Actuator 
  Hand Actuator
  Hatchet
  Hatchet
  Hatchet
  Hatchet
  Medium Pulse Laser
  Medium Pulse Laser
  Roll Again
  Triple Strength Myomer
  Heat Sink
  Medium Pulse Laser (R)
  Heat Sink
  Roll Again
  Triple Strength Myomer
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Triple Strength Myomer
  Roll Again
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Gauss Riﬂe
  Roll Again
  4 [5]
  6 [8]
  0
  CN9-YLW2 CENTURION (YEN-LO-WANG)
  Inner Sphere
  Clan Invasion
  50
  Triple Strength Myomer
  Ammo (Gauss) 8
  Triple Strength Myomer
  Ammo (Gauss) 8
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Triple Strength Myomer
  Roll Again
  Lower Arm Actuator
  Gauss Riﬂe
  Roll Again
  1 
  Gauss Riﬂe 
  RA 1 15 [DB,X] 
  2 
  7 
  15 22
  2 
  Med. Pulse Laser LA 
  4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Med. Pulse Laser CT(R) 4 
  6 [P] 
  — 
  2 
  4 
  6
  1 
  Hatchet 
  LA 
  0 
  10 
  — 
  — 
  — 
  —
  Kai Allard-Liao
  1
  2
  
  TM
  BATTLETECH ErAS
  The BattleTech universe is a living, vibrant entity that grows each 
  year as more sourcebooks and fiction are published. A dynamic 
  universe, its setting and characters evolve over time within a highly 
  detailed continuity framework, bringing everything to life in a way a 
  static game universe cannot match.
  However, the same dynamic energy that makes BattleTech so com-
  pelling can also make it confusing, with so many sourcebooks pub-
  lished over the years. As people encounter BattleTech, get hooked and 
  start to obtain sourcebooks, they need to know where a particular 
  sourcebook is best used along the BattleTech timeline. 
  To help quickly and easily convey the timeline of the BattleTech uni-
  verse—and to allow a player to easily “plug in” a given sourcebook—
  we’ve divided BattleTech into six major eras. (For those that own the 
  BattleTech Introductory Box Set, the year dates in parentheses follow-
  ing each era’s title correspond to the maps found in the Inner Sphere at 
  a Glance sourcebook.)
  STAr LEAgUE (2570)
  Ian Cameron, ruler of the Terran Hege-
  mony, concludes decades of tireless effort 
  with the creation of the Star League, a 
  political and military alliance between all Great 
  Houses and the Hegemony. Star League armed 
  forces immediately launch the Reunification War, forcing the Periphery 
  realms to join. For the next two centuries, humanity experiences a 
  golden age across the thousand light-years of human-occupied space 
  known as the Inner Sphere. It also sees the creation of the most powerful 
  military in human history.
  SUCCESSION WArS (3025, 3030, 3040)
  Every last member of First Lord Richard Cam-
  eron’s family is killed during a coup launched 
  by Stefan Amaris. Following the thirteen-year 
  war to unseat him, the rulers of each of the 
  five Great Houses disband the Star League. 
  General Aleksandr Kerensky departs with 
  eighty percent of the Star League Defense 
  Force beyond known space and the Inner 
  Sphere collapses into centuries of warfare known as 
  the Succession Wars that will eventually result in a massive loss of 
  technology across most worlds.
  CLAN INVASION (3052, 3057) 
  A mysterious invading force strikes the 
  coreward region of the Inner Sphere. The 
  invaders, called the Clans, are descendants 
  of Kerensky’s SLDF troops, forged into a 
  society dedicated to becoming the greatest 
  fighting force in history. With vastly superior 
  technology and warriors, the Clans conquer 
  world after world. Eventually this outside threat 
  will forge a new Star League, something hundreds of years of warfare 
  failed to accomplish. In addition, the Clans will act as a catalyst for a 
  technological renaissance.
  CIVIL WAr (3062, 3067)
  The Clan threat is eventually lessened 
  with the complete destruction of a Clan. 
  With that massive external threat appar-
  ently neutralized, internal conflicts explode 
  around the Inner Sphere. House Liao conquers 
  its former Commonality, the St. Ives Compact; a rebellion of military 
  units belonging to House Kurita sparks a war with their powerful 
  border enemy, Clan Ghost Bear; the fabulously powerful Federated 
  Commonwealth of House Steiner and House Davion collapses into five 
  long years of bitter civil war.
  JIHAD (3067, CUrrENT)
  Following the Federated Common-
  wealth Civil War, the leaders of the Great 
  Houses meet and disband the new Star 
  League, declaring it a sham. The pseudo-
  religious Word of Blake—a splinter group 
  of ComStar, the protectors and controllers of 
  interstellar communication—launch the Jihad: an interstellar war 
  that will ultimately pit every faction against each other and even 
  against themselves, as weapons of mass destruction are used for the 
  first time in centuries while new and frightening technologies are 
  likewise unleashed.
  DArK AgE (3132+)
  Under the guidance of Devlin Stone, the 
  Republic of the Sphere is born at the heart of 
  the Inner Sphere following the Jihad. One of the 
  more extensive periods of peace begins to break 
  out as the 32nd century dawns. The factions, to 
  one degree or another, embrace disarmament and 
  the massive armies of the Succession Wars begin to fade. However, in 
  3132 eighty percent of interstellar communications collapses, throw-
  ing the universe into chaos. Wars almost immediately erupt and the 
  factions begin rebuilding their armies. 
  SOUrCEBOOKS 
  As Catalyst Game Labs continues to publish new BattleTech prod-
  ucts (and reprint previously published products), easy reference 
  logos—corresponding to those above—will be printed directly on 
  their back covers. This will allow retailers and players alike to know at 
  a glance what eras are covered by a given product. For additionalease 
  of reference, era logos will also appear on product’s sell sheet, on-line 
  products page and so on. 
  Note that if a Catalyst Game Labs BattleTech product does not con-
  tain an era logo, then it is considered a core rulebook or supplement 
  to be used across all eras, such as the Introductory Box Set, Total Warfare 
  and so on.
  
SOURCE: textdata/thevault/BattleTech [multi]/Record Sheets & TRO/RS 3050 Upgrade.pdf