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Published by Ithiria, 2021-10-31 02:38:03

FnPr-BT_MercSuppUpdate

FnPr-BT_MercSuppUpdate

NEW VEHICLES

Overview
Before the Word of Blake Jihad, Vining Engineering and

Salvage Teams (VEST) of Solaris VII received a large grant from
Irian BattleMechs to develop a new ’Mech design for close-quar-
ters combat. Based on the Scarabus chassis, VEST began devel-
opment in secret so that the locally based Free Worlds Defense
Industries—Irian’s chief rival—would remain unaware of the pro-
ject.

The first prototype, the Valiant, had just finished field-testing
when the Word invaded Solaris in June of 3068. Swiftly seizing
control of the planet and the Games, it did not take long for their
attention to turn towards the weapon manufacturers outside the
city proper. The Vining team saw the writing on the wall and man-
aged to evacuate several prototypes and most of their develop-
ment team before the Blakists destroyed their Xolara facilities.

Relocating to one of their remote testing labs in the
Tangerine Desert, VEST was later contacted by the Solaris Home
Defense League and pledged their support, offering Erik Gray
and his rebels the use of all five working Valiants. These proto-
types proved themselves as successful raiders, utilizing their
speed and all-energy armament to harass the Word throughout
the Solaris Reaches. Indeed, despite almost a full year of heavy
fighting, the Home Defense League did not lose a single Valiant
until late 3069, when Jarvis Mulvaney died protecting a retreating
convoy that held the Solaran governor, recently sprung from a
Blakist prison camp.

In mid-3070, the Solaran resistance attempted to smuggle
the Valiant design team and two of the remaining prototypes off
Solaris. Working with one of the many independent operators
who had found employment running the Blakist blockade of the
system, the outbound DropShip Comet’s Tail and her clandestine
cargo survived a brief dogfight before jumping out on the black
market JumpShip Trifecta Yearning.

The operation almost failed when the JumpShip captain
jumped to the Caph system and attempted to turn the Tail over to
Protectorate forces. Only timely intervention by an ISF monitoring
DropShip rescued the fleeing ship, destroying the Trifecta
Yearning in the process. Grateful to the Combine for their oppor-
tune rescue, the Vining team entered negotiations with
Wakazashi Enterprises on Dover. Though Wakazashi normally
produced aerospace fighters such as the Slayer, the massive
destruction of the Luthien Armor Works factories had prompted
the Kanrei to encourage all of the Combine’s remaining heavy
weapon manufacturers to expand and diversify their production
lines to keep the DCMS equipped. Wakazashi leaped at the
chance to produce a ready-made BattleMech and gave the
Vining team whatever they needed to get the Valiant product
rolling.

As agreed, the first several Valiants to come off the new fac-
tory line were smuggled back to Solaris and gifted to several
Silver Dragon warriors in honor of their resistance efforts. The
next two production runs were rushed to the DCMS front line
units—including several reportedly shipped to the First Ghost on
Luthien. Somehow, however, at least three Valiants have been
found among Black Dragon forces there, indicating that not all
shipping conglomerates are operating on the side of the
Combine.

149

MERCENARIES SUPPLEMENTAL UPDATE

Capabilities Weapons and Ammo Location Critical Tonnage
Utilizing a basic GM engine and MASC musculature, the ER Medium Laser RT 1 1
ER Medium Laser LT 1 1
Valiant has a land speed as fast as Clan Wolf-in-Exile’s Pack ER Medium Laser H 1 1
Hunter and the Nova Cat Ocelot but lacks either design’s jump Hatchet LA 2 2
jet capabilities. Built for harassing rather than stand-up fighting, MASC CT 2 2
the Valiant is more suited to heavy urban warfare, using its
tremendous speed to surprise its opponent—often by burying its HYN-4A HYENA
two-ton hatchet in their rear.
SALVAGEMECH
Deployment
Several Valiants have been smuggled onto Solaris VII, ear- Mass: 55 tons
Chassis: Technicron-1a
marked for Combine warriors who have excelled in the under- Power Plant: Core Tek 275
ground raids and ambushes that have now become a daily rou- Cruising Speed: 56.4 kph
tine for Word of Blake patrols. Valiants have also been seen in Maximum Speed: 84 kph
many recon and fast-strike elements of Combine regiments in Jump Jets: None
service to both the DCMS and Black Dragon forces.
Jump Capacity: None
Recently, VEST began setting aside their allotment of the Armor: Corning 84 (Industrial)
design for off-world mercenary sales via Galatea and Arc Royal, Armament:
but initial results have been lukewarm as many of these cus-
tomers find the design somewhat underpowered compared to Defiance B3S Small Laser
the Pack Hunter and the cheaper Jenner. Nevertheless it is Manufacturer: Vining Engineering and Salvage Teams (VEST)
beginning to find a niche with those merc pilots who love to get
up close and personal in their tactics. Primary Factory: Solaris VII
Communications System: Sipher WideCom
Targeting and Tracking System: Hartford T1000M

Variants Overview
No current variants exist for the Valiant, but with VEST’s When Vining Engineering and Salvage Team started testing

penchant for tinkering and the desperate times of the Jihad, one its designs in the arenas of Solaris VII, they needed a recovery
or more are certain to crop up soon enough. vehicle that could get into any of the terrains offered not only in
the big arenas but the smaller arenas with more hostile environ-
Type: V4-LNT-K7 Valiant ments. Rather than design a couple, the group saved money by
Technology Base: Inner Sphere refitting an old ’Mech to recover all their designs. Opting for a sta-
Tonnage: 30 ble design with a broad back for carrying cargo, a de-armed
Battle Value: 742 Kintaro served as the baseline for their homegrown
SalvageMech design. A few years later, VEST began assembling
Equipment 210 Mass more IndustrialMechs based on the same general design, finally
Internal Structure: 7 3 offering the machine—dubbed the Hyena—for general sale in
Engine: 9 the fall of 3066.
11 [14]
Walking MP: 0 0 Capabilities
Running MP: 3 The biggest asset the Hyena has over other recovery vehi-
Jumping MP: 10 [20] 3
Heat Sinks: 5 cles is its ability to go just about anywhere. As a fusion-powered
Gyro: 80 IndustrialMech with full enviro-sealing, there is no place a
Cockpit: Internal Armor BattleMech or ground vehicle can go that the Hyena can’t, be it
Armor Factor: Structure Value underwater, vacuum, or even molten lava (at least for short peri-
ods). This flexibility is one of the design’s biggest selling points
Head 3 8 with smaller customers, justifying its added expense over other
Center Torso 10 9 IndustrialMechs. The ’Mech’s carrying capacity is also a major
Center Torso (rear) 3 asset, with two lift hoists and industrial triple-strength myomers
R/L Torso 7 8 that enable the 55-ton Hyena to lift and carry loads up to twice its
R/L Torso (rear) 3 own mass. This ability allows the Hyena to recover virtually any
R/L Arm 5 8 BattleMech and combat vehicle lost on today’s battlefield. In
R/L Leg 7 11 addition, the ’Mech’s right salvage arm is an invaluable tool for
the safe recovery of both units and parts in the field.

The Hyena’s land speed is its third greatest asset as a bat-
tlefield recovery unit. With a maximum speed of 84 kilometers per
hour, it is capable of keeping up with most heavy ’Mechs and is
faster than other recovery vehicles. Even fully loaded, the Hyena

150

NEW VEHICLES

can still move at speeds approaching sixty kilometers per hour. Deployment
An Annihilator pilot who rode back on a Hyena quipped that his A few pre-production Hyenas still exist on Solaris, but most
’Mech was far more mobile as cargo than it had ever been on its
own. of the first production run was quickly sold to mercenary units in
the year before Solaris fell under Blakist assault. VEST even sold
Of course, as a battlefield recovery unit, the Hyena includes one Hyena (at a reduced cost) to Skibinski’s Salvage to show-
a modest amount of armor as well as a small laser for point case the ’Mech with one of the Inner Sphere’s premier recovery
defense (or quick cutting jobs in the field), which offer this ’Mech units. A few Hyenas were sold to the Great Houses, and one was
at least a modicum of self defense when operating in a live bat- even reportedly sold to the Rim Collection. Collection officials
tlefield—deterrent enough to small groups of bandits or infantry claim that their Hyena will save them at least a lance of ’Mechs a
who may attempt to waylay a Hyena and its cargo at an inop- year, helping to preserve a resource they can hardly afford to
portune moment. squander. Pre-sales for the second run went primarily to merce-
nary units, but any possible shipments were hopelessly disrupt-
ed by the Blakist assault on Solaris.

151

MERCENARIES SUPPLEMENTAL UPDATE

Variants AURORA-CLASS DROPSHIP
VEST was in the process of developing a low-cost ICE ver-
First conceived of as an inexpensive civilian transport, the
sion of the Hyena at the time of the Word’s assault and the even- Aurora-class DropShip began as a joint project between
tual destruction of Vining’s Xolara facilities. Though that version Dynamico, Ltd. of Delavan and Shipil Company of Skye in 3056.
would run twenty percent slower and also removes the environ- The secession of the Lyran half of the Federated Commonwealth
mental sealing to boot, these changes would offer a thirty per- brought progress to an abrupt halt, and the Aurora looked
cent savings over the fusion-powered version. In addition, two of doomed never to fly. However, Lyran and Federated
VEST’s original Hyenas are believed to still exist on Solaris in the Commonwealth after-action troop reports from Operation
service of the Solaris Home Defense League. Closer in design to Bulldog showed that the venerable Leopard lacked the flexibility
the original Kintaro chassis, these prototypes retain the Kintaro’s needed in a modern light military transport, and both the LAAF
original armor configuration and mount a medium laser instead and AFFC called for new DropShip designs. Dusting off the
of the small laser sported by the production model. These Hyena Aurora’s blueprints, Dynamico and Shipil modified the design to
prototypes also feature an internal eight-ton storage bay that was meet the requirements of the military.
deleted from the industrial design.
The initial orders for a handful of prototypes were placed by
Type: HYN-4A Hyena both militaries in 3061. Dynamico delivered the first vessels just
Technology Base: Inner Sphere (IndustrialMech) before the outbreak of the FedCom Civil War—a conflict in which
Tonnage: 55 the Aurora proved its worth during the fighting on Kentares and
Battle Value: 425 New Avalon. The launch of Shipil Yards’ prototypes was delayed
Cost (C-bills): 4,738,071 repeatedly—first by a host of minor technical problems, then by
the Civil War—until late 3067.
Equipment Mass
11 Although smaller than a Leopard, the Aurora’s larger cargo
Internal Structure: 15.5 capacity allows it to operate independently for far longer (one of
the old DropShip’s greatest failings). The light fore and aft lasers
Engine: 275 (Fusion) 0 of the civilian design were augmented to provide respectable
3 long range firepower, something of a necessity as the standard
Walking MP: 5 3 configuration of the Aurora lacks organic fighter support. A mili-
7.5 tary drive replaced the civilian drive, improving fuel efficiency.
Running MP: 8 The Aurora’s flexibility comes from a feature that is actually a
holdover from the craft’s genesis as a civilian transport. Four
Jumping MP: 0 modular bays are attached to the vessel’s spine, two on each
side. Although the necessities of structural integrity do not allow
Heat Sinks: 10 these bays to be quickly attached or released, an Aurora can be
reconfigured for specific roles in a matter of days with only limit-
Gyro: ed ground support.

Cockpit: Industrial Each module can mount up to one hundred and fifty tons of
equipment. Standard modules for transporting a BattleMech, an
Armor Factor: 80 aerospace fighter, three light vehicles, cargo, or fuel are avail-
able. Additionally custom modules can be produced on
Internal Armor demand—versions with the capacity to transport an infantry
Value company and supplies are quite common. The most common
Structure configuration is that of a BattleMech Lance transport, but ver-
8 sions capable of transporting a light vehicle or combined arms
Head 3 11 company are also quite common. Dedicated tankers, armored
5 merchants, fighter carriers, and even heavily armed “Gunship”
Center Torso 18 8 variants are being seen in increasing numbers.
4
Center Torso (rear) 7 It was this extraordinary flexibility that made the Aurora a
9 success, even if its boxy silhouette has been derided by the crit-
R/L Torso 13 ics. Since the vessel entered full production in 3069 Dynamico
and Shipil have been inundated with orders. In the Aurora many
R/L Torso (rear) small mercenary commands have found the perfect transport. In
a bid to reinforce its defenses, Skye has been offering the
Front R/L Leg 9 DropShip at cut rates to many small but proven mercenary com-
panies.
Rear R/L Leg 13

Weapons and Ammo Location Critical Tonnage
Industrial TSM — 12 0
Salvage Arm RA 2 3
Small Laser CT 1 .5
Lift Hoist 3 3
Lift Hoist LT (R) 3 3
Environmental Sealing RT (R) 8 5.5



152

NEW VEHICLES

Aurora-Class DropShip Armor
Type: Military Aerodyne Nose: 180
Use: Troop Transport Sides: 150
Tech: Inner Sphere Aft: 120
Introduced: 3069
Mass: 1,600 tons Cargo 1 Doors
Battle Value: 3,877 Bay 1: BattleMech (1) 1 Doors
Bay 2: BattleMech (1) 1 Doors
Dimensions Bay 3: BattleMech (1) 1 Doors
Length: 116 meters Bay 4: BattleMech (1) 0 Doors
Width: 72 meters Bay 5: Cargo (164 tons)
Height: 32.5 meters
Escape Pods: 3
Fuel: 100 tons (5,000) Life Boats: 0
Tons/Burn-day: 1.84 Crew: 1 officer, 3 enlisted/non-rated, 2 gunners, 8 bay personnel
Safe Thrust: 4
Maximum Thrust: 6 Ammunition: 80 rounds Gauss ammunition (10 tons)
Heat Sinks: 50 [100]
Structural Integrity: 8 Notes: Equipped with 32 tons of ferro-aluminum armor.

Weapons: Capital Attack Values (Standard)

Arc (Heat) Type Short Medium Long Extreme Class

Nose (12 Heat) 3(30) — Gauss
— — Laser
2 Gauss Rifle (40 rounds) 3 (30) 3 (30)
2 (20) — PPC
2 ER Medium Laser 1 (10) 1 (10)
3(30) — Gauss
LW/RW (30 Heat) — — Pulse Laser

2 ER PPC 2 (20) 2 (20)

Aft (22 Heat)

2 Gauss Rifle (40 rounds) 3 (30) 3 (30)

2 Large Pulse Laser 2 (18) 2 (18)

153

{|}~ ® Total Armor Pts = 144
ÈÏÖÅÒÃÒÁÆÔ ÒÅÃÏÒÄ ÓÈÅÅÔ (Standard)

Front Armor (33)

Type: Saxon APC Weapons Inventory

Config: Hovercraft # Type Loc Dmg Min S M L ¡¡¡¡¡¡¡¡
Technology Base:
Tons: 35 1 Machine Gun T 2 - 123 ¡¡¡¡¡¡¡
Inner Sphere
3070 Level 2 Cruising Flank ¡ ¡¡¡¡¡¡¡ ¡
Crew: MP: MP:
¡ ¡¡¡¡¡¡ ¡
10 15
¡ ¡¡ ¡¡¡ ¡¡ ¡
¡ ¡¢ ¡¢ ¢¡ ¢¡ ¡

¡¡ ¡¡

Gunnery Skill: Driving Skill: Left Side Armor (26) ¡ ¡ ¢¡ ¢¡ ¡ ¡ Right Side Armor (26)

Cost, C-Bills: 1,073,267 ¡ ¡
¡ ¡
BV: 142 WV: 9 / 9 ¢¡ ¢¡ ¡¢ ¢¡
¡ ¡
¡ ¡ ¢¡ ¡¢ ¡ ¡

Ammo ¡ ¡ TurretArmor(35) ¡ ¡
Ammo Type Rounds
Machine Gun 100 ¡ ¡ ¢¡ ¡¡¡¡¡¡ ¢¡ ¡ ¡
¡ ¡¡¡¡¡¡ ¡
¡ ¡ ¡¡¡¡¡¡ ¡ ¡
¡ ¡
¡ ¢¡ ¡¡¡¡¡¡ ¡¢ ¡
¡¡¡¡¡¡

Body Inventory ¡¡ ¡¡¡¡¡ ¡¡
175 Omni Fusion Engine
Critical Damage 3 Crew Members ¡ ¢¡ ¢¡ ¢¡ ¢¡ ¡
5.00T Infantry Bay
Airskirt Damaged Engine Hit ¡¡¡¡¡¡¡¡¡¡

Lift Fan Destroyed Turret Locked ¡¡¡¡¡¡¡¡¡¡¡¡¡¡

Printed by ±²³´µ¶²·³¸ ¾²², Copyright © 2006 RCW Enterprises Rear Armor (24)
BattleTech® is a trademark of WizKids, Inc. Permission to photocopy for personal use.

{|}~ ® Total Armor Pts = 24
֮ԮϮ̮ ÒÅÃÏÒÄ ÓÈÅÅÔ (Standard)

Type: Crow Scout VTOL Weapons Inventory Front Armor (8)

Config: V.T.O.L. Tons: 15 # Type Loc Dmg Min S M L ¡¡
Technology Base: ¡¡¡
Cruising Flank 2 ER Small Laser F 3 - 245 ¡¡¡
Inner Sphere MP: MP:
3067 Level 2 1 TAG F - - 5 9 15 ¡ ¡¢ ¡
13 20 ¡¡
Crew: Left Side Armor (5) ¡ ¢¡ ¡ Right Side Armor (5)
¡ ¡¢ ¡¢ ¡
¡ ¡¢ ¡¢ ¡
Gunnery Skill: Piloting Skill: ¡¡

Cost, C-Bills: 1,008,750

BV: 322 WV: 16 / 16 ¢¡ ¡¢
¢¡
Ammo

Fuselage Inventory ¢¡

100 Hermes Fusion Engine ¡
¡
Critical Damage 1 Crew Members ¡
¡
Rotor Damaged Engine Hit 1 Guardian ECM B 0 - --6
Rear Armor (4)
Rotor Destroyed 1 Beagle Active Probe B 0 - - - 4 Rotor Type: Main/Tail Rotors

Printed by ±²³´µ¶²·³¸ ¾²², Copyright © 2006 RCW Enterprises
BattleTech® is a trademark of WizKids, Inc. Permission to photocopy for personal use.

{|}~ ® Total Armor Pts = 24
֮ԮϮ̮ ÒÅÃÏÒÄ ÓÈÅÅÔ (Standard)

Type: Crow Scout VTOL 2 Weapons Inventory Front Armor (8)

Config: V.T.O.L. Tons: 15 # Type Loc Dmg Min S M L ¡¡
Technology Base: ¡¡¡
Cruising Flank 2 ER Small Laser F 3 - 245 ¡¡¡
Inner Sphere MP: MP:
3067 Level 2 1 C³ Slave Unit F + 15 BV for C³ ¡ ¡¢ ¡
13 20 ¡¡
Crew: Left Side Armor (5) ¡ ¢¡ ¡ Right Side Armor (5)
¡ ¢¡ ¡¢ ¡
¡ ¡¢ ¡¢ ¡
Gunnery Skill: Piloting Skill: ¡¡

Cost, C-Bills: 1,308,750

BV: 322+ WV: 16 / 16 ¢¡ ¡¢
¡¢
Ammo

Fuselage Inventory ¡¢

100 Hermes Fusion Engine ¡
¡
Critical Damage 1 Crew Members ¡
¡
Rotor Damaged Engine Hit 1 Guardian ECM B 0 - --6
Rear Armor (4)
Rotor Destroyed 1 Beagle Active Probe B 0 - - - 4 Rotor Type: Main/Tail Rotors

Printed by ±²³´µ¶²·³¸ ¾²², Copyright © 2006 RCW Enterprises
BattleTech® is a trademark of WizKids, Inc. Permission to photocopy for personal use.

{|}~ ® Total Armor Pts = 40
֮ԮϮ̮ ÒÅÃÏÒÄ ÓÈÅÅÔ (Standard)

Type: Crow Scout VTOL 3 Weapons Inventory Front Armor (14)

Config: V.T.O.L. Tons: 15 # Type Loc Dmg Min S M L ¡¡¡
Technology Base:
Cruising Flank 2 ER Small Laser F 3 - 245 ¡¡¡¡¡
Inner Sphere MP: MP:
3067 Level 2 2 Machine Gun F 2 - 123 ¡¡¡¡
13 20 ¡ ¡¡ ¡
Crew: 1 Rocket Launcher 10 (OS) LS 1/hit - 5 11 18 Left Side Armor (9) ¡ ¡ ¢¡ ¡ ¡ Right Side Armor (9)

1 Rocket Launcher 10 (OS) RS 1/hit - 5 11 18 ¡ ¡ ¡¢ ¡ ¡

1 Rocket Launcher 10 (OS) R 1/hit - 5 11 18 ¡ ¢¡ ¡¢ ¡

Gunnery Skill: Piloting Skill: ¡ ¢¡ ¢¡ ¡
¡¡
Cost, C-Bills: 432,000 ¡¡
¡¡

BV: 571 WV: 84 / 84 ¢¡ ¡¢

Ammo ¡¢
Ammo Type Rounds
Machine Gun 100 ¢¡

Critical Damage Fuselage Inventory ¡
100 Hermes Fusion Engine ¡
Rotor Damaged Engine Hit 1 Crew Members ¡
¡
Rotor Destroyed ¡
¡
Printed by ±²³´µ¶²·³¸ ¾²², Copyright © 2006 RCW Enterprises
BattleTech® is a trademark of WizKids, Inc. Permission to photocopy for personal use. Rear Armor (6)
Rotor Type: Main/Tail Rotors

LARGE TRACKED Support Vehicle Record Sheet

Type: O-66 HMRV “Oppie”

Config: Tracked (Large, Environmentally Sealed, Tons: 150 Total Armor Pts = 300
Tractor) Fusion (BAR 8)

Equipment Rating: Cruising Flank Front Armor (100)

E/E/E MP: MP:
3068 Level 2
23

Crew: 4

Gunnery Skill: Driving Skill:
Ammo Type Ammo

Rounds

Critical Damage

Drive Damaged Engine Hit Left Front Armor (40) Right Front Armor (40)
Track Destroyed

Weapons Inventory

# Type Loc Dmg Min S M L Left Rear Armor (40) Right Rear Armor (40)
1 Minesweeper F - - -- -
1 Bulldozer F - - -- -
1 Backhoe R - - -- -
1 Manipulator Arm FRS - - - - -
1 Manipulator Arm FLS - - - - -
1 Manipulator Arm RRS - - - - -
1 Manipulator Arm RLS - - - - -
1 Sprayer RRS - - - - -
1 Sprayer RLS - - - - -
1 Searchlight F - - -- -
1 Searchlight R - - -- -
1 Searchlight FRS - - - - -
1 Searchlight FLS - - - - -
1 Door FRS - - - - -

Body Inventory

Liquid Storage (18 tons)
Paramedic Equipment
Infantry Bay (foot)
Standard Cargo Bed (100 tons)

Rear Armor (40)

© 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

LARGE TRACKED Support Vehicle Record Sheet

Type: HMRV Salvage Bed

Config: Trailer (Large, Tracked) Tons: 150 Total Armor Pts = 244
(BAR 8)
Equipment Rating: Cruising Flank
E/E/D MP: MP: Front Armor (30)
3068 Level 2
— —
Crew: 3

Gunnery Skill: Driving Skill:
Ammo Type Ammo

Rounds

Critical Damage

Track Destroyed Left Front Armor (40) Right Front Armor (40)

# Type Weapons Inventory
1 Searchlight
1 Searchlight Loc Dmg Min S M L
1 Searchlight F - - -- -
2 Searchlights FRS - - - - -
1 Lift Hoist FLS - - - - -
1 Lift Hoist R - - -- -
1 Backhoe FRS - - - - -
FLS - - - - -
R - - -- -

Left Rear Armor (40) Right Rear Armor (40)

Body Inventory
Standard Cargo Bed (100 tons)

Rear Armor (54)

© 2006 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

{|}~ ® §Íåãè Äáôá

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Type: Valiant V4-LNT-K7

Mass: 30 tons

Status: VALIDATED Left REAR Right Movement Points: Tech, Config. & Level:
Torso Torso
Áòíïò Äéáçòáí Center Walking: 7 Inner Sphere
(3) Torso (3)
Running: 11 [14] Biped 'Mech

Head ¡ (3) ¡ Jumping: 0 Level 2 / 3067

Left (8) Right Weapons Inventory: (hexes)

Torso Torso ¡ ¡ ¡ Qty Type Loc Ht Dmg Min Sht Med Lng
(8) ¡¡ (8)
¡ ¡¡¡¡ ¡
¡¡ ¡ Total Armor 1 ER Medium Laser RT 55 -4 8 12
¡ Pts = 80 55 -4 8 12
¡ ¡¡ ¡ 1 ER Medium Laser LT 55 -4 8 12
¡¡ ¡¡ ¡¡ 06
1 ER Medium Laser HD
¡ ¡ ¡¡ ¡ ¡
¡ ¡ ¡¡¡ ¡ ¡ Left Right 1 Hatchet LA
Torso Head Torso
¡¡
¡ ¡¡¡ ¡
(7) (7)
¡¡ ¡¡ ¡ ¡¡ ¡
¡
¡¡¡ ¡¡
¡ ¡ ¡¡ ¡ ¡

¡¡ ¡ ¡¡¡ ¡
¡ ¡¡ ¡
Left Arm ¡¡ ¡¡ Right Arm ¡¡
(8) ¡ ¡ (8) ¡ ¡¡¡ ¡

¡¡ ¡¡ þî íý ¡ ¡ ¡¡ ¡ ¡ Total Heat Sinks: 10 Double (20)
¡ ¡ øèç÷
Center ¡
¡¡ Torso ¡¡
Left ¡ ¡ Right ¡¡¡¡¡¡¡¡¡¡
(9)
Arm ¡¡¡ Arm Auto Eject: Weapon Heat:
¡ ¡ üì ëû (5) (5)
Left Leg ¡ ¡ Center
¡ ¡ Right Leg ¡ Torso ¡ (15)
(11) (11) Operational Disabled
¡ (10) ¡

¡¡ Left Right ×áòòéïò Äáôá
Leg ¡ ¡ Leg
Damage
Transfer (7) ¡ ¡ (7)

¡¡

Diagram Internal Structure (51 Pts) Name: _____________________________________
Gunnery Skill: ________ Piloting Skill: ________
Left Arm Ãòéôéãáì Èéô Ôáâìå Right Arm
Hits Taken 1 2 3 4 5 6
1. Shoulder 1. Shoulder Consciousness # 3 5 7 10 11 Dead

2. Upper Arm Actuator Head 2. Upper Arm Actuator
Lower Arm Actuator Lower Arm Actuator
1-3 3. Hand Actuator 1. Life Support 1-3 3. Hand Actuator Èåáô Óãáìå
4. Hatchet 2. Sensors 4. Roll Again
Hatchet 3. Cockpit Roll Again
5. 5.

6. 6.

1. Roll Again 4. ER Medium Laser 1. Roll Again
Roll Again 5. Sensors Roll Again
2. Roll Again 6. Life Support 2. Roll Again 30 Shutdown
Roll Again Roll Again 29
4-6 3. Roll Again Center Torso 4-6 3. Roll Again 28 Ammo Explosion, avoid on 8+
4. 4. 27
26 Shutdown, avoid on 10+
5. 5. 25 -5 Movement Points
24 +4 Modifier to Fire
6. Roll Again 1. Fusion Engine 6. Roll Again 23 Ammo Explosion, avoid on 6+
22 Shutdown, avoid on 8+
Left Torso1. ER Medium Laser 2. Fusion Engine Right Torso 21
20 -4 Movement Points
1-3 3. Fusion Engine 1. ER Medium Laser 19 Ammo Explosion, avoid on 4+
4. Gyro 18 Shutdown, avoid on 6+
17 +3 Modifier to Fire
2. Double Heat Sink 5. Gyro 2. Double Heat Sink 16
15 -3 Movement Points
1-3 3. Double Heat Sink 6. Gyro 1-3 3. Double Heat Sink 14 Shutdown, avoid on 4+
4. Double Heat Sink 4. Double Heat Sink 13 +2 Modifier to Fire
Roll Again 1. Gyro Roll Again 12
5. Roll Again Fusion Engine 5. Roll Again 11
2. Fusion Engine 10 -2 Movement Points
6. Fusion Engine 6. 9
4-6 3. 8 +1 Modifier to Fire
1. Roll Again 4. 1. Roll Again 7
6
2. Roll Again 5. MASC 2. Roll Again 5 -1 Movement Point
4
4-6 3. Roll Again 6. MASC 4-6 3. Roll Again 3
4. Roll Again 4. Roll Again 2
1
5. Roll Again Engine Hits ¡ ¡ ¡ 5. Roll Again 0
6. Roll Again Gyro Hits ¡ ¡ 6. Roll Again

Left Leg Sensor Hits ¡ ¡ Right Leg

1. Hip Life Support ¡ 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator Battle Value: 742 3. Lower Leg Actuator
4. Foot Actuator Weapon Value: 455 / 455 4. Foot Actuator
5. Roll Again 5. Roll Again
6. Roll Again Cost, C-Bills: 3,271,840 6. Roll Again

Printed by ±²³´µ¶²·³¸ ¹º». Copyright © 2006 RCW Enterprises. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, Inc.
Permission to photocopy for personal use.

{|}~ ® §Íåãè Äáôá

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Type: Hyena HYN-4A
Mass: 55 tons

Status: VALIDATED Left REAR Right Movement Points: Tech, Config. & Level:
Torso Torso
Áòíïò Äéáçòáí (4) Center (4) Walking: 5 Inner Sphere
Torso Running: 8 Biped 'Mech
¡ (5) ¡ Jumping: 0 Level 3 / 3067
Head
Left (8) Right Weapons Inventory: (hexes)
¡¡

Torso Torso ¡¡¡ Qty Type Loc Ht Dmg Min Sht Med Lng
(8) ¡¡ (8)
¡ ¡¡¡¡ ¡ 1 Salvage Arm RA 0 - - - - -
¡ ¡ ¡¡¡ Total Armor
¡¡ ¡¡ Pts = 80 1 Lift Hoist RT(R) 0 - - - - -
¡¡ ¡¡ ¡
¡ ¡¡¡ 1 Lift Hoist LT(R) 0 - - - - -
¡ ¡¡ ¡ ¡
¡ ¡ ¡¡¡ ¡ ¡ Left Right 1 Small Laser CT 1 3 - 1 2 3
¡ Torso Head Torso
¡¡ (13) (13)
¡¡¡ ¡ ¡¡ ¡

¡¡ ¡ ¡¡¡ ¡

¡¡¡ ¡ ¡¡¡ ¡¡ ¡¡¡¡ ¡
¡¡ ¡ ¡ ¡¡¡ ¡
¡ ¡¡¡ ¡ ¡ ¡
Left Arm Right Arm ¡ ¡ ¡¡ ¡ ¡
(7) (7) ¡ ¡ ¡
¡ ¡ ¡ ¡
îþ íý ¡ ¡¡ ¡¡ ¡¡ ¡
èø÷ç ¡ ¡ ¡

¡ ¡ ¡ ¡¡ Total Heat Sinks: 10 Single
¡¡ Center ¡¡ ¡¡¡
Torso ¡ ¡¡¡¡¡ ¡
Left Right ¡¡¡¡¡¡¡¡¡¡
(11) Arm ¡¡¡ ¡ Arm
(9) ¡ ¡ (9) Auto Eject: Weapon Heat:
¡ Right Leg ìü ëû ¡ Center
¡ ¡ (1)
Left Leg ¡
¡ Torso ¡
(9) ¡ ¡ ¡ (18) ¡ Operational Disabled
¡ ¡
¡¡ (9) Left ¡ ¡ Right

Leg ¡ ¡ Leg ×áòòéïò Äáôá
(13) ¡ ¡ (13)
¡¡ Damage ¡
¡

Transfer ¡ ¡
Diagram
¡¡ ¡¡ Name: _____________________________________
Gunnery Skill: ________ Piloting Skill: ________
Utility Int. Struct. (91 Pts)
Hits Taken 1 2 3 4 5 6
Left Arm Ãòéôéãáì Èéô Ôáâìå Right Arm Consciousness # 3 5 7 10 11 Dead

1. Shoulder 1. Shoulder

2. Upper Arm Actuator Head 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Lower Arm Actuator
1-3 4. Hand Actuator 1. Life Support 1-3 4. Salvage Arm Èåáô Óãáìå
Industrial TSM Salvage Arm
5. Industrial TSM 2. Sensors 5. Industrial TSM
3. Cockpit
6. 6.

1. Environmental Sealing Center Torso 4-64. Environmental Sealing 1. Industrial TSM
2. Roll Again 2. Environmental Sealing
3. Roll Again 5. Sensors 3. Roll Again 30 Shutdown
4-6 4. Roll Again 6. Life Support 4. Roll Again 29
Roll Again Roll Again 28 Ammo Explosion, avoid on 8+
5. 5. 27
6. Roll Again 6. Roll Again 26 Shutdown, avoid on 10+
1. Fusion Engine 25 -5 Movement Points
2. Fusion Engine 24 +4 Modifier to Fire
Left Torso 3. Fusion Engine Right Torso 23 Ammo Explosion, avoid on 6+
1-3 4. Gyro 22 Shutdown, avoid on 8+
1. Lift Hoist (R) 1. Lift Hoist (R) 21
5. Gyro 20 -4 Movement Points
2. Lift Hoist (R) 2. Lift Hoist (R) 19 Ammo Explosion, avoid on 4+
3. Lift Hoist (R) 6. Gyro 3. Lift Hoist (R) 18 Shutdown, avoid on 6+
1-3 4. 1-3 4. Industrial TSM 17 +3 Modifier to Fire
4-6Industrial TSM 1. Gyro Industrial TSM 16
5. 2. Fusion Engine 5. Industrial TSM 15 -3 Movement Points
Industrial TSM 3. Fusion Engine 14 Shutdown, avoid on 4+
6. Industrial TSM 4. Fusion Engine 6. Environmental Sealing 13 +2 Modifier to Fire
12
1. Environmental Sealing 5. Small Laser 1. 11
2. Roll Again 2. Roll Again 10 -2 Movement Points
Roll Again 4-66. Environmental Sealing 3. Roll Again 9
4-6 3. Roll Again 4. Roll Again 8 +1 Modifier to Fire
4. 7
5. Roll Again 5. Roll Again 6
6. Roll Again Engine Hits ¡ ¡ ¡ 6. Roll Again 5 -1 Movement Points
Gyro Hits ¡ ¡ 4
Left Leg Right Leg 3
Sensor Hits ¡ ¡ 2
1
1. Hip Life Support ¡ 1. Hip 0
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator Battle Value: 425 3. Lower Leg Actuator
4. Foot Actuator
4. Foot Actuator Weapon Value: 18 / 18 5. Industrial TSM
6. Environmental Sealing
5. Industrial TSM Cost, C-Bills: 4,738,071
6. Environmental Sealing

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Permission to photocopy for personal use.

TM Öåóóåì Äáôá

Name: Aurora

ÁÅÒÏÄÙÎÅ ÄÒÏÐÓÈÉÐ ÒÅÃÏÒÄ ÓÈÅÅÔ Type: Aerodyne DropShip

Mass: 1,600 tons

Áòíïò Äéáçòáí Thrust: Safe Thrust: 4 Max Thrust: 6

Nose Damage Tech: Inner Sphere / Level 2 / 3069
Threshold (Total Armor)
18 (180) - Standard Scale Fighters/Small Craft: 0 / 0 Launch Rate: 0 / turn

Advanced Life Boats/Escape Pods: 3 / 0
Movement Vectors
Weapons & Equipment Inventory:
A___
Standard weapon ranges, hexes: (0-6) (7-12) (13-20) (21-25)
F___ B___
Standard Class Bay Loc Heat SRV MRV LRV ERV

E___ C___ 2 Gauss Rifle Nose 2 3(30) 3(30) 3(30) --
2 ER Medium Laser Nose 10 1(10) 1(10) -- --
D___ 2 ER PPC LW/RW 30 2(20) 2(20) 2(20) --
2 Gauss Rifle Aft 2 3(30) 3(30) 3(30) --
2 Large Pulse Laser Aft 20 2(18) 2(18) -- --

Cargo: Bay 1: BattleMechs (1) (1 door)
Bay 2: BattleMechs (1) (1 door)
Bay 3: Cargo (150 Tons, 1 door)
Bay 4: BattleMechs (1) (1 door)
Bay 5: Cargo (164 Tons)

Critical Damage

Avionics +1 +2 +5 Sensors +1 +2 +5

FCS +2 +4 D Life Support +2

Engine -1 -2 -3 -4 -5 D

K-F Boom D Docking Collar D

Left Wing Damage Thrusters: Landing Gear +5 Right Wing Damage
Threshold (Total Armor) Threshold (Total Armor)
Left +1 +2 +3 D Right +1 +2 +3 D
15 (150) 15 (150)
Structural Integrity: 8

Aft Damage
Threshold (Total Armor)

12 (120)

Ammo: Gauss (80)

Battle Value: 3,877 Cost: 221,234,400 Total Heat Sinks: 50 (100)

Heat Generation per Arc: (94 Total)

Velocity Record Nose: 12 Left/Right Wing: 30 x 2

Turn # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Left/Right Wing (Aft): 0 x 2 Aft: 22
Thrust
Velocity Crew Data
Effective Velocity
Altitude Level Gunnery Skill: ________ Piloting Skill: ________
Fuel Pts 5,000
Hits Taken 1 2 3 4 5 6
Modifier +1 +2 +3 +4 +5 Incap

Crew: 6 Passengers: 0 Other: 6

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All rights reserved. Permission to photocopy for personal use.


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