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Published by Ithiria, 2021-11-08 14:24:30

456755658-Classic-Battletech-Blake-Ascending-pdf

456755658-Classic-Battletech-Blake-Ascending-pdf

connection/JIHAD HOT SPOTS:3070/10: RULES ANNEX 298 / 299

RULES ANNEX i

Type: Ocelot
Technology Base: Clan
Tonnage: 
Battle Value: ,

Equipment  XL Mass
Internal Structure:  .
Engine:  .

Walking MP: 
Running MP:  [] 
Jumping MP: 
Heat Sinks:  .
Gyro: Internal
Cockpit: Structure Armor
Armor Factor: Value

Head  
Center Torso 
Center Torso (rear)  
R/L Torso 
R/L Torso (rear)  
R/L Arm  
R/L Leg 

Weapons and Ammo Location Critical Tonnage potential Blakist dealings surrounding their doomed Solaris VII
Heavy Large Laser LT   endeavor—the company, and the Steffelbus family backing it,
 ER Medium Lasers RA   apparently garnered enough support to reach a deal with Duke
Light Active Probe H  . Aleksandr Philip McCorkendale of Federated-Boeing Interstellar
Jump Jets LT  . to refit several upgraded Excalibur-class DropShips on IU’s D-bills.
By law, such military upgrades fall under the auspices of the AFFS’
Jump Jets RT  . Quartermaster Department, which means Field Marshal Melvin
Israel Aleixandre likely signed off on the project. As rumors still
NEW DROPSHIPS: “POCKET WARSHIPS” swirl about “unauthorized depots” built by the DotQ before and
during the FedCom Civil War, this is certainly possible.
The following DropShip designs, which debuted in the early
years of the Jihad, represent two of the first so-called “pocket However, considering the revenue spent on the AFFS’
WarShips.” Similar in concept to the Overlord-A, these vessels can WarShip fleet, combined with the Overlord-A and Conquistador
oppose full-scale WarShips at a fraction of the cost—though this assault DropShips already well in the planning stages at the time
same mission role, regarded by many as suicidal at best, leaves the (the Conquistador by none-other-than Federated-Boeing) the rea-
widespread deployment of such vessels in doubt. sons for the Excalibur refit remain unclear. Nevertheless, the ship
is certainly a fully functioning test bed for the potential of such
EXCALIBURCLASS “POCKET WARSHIP” UPGRADE “Pocket WarShips.”
The unique genesis of the Excalibur “Pocket WarShip” is a tes-
In the refit, the Excalibur’s five cavernous troop bays were
tament to the trifecta power of nobility, money and boardroom virtually gutted, and the vessel—now designated an assault
connections, combined with the apparent blindness of the largest DropShip—became a flying magazine. A formidable array of
military bureaucracy since the first Star League. eight versatile ARs and two heavy launchers capable of hurl-
ing the new Kraken ship-killers were fed from the all-but-hollow
While details remain few and not wholly confirmed, this proj- core. Carrying more than six thousand tons of capital missiles, the
ect apparently originated with Interconnectedness Unlimited, an Excalibur can briefly rival the firepower of many light WarShips,
interstellar conglomerate currently struggling to reclaim its inter- while the technological upgrade of the ship’s existing weaponry,
stellar recognition after years of steady downturns and the loss of and the added hangar space for a squadron of aerospace fight-
an ambitious Class Six Stadium on Solaris VII. Regardless of their ers beneath the primary magazines and the main drive add to its
diminished stature—or the growing firestorm of accusations of

connection/JIHAD HOT SPOTS:3070/section10: RULES ANNEX

RULES ANNEX i

menace. Equipped with a flag deck (normally found on cruisers or Excalibur-Class “Pocket WarShip”
battleships), the assault Excalibur appears intended to serve as a Type: Military Spheroid
flagship for special assault squadrons. Such squadrons, coinciden- Use: Pocket WarShip
tally enough, formed during the first ships’ debut in Operation Tech: Star League
Bulldog, and it was in this role that the refits first served. “Teething” Introduced: 
problems with the assault Excaliburs’ fire control systems kept Mass: , tons
them from making any major contributions to the campaign, Battle Value: ,
which—as much as Victor’s year-long disappearance from the
Inner Sphere, small army and all—kept the new class out of the Dimensions
spotlight. Length:  meters
Width:  meters
The design’s greatest weaknesses, however, stemmed from Height: . meters
the haste in which the refits were undertaken. Retaining the origi-
nal engine, structure and armor, the DropShip is far more fragile Fuel:  tons (,)
than the Overlord-A, Nekohono’o or Conquistador classes. In a bid Tons/Burn-day: .
to offset this disadvantage, engineers mounted an array of anti- Safe Thrust: 
missile systems and screen launchers to form an impressive point Maximum Thrust: 
defense system. Heat Sinks: 
Structural Integrity: 
Only seven Exclaibur refits were produced before the proj-
ect was cancelled—though whether this was due to IU’s financial Armor
troubles or other, deeper agendas is unclear. The Gorgon was lost Nose: 
during Operation Bulldog, and the Bellerophon and Thunderchild Sides: 
were paid off, becoming the property of mercenary crews who Aft: 
had served in special Star League-sponsored assault squadrons
against the Smoke Jaguars. The Guardian (erroneously depicted Cargo
in recent holoflicks as carrying a naval PPC) was destroyed over
Kathil in the opening stages of the FedCom Civil War when it Bay : Cargo ( tons)  Door
rammed the FCS Robert Davion. More recently, the Stanley Castle
was scrapped after suffering heavy damage during Operation Bay : Fighters ()  Doors
Sovereign Justice. Only the Tyrannosaurus Rex and March Harrier
remain in service with the AFFS, both in the Draconis March. Escape Pods: 

Faced with a surprisingly powerful Word of Blake WarShip Life Boats: 
fleet, and the success of the dedicated assault DropShips such as
the Overlord-A and Conquistador, the AFFS reluctantly returned Crew:  officers,  enlisted/non-rated,  gunners,  marines, 
to the oddball “pocket WarShip” concept in . The orbital
yards over Galax were in the midst of hastily refitting ten more bay personnel
Excaliburs when they fell to Word of Blake forces in . It is
believed that the Blakists captured at least six of these partially Ammunition:  rounds gauss ammunition ( tons),  rounds
completed vessels, and scattered reports suggest that they have LRM  ammunition ( tons),  rounds AMS ammunition (
since completed refitting the other four in the two years since. tons),  rounds screen ammunition ( tons),  Kraken-T missiles
(, tons),  Killer Whale missiles (, tons),  White Shark
missiles (, tons), and  Barracuda missiles (, tons).

Notes: Equipped with  tons of standard armor.

connection/JIHAD HOT SPOTS:3070/10: RULES ANNEX 300 / 301

RULES ANNEX

Weapons: Capital Attack Values (Standard)
Arc (Heat) Type
Nose ( Heat) Short Medium Long Extreme Class

 Kraken-T ( missiles)     Capital Missile
 Gauss Rifle ( rounds) — Autocannon
 LRM +Artemis ( rounds)  ()  ()  () — LRM
 ER Medium Laser — Laser
 AMS ( rounds)  ()  ()  () — AMS
FL/FR ( Heat)
 AR/  ()  () —

( KW,  WS,  B)  ()† — —
 ER PPC
 LRM +Artemis ( rounds) * * * * Capital Missile
 ER Medium Laser  ()  ()  () — PPC
 AMS ( rounds)  ()  ()  () — LRM
 Screen Launcher ( screens)  ()  () — — Laser
AL/AR ( Heat)  ()† — — — AMS
 AR/ — — — — Screen

( KW,  WS,  B) * * * * Capital Missile
 ER Large Laser,  ()  () () — Laser

 ER Medium Lasers  ()† — — — AMS
 AMS ( rounds)
Aft ( Heat)  ()  ()  () — Laser
 ER Large Laser,
 ()† — — — AMS
 ER Medium Laser — — — — Screen
 AMS ( rounds)

 Screen Launcher ( screens)

†Only against missiles.
*By missile type (heat factored as for Killer Whale)

RULES ANNEX

MULECLASS “POCKET WARSHIP” “QSHIP” and their support staff. The squadron uses one of the lower cargo
Deception has likely been a component of warfare since hu- doors, properly modified for fighter launch and recovery, while the
other door provides access to the vessel’s remaining cargo hold.
mankind first began practicing war. A particularly famous form of
deception is named for the Trojan Horse of legend. A naval adapta- The vessel’s armor is more than doubled in mass, particularly rein-
tion of this ruse is known as the Q-ship, an armed vessel disguised forcing the nose and doors. It provides protection on a par with that of
as a merchant ship or a merchant vessel armed with heavy weap- other combat DropShips. This increase in armor is difficult to detect at
onry. Often, such vessels hide their weaponry to prevent detection range, and with the vessel’s AR launchers hidden behind its doors,
until the Q-ship is ready to engage its target. Historically, Q-ships the modified Mule is nearly indistinguishable from normal vessels.
have been used to raid enemy merchant shipping, or to provide
escort for friendly merchant shipping, but on occasion they have Based on several recovered Mule Q-Ships developed by the
engaged and defeated opposing WarShips. original Star League Navy to help protect its shipping lines from
predation by pirates, the Word of Blake replaced the existing brace
The Word of Blake navy contains a variety of craft that can be of White Shark and Barracuda launchers with more efficient AR
designated as Q-Ships. One of the most nefarious of these may launchers, with decidedly less ammunition available. To confuse
be their modified Mule-class DropShips. Eight AR launchers are the enemy, and perhaps to cause him to over-estmate the vessel,
installed in the upper cargo bays, with each cargo door hiding the Blakists seem to have installed empty launcher housings next
two. The lower cargo bay contains most of the missile magazines, to the AR’s. Numerous visible missiles tubes on Mule Q-ships
and also provides berths and quarters for a squadron of fighters have never been observed firing ordnance. Considering the suc-

connection/JIHAD HOT SPOTS:3070/section10: RULES ANNEX

RULES ANNEX i

Mule-Class “Pocket WarShip” (Q-Ship)

Type: Military Spheroid
Use: Pocket WarShip (Q-Ship)
Tech: Star League
Introduced: 
Mass: , tons
Battle Value: ,

Dimensions Armor
Length:  meters Nose: 
Width:  meters Sides: 
Height: . meters Aft: 

Fuel:  tons (,) Cargo  Door
Tons/Burn-day: . Bay : Cargo ( tons)  Doors
Safe Thrust:  Bay : Fighters ()
Maximum Thrust: 
cess of the vessel since its initial deployment over Altair in , the Heat Sinks:  ()
Word of Blake has begun a crash program to adapt more Mule-class Structural Integrity: 
DropShips to Q-Ship configuration. So far, those vessels appear to
have armor identical to normal Mule DropShips, likely because the Escape Pods: 
Word of Blake is rushing additional vessels into service. Life Boats: 
Crew:  officers,  enlisted/non-rated,  gunners,  bay per-
The Mule Q-ships so far have had devastating effects, inflict- sonnel
ing tremendous damage on worlds such as Altair, Asta and Yorii.
They have also caused economic disruption across the Inner Ammunition:  Killer Whale missiles (, tons),  White
Sphere, forcing authorities to take expensive and time-consum- Shark missiles (, tons),  Barracuda missiles (, tons), 
ing measures to attempt to screen all Mules. This situation has led rounds Autocannon/ ammunition ( tons),  rounds SRM- am-
to discussion of whether other such Q-Ships might appear in the munition ( tons)
future, causing further strain. It is difficult to gauge whether the
Word of Blake prioritizes this economic disruption over the im- Notes: Equipped with  tons of standard armor.
mediate ability to deploy capital missiles and WMDs, but certainly
they are converting as many Mules as they can.

RULES ANNEX

Weapons: Capital Attack Values (Standard)
Arc (Heat) Type
Nose ( Heat) Short Medium Long Extreme Class

 Autocannon/ ( rounds)  ()  () — — Autocannon
 Medium Laser  () — — — Laser
 Small Lasers  () — — — Point Defense
FL/FR ( Heat)
 AR/ ** * * Capital Missile
 () — — — SRM
( KW,  WS,  B)  () — — — Laser
 SRM  ( rounds)
 Medium Lasers  ()  () — — Laser
AL/AR ( Heat)
 Large Laser,  Medium Laser  ()  () — — Laser
Aft ( Heat)
 Large Laser,  Medium Laser

* By missile type (heat factored as for Killer Whale)

connection/JIHAD HOT SPOTS:3070/10: RULES ANNEX 302 / 303
RULES ANNEX
i

RULES ANNEX

THARKADCLASS BATTLECRUISER fairly poor condition) moored above Tharkad by . When the
LCS INVINCIBLE Draconis Combine laid siege to Hesperus II, however, a desper-
ate Commonwealth leadership called upon the aging ship and a
Designed in  as the first of a new generation of WarShips shorthanded crew of equally venerable naval officers to under-
for the LCAF navy, the first Tharkad-class battlecruiser, the LCS take one last battle for their nation’s defense.
Tharkad, slipped its moors at the Bolson-Tamar Shipyards in .
Seen by many as the pride of Lyran military might, the massive The Invincible’s timely arrival over Hesperus II in  turned the
vessel boasted incredible firepower, armor and maneuverability tide of what to this day remains the most epic chapter in Lyran mil-
for its day. More than twenty vessels of its class were built over the itary history, but the victorious battlecruiser was lost on her return
next century, before a Kurita raiding force shattered the yards in flight to Tharkad, presumably destroyed by a jump drive failure.
the opening moves of the First Succession War. With the excep- In the centuries since, numerous theories about the lost ship sur-
tion of one—the LCS Invincible—all of these ships were lost in faced, with many romantics hopelessly convinced—even in the
various engagements along the Combine, Terran Hegemony and face of ridicule by more “realistic” experts—that the Invincible
Free Worlds League borders. simply remained adrift in deep space, waiting to be found.

As Lyran WarShip power waned with the ravages of the Only on the fateful morning of  December  was the fate of
Succession Wars, qualified crews grew scarce in proportion, and the LCS Invincible revealed, when the ship reappeared in the skies
the few remaining capital ships soon found themselves anchored above Tharkad City. Refurbished and cloaked in the colors of the
around key systems, with the Invincible herself (by this time in newly defunct Second Star League, she came to unleash the rage
of her new masters, the Word of Blake.

connection/JIHAD HOT SPOTS:3070/section10: RULES ANNEX

RULES ANNEX i

Tharkad-Class Battlecruiser (LCS Invincible) Cargo  Doors
Tech: Star League Bay : Fighters ()  Doors
Introduced:  Bay : Small Craft ()  Door
Mass: , tons Bay : Cargo (,. tons)
Length:  meters
Sail Diameter: , meters DropShip Capacity: 
Fuel: , tons (,) Grav Decks:  (-meter diameter)
Tons/Burn-day: . Escape Pods: 
Safe Thrust:  Life Boats: 
Maximum Thrust:  Crew:  officers,  enlisted/non-rated,  gunners,  bay
Sail Integrity:  personnel
KF Drive Integrity: 
Heat Sinks: , Ammunition:  rounds NAC/ ammunition ( tons), 
Structural Integrity:  rounds NAC/ ammunition ( tons),  rounds NAC/ ammuni-
Battle Value: , tion ( tons),  rounds NAC/ ammunition ( tons),  rounds
Heavy N-Gauss ammunition ( tons),  Killer Whale missiles
Armor (, tons),  rounds LRM- ammunition ( tons),  rounds
Nose:  LRM- ammunition ( tons).
Fore -Sides: 
Aft-Sides:  Notes: Equipped with lithium-fusion battery systems and
Aft:  . tons of ferro-carbide armor.

Weapons: Capital Attack Values (Standard)
Arc (Heat) Type
Nose ( Heat) Short Medium Long Extreme Class

 NL     Capital Laser
 Medium NPPC     Capital PPC
 NAC/ ( rounds)    — Capital AC
 Killer Whale ( missiles)     Capital Missile
 Large Laser,  Medium Laser  ()  () — — Laser
FL/FR ( Heat)
 Medium NPPC     Capital PPC
 NAC/ ( rounds)    — Capital AC
 Heavy N-Gauss ( rounds)     Capital Gauss
LBS/RBS (, Heat)
 NL     Capital Laser
 Heavy NPPC     Capital PPC
 NAC/ ( rounds)   — — Capital AC
 NAC/ ( rounds)    — Capital AC
 LRM  ( rounds),
 ()  ()  () — LRM
 LRM s ( rounds)
 Large Laser,  Medium Laser  ()  () — — Laser
AL/AR ( Heat)
 NL    — Capital Laser
 Medium NPPC     Capital PPC
 NAC/ ( rounds)    — Capital AC
 LRM  ( rounds),
 ()  ()  () — LRM
 LRM  ( rounds)
 Large Laser,  Medium Laser  ()  () — — Laser
Aft ( Heat)
 NL     Capital Laser
 Heavy NPPC     Capital PPC
 NAC/ ( rounds)    — Capital AC

TM

HOVER VEHICLE RECORD SHEET ARMOR DIAGRAM

VEHICLE DATA CREW DATA Front Armor
(43)
Type: SM1 TANK DESTROYER Crew: 4
Gunnery Skill: Turret Armor
Movement Points: Tonnage: 50 Driving Skill: (24)
Cruising: 8
Flank: 12 Tech Base: Clan Commander Hit +1 Driver Hit +2
3068
Movement Type: Hover Modifier to all Skill rolls Modifier to Driving
Skill rolls
Engine Type: Fusion Left Side Armor (29) Right Side Armor (29)

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE

Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit

1 Ultra AC/20 Front 20/Sht — 4 8 12 Sensor Hits +1 +2 +3 D
(DB,RC)
Motive System Hits +1 +2 +3
4 Light MGs Turret 1 (DB,AI) — 2 4 6
Stabilizers
Front Left Right

Rear Turret

Ammo: (Ultra AC/20) 30 Rear Armor
Ammo: (Light MG) 100 (19)

Cost: 3,095,500 C-bills BV: XXX

GROUND COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE

2D6 Roll FRONT ATTACK DIRECTION SIDE§ 2D6 Roll EFFECT*
2* Front (critical) REAR Side (critical) 2–5 No effect
3 6–7 Minor damage; +1 modifier to all Driving Skill Rolls
4 Front† Rear (critical) Side† 8–9 Moderate damage; –1 Cruising MP, +2 modifier to all
5 Front† Rear† Side† Driving Skill Rolls
6 Right Side† Rear† Front† 10–11 Heavy damage; only half Cruising MP (round fractions up),
7 Front Side 12+ +3 modifier to all Driving Skill Rolls
8 Front Left Side† Side Major damage; no movement for the rest of the game.
9 Front Rear Side (critical)* Vehicle is immobile.
10 Left Side† Rear Rear†
11 Turret Rear Turret Attack Direction Modifier: +1 Vehicle Type Modifiers: +0
Turret Turret Hit from rear Tracked, Naval +2
12* Turret (critical) Right Side† Turret (critical) Hit from the sides +2 Wheeled +3
Turret Hovercraft, Hydrofoil +4
Turret WiGE

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 *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
†The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage
Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the
§Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the –4
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. 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.

GROUND COMBAT VEHICLE CRITICAL HITS TABLE

2D6 Roll FRONT SIDE LOCATION HIT REAR TURRET
2–5 No Critical Hit No Critical Hit
6 No Critical Hit No Critical Hit
7 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
8 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
9 Crew Stunned Stabilizer Weapon Malfunction
10 Stabilizer Stabilizer Weapon Destroyed Turret Locks
11 Sensors Weapon Destroyed Engine Hit Weapon Destroyed
12 Commander Hit Engine Hit Ammunition** Ammunition**
Weapon Destroyed Fuel Tank* Fuel Tank* Turret Blown Off
Crew Killed

*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.

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM

HOVER VEHICLE RECORD SHEET ARMOR DIAGRAM

VEHICLE DATA CREW DATA Front Armor
(32)
Type: CONDOR HOVERTANK (UPGRADE) Crew: 4
Gunnery Skill: Turret Armor
Movement Points: Tonnage: 50 Driving Skill: (20)
Cruising: 9
Flank: 14 Tech Base: Inner Sphere Commander Hit +1 Driver Hit +2
3066
Movement Type: Hover Modifier to all Skill rolls Modifier to Driving
Skill rolls
Engine Type: Fusion Left Side Armor (21) Right Side Armor (21)

Weapons & Equipment Inventory (hexes) CRITICAL DAMAGE

Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit

1 LB 5-X AC Front 5/Sht 3 7 14 21 Sensor Hits +1 +2 +3 D
(DB,C/S/F)
Motive System Hits +1 +2 +3
2 MGs Front 2 (DB,AI) — 1 2 3
Stabilizers
1 LRM 15 Turret 1/Msl 6 7 14 21
(M,C,S) Front Left Right

Rear Turret

Ammo: (LB 5-X) 40 Rear Armor
Ammo: (MG) 100 (14)
Ammo: (LRM 15) 16
BV: XXX
Cost: 7,360,333 C-bills

GROUND COMBAT VEHICLE HIT LOCATION TABLE MOTIVE SYSTEM DAMAGE TABLE

2D6 Roll FRONT ATTACK DIRECTION SIDE§ 2D6 Roll EFFECT*
2* Front (critical) REAR Side (critical) 2–5 No effect
3 6–7 Minor damage; +1 modifier to all Driving Skill Rolls
4 Front† Rear (critical) Side† 8–9 Moderate damage; –1 Cruising MP, +2 modifier to all
5 Front† Rear† Side† Driving Skill Rolls
6 Right Side† Rear† Front† 10–11 Heavy damage; only half Cruising MP (round fractions up),
7 Front Side 12+ +3 modifier to all Driving Skill Rolls
8 Front Left Side† Side Major damage; no movement for the rest of the game.
9 Front Rear Side (critical)* Vehicle is immobile.
10 Left Side† Rear Rear†
11 Turret Rear Turret Attack Direction Modifier: Vehicle Type Modifiers: +0
Turret Turret Hit from rear +1 Tracked, Naval +2
12* Turret (critical) Right Side† Turret (critical) Hit from the sides +2 Wheeled +3
Turret Hovercraft, Hydrofoil +4
Turret WiGE

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 *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information). a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has has no additional effect. This means the maximum Driving Skill Roll modifier that can be
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
†The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in addition, all motive system damage takes effect at the end of the phase in which the damage
Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect. occurred. For example, if two units are attacking the same Combat Vehicle during the
§Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the –4
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked. 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.

GROUND COMBAT VEHICLE CRITICAL HITS TABLE

2D6 Roll FRONT SIDE LOCATION HIT REAR TURRET
2–5 No Critical Hit No Critical Hit
6 No Critical Hit No Critical Hit
7 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
8 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
9 Crew Stunned Stabilizer Weapon Malfunction
10 Stabilizer Stabilizer Weapon Destroyed Turret Locks
11 Sensors Weapon Destroyed Engine Hit Weapon Destroyed
12 Commander Hit Engine Hit Ammunition** Ammunition**
Weapon Destroyed Fuel Tank* Fuel Tank* Turret Blown Off
Crew Killed

*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.

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM

ARMOR DIAGRAM

Left Torso Head (9) Right Torso
(12) (12)

’MECH RECORD SHEET

'MECH DATA WARRIOR DATA

Type: OCELOT Tonnage: 35 Name: Piloting Skill:
Gunnery Skill:
Movement Points: Tech Base: Clan
Walking: 6 3067 Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 6

Weapons & Equipment Inventory (hexes)

Qty Type Loc Ht Dmg Min Sht Med Lng

2 ER Medium Laser RA 5 7 (DE) — 5 10 15 Left Arm Center Right Arm
1 Heavy Large Laser LT 18 16 (DE) — 5 10 15 (12) Torso (12)
1 Light Active Probe LT — (E) — — — 3 (16)

Left Center Right
Leg Torso Leg
(16) Rear (6) (16)

Cost: 5,854,410 C-bills BV: 1,439 Left Right
Torso Rear Torso Rear

(4) (4)

CRITICAL HIT TABLE Head INTERNAL STRUCTURE DIAGRAM Heat
Scale
Left Arm 1. Life Support Right Arm Head
2. Sensors Left Torso (8) Overflow
3. Cockpit
1. Shoulder 4. Light Active Probe 1. Shoulder Right Torso (8)
5. Sensors
2. Upper Arm Actuator 6. Life Support 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 3. Lower Arm Actuator 29
1-3 4. Hand 1-3 4. Hand 28*
27
5. Ferro-Fibrous 5. Double Heat Sink 26*
6. Ferro-Fibrous 6. Double Heat Sink 25*
Center Torso 24*
1. Ferro-Fibrous 1. XL Engine 1. Double Heat Sink Left Right 23*
2. Roll Again 2. Double Heat Sink Arm Arm 22*
3. Roll Again 2. XL Engine 3. Double Heat Sink (6) (6) 21
4-6 4. Roll Again 3. XL Engine 4-6 4. Double Heat Sink 20*
Roll Again 1-3 4. Gyro ER Medium Laser Left Center Right 19*
5. Roll Again 5. ER Medium Laser Leg Torso Leg 18*
6. 5. Gyro 6. (8) (11) (8) 17*
6. Gyro 16
15*
1. Gyro 14*
Left Torso 2. XL Engine Right Torso 13*
3. XL Engine 12
1. XL Engine 4-6 4. XL Engine 1. XL Engine 11
2. XL Engine Roll Again 2. XL Engine 10*
3. Double Heat Sink 5. Roll Again 3. Double Heat Sink
1-3 4. Double Heat Sink 6. 1-3 4. Double Heat Sink 9
Double Heat Sink Double Heat Sink HEAT DATA 8*
5. Double Heat Sink Engine Hits 5. Double Heat Sink 7
6. Gyro Hits 6. 6
Heat Heat Sinks: 5*
Sensor Hits 4
1. Jump Jet Life Support 1. Jump Jet Level* Effects 15 (30) 3
Jump Jet Jump Jet 30 Shutdown 2
2. Jump Jet 2. Jump Jet 28 Ammo Exp. avoid on 8+ Double 1
Heavy Large Laser Roll Again 0
4-6 3. Heavy Large Laser 4-6 3. Roll Again 26 Shutdown, avoid on 10+
4. Heavy Large Laser 4. Roll Again 25 –5 Movement Points
5. 5.
6. 6. 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+
Left Leg Right Leg 18 Shutdown, avoid on 6+
17 +3 Modifier to Fire
1. Hip 1. Hip 15 –3 Movement Points
2. Upper Leg Actuator 2. Upper Leg Actuator 14 Shutdown, avoid on 4+
3. Lower Leg Actuator 3. Lower Leg Actuator 13 +2 Modifier to Fire
4. Foot Actuator 4. Foot Actuator 10 –2 Movement Points
5. Ferro-Fibrous Damage Transfer 5. Ferro-Fibrous 8 +1 Modifier to Fire
6. Ferro-Fibrous Diagram 6. Ferro-Fibrous 5 –1 Movement Points

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM

ARMOR DIAGRAM

Left Torso Head (9) Right Torso
(12) (12)

’MECH RECORD SHEET

'MECH DATA WARRIOR DATA

Type: OCELOT 2 Tonnage: 35 Name: Piloting Skill:
Gunnery Skill:
Movement Points: Tech Base: Clan
Walking: 6 3067 Hits Taken 1 2 3 4 5 6
Running: 9 Consciousness# 3 5 7 10 11 Dead
Jumping: 6

Weapons & Equipment Inventory (hexes)

Qty Type Loc Ht Dmg Min Sht Med Lng

2 ER Medium Laser RA 5 7 (DE) — 5 10 15 Left Arm Center Right Arm
1 ER PPC LT 15 15 (DE) — 7 14 23 (12) Torso (12)
(14)

Left Center Right
Leg Torso Leg
(16) Rear (4) (16)

Cost: 5,697,810 C-bills BV: 1,734 Left Right
Torso Rear Torso Rear

(4) (4)

CRITICAL HIT TABLE Head INTERNAL STRUCTURE DIAGRAM Heat
Scale
Left Arm 1. Life Support Right Arm Head
2. Sensors Left Torso (8) Overflow
3. Cockpit
1. Shoulder 4. Roll Again 1. Shoulder Right Torso (8)
5. Sensors
2. Upper Arm Actuator 6. Life Support 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 3. Lower Arm Actuator 29
1-3 4. Hand 1-3 4. Hand 28*
27
5. Ferro-Fibrous 5. Double Heat Sink 26*
6. Ferro-Fibrous 6. Double Heat Sink 25*
Center Torso 24*
1. Ferro-Fibrous 1. XL Engine 1. Double Heat Sink Left Right 23*
2. Roll Again 2. Double Heat Sink Arm Arm 22*
3. Roll Again 2. XL Engine 3. Double Heat Sink (6) (6) 21
4-6 4. Roll Again 3. XL Engine 4-6 4. Double Heat Sink 20*
Roll Again 1-3 4. Gyro ER Medium Laser Left Center Right 19*
5. Roll Again 5. ER Medium Laser Leg Torso Leg 18*
6. 5. Gyro 6. (8) (11) (8) 17*
6. Gyro 16
15*
1. Gyro 14*
Left Torso 2. XL Engine Right Torso 13*
3. XL Engine 12
1. XL Engine 4-6 4. XL Engine 1. XL Engine 11
2. XL Engine Roll Again 2. XL Engine 10*
3. Double Heat Sink 5. Roll Again 3. Double Heat Sink
1-3 4. Double Heat Sink 6. 1-3 4. Double Heat Sink 9
Jump Jet Double Heat Sink HEAT DATA 8*
5. Jump Jet Engine Hits 5. Double Heat Sink 7
6. Gyro Hits 6. 6
Heat Heat Sinks: 5*
Sensor Hits 4
1. Jump Jet Life Support 1. Jump Jet Level* Effects 14 (28) 3
ER PPC Jump Jet 30 Shutdown 2
2. ER PPC 2. Jump Jet 28 Ammo Exp. avoid on 8+ Double 1
Roll Again Roll Again 0
4-6 3. Roll Again 4-6 3. Roll Again 26 Shutdown, avoid on 10+
4. Roll Again 4. Roll Again 25 –5 Movement Points
5. 5.
6. 6. 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+
Left Leg Right Leg 18 Shutdown, avoid on 6+
17 +3 Modifier to Fire
1. Hip 1. Hip 15 –3 Movement Points
2. Upper Leg Actuator 2. Upper Leg Actuator 14 Shutdown, avoid on 4+
3. Lower Leg Actuator 3. Lower Leg Actuator 13 +2 Modifier to Fire
4. Foot Actuator 4. Foot Actuator 10 –2 Movement Points
5. Ferro-Fibrous Damage Transfer 5. Ferro-Fibrous 8 +1 Modifier to Fire
6. Ferro-Fibrous Diagram 6. Ferro-Fibrous 5 –1 Movement Points

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM ARMOR DIAGRAM

Nose Damage Standard Scale
Threshold

(Total Armor)
18 (176)

SPHEROID DROPSHIP RECORD SHEET

DROPSHIP DATA

Type: MULE (POCKET WARSHIP)

Name: 3 Tonnage: 11,200
Thrust:
Tech Base: Inner Sphere
Safe Thrust: 3068

Maximum Thrust: 5
Fighters/Small Craft: 6 /0 Launch Rate: 4/Turn

Weapons & Equipment Inventory Left Damage Right Damage
Capital Scale (1–12) (13–24) (25–40) (41–50) Threshold Threshold

Bay Loc Heat SRV MRV LRV ERV (Total Armor) (Total Armor)
16 (154) 16 (154)
4 AR10 FL/FR 80 * * * *

Standard Scale (1–6) (6–12) (13–20) (21–25)

Bay Loc Heat SRV MRV LRV ERV

1 Autocannon/5 Nose 1 1(5) 1(5) — —

1 Medium Laser Nose 3 1(5) — — —

2 Small Laser Nose 2 Point Defense

1 SRM 6 FL/FR 4 1(8) — — — Structural Integrity: 10

2 Medium Laser FL/FR 6 1(10) — — —

1 Large Laser AL/AR 11 1(13) 1(8) — —

1 Medium Laser

1 Large Laser Aft 11 1(13) 1(8) — —

1 Medium Laser

Cargo: Bay 1: Cargo (409 Tons, 1 door)

Bay 2: Fighters (6) (2 doors)

Ammo: SRM 6 (30) AC/5 (40)

AR10 Missiles : 40 Killer Whale, * AV=4

40 White Shark, *AV=3

40 Barracuda, *AV=2

Cost: 296,676,128 BV: XX,XXX Aft Damage
Threshold

(Total Armor)
14 (132)

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 FCS +2 +4 D Life +2
Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5 K-F Boom D
Crew: 17 Marines: 0
Passengers: 0 Elementals: 0 Thrusters Docking D
Other: 12 Battle Armor: 0 Collar

Life Boats/Escape Pods: 2 / 2 Left +1 +2 +3 D

VELOCITY RECORD Right +1 +2 +3 D

Turn # 123 45 6 7 8 9 10
Thrust
Velocity Engine –1 –2 –3 –4 –5 D
Effective Velocity
Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust 160 (320) Nose:
Velocity Double 6 Aft: 11
Effective Velocity
Altitude Fore-Left: 90 Aft-Left: 11

Fore-Right: 90 Aft-Right: 11

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM ARMOR DIAGRAM

Nose Damage Standard Scale
Threshold

(Total Armor)
20 (200)

SPHEROID DROPSHIP RECORD SHEET

DROPSHIP DATA

Type: EXCALIBUR (POCKET WARSHIP)

Name: 3 Tonnage: 16,000
Thrust:
Tech Base: Inner Sphere
Safe Thrust: 3059

Maximum Thrust: 5
Fighters/Small Craft: 6 /0 Launch Rate: 4/Turn

Weapons & Equipment Inventory Left Damage Right Damage
Capital Scale (1–12) (13–24) (25–40) (41–50) Threshold Threshold

Bay Loc Heat SRV MRV LRV ERV (Total Armor) (Total Armor)
18 (180) 18 (180)

2 Kraken-T Nose 100 20 20 20 20
2 AR10 FL/FR 40 * * * *
1 Screen Launcher FL/FR 10 — — — —
2 AR10 AL/AR 40 * * * *
1 Screen Launcher
Aft 10 — — — —

Standard Scale (1–6) (6–12) (13–20) (21–25)

Bay Loc Heat SRV MRV LRV ERV

1 Gauss Rifle Nose 1 2(15) 2(15) 2(15) — Structural Integrity: 14
1 LRM 10+Artemis IV Nose 4 1(8) 1(8) 1(8) —
1 ER Medium Laser Nose 5 1(5) 1(5) — —
3 AMS Nose 3 Point Defense
1 ER PPC FL/FR 15 1(10) 1(10) 1(10) —
2 LRM 10+Artemis IV FL/FR 8 2(16) 2(16) 2(16) —

2 ER Medium Laser FL/FR 10 1(10) 1(10) — —
3 Point Defense —
3 AMS FL/FR 22 2(18) 2(18) 1(8)

1 ER Large Laser AL/AR 3 Point Defense
22 2(18) 2(18) 1(8)
2 ER Medium Laser
3 AMS AL/AR 3 Point Defense

1 ER Large Laser Aft

2 ER Medium Laser
3 AMS Aft

Cargo: Bay 1: Cargo (420 Tons, 1 door)
Bay 2: Fighters (6) (2 doors)
Ammo:
LRM (72) Screen (60) AMS (432)
Gauss (32) Kraken-T (20)

AR10 Missiles : 40 Killer Whale, * AV=4
40 White Shark, *AV=3
40 Barracuda, *AV=2

Cost: 572,017,600 BV: XX,XXX Aft Damage
Threshold

(Total Armor)
15 (150)

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Gear +5

Hits Taken 1 2 3 4 5 6 FCS +2 +4 D Life +2
+2 +5 Support
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 K-F Boom D
Crew: 50 Marines: 28
Passengers: 0 Elementals: 0 Thrusters Docking D
Other: 12 Battle Armor: 0 Collar

Life Boats/Escape Pods: 4 / 25 Left +1 +2 +3 D

VELOCITY RECORD Right +1 +2 +3 D

Turn # 123 4567 8 9 10
Thrust
Velocity Engine –1 –2 –3 –4 –5 D
Effective Velocity
Altitude HEAT DATA

Turn # 11 12 13 14 15 16 17 18 19 20 Heat Sinks: Heat Generation Per Arc
Thrust
Velocity 445 Nose: 113 Aft: 30
Effective Velocity Single
Altitude Fore-Left: 86 Aft-Left: 65

Fore-Right: 86 Aft-Right: 65

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

TM

ARMOR DIAGRAM

Capital Scale

WARSHIP RECORD SHEET Nose Damage Threshold
(Total Armor)
WARSHIP DATA 15 (145)

Type: THARKAD (BATTLECRUISER) Structural
Integrity:
Name: Tonnage: 900,000 Fore-Left Damage Fore-Right Damage
Threshold (Total Armor) 80 Threshold (Total Armor)
Thrust: Tech Base: Inner Sphere K-F Drive
Safe Thrust: 3 3059 14 (140) Integrity: 14 (140)
Aft-Right Damage
Maximum Thrust: 5 18 Threshold (Total Armor)
Sail Integrity:
DropShip Capacity: 6 14 (140)
5
Fighters/Small Craft: 36/8 Launch Rate: 16/Turn Docking Collars:

Weapons & Equipment Inventory 6
Capital Scale (1-12) (13-24) (25-40) (41-50)
Aft Damage Threshold
Bay Loc Heat SRV MRV LRV ERV (Total Armor)
13 (130)
3 NL55 Nose 255 17 17 17 17

3 Medium NPPC Nose 405 27 27 27 27

2 NAC/25 Nose 170 50 50 50 —

6 Killer Whale Nose 120 24 24 24 24

3 Medium NPPC FL/FR 405 27 27 27 27

2 NAC/25 FL/FR 170 50 50 50 —

2 Heavy N-Gauss FL/FR 36 60 60 60 60

4 NL55 L/RBS 340 22 22 22 22

3 Heavy NPPC L/RBS 675 45 45 45 45

2 NAC/35 L/RBS 240 70 70 — —

2 NL35 AL/AR 104 7 77—

3 Medium NPPC AL/AR 405 27 27 27 27

2 NAC/20 AL/AR 120 40 40 40 —

4 NL45 Aft 280 18 18 18 18

2 Heavy NPPC Aft 450 30 30 30 30

2 NAC/20 Aft 120 40 40 40 —

Standard Scale (1-6) (7-12) (13-20) (21-25)

Bay Loc Heat SRV MRV LRV ERV
3 Large Laser Nose 42 5(54)
2(24) — —
6 Medium Laser
4 LRM 20 L/RBS 48 8(84) 8(84) 8(84) —

6 LRM 10 L/RBS 56 7(72) 3(32) — —
4 Large Laser
AL/AR 42 8(78) 8(78) 8(78) —
8 Medium Laser
5 LRM 20 AL/AR 42 5(54) 2(24) — —

3 LRM 10
3 Large Laser

6 Medium Laser
Lithium Fusion Battery

Grav Decks: Grav Deck #1 - 2 (95-meter diameter)

Cargo: Bay 1: Fighters (36) (6 doors)

Bay 2: Small Craft (8) (2 doors) Aft-Left Damage
Threshold (Total Armor)
Bay 3: Cargo (44,914.5 Tons, 1 door)
14 (140)
Ammo: NAC/20 (90) LRM 10 (360)
NAC/35 (80)
LRM 20 (360) NAC/30 (92) NAC/25 (138)

Hvy. N-Gauss (80) Killer Whale (60)

Cost: 20,341,685,416 BV: XXX,XXX,XXX,XXX

CREW DATA CRITICAL DAMAGE

Gunnery Skill: Piloting Skill: Avionics +1 +2 +5 Life +2
CIC +2 +4 D Support

Hits Taken 1 2 3 4 5 6

Modifier +1 +2 +3 +4 +5 Incp. Sensors +1 +2 +5

Crew: 362 Marines: 0 Thrusters D
Passengers: 0 Elementals: 0 Left +1 +2 +3
Other: Battle Armor: 0
112

Life Boats/Escape Pods: 35/30

VELOCITY RECORD Right +1 +2 +3 D

Turn # 123 4567 8 9 10 Engine –1 –2 –3 –4 –5 D
Thrust
Velocity HEAT DATA
Effective Velocity
Altitude

Turn # Heat Sinks: Heat Generation Per Arc
Thrust 7,000
Velocity 11 12 13 14 15 16 17 18 19 20 Single Nose: 992 Aft: 850
Effective Velocity
Altitude Left: Right:

Fwd: 611 Fwd: 611

Broadside: 1,559 Broadside: 1,559

Aft: 713 Aft: 713

© 2008 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved.
Permission to photocopy for personal use.

Formulating the Fantastic!

Classic BattleTech Technical Readout: 3075 provides a comprehensive look at the latest machines of war debuting

during the Jihad: from 'Mechs to battle armor, Support Vehicles to DropShips and more. In addition, a complete

"Age of War" section covers the Terran Hegemony and each of the five Great Houses during the Age of War,

including the very first BattleMechs produced by each faction and how such machines are starting to appear

once more. Each military vehicle is illustrated in detail, accompanied by a description of its history, capabilities,

game stars, and some of the unit's most famous pilots. ISBN: 978-1-934857-03-8 • Stock Number: 35130

Learn more about BattleTech and Catalyst Game Labs’
other great games, including Shadowrun, Fourth Edition and Eclipse Phase at:

WWW.CATALYSTGAMELABS.COM

©2008-2009 WizKids, Inc. All Rights Reserved. Classic BattleTech Technical Readout: 3075, Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior,
and WK Games logo are registered trademarks and/or trademarks of WizKids, Inc in the United States and/or other countries.


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