CLASSIC BATTLETECHTM RECORD SHEETS: 3060 CATALYST GAME LABS

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1 CLASSIC BATTLETECHTM RECORD SHEETS: 060 CATALYST GAME LABS

2 Project Development Randall N. Bills Writing Randall N. Bills Bjørn Schmidt Joel Steverson Product Editing Diane Piron-Gelman BattleTech Line Developer Herbert A. Beas II CREDITS Production Staff Art Direction Randall N. Bills Cover Art Alex Iglesias Cover Design Matt Heerdt BattleTech Logo Design Shane Hartley, Steve Walker and Matt Heerdt Layout Matt Heerdt Illustrations Doug Chaffee Fred Hooper Kevin Long Gerhard Mozsi Jim Nelson Matt Plog Brian Snoddy Franz Vohwinkel Miniatures Painting & Photography Lance Jal Phoenix Scarinci Record Sheets David L. McCulloch Playtesters/Proofreaders Ron Barter, Blake Cetnar, Nicolai Duda, Bruce Ford, Glen Lobsterback Hopkins, Chris Marti, Corey Morris, Aaron Pollyea, Martin Sharpe, John Unchelenko. INTRODUCTION Welcome to Record Sheets: 060! As a companion volume to Total Warfare, players will have moved beyond the introductory products for BattleTech when purchasing this book. Nevertheless, 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: 060, 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 cool, fun designs that can bring additional tactics and enjoyment to any gaming table. Record Sheets: 060 widens the options available to players, with an eye toward ease of use that is the hallmark of all 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 a host of more advanced movement and combat options. Where are the other variants found in Technical Readout: 060? Players who want pre-printed record sheets for any variants mentioned in the Technical Readout can purchase the Record Sheet: 060 PDF as well as many other BattleTech products at 00 The Topps Company, Inc. All s Reserved. BattleTech Record Sheets: 060, Classic BattleTech, BattleTech, Mech, BattleMech and MechWarrior are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB st Ave NE G0 Lake Stevens, WA 988 FIND US ONLINE: Precentor_martial@classicbattletech.com ( address for any Classic BattleTech questions) classicbattletech.com (official Classic BattleTech web pages) CatalystGameLabs.com (Catalyst web pages) battlecorps.com/catalog (online ordering)

3 RULES ADDENDUM The following advanced rules showcase that combat is far more than just movement and firing and are just a slice of all that Tactical Operations The Advanced Planetary Conquest Rules book has to offer. The rules have been modified, as appropriate, to ensure they are completely playable with just the rules and scenarios found in this book. COMMANDERS At the start of a game, before any play takes place, players may nominate sub-force commanders (lances, companies, battalions; Stars, Trinaries, Clusters; Level IIs, Level IIIs, Level IVs; and so on), as well as the overall force commander of each player s force (see Commanders, p., TW). An overall force commander cannot be a sub-force commander; for example, a company of three lances would have sub-force (lance) commanders and force (company) commander. Only units piloted by a single warrior may be nominated as a sub-force commander or force commander. The exceptions are infantry (the controlling player nominates which trooper in the squad/platoon is the commander), or any vehicle that uses the Ground Combat Vehicle Critical Hits Table. If the vehicle suffers a Crew Stunned critical hit, the commander is considered to have retreated for purposes of these rules, for as long as the crew is stunned; if the vehicle suffers a Commander Hit critical hit, the commander is considered dead (see below). Players can hide which commanders are operating which units (or in which infantry unit), though it is advisable to write such information down each commander on a different piece of paper and place it hidden on the table so it can be easily confirmed during play as units start to retreat and/ or are destroyed. For each sub-force commander fielded on a side, apply a cumulative + Initiative modifier. The force commander can roll twice each turn for Initiative, using the higher roll; the two rolls are made automatically, without reference to any other Initiative rolls made by other players, with the controlling player using the highest value of the two dice rolls (all Initiative modifiers are applied after the two rolls are made and the highest is chosen). Additionally, each sub-commander and the force commander at the controlling player s discretion may be assigned one of the following unique abilities; each ability only applies to the units under that commander s sway. For example, Player A is fielding a company-sized force. Sub-commander One has the Overrun Combat ability, Sub-commander Two has the Disrupt Communications ability, Sub-commander Three has the Zone of Control ability and finally the overall force commander has the Forcing the Initiative ability. Only the Mechs of Subcommander One s lance may use the Overrun Combat ability, only the Mechs of Sub-commander Two s lance may use the Disrupt Communications ability and only the Mechs of Subcommander Three s lance may use the Zone of Control ability. However, all Mechs may use the Forcing the Initiative ability of the force commander. If any commander retreats off the playing area, his Initiative modifier is lost, as is his ability; if the controlling player is in the middle of using the ability, he can finish using it (for example, if he is in the middle of off-map movement). If a sub-force commander is killed, not only are his ability and Initiative modifiers lost, but an additional Initiative modifier is applied (a Initiative modifier is applied for the death of the overall force commander). Banking Initiative (Force Commander Only) Before making the Initiative roll (both rolls), the controlling player can choose to give the Initiative to his opponent. For each two turns the controlling player elects to lose Initiative in this manner, he may at a later turn, and before making his Initiative roll choose to take the Initiative. The controlling player may only bank up to two Initiative rolls (giving up four beforehand) at any one time in this way. For purposes of any other special abilities, consider the opponent to have won or lost the Initiative (as appropriate) by a margin of Forcing the Initiative (Force Commander Only) The controlling player can force the initiative and gain bonuses to his Initiative rolls; the controlling player announces at the start of every turn, before the dice are rolled, whether he will use this ability or not. The bonus is equal to the number of enemy units his side destroyed in the previous turn, reduced by the number of his own destroyed units. For example, a side with this capability receives a + Initiative bonus if it destroyed four enemy units and lost two of its own during the previous turn. Overrun Combat When rolling Initiative for overrun-capable forces, the controlling player notes the die roll result s Margin of Success (MoS). Divide the MoS by and round fractions down. The result equals the number of individual units that may move, designate their targets and fire before any other units move and fire. Extra successes (such as when the player has more successes than there are units available to move) do not carry over to later turns. For example, an overrun-capable force makes an Initiative roll of, while its opponent rolls a That gives the overrun-capable force an MoS of, allowing two units to move and fire before any opposing units may move ( divided by is, rounded down to ). Units employing the overrun capability do not take part in the normal move/fire sequence and so do not count when determining how many units each side must move when alternating turns during the Movement and Weapon Attack

4 9 Anti- Mech Skill Rating of, they can be used to pilot Mechs and aerospace fighters. In this case, apply a + to-hit modifier in addition to the standard + Piloting Skill modifier. VEHICLE CREWS Unlike Mechs, which are piloted by a single MechWarrior, all but the smallest vehicles are controlled by a crew of two or more. Many factors determine the number of crewmen a vehicle requires, the most important factor being the number of weapon systems the vehicle mounts. For purposes of game play, however, the number of crewmen relates directly to the size of the vehicle. To determine the number of crewmen, divide the tonnage of the vehicle by, rounding fractions up. The size of a vehicle s crew is rarely important in a single game, but frequently becomes important in campaign play. Crew Numbers and Abilities Depending on the number of crew it carries, a vehicle may operate under certain restrictions or advantages, as described below. Single Crewman: Small vehicles ( tons and lighter) have only one crewman, who must act as the driver, gunner and commander. Such a vehicle may not attack more than a single target each turn. Also, if any of the vehicle s weapons or turrets jam, the vehicle may neither move or fire while clearing the jam. Two Crewmen: Vehicles with two crewmen (6 0 tons) usually have one driver and one commander/gunner. Such vehicles operate normally. Multiple Crewmen: Large vehicles ( tons and heavier) have three or more crewmen, some of whom act as loaders or additional gunners to allow the vehicle to attack multiple targets more easily. For every crewman above two, a vehicle may attack an additional target without suffering the secondarytarget modifier. These additional targets may fall outside the front firing arc. For example, a 0-ton Maxim hovercraft has a crew of four (0 =, rounded up to ). Its two extra crewmen allow it to fire at up to three targets in the same Weapon Attack Phase without penalty. The standard + secondary-target modifier would apply to all targets past SCENARIOS 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 p., Inner Sphere At a Glance). SCENARIO : WHAT IF (PLANETARY ASSAULT) Leave it to the brass to come up with stupid ideas. Adept Julian Hatamoto synced up his neurohelmet with particular venom as the thought rolled around in his head like an errant round from an autocannon that had pierced armor. They d spent months in the simulators, trying to replay almost every aspect of Operations Serpent and Bulldog, to be prepared for the day. What day?! Things d been calm on the Clan border over the past few years. On the Lyran front the Falcons were edgy as always, but here in the Free Rasalhague Republic (or what was left of it), they hadn t seen real combat in ages. Yet the Precentor Martials bad enough one, but when they both pitched in! had come up with something unusual: a what if scenario. Hatamoto had no idea what to expect this time. Last time, they were surprised on Huntress by an invasion coalition force consisting of Crusader Clans. It had been a short and brutal fight and the forces of the Star League were obliterated. I could ve told them as much, he whispered; despite his frustration, he was not about to be called out because his mic picked up his acerbic comments. He gripped the simulator cockpit joystick and waited for the inevitable situation report HYPOTHETICAL SITUATION Hanover, Clan Smoke Jaguar Occupation Zone June 09 LS The offensive to drive the Smoke Jaguars out of the Inner Sphere and end their occupation of Draconis Combine worlds and the life of the Clan itself is in full swing. The first wave was

5 BATTLEFORCE BattleForce is the BattleTech game of lightning-fast combat. These rules ramp up standard game play to a fast-playing system that retains the feel of BattleTech. Players familiar with BattleTech will find it easy to adapt to BattleForce. New players will discover that BattleForce eases the learning curve of BattleTech, as it introduces similar mechanics in a simpler fashion. QUICK-START RULES Players can download the free BattleForce Quick-Start Rules (QSR) PDF from The rules contain everything a player needs to quickly learn how to play BattleForce, including two scenarios to help a player fully understand the rules. The following scenario can be considered an Elite Training Scenario, compared to the Green and Veteran Training Scenarios as described in the BattleForce QSR. BATTLEFORCE QUICK- START RULES ADDENDUM The following rules build on the BattleForce QSR so that players can play Scenario : Trial by Fire. Level Change: A Mech may change levels by or levels per hex, at a cost of MP per level. ProtoMechs pay the same cost but may only change level per hex. Determining Critical Hits: ProtoMechs have a unique table for determining critical hits (see Determining Critical Hits Table Addendum, below). HIDDEN UNITS Prior to the start of play, the defender may hide his ProtoMech Units on the playing area. He must write down the number of each hex in which a Unit is hidden or otherwise record its position, and designate its facing. No Unit may hide in a clear hex. All other hexes are valid. If a player plans to move a hidden Unit during a turn, he must reveal it at the start of his Movement Phase. If he plans to attack using a hidden Unit, he must reveal it at the beginning of the Combat Phase. Detecting Hidden Units Hidden Units remain hidden until they attack or move, or until an enemy Unit moves into their hex, attempts to move DETERMINING CRITICAL HITS TABLE ADDENDUM D6 Rolls ProtoMech Weapon Hit Weapon Hit Fire Control Hit MP Hit 6 No Critical Hit MP Hit 8 No Critical Hit 9 MP Hit 0 Proto * Weapon Hit Weapon Hit *The Element is eliminated from the game. into their hex, ends its movement adjacent to their hex or has the Active Probe special ability (see p. ) and ends its movement such that the hidden Unit is within range of the probe. If a Unit attempts to enter a hex containing a hidden Unit, the move is aborted and the hidden Unit is revealed. Surprise Attacks From Hidden Units If an enemy Unit moves adjacent to a hidden ground Unit, the hidden Unit may immediately make a surprise attack. This attack may be augmented by overheating. The base to-hit number for the attack is the attacker s Skill Rating, modified only for unrepaired critical hits to the attacker. Damage takes place immediately; however, the attacker cannot move or fire for the rest of the current turn. PHYSICAL ATTACKS These attacks may only be made when the attacker and target are in adjacent hexes and at the same elevation. Physical attacks are made in place of weapon attacks. There are two types of physical attacks: Standard and Melee. Standard Physical Attacks: Standard physical attacks consist of punches and kicks where the Mech or ProtoMech uses its limbs to inflict damage on a target. Melee Physical Attacks: Only Mechs with the Melee (MEL) special ability (see p. ) may make Melee physical attacks. The Unit uses a weapon to augment its normal physical attack damage. Units that have the Melee (MEL) special ability may not choose to make a Standard physical attack instead. Resolving Physical Attacks Physical attacks follow a process similar to weapon attacks. The target must be in the attacker s front arc, but it is not necessary to verify LOS or firing arc, or to determine range or attack direction. Physical attacks always strike from the front.

6 INNER SPHERE/PERIPHERY RECORD SHEET Unit Kingston s ionnaires - First Company - Alpha Lance Element: STC-C Striker MV S (+0) M (+) or/structure Element: AWS-9M Awesome MV S (+0) M (+) Element: JN-G8A Jinggau MV S (+0) M (+) Notes: None Element: HUR-W0-RL Huron Warrior MV S (+0) M (+) 0 j 0 Special Abilities: None or/structure Special Abilities: None or/structure Special Abilities: None or/structure Special Abilities: None Weight Class: Point Value: 99 S S S S Unit Kingston s ionnaires - First Company - Bravo Lance Element: TSG-9H Ti Ts ang MV S (+0) M (+) or/structure Element: WVR-Wolverine MV S (+0) M (+) Element: SHD-M Shadow Hawk MV S (+0) M (+) Element: GRF-M Griffin MV S (+0) M (+) Notes: None 6j 6/j j 0 j 0 or/structure Special Abilities: None or/structure or/structure Weight Class: Point Value: 0 Special Abilities: ENE, TAG,, MEL Special Abilities: CASE, IF, LRM ///0 Special Abilities: CASE, IF, LRM ///0 S S S S Unit Kingston s ionnaires - First Company - Charlie Lance Element: SNK-V Snake MV S (+0) M (+) or/structure Element: CPLT-C Catapult MV S (+0) M (+) Element: VND-L Vindicator MV S (+0) M (+) Element: MS-O Men Shen MV S (+0) M (+) Notes: None j 0 j 0 j Special Abilities: CASE or/structure or/structure Special Abilities: CASE or/structure Special Abilities: PRB, RCN, IF Weight Class: Point Value: Special Abilities: IF, LRM ///0 S S S S 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo

7 Front or (6) V.T.O.L. VEHICLE RECORD SHEET VEHICLE DATA CREW DATA Type: DONAR ASSAULT HELICOPTER Tonnage: Cruising: 9 Tech Base: Clan Flank: Succession Movement Type: VTOL Wars Engine Type: Fusion Qty Type Loc Dmg Min Sht Med Lng ER Large Laser F 0 [DE] 8 Streak SRM F /Msl. 6 [M,C] Crew: Driving Skill: Co-Pilot Hit + Pilot Hit + Modifier to all Skill rolls Modifier to Driving Skill rolls CRITICAL DAMAGE Flight Stabilizer* + Engine Hit Sensor Hits D Stabilizers Front Rear *Move at Cruising speed only Side or () Rotor or () Side or () VTOL ELEVATION TRACK Rear or () Ammo (CASE): (Streak) 0 Cost: 88,0 C-bills BV: 9 Turn Elevation WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo TM Front or (9) VEHICLE DATA V.T.O.L. VEHICLE RECORD SHEET Type: HAWK MOTH GUNSHIP Tonnage: Cruising: 8 Tech Base: Inner Sphere Flank: Clan Invasion Movement Type: VTOL Engine Type: ICE Qty Type Loc Dmg Min Sht Med Lng Light Gauss Rifle F 8 8 [DB,X] CREW DATA Crew: Driving Skill: Co-Pilot Hit + Pilot Hit + Modifier to all Skill rolls Modifier to Driving Skill rolls CRITICAL DAMAGE Flight Stabilizer* + Engine Hit Sensor Hits D Stabilizers Front Rear *Move at Cruising speed only Side or (6) Rotor or () Side or (6) VTOL ELEVATION TRACK Rear or () Ammo: (Light Gauss) Cost: 96,66 C-bills BV: 9 Turn Elevation WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo

8 Front or () HOVER VEHICLE RECORD SHEET VEHICLE DATA Type: EPONA PURSUIT TANK PRIME CREW DATA Crew: Cruising: 9 Flank: Movement Type: Hover Engine Type: Fusion Tonnage: 0 Tech Base: Clan (Omni) Succession Wars Qty Type Loc Dmg Min Sht Med Lng Medium Pulse Laser T [P] 8 Streak T /Msl. 8 [M,C] Driving Skill: Commander Hit + Driver Hit + Modifier to all Skill rolls Modifier to Driving Skill rolls CRITICAL DAMAGE Turret Locked Engine Hit Sensor Hits D Motive System Hits Stabilizers Front Rear Turret Side or (0) Turret or () Side or (0) Ammo (CASE): (Streak) Rear or (8) Cost:,90, C-bills BV:, 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo TM Front or (0) TRACKED VEHICLE RECORD SHEET VEHICLE DATA Type: HACHIMAN FIRE SUPPORT TANK CREW DATA Crew: Cruising: Flank: 6 Movement Type: Tracked Engine Type: Fusion Tonnage: 0 Tech Base: Clan Succession Wars Qty Type Loc Dmg Min Sht Med Lng ER Medium Laser T [DE] 0 LRM 0 T /Msl. w/artemis IV FCS [M,C,S] Streak SRM F /Msl. 8 [M,C] Driving Skill: Commander Hit + Driver Hit + Modifier to all Skill rolls Modifier to Driving Skill rolls CRITICAL DAMAGE Turret Locked Engine Hit Sensor Hits D Motive System Hits Stabilizers Front Rear Turret Side or (9) Turret or () Side or (9) Ammo (CASE): (LRM), (Streak) Rear or (9) Cost:,89,0 C-bills BV:,8 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo

9 () (9) () MECH RECORD SHEET 'MECH DATA Type: TSG-9H TI TS ANG WARRIOR DATA Walking: 6 () Running: 9 () Jumping: 6 Tonnage: 60 Tech Base: Inner Sphere Clan Invasion Consciousness# Piloting Skill: 0 6 Dead Qty Type Loc Ht Dmg Min Sht Med Lng Hatchet RA 0 [PD] ER Medium Laser RT [DE] 8 ER Medium Laser LT [DE] 8 ER Medium Laser LA [DE] 8 ER Small Laser LA [DE] TAG CT 0 [E] 9 Triple-Strength Myomer (0) (8) (0) Rear (9) (0) (8) Cost:,6,80 C-bills BV:,8 CRITICAL HIT TABLE - - Shoulder Upper Actuator Lower Actuator ER Medium Laser ER Small Laser ER Small Laser ER Small Laser ER Small Laser Jump Jet ER Medium Laser ER Medium Laser Hip Upper Actuator Lower Actuator Foot Actuator Jump Jet Jump Jet - Life Support Sensors Cockpit Sensors Life Support Gyro Gyro Gyro Gyro TAG Engine Hits Gyro Hits Sensor Hits Life Support Damage Transfer Diagram - - Shoulder Upper Actuator Lower Actuator Hand Actuator Hatchet Hatchet Hatchet Hatchet Jump Jet ER Medium Laser ER Medium Laser Hip Upper Actuator Lower Actuator Foot Actuator Jump Jet Jump Jet Rear (6) INTERNAL STRUCTURE DIAGRAM () () HEAT DATA Heat Level* Effects Heat Sinks: (6) 0 Shutdown Double 8 Ammo Exp. avoid on 8+ 6 Shutdown, avoid on 0+ Movement Points + Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ 0 Movement Points 9 Ammo Exp. avoid on + 8 Shutdown, avoid on 6+ + Modifier to Fire Movement Points Shutdown, avoid on + + Modifier to Fire 0 Movement Points 8 + Modifier to Fire Movement Points 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo (0) () (0) () Rear (6) (0) Heat Scale Overflow 0* 9 8* 6* * * * * 0* 9* 8* * 6 * * * 0* 9 8* 6 * 0

10 () (9) () MECH RECORD SHEET 'MECH DATA Type: NOVA CAT PRIME WARRIOR DATA Walking: Running: Jumping: 6 0 Tonnage: 0 Tech Base: Clan (Omni) Clan Invasion Consciousness# Piloting Skill: 0 6 Dead Qty Type Loc Ht Dmg Min Sht Med Lng ER Large Laser LA 0 [DE] 8 ER PPC RA [DE] () () () (0) Rear (8) (0) Cost:,6,9 C-bills BV:,0 CRITICAL HIT TABLE - - Shoulder Upper Actuator ER Large Laser ER Large Laser ER Large Laser Hip Upper Actuator Lower Actuator Foot Actuator - Life Support Sensors Cockpit Sensors Life Support Gyro Gyro Gyro Gyro Engine Hits Gyro Hits Sensor Hits Life Support Damage Transfer Diagram - - Shoulder Upper Actuator ER PPC ER PPC ER PPC ER PPC Hip Upper Actuator Lower Actuator Foot Actuator Rear () INTERNAL STRUCTURE DIAGRAM () () HEAT DATA Heat Level* Effects Heat Sinks: (0) 0 Shutdown Double 8 Ammo Exp. avoid on 8+ 6 Shutdown, avoid on 0+ Movement Points + Modifier to Fire Ammo Exp. avoid on 6+ Shutdown, avoid on 8+ 0 Movement Points 9 Ammo Exp. avoid on + 8 Shutdown, avoid on 6+ + Modifier to Fire Movement Points Shutdown, avoid on + + Modifier to Fire 0 Movement Points 8 + Modifier to Fire Movement Points 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo () () () () Rear () () Heat Scale Overflow 0* 9 8* 6* * * * * 0* 9* 8* * 6 * * * 0* 9 8* 6 * 0

11 PROTOMECH RECORD SHEET PROTOMECH Type: ROC Tons: Walk/Run/Jump / 8 / PILOT DATA WEAPONS INVENTORY LOC. TYPE Dmg Min Sht Med Lng M ER Medium Laser [DE] 0 Consciousness # Cost: 809,8 C-bills 6 0 Dead BV: 6 HIT LOCATIONS AND CRITICAL HITS D6 LOCATION st HIT nd HIT rd HIT Main Gun Main Gun + to Hit,9 s Walk MP / Walk MP No Move 6,,8 Jump* / Jump* Proto 0 + to Hit + to Hit + to Hit no Long range shots *Roll D6:, Weapon A ;, Weapon B Main Gun s PROTOMECH Type: ROC Tons: Walk/Run/Jump / 8 / PILOT DATA WEAPONS INVENTORY LOC. TYPE Dmg Min Sht Med Lng M ER Medium Laser [DE] 0 Consciousness # Cost: 809,8 C-bills 6 0 Dead BV: 6 HIT LOCATIONS AND CRITICAL HITS D6 LOCATION st HIT nd HIT rd HIT Main Gun Main Gun + to Hit,9 s Walk MP / Walk MP No Move 6,,8 Jump* / Jump* Proto 0 + to Hit + to Hit + to Hit no Long range shots *Roll D6:, Weapon A ;, Weapon B Main Gun s PROTOMECH Type: ROC Tons: Walk/Run/Jump / 8 / PILOT DATA WEAPONS INVENTORY LOC. TYPE Dmg Min Sht Med Lng M ER Medium Laser [DE] 0 Consciousness # Cost: 809,8 C-bills 6 0 Dead BV: 6 HIT LOCATIONS AND CRITICAL HITS D6 LOCATION st HIT nd HIT rd HIT Main Gun Main Gun + to Hit,9 s Walk MP / Walk MP No Move 6,,8 Jump* / Jump* Proto 0 + to Hit + to Hit + to Hit no Long range shots *Roll D6:, Weapon A ;, Weapon B Main Gun s PROTOMECH Type: ROC Tons: Walk/Run/Jump / 8 / PILOT DATA WEAPONS INVENTORY LOC. TYPE Dmg Min Sht Med Lng M ER Medium Laser [DE] 0 Consciousness # Cost: 809,8 C-bills 6 0 Dead BV: 6 HIT LOCATIONS AND CRITICAL HITS D6 LOCATION st HIT nd HIT rd HIT Main Gun Main Gun + to Hit,9 s Walk MP / Walk MP No Move 6,,8 Jump* / Jump* Proto 0 + to Hit + to Hit + to Hit no Long range shots *Roll D6:, Weapon A ;, Weapon B Main Gun s PROTOMECH Type: ROC Tons: Walk/Run/Jump / 8 / PILOT DATA WEAPONS INVENTORY LOC. TYPE Dmg Min Sht Med Lng M ER Medium Laser [DE] 0 Consciousness # Cost: 809,8 C-bills 0 6 Dead BV: 6 HIT LOCATIONS AND CRITICAL HITS D6 LOCATION st HIT nd HIT rd HIT Main Gun Main Gun + to Hit,9 s Walk MP / Walk MP No Move 6,,8 Jump* / Jump* Proto 0 + to Hit + to Hit + to Hit no Long range shots *Roll D6:, Weapon A ;, Weapon B Main Gun s 009 WizKids, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo

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