INTRODUCTION CREDITS CAT35QS002

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INTRODUCTION In the advanced core rulebook Strategic Operations, we introduced our players to a special new way to play BattleTech dubbed the Quick-Strike Rules. A hybrid of classic miniatures play and the BattleForce tactical system, the Quick-Strike Rules (as presented on pp. 400-409 of Strategic Operations) offers players the change to rapidly resolve BattleTech-scale combat with a far more condensed approach in terms of gameplay statistics and the like, statistics that are also compatible with the BattleForce tactical game play system. Within this electronic booklet are the complete statistics for 24 of the most iconic and classic BattleMechs used in BattleTech today, converted for use in BattleTech games played using the Quick-Strike Rules system. These 24 units are based on those that appeared under the same names and designations in the BattleTech Introductory Box Set (CAT #35000) published by Catalyst Game Labs. The full Total Warfare statistics for these units may be found in Technical Readout: 3055 Upgrade as well as BattleTech Record Sheets: 3055 Upgrade. HOW TO USE THIS BOOK The Quick-Strike cards provided in these pages are designed to be printed, cut out, folded over, and pasted for ease of handling and storage. Players so inclined may even have these cards laminated to preserve them better over time and frequent use. Each card, when properly cut and folded, will feature the name and in-universe manufacturing data for the unit on one side, and the Quick-Strike Rules gameplay data on the other. An image of the unit also appears on these cards, so that players unfamiliar with the various units (but who have access to their miniatures) can match the unit with its corresponding image. QUICK-STRIKE BATTLETECH The Quick-Strike Rules system is a simple adaptation of the Battle- Force gameplay system using more flexible tactical-scale miniature rules. While the full BattleForce rules are found in Strategic Operations, players can download a free PDF of the BattleForce Quick-Start Rules to get a feeling for that tactical game system and how it meshes with the Miniatures Rules to create the Quick-Strike Rules. The statistics shown on each card include the following data: Unit Size (Size): A numerical value indicating its weight class. ( = Light, 2 = Medium, and so forth.) Movement (Move): The number of inches the unit may move in gameplay. (If a j appears afterward, the unit can jump.) Note: In Quick-Strike play, movement is inch-based instead of hex-based as in normal BattleForce play. The number shown has been doubled from the unit s normal BattleForce movement value. Skill: This blank area is where the player can indicate the base to-hit number for the unit. (A 4 is a common regular score, while a or a 0 indicates an elite warrior.) Damage values at each range bracket S (+0), M (+2), and L (+4): This is the number of points of damage the unit will deliver at Short, Medium, and Long range, respectively. Overheat Value (OV) and Heat Scale: This indicates the number of added points of damage the unit can deliver in exchange for suffering overheat effects. (Overheating is tracked on the heat scale. If this scale reaches or exceeds S, the unit is shutdown.) Armor and Structure (A and S): These bubbles indicate how many points of Armor and Structure damage the unit can sustain before being destroyed. (Damage to the structure dramatically increase the chance of critical damage.) Special: Special abilities and features are described in the abbreviations shown here. (See pp. 342-354, Strategic Operations, for more information.) ID (on reverse): Use this area to identify individual BattleMechs in the event that multiple Mechs of the same design are used. BATTLEFORCE The Quick-Strike Rules system draws so much on those of Battle- Force that the statistics effectively translate the same way. The only significant difference, in fact, is that the movement rates in BattleForce are measured in mapsheet hexes instead of in inches on hex-less terrain. CREDITS Project Development Herbert A. Beas II Development Assistance Matt Heerdt BattleTech Line Developer Herbert A. Beas II Writing Herbert A. Beas II Production Staff Cover Illustration Alex Iglesias Cover Design and Layout Matt Heerdt BattleForce Statistics Joshua Franklin Project Conception Ray Arrastia & Matt Heerdt STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA SUCCESSION WARS ERA Under License From CIVIL WAR ERA DARK AGE ERA 202 The Topps Company, Inc. All Rights Reserved. Quick-Strike: Introductory Mech Cards, Classic BattleTech, BattleTech, BattleMech, Mech MechWarrior are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. CAT35QS002

Berserker BRZ-A3 SIZE: 4 MOVE: 5 (0) SKILL: 2 Points Berserker BRZ-A3 3 3 SPECIAL: ECM, MEL, AMS, SRCH, Berserker BRZ-B3 SIZE: 4 MOVE: 5 (0) SKILL: 20 Points Berserker BRZ-B3 2 SPECIAL: LRM//, IF, ECM, MEL, AMS, SRCH, Berserker BRZ-C3 SIZE: 4 MOVE: 4 (8) SKILL: 24 Points Berserker BRZ-C3 3 3 SPECIAL: ECM, TSM, MEL, C3S, MHQ, AMS, SRCH,

Bombard BMB-00 SIZE: 2 MOVE: 2 (4) SKILL: 9 Points Bombard BMB-00 0 0 0 SPECIAL: AC3/3/0, SRCH, SOA, SEAL, ES Bombard BMB-03 SIZE: 2 MOVE: 2 (4) SKILL: 0 Points Bombard BMB-03 2 2 2 OV: 2 HEAT SCALE 2 3 S SPECIAL: IF, CASE, MEL, SRCH, Bombard BMB-X SIZE: 2 MOVE: 5 (0) SKILL: 7 Points Bombard BMB-X 3 3 3 SPECIAL: SRCH,

Porcupine PRC-2N SIZE: MOVE: 8 (6) SKILL: 9 Points Porcupine PRC-2N 3 3 0 SPECIAL: ENE, SRCH, SOA, SEAL, ES A SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 2 Points A 3 3 0 SPECIAL: LRM//, IF, CASE, OMNI, SRCH, B SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 8 Points B 3 3 2 SPECIAL: IF, CASE, OMNI, SRCH,

C SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 7 Points C 5 5 2 SPECIAL: CASE, OMNI, SRCH, D SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 22 Points D 4 4 0 OV: 2 HEAT SCALE 2 3 S SPECIAL: CASE, OMNI, SRCH, E SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 6 Points E 6 4 2 SPECIAL: CASE, OMNI, SRCH,

F SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 2 Points F 3 3 SPECIAL: HT2, CASE, PRB, RCN, OMNI, SRCH, H SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 8 Points H 5 5 0 SPECIAL: CASE, SRCH, SOA, SEAL, ES Prime SIZE: 2 MOVE: 6/3j (2/6j) SKILL: 26 Points Prime 3 3 3 SPECIAL: ENE, OMNI, SRCH,

Raijin RJN0-A SIZE: 2 MOVE: 6j (2j) SKILL: 4 Points Raijin RJN0-A 3 3 OV: 2 HEAT SCALE 2 3 S SPECIAL: SRCH, Raijin RJN0-C SIZE: 2 MOVE: 6j (2j) SKILL: 4 Points Raijin RJN0-C 3 3 0 SPECIAL: C3I, MHQ2, SRCH, Raijin II RJN-200-A SIZE: 2 MOVE: 6j (2j) SKILL: 8 Points Raijin II RJN-200-A 3 3 SPECIAL: CASE, TSM, C3I, MHQ2, SRCH,

Raijin II RJN-200-B SIZE: 2 MOVE: 6j (2j) SKILL: 5 Points Raijin II RJN-200-B 2 2 0 SPECIAL: ENE, ECM, STL, PRB, RCN, TAG, C3I, MHQ2, SRCH, Raijin II RJN-200-C SIZE: 2 MOVE: 6j (2j) SKILL: 8 Points Raijin II RJN-200-C 2 2 SPECIAL: ENE, ECM, STL, TSM, C3I, MHQ2, SRCH, Rakshasa MDG-A SIZE: 3 MOVE: 5 (0) SKILL: 8 Points Rakshasa MDG-A 4 4 3 SPECIAL: IF, SRCH, SOA, SEAL, ES

VipeR Prime SIZE: 3 MOVE: 5j (0j) SKILL: 28 Points (Black Python) Prime 4 4 2 OV: 2 HEAT SCALE 2 3 S SPECIAL: CASE, SRCH, SOA, SEAL, ES Viper 2 SIZE: 3 MOVE: 5j (0j) SKILL: 25 Points (Black Python) 2 4 3 2 OV: 2 HEAT SCALE 2 3 S SPECIAL: CASE, ECM, SRCH, Viper 3 SIZE: 3 MOVE: 5/3j (0/6j) SKILL: 24 Points (Black Python) 3 5 5 0 OV: 2 HEAT SCALE 2 3 S SPECIAL: CASE, SRCH, SOA, SEAL, ES

Viper 4 SIZE: 3 MOVE: 5/3j (0/6j) SKILL: 26 Points (Black Python) 4 5 5 0 OV: 3 HEAT SCALE 2 3 S SPECIAL: ENE, SRCH, SOA, SEAL, ES Vixen Prime SIZE: MOVE: 9 (8) SKILL: 6 Points (Incubus) Prime 4 3 2 SPECIAL: CASE, SRCH, SOA, SEAL, ES Vixen 2 SIZE: MOVE: 9 (8) SKILL: 9 Points (Incubus) 2 4 3 2 SPECIAL: CASE, SRCH, SOA, SEAL, ES

Kirghiz E 40 Points Kirghiz E SIZE: 3 MOVE: 5a (0a) SKILL: 8 7 7 SPECIAL: ECM, PRB, RCN, VSTOL, SPC, BOMB4, PNT, FLK5/5/5 Kirghiz Prime 30 Points Kirghiz Prime SIZE: 4 MOVE: 5a (0a) SKILL: 6 6 6 SPECIAL: VSTOL, SPC, BOMB4, FLK//, PNT Sabutai A 24 Points Sabutai A SIZE: 3 MOVE: 6a (2a) SKILL: 7 7 0 SPECIAL: VSTOL, SPC, BOMB4, PNT2, FLK//0

Sabutai B 3 Points Sabutai B SIZE: 3 MOVE: 6a (2a) SKILL: 6 6 6 OV: 2 HEAT SCALE 2 3 S SPECIAL: ECM, TAG, SNARC, VSTOL, SPC, BOMB4, PNT Sabutai C 3 Points Sabutai C SIZE: 3 MOVE: 6a (2a) SKILL: 9 9 4 SPECIAL: VSTOL, SPC, BOMB4, PNT Sabutai D 26 Points Sabutai D SIZE: 3 MOVE: 6a (2a) SKILL: 9 9 0 SPECIAL: VSTOL, SPC, BOMB4, PNT

Sabutai E 32 Points Sabutai E SIZE: 3 MOVE: 6a (2a) SKILL: 8 7 5 SPECIAL: PRB, RCN, VSTOL, SPC, BOMB4, PNT, FLK5/5/5 Sabutai Prime 32 Points Sabutai Prime SIZE: 3 MOVE: 6a (2a) SKILL: 6 7 6 SPECIAL: VSTOL, SPC, BOMB4, PNT2, FLK//0 Scytha A 3 Points Scytha A SIZE: 4 MOVE: 6a (2a) SKILL: 7 7 5 SPECIAL: SNARC, VSTOL, SPC, BOMB4