Catalyst 35001 - Total Warfare [2018] (5th printing) - Blank Record Sheets.pdf

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Cover Artist:
Les Dorscheid
First Publication:
BattleTech Manual
Year:
1987
BLANK RECORD SHEETS
TM
ARMOR DIAGRAM
Left Torso
( )
Head (
)
Right Torso
( )
’MECH RECORD SHEET
'MECH DATA
Type:
Movement Points:
Walking:
Running:
Jumping:
Tonnage:
Tech Base:
Clan
Era:
Inner Sphere
(hexes)
Left Arm
( )
Center
Torso
( )
Right Arm
( )
WARRIOR DATA
Name:
Gunnery Skill:
Hits Taken
1
Consciousness#
3
Piloting Skill:
2
5
3
7
4 5 6
10 11
Dead
Weapons & Equipment Inventory
Qty Type
Loc Ht
Dmg
Min Sht Med Lng
Left
Leg
( )
Center
Torso
Rear ( )
Right
Leg
( )
Cost:
BV:
Left
Torso Rear
(
)
Right
Torso Rear
(
)
CRITICAL HIT TABLE
Left Arm
1-3
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Head
1.
2.
3.
4.
5.
6.
Life Support
Sensors
Cockpit
Sensors
Life Support
INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Overflow
Right Arm
1.
2.
3.
1-3
4.
5.
6.
1.
2.
3.
4-6
4.
5.
6.
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Head
Left Torso (
)
Right Torso (
)
30*
29
28*
27
Left
Arm
(
)
Center
Torso
(
)
Left
Leg
(
)
Right
Leg
(
)
Right
Arm
(
)
Center Torso
1-3
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
Engine
Engine
Engine
Gyro
Gyro
Gyro
Gyro
Engine
Engine
Engine
26*
25*
24*
23*
22*
21
20*
19*
18*
17*
16
15*
4-6
Left Torso
1-3
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
4-6
Right Torso
1.
2.
3.
1-3
4.
5.
6.
1.
2.
3.
4-6
4.
5.
6.
4-6
Engine Hits
Gyro Hits
Sensor Hits
Life Support
HEAT DATA
Heat
Level*
30
28
26
25
24
23
22
20
19
18
17
15
14
13
10
8
5
Heat Sinks:
Effects
(
Shutdown
Ammo Exp. avoid on 8+
Shutdown, avoid on 10+
–5 Movement Points
+4 Modifier to Fire
Ammo Exp. avoid on 6+
Shutdown, avoid on 8+
–4 Movement Points
Ammo Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to Fire
–3 Movement Points
Shutdown, avoid on 4+
+2 Modifier to Fire
Single
–2 Movement Points
+1 Modifier to Fire
Double
–1 Movement Points
14*
13*
12
11
10*
9
8*
7
6
5*
4
3
2
1
0
)
Left Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Damage Transfer
Diagram
Right Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
© 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
2018
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
Head (
)
FOUR-LEGGED ’MECH RECORD SHEET
'MECH DATA
Type:
Movement Points:
Walking:
Running:
Jumping:
Tonnage:
Tech Base:
Clan
Inner Sphere
(hexes)
WARRIOR DATA
Name:
Gunnery Skill:
Hits Taken
1
Consciousness#
3
Piloting Skill:
2
5
3
7
4 5 6
10 11
Dead
Left
Torso
( )
Right
Torso
( )
Weapons & Equipment Inventory
Qty Type
Loc Ht
Dmg
Min Sht Med Lng
Center
Torso
( )
Left
Front Leg
(
)
Left
Rear Leg
(
)
Right
Rear Leg
(
)
Right
Front Leg
(
)
Cost:
BV:
Left
Torso Rear
( )
Center Torso Rear (
)
Right
Torso Rear
( )
Heat
Scale
Overflow
CRITICAL HIT TABLE
Head
1.
2.
3.
4.
5.
6.
Life Support
Sensors
Cockpit
Sensors
Life Support
INTERNAL STRUCTURE DIAGRAM
Left
Torso
(
)
Head
Right
Torso
(
)
Left Front Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Right Front Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Left
Front Leg
(
)
Center
Torso
(
)
Right
Front Leg
(
)
30*
29
28*
27
26*
25*
24*
23*
22*
Center Torso
1-3
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
Engine
Engine
Engine
Gyro
Gyro
Gyro
Gyro
Engine
Engine
Engine
Left Torso
1-3
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
4-6
Right Torso
1.
2.
3.
1-3
4.
5.
6.
1.
2.
3.
4-6
4.
5.
6.
Left
Rear Leg
(
)
Right
21
Rear Leg
20*
(
)
19*
18*
17*
16
15*
4-6
Engine Hits
Gyro Hits
Sensor Hits
Life Support
HEAT DATA
Heat
Level*
30
28
26
25
24
23
22
20
19
18
17
15
14
13
10
8
5
Heat Sinks:
Effects
(
Shutdown
Ammo Exp. avoid on 8+
Shutdown, avoid on 10+
–5 Movement Points
+4 Modifier to Fire
Ammo Exp. avoid on 6+
Shutdown, avoid on 8+
–4 Movement Points
Ammo Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to Fire
–3 Movement Points
Shutdown, avoid on 4+
+2 Modifier to Fire
Single
–2 Movement Points
+1 Modifier to Fire
Double
–1 Movement Points
14*
13*
12
11
10*
9
8*
7
6
5*
4
3
2
1
0
)
Left Rear Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Damage Transfer
Diagram
Right Rear Leg
1.
2.
3.
4.
5.
6.
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
©
2018
The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
2013
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
PROTOMECH
RECORD SHEET
PROTOMECH 1
Type:
Tons:
Movement Points:
Walk/Run/Jump
/ /
PILOT DATA
Name:
Gunnery Skill:
LOC.
Main Gun:
Right Arm:
Left Arm:
Torso A:
Torso B:
Ammo:
4
5,9
6,7,8
10
Right Arm
Legs
Torso
Left Arm
+1 to Hit
–1
Walk MP
–1
Jump*
+1 to Hit
Right Arm Destroyed
1/2
Walk MP
1/2
Jump*
No Move
Left
Arm
Torso
Legs
Right
Arm
WEAPONS INVENTORY
TYPE
Dmg Min Sht Med Lng
2
HIT LOCATIONS AND CRITICAL HITS
2D6 LOCATION
Main Gun
ARMOR DIAGRAM
Main Gun
1st HIT
2nd HIT
3rd HIT
Head
Main Gun Destroyed
Hits Taken
Consciousness #
1
3
2
5
3 4 5 6
7 10 11
Dead
BV:
Proto
Destroyed
Left Arm Destroyed
Cost:
12
Head
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
PROTOMECH 2
Type:
Tons:
Movement Points:
Walk/Run/Jump
/ /
PILOT DATA
Name:
Gunnery Skill:
LOC.
Main Gun:
Right Arm:
Left Arm:
Torso A:
Torso B:
Ammo:
WEAPONS INVENTORY
TYPE
Dmg Min Sht Med Lng
2
4
5,9
6,7,8
10
12
HIT LOCATIONS AND CRITICAL HITS
2D6 LOCATION
Main Gun
Right Arm
Legs
Torso
Left Arm
Head
ARMOR DIAGRAM
Main Gun
1st HIT
2nd HIT
3rd HIT
Head
Main Gun Destroyed
+1 to Hit
–1
Walk MP
–1
Jump*
+1 to Hit
+1 to Hit
Right Arm Destroyed
1/2
Walk MP
1/2
Jump*
No Move
Left
Arm
Torso
Legs
Right
Arm
Hits Taken
Consciousness #
1
3
2
5
3 4 5 6
7 10 11
Dead
BV:
Proto
Destroyed
Left Arm Destroyed
+2 to Hit
no Long range shots
Cost:
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
PROTOMECH 3
Type:
Tons:
Movement Points:
Walk/Run/Jump
/ /
PILOT DATA
Name:
Gunnery Skill:
LOC.
Main Gun:
Right Arm:
Left Arm:
Torso A:
Torso B:
Ammo:
WEAPONS INVENTORY
TYPE
Dmg Min Sht Med Lng
2
4
5,9
6,7,8
10
HIT LOCATIONS AND CRITICAL HITS
2D6 LOCATION
Main Gun
Right Arm
Legs
Torso
Left Arm
ARMOR DIAGRAM
Main Gun
1st HIT
2nd HIT
3rd HIT
Head
Main Gun Destroyed
+1 to Hit
–1
Walk MP
–1
Jump*
+1 to Hit
Right Arm Destroyed
1/2
Walk MP
1/2
Jump*
No Move
Left
Arm
Torso
Legs
Right
Arm
Hits Taken
Consciousness #
1
3
2
5
3 4 5 6
7 10 11
Dead
BV:
Proto
Destroyed
Left Arm Destroyed
Cost:
12
Head
+1 to Hit
+2 to Hit
no Long range shots
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
PROTOMECH 4
Type:
Tons:
Movement Points:
Walk/Run/Jump
/ /
PILOT DATA
Name:
Gunnery Skill:
LOC.
Main Gun:
Right Arm:
Left Arm:
Torso A:
Torso B:
Ammo:
WEAPONS INVENTORY
TYPE
Dmg Min Sht Med Lng
2
4
5,9
6,7,8
10
12
HIT LOCATIONS AND CRITICAL HITS
2D6 LOCATION
Main Gun
Right Arm
Legs
Torso
Left Arm
Head
ARMOR DIAGRAM
Main Gun
1st HIT
2nd HIT
3rd HIT
Head
Main Gun Destroyed
+1 to Hit
–1
Walk MP
–1
Jump*
+1 to Hit
+1 to Hit
Right Arm Destroyed
1/2
Walk MP
1/2
Jump*
No Move
Left
Arm
Torso
Legs
Right
Arm
Hits Taken
Consciousness #
1
3
2
5
3 4 5 6
7 10 11
Dead
BV:
Proto
Destroyed
Left Arm Destroyed
+2 to Hit
no Long range shots
Cost:
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
PROTOMECH 5
Type:
Tons:
Movement Points:
Walk/Run/Jump
/ /
PILOT DATA
Name:
Gunnery Skill:
LOC.
Main Gun:
Right Arm:
Left Arm:
Torso A:
Torso B:
Ammo:
WEAPONS INVENTORY
TYPE
Dmg Min Sht Med Lng
2
4
5,9
6,7,8
10
12
HIT LOCATIONS AND CRITICAL HITS
2D6 LOCATION
Main Gun
Right Arm
Legs
Torso
Left Arm
Head
ARMOR DIAGRAM
Main Gun
1st HIT
2nd HIT
3rd HIT
Head
Main Gun Destroyed
+1 to Hit
–1
Walk MP
–1
Jump*
+1 to Hit
+1 to Hit
Right Arm Destroyed
1/2
Walk MP
1/2
Jump*
No Move
Left
Arm
Torso
Legs
Right
Arm
Hits Taken
Consciousness #
1
3
2
5
3 4 5 6
7 10 11
Dead
BV:
Proto
Destroyed
Left Arm Destroyed
+2 to Hit
no Long range shots
Cost:
*Roll 1D6:
1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
©
2018
The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
2013
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
ARMOR DIAGRAM
BAR:
Front Armor
(
)
GROUND VEHICLE RECORD SHEET
VEHICLE DATA
Type:
Movement Points:
Cruising:
Flank:
Movement Type:
Engine Type:
Tonnage:
Tech Base:
CREW DATA
Crew:
Gunnery Skill:
Commander Hit
+1
Modifier to all Skill rolls
Driving Skill:
Driver Hit
Modifier to Driving
Skill rolls
Clan
Inner Sphere
+2
Right Side Armor (
)
Weapons & Equipment Inventory
Qty Type
Loc
Dmg
(hexes)
CRITICAL DAMAGE
Turret Locked
Sensor Hits
Engine Hit
+1 +2 +3
D
+1 +2 +3
Motive System Hits
Stabilizers
Left
Right
Front
Min Sht Med Lng
Left Side Armor (
Turret Armor
(
)
)
Rear
Turret
NOTES
Rear Armor
(
)
Cost:
BV:
GROUND COMBAT VEHICLE HIT LOCATION TABLE
2D6 Roll
2*
3
4
5
6
7
8
9
10
11
12*
FRONT
Front (critical)
Front†
Front†
Right Side†
Front
Front
Front
Left Side†
Turret
Turret
Turret (critical)
ATTACK DIRECTION
REAR
Rear (critical)
Rear†
Rear†
Left Side†
Rear
Rear
Rear
Right Side†
Turret
Turret
Turret (critical)
SIDE§
Side (critical)
Side†
Side†
Front†
Side
Side
Side (critical)*
Rear†
Turret
Turret
Turret (critical)
MOTIVE SYSTEM DAMAGE TABLE
2D6 Roll
2–5
6–7
8–9
10–11
12+
EFFECT*
No effect
Minor damage; +1 modifier to all Driving Skill Rolls
Moderate damage; –1 Cruising MP +2 modifier to all
,
Driving Skill Rolls
Heavy damage; only half Cruising MP (round fractions up),
+3 modifier to all Driving Skill Rolls
Major damage; no movement for the rest of the game.
Vehicle is immobile.
Vehicle Type Modifiers:
Tracked, Naval
Wheeled
Hovercraft, Hydrofoil
WiGE
+0
+2
+3
+4
Attack Direction Modifier:
Hit from rear
+1
Hit from the sides
+2
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
once on the Ground Combat Vehicle Critical Hits Table below (see
Combat,
p. 192 in
Total Warfare
for more information).
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
†The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see
Combat,
p. 192 in
Total Warfare
for more information). Apply damage at the end of the phase in which the damage takes effect.
§Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
*All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
has no additional effect. This means the maximum Driving Skill Roll modifier that can be
inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
addition, all motive system damage takes effect at the end of the phase in which the damage
occurred. For example, if two units are attacking the same Combat Vehicle during the
Weapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the –4
immobile target modifier would not apply for the second unit. However, the –4 modifier would
take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while
over a Depth 1 or deeper water hex, it sinks and is destroyed.
GROUND COMBAT VEHICLE CRITICAL HITS TABLE
2D6 Roll
2–5
6
7
8
9
10
11
12
FRONT
No Critical Hit
Driver Hit
Weapon Malfunction
Stabilizer
Sensors
Commander Hit
Weapon Destroyed
Crew Killed
LOCATION HIT
SIDE
REAR
No Critical Hit
No Critical Hit
Cargo/Infantry Hit
Weapon Malfunction
Weapon Malfunction
Cargo/Infantry Hit
Crew Stunned
Stabilizer
Stabilizer
Weapon Destroyed
Weapon Destroyed
Engine Hit
Engine Hit
Ammunition*
*
Fuel Tank*
Fuel Tank*
TURRET
No Critical Hit
Stabilizer
Turret Jam
Weapon Malfunction
Turret Locks
Weapon Destroyed
Ammunition*
*
Turret Blown Off
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
* If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
*
©
2018
The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
2013
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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