3055 Upgrade
3055 Upgrade
3055 Upgrade
TM
©2011 The Topps Company Inc. All Rights Reserved. BattleTech Record Sheets: 3055 Upgrade, BattleTech Technical Readout:
3055 Upgrade, Classic BattleTech, BattleTech, BattleMech, and ’Mech 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
www.catalystgamelabs.com
InMediaRes Productions, LLC. Printed in USA.
BATTLEteCH
CLASSIC BATTLEteCH
TM
Playtesters/Proofreaders
Johannes Heidler, Glenn “Lobsterback” Hopkins, Ken' Horner,
Michael Konig, Darrel Myers, Aaron “Gravedigger” Pollyea, Published by Catalyst Game Labs,
Craig Reed, Eric “Mendrugo” Salzman, Paul Sjardijn, Chris Smith, an imprint of InMediaRes Productions, LLC
Elliotee Want, Chris Wheeler. PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258
Find us online:
©2011 The Topps Company, Inc. All Rights Reserved. BattleTech Precentor_martial@classicbattletech.com
Record Sheets: 3055 Upgrade, Classic BattleTech, BattleTech,
(e-mail address for any BattleTech questions)
’Mech, BattleMech, MechWarrior and Topps logo are registered
http://www.classicbattletech.com
trademarks and/or trademarks of The Topps Company, Inc. in the
United States and/or other countries. No part of this work may (official BattleTech web pages)
be reproduced, stored in a retrieval system, or transmitted in any http://www.CatalystGameLabs.com
form or by any means, without the prior permission in writing of (Catalyst web pages)
the Copyright Owner, nor be otherwise circulated in any form http://www.battlecorps.com/catalog
other than that in which it is published. (online ordering)
3
rules addendum
The following rules allow players to infuse their standard game Introduction
play with various elements of Solaris VII gladiatorial combat. Solaris VII, the Game World, is arguably one of the BattleTech
However, an in-depth look at the world of Solaris is beyond the universe’s most popular venues for roleplaying and straight
scope of this product. BattleTech combat. With its variety of unique arenas and its melting
Era: While this section primarily covers Solaris VII at the end pot of factions from throughout the Inner Sphere, Solaris is a lethal
of the FedCom Civil War Era (just before the start of the Jihad playground for the MechWarrior in us all. Here, MechWarriors of every
Era), players can use these rules in any era they wish, though style and affiliation clash with opponents either singly or in groups as
they should pay attention to which ’Mechs were not available large as a full lance, with the winner taking home the purse and the
in a given era. bragging rights—and the loser often lucky to be alive.
* The player can select any ’Mech from the table within the rolled weight class.
Customization
The no-holds-barred nature of most Solaris matches and Customization Pool Table
the ready availability of advanced—even experimental—
weapons and equipment mean that combatants often take to Stable Rating Customization Pool
the field in modified machines. The extent and type of these
A 8 points per unit
customizations may vary with the team based on the stable’s
B 6 points per unit
popularity and resources or the flamboyance of its warriors.
Players willing to incorporate such variations may do so under C 4 points per unit
the following guidelines. D 3 points per unit
Any customization must adhere to the standard construction F 2 points per unit
rules presented in the TechManual, with the exception that Clan No Stable* –2 points per unit
and Inner Sphere technology (along with Advanced/Experimental
*Includes cooperatives and freelance warriors.
equipment) may be mounted on the same unit.
*In all instances, when reference is made to a “large” and “small” equipment, use tonnage to determine when something is “smaller” than another
piece of equipment.
**Standard ammo is as follows: ACs (standard and LB-X cluster), LRM/SRM (standard/Narc/Artemis IV), Gauss (standard only), ATM (all types), Arrow
IV (unguided), Narc (standard only)
†Adding ammunition with swapped weapons is free (not counted toward weapon limits).
‡Applies only to addition/upgrade of ranged combat weapons.
7
Determining Customization Pool: A player must first
determine the pool of points available with which to customize CREATING SCENARIOS
his units by determining the stable’s overall Equipment Rating
and cross-referencing it on the The following section outlines the unique nature of Solaris
Customization Pool Table (see p. 6). If the combatants are games. These rules modify the scenario creation rules beginning
fighting in an arena as part of a team, they suffer a 1-point on page 256 of Total Warfare, as appropriate. Unless stated
deduction per unit, with individual freelance warriors basing their otherwise, standard scenario creation rules apply in addition to
Point Pools on the Equipment Rating of their machines (when in the ones given below.
doubt, let the gamemaster or a random die make the call). The
figure given under the Customization Pool column represents
NUMBER OF PLAYERS
how many points of customization the team receives per unit.
The Solaris arenas are small, controlled venues that offer
For example, a full lance of BattleMechs from an A-rated stable
combatants few ways in or out and limit the size of engagements
provides a pool of 28 points (4 x 8 – 4 = 28), while a two-unit team
considerably more than a conventional battlefield. Geared
from a C-rated cooperative offers only 4 points (2 x [4 – 2] = 4).
primarily toward BattleMech combat, most of these arenas are
Players can use these points to upgrade any unit in the team’s
force prior to a scenario, based on its original design and model, as nonetheless capable of hosting vehicle or battle armor matches
well as on the nature of the arena and the type of scenario. For more (for the benefit of those fringe audiences who enjoy them). Even
information on Solaris scenario options, see Creating Scenarios, p. 7. the rare aerospace fighter matches are controlled by electronic
Spending Pool Points: The controlling player may spend all, boundaries that define their three-dimensional combat areas.
some or none of his Customization Pool points toward upgrading Either way, these tight boundaries confine force sizes by
units in his team prior to a scenario. These customizations are necessity to no more than four units per team or side. Some
based on the machine’s existing chassis as determined earlier scenario types—such as the Free-For-All—do not limit the
and must follow the construction rules, though the player need number of sides that can play, but no more than sixteen combat
make no roll to see if a customization can be accomplished under units should appear in the same arena in any given scenario. At
the standard construction or repair rules. The point cost of each the very least, each side should have a player in control and all
customization is shown in the Customization Cost Table and must sides should roll Initiative separately.
be spent for each upgrade undertaken.
Because all effects are cumulative, more and more extensive ARENA ENTRY POINTS
refits may result in correspondingly higher costs. An Introductory Unlike open battlefields, the arenas on Solaris VII are mostly
Rules Trebuchet upgraded to carry three Clan extended-range enclosed, with points located throughout via which BattleMechs and
medium lasers rather than three Introductory Rules medium arena crews may enter and exit. These entry points feature heavily
lasers, for example, costs 20 points ([4 x 2] to upgrade the lasers to reinforced doors that are often sealed when matches are underway.
Standard Rules Inner Sphere, plus 12 [4 x 3] to upgrade the lasers
The rules for each arena state which hexes along the map edge
to Clan Standard Rules).
serve as entry points. For game purposes, each door has a CF of
120 when closed, and remains impassable (with the same effect
as the arena walls) until its CF is reduced to 0 by weapons fire
or physical combat damage. Units that manage to breach these
barriers and pass through the entry points are considered to have
retreated and are removed from play.
ARMOR DIAGRAM
Head (7)
Left Torso Right Torso
(7) (7)
Left Right
Leg Center Leg
(6) Torso (6)
Rear (2)
Left Right
BV: 757 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(8) (8)
Left Right
Leg Center Leg
(7) Torso (7)
Rear (2)
Left Right
BV: 385 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)
Left Right
BV: 870 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (6)
Left Torso Right Torso
(7) (7)
Left Right
Leg Center Leg
(5) Torso (5)
Rear (3)
Left Right
BV: 436 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(10) (10)
Left Right
Leg Center Leg
(10) Torso (10)
Rear (4)
Left Right
BV: 977 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(5) (5)
Left Right
BV: 702 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (6)
Left Right
Left Rear Leg Rear Leg Right
Front Leg (7) (7) Front Leg
(7) (7)
Left Right
Torso Rear Torso Rear
BV: 666
(4) (4)
Center Torso Rear (6)
CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Head Overflow
1. Life Support Left Head Right
2. Sensors Torso Torso
3. Cockpit (6) (6)
30*
4. Roll Again
Left Front Leg 5. Sensors
Right Front Leg 29
1. Hip 6. Life Support 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator 27
4. Foot Actuator
Center Torso 4. Foot Actuator Left Right 26*
5. Jump Jet 1. XL Fusion Engine 5. Jump Jet Front Leg Front Leg 25*
6. Jump Jet 2. XL Fusion Engine 6. Jump Jet (6) (6)
3. XL Fusion Engine 24*
1-3 4. Gyro Center 23*
5. Gyro Torso 22*
6. Gyro Left (8) Right
21
Rear Leg Rear Leg
1. Gyro 20*
(6) (6)
Left Torso 2.
3.
XL Fusion Engine
XL Fusion Engine
Right Torso 19*
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Streak SRM 2 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Double Heat Sink
6. Ammo (Streak SRM 2) 50 1-3 4. Double Heat Sink 16
5. Double Heat Sink 5. Double Heat Sink HEAT DATA 15*
6. Double Heat Sink Engine Hits 6. Double Heat Sink Heat Heat Sinks: 14*
1. Medium Laser
Gyro Hits 1. Medium Laser Level* Effects 10 (20) 13*
Sensor Hits 30 Shutdown Double
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Rear Leg Right Rear Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Jump Jet 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
6. Jump Jet 6. Jump Jet 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 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 (9)
Left Torso Right Torso
(11) (11)
Note: If playing under Advanced Rules, treat head as having a Left Right
Full-Head Ejection System. Leg Center Leg
(12) Torso (12)
Rear (3)
Left Right
BV: 771 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)
Left Right
BV: 1,117 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 654 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
BV: 787 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(8) (8)
Left Right
BV: 925 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(10) (10)
Left Right
Leg Center Leg
(12) Torso (12)
Rear (5)
Left Right
BV: 918 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(9) (9)
Left Right
BV: 1,128 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 846 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 1,581 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(8) (8)
Left Right
Leg Center Leg
(8) Torso (8)
Rear (3)
Left Right
BV: 953 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (7)
Left Torso Right Torso
(6) (6)
Left Right
BV: 1,052 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
BV: 1,215 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 1,198 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(10) (10)
Left Right
BV: 1,432 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(7) (7)
Left Right
Leg Center Leg
(6) Torso (6)
Rear (3)
Left Right
BV: 798 Torso Rear Torso Rear
(3) (3)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(15) (15)
Left Right
Leg Center Leg
(19) Torso (19)
Rear (7)
Left Right
BV: 1,148 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
BV: 1,159 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
Leg Center Leg
(13) Torso (13)
Rear (8)
Left Right
BV: 2,557 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(13) (13)
Left Right
BV: 1,298 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(14) (14)
Left Right
Leg Center Leg
(20) Torso (20)
Rear (8)
Left Right
BV: 1,067 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(14) (14)
Left Right
BV: 1,082 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(16) (16)
Left Right
BV: 1,729 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(12) (12)
Left Right
BV: 1,533 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)
Left Right
Leg Center Leg
(16) Torso (16)
Rear (6)
Left Right
BV: 980 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)
Left Right
BV: 1,231 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(15) (15)
Left Right
BV: 1,635 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)
Left Right
Leg Center Leg
(23) Torso (23)
Rear (8)
Left Right
BV: 834 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)
Left Right
BV: 1,019 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)
Left Right
BV: 2,097 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(17) (17)
Left Right
Leg Center Leg
(20) Torso (20)
Rear (9)
Left Right
BV: 1,530 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,159 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,763 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,183 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,207 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 1,469 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 2,042 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (8)
Left Torso Right Torso
(18) (18)
Left Right
Leg Center Leg
(20) Torso (20)
Rear (7)
Left Right
BV: 1,287 Torso Rear Torso Rear
(5) (5)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(19) (19)
Left Right
BV: 1,441 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 2,508 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)
Left Right
BV: 1,642 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)
Left Right
BV: 2,201 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
BV: 1,437 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 2,390 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 1,786 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,603 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
Leg Center Leg
(22) Torso (22)
Rear (9)
Left Right
BV: 1,695 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)
Left Right
BV: 1,656 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,561 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
BV: 1,471 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
BV: 1,478 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)
Left Right
Leg Center Leg
(22) Torso (22)
Rear (8)
Left Right
BV: 2,231 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)
Left Right
BV: 1,693 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 1,687 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,795 Torso Rear Torso Rear
(7) (7)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 2,421 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(23) (23)
Left Right
BV: 1,814 Torso Rear Torso Rear
(9) (9)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(26) (26)
Left Right
BV: 1,700 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 2,292 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(15) (15)
Left Right
BV: 1,840 Torso Rear Torso Rear
(9) (9)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(28) (28)
Left Right
BV: 1,769 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(25) (25)
Left Right
BV: 2,286 Torso Rear Torso Rear
(11) (11)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(27) (27)
DC
Left Right
Leg Center Leg
(36) Torso (36)
Rear (14)
Left Right
BV: 1.993 Torso Rear Torso Rear
(9) (9)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(27) (27)
Left Right
BV: 1,916 Torso Rear Torso Rear
(9) (9)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(24) (24)
Left Right
BV: 1,668 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)
Left Right
BV: 2,001 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(30) (30)
DC DC
Left Right
BV: 2,392 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(26) (26)
Left Right
BV: 1,954 Torso Rear Torso Rear
(8) (8)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(32) (32)
Left Right
BV: 3,107 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(31) (31)
Left Right
BV: 2,117 Torso Rear Torso Rear
(10) (10)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(31) (31)
Left Right
BV: 1,817 Torso Rear Torso Rear
(11) (11)
ARMOR DIAGRAM
Head (9)
Left Right
Torso Rear Torso Rear
BV: 3,152
(10) (10)
Center Torso Rear (16)
CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM
Heat
Scale
Head Overflow
1. Sensors Left Head Right
2. Sensors Torso Torso
3. Medium X-Pulse Laser (XX) (XX)
30*
4. Endo Steel
Left Front Leg 5. Endo Steel
Right Front Leg 29
1. Hip 6. Roll Again 1. Hip 28*
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator 27
4. Foot Actuator
Center Torso 4. Foot Actuator Left Right 26*
5. Endo Steel 1. Fusion Engine 5. Endo Steel Front Leg Front Leg 25*
6. Endo Steel 2. Fusion Engine 6. Endo Steel (XX) (XX)
3. Fusion Engine 24*
1-3 4. Compact Gyro Center 23*
5. Compact Gyro Torso 22*
6. Fusion Engine Left (XX) Right
21
Rear Leg Rear Leg
1. Fusion Engine 20*
(XX) (XX)
Left Torso 2.
3.
Fusion Engine
Torso-Mounted Cockpit
Right Torso 19*
1. Life Support 4-6 4. Sensors
1. Life Support 18*
2. Double Heat Sink 2. Double Heat Sink
5. Jump Jet 17*
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
6. Roll Again 1-3 4. Double Heat Sink 16
5. Jump Jet 5. Jump Jet HEAT DATA 15*
6. Medium X-Pulse Laser Engine Hits 6. Large X-Pulse Laser Heat Heat Sinks: 14*
1. Medium X-Pulse Laser
Gyro Hits 1. Large X-Pulse Laser Level* Effects 14 (28) 13*
Sensor Hits 30 Shutdown Double
2. Endo Steel 2. Targeting Computer 12
28 Ammo Exp. avoid on 8+
4-6
3. Endo Steel Life Support 3.
4-6 4.
Targeting Computer 26 Shutdown, avoid on 10+ 11
4. Endo Steel Targeting Computer 25 –5 Movement Points
5. Endo Steel 5. Targeting Computer 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Rear Leg Right Rear Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
0
© 2011 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 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 (9)
Left Torso Right Torso
(32) (32)
Left Right
BV: 2,709 Torso Rear Torso Rear
(10) (10)
EXTERNAL STORES/BOMBS
Structural
Integrity:
13
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (17) 2 (17)
Ammo (CASE): (Streak SRM 2) 50
Fuel: 240 Points
BV: 1,108
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (14)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
14
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
2 (20) 2 (20)
BV: 525
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
2 (17)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (32) 4 (32)
Ammo (CASE): (Streak SRM 6) 15
Fuel: 240 Points
BV: 2,068
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (28)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
4 (38) 4 (38)
BV: 2,495
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
3 (27)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (41) 5 (41)
BV: 2,489
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (35)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (44) 5 (44)
BV: 2,668
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (46)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
Ammo (CASE): (LB-10X Cluster) 30, 5 (47) 5 (47)
(Streak SRM 4) 50
Fuel: 400 Points
BV: 2,139
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (42)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (50) 5 (50)
Ammo (CASE): (LRM 20) 12
Fuel: 320 Points
BV: 2,827
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (46)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
7
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (45) 5 (45)
Ammo (CASE): (Gauss) 8
Fuel: 240 Points
BV: 3,210
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (40)
23*
EXTERNAL STORES/BOMBS
BV: 3,015
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (48)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
9
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
7 (66) 7 (66)
Ammo (CASE): (Ultra AC/20) 10
Fuel: 320 Points
BV: 3,232
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (47)
23*
EXTERNAL STORES/BOMBS
Structural
Integrity:
10
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
Ammo (CASE): (LB-10X Cluster) 20, (Gauss) 32, 7 (62) 7 (62)
(Streak SRM 6) 30
Fuel: 400 Points
BV: 3,046
Heat
Scale
Overflow
30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
5 (48)
23*
Purchase the ebook of the entire omnibus for just $9.99 today at www.battlecorps.com/catalog!
Gray Noton
In more than 250 years of conflict, only the Legend-Killer, Gray Noton, claimed
championship seven years running (3016-22).
Arriving on Solaris VII as a stowaway, Noton learned to pilot a BattleMech in the Class
One arenas and then left Solaris for several years to fight as a mercenary. Upon his return
in 3015 with a brand-new Rifleman, he announced his intention to compete in the Class
Five arenas. Despite a host of detractors claiming a 60-ton BattleMech couldn’t possibly
compete in an arena often battling assault ’Mechs, Noton claimed victory after victory.
Not surprising for such an infamous gladiatorial star, rumors swirled around Gray
Noton like a constant fusillade of laser fire. From his supposed dabbling in espionage
and assassination—using his modest import/export business after his retirement in
3022 as a front—to the un-resolved questions surrounding his mysterious death in
2027, to the often sited evidence he piloted a variant Rifleman, perhaps even mounting
long lost Star League-era technology; a spectacular claim, coming as it did in the depth
of the Third Succession War, long before the recovery of such technology.
A master of keeping secrets as well as vanquishing competitors, in seven years of
fighting, not a single nosy holovid reporter or jealous rival stable master managed to
peak under the hood of the Rifleman, only fueling the rumors his ride was not what it
appeared to be.
Regardless of whether the rumors were true or false, there is no denying one
unquestionable fact: Gray Noton was the finest MechWarrior to ever fight on Solaris VII.
©2011 The Topps Company, Inc. All Rights Reserved. Warrior Trilogy,
www.catalystgamelabs.com BattleTech, ’Mech, BattleMech and MechWarrior, are registered trademarks and/or
trademarks of The Topps Company, Inc. in the United States and/or other countries.
TM
ARMOR DIAGRAM
Head (6)
Left Torso Right Torso
(15) (15)
Left Right
BV: 1,039 Torso Rear Torso Rear
(2) (2)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(14) (14)
Left Right
Leg Center Leg
(16) Torso (16)
Rear (6)
Left Right
BV: 1,101 Torso Rear Torso Rear
(4) (4)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
Leg Center Leg
(28) Torso (28)
Rear (9)
Left Right
BV: 1,209 Torso Rear Torso Rear
(6) (6)
ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)
Left Right
BV: 1,768 Torso Rear Torso Rear
(6) (6)
BattleTech Eras will forge a new Star League, something hundreds of years of warfare
failed to accomplish. In addition, the Clans will act as a catalyst for a
The BattleTech universe is a living, vibrant entity that grows each
technological renaissance.
year as more sourcebooks and fiction are published. A dynamic
universe, its setting and characters evolve over time within a highly
CIVIL WAR (3062, 3067)
detailed continuity framework, bringing everything to life in a way a
The Clan threat is eventually lessened
static game universe cannot match.
with the complete destruction of a Clan.
However, the same dynamic energy that makes BattleTech so com-
With that massive external threat appar-
pelling can also make it confusing, with so many sourcebooks pub-
ently neutralized, internal conflicts explode
lished over the years. As people encounter BattleTech, get hooked and
around the Inner Sphere. House Liao conquers
start to obtain sourcebooks, they need to know where a particular
its former Commonality, the St. Ives Compact; a rebellion of military
sourcebook is best used along the BattleTech timeline.
units belonging to House Kurita sparks a war with their powerful
To help quickly and easily convey the timeline of the BattleTech uni-
border enemy, Clan Ghost Bear; the fabulously powerful Federated
verse—and to allow a player to easily “plug in” a given sourcebook—
Commonwealth of House Steiner and House Davion collapses into five
we’ve divided BattleTech into six major eras. (For those that own the
long years of bitter civil war.
BattleTech Introductory Box Set, the year dates in parentheses follow-
ing each era’s title correspond to the maps found in the Inner Sphere at
JIHAD (3067, Current)
a Glance sourcebook.)
Following the Federated Common-
wealth Civil War, the leaders of the Great
STAR LEAGUE (2570) Houses meet and disband the new Star
Ian Cameron, ruler of the Terran Hege-
League, declaring it a sham. The pseudo-
mony, concludes decades of tireless effort
religious Word of Blake—a splinter group
with the creation of the Star League, a
of ComStar, the protectors and controllers of
political and military alliance between all Great
interstellar communication—launch the Jihad: an interstellar war
Houses and the Hegemony. Star League armed
that will ultimately pit every faction against each other and even
forces immediately launch the Reunification War, forcing the Periphery
against themselves, as weapons of mass destruction are used for the
realms to join. For the next two centuries, humanity experiences a
first time in centuries while new and frightening technologies are
golden age across the thousand light-years of human-occupied space
likewise unleashed.
known as the Inner Sphere. It also sees the creation of the most powerful
military in human history.
DARK AGE (3132+)
Under the guidance of Devlin Stone, the
SUCCESSION WARS (3025, 3030, 3040) Republic of the Sphere is born at the heart of
Every last member of First Lord Richard Cam-
the Inner Sphere following the Jihad. One of
eron’s family is killed during a coup launched
the more extensive periods of peace begins
by Stefan Amaris. Following the thirteen-year
to break out as the 32nd century dawns. The
war to unseat him, the rulers of each of the
factions, to one degree or another, embrace dis-
five Great Houses disband the Star League.
armament and the massive armies of the Succession Wars begin to
General Aleksandr Kerensky departs with
fade. However, in 3132 eighty percent of interstellar communications
eighty percent of the Star League Defense
collapses, throwing the universe into chaos. Wars almost immediately
Force beyond known space and the Inner
erupt and the factions begin rebuilding their armies.
Sphere collapses into centuries of warfare known as
the Succession Wars that will eventually result in a massive loss of
Sourcebooks
technology across most worlds.
As Catalyst Game Labs continues to publish new BattleTech prod-
ucts (and reprint previously published products), easy reference
CLAN INVASION (3052, 3057) logos—corresponding to those above—will be printed directly on
A mysterious invading force strikes the
their back covers. This will allow retailers and players alike to know at
coreward region of the Inner Sphere. The
a glance what eras are covered by a given product. For additionalease
invaders, called the Clans, are descendants
of reference, era logos will also appear on product’s sell sheet, on-line
of Kerensky’s SLDF troops, forged into a
products page and so on.
society dedicated to becoming the greatest
Note that if a Catalyst Game Labs BattleTech product does not con-
fighting force in history. With vastly superior
tain an era logo, then it is considered a core rulebook or supplement
technology and warriors, the Clans conquer
to be used across all eras, such as the Introductory Box Set, Total Warfare
world after world. Eventually this outside threat
and so on.