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is used <strong>to</strong> write <strong>the</strong> number <strong>of</strong> sinks and <strong>the</strong>ir <strong>to</strong>tal heat dissipation<br />

capacity (in <strong>the</strong> event double heat sinks are used). DropShips,<br />

which operate on a zero-net-heat principle, do not use heat sinks,<br />

but simply list <strong>the</strong>ir number <strong>of</strong> sinks (and <strong>the</strong>ir <strong>to</strong>tal heat capacity)<br />

along with <strong>the</strong> <strong>to</strong>tal heat potential for each arc <strong>of</strong> weapon bays.<br />

O<strong>the</strong>r Blocks<br />

In addition <strong>to</strong> <strong>the</strong> above-mentioned data blocks, each record<br />

sheet type includes a varying degree <strong>of</strong> o<strong>the</strong>r blocks provided <strong>to</strong><br />

track warrior/pilot/crew data (including relevant Gunnery and Piloting<br />

skills), note cargo s<strong>to</strong>rage and o<strong>the</strong>r special features or <strong>to</strong> follow<br />

vital game play values, such as altitude, depth and so on. Because<br />

<strong>the</strong>se data blocks are generally used only during game play, <strong>the</strong>y<br />

have no bearing on construction unless o<strong>the</strong>rwise noted.<br />

’MECH RECORD SHEETS<br />

Two Blank Record Sheets provided with this book are used<br />

<strong>to</strong> track <strong>the</strong> design and use <strong>of</strong> BattleMechs or IndustrialMechs<br />

during combat. These same sheets may be used <strong>to</strong> represent<br />

regular ’Mechs and OmniMechs. Designers should be sure,<br />

however, <strong>to</strong> use <strong>the</strong> sheet associated with <strong>the</strong> correct body type<br />

before proceeding.<br />

’Mech Data<br />

The Unit Data block for BattleMechs and IndustrialMechs is<br />

called <strong>the</strong> ’Mech Data block. Located in <strong>the</strong> upper left corner,<br />

this section <strong>of</strong> <strong>the</strong> record sheet lists <strong>the</strong> ’Mech’s most important<br />

statistics, including <strong>the</strong> BattleMech type, <strong>to</strong>nnage, MP, weapons<br />

inven<strong>to</strong>ry, cost and Battle Value. Weapons <strong>of</strong> identical types and<br />

CLASSiC<br />

'MECH DATA<br />

’MECH RECORD SHEET<br />

WARRIOR DATA<br />

Type:<br />

Name:<br />

Movement Points:<br />

Tonnage:<br />

Gunnery Skill: Piloting Skill:<br />

Walking:<br />

Running:<br />

Tech Base:<br />

Clan<br />

Hits Taken 1 2 3 4 5 6<br />

Consciousness# 3 5 7 10 11 Dead<br />

Jumping:<br />

Inner Sphere<br />

Weapons & Equipment Inven<strong>to</strong>ry (hexes)<br />

Qty Type Loc Ht Dmg Min Sht Med Lng<br />

Left Arm<br />

( )<br />

TM T<br />

ARMOR DIAGRAM<br />

Head ( )<br />

Left Torso<br />

Right Torso<br />

( )<br />

( )<br />

Center<br />

Torso<br />

Rear ( )<br />

Right Arm<br />

( )<br />

Cost:<br />

BV:<br />

Left<br />

Torso Rear<br />

Right<br />

Torso Rear<br />

( )<br />

( )<br />

CRITICAL HIT TABLE<br />

Left Arm<br />

1. Shoulder<br />

2. Upper Arm Actua<strong>to</strong>r<br />

3. Lower Arm Actua<strong>to</strong>r<br />

1-3 4. Hand Actua<strong>to</strong>r<br />

5.<br />

Head<br />

1. Life Support<br />

2. Sensors<br />

3. Cockpit<br />

4.<br />

5. Sensors<br />

6. Life Support<br />

Right Arm<br />

1. Shoulder<br />

2. Upper Arm Actua<strong>to</strong>r<br />

3. Lower Arm Actua<strong>to</strong>r<br />

1-3 4. Hand Actua<strong>to</strong>r<br />

5.<br />

INTERNAL STRUCTURE DIAGRAM<br />

Head<br />

Left Torso ( ) Right Torso ( )<br />

Heat<br />

Scale<br />

Overflow<br />

30 *<br />

29<br />

28 *<br />

6.<br />

1.<br />

2.<br />

3.<br />

4-6 4.<br />

5.<br />

6.<br />

Left Torso<br />

1.<br />

2.<br />

3.<br />

1-3 4.<br />

5.<br />

6.<br />

1.<br />

2.<br />

3.<br />

4-6 4.<br />

5.<br />

6.<br />

Left Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

5.<br />

6.<br />

6.<br />

Center Torso<br />

1.<br />

1. Engine<br />

2.<br />

2. Engine<br />

3.<br />

3. Engine<br />

4-6<br />

1-3<br />

4.<br />

4. Gyro<br />

5.<br />

5. Gyro<br />

6.<br />

6. Gyro<br />

1. Gyro<br />

2. Engine<br />

Right Torso<br />

3. Engine<br />

4-6 4. Engine<br />

1.<br />

5.<br />

2.<br />

6.<br />

3.<br />

1-3 4.<br />

5.<br />

Engine Hits ¡ ¡ ¡ 6.<br />

Gyro Hits ¡ ¡<br />

1.<br />

Sensor Hits ¡ ¡<br />

2.<br />

Life Support ¡<br />

3.<br />

4-6 4.<br />

5.<br />

6.<br />

Right Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

Damage Transfer<br />

5.<br />

6.<br />

27<br />

Left<br />

Right 26 *<br />

Arm<br />

Arm 25 *<br />

( )<br />

( )<br />

24 *<br />

Center<br />

23 *<br />

Torso<br />

22*<br />

( )<br />

21<br />

Left<br />

Right<br />

20 *<br />

Leg<br />

Leg<br />

*<br />

( )<br />

19<br />

( )<br />

18 *<br />

17*<br />

16<br />

HEAT DATA<br />

15 *<br />

Heat<br />

Heat Sinks: 14 *<br />

Level* Effects<br />

( ) 13 *<br />

30 Shutdown<br />

28 Ammo Exp. avoid on 8+<br />

12<br />

26 Shutdown, avoid on 10+<br />

11<br />

25 –5 Movement Points<br />

10*<br />

24 +4 Modifier <strong>to</strong> Fire<br />

23 Ammo Exp. avoid on 6+<br />

9<br />

22 Shutdown, avoid on 8+<br />

8 *<br />

20 –4 Movement Points<br />

7<br />

19 Ammo Exp. avoid on 4+<br />

18 Shutdown, avoid on 6+<br />

6<br />

17 +3 Modifier <strong>to</strong> Fire<br />

5 5*<br />

15 –3 Movement Points<br />

14 Shutdown, avoid on 4+<br />

4<br />

13 +2 Modifier <strong>to</strong> Fire<br />

3<br />

10 –2 Movement Points Single<br />

2<br />

8 +1 Modifier <strong>to</strong> Fire<br />

5 1 Movement Points<br />

Double<br />

1<br />

Left<br />

Leg<br />

( )<br />

Center<br />

Torso<br />

( )<br />

Right<br />

Leg<br />

( )<br />

location may be combined on a single line <strong>to</strong> conserve space<br />

(though heat and damage should still be shown for only one<br />

weapon, as <strong>the</strong>se units resolve fi re by individual weapons). Ammunition<br />

need not be listed on <strong>the</strong> Weapons Inven<strong>to</strong>ry, as each bin<br />

will appear—and should be tracked—on <strong>the</strong> Critical Hits Table.<br />

Warrior Data<br />

This block—located at <strong>the</strong> center-<strong>to</strong>p <strong>of</strong> <strong>the</strong> record sheet—lists<br />

<strong>the</strong> name, skills and condition <strong>of</strong> <strong>the</strong> unit’s pilot.<br />

Critical Hits Table<br />

The Critical Hits Table—filling <strong>the</strong> lower-left block on <strong>the</strong><br />

sheet—is used <strong>to</strong> physically allocate <strong>the</strong> various components <strong>of</strong><br />

<strong>the</strong> ’Mech’s body, weapons and ammunition, and represents <strong>the</strong><br />

internal space available <strong>to</strong> <strong>the</strong>se units. Each part <strong>of</strong> <strong>the</strong> ’Mech’s<br />

body, such as <strong>the</strong> Left Arm, Right Leg or Center Torso, is referred <strong>to</strong><br />

as a location. Each line in a location (six in <strong>the</strong> head and legs, twelve<br />

in o<strong>the</strong>r locations) is referred <strong>to</strong> as a critical slot, or simply slot.<br />

Each slot usually represents a particular weapon or o<strong>the</strong>r piece<br />

<strong>of</strong> equipment susceptible <strong>to</strong> destruction. Remember that some<br />

equipment occupies so much space in <strong>the</strong> ’Mech that it requires<br />

multiple slots on <strong>the</strong> table, and in rare cases equipment may even<br />

require mounting in a specifi c location (such as <strong>the</strong> heavy Gauss<br />

rifl e) or is considered incompatible with o<strong>the</strong>r equipment (such as<br />

Clan ER PPCs and lower arm/hand actua<strong>to</strong>rs on OmniMechs).<br />

Armor Diagram<br />

The Armor Diagram fills most <strong>of</strong> <strong>the</strong> right-hand side <strong>of</strong> <strong>the</strong><br />

’Mech record sheet. It outlines each <strong>of</strong> <strong>the</strong> body locations found<br />

CLASSiC<br />

FOUR-LEGGED ’MECH RECORD SHEET<br />

'MECH DATA WARRIOR DATA<br />

Type:<br />

Name:<br />

Left<br />

Movement Points:<br />

Tonnage:<br />

Gunnery Skill: Piloting Skill:<br />

Torso<br />

( )<br />

Walking:<br />

Running:<br />

Tech Base:<br />

Clan<br />

Hits Taken 1 2 3 4 5 6<br />

Consciousness# 3 5 7 10 11 Dead<br />

Jumping:<br />

Inner Sphere<br />

Weapons & Equipment Inven<strong>to</strong>ry (hexes)<br />

Qty Type Loc Ht Dmg Min Sht Med Lng<br />

Cost:<br />

CRITICAL HIT TABLE<br />

Left Front Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

5.<br />

6.<br />

Left Torso<br />

1.<br />

2.<br />

3.<br />

1-3 4.<br />

5.<br />

6.<br />

1.<br />

2.<br />

3.<br />

4-6 4.<br />

5.<br />

6.<br />

Left Rear Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

5.<br />

6.<br />

BV:<br />

Head<br />

1. Life Support<br />

2. Sensors<br />

3. Cockpit<br />

4.<br />

5. Sensors<br />

6. Life Support<br />

Center Torso<br />

1. Engine<br />

2. Engine<br />

3. Engine<br />

1-3 4. Gyro<br />

5. Gyro<br />

6. Gyro<br />

1. Gyro<br />

2. Engine<br />

3. Engine<br />

4-6 4. Engine<br />

5.<br />

6.<br />

Engine Hits ¡ ¡ ¡<br />

Gyro Hits ¡ ¡<br />

Sensor Hits ¡ ¡<br />

Life Support ¡<br />

Right Front Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

5.<br />

6.<br />

Right Torso<br />

1.<br />

2.<br />

3.<br />

1-3 4.<br />

5.<br />

6.<br />

1.<br />

2.<br />

3.<br />

4-6 4.<br />

5.<br />

6.<br />

Right Rear Leg<br />

1. Hip<br />

2. Upper Leg Actua<strong>to</strong>r<br />

3. Lower Leg Actua<strong>to</strong>r<br />

4. Foot Actua<strong>to</strong>r<br />

5.<br />

6.<br />

Damage Transfer<br />

TM T<br />

Left<br />

Front Leg<br />

( )<br />

ARMOR DIAGRAM<br />

Head ( )<br />

Left<br />

Rear Leg<br />

( )<br />

Center C<br />

Torso<br />

( )<br />

Right<br />

Rear Leg<br />

( )<br />

Right<br />

Torso<br />

( )<br />

Right<br />

Front Leg<br />

( )<br />

Left<br />

Right<br />

Torso Rear<br />

Torso Rear<br />

( )<br />

( )<br />

Center Torso Rear ( )<br />

INTERNAL STRUCTURE DIAGRAM<br />

Heat<br />

Scale<br />

Left<br />

Head<br />

Right Overflow<br />

Torso<br />

Torso<br />

( )<br />

( )<br />

30 *<br />

29<br />

28 *<br />

27<br />

Left<br />

Right 26 *<br />

Front Leg<br />

Front Leg 25 *<br />

( )<br />

( ) 24 *<br />

Center<br />

23 *<br />

Left<br />

Rear Leg<br />

( )<br />

Torso<br />

( )<br />

22*<br />

Right<br />

21<br />

Rear Leg<br />

20 *<br />

( )<br />

19 *<br />

18 *<br />

17*<br />

HEAT DATA<br />

16<br />

15 *<br />

Heat<br />

Heat Sinks: 14 *<br />

Level* Effects<br />

( )<br />

30 Shutdown<br />

28 Ammo Exp. avoid on 8+<br />

26 Shutdown, avoid on 10+<br />

25 –5 Movement Points<br />

24 +4 Modifier <strong>to</strong> Fire<br />

23 Ammo Exp. avoid on 6+<br />

22 Shutdown, avoid on 8+<br />

20 –4 Movement Points<br />

19 Ammo Exp. avoid on 4+<br />

18 Shutdown, avoid on 6+<br />

17 +3 Modifier <strong>to</strong> Fire<br />

15 –3 Movement Points<br />

14 Shutdown, avoid on 4+<br />

13 +2 Modifier <strong>to</strong> Fire<br />

10 –2 Movement Points Single<br />

8 +1 Modifier <strong>to</strong> Fire<br />

5 1 Movement Points<br />

Double<br />

13 *<br />

12<br />

11<br />

10*<br />

9<br />

8 *<br />

7<br />

6<br />

5 5*<br />

4<br />

3<br />

2<br />

1

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