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on <strong>the</strong> ’Mech, including <strong>the</strong> rear <strong>to</strong>rso locations, followed by<br />

an internal structure diagram. When fi nalizing a ’Mech design,<br />

<strong>the</strong> designer must black out all excess armor and internal<br />

structure by location.<br />

Heat Scale<br />

Located below <strong>the</strong> Armor Diagram, <strong>the</strong> Heat Scale on a<br />

’Mech Record Sheet provides a place <strong>to</strong> note <strong>the</strong> number <strong>of</strong><br />

heat sinks on <strong>the</strong> design, as well as <strong>the</strong>ir type (single or double)<br />

and <strong>to</strong>tal heat-absorption capacity. This block uses circles<br />

<strong>the</strong> same way as <strong>the</strong> Armor Diagram; any extra sinks must be<br />

blacked out when fi nalizing <strong>the</strong> unit’s design.<br />

CLASSiC<br />

© 2007 WizKids, Inc. Classic BattleTech, ’Mech and BattleMech are trademarks <strong>of</strong> WizKids, Inc. All rights reserved.<br />

Permission <strong>to</strong> pho<strong>to</strong>copy for personal use.<br />

PROTOMECH<br />

RECORD SHEET<br />

PROTOMECH 1<br />

WEAPONS INVENTORY<br />

HIT LOCATIONS AND CRITICAL HITS<br />

Type:<br />

LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT<br />

Tons:<br />

Main Gun:<br />

2 Main Gun Main Gun Destroyed<br />

Right Arm:<br />

ARMOR DIAGRAM<br />

Main Gun<br />

Head<br />

Movement Points:<br />

Left Arm:<br />

4 Right Arm +1 <strong>to</strong> Hit Right Arm Destroyed<br />

Walk/Run/Jump<br />

/ /<br />

Torso A:<br />

Torso B:<br />

Ammo:<br />

5,9 Legs<br />

6,7,8 Torso<br />

–1 Walk MP<br />

–1 Jump*<br />

1/2 Walk MP<br />

1/2 Jump*<br />

No Move<br />

Pro<strong>to</strong><br />

Left<br />

Arm<br />

Torso TT<br />

Legs eg<br />

Right<br />

Arm<br />

Destroyed<br />

PILOT DATA<br />

Name:<br />

Gunnery Skill:<br />

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

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

Cost: C-bills BV:<br />

10 Left Arm +1 <strong>to</strong> Hit Left Arm Destroyed<br />

12 Head +1 <strong>to</strong> Hit +2 <strong>to</strong> Hit<br />

no Long range shots<br />

*Roll 1D6:<br />

1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed<br />

PROTOMECH 2<br />

WEAPONS INVENTORY<br />

HIT LOCATIONS AND CRITICAL HITS<br />

Type:<br />

LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT<br />

Tons:<br />

Main Gun:<br />

2 Main Gun Main Gun Destroyed<br />

Right Arm:<br />

ARMOR DIAGRAM<br />

Main Gun<br />

Head<br />

Movement Points:<br />

Left Arm:<br />

4 Right Arm +1 <strong>to</strong> Hit Right Arm Destroyed<br />

Walk/Run/Jump<br />

/ /<br />

Torso A:<br />

Torso B:<br />

Ammo:<br />

5,9 Legs<br />

6,7,8 Torso<br />

–1 Walk MP<br />

–1 Jump*<br />

1/2 Walk MP<br />

1/2 Jump*<br />

No Move<br />

Pro<strong>to</strong><br />

Left<br />

Arm<br />

Torso TT<br />

Legs eg<br />

Right<br />

Arm<br />

Destroyed<br />

PILOT DATA<br />

Name:<br />

Gunnery Skill:<br />

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

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

Cost: C-bills BV:<br />

10 Left Arm +1 <strong>to</strong> Hit Left Arm Destroyed<br />

12 Head +1 <strong>to</strong> Hit +2 <strong>to</strong> Hit<br />

no Long range shots<br />

*Roll 1D6:<br />

1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed<br />

PROTOMECH 3<br />

WEAPONS INVENTORY<br />

HIT LOCATIONS AND CRITICAL HITS<br />

Type:<br />

LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT<br />

Tons:<br />

Main Gun:<br />

2 Main Gun Main Gun Destroyed<br />

Right Arm:<br />

ARMOR DIAGRAM<br />

Main Gun<br />

Head<br />

Movement Points:<br />

Left Arm:<br />

4 Right Arm +1 <strong>to</strong> Hit Right Arm Destroyed<br />

Walk/Run/Jump<br />

/ /<br />

Torso A:<br />

Torso B:<br />

Ammo:<br />

5,9 Legs<br />

6,7,8 Torso<br />

–1 Walk MP<br />

–1 Jump*<br />

1/2 Walk MP<br />

1/2 Jump*<br />

No Move<br />

Pro<strong>to</strong><br />

Left<br />

Arm<br />

Torso TT<br />

Legs eg<br />

Right<br />

Arm<br />

Destroyed<br />

PILOT DATA<br />

Name:<br />

Gunnery Skill:<br />

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

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

Cost: C-bills BV:<br />

10 Left Arm +1 <strong>to</strong> Hit Left Arm Destroyed<br />

12 Head +1 <strong>to</strong> Hit +2 <strong>to</strong> Hit<br />

no Long range shots<br />

*Roll 1D6:<br />

1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed<br />

PROTOMECH 4<br />

WEAPONS INVENTORY<br />

HIT LOCATIONS AND CRITICAL HITS<br />

Type:<br />

LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT<br />

Tons:<br />

Main Gun:<br />

2 Main Gun Main Gun Destroyed<br />

Right Arm:<br />

ARMOR DIAGRAM<br />

Main Gun<br />

Head<br />

Movement Points:<br />

Left Arm:<br />

4 Right Arm +1 <strong>to</strong> Hit Right Arm Destroyed<br />

Walk/Run/Jump<br />

/ /<br />

Torso A:<br />

Torso B:<br />

Ammo:<br />

5,9 Legs<br />

6,7,8 Torso<br />

–1 Walk MP<br />

–1 Jump*<br />

1/2 Walk MP<br />

1/2 Jump*<br />

No Move<br />

Pro<strong>to</strong><br />

Left<br />

Arm<br />

Torso TT<br />

Legs eg<br />

Right<br />

Arm<br />

Destroyed<br />

PILOT DATA<br />

Name:<br />

Gunnery Skill:<br />

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

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

Cost: C-bills BV:<br />

10 Left Arm +1 <strong>to</strong> Hit Left Arm Destroyed<br />

12 Head +1 <strong>to</strong> Hit +2 <strong>to</strong> Hit<br />

no Long range shots<br />

*Roll 1D6:<br />

1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed<br />

PROTOMECH 5<br />

WEAPONS INVENTORY<br />

HIT LOCATIONS AND CRITICAL HITS<br />

Type:<br />

LOC. TYPE Dmg Min Sht Med Lng 2D6 LOCATION 1st HIT 2nd HIT 3rd HIT<br />

Tons:<br />

Main Gun:<br />

2 Main Gun Main Gun Destroyed<br />

Right Arm:<br />

ARMOR DIAGRAM<br />

Main Gun<br />

Head<br />

Movement Points:<br />

Left Arm:<br />

4 Right Arm +1 <strong>to</strong> Hit Right Arm Destroyed<br />

Walk/Run/Jump<br />

/ /<br />

Torso A:<br />

Torso B:<br />

Ammo:<br />

5,9 Legs<br />

6,7,8 Torso<br />

–1 Walk MP<br />

–1 Jump*<br />

1/2 Walk MP<br />

1/2 Jump*<br />

No Move<br />

Pro<strong>to</strong><br />

Left<br />

Arm<br />

Torso TT<br />

Legs eg<br />

Right<br />

Arm<br />

Destroyed<br />

PILOT DATA<br />

Name:<br />

Gunnery Skill:<br />

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

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

Cost: C-bills BV:<br />

10 Left Arm +1 <strong>to</strong> Hit Left Arm Destroyed<br />

12 Head +1 <strong>to</strong> Hit +2 <strong>to</strong> Hit<br />

no Long range shots<br />

*Roll 1D6:<br />

1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed<br />

PROTOMECH RECORD SHEET<br />

Pro<strong>to</strong>Mech Record Sheets provide enough data blocks<br />

for fi ve individual Pro<strong>to</strong>Mechs per page, allowing players <strong>to</strong><br />

track an entire Pro<strong>to</strong>Mech Point at one time. Each Pro<strong>to</strong>Mech<br />

receives its own overall block <strong>of</strong> data, which is in turn divided<br />

up among smaller sub-blocks as follows.<br />

Pro<strong>to</strong>Mech Data<br />

This information, located at <strong>the</strong> <strong>to</strong>p-left <strong>of</strong> each Pro<strong>to</strong>Mech<br />

block, is <strong>the</strong> Pro<strong>to</strong>Mech equivalent <strong>of</strong> <strong>the</strong> Unit Data block. It provides<br />

space <strong>to</strong> note <strong>the</strong> Pro<strong>to</strong>Mech’s model name (Type), weight<br />

(Tons) and Movement Points (Walking/Running/Jumping). Cost<br />

and BV lines are located below <strong>the</strong> Pilot Data block.<br />

Weapons Inven<strong>to</strong>ry<br />

Located <strong>to</strong> <strong>the</strong> right <strong>of</strong> <strong>the</strong> Pro<strong>to</strong>Mech Data block, <strong>the</strong><br />

Weapons Inven<strong>to</strong>ry provides a detailed listing <strong>of</strong> <strong>the</strong> weapons<br />

TM T<br />

carried by each Pro<strong>to</strong>Mech, with locations pre-noted (as Pro<strong>to</strong>-<br />

Mechs may mount only a fi xed number <strong>of</strong> items per location).<br />

Similar <strong>to</strong> <strong>the</strong> ’Mech Weapons Inven<strong>to</strong>ry, lines are provided<br />

in this block for each weapon type (for example, ER medium<br />

laser), damage and ranges (in hexes).<br />

Pilot Data<br />

The Pilot Data block for <strong>the</strong> Pro<strong>to</strong>Mech is shown below <strong>the</strong><br />

Pro<strong>to</strong>Mech’s basic data and Weapons Inven<strong>to</strong>ry.<br />

Hit Locations and Critical Hits<br />

This sub-block incorporates a Hit Location table for each<br />

Pro<strong>to</strong>Mech, as well as a list <strong>of</strong> specifi c eff ects from multiple<br />

critical hits <strong>to</strong> each location on <strong>the</strong> Pro<strong>to</strong>Mech.<br />

Armor Diagram<br />

On <strong>the</strong> far right <strong>of</strong> each Pro<strong>to</strong>Mech’s block is <strong>the</strong> Armor Diagram.<br />

Similar <strong>to</strong> <strong>the</strong> ’Mech Armor Diagram, each circle here<br />

represents a point <strong>of</strong> armor or internal structure, with white<br />

circles representing armor and shaded circles representing<br />

internal structure. When fi nalizing a Pro<strong>to</strong>Mech design, <strong>the</strong><br />

designer must black out all excess armor and internal structure<br />

circles by location, leaving open only <strong>the</strong> points assigned<br />

<strong>to</strong> each location.<br />

Despite improving relations, a Pro<strong>to</strong>Mech-centered Blood Spirit force raids a Clan Coyote outpost.<br />

RH<br />

INTRODUCTION<br />

CONSTRUCTION<br />

BASICS<br />

BATTLEMECH<br />

CONSTRUCTION<br />

INDUSTRIALMECH<br />

CONSTRUCTION<br />

PROTOMECH<br />

CONSTRUCTION<br />

COMBAT VEHICLE<br />

CONSTRUCTION<br />

SUPPORT VEHICLE<br />

CONSTRUCTION<br />

CONV. INFANTRY<br />

CONSTRUCTION<br />

BATTLE ARMOR<br />

CONSTRUCTION<br />

AEROSPACE UNIT<br />

CONSTRUCTION<br />

WEAPONS AND<br />

HEAVY EQUIPMENT<br />

INFANTRY WEAPONS<br />

AND EQUIPMENT<br />

COSTS AND<br />

AVAILABILITY<br />

BATTLE VALUE<br />

INDEX<br />

RECORD SHEETS<br />

25

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