the shape of things to come
the shape of things to come
the shape of things to come
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BATTLE ARMOR RECORD SHEET<br />
Each Battle Armor Record Sheet can record <strong>the</strong> information<br />
for fi ve Points or squads <strong>of</strong> battle armor at a time. Designed <strong>to</strong><br />
accommodate any type <strong>of</strong> battle armor for <strong>the</strong> Inner Sphere<br />
or Clans, this sheet—like that for Pro<strong>to</strong>Mechs—is broken in<strong>to</strong><br />
multiple blocks <strong>to</strong> track entire squads.<br />
The data is highly simplifi ed, with each block assigned <strong>to</strong><br />
a single type <strong>of</strong> battlesuit, and incorporating <strong>the</strong> Squad Data<br />
including <strong>the</strong> suit model used (Type), Gunnery and Anti-’Mech<br />
skills <strong>of</strong> its troopers, Ground MP, Non-Ground MP (including<br />
type) and Weapons Inven<strong>to</strong>ry (with each weapon’s type, location,<br />
damage and range, noting ammunition only for missile<br />
weapons). Additional boxes are provided <strong>to</strong> track whatever<br />
special capabilities <strong>the</strong> suits may have (Anti-’Mech Swarm,<br />
Anti-’Mech Leg Attacks, Mechanized Battle Armor rules usage,<br />
and even <strong>the</strong> ability <strong>to</strong> operate anti-personnel weapons).<br />
Along <strong>the</strong> right side <strong>of</strong> each Point/Squad Data block are<br />
rows <strong>of</strong> white circles, each beginning with a gray-shaded circle.<br />
These rows indicate <strong>the</strong> troopers in that squad and <strong>the</strong>ir armor<br />
values. Any excess troopers should be blacked out when fi nalizing<br />
<strong>the</strong> squad’s design, as should any excess armor points<br />
per trooper. If <strong>the</strong> armor has stealth capabilities or <strong>the</strong> like<br />
(including modifi ers for short, medium and long range), that<br />
information must be noted on <strong>the</strong> lines following <strong>the</strong>se rows.<br />
CONVENTIONAL INFANTRY RECORD SHEETS<br />
Two infantry record sheets appear in TechManual for player<br />
use: <strong>the</strong> blank Conventional Infantry Record Sheet, and <strong>the</strong><br />
Generic Conventional Infantry Record Sheet. The blank sheet<br />
CLASSiC<br />
TM T<br />
CONVENTIONAL<br />
INFANTRY RECORD<br />
SHEET<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 1<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
Max Weapon Damage*<br />
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9<br />
RANGE IN HEXES (TO-HIT MODIFIER)<br />
8 7 6 5 4 3 2 1<br />
*Damage is always applied<br />
in 2-point Damage Value<br />
groupings<br />
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21<br />
Range Modifier<br />
— — — — — — — — — — — — — — — — — — — — — —<br />
Movement MP: Type:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 2<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
Max Weapon Damage*<br />
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9<br />
RANGE IN HEXES (TO-HIT MODIFIER)<br />
8 7 6 5 4 3 2 1<br />
*Damage is always applied<br />
in 2-point Damage Value<br />
groupings<br />
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21<br />
Range Modifier<br />
— — — — — — — — — — — — — — — — — — — — — —<br />
Movement MP: Type:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 3<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
Max Weapon Damage*<br />
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9<br />
RANGE IN HEXES (TO-HIT MODIFIER)<br />
8 7 6 5 4 3 2 1<br />
*Damage is always applied<br />
in 2-point Damage Value<br />
groupings<br />
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21<br />
Range Modifier<br />
— — — — — — — — — — — — — — — — — — — — — —<br />
Movement MP: Type:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 4<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
Max Weapon Damage*<br />
30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9<br />
RANGE IN HEXES (TO-HIT MODIFIER)<br />
8 7 6 5 4 3 2 1<br />
*Damage is always applied<br />
in 2-point Damage Value<br />
groupings<br />
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21<br />
Range Modifier<br />
— — — — — — — — — — — — — — — — — — — — — —<br />
Movement MP: Type:<br />
BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE<br />
’MECHS, PROTOMECHS S AND VEHICLES<br />
NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE<br />
WEAPON<br />
AP Gauss Rifle<br />
Light Machine Gun<br />
Machine Gun<br />
Heavy Machine Gun<br />
Small/Micro Pulse Laser<br />
Flamer<br />
DAMAGE vs. CONVENTIONAL INFANTRY<br />
2D6<br />
1D6<br />
2D6<br />
3D6<br />
2D6<br />
4D6<br />
WEAPON TYPE*<br />
Direct Fire (Ballistic or Energy)<br />
Cluster (Ballistic)<br />
Pulse**<br />
Cluster (Missile)<br />
Area-Effect (AE)<br />
Burst-Fire<br />
NUMBER OF CONVENTIONAL<br />
TROOPERS HIT†<br />
Damage Value / 10<br />
Damage Value / 10 + 1<br />
Damage Value / 10 + 2<br />
Damage Value / 5<br />
Damage Value / .5<br />
See Burst-Fire Weapons Table<br />
BATTLE ARMOR<br />
Heat-Effect Weapons See Heat-Effect Weapons‡<br />
WEAPON<br />
Light Machine Gun<br />
Machine Gun<br />
DAMAGE vs. CONVENTIONAL INFANTRY<br />
1D6/2 (round up)<br />
1D6<br />
*See Combat, p. 113 in Total Warfare, for weapon terminology.<br />
**Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.<br />
†This equals <strong>the</strong> number <strong>of</strong> conventional infantry troopers hit and eliminated, regardless <strong>of</strong> armor protection.<br />
Attacks by non-infantry weapons against mechanized infantry double <strong>the</strong> number <strong>of</strong> troopers eliminated;<br />
Heavy Machine Gun 2D6<br />
round all fractions up.<br />
Flamer<br />
Light Recoilless Rifle<br />
Medium Recoilless Rifle<br />
3D6<br />
1D6<br />
2D6<br />
‡Each Heat-Effect Weapon has specific damage against conventional infantry, as noted on ei<strong>the</strong>r <strong>the</strong><br />
appropriate Weapon and Equipment Tables or in O<strong>the</strong>r Combat Weapons and Equipment t (see p. 129 in<br />
Total Warfare).<br />
Heavy Recoilless Rifle 2D6<br />
Light Mortar 1D6<br />
Heavy Mortar 1D6<br />
A t ti G d L h 1D6/2 ( d )<br />
is designed for use in creating conventional infantry pla<strong>to</strong>ons<br />
<strong>of</strong> <strong>the</strong> designer’s choosing. The generic sheet is ready-made,<br />
with data for <strong>the</strong> basic pla<strong>to</strong>on types already featured in Total<br />
Warfare and legal for standard rules play.<br />
The Infantry Record Sheets are arranged along similar lines<br />
<strong>to</strong> those for battle armor, with multiple pla<strong>to</strong>ons (Points)<br />
shown per pla<strong>to</strong>on block. Each <strong>of</strong> <strong>the</strong>se blocks provides lines<br />
<strong>to</strong> note <strong>the</strong> pla<strong>to</strong>on’s overall Gunnery and Anti-’Mech skills,<br />
as well as <strong>the</strong>ir MP and Movement (Motive) Type. A row <strong>of</strong> 30<br />
trooper icons—each representing a single soldier—makes<br />
up <strong>the</strong> rest <strong>of</strong> <strong>the</strong>se blocks. As troopers in <strong>the</strong>se rules have no<br />
armor points per se, each trooper represents a single point<br />
<strong>of</strong> damage <strong>the</strong> pla<strong>to</strong>on can sustain. Excess troopers in each<br />
pla<strong>to</strong>on must be blacked out when fi nalizing pla<strong>to</strong>on construction,<br />
starting with <strong>the</strong> leftmost trooper in <strong>the</strong> row. [Note:<br />
Some pla<strong>to</strong>on types fi eld more than 30 troopers. To refl ect<br />
this, <strong>the</strong> player may use multiple lines and divide <strong>the</strong> number<br />
<strong>of</strong> troopers equally among <strong>the</strong> required number <strong>of</strong> lines. For<br />
example, a Marian conventional pla<strong>to</strong>on <strong>of</strong> 100 men should<br />
be treated as four 25-man pla<strong>to</strong>ons in combat.]<br />
On <strong>the</strong> blank Infantry Record Sheet, two blocks <strong>of</strong> data<br />
following <strong>the</strong> pla<strong>to</strong>on blocks are left blank: <strong>the</strong> Conventional<br />
Infantry Damage Table and <strong>the</strong> Conventional Infantry Range<br />
Modifi ers Table blocks. These blocks are used <strong>to</strong> note how<br />
much damage a pla<strong>to</strong>on may inflict for each number <strong>of</strong><br />
active troopers, and what range modifi ers are applied <strong>to</strong> <strong>the</strong>ir<br />
attacks at any given number <strong>of</strong> hexes. For an example <strong>of</strong> how<br />
this information is presented, designers may use <strong>the</strong> Generic<br />
Infantry Record Sheet as a guide.<br />
CLASSiC<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 1<br />
30 29 28 27 26 25 24 23 22 21 20<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 2<br />
30 29 28 27 26 25 24 23 22 21 20<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 3<br />
30 29 28 27 26 25 24 23 22 21 20<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 4<br />
30 29 28 27 26 25 24 23 22 21 20<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
CONVENTIONAL INFANTRY: PLATOON/POINT 5<br />
30 29 28 27 26 25 24 23 22 21 20<br />
Gunnery Skill:<br />
Anti-’Mech Skill:<br />
CONVENTIONAL INFANTRY DAMAGE TABLE<br />
TM T<br />
Movement MP: Type:<br />
Movement MP: Type:<br />
Movement MP: Type:<br />
Movement MP: Type:<br />
Movement MP: Type:<br />
GENERIC CONVENTIONAL<br />
INFANTRY RECORD<br />
SHEET<br />
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
MAX WEAPON DAMAGE<br />
NUMBER OF TROOPERS<br />
PER PLATOON/POINT TYPE* 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1<br />
Rifle, Ballistic 16 15 15 14 14 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1<br />
Rifle, Energy 8 8 8 8 7 7 7 6 6 6 6 5 5 5 4 4 4 4 3 3 3 3 2 2 2 1 1 1 1 0<br />
Machine Gun 17 16 16 15 15 14 13 13 12 12 11 11 10 10 9 8 8 7 7 6 6 5 4 4 3 3 2 2 1 1<br />
SRM 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0<br />
*Damage is always applied<br />
in 2-point Damage Value<br />
groupings<br />
LRM 13 12 12 11 11 11 10 10 9 9 9 8<br />
Flamer 14 14 14 13 12 12 12 11 11 10 10 9<br />
8<br />
9<br />
7<br />
8<br />
7<br />
8<br />
6<br />
7<br />
6<br />
7<br />
6<br />
6<br />
5<br />
6<br />
5<br />
5<br />
4<br />
5<br />
4<br />
4<br />
3<br />
4<br />
3<br />
3<br />
3<br />
3<br />
2<br />
2<br />
2<br />
2<br />
1<br />
1<br />
1<br />
1<br />
0<br />
0<br />
CONVENTIONAL INFANTRY RANGE MODIFIER TABLE<br />
BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE<br />
WEAPON TYPE RANGE IN HEXES (TO-HIT MODIFIER)<br />
’MECHS, PROTOMECHS S AND VEHICLES<br />
0 1 2 3 4 5 6 7 8 9<br />
Rifle, Ballistic –2 0 +2 +4 — — — — — —<br />
WEAPON DAMAGE vs. CONVENTIONAL INFANTRY<br />
Rifle, Energy –2 0 0 +2 +2 +4 +4 — — —<br />
AP Gauss Rifle 2D6<br />
Machine Guns –2 0 +2 +4 — — — — — —<br />
Light Machine Gun 1D6<br />
SRM –1 0 0 +2 +2 +4 +4 — — -—<br />
Machine Gun 2D6<br />
LRM –1 0 0 0 +2 +2 +2 +4 +4 +4<br />
Heavy Machine Gun 3D6<br />
Flamer –1 0 +2 +4 — — — — — —<br />
Small/Micro Pulse Laser 2D6<br />
Flamer 4D6<br />
NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE<br />
BATTLE ARMOR<br />
NUMBER OF CONVENTIONAL<br />
WEAPON DAMAGE vs. CONVENTIONAL INFANTRY<br />
WEAPON TYPE*<br />
Direct Fire (Ballistic or Energy)<br />
Cluster (Ballistic)<br />
Pulse**<br />
Cluster (Missile)<br />
Area-Effect (AE)<br />
Burst-Fire<br />
Heat-Effect Weapons<br />
TROOPERS HIT†<br />
Damage Value / 10<br />
Damage Value / 10 + 1<br />
Damage Value / 10 + 2<br />
Damage Value / 5<br />
Damage Value / .5<br />
See Burst-Fire Weapons Table<br />
See Heat-Effect Weapons‡<br />
Light Machine Gun<br />
Machine Gun<br />
Heavy Machine Gun<br />
Flamer<br />
Light Recoilless Rifle<br />
Medium Recoilless Rifle<br />
Heavy Recoilless Rifle<br />
Light Mortar<br />
Heavy Mortar<br />
1D6/2 (round up)<br />
1D6<br />
2D6<br />
3D6<br />
1D6<br />
2D6<br />
2D6<br />
1D6<br />
1D6<br />
*See Combat, p. 113 in Total Warfare, for weapon terminology.<br />
**Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.<br />
†This equals <strong>the</strong> number <strong>of</strong> conventional infantry troopers hit and eliminated, regardless <strong>of</strong> armor protection.<br />
Attacks by non-infantry weapons against mechanized infantry double <strong>the</strong> number <strong>of</strong> troopers eliminated;<br />
round all fractions up.<br />
Au<strong>to</strong>matic Grenade Launcher<br />
Heavy Grenade Launcher<br />
1D6/2 (round up)<br />
1D6<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 />
27