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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

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