BT Record Sheets 3075.pdf

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TM
TM
A TOTAL WARFARE COMPANION
You’ve grasped the tactics involved
with the additional units and weapons
from
Total Warfare
to
defeat your opponents.
Now you own
Technical
Readout: 3075
and want
to deploy some of those
’Mechs, battle armor and
vehicles on your gaming
table. Grab your dice
and start rolling, because
these sheets are for you!
Record Sheets: 3075
contains
forty pre-printed ’Mech record
sheets that will have players firing
autocannons, missiles and PPCs at
each other in no time. More than forty battle
armor, vehicle and aerospace fighter sheets
bring the excitement of combined-arms
game play to any table top. Two ready-
to-play scenarios focus on the highlights
of this volume, while an extensive Rules
Addendum section provides a sneak peak
of all the advanced rules options provided
in
Tactical Operations
and
Strategic
Operations.
Finally, the Quick-Start Manei
Domini rules introduce the Word of
Blake super soldiers of the current Inner
Sphere-shaking Jihad storyline for easy
use on your gaming table.
Record Sheets: 3075
is a stand-alone book, but
Technical Readout: 3075
is recommended for use.
Under License From
®
STAR LEAGUE ERA
CLAN INVASION ERA
JIHAD ERA
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
WEBSITE: CATALYSTGAMELABS.COM
©2010 The Topps Company, Inc. All Rights Reserved. Classic BattleTech Record Sheets: 3075, Classic BattleTech Technical Readout: 3075, 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 InMediaRes Productions, LLC. Printed in the USA.
CLASSIC BATTLETECH
CLASSIC BATTLETECH
RECORD SHEETS: 3075
TM
• CATALYST GAME LABS •
CREDITS
Project Development
Randall N. Bills
Writing
Randall N. Bills
Bjørn Schmidt
Product Editing
Diane Piron-Gelman
Jason Schmetzer
BattleTech Line Developer
Herbert A. Beas II
Production Sta
Art Direction
Randall N. Bills
Cover Art
Michael Komarck
Cover Design
David M. Stansel-Garner
BattleTech Logo Design
Shane Hartley, Steve Walker and Matt Heerdt
Layout
Adam Jury
Illustrations
Doug Cha ee
Brent Evans
Matt Plog
Record Sheets
David L. McCulloch
Playtesters/Proofreaders
Joel Agee, Ray Arrastia, Ron Barter, James Brown, Rich Cencarik, Brian
“Brian Davion” Critchley, Kostantin Dika, Nicolai Duda, Andrew “Maelwys”
Duncanson, Bruce Ford, Anthony “shadhawk” Hardenburgh, Ken’ Horner,
Ryan “Pyro” Johnson, Michael Koning, Edward La erty, Chris “Alex Knight”
Marti, Darrell “FlailingDeath” Myers, Aaron “Gravedigger” Pollyea, Eric
Salzman, Christopher Smith, Sam Snell, John Surette, Geo Swift, John
Uchelenko, Chris Wheeler,
©2010 The Topps Company, Inc. All Rights Reserved. BattleTech Record
Sheets: 3075, Classic BattleTech, BattleTech, ’Mech, BattleMech and
MechWarrior are registered trademarks and/or trademarks of The Topps
Company, Inc., in the United States and/or other countries. No part of this
work may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means, without the prior permission in writing of the
Copyright Owner, nor be otherwise circulated in any form other than that
in which it is published.
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC
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FIND US ONLINE:
Precentor_martial@classicbattletech.com
(e-mail address for any BattleTech questions)
http://www.classicbattletech.com
(o cial BattleTech web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
http://www.battlecorps.com/catalog
(online ordering)
INTRODUCTION
Welcome to
Record Sheets: 3075!
As a companion volume
to
Total Warfare,
players will have moved beyond the intro-
ductory products for
BattleTech
when purchasing this book.
Nevertheless this product is still designed to be quick and easy
to use and will have you tossing dice in no time.
To use this product players will need to have
Total Warfare.
HOW TO USE THIS BOOK
Having graduated from the
Introductory Box Set
and perhaps
having picked up
Technical Readout: 3075,
you might be won-
dering why you need this book. While a blank ’Mech record
sheet is included in the
Introductory Box Set
for players who
wish to design their own ’Mechs, the Technical Readout and
Record Sheets series of products opens a wide door to cool,
fun designs that can bring additional tactics and enjoyment to
any gaming table.
Record Sheets: 3075
widens the options available to players,
and does so with an eye toward ease of use that is the hallmark
of all
BattleTech
products. Players have only to photocopy any
design they wish to play and can immediately start marching
across the battle eld.
Rules Addendum and Scenarios
A complete
Rules Addendum
follows this introduction
before the start of the record sheets. It includes ready-to-play
scenarios as well as a host of more advanced movement and
combat options. Also included are quick-start rules to play
the Manei Domini, the fanatical Word of Blake cyber-soldiers
featured in the scenarios.
Why Doesn’t This Book Match Technical Readout: 3075?
Players will quickly note that not all the units found in
Tech-
nical Readout: 3075
appear in
Record Sheets: 3075.
For example,
even with
Total Warfare
at hand, players do not have rules to
play some of the units, such as the WarShips and JumpShips
(those rules are covered in
Strategic Operations).
This creates
an easy-to-use product, where every sheet is 100 percent
usable by any player (the one exception are artillery weapons,
where a player must own
Tactical Operation
to use).
Players who want pre-printed record sheets for units in
Technical Readout: 3075
that do not appear in this record sheet
book (or for any variants mentioned in the Technical Readout)
can purchase the
Record Sheet: 3075
PDF—as well as many
other
BattleTech
products—at www.battlecorps.com/catalog.
3
RULES ADDENDUM
The following rules are a small selection of advanced rules
that build on those from
Total Warfare.
To use Evading movement, a ’Mech must have two working
hip actuators. Also, a prone ’Mech receives no bene t from
Evading movement, even if it started the Movement Phase
using Evading movement. For example, if an Evading ’Mech
fails a Piloting Skill Roll during the Movement Phase of a turn,
it does not receive the +1 to-hit modi er during the Weapon
Attack and Physical Attack phases of that turn.
A ’Mech may not engage MASC when using the evading
movement mode.
Shielding (Movement Mode)
ADVANCED MOVEMENT
AND COMBAT OPTIONS
The following advanced
movement and combat options
are just a slice of all that
Tacti-
cal Operations—The
Advanced
Planetar y Conquest Rules
book—has to offer, providing
additional tactics to spice up
any type of scenario.
MOVEMENT MODES
This section includes rules for new movement modes, as
well a new movement capability: hurried movement.
As per standard rules, only a single type of movement mode
(noted in parenthesis below) can be chosen in a turn.
Sprinting (Movement Mode)
To use sprinting movement, a ’Mech must have two working
hip actuators. A ’Mech’s Sprinting MP is twice its current Walk-
ing/Cruising MP. Sprinting generates 3 Heat Points per turn.
Because keeping a ’Mech safely moving at such high speeds
requires a MechWarrior’s total concentration, a ’Mech that
sprints during the Movement Phase of a turn may not make
any attacks during the remainder of the turn. Additionally,
the ’Mech may not spot for indirect LRM re or take any other
action that would normally require it to sacri ce an attack. A
Sprinting unit may not move backward or enter Water hexes
of Depth 1 or deeper.
Finally, any Piloting Skill Roll made for a Sprinting unit suf-
fers an additional +2 modi er.
A MechWarrior in a Sprinting unit has little spare attention
to devote to avoiding enemy attacks, so any attack against a
Sprinting unit receives a –1 to-hit modi er. However, the stan-
dard target-movement modi er applies.
A ’Mech equipped with MASC may engage either or both
systems and sprint during the same turn. Engaging one gives
a ’Mech MP equal to its current Walking MP multiplied by 2.5.
However, any unit that tries to sprint and use MASC must make
a successful Piloting Skill Roll (with the +2 additional modi er
for Sprinting) to avoid falling; the roll is made at the end of the
’Mech’s movement.
Evading (Movement mode)
A shielding unit uses movement to put itself in harm’s way
to protect another target (another unit, a building, a hex and
so on) from attacks.
A shielding unit may only expend its current Walking/Cruis-
ing MP, but it is considered to have run/ anked for purposes
of the attacker movement modi er during the turn in which
it is shielding (it can make all standard weapon and physical
attacks during that turn). After its movement is nished, it
must designate an adjacent hex to receive its protection (that
hex can be its own hex, provided the stacking rules allow
such movement; i.e. it is shielding a unit in its own hex). Dur-
ing the Weapon Attack Phase of the turn when the unit used
the Shielding movement mode, all attacks against the desig-
nated hex (whether against the hex itself, or against units or
a building in the hex, and so on) that pass through the hex
occupied by the shielding unit add a modi er based on the
Shielding Table.
These modi ers are cumulative, so that two shielding vehi-
cles in a hex would provide a +2 modi er, a shielding vehicle
and a ’Mech would provide a +3 modi er and two shielding
ProtoMechs would provide a +4 modi er. The shielding unit
must equal the height of the unit or building it is protecting.
For example, a Small- or Medium-sized vehicle can only pro-
tect a unit of Level 1 height (or the rst level of a building); it
cannot protect a ’Mech, as the ’Mech is Level 2 height (though
a Large Vehicle, which is considered 2 levels high, can shield a
’Mech; see Unit Heights Table, p. 99,
TW).
A Level 1 vehicle or
a ProtoMech can only shield a ’Mech if the ‘Mech is prone. A
’Mech can shield any other unit, but can only shield the rst 2
levels of a building.
SHIELDING TABLE
Unit Type
Vehicle
’Mech, ProtoMech or Mechanized Infantry*
Large Vehicle**
*See below.
**Combat or Support Vehicle.
Modi er
+1
+2
+3
Evading enables a unit to avoid enemy attacks.
A unit’s Evading MP equals its Running/Flanking MP, and any
attack against an Evading unit su ers a +1 to-hit modi er, in addi-
tion to its normal movement modi er and any other applicable
modi ers. An Evading unit generates 2 Heat Points per turn, in
addition to the standard 2 Heat Points for running, and may not
make any attack during the turn it used Evading movement.
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