8 K Light Gauss Rifles

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ARMOR DIAGRAM TO-HIT MODIFIERS

Vehicular Stealth Attacker


Stationary +0
Front Armor
( 15 ) Cruised +1
VTOL RECORD SHEET Flanked +2

VEHICLE DATA CREW DATA Skidding +1

Type: Yasha VTOL 'Spectre' Terrain


Crew:
Movement Points: Tonnage: 30 Light Woods +1/hex
Gunnery Skill: Driving Skill:
Cruising: 7 Tech Base: Inner Sphere Rotor
Flanking: 11 Rules Level: Standard Armor Heavy Woods +2/hex
Movement Type: VTOL Role: Scout Co-Pilot Hit +1 Pilot Hit +2 (2) Partial Cover +1
Engine Type: 70 XL Modifier to all skill rolls Modifier to Driving skill rolls
Target
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng Prone (adjacent hex) -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE Prone (other hex) +1
1 Targeting Computer BD [E] — — — —

Left Side Armor ( 15 )


Immobile -4

Right Side Armor ( 15 )


1 ECM Suite BD [E] — — — 6 Flight Stabilizer* +3 Engine Hit
(Guardian) Sensor Hits +1 +2 +3 D Skidding -2
Stabilizers
Moved 0-2 hexes +0
Front Left Right
Moved 3-4 hexes +1
Rear
*Move at Cruising speed only Moved 5-6 hexes +2
Moved 7-9 hexes +3
NOTES Moved 10-17 hexes +4
Moved 18-24 hexes +5
Moved 25+ hexes +6
Ammo: (Light Gauss) 16
Jumped +1
BattleArmor unit +1
BV: 677
Rear Armor
Secondary target (front) +1
(9)
Secondary target (side/rear) +2
Large support vehicle -1
or grounded DropShip
VTOL COMBAT VEHICLE HIT LOCATION VTOL ELEVATION TRACK
ATTACK DIRECTION
FRONT REAR SIDES
2* Front (critical) Rear (critical) Side (critical) Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
3 Rotors† Rotors† Rotors†
4 Turret‡ Turret‡ Turret‡ Elevation
MOVEMENT COSTS
5 Right Side† Left Side† Front† Cost to Enter Hex (Airborne): 1
6 Front Rear Side
7 Front Rear Side Woods Prohibited
8 Front Rear Side (critical)*
Turn 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
9 Left Side Right Side Rear (except along road)
10 Rotors† Rotors† Rotors†
11 Rotors† Rotors† Rotors† Elevation
Building Prohibited
12* Rotors (critical)*† Rotors (critical)*† Rotors (critical)*†
Level Change (Up or Down) +1/level
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply Additional Movement Actions
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle PHYSICAL ATTACKS AGAINST VTOLS TABLE
Critical Hits Table, below. Facing change 1/hexside

DIFFERENCE IN LEVELS TYPES OF PHYSICAL ATTACKS ALLOWED
VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP;
-1 or lower None
multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end
0 All except Punch
of the phase in which the damage occurred.
1-2 All except Kick
‡ A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply
3 Club and Physical Weapons Only DRIVING SKILL ROLL TABLE
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
4+ None
Critical Hits Table, below.
Unit's Actions
Flanking movement Possible sideslip

VTOL COMBAT VEHICLE CRITICAL HITS TABLE after facing change

LOCATION HIT Sideslip Movement


FRONT SIDE REAR ROTORS TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit No Critical Hit Hexes moved in turn
6 Copilot Hit Weapon Malfunction Cargo/Infantry Hit Rotor Damage Stabilizer 0-2 -1
7 Weapon Malfunction Cargo/Infantry Hit Weapon Malfunction Rotor Damage Turret Jam
8 Stabilizer Stabilizer Stabilizer Rotor Damage Weapon Malfunction 3-4 0
9 Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit Turret Locks
10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit Weapon Destroyed 5-7 +1
11 Weapon Destroyed RotorsDestroyed Ammunition** Engine Hit Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* RotorsDestroyed Turret Blown Off 8-10 +2
11-17 +3
*Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
18-24 +4
25+ +5
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Entering/leaving building hex
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Light building 0
MOVEMENT RECORD Medium building +1
Heavy building +2
Turn # 1 2 3 4 5 6 7 8 9 10
Hardened building +3
Hex/Facing Hexes moved in turn
Move Mode 1-2 0
3-4 +1
5-6 +2
7-9 +3
Turn # 11 12 13 14 15 16 17 18 19 20
10-17 +4
Hex/Facing 18-24 +5
Move Mode 25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Vehicular Stealth Attacker
Stationary +0
Front Armor
( 15 ) Cruised +1
VTOL RECORD SHEET Flanked +2

VEHICLE DATA CREW DATA Skidding +1

Type: Yasha VTOL 'Spectre' Terrain


Crew:
Movement Points: Tonnage: 30 Light Woods +1/hex
Gunnery Skill: Driving Skill:
Cruising: 7 Tech Base: Inner Sphere Rotor
Flanking: 11 Rules Level: Standard Armor Heavy Woods +2/hex
Movement Type: VTOL Role: Scout Co-Pilot Hit +1 Pilot Hit +2 (2) Partial Cover +1
Engine Type: 70 XL Modifier to all skill rolls Modifier to Driving skill rolls
Target
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng Prone (adjacent hex) -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE Prone (other hex) +1
1 Targeting Computer BD [E] — — — —

Left Side Armor ( 15 )


Immobile -4

Right Side Armor ( 15 )


1 ECM Suite BD [E] — — — 6 Flight Stabilizer* +3 Engine Hit
(Guardian) Sensor Hits +1 +2 +3 D Skidding -2
Stabilizers
Moved 0-2 hexes +0
Front Left Right
Moved 3-4 hexes +1
Rear
*Move at Cruising speed only Moved 5-6 hexes +2
Moved 7-9 hexes +3
NOTES Moved 10-17 hexes +4
Moved 18-24 hexes +5
Moved 25+ hexes +6
Ammo: (Light Gauss) 16
Jumped +1
BattleArmor unit +1
BV: 677
Rear Armor
Secondary target (front) +1
(9)
Secondary target (side/rear) +2
Large support vehicle -1
or grounded DropShip
VTOL COMBAT VEHICLE HIT LOCATION VTOL ELEVATION TRACK
ATTACK DIRECTION
FRONT REAR SIDES
2* Front (critical) Rear (critical) Side (critical) Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
3 Rotors† Rotors† Rotors†
4 Turret‡ Turret‡ Turret‡ Elevation
MOVEMENT COSTS
5 Right Side† Left Side† Front† Cost to Enter Hex (Airborne): 1
6 Front Rear Side
7 Front Rear Side Woods Prohibited
8 Front Rear Side (critical)*
Turn 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
9 Left Side Right Side Rear (except along road)
10 Rotors† Rotors† Rotors†
11 Rotors† Rotors† Rotors† Elevation
Building Prohibited
12* Rotors (critical)*† Rotors (critical)*† Rotors (critical)*†
Level Change (Up or Down) +1/level
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply Additional Movement Actions
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle PHYSICAL ATTACKS AGAINST VTOLS TABLE
Critical Hits Table, below. Facing change 1/hexside

DIFFERENCE IN LEVELS TYPES OF PHYSICAL ATTACKS ALLOWED
VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP;
-1 or lower None
multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end
0 All except Punch
of the phase in which the damage occurred.
1-2 All except Kick
‡ A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply
3 Club and Physical Weapons Only DRIVING SKILL ROLL TABLE
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
4+ None
Critical Hits Table, below.
Unit's Actions
Flanking movement Possible sideslip

VTOL COMBAT VEHICLE CRITICAL HITS TABLE after facing change

LOCATION HIT Sideslip Movement


FRONT SIDE REAR ROTORS TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit No Critical Hit Hexes moved in turn
6 Copilot Hit Weapon Malfunction Cargo/Infantry Hit Rotor Damage Stabilizer 0-2 -1
7 Weapon Malfunction Cargo/Infantry Hit Weapon Malfunction Rotor Damage Turret Jam
8 Stabilizer Stabilizer Stabilizer Rotor Damage Weapon Malfunction 3-4 0
9 Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit Turret Locks
10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit Weapon Destroyed 5-7 +1
11 Weapon Destroyed RotorsDestroyed Ammunition** Engine Hit Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* RotorsDestroyed Turret Blown Off 8-10 +2
11-17 +3
*Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
18-24 +4
25+ +5
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Entering/leaving building hex
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Light building 0
MOVEMENT RECORD Medium building +1
Heavy building +2
Turn # 1 2 3 4 5 6 7 8 9 10
Hardened building +3
Hex/Facing Hexes moved in turn
Move Mode 1-2 0
3-4 +1
5-6 +2
7-9 +3
Turn # 11 12 13 14 15 16 17 18 19 20
10-17 +4
Hex/Facing 18-24 +5
Move Mode 25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Vehicular Stealth Attacker
Stationary +0
Front Armor
( 15 ) Cruised +1
VTOL RECORD SHEET Flanked +2

VEHICLE DATA CREW DATA Skidding +1

Type: Yasha VTOL 'Spectre' Terrain


Crew:
Movement Points: Tonnage: 30 Light Woods +1/hex
Gunnery Skill: Driving Skill:
Cruising: 7 Tech Base: Inner Sphere Rotor
Flanking: 11 Rules Level: Standard Armor Heavy Woods +2/hex
Movement Type: VTOL Role: Scout Co-Pilot Hit +1 Pilot Hit +2 (2) Partial Cover +1
Engine Type: 70 XL Modifier to all skill rolls Modifier to Driving skill rolls
Target
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng Prone (adjacent hex) -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE Prone (other hex) +1
1 Targeting Computer BD [E] — — — —

Left Side Armor ( 15 )


Immobile -4

Right Side Armor ( 15 )


1 ECM Suite BD [E] — — — 6 Flight Stabilizer* +3 Engine Hit
(Guardian) Sensor Hits +1 +2 +3 D Skidding -2
Stabilizers
Moved 0-2 hexes +0
Front Left Right
Moved 3-4 hexes +1
Rear
*Move at Cruising speed only Moved 5-6 hexes +2
Moved 7-9 hexes +3
NOTES Moved 10-17 hexes +4
Moved 18-24 hexes +5
Moved 25+ hexes +6
Ammo: (Light Gauss) 16
Jumped +1
BattleArmor unit +1
BV: 677
Rear Armor
Secondary target (front) +1
(9)
Secondary target (side/rear) +2
Large support vehicle -1
or grounded DropShip
VTOL COMBAT VEHICLE HIT LOCATION VTOL ELEVATION TRACK
ATTACK DIRECTION
FRONT REAR SIDES
2* Front (critical) Rear (critical) Side (critical) Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
3 Rotors† Rotors† Rotors†
4 Turret‡ Turret‡ Turret‡ Elevation
MOVEMENT COSTS
5 Right Side† Left Side† Front† Cost to Enter Hex (Airborne): 1
6 Front Rear Side
7 Front Rear Side Woods Prohibited
8 Front Rear Side (critical)*
Turn 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
9 Left Side Right Side Rear (except along road)
10 Rotors† Rotors† Rotors†
11 Rotors† Rotors† Rotors† Elevation
Building Prohibited
12* Rotors (critical)*† Rotors (critical)*† Rotors (critical)*†
Level Change (Up or Down) +1/level
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply Additional Movement Actions
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle PHYSICAL ATTACKS AGAINST VTOLS TABLE
Critical Hits Table, below. Facing change 1/hexside

DIFFERENCE IN LEVELS TYPES OF PHYSICAL ATTACKS ALLOWED
VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP;
-1 or lower None
multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end
0 All except Punch
of the phase in which the damage occurred.
1-2 All except Kick
‡ A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply
3 Club and Physical Weapons Only DRIVING SKILL ROLL TABLE
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
4+ None
Critical Hits Table, below.
Unit's Actions
Flanking movement Possible sideslip

VTOL COMBAT VEHICLE CRITICAL HITS TABLE after facing change

LOCATION HIT Sideslip Movement


FRONT SIDE REAR ROTORS TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit No Critical Hit Hexes moved in turn
6 Copilot Hit Weapon Malfunction Cargo/Infantry Hit Rotor Damage Stabilizer 0-2 -1
7 Weapon Malfunction Cargo/Infantry Hit Weapon Malfunction Rotor Damage Turret Jam
8 Stabilizer Stabilizer Stabilizer Rotor Damage Weapon Malfunction 3-4 0
9 Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit Turret Locks
10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit Weapon Destroyed 5-7 +1
11 Weapon Destroyed RotorsDestroyed Ammunition** Engine Hit Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* RotorsDestroyed Turret Blown Off 8-10 +2
11-17 +3
*Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
18-24 +4
25+ +5
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Entering/leaving building hex
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Light building 0
MOVEMENT RECORD Medium building +1
Heavy building +2
Turn # 1 2 3 4 5 6 7 8 9 10
Hardened building +3
Hex/Facing Hexes moved in turn
Move Mode 1-2 0
3-4 +1
5-6 +2
7-9 +3
Turn # 11 12 13 14 15 16 17 18 19 20
10-17 +4
Hex/Facing 18-24 +5
Move Mode 25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Vehicular Stealth Attacker
Stationary +0
Front Armor
( 15 ) Cruised +1
VTOL RECORD SHEET Flanked +2

VEHICLE DATA CREW DATA Skidding +1

Type: Yasha VTOL 'Spectre' Terrain


Crew:
Movement Points: Tonnage: 30 Light Woods +1/hex
Gunnery Skill: Driving Skill:
Cruising: 7 Tech Base: Inner Sphere Rotor
Flanking: 11 Rules Level: Standard Armor Heavy Woods +2/hex
Movement Type: VTOL Role: Scout Co-Pilot Hit +1 Pilot Hit +2 (2) Partial Cover +1
Engine Type: 70 XL Modifier to all skill rolls Modifier to Driving skill rolls
Target
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng Prone (adjacent hex) -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE Prone (other hex) +1
1 Targeting Computer BD [E] — — — —

Left Side Armor ( 15 )


Immobile -4

Right Side Armor ( 15 )


1 ECM Suite BD [E] — — — 6 Flight Stabilizer* +3 Engine Hit
(Guardian) Sensor Hits +1 +2 +3 D Skidding -2
Stabilizers
Moved 0-2 hexes +0
Front Left Right
Moved 3-4 hexes +1
Rear
*Move at Cruising speed only Moved 5-6 hexes +2
Moved 7-9 hexes +3
NOTES Moved 10-17 hexes +4
Moved 18-24 hexes +5
Moved 25+ hexes +6
Ammo: (Light Gauss) 16
Jumped +1
BattleArmor unit +1
BV: 677
Rear Armor
Secondary target (front) +1
(9)
Secondary target (side/rear) +2
Large support vehicle -1
or grounded DropShip
VTOL COMBAT VEHICLE HIT LOCATION VTOL ELEVATION TRACK
ATTACK DIRECTION
FRONT REAR SIDES
2* Front (critical) Rear (critical) Side (critical) Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
3 Rotors† Rotors† Rotors†
4 Turret‡ Turret‡ Turret‡ Elevation
MOVEMENT COSTS
5 Right Side† Left Side† Front† Cost to Enter Hex (Airborne): 1
6 Front Rear Side
7 Front Rear Side Woods Prohibited
8 Front Rear Side (critical)*
Turn 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
9 Left Side Right Side Rear (except along road)
10 Rotors† Rotors† Rotors†
11 Rotors† Rotors† Rotors† Elevation
Building Prohibited
12* Rotors (critical)*† Rotors (critical)*† Rotors (critical)*†
Level Change (Up or Down) +1/level
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply Additional Movement Actions
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle PHYSICAL ATTACKS AGAINST VTOLS TABLE
Critical Hits Table, below. Facing change 1/hexside

DIFFERENCE IN LEVELS TYPES OF PHYSICAL ATTACKS ALLOWED
VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP;
-1 or lower None
multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end
0 All except Punch
of the phase in which the damage occurred.
1-2 All except Kick
‡ A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply
3 Club and Physical Weapons Only DRIVING SKILL ROLL TABLE
damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
4+ None
Critical Hits Table, below.
Unit's Actions
Flanking movement Possible sideslip

VTOL COMBAT VEHICLE CRITICAL HITS TABLE after facing change

LOCATION HIT Sideslip Movement


FRONT SIDE REAR ROTORS TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit No Critical Hit Hexes moved in turn
6 Copilot Hit Weapon Malfunction Cargo/Infantry Hit Rotor Damage Stabilizer 0-2 -1
7 Weapon Malfunction Cargo/Infantry Hit Weapon Malfunction Rotor Damage Turret Jam
8 Stabilizer Stabilizer Stabilizer Rotor Damage Weapon Malfunction 3-4 0
9 Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit Turret Locks
10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit Weapon Destroyed 5-7 +1
11 Weapon Destroyed RotorsDestroyed Ammunition** Engine Hit Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* RotorsDestroyed Turret Blown Off 8-10 +2
11-17 +3
*Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
18-24 +4
25+ +5
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Entering/leaving building hex
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Light building 0
MOVEMENT RECORD Medium building +1
Heavy building +2
Turn # 1 2 3 4 5 6 7 8 9 10
Hardened building +3
Hex/Facing Hexes moved in turn
Move Mode 1-2 0
3-4 +1
5-6 +2
7-9 +3
Turn # 11 12 13 14 15 16 17 18 19 20
10-17 +4
Hex/Facing 18-24 +5
Move Mode 25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Ferro-Fibrous Attacker
Stationary +0
Front Armor
Cruised +1
( 40 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Ontos Heavy Tank (Light Gauss) Crew:
Movement Points: Tonnage: 95 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 3 Tech Base: Inner Sphere Partial Cover +1
Flanking: 5 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 285 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 32 )


Prone (other hex) +1

Le ft S ide Armor ( 32 )
Weapons & Equipment Inventory (hexes)
Turre t Armor Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
( 36 ) Skidding -2
3 Light Gauss Rifle TU 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 ER Medium Laser TU 5 [DE] — 4 8 12 Moved 0-2 hexes +0
Turret Locked Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Turret Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 64
or grounded DropShip
Rear Armor
BV: 1,269
( 30 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Ferro-Fibrous Attacker
Stationary +0
Front Armor
Cruised +1
( 40 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Ontos Heavy Tank (Light Gauss) Crew:
Movement Points: Tonnage: 95 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 3 Tech Base: Inner Sphere Partial Cover +1
Flanking: 5 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 285 Fusion Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 32 )


Prone (other hex) +1

Le ft S ide Armor ( 32 )
Weapons & Equipment Inventory (hexes)
Turre t Armor Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
( 36 ) Skidding -2
3 Light Gauss Rifle TU 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 ER Medium Laser TU 5 [DE] — 4 8 12 Moved 0-2 hexes +0
Turret Locked Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Turret Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 64
or grounded DropShip
Rear Armor
BV: 1,269
( 30 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Standard Armor Attacker
Stationary +0
Front Armor
Cruised +1
( 30 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Main Gauche Light Support Tank (XL) Crew:
Movement Points: Tonnage: 30 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere Partial Cover +1
Flanking: 9 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 180 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 21 )


Prone (other hex) +1

Le ft S ide Armor ( 21 )
Weapons & Equipment Inventory (hexes)
Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
Skidding -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 Machine Gun FR 2 [DB,AI] — 1 2 3 Moved 0-2 hexes +0
Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 16, (Machine Gun) 100
or grounded DropShip

BV: 585 Rear Armor


( 16 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Standard Armor Attacker
Stationary +0
Front Armor
Cruised +1
( 30 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Main Gauche Light Support Tank (XL) Crew:
Movement Points: Tonnage: 30 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere Partial Cover +1
Flanking: 9 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 180 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 21 )


Prone (other hex) +1

Le ft S ide Armor ( 21 )
Weapons & Equipment Inventory (hexes)
Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
Skidding -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 Machine Gun FR 2 [DB,AI] — 1 2 3 Moved 0-2 hexes +0
Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 16, (Machine Gun) 100
or grounded DropShip

BV: 585 Rear Armor


( 16 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Standard Armor Attacker
Stationary +0
Front Armor
Cruised +1
( 30 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Main Gauche Light Support Tank (XL) Crew:
Movement Points: Tonnage: 30 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere Partial Cover +1
Flanking: 9 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 180 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 21 )


Prone (other hex) +1

Le ft S ide Armor ( 21 )
Weapons & Equipment Inventory (hexes)
Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
Skidding -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 Machine Gun FR 2 [DB,AI] — 1 2 3 Moved 0-2 hexes +0
Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 16, (Machine Gun) 100
or grounded DropShip

BV: 585 Rear Armor


( 16 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
ARMOR DIAGRAM TO-HIT MODIFIERS
Standard Armor Attacker
Stationary +0
Front Armor
Cruised +1
( 30 )
TRACKED VEHICLE RECORD SHEET Flanked +2
Skidding +1
VEHICLE DATA CREW DATA Terrain
Light Woods +1/hex
Type: Main Gauche Light Support Tank (XL) Crew:
Movement Points: Tonnage: 30 Heavy Woods +2/hex
Gunnery Skill: Driving Skill:
Cruising: 6 Tech Base: Inner Sphere Partial Cover +1
Flanking: 9 Rules Level: Standard Target
Movement Type: Tracked Role: Sniper Commander Hit +1 Driver Hit +2
Prone (adjacent hex) -2
Engine Type: 180 XL Modifier to all skill rolls Modifier to Driving skill rolls

Right S ide Armor ( 21 )


Prone (other hex) +1

Le ft S ide Armor ( 21 )
Weapons & Equipment Inventory (hexes)
Immobile -4
Qty Type Loc Dmg Min Sht Med Lng
Skidding -2
1 Light Gauss Rifle FR 8 [DB,X] 3 8 17 25 CRITICAL DAMAGE
2 Machine Gun FR 2 [DB,AI] — 1 2 3 Moved 0-2 hexes +0
Engine Hit Moved 3-4 hexes +1
Sensor Hits +1 +2 +3 D
Moved 5-6 hexes +2
Motive System Hits +1 +2 +3
Stabilizers Moved 7-9 hexes +3

Front Left Right Moved 10-17 hexes +4


Rear Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
NOTES BattleArmor unit +1
Secondary target (front) +1
Secondary target (side/rear) +2
Large support vehicle -1
Ammo: (Light Gauss) 16, (Machine Gun) 100
or grounded DropShip

BV: 585 Rear Armor


( 16 )
MOVEMENT COSTS
Cost to Enter Any Hex: 1
Terrain Cost:
Clear +0
GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE
Paved/Bridge +0
ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect Road +0
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
Rough +1
4 Front† Rear† Side† Driving Skill Rolls Light woods +1
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls Heavy woods Prohibited
7 Front Rear Side 12 Major damage; no movement for the rest of the game
Water
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear† Depth 0 +0
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0 Depth 1+ Prohibited
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2 Rubble +1
Hovercraft, Hydrofoil +3
WiGE +4 Light building +1
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting Medium building +2
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be Heavy building +3
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In Hardened building +4
addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the Level Change (Up or Down)
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 1 level +2
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
2+ levels Prohibited
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
Additional Movement Actions
Facing change 1/hexside

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET DRIVING SKILL ROLL TABLE
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit Unit's Actions
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam Flanking movement Possible skid
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction after facing change
9 Sensors Stabilizer Weapon Destroyed Turret Locks on pavement
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition** Skidding Movement
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off Hexes moved in turn
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit. 0-2 -1
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed. 3-4 0
5-7 +1
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
8-10 +2
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 11-17 +3
18-24 +4
MOVEMENT RECORD
25+ +5
Entering/leaving building hex
Turn # 1 2 3 4 5 6 7 8 9 10 Light building 0
Medium building +1
Hex/Facing
Heavy building +2
Move Mode Hardened building +3
Hexes moved in turn
1-2 0
3-4 +1
Turn # 11 12 13 14 15 16 17 18 19 20 5-6 +2
7-9 +3
Hex/Facing 10-17 +4
Move Mode 18-24 +5
25+ +6
TO-HIT MODIFIERS
CONVENTIONAL
Terrain
INFANTRY RECORD
Light Woods +1/hex
SHEET
Heavy Woods +2/hex
Partial Cover +1
Field Gunners (LBX2) Armor Type: Generic Infantry Kit Damage Divisor: 1.0
Target
Commander:
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
Gunnery Skill: Prone (adjacent hex) -2
Anti-'Mech Skill: Prone (other hex) +1
Immobile -4
Max Weapon Damage* — — 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
Skidding -2
Notes: *Damage is always applied in 2-point Damage Value groupings RANGE IN HEXES (TO-HIT MODIFIER)
Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Moved 0-2 hexes +0
None Range Modifier: -2 0 +2 +4 — — — — — — — — — — — — — — — — — —
Moved 3-4 hexes +1
Qty Field Gun Type Dmg Min S M L Ammo Crew
4 LB 2-X AC 2 4 9 18 27 180 6 Moved 5-6 hexes +2
[DB,C/F]
Moved 7-9 hexes +3

BV: 203 Transport Wt: 52.0 tons Movement MP: 3 Type: Mechanized Tracked Moved 10-17 hexes +4
Moved 18-24 hexes +5
Moved 25+ hexes +6
Field Gunners (LBX2) Armor Type: Generic Infantry Kit Damage Divisor: 1.0
Jumped +1
Commander:
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
Large support vehicle -1
Gunnery Skill:
Anti-'Mech Skill: or grounded DropShip

Max Weapon Damage* — — 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


Notes: *Damage is always applied in 2-point Damage Value groupings RANGE IN HEXES (TO-HIT MODIFIER) MOVEMENT COSTS
Range: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
None Range Modifier: -2 0 +2 +4 — — — — — — — — — — — — — — — — — — Move Cost Prohibited
Qty Field Gun Type Dmg Min S M L Ammo Crew Cost to Enter Any Hex: 1
4 LB 2-X AC 2 4 9 18 27 180 6
[DB,C/F] Terrain Cost:
Clear +0
BV: 203 Transport Wt: 52.0 tons Movement MP: 3 Type: Mechanized Tracked
Paved/Bridge +0
Road +0
Rough +1
Mechanized +1
Heavy woods +1 Tracked
Water
Depth 1+ Prohibited
Rubble +1
Building
Mechanized +1
Level Change (Up or Down)
1 level +2
2+ levels Prohibited

BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY


'MECHS, PROTOMECHS AND VEHICLES NON-INFANTRY WEAPON AGAINST INFANTRY
NUMBER OF CONVENTIONAL ANTI-'MECH ATTACK TABLE
WEAPON DAMAGE VS. CONVENTIONAL INFANTRY
AP Gauss Rifle 2D6 WEAPON TYPE* TROOPERS HIT†
Direct Fire (Energy or Ballistic) Damage Value / 10 Active Leg Swarm
Light Machine Gun 1D6
Machine Gun 2D6 Cluster (Ballistic) Damage Value / 10 + 1 troopers Attack Attack
Heavy Machine Gun 3D6 Pulse** Damage Value / 10 + 2
Small/Micro Pulse Laser 2D6 Cluster (Missile) Damage Value / 5 22+ 0 +2
Flamer 4D6 Area Effect (AE) Damage Value / 5
Burst-Fire See Burst-Fire Weapons Table 16-21 +2 +5
BATTLE ARMOR
Heat Effect Weapons See Heat-Effect Weapons‡
WEAPON DAMAGE VS. CONVENTIONAL INFANTRY 10-15 +5 Not possible
Light Machine Gun 1D6/2 (round up) *See Combat, p. 113 inTotal Warfare , for weapon terminology.
Machine Gun 1D6 **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons. 5-9 +7 Not possible
Heavy Machine Gun 2D6 †This equals the number of conventional infantry troopers hit and eliminated, regardless of armor protection.
Flamer 3D6 Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated; 1-4 Not possible Not possible
Light Recoilless Rifle 1D6 round fractions up.
Medium Recoilless Rifle 2D6
‡Each Heat-Effect Weapon has specific damage against conventional infantry,
Heavy Recoilless Rifle 2D6
Light Mortar 1D6 as noted on either the appropriate Weapon and Equipment Tables or inOther
Heavy Mortar 1D6 Combat Weapons and Equipment (see p. 129 inTotal Warfare ).
Automatic Grenade Launcher 1D6/2 (round up)
Heavy Grenade Launcher 1D6
SWARM ATTACKS HIT LOCATION
© 2023 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 2D6 Bipedal Four-Legged
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. Roll Location Location

CLUSTER HITS TABLE 2 H H


Die Roll 3 CT(R) RT
(2D6) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
4 RT(R) CT(R)
2 1 1 1 1 2 2 2 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9
5 RT RT(R)
3 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9
4 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 8 8 9 9 9 10 10 10 11 11 11 6 RA RT
5 1 2 2 3 3 4 4 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 7 CT CT
6 1 2 2 3 4 4 4 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 8 LA LT
7 1 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17
9 LT LT(R)
8 2 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17
9 2 2 3 4 5 6 6 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 10 LT(R) CT(R)

10 2 3 3 4 5 6 7 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 11 CT(R) LT
11 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 12 H H
12 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

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