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Project DevelopmentRandall N. BillswritingRandall N. All Rights Reserved. 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 permissionin writing of the Copyright Owner, nor be otherwise circulated inany form other than that in which it is published.

Printed in Canada. As with the Introductory BoxSet, Technical Readout: and Starterbook: Sword and Dragon,this introductory product is designed to be quick and easy to useand will have you tossing dice and having fun in no time.

As noted above, the introductory productsfor Classic BattleTech are designed with ease of use in mind. As discussed in theintroduction to the Introductory Rulebook, the Technical Readoutand Record Sheets series of products opens a wide door to cool,fun designs that can bring additional tactics and enjoyment toany gaming table. Record Sheets : widens the options available to players,and does so with an eye toward ease of use that is the hallmarkof all introductory Classic BattleTech products.

Players have onlyto photocopy any design they wish to play and can immediatelystart marching across the battlefield. Rules AddendumA complete Rules Addendum follows this introduction beforethe start of the record sheets.

It includes ready-to-play scenariosas well as a quick-start rules set for creating scenarios. Players canuse the rules found in the Vehicle and Infantry QSR section of theIntroductory Rulebook when playing the vehicles in this book.

TheCombat Vehicles section of the Rules Addendum contains the completestandard rules for such units, allowing players to increasetheir enjoyment of combined-arms play. Players will quickly note that not all the units found in TechnicalReadout: appear in Record Sheets : This is done fortwo reasons.

Coming from the Introductory Box Set, players do nothave rules to play some of the units, such as aerospace fightersand naval and VTOL vehicles. In addition, some of the equipmentmounted on various units is beyond the scope of the box set.

This creates an easy-to-use product, where every sheet is percent usable by any player. In an effort to better prepare players for allthat Total Warfare has to offer, these record sheets include typecodes on all weaponry. The following weapon type rules are in addition to the weapontype rules found under Advanced Weapons on pp.

Cluster weapons roll on the ClusterHits Table to determine damage, with each type of weapondividing its damage into different Damage Value groupings. The groupings are then assigned separate hit locations seeCluster Hits, p. Theseweapon types except flamers and machine guns can use atargeting computer when making attacks that equipment isnot present on any of these designs.

As discussed under Determining HitLocations see p. Electronics usually have their own rules seeElectronic Warfare Equipment, p. While this book includes Quick-StartCreating Scenarios rules see p. Costs are included for players who wish to experiment with thataspect of the Classic BattleTech universe. Complete rules for costsare found in TechManual. ScEnarioSThis section contains two ready-to-play scenarios, whichinclude expanded play options such as hidden units and indirectLRM fire.

Unlike the generic scenarios found in the Introductory Rulebook,these are based on events that transpired during the Warof , further demonstrating how the game can work handin-handwith the fiction to take players into the game universe. In a similar vein, after the name of each scenario, a parentheticalphrase defines what type it is as described under Mission Types see p. Players can use those missiontypes, along with the example of these scenarios, to create theirown as they use the Quick-Start Creating Scenarios rules.

She looked at her HUD and dialed up another schematic of thesurrounding area. Lynn took a shuddering breath of swollen heat all too filled withher own rank odor.

She swore she could also smell the fecundstench of the jungle outside, despite her sealed environment. His words rang with comfort. Half-hexes along the edge of the map—even those with hexnumbers in them—are not considered part of the map. A unitthat enters one of these half-hexes for any reason is consideredto have exited the map.

At that point, theopposing player wins. Depending on the specific scenario type,however, a player may need to achieve additional or alternativegoals to claim victory. For example, the standard victory condition ofa scenario is to eliminate all opposing forces. Whateveradditional victory conditions are used, all players must agree totheir use in a given scenario before play begins.

Both players start with 0 Victory Points. For every enemyunit destroyed, add twice its point value to your total includethe points for the pilot, if any. For each of your units destroyed,deduct the point value of the unit plus the pilot from your score. At the end of the scenario, the side with the most points wins.

Otherwise, it is marginal. However,Player B lost all four of his own units. Player A wins this scenario. Though not as tough as BattleMechs,they are generally much cheaper and easier to build.

Directly below is a description of the components of CombatVehicles presented in this record sheet book, patterned after theBattleMechs component section on p. Following that are rules for three types of ground vehicles:tracked, wheeled and hovercraft. Other vehicle types found inTechnical Readout: , such as naval and VTOL, are beyond thescope of these rules and are fully covered in Total Warfare.

The top and bottom ofthe sheet are identical, allowing players to photocopy the pageand cut it in two so that both players have a page of appropriatetables for ease of use during vehicle game play. CoMPonenTsMost armies use their BattleMech resources sparingly whenthey can, and so maintain forces of Combat Vehicles to serve inlow-intensity conflicts and as auxiliaries to BattleMech units. LikeBattleMechs, vehicles can be constructed as modular OmniVehicles. Vehicles are classified by weight in the same manner asBattleMechs, and also by type of locomotion.

Light Vehicles: Light vehicles have a maximum weight of 35tons. Primarily used for reconnaissance, the light vehicle is almostexclusively designed for speed. Though tracked and wheeled lightvehicles exist on the battlefield, hovercraft—with their greaterspeeds—dominate this weight class. Medium Vehicles: Medium vehicles weigh from 36 to 55 tons. Used as skirmishers, medium vehicles are fielded by the variousHouse militaries of the Inner Sphere to harass and pin down anenemy until heavier forces can be brought to bear.

Heavy Vehicles: Heavy vehicles range from 56 to 75 tons. Assault Vehicles: Assault vehicles weigh from 76 to tons. Ground VehiclesThe armies of the thirty-first century deploy three types ofground vehicles: tracked, wheeled and hovercraft. Not all types of ground vehicles can be built using the fullweight gamut of 5 to tons. Because they move using caterpillar treads, these vehicles arenormally referred to as tanks, though the original meaning of thisterm has been lost in antiquity.

Commonly armed with turretmountedheavy weapons, some of the heaviest vehicles of thisclass can inflict a great deal of damage, even on a BattleMech.

All rights reserved. Permission to photocopy for personal use. Upper Arm Actuator3. Lower Arm Actuator4. Hand Actuator5. Roll Again6. Roll Again1. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5. Single Heat Sink6. Roll AgainHead1. Life Support2. Roll Again5. Life Support1. Fusion Engine2. Fusion Engine3. Fusion Engine4. Medium Laser6. Machine Gun1.

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Battletech Record Sheets 3039

In the Star League was officially abandoned, ending a two hundred year-long Golden Age. In the Successor Lords launched a series of massive conflicts that would rage for centuries and become known as The Succession Wars. Such endless warfare has taken its toll and by the Fourth Succession War of , the technology employed on the battlefields is a mere shadow of the height of the Star League. However, the discovery of the Helm Memory Core is beginning to unlock such sought-after secrets, with new BattleMechs and experimental technologies starting to make a debut for the first time in centuries. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.


Record Sheets: 3039

Support sarna. The companion to Technical Readout: , Record Sheets: Unabridged contains the record sheets to every variant for all 'Mech , combat vehicle , and aerospace fighter in the technical readout. Each of the record sheets also includes the unit's Battle Value and cost. However there a number of exceptions, most notably the classic AeroSpace Fighters which only received modern upgrades in TRO form in , with variants including equipment that was first introduced in Total Warfare and TechManual. In the Star League was officially abandoned, ending a two hundred year-long Golden Age.


BattleTech: Record Sheets: 3039 - BattleCorps

Project DevelopmentRandall N. BillswritingRandall N. All Rights Reserved. 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 permissionin writing of the Copyright Owner, nor be otherwise circulated inany form other than that in which it is published. Printed in Canada.

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