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XTRO Primitives Vol. 1

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    1

    INTRODUCTION

    Mistakes happen. Even at the best of times researchers can be tripped up by preconceptions and incomplete data. Such was the case for theteam who labored on the inglorious task of sifting through the data from the recently recovered Terran Hegemony memory core from New Dallas.Overwhelmed by the ood of data provided by this new fragment of the Hegemonys fabled Prometheus database, the people working franticallyto update threat and combat data les overlooked critical details when analyzing the proles of several RetroTech designs. In several cases designswere catalogued with the erroneous assumption that their construction incorporated modern components.

    These errors were brought to light by the excellent work performed by my own research assistants as we continued to delve in the digital

    treasure trove from the past provided by the late Chandrasekhar Kurita. Rather than wait to add our ndings to the next release of the 3075 TechnicalReadout and its supporting les it was decided to include these updates with new information gleaned from the depths of the Hegemony memorycore. The progenitors of modern weapons date back to the bloody Age of War. It was in this crucible that t he BattleMechs, combat vehicles, ghters,DropShips, JumpShips, and WarShips with which we are familiar were rst forged. Many of the details of this fascinating process were all but lost overthe centuries. Those antiquated examples that survived the Reunication War that marked the birth of the First Star League did not long survive itsdeath. Stripped down to keep modern equipment functioning, they became little more than half-forgotten myths and legends.

    It was the pursuit of these myths and legends that brought to light many of the discrepancies in the published material.In this rst volume of an ongoing series we seek to redress the situation as well as cast some light on several early BattleMech, vehicle, and

    ghter designs. In no way is this project an exhaustive collection of what often is referred to as Primitive units. Centuries of warfare have spawnedfar too great a variety of weapons to be encompassed by the work of a single lifetime of research. Instead the intent is to focus on two classes ofweapon: those common enough to be considered generic or representative of their type, and others which serve as the cornerstones of modernweapon design.

    Professor Col Hari18 February 3078

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    2

    INTRODUCTION

    HOW TO USE THIS BOOK The Mechs, combat vehicles, and ghters described in Experimental Technical Readout: Primitives, Volume 1 provide players with a sampling of

    designs from the period of time covered by the Age of War and the rise of the First Star League. While the focus of the designs featured in this bookare historical, many of the designs have modern counterparts detailed in other Technical Readouts.

    The rules for using Mechs, vehicles and ghters in BattleTech game play can be found in Total Warfare , while the rules for their construction canbe found in TechManual . However, the primitive nature of these designs also draws upon the Experimental-level rules presented in Tactical Operations .

    DEVELOPERS ADDENDUMAstute readers may notice that several of the designs that will appear in this and f uture volumes of the XTR: Primitives mini-series have appeared

    in previous Record Sheets books such as Record Sheets: 3075. This redundancy is intentional, both as a means of correcting minor errors in theoriginal Primitive units stats (where conict arises, the Primitives XTRs supersede) and as a means of providing a c learer and more focused treatmentof the primitive machines that were contemporaries during the Age of War.

    Project Development : Herbert A. Beas IIBattleTech Line Developer : Herbert A. Beas IIPrimary Writing : David L. McCullochProduction Staff

    Cover Design: Klaus Scherwinski Layout : Matt Heerdt

    Illustrations : Doug Chaffee Brent Evans Chris Lewis Duane Loose Record Sheets : David L. McCulloch

    Factchecking/Playtesting : Joel Bancroft-Connors, RolandBoshnack, William Gauthier, Joshua Franklin, Keith Hann, JohannesHeidler, Daniel Isberner, Chris Marti, Luke Robertson, Chris Smith, ChrisWheeler and Patrick Wynne.

    Special Thanks : To Randall for taking a chance all those years agoon somebody he has never met. To Herb for allowing me to continue tomanipulate events from the shadows. To all those who undertake thethankless (well obviously less thankless now) task of trying to keep all thedesigns and record sheets straight. And to all the supporters of ThomasHogarth for proof that I have equaled the feats of Dr. Frankenstein.

    2010 The Topps Company, Inc. AllRights Reserved. Experimental TechnicalReadout: Primitives, Classic BattleTech,BattleTech, BattleMech, Mech and theTopps logo 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 GameLabs logo are trademarks of InMediaResProductions, LLC.

    CAT35646

    Under License From

    JIHAD ERA

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    COM-1A COMMANDO

    t Summation: Original Commando Primitive Chassisducer/Site: Coventry Defense Conglomerate, Coventryveloping Engineer: Andre Barcalowoduction Date: 2463n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    The Lyran Commonwealth had (literally) stolen the marchr the Free Worlds League and Draconis Combine with its daring

    eration Prometheus. The theft of Terran Hegemony BattleMechns gave the Commonwealth a signicant technological edge,

    it was an advantage that would prove short lived. Kuritaers struck Coventry in 2461 and secured data enablingCombine to kick-start its own BattleMech program. Then

    2462, disgruntled workers on Alarion defected to the Freerlds League with plans for Lyran designs. Knowing that it was

    w only a matter of time before its enemies would have theirn BattleMechs, the Commonwealth rushed into service newgns, amongst which was the COM-1A Commando .

    Built around a single Odin Heavy Laser, the Commando esented a marked departure from previous Commonwealthigns such as the Ymir and Crossbow . Light and fast, themmando was better suited to the role of scout or raiderandwould excel in both duties during the campaigns to retakex and Skondia. In 2475, Lyran Commando s faced off againstitas heavier Gladiator s on Nox in the rst large-scale MechMech battle. There, the more experienced CommonwealthchWarriors used their numerical advantage to overwhelm theitan machines.

    It was the campaign that would become known as t he Longrch that exposed the critical aws in the Odins cooling system.essive heat buildup resulted in the breakdown of lubricantshe actuators of the Mechs right arm. The result was a highure rate for these components and irate MechWarriors whond they could not aim their only weapon accurately. Severalmpts to x the problem failed before Coventry switched to adominantly missile-based weapon mix for its more advancedM-2D Commando . This change was so successful, in fact, thatCommonwealths second-generation COM-2Ds began to

    ace the COM-1A in 2486.Some decommissioned COM-1As found their way into

    ate hands, such as with the First Tamar Hussars (later knownhe Tamar Tigers) regiment raised by the Duke of Tamar as hisn personal BattleMech force. Others lingered on in ser vice withitia forces until the disarmament following the Reunicationr provided a ready supply of modern equipment with whichy could be replaced.

    Type: COM-1A Commando Technology Base: Inner Sphere (Primitive) Tonnage: 25Battle Value: 475

    Equipment MassInternal Structure: 2.5Engine: 150 (Primitive) 5.5 Walking MP: 5 Running MP: 8 Jumping MP: 0Heat Sinks: 10 0

    Gyro: 2Cockpit (Primitive): 5Armor Factor (Primitive): 53 5

    Internal Armor Structure Value Head 3 5 Center Torso 8 7 Center Torso (rear) 3 R/L Torso 6 5 R/L Torso (rear) 3 R/L Arm 4 5 R/L Leg 6 6

    Weapons and Ammo Location Critical MassLarge Laser RA 2 5

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    KY2-D-01 KYUDO

    t Summation: Original Kyudo Primitive Chassisducer/Site: Martinson Armaments, Terraveloping Engineer: Brian Mayoduction Date: 2443n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    Martinson Armaments unveiled their rst productiontleMech, the KY2-D-01 Kyudo, in 2443. The company was at a

    dvantage, having not been amongst those to participate indevelopment of the Terran Hegemonys Mackie. With onlyted access to the blueprints, Martinson had been forced toelop many of the KY2-D-01s systems almost from scratch.

    nsequently, the result incorporated a number of radical designceptssome innovative, others downright peculiar.

    Armed with the rugged Conan LRM launcher and a singleenstein large laser, the Kyudo is well suited to its primaryport role. Deployed alongside heavier armed and armoredechs and assault tanks, the KY2-D-01 remained in serviceh the Hegemony Armed Forces during the Reunication War.ortunately in the wars aftermath, cutbacks in SLDF spendingailed plans for a wholesale replacement program with theraded KY2-D-02. The older Kyudo was gradual ly sh uffl edinto the Hegemonys reserve, mothballed away in caches ofolete equipment or sent to serve with rear echelon or militia

    mmands. There they languished until gunned down by thees of the Rim Worlds Republic when they seized control ofTerran Hegemony. The ensuing collapse of the Star Leaguesubsequent Succession Wars eliminated the few surviving

    mples of this early BattleMech.Although the Kyudo faded from memory, many of the

    ovations introduced by Martinson Armaments becamedard features on modern BattleMechs. The unique suspensionleg actuator layout was effective, but its vulnerability to

    ntry attack meant that the concept was not adopted inr designs. On the other hand, the technique used to coupleomer bundles to actuators proved more reliable and easy tontain than the bulky stem bolts Skobel introduced on theirckie, and Martinsons solution became the de facto standard

    continues in use today. Likewise, the layout of the Kyudos rnal systems made eld maintenance easier and quicker

    n on the committee-spawned nightmare that was the Mackie.ure BattleMech designs were inuenced heavily by Martinsonscepts, and it is little wonder that HAF technicians preferredgnment to commands equipped with the Kyudo.

    Type: KY2-D-01 Kyudo Technology Base: Inner Sphere (Primitive) Tonnage: 45Battle Value: 748

    Equipment MassInternal Structure: 4.5Engine: 220 (Primitive) 10 Walking MP: 4 Running MP: 6 Jumping MP: 0Heat Sinks: 12 2

    Gyro: 3Cockpit (Primitive): 5Armor Factor (Primitive): 101 9.5 Internal Armor Structure Value Head 3 9 Center Torso 14 14 Center Torso (rear) 4 R/L Torso 11 11 R/L Torso (rear) 3 R/L Arm 7 9 R/L Leg 11 14

    Weapons and Ammo Location Critical MassLarge Laser RA 2 5Ammo (LRM) 12 LT 1 1LRM 10 LA 2 5

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    SHD-1R SHADOW HAWK

    t Summation: Original Shadow Hawk Primitive Chassisducer/Site: Lang Industries, Caphveloping Engineer: Rodger Tayloroduction Date: 2457n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    In the wake of the Lyrans commando raid on Hesperusn 2455, the Terran Hegemony knew that its monopoly on

    tleMech technology was ending. Thus the Hegemony Armedces launched a crash program to build up their Mech forces asckly as possible. Amongst the designs commissioned during

    time was the SHD-1R Shadow Hawk. Better known for itsk in the eld of aerospace design, Lang Industries had restedits laurels for far too long and now their competitors werebbing the companys market share. Seeking to take advantagehe growing demand for the new BattleMechs to replace itsbusiness, the Shadow Hawk was Langs rst foray into Mech

    duction. The SHD-1R proved to be a phenomenal success, opening

    door for Lang Industries to bid on many important militarytracts over the coming century. (Indeed, Luthien Armor Worksuld be outraged when the SLDF chose Langs SHD-2Hb Shadowwk over their DRG-1C Dragon in 2764 as a replacement for theng SHD-2Hs. Accusations of espionage by a disgruntled LAWe never proven, but the incident only served to deepen the

    mbines distrust of its fellow League Member States.)Possessing what was considered to be exceptional speed

    maneuverability for BattleMechs at the time, the SHD-1R wasisaged to be a multi-purpose ghter. The innovative over-the-ulder mount for the Armstrong J-7 autocannon proved itselfost as exible as an arm-mounted weapon. D eployed with theFs frontline BattleMech units in large numbers, the SHD-1Rdow Hawk lingered on with some units into the early years ofReunication War, where it served with the newly formed Stargue Defense Force.

    The Shadow Hawk was dogged by issues with the placementrmor plates, especially in the legs. Regular maintenance was

    uired to replace myomer bundles damaged due to wear causeden the inner surface of the heavy armor snagged on them. Thisblem was ultimately corrected after Lang Industries issued anensive (and humiliating) recall in 2550, but many SHD-1R andy examples of the SHD-2H never received this ret.

    Type: SHD-1R Shadow Hawk Technology Base: Inner Sphere (Primitive) Tonnage: 50Battle Value: 841

    Equipment MassInternal Structure: 5Engine: 240 (Primitive) 11.5 Walking MP: 4 Running MP: 6 Jumping MP: 3Heat Sinks: 10 0

    Gyro: 3Cockpit (Primitive): 5Armor Factor (Primitive): 150 14

    Internal Armor Structure Value Head 3 9 Center Torso 16 22 Center Torso (rear) 7 R/L Torso 12 18 R/L Torso (rear) 6 R/L Arm 8 16 R/L Leg 12 16

    Weapons and Ammo Location Critical MassMedium Laser RA 1 1Autocannon/5 LT 4 8Ammo (AC) 20 LT 1 1Jump Jet RT 1 .5Jump Jet CT 1 .5Jump Jet LT 1 .5

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    OWR-2M OSTWAR

    t Summation: Original Ostwar Primitive Chassisducer/Site: Ostmann Industries, Terraveloping Engineer: Ernst Ostmannoduction Date: 2470n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    The Ostwar was the rst of the revolutionary walking podsneered by Ostmann Industries. Design work and prototype

    ing was completed in early 2470, but Ostmanns limitedources delayed full-scale production until around 2500. By thate, the Ostwar was obsolete by Hegemony standards andh few orders coming inOstmann Industries found itselfng nancial ruin. Ernst Ostmann was forced to look beyond

    gemony borders, where the rest of the Inner Sphere continuedag behind the Terrans in both technology and industrial might.er nations, especially the Free Worlds League and Capellan

    nfederation, were more than happy to purchase old weaponsm a Hegemony-based company. With the Terran Hegemonysuing Director-General Deborah Camerons Strategy ofgressive Peacemaking, Ostmann was able to get approval toort its antiquated Mechs to the other Great Houses.

    The Free Worlds League purchased a sizable number ofwar s for service with the FWL Militia. Although the design wasinning to show its age, it served extensively with Captain-

    neral Marion Mariks Expeditionary Forces in the campaigninst the Magistracy of Canopus during the Reunication War.nically, the BattleMechs simplicity and ruggedness kept it ineld while more modern designs were kept languishing in theair bays by the realities of ghting an extended campaign atend of a supply line hundreds of light-years long. CanopiantleMechs (many supplied by Lyran traders) may have had thehnological edge, but against the numerically superior Ostwar ,

    advantage counted for little. The end of the Reunication War also spelled the end for the

    war . Budget cuts and military downsizing were guaranteed toke the old Mech an obvious candidate for retirement. Moste scrapped, but their legacies lived on in Ostmann Industriesroc and Ostsol chasses, which borrowed heavily from thewar s design. Many subassemblies and components shareugh similarities that they could be interchanged between thewar , Ostroc , and Ostsol . Indeed, it was not uncommon duringSuccession Wars to see an Ostroc sporting limbs salvaged

    m its ancient cousin. Though the Ostwar lived on as spares, no operational examples remained by the end of the Thirdcession War.

    Type: OWR-2M Ostwar Technology Base: Inner Sphere (Primitive) Tonnage: 65Battle Value: 1,205

    Equipment MassInternal Structure: 6.5Engine: 235 (Primitive) 11 Walking MP: 3 Running MP: 5 Jumping MP: 0Heat Sinks: 12 2Gyro: 3Cockpit (Primitive): 5Armor Factor (Primitive): 187 17.5 Internal Armor Structure Value Head 3 9 Center Torso 21 30 Center Torso (rear) 10 R Torso 15 21 R Torso (rear) 7 R/L Arm 10 18 R/L Leg 15 23

    Weapons and Ammo Location Critical MassSRM 4 RA 1 2LRM 20 RT 5 10Ammo (LRM) 18 RT 3 32 Medium Lasers LT 2 2Ammo (SRM) 25 LT 1 1SRM 4 LA 1 2

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    HEP-1H HELEPOLIS

    t Summation: Original Helepolis Primitive Chassisducer/Site: Mitchell Vehicles, Graham IVveloping Engineer: Gregory Keanoduction Date: 2460n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    When its strategic thinking switched from offensive toensive in the mid-twenty-fth century, the Terran Hegemony

    an constructing fortications that would be the precursors ofmighty Castle Brian. The culmination of this was embodied

    Director-General Deborah Camerons Strategy of Aggressivecemaking, which paved the way for the creation of the Stargue. The growing emphasis on defensive weapons systems

    pired Mitchell Vehicles to design the rst BattleMech-basedlery system. Named the Helepolis (an obscure reference to anient siege engine) this slow and lumbering creation was meth some skepticism when it was unveiled in 2460. Some felt thatdrive to hammer square peg BattleMechs into the round holesitionally lled by perfectly capable vehicles was little more

    n a waste of money and time.Literally built around Armstrong Industries powerful and

    urate Sniper artillery piece, the Helepolis epitomizes thed of highly specialized designs that emerged in the Terran

    gemony. The other Inner Sphere and Periphery nations werebeginning to master BattleMech technology and their

    y attempts placed an emphasis on multi-role designs. Thegemony, on the other hand, had the nancial and industrialht to produce all the standard line BattleMechs it neededstill have the capacity to produce a plethora of military

    icles with much more specic (and narrow) combat roles.s trend would continue into the Star League era, and duringSuccession Wars many of these Jack-of-one-trade designse later pressed into service on the battle line as combates mounted. (Unsuited to this new role, many, including theepolis, would not survive the Succession Wars.

    Despite the misgivings with which it was received, theepolis excelled in its intended duties. When providingonged long-range re support or undertaking the task of

    aking down the most stubborn of static defenses, the designormed well. Even with its heavily reinforced leg actuators,BattleMech had to come to a full stop in order to deal withrecoil from ring the main gun. Knowledgeable foes becameck to offer counter-battery re, and so MechWarriors piloting aepolis learned to be fast off their mark once a salvo was away.

    Type: HEP-1H Helepolis Technology Base: Inner Sphere (Primitive) Tonnage: 75Battle Value: 1,055

    Equipment MassInternal Structure: 7.5Engine: 180 (Primitive) 7 Walking MP: 2 Running MP: 3 Jumping MP: 0Heat Sinks: 11 1

    Gyro: 2Cockpit (Primitive): 5Armor Factor (Primitive): 216 20.5 Internal Armor Structure Value Head 3 9 Center Torso 23 32 Center Torso (rear) 12 R/L Torso 16 22 R/L Torso (rear) 10 R/L Arm 12 21 R/L Leg 16 30

    Weapons and Ammo Location Critical MassSniper Artillery RA/RT 10/10 20Medium Laser H 1 1SRM 6 CT 2 3Ammo (Sniper) 20 LT 2 2Ammo (SRM) 15 LT 1 1Large Laser LA 2 5

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    MSK-5S MACKIE

    t Summation: Original Mackie BattleMech Prototypeducer/Site: Hegemony Research and Developmentpartment (Weapons Division), New Earthveloping Engineer: Variousoduction Date: 2439n-Production Equipment Analysis:

    Primitive EnginePrimitive CockpitPrimitive Armor

    view

    The product of a massive military development project

    igated by Jacob Cameron, Director General of the Terrangemony, the MSK-5S Mackie was the rst true BattleMech. BasedProfessor Gregory Atlas groundbreaking myomer research,Mackie took the familiar IndustrialMech and transformed ita design that would not merely survive on the battleeld,

    would come to dominate it. Twenty of Terras best weaponssupport rms worked on the project at the Hegemonys

    secret weapons development center on New Earth. Afterl trials at the Yakima test range on Terra, the contract to

    nufacture the production-version Mackie was awarded to thebel Corporation.

    The prototype Mackie was put through its paces in 2439,ing in a brilliant performance at the hands of Colonel Charlescaid during live re tests against a series of static and droneets. This version was deployed with formations such as thest Heavy Armored Regiment. In 2443, a strong Kurita forceed Styx in an attempt to test Hegemony resolve. Determined

    put a brake on Combine aggression, Director General Jacobmeron gave permission for deployment of the new BattleMech.Colonel Amanda Cunningham of the 801st Heavy Armorediment led her lance of Mackies againstand overtheored spearhead of the Kurita attack, sending the Combinees into headlong retreat. In 2455, the Lyran Commonwealthe the plans for the Mackie from the Hesperus II manufacturingnt, and began producing its own Mackies within four years.an Mackies led the 2459 campaign against the forces of thee Worlds League on Loric.

    Shortly before these events, however, the Hegemony hadoduced the MSK-6S Mackie, which sported many incrementalrovements over the prototype, and subsequently becamestandard production version. The most notable change wasintroduction of a heavier autocannon. The HAF had fearedrectly) that their monopoly on BattleMech technology wouldlast, and requested the weapons loadout for greater punch.hin decades of the introduction of this upgraded design, mosthe prototype 5S models were scrapped. A few survived asseum exhibits until the fall of the Star League.

    Type: MSK-5S Mackie Technology Base: Inner Sphere (Primitive) Tonnage: 100Battle Value: 1,436

    Equipment MassInternal Structure: 10Engine: 360 (Primitive) 33 Walking MP: 3 Running MP: 5 Jumping MP: 0Heat Sinks: 17 7

    Gyro: 4Cockpit (Primitive): 5Armor Factor (Primitive): 214 20 Internal Armor Structure Value Head 3 9 Center Torso 31 31 Center Torso (rear) 10 R/L Torso 21 20 R/L Torso (rear) 10 R/L Arm 17 24 R/L Leg 21 28

    Weapons and Ammo Location Critical MassPPC LA 3 7Large Laser CT 2 5Autocannon/5 RA 4 8Ammo (AC) 20 RT 1 1

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    APC (PRIMITIVE)

    t Summation: Generic Armored Personnel Carriersducer/Site: Variousveloping Engineer: Variousoduction Date: 2390n-Production Equipment Analysis:

    Primitive Combat Vehicle

    view

    The ubiquitous armored personnel carrier has been part of thedern battleeld since the invention of the internal combustion enginepre-spaceight Terra. Technology may have evolved, but the basicction of this class of vehicle remains at its core the transport of a squad

    nfantry in some degree of safetyif not comfort. Although theseicles were rendered obsolete by the rapid development of weaponsarmor technology during the Age of War, many remained in service.

    iants remain in production throughout the Inner Sphere and beyondn today, and serve with militia, paramilitary, and private security forces.

    Designed to be rugged and reliable, these APCs commonly employmponents (especially in the drive train and transmission) found on

    lian vehicles. Technicians can be assured of nding par ts for makeshiftairs on all but the most backwards of planets. If there is one awh this class of vehicle, it is a dependence on a reliable supply ofochemicals. Of all the Inner Sphere militaries, the Star League Defensece came closest to being a pure fusion-driven army. Its elite Royal andker formations achieved this goal, but many line commands were notucky. The other Great Houses were even further from eliminating ICE-

    wered vehicles from their order of battle. The basic chassis has been adapted to a variety of non-combat

    s. House Steiner based its standard Prime Mover on a Wheeled APCpped of weapons and re control to convert the infantry bay into cargoce. The Draconis Combine uses a similar modication to the TrackedC chassis while the Federated Suns use the Hover APC as a battleeldbulance.

    e: Wheeled APC (Primitive)hnology Base: Inner Spherevement Type: Wheeled (Medium)nage: 10ipment Rating: D/D-X-X/Ele Value: 57

    ipment Massssis/Controls: 2.5ine/Trans: 2.5

    Type: ICECruising MP: 4Flank MP: 6

    t Sinks: 0 0: 2,000 km .5et: .5or Factor (BAR 6): 24 1

    Armor Value

    Front 5R/L Side 5/5Rear 4Turret 5

    Weapons and Ammo Location Mass2 Machine Gun Turret 1Ammo (MG) 100 Body .5Basic Fire Control Body .5Infantry Body 1

    Crew: 4 (2 enlisted/non-rated, 2 gunners)Notes: Features Off-Road chassis/controls modication.

    Type: Hover APC (Primitive) Technology Base: Inner SphereMovement Type: Hover (Medium) Tonnage: 10Equipment Rating: D/D-X-X/EBattle Value: 41

    Equipment MassChassis/Controls: 2.5Engine/Trans: 3.5 Type: ICE Cruising MP: 7 Flank MP: 11Heat Sinks: 0 0Fuel: 1,428 km .5 Turret: .5Armor Factor (BAR 5): 14 .5

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    APC (PRIMITIVE)

    Armor Value

    Front 4R/L Side 3/3Rear 2Turret 2

    pons and Ammo Location Masshine Gun Turret .5

    mo (MG) 100 Body .5c Fire Control Body .5ntry Body 1

    w: 3 (2 enlisted/non-rated, 1 gunner)

    e: Tracked APC (Primitive)hnology Base: Inner Spherevement Type: Trackednage: 10ipment Rating: D/D-X-X/Ele Value: 61

    ipment Massssis/Controls: Tracked, Medium 1.5ine/Trans: 3

    Type: ICECruising MP: 3Flank MP: 5

    t Sinks: 0 0: 1,666 km .5et: .5or Factor (BAR 6): 24 1

    Armor Value

    Front 5R/L Side 5/5Rear 4Turret 5

    pons and Ammo Location Massachine Gun Turret 1mo (MG) 200 Body 1c Fire Control Body .5ntry Body 1

    w: 4 (2 enlisted/non-rated, 2 gunners)

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    STOAT SCOUT CAR

    t Summation: Common Primitive Scout Vehicleducer/Site: Unknownveloping Engineer: Unknownoduction Date: 2250n-Production Equipment Analysis:

    Primitive Combat Vehicle

    view

    Based on an early exploratory rover design, the Stoat scout carsessed all the advantages that a fusion-driven vehicle enjoys overwith an ICE- or fuel cell-based power plant. Primitive even by thedards of the Age of War, the Demiter-Campbell fusion plant gave the

    at unlimited endurance, while the chassis itself (based on the Terranances Ranger) was designed to operate in rugged terrain. The Stoatsrior was surprisingly spaciousanother holdover from the civilianicle upon which it was based. Its four-man crew could stay in the eldup to a weekor longer if additional stores were carried on external

    go points.Fitted with powerful communications equipment, the Stoat could tie

    o a network of emplaced sensors. This greatly extended the vehiclesch while also minimizing its exposure when monitoring a staticleeld. On a mobile front, the vehicles speed and excellent handlinge assets that served it well when the crew was called upon to monitormy movements or probe for weaknesses.

    The Stoat and designs like it were introduced some years before thee of War. With the signing of the Ares Conventions, t he emphasis placedmaneuver in modern warfare made the role lled by such vehicles evere important. As a consequence, scout vehicles became a particular

    us for technological upgrades and older designs like the Stoat wereaced. By the start of the Reunication War vehicles of this type hadn consigned to museums throughout the Inner Sphere.

    The type continued to see action with the Periphery states in theirggle against the forces of the new Star League. Once again thedamental strength of the designs of this kind shone through. Therian Concordats successful hit and run tactics owed much to their useuch vehicles to scout out the positions of the Leagues Expeditionaryce. Combined with the familiarity that comes with ghting on homeund, the information provided by its scouts allowed the Concordatps to deliver stinging blows to the invaders and draw out the conictonger than the Leagues most pessimistic estimates.

    Type: Stoat Scout Car Technology Base: Inner Sphere (Primitive)Movement Type: Wheeled (Medium) Tonnage: 15Equipment Rating: C/D-X-X/EBattle Value: 88

    Equipment MassChassis/Controls: 6

    Engine/Trans: 5 Type: Fusion Cruising MP: 5 Flank MP: 8Heat Sinks: 0 0Fuel: N/A 0 Turret: .5Armor Factor (BAR 7): 31 2 Armor Value Front 7 R/L Side 6/6 Rear 5 Turret 7

    Weapons and Ammo Location MassMachine Gun Turret .5Ammo (MG) 100 Body .5Basic Fire Control Body .5Communications Equipment Body 1

    Crew: 4 (3 enlisted/non-rated, 1 gunners)Notes: Features Off-Road and Armored chassis/control modications

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    SAND DEVIL HOVER TANK

    t Summation: Primitive Hover Tank(predecessor to the Sabaku Kaze)

    ducer/Site: Cairo Enterprises, Arkabveloping Engineer: Unknownoduction Date: 2452n-Production Equipment Analysis:

    Primitive Combat Vehicle

    view

    Named after the Sand Devil serpent inhabiting the wastes of Arkab,ro Enterprises Sand Devil hover tank proved its worth to the Azamiesmen in their battles with the Draconis Combine. Time and again,

    Azami stung the Kurita forces that invaded their worlds in 2497. Thestant raids and feints frustrated Combine attempts to secure the desertnets and bought the time for the Algedi blood burn and other virusesverwhelm the unprepared Kurita troops. These victories ultimately wonAzami people a degree of autonomy within the expanding Combine.

    Build around a massive ICE power plant, the tank subscribed tospeed is armor school of tactics. Indeed the vehicles armor, whiletively thick, was extremely vulnerable to penetration by lasers and

    ocannon. Azami crews knew that not getting hit was therefore theway to ensure their continued survival, and they were experts at

    neuvering their swift craft amongst the dunes, wadis, and salt ats ofr homeworlds.

    With the conclusion of the conict between the Azami and Houseita, the Sand Devil was slowly replaced by more modern combaticles as the Azami began to operate alongside other Combine forcesother worlds (where the Sand Devil proved to be less efficient orable). Still, the veterans of the Azami struggle held a special affectiontheir vehicles, and their crews saved many from the scrap heap.pped of their armament, these vehicles were driven by their ownersnformal races. Over time these evolved into organized competitions,h as the fabled dune races on Dabih. Those grueling ve thousand-meter races pitted the Sand Devil and its crew against the desertfellow competitors. The rugged vehicle won an impressive string of

    ories, and continued to perform well against more modern vehiclesmany years. Indeed, even a century later the Sand Devil was still

    mpeting effectivelya testament to the designs suitability for the aridironment in which it was operating.

    Type: Sand Devil Hover Tank Technology Base: Inner SphereMovement Type: Hover (medium) Tonnage: 50Equipment Rating: D/D-X-X/EBattle Value: 345

    Equipment MassChassis/Controls: 12.5Engine/Trans: 20.5 Type: ICE Cruising MP: 8 Flank MP: 12Heat Sinks: 8 8Fuel: 1,219 km 2.5Power Amplier: .3 Turret: .5Armor Factor (BAR 5): 54 2 Armor Value Front 12 R/L Side 11/11 Rear 10 Turret 10

    Weapons and Ammo Location Mass2 Medium Lasers Turret 22 Small Lasers Turret 1Advanced Fire Control Body .5Cargo Body .2

    Crew: 8 (2 Officers, 2 enlisted/non-rated, 4 gunners)

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    MERKAVA MK. VI HEAVY TANK

    t Summation: Primitive Merkava Heavy Tank ducer/Site: Leopard Armor, Terraveloping Engineer: Unknownoduction Date: 2384n-Production Equipment Analysis:

    Primitive Combat Vehicle

    view

    Named in homage to a late twentieth century armored vehicle ofsame name, Leopard Armors Merkava Mk. II (Chariot in Hebrew)n battle tank design became the mainstay of Terran Alliance armor

    mations after entering service in 2294. The Mk. VI, which debuted in

    4, was the latest in a string of upgraded versions produced in theades that followed. Boasting better armor, improved re control,a new LRM 10 launcher, the classic Mk. VI continued to serve the

    ran Hegemony (the descendent of t he ill-fated Alliance) as the mainmponent in its heavy armor platoons. The design served on many fronts

    in many actions during the Age of War, where it earned a reputationease of maintenance and its ability to soak up considerable damage butkeep on ghting. To the general public, the Merk ava Mk. VI symbolizedmight of the Hegemony military as much as the mighty battleships ofHegemony Navy.

    Called upon more and more to operate in hostile territory andworlds that deviated from the Terran or terraformed norm of the

    gemony, the Mk. VI began to demonstrate the limitations of an ICE-wered combat tank. In 2435, the fusion-powered Mk. VII began to

    ace its progenitor. Ironically, the tank that was once dubbed the Kinghe Battleeld helped usher in the weapon that would supplant it.r modied Mk. VIsouttted as remote-controlled target dronesicipated in the 2439 live re tests at the Yakima test range on Terra,

    ere the new Mackie BattleMech was put through its paces. The Mk. VI ended its days in service with militia troops, sold for scrap,

    s targets for the new BattleMechs on the target ranges. The Mk. VII wasck to follow it and the Mk. VIII superseded it in turn, only to be phasedof service itself at the conclusion of th e Reunication War. Even so, therkava series continued to inuence heavy armor design for centuriesome. Tank designs such as the Manticore and Von Luckner Heavy Tanke inuenced by the battleeld experiences of the older tank.

    e: Mk. VI Merkava Heavy Tank hnology Base: Inner Sphere (Primitive)vement Type: Tracked (Medium)nage: 75ipment Rating: C/D-X-X/Etle Value: 477

    Equipment MassChassis/Controls: 19.5Engine: 25.5 Type: ICE Cruising MP: 3 Flank MP: 5Heat Sinks: 0 0Fuel: 784 km 2 Turret: 2Armor Factor (BAR 7): 80 4.5 Armor Value Front 17 R/L Side 16/16 Rear 15 Turret 16

    Weapons and Ammo Location MassAutocannon/5 Turret 8Ammo (AC) 20 Body 1LRM 10 Turret 5Ammo (LRM) 12 Body 1SRM 4 Turret 2Ammo (SRM) 25 Body 1Machine Gun Turret .5Machine Gun Front .5Ammo (MG) 100 Body .5Advanced Fire Control Body 2

    Crew: 10 (2 officers, 2 enlisted/non-rated, 6 gunners)Notes: Features Armored Chassis modication

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    HURRICANE CONVENTIONAL FIGHTER

    d Testing Summation: Primitive Conventional Fighterducer/Site: Martinson Armaments, Terraervising Technician: Unknownect Start Date: 2297

    n-Production Equipment Analysis:Primitive Conventional FighterPrimitive Rocket Launcher

    view

    One of the Terran Alliances main medium strike ghters, the Hurricane was a product of a rearmamentgram supported by both the Liberal and Expansionist parties (both of which considered it essential to possessrong military force they could co-opt should the Alliance continue its slide towards civil war). With control of

    skies uncontested by the primitive, unstreamlined space ghters of the day, the Hurricane was noteworthythe extended reach of its internal Kestrel 15 rocket launcher. Many contemporary designs were faster or morevily armed, but in practice, these advantages often proved illusory when they were blown out of the skyore they could re a shot in return.

    The only recorded instances of the Hurricane nding itself hard pressed came in 2315. In September thetical situation deteriorated as the Alliances two major political parties nally resorted to force. While manytary commandsmost signicantly the Space Navyremained neutral, both factions could call upon sizablees on Terra. Aircraft from both parties clashed in the sk ies above Zurich with neutral peacekeepers sent in by

    et Admiral James McKenna. With all three groups deploying the Hurricane, the ghter essentially canceled itselfLosses in the air were horric, and it was only through superior numbers that the peacekeepers prevailed.

    adron after squadron of Hurricanes had blown each other (and any other ghter unfortunate enough to beorne that day) from the sky with massed volley re.

    The Hurricane was a runaway success for Martinson Armaments and established the company as one ofpremier manufacturers of conventional and aerospace ghters for over a century. The company would goo produce the rst true aerospace ghter: the Chimera . The introduction of a craft truly capable of operating

    both sides of the atmospheric interface ultimately doomed the Hurricanes days of atmospheric supremacy.

    e: Hurricane Conventional Fighterhnology Base: Inner Sphere (Primitive)nage: 25ipment Rating: D/D-X-X/Etle Value: 92

    ipment Massssis/Controls: Fixed Wing, Medium 2.5ine: 15

    Type: ICESafe Thrust: 6Maximum Thrust: 9

    uctural Integrity: 6 0t Sinks: 0 0l: 150 3

    mor Factor (BAR 5): 29 1 Armor Value

    Nose 10Wings 7/7Aft 5

    Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERVMachine Gun N .5 0 Ammo (MG) 100 Body .5 Primitive Rocket Launcher 15* N 1 0 9 9 Basic Fire Control Body .5 2 External Stores Hardpoints Body 1

    Crew: 3

    Notes: The Primitive Rocket Launcher 15 uses the normal rules for a standard Rocket Launcher 15 with thfollowing exception: Apply a 1 modier to all rolls on the Cluster Hits Table, to a minimum modied result of 2

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    VLC-3N VULCAN

    d Testing Summation: Primitive Variant of the Vulcanducer/Site: Roe Weapon Systems, Apolloervising Technician: Unknownect Start Date: 2525

    n-Production Equipment Analysis:Primitive Aerospace Fighter

    view

    It is perhaps ironic that the House of Amaris, with its roots in the Terran Hegemony, came to view thegemony and the rest of the Inner S phere with such hatred and envy. The aid of Rim World Republic operativesbled Lyran Commonwealth commandos to steal BattleMech plans from the Hegemony manufacturingnt on Hesperus II in 2455, but the Republic lacked the industrial base necessary to fully make use of this

    w technology. Greater emphasis was therefore placed on building up the Republics conventional armor andospace forces. One design to emerge as a result was the Vulcan.

    Possessing superb handling qualities when operating in atmosphere, the Vulcan was also a foe to bekoned with in the vacuum of space. Few ghters of the era could withstand the punishment meted out by theg-mounted Republic Mk. VII autocannon, and the ghter itself was well armored even by modern standards.Vulcan proved to be a nasty surprise for the pilots of the newly formed Star League Expeditionary Force

    en it landed on Republican worlds in 2681. Ironically, the troops had been dispatched to support the rulers ofuse Amaris, who publicly professed their loyalty to the new Star League and were now threatened by a popularsing in the Republic in support of the other Periphery States in their stand against the League. Expecting theire advanced Lucifer s and Chippewa s to sweep their opponents from the skies of Black Earth, the rst wave

    Operation Mailed Fist soon had their expectations adjusted by the graceful curved-wing ghters that beganing through their formations.

    Following the Reunication War that reunited humanity under one government, Roe Weapon Systemstinued to produce the ghter in secret and many were passed on covertly to the other Periphery states. The

    ders of House Amaris, unable to forget or forgive the fact that they owed their position to the Star League,rly felt that anything that caused trouble for the Inner Sphere (and the Terran Hegemony in particular) could

    y be a good thing. Thus were the seeds of the Star Leagues destruction sown.

    e: VLC-3N Vulcanhnology Base: Inner Sphere (Primitive)nage: 80tle Value: 1,067

    ipment Massine: 290 17.5

    Type: Fusion (Primitive)Safe Thrust: 5Maximum Thrust: 8

    uctural Integrity: 8 0t Sinks: 13 3l: 400 5kpit: Primitive 5

    mor Factor (Primitive): 187 17.5 Armor Value

    Nose 66Wings 44/44Aft 33

    Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERVMedium Laser Nose 1 3 5 SRM 6 Nose 3 4 8 Ammo (SRM) 15 Nose 1 Autocannon/10 RW 12 3 10 10 Ammo (AC) 10 RW 1 Autocannon/10 LW 12 3 10 10 Ammo (AC) 10 LW 1 Medium Laser Aft 1 3 5

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    AQUILLA-CLASS TRANSPORT JUMPSHIP

    d Testing Summation: Primitive JumpShipducer/Site: Boeing Interstellar, Lunar Orbitervising Technician: Unknownect Start Date: 2148

    n-Production Equipment Analysis:Primitive JumpShip

    view

    The Kearny-Fuchida Drive opened the door to the universe formanity and during the period known as The Exodus thousands would

    the connes of Terra in search of freedom, adventure, or opportunity.n of the demand for interstellar transports, the Aquilla-class vessel

    me out of Boeing Interstellars shipyards. At that time the technique ofnipulating the KF-eld was still in its infancy. Later improvements ine core construction and control of higher energy charge levels would

    mately increase the size of the drive core and push jump ranges upodays levels, but the Aquilla and other contemporary designs wereted to a maximum of fteen light-years per jump. Also, the now-familiarpShip/JumpShip combination had yet to be developed, requiring thesel to mount far more powerful drive systems than the simple station-ping systems used in modern JumpShips. Finally, the introduction ofJump Sail was still ve decades in the future. As a result, the Aqulla dependent on its fusion reactor and internal fuel bunkers to chargerimitive drive core.

    The Aquilla-class became one of the workhorses of mankindsonization of the stars. Those operating in the core systems aroundra hauled low bulk/high value cargo, but many others were rettedh basic passenger accommodations and were used to carry a veritablel wave of humanity to the stars. Samantha Calderon led a otilla ofverted Aquilla-class transports into uncharted space, penetrating the

    des Cluster and ultimately founding the Taurian Concordat.On many occasions the Aquilla was pressed into service as a naval

    iliary. During the Outer Reaches Rebellion the vessel was used toe the jump points in the Ryde system and destroy several Terranance troop transports. The Periphery states employed up-gunned

    sions of the Aquilla-class during the Reunication War. Lacking thevy shipbuilding industrial base required to build up a war eet, thegistracy of Canopus depended heavily on such armed merchants in itsggle with the powerful Star League navy.

    Ultimately, the improved performance and economics of thempShip/DropShip combination killed off the aging Aquilla-class.

    uilla -class Transport JumpShipe: JumpShip: Interstellar Transporth: Inner Sphere (Primitive)oduced: 2148nage: 100,000tle Value: 957

    mensionsLength: 305 metersWidth: 53 metersHeight: 45 meters

    Sail Diameter: NoneFuel: 2,500 tons (25,000)Tons/Burn-day: 19.75Safe Thrust: 1Maximum Thrust: 2Sail Integrity: N/AKF Drive Integrity: 4Heat Sinks: 165Structural Integrity: 10Armor (Capital)

    Nose : 9 Fore-Sides : 7 Aft-Sides: 6 Aft : 5

    Cargo Bay 1: Small Craft (8) 4 Doors Bay 2: Cargo (18,057 tons) 1 Door Bay 3: Cargo (18,057 tons) 1 Door

    DropShip Capacity: 0Grav Decks: NoneEscape Pods: 20Life Boats: 0Crew: 13 officers, 65 crew, 12 gunners, 30 Second-Class PassengersAmmunition: 6 tons Autocannon 5 ammo, 10 tons MG ammo.

    Capital Attack Values (StandardWeapons and Ammo Tonnage SRV MRV LRV ERV CArc (Heat) TypeNose (0 Heat) 2 Machine Gun 1 1(4) Ammo (MG) 400 2 FL/FR (1 Heat) Autocannon/5 8 1(5) 1(5) Ammo (AC) 60 3 1 Machine Gun .5 1 (2) Ammo (MG) 200 1 LBS/RBS (0 Heat) 1 Machine Gun .5 1 (2) Ammo (MG) 200 1 AL/AR (0 Heat) 1 Machine Gun .5 1 (2) Ammo (MG) 200 1 Aft (0 Heat) 2 Machine Gun 1 1(4) Ammo (MG) 400 2

    Note: Uses 80 tons of primitive armor. Features 30 Second-Class PasseQuarters (210 tons). Primitive K-F Drive range is limited to 15 lightper jump.

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso

    (8)

    Right Leg(6)

    Left Arm(4)

    Right Arm (4)

    Left Torso (6) Right Torso (6)

    Left Leg(6)

    RigLe(6

    Left Leg(6)

    Left Arm(5)

    Right Arm(5)

    Torso Rear(3)

    Right Left Torso Rear

    (3)

    Right Torso(5)

    Left Torso(5)

    CenterTorso

    Rear (3)

    CenterTorso

    (7)

    Head (5)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    10Single

    Lower Arm ActuatorHand Actuator

    Roll Again

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Heat Sink Heat Sink Roll Again

    Roll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Large Laser

    Large LaserRoll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV: 475

    580

    COM-1A COMMANDO

    25

    Roll Again

    Heat Sink Heat Sink Roll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Lower Arm ActuatorHand Actuator

    Roll Again

    1 Large Laser RA 8 8 [DE] 5 10 15

    Inner Sphere(Primitive)Star League

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso(14)

    Right Leg(11)

    Left Arm(7)

    Right Arm (7)

    Left Torso (11) Right Torso (11)

    Left Leg(11)

    RigLe(14

    Left Leg(14)

    Left Arm(9)

    Right Arm(9)

    Torso Rear(3)

    Right Left Torso Rear

    (3)

    Right Torso(11)

    Left Torso(11)

    CenterTorso

    Rear (4)

    CenterTorso(14)

    Head (9)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    12Single

    Lower Arm ActuatorHand ActuatorLRM 10

    LRM 10Roll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Heat Sink Heat Sink Roll Again

    Roll Again Ammo (LRM 10) 12Roll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Large Laser

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV: 748

    460

    KY2-D-01 KYUDO

    Inner Sphere(Primitive)Star League

    45

    Roll Again

    Heat Sink Heat Sink Roll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Lower Arm ActuatorLarge Laser

    Roll Again

    1 Large Laser RA 8 8 [DE] 5 10 151 LRM 10 LA 4 1/Msl 6 7 14 21 [M,C,S]

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso(16)

    Right Leg(12)

    Left Arm(8)

    Right Arm (8)

    Left Torso (12) Right Torso (12)

    Left Leg(12)

    RigLe(16

    Left Leg(16)

    Left Arm(16)

    Right Arm(16)

    Torso Rear(6)

    Right Left Torso Rear

    (6)

    Right Torso(18)

    Left Torso(18)

    CenterTorso

    Rear (7)

    CenterTorso(22)

    Head (9)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    10Single

    Lower Arm ActuatorHand Actuator

    Roll Again

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Jump Jet Autocannon/5 Jump Jet

    Roll Again Autocannon/5 Autocannon/5

    Ammo (AC/5) 20 Autocannon/5

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainHeat Sink

    Roll Again

    Medium Laser

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV: 841

    463

    SHD-1R SHADOW HAWK

    Inner Sphere(Primitive)Star League

    50

    Roll Again

    Jump JetRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Lower Arm ActuatorHand Actuator

    Roll Again

    1 Autocannon/5 LT 1 5 [DB] 3 6 12 181 Medium Laser RA 3 5 [DE] 3 6 9

  • 8/14/2019 XTRO Primitives Vol. 1

    21/29

    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso(21)

    Right Leg(15)

    Left Arm(10)

    Right Arm (10)

    Left Torso (15) Right Torso (15)

    Left Leg(15)

    RigLe(23

    Left Leg(23)

    Left Arm(18)

    Right Arm(18)

    Torso Rear(7)

    Right Left Torso Rear

    (7)

    Right Torso(21)

    Left Torso(21)

    CenterTorso

    Rear (10)

    CenterTorso(30)

    Head (9)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    12Single

    Lower Arm ActuatorSRM 4

    Roll Again

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Medium LaserMedium Laser Heat Sink

    Roll Again Ammo (SRM) 25Roll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainHeat Sink

    Roll Again

    Roll Again

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV: 1,205

    350

    OWR-2M OSTWAR

    Inner Sphere(Primitive)Star League

    65

    Roll Again

    LRM 20LRM 20LRM 20LRM 20

    Ammo (LRM) 6LRM 20

    Ammo (LRM) 6 Ammo (LRM) 6Roll AgainRoll Again

    Roll Again

    Roll AgainHeat Sink

    Roll Again

    Lower Arm ActuatorSRM 4

    Roll Again

    1 SRM 4 RA 3 2/Msl. 3 6 9 [M,C,S]1 LRM 20 RT 6 1/Msl. 6 7 14 21 [M,C,S]2 Medium Laser LT 3 5 [DE] 3 6 91 SRM 4 LA 3 2/Msl. 3 6 9 [M,C,S]

  • 8/14/2019 XTRO Primitives Vol. 1

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso(23)

    Right Leg(16)

    Left Arm(12)

    Right Arm (12)

    Left Torso (16) Right Torso (16)

    Left Leg(16)

    RigLe(30

    Left Leg(30)

    Left Arm(21)

    Right Arm(21)

    Torso Rear(10)

    Right Left Torso Rear

    (10)

    Right Torso(22)

    Left Torso(22)

    CenterTorso

    Rear (12)

    CenterTorso(32)

    Head (9)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    11Single

    Lower Arm ActuatorHand ActuatorHeat Sink

    Heat Sink Large LaserLarge LaserRoll AgainRoll Again

    Roll AgainRoll Again

    Heat Sink Heat Sink SRM 6

    SRM 6 Ammo (Sniper) 10 Ammo (Sniper) 10

    Roll Again Ammo (SRM 6) 15

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainRoll Again

    Roll Again

    Sniper

    SniperSniperSniperSniperSniper

    Sniper

    BV: 1,055

    230

    HEP-1H HELEPOLIS

    Inner Sphere(Primitive)Star League

    75

    Sniper

    SniperSniperSniperSniper

    SniperSniper

    SniperSniperSniperSniper

    Roll Again

    Roll AgainRoll Again

    Roll Again

    SniperSniper

    Medium Laser

    1 Medium Laser H 3 5 [DE] 3 6 91 SRM 6 CT 4 2/Msl 3 6 9 [M,C,S]1 Sniper RA /RT 10 20A 1 2 18 [AE,S,F]1 Large Laser LA 8 8 [DE] 5 10 15

  • 8/14/2019 XTRO Primitives Vol. 1

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    HeatScale

    Over

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modier to Fire10 2 Movement Points 8 +1 Modier to Fire 5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    13

    25

    37

    410

    511

    6DeadConsciousness#

    Hits Taken

    Type:Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage: Walking:Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1. Life Support2. Sensors3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    CenterTorso(31)

    Right Leg(21)

    Left Arm(17)

    Right Arm (17)

    Left Torso (21) Right Torso (21)

    Left Leg(21)

    RigLe(28

    Left Leg(28)

    Left Arm(24)

    Right Arm(24)

    Torso Rear(10)

    Right Left Torso Rear

    (10)

    Right Torso(20)

    Left Torso(20)

    CenterTorso

    Rear (10)

    CenterTorso(31)

    Head (9)

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Primitive Fusion EnginePrimitive Fusion EnginePrimitive Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Primitive Cockpit

    Sensors

    Heat Sinks:

    17Single

    PPCPPCPPC

    Roll AgainRoll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll Again Large Laser

    Large LaserRoll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainHeat Sink

    Roll Again

    Autocanon/5

    Autocanon/5

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV: 1,436

    350

    MSK-5S MACKIE

    Inner Sphere(Primitive)Star League

    100

    Roll Again

    Ammo (AC/5) 20Roll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    Roll AgainHeat Sink

    Roll Again

    Autocanon/5 Autocanon/5

    Heat Sink

    1 Autocannon/5 RA 1 5 [DB] 3 6 12 181 Large Laser CT 8 8 [DE] 5 10 151 PPC LA 10 10 [DE] 3 6 12 18

  • 8/14/2019 XTRO Primitives Vol. 1

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    TRACKED VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rolls

    Modier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(5 )

    Rear Armor(4 )

    L e f t

    S i d e

    A r m o r

    ( 5 )

    Front Armor(5 )

    Inner Sphere(Primitive)Star League

    2 Machine Gun T 2 [DB,AI] 1 2 3

    1 Basic Fire Control B

    Infantry Compartment (1 ton)BAR 6

    Ammo: (MG) 200

    10

    61

    Tracked

    ICE

    3

    4

    5

    TRACKED APC (PRIMITIVE)

    HOVER VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rollsModier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(2 )

    Rear Armor(2 )

    L e

    f t S i d e

    A r m o r

    ( 3 )

    Front Armor(4 )

    Inner Sphere(Primitive)Star League

    1 Machine Gun T 2 [DB,AI] 1 2 31 Basic Fire Control B

    Infantry Compartment (1 ton)BAR 5

    Ammo: (MG) 100

    10

    41

    Hover

    ICE

    7

    3

    11

    HOVER APC (PRIMITIVE)

  • 8/14/2019 XTRO Primitives Vol. 1

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    WHEELED VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rolls

    Modier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(7 )

    Rear Armor(5 )

    L e f t

    S i d e

    A r m o r

    ( 6 )

    Front Armor(7 )

    Inner Sphere(Primitive)Star League

    1 Machine Gun T 2 [DB,AI] 1 2 3

    1 Basic Fire Control B [E] 1 Comunications B [E] Equipment (1 ton)

    Notes: Features Off-Road and Armored chassis/controlmodicationsBAR 7

    Ammo: (MG) 100

    15

    88

    Wheeled

    Fusion

    5

    4

    8

    STOAT SCOUT CAR

    WHEELED VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rollsModier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(5 )

    Rear Armor(4 )

    L e

    f t S i d e

    A r m o r

    ( 5 )

    Front Armor(5 )

    Inner Sphere(Primitive)Star League

    2 Machine Gun T 2 [DB,AI] 1 2 31 Basic Fire Control B

    Infantry Compartment (1 ton)BAR 6Notes: Features Off-Road chassis/controls modication

    Ammo: (MG) 100

    10

    57

    Wheeled

    ICE

    4

    4

    6

    WHEELED APC (PRIMITIVE)

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    TRACKED VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rolls

    Modier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(16 )

    Rear Armor(15 )

    L e f t

    S i d e

    A r m o r

    ( 1 6

    )

    Front Armor(17 )

    Inner Sphere(Primitive)Star League

    1 Autocannon/5 T 5 [DB] 3 6 12 18

    1 LRM 10 T 1/Msl 6 7 14 21 [M,C,S]1 SRM 4 T 2/Msl 3 6 9 [M,C,S]1 Machine Gun T 2 [DB,AI] 1 2 31 Machine Gun F 2 [DB,AI] 1 2 31 Advanced Fire B [E] Control

    Notes: Armored chassis modicationBAR 7

    Ammo: (LRM 10) 12, (AC/5) 20, (SRM 4) 25, (MG) 100

    75

    477

    Tracked

    ICE

    3

    10

    5

    MERKAVA MK. VI HEAVY TANK

    HOVER VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    StabilizersFront Left Right

    Motive System Hits +1 +2 +3Sensor Hits +1 +2 +3 D

    Rear

    Driver Hit Commander Hit Modier to DrivingSkill rollsModier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor(10 )

    Rear Armor(10 )

    L e

    f t S i d e

    A r m o r

    ( 1 1

    )

    Front Armor(12 )

    Inner Sphere(Primitive)Star League

    2 Medium Laser T 5 [DE] 3 6 92 Small Laser T 3 [DE] 1 2 31 Advanced Fire B [E] Control

    Notes: BAR 5

    Cargo: 0.2 tons

    50

    345

    Hover

    ICE

    8

    8

    12

    SAND DEVIL HOVER TANK

  • 8/14/2019 XTRO Primitives Vol. 1

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    CONVENTIONAL FIGHTER RECORD SHEET

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    FIGHTER DATA

    CRITICAL DAMAGE

    VELOCITY RECORD

    ARMOR DIAGRAM

    EXTERNAL STORES/BOMBS

    PILOT DATA

    FIGHTER RETURN TABLE

    GROUND MAP STRAIGHT MOVEMENT

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    +1

    2

    5

    +2

    3

    7

    +3

    4

    10

    +4

    5

    11

    +5

    6

    DeadConsciousness #

    Hits Taken

    Modier

    Type:Thrust:

    Tech Base:

    Weapons & Equipment Inventory

    Tonnage:

    Safe Thrust:

    Maximum Thrust:

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    1 2 3 4 5 6 7 8 9 10

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    11 12 13 14 15 16 17 18 19 20

    Key:-

    HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launcher

    MINIMUM STRAIGHT MOVEMENT(IN HEXES)

    SAFE THRUST TURNS BEFORE RETURN 14 3 58 2 912 1 13+ 0

    SMALL CRAFT AND FIXED VELOCITY FIGHTER WING SUPPORT VEHICLES 1 8 8 2 12 14 3 16 20 4 20 26 5 24 32 6 28 38 7 32 44 8 36 50 9 40 56 10 44 62 11 48 68 12 52 74

    Velocity above 12 is not possible on ground maps.

    FCS +2 +4 D Gear +5

    Avionics +1 +2 +5 Engine 2 4 D

    LifeSupport

    +2Sensors +1 +2 +5

    StructuralIntegrity:

    Aft Damage Threshold

    (Total Armor)1 ( 5 )

    Right WingDamage Threshold

    (Total Armor)1 ( 7 )

    Left WingDamage Threshold

    (Total Armor)1 ( 7 )

    Nose DamageThreshold (Total Armor)

    1 ( 10 )

    6

    HURRICANE CONVENTIONAL FIGHTER

    Inner Sphere

    (Primitive)Star League

    25

    6

    9

    Fuel: 150 Points

    Standard Scale (1 6) (7 12) (1320) (2125) Qty Type Loc Ht SRV MRV LRV ERV 1 Machine Gun [DB,AI] N 0 2 Ammo (MG) 100

    1 Rocket Launcher 15P N 0 9 9 [OS,M.C.S]

    Notes: Basic Fire Control. Treat the Rocket Launcher 15Pas a Rocket Launcher 15 but apply a 1 modier to all rollson the Cluster Hits Table, to a minimum modied result of2. Armor has a BAR of 5.

    BV: 92

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    AEROSPACE FIGHTER RECORD SHEET

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. P ermission to photocopy for personal use.

    FIGHTER DATA

    CRITICAL DAMAGE

    VELOCITY RECORD

    HEAT DATA

    ARMOR DIAGRAM

    EXTERNAL STORES/BOMBS

    PILOT DATAName:

    Gunnery Skill: Piloting Skill:

    1

    3

    +1

    2

    5

    +2

    3

    7

    +3

    4

    10

    +4

    5

    11

    +5

    6

    DeadConsciousness #

    Hits Taken

    Modier

    Type:Thrust:

    Tech Base:

    Weapons & Equipment Inventory

    Tonnage:

    Safe Thrust:Maximum Thrust:

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    1 2 3 4 5 6 7 8 9 10

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    11 12 13 14 15 16 17 18 19 20

    Key:-HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launcher

    FCS +2 +4 D Gear +5

    Avionics +1 +2 +5 Engine 2 4 D

    LifeSupport

    +2Sensors +1 +2 +5

    HeatLevel* Effects

    HeatScaleOvero

    0

    1

    2

    3

    4

    5 *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    1213

    14

    15

    17

    18

    16

    3028

    2625

    2423

    21

    27

    22

    20

    19181715

    141310

    8 5

    ShutdownAmmo Exp. avoid on 8+

    Shutdown, avoid on 10+Random Movement, avoid on 10++4 Modier to FireAmmo Exp. avoid on 6+

    Pilot Damage, avoid on 6+

    Pilot Damage, avoid on 9+

    Shutdown, avoid on 8+

    Random Movement, avoid on 8+Ammo, Exp. avoid on 4+Shutdown, avoid on 6++3 Modier to FireRandom Movement, avoid on 7+Shutdown, avoid on 4++2 Modier to FireRandom Movement, avoid on 6+ +1 Modier to FireRandom Movement, avoid on 5+

    StructuralIntegrity:

    Aft Damage Threshold

    (Total Armor)4 ( 33 )

    Right WingDamage Threshold

    (Total Armor)5 ( 44 )

    Left WingDamage Threshold

    (Total Armor)5 (44 )

    Nose DamageThreshold (Total Armor)

    7 ( 66 )

    8

    Heat Sinks:

    13Single

    VLC-3N VULCAN

    Inner Sphere(Primitive)Star League

    80

    58

    Fuel: 400 Points

    Standard Scale (1 6) (7 12) (1320) (2125) Qty Type Loc Ht SRV MRV LRV ERV 1 Medium Laser [DE] N 3 5 1 SRM 6 [M,C,S] N 4 8 Ammo (SRM 6) 15 1 Autocannon/10 [DB] L /RW 3 10 10 Ammo (AC/10) 20 1 Medium Laser [DE] A 3 5

    BV: 1,067

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    WARSHIP RECORD SHEET

    TM

    WARSHIP DATA

    VELOCITY RECORD

    HEAT DATA

    ARMOR DIAGRAM

    CREW DATA CRITICAL DAMAGE

    Capital Scale

    StructuralIntegrity:

    Sail Integrity:

    K-F DriveIntegrity:

    Docking Collars:

    Nose:

    Left/Right Fore:

    Gunnery Skill:

    Crew:

    Passengers:

    Other:

    Life Boats/Escape Pods:

    Marines:

    Elementals:

    Battle Armor:

    Piloting Skill:

    1

    +1

    2

    +2

    3

    +3

    4

    +4

    5

    +5

    6

    Incp.

    Hits Taken

    Modier

    Type:

    DropShip Capacity:

    Thrust: Tech Base:Name: Tonnage:

    Fighters/Small Craft: / Launch Rate:

    Safe Thrust:Maximum Thrust:

    Heat Sinks: Heat Generation Per Arc

    /

    Turn #

    Thrust

    Velocity

    Effective Velocity

    1 2 3 4 5 6 7 8 9 10

    Turn #

    Thrust11 12 13 14 15 16 17 18 19 20

    Ammo:

    Weapons & Equipment Inventory

    Avionics +1 +2 +5

    Right +1 +2 +3 D

    Left +1 +2 +3 D

    Engine 1 2 3 4 5 D

    Thrusters

    CIC +2 +4 D

    LifeSupport

    +2

    Sensors +1 +2 +5

    Aft Damage Threshold(Total Armor)

    1 (5 )

    Nose Damage Threshold(Total Armor)

    1 (9 )

    Aft-Right DamageThreshold (Total Armor)1 (6 )

    Aft-Left DamageThreshold (Total Armor)1 ( 6 )

    Fore-Right DamageThreshold (Total Armor)

    1 (7 )

    Fore-Left DamageThreshold (Total Armor)

    1 ( 7 )

    10

    0

    4

    0

    AQUILLA TRANSPORT100,000

    / 880

    0

    21

    Inner Sphere

    (Primitive)Star League

    0 0

    0 20

    30 0

    90 0

    165Single /

    0

    1 1

    Grav Decks: None

    Notes:Primitive KF Drive range is limited to 15 LY per jump

    Cargo:Bay 1: Small Craft (8) (4 doors)Bay 2: Cargo (18,057 tons) (1 door)Bay 3: Cargo (18,057 tons) (1 door)

    AC/5 (120) MG (2,000)

    Standard Scale (1 6) (7 12) (1320) (2125) Bay Loc Ht SRV MRV LRV ERV 2 Machine Gun (400 rnds) N 0 1(4) Point Defense1 Autocannon/5 (60 rnds) FL/R 1 1(5) 1(5) 1 Machine Gun (200 rnds) FL/R 0 1(2) Point Defense1 Machine Gun (200 rnds) L/RBS 0 1(2) Point Defense1 Machine Gun (200 rnds) AL/R 0 1(2) Point Defense2 Machine Gun (200 rnds) A 0 1(2) Point Defense

    BV: 957