Catalyst 35168 - Record Sheets 3085 OEF.pdf

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TM
TM
A totAl wArfAre CompAnion
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You’ve grasped the tactics involved
with the additional units and weapons
from Total Warfare to
defeat your opponents.
Now you own Technical
Readout: 3085 and
want to deploy some of
those ’Mechs, vehicles,
conventional infantry and
Land-Air BattleMechs on
your gaming table.
Grab your dice and start
rolling, because these
sheets are for you!
Record Sheets: 3085 contains 71
pre-printed ’Mech record sheets
that will have players iring autocannons,
missiles and PPCs at each other in no time.
More than twenty vehicle and conventional
infantry sheets bring the excitement of
combined-arms game play to any table
top. Two ready-to-play scenarios focus
on the highlights of this volume, while
an extensive Rules Addendum section
provides a sneak peak of all the advanced
rules options provided in Tactical
Operations . Finally, Land-Air BattleMech
Quick-Start Rules allow players to
instantly ield the three record sheets
for these unique, Star League-era units.
Record Sheets: 3085 is a stand-alone book, but
Technical Readout: 3085 is recommended for use.
STAR LEAGUE ERA
CLAN INVASION ERA
JIHAD ERA
®
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
©2010 The Topps Company Inc. All Rights Reserved. BattleTech Record Sheets: 3085, BattleTech Technical Readout: 3085,
Classic BattleTech, BattleTech, BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc.
in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes
Productions, LLC. Printed in Canada.
www.catalystgamelabs.com
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RECoRd SHEETS: 3085
CATALyST gAME LABS
BATTLETECH TM
CLASSIC BATTLETECH
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CREDITS
INTRODUCTION
Project Development
Randall N. Bills
Welcome to Record Sheets: 3085 , a companion volume to
Total Warfare . When purchasing this book, players will have
moved beyond the introductory products for BattleTech . Nev-
ertheless, this product is designed to be quick and easy to use,
and will have you tossing dice in no time.
To use this product, players should have Total Warfare ( TW ).
To use the scenarios, it is also suggested that players own Tech-
nical Readout: 3075 or Record Sheets: 3075 , as well as Map Set
Compilation 1 , Map Set Compilation 2 , and Map Set 7 . (Options
are provided in the scenarios for how players can use them if
those books and map sets are unavailable.)
writing
Randall N. Bills
Joel Steverson
Land-Air BattleMechs Quick-Start Rules Writing
Joel Steverson
Land-Air BattleMechs Quick-Start Rules Development
Herb Beas and the Aerospace Cabal: Joel Bancroft-Conners,
Jason M. “GiovanniBlassini” Donahue, Joel Steverson, Luke “Jel-
lico” Robertson, Mike “Cray” Miller, Tanis “Goose” Half-Munchken,
Térence “Weirdo” Harris.
Product editing
Diane Piron-Gelman
How To Use THis book
Having picked up Technical Readout: 3085 , you might be
wondering why you need this book. Though a blank ’Mech
record sheet is included in the Introductory Box Set —as well
as a host of unit blank record sheets found in TechManual
for players who wish to design their own ’Mechs, vehicles and
other units, the Technical Readout and Record Sheets series
of products opens a door to cool, fun designs that can bring
additional tactics and enjoyment to any gaming table.
Record Sheets: 3085 widens the options available to play-
ers, with an eye toward ease of use that is the hallmark of
BattleTech products. Players need only photocopy any design
they wish to play and can immediately start marching across
the battleield.
battleTech Line Developer
Herbert A. Beas II
Production staf
Art Direction
Brent Evans
Cover Art
Doug Chafee
Cover Design
Ray Arrastia
BattleTech Logo Design
Shane Hartley, Steve Walker and Matt Heerdt
Layout
Ray Arrastia
Illustrations
Doug Chafee
Brent Evans
Joel Hardwick
Stephen Huda
Alex Iglesias
Chris Lewis
Justin Nelson
Eric Ou
Matt Plog
Stanley VonMedvey
David White
Record Sheets
David L. McCulloch
Rules Addendum and scenarios
A complete Rules Addendum follows this introduction before
the start of the record sheets. It includes ready-to-play sce-
narios as well as advanced rules for conventional infantry and
quick-start rules for the rare Land-Air BattleMechs (LAMs).
where are the other variants
found in Technical Readout: 3085?
Players who want pre-printed record sheets for any variants
mentioned in the Technical Readout can purchase the Record
Sheets: 3085 Unabridged PDF—as well as many other BattleTech
products—at www.battlecorps.com/catalog.
Fact Checkers
Joel Bancroft-Conners, Roland “ColBosch” Boshnack, Joshua “NCKestrel”
Franklin, William “Mad Capellan” Gauthier, Keith “Xotl” Hann, Johannes
“Jymset” Heidler, Daniel “DarkISI” Isberner, Chris “Alexander Knight” Marti,
Luke “Jellico” Robertson, Chris “Chinless” Wheeler, Patrick Wynne.
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC
PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258
©2010 The Topps Company, Inc. All Rights Reserved. BattleTech Record
Sheets: 3085, Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWar-
rior and Topps logo are registered trademarks and/or trademarks of The
Topps Company, Inc. in the United States and/or other countries. No part
of this work may be reproduced, stored in a retrieval system, or transmit-
ted in any form or by any means, without the prior permission in writing of
the Copyright Owner, nor be otherwise circulated in any form other than
that in which it is published.
FinD Us onLine:
Precentor_martial@classicbattletech.com
(e-mail address for any BattleTech questions)
http://www.classicbattletech.com
(oicial BattleTech web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
http://www.battlecorps.com/catalog
(online ordering)
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3
RULES ADDENDUM
The following advanced rules
allow players to use the host of
specialized infantry showcased
in Technical Readout: 3085
and in this product, as well
as some additional planetary
conditions—a sneak preview
of all that Tactical Operations :
The Advanced Planetary
Conquest Rules and Strategic
Operations : The Advanced Solar
System Conquest Rules books
have to offer. Those rules have
been modified as appropriate
to ensure they are completely
playable with the rules and
scenarios in this book.
Players who do not wish to pay this cost can announce
their intention to pass through the terrain at full speed before
moving their units. After the unit moves 1 hex, the player must
make a Piloting/Driving Skill Roll. If the unit is a ’Mech and the
roll fails, the ’Mech immediately falls and skids, and its move
is over. If the roll succeeds, the ’Mech remains upright and the
unit may move per standard rules. However, the player must
make an additional Piloting/Driving Skill Roll for each paved
hex through which the unit passes.
If the unit is a vehicle and the roll fails, the efects depend
on the speciic terrain and conditions. On icy terrain, the
vehicle skids (see Skidding , p. 62, TW ). In clear terrain, the
vehicle hits a hole or other minor obstruction that costs the
unit 1 additional MP. In all other terrain, the crash ends the
vehicle’s movement, and the vehicle sustains damage to its
Front side as if it had charged.
Digging in
An infantry unit may safeguard itself from attack by dig-
ging in: hiding behind foliage and other ground cover, lying
prone, or other defensive measures. Digging in is an option
in any type of terrain except roads, pavement, buildings
and water. The process takes a full turn, during which the
infantry unit may not move or attack. If it is attacked during
this turn, it is not considered dug in yet and so receives no
bonuses.
All attacks against a dug-in unit (regardless of munitions
type) add a +2 to-hit modiier, except for lamers and area-
efect weapons. In addition, damage is not doubled against a
dug-in unit in clear terrain.
The unit remains dug in until it moves; after moving, it must
spend another turn to dig in again.
Note that “digging in” only applies to the infantry unit in
question. Specialized infantry (see Trench/Fieldworks Engineers ,
p. 6) can build a fortiied hex that any infantry unit, including
mechanized infantry, can enter and automatically receive the
“digging in” beneit.
Mechanized infantry: Except in the case of fortiied hexes
built by appropriately specialized infantry, mechanized infan-
try may not use the digging-in rule.
bLACk iCe
During any movement that
occurs on pavement (including
bridges) where the Black Ice ter-
rain modiication is in use, apply
the following rules.
Whenever a ’Mech or non-
hover vehicle enters any paved hex, immediately roll 1D6. On
a result of 5 or 6, ice has formed in that hex, and the following
rules immediately apply.
’Mechs and non-Hover ground Vehicles: Apply a +4 modi-
ier to any Piloting/Driving Skill Rolls made in an ice hex. Also,
units must spend extra MP when moving across ice hexes or
risk falling (see Careful Movement , below). In addition, ’Mechs
and ground vehicles that make a facing change and then
move on an ice-coated hex must check to see if they skid
(see Skidding , p. 62, TW ), even if they are moving at Walking
or Cruising speed.
Jumping: For jumping ’Mechs that land on an ice-covered
paved hex, the ’Mech must make an immediate standard
Piloting Skill Roll with an additional +4 modiier to remain
standing.
Careful Movement: All ’Mechs and non-hover ground
vehicles must pay an extra +1 MP to enter a hex covered by
black ice (this is cumulative with the +1 MP for Full Moon
Night, if that planetary condition is in use; see at right). The
Careful Movement rules below cover what happens if players
do not wish to pay the extra MP.
FULL Moon nigHT
If a scenario takes place under these conditions, modify
movement and combat as follows.
All Units: Apply a +2 to-hit modiier to all weapon attacks.
Heat: For every 20 points of heat on a target unit that tracks
heat, apply a –1 to-hit modiier to any weapon attacks. Con-
ventional infantry ignore this modiier.
Careful Movement: All units must pay an extra +1 MP to
enter any hex on the playing area (this is cumulative with the
+1 MP for entering a hex of black ice for ’Mechs and non-hover
ground vehicles, if that planetary condition is in use; see at
left). The Careful Movement rules above cover what happens
if players do not wish to pay the extra MP.
CAReFUL MoVeMenT
The increased MP cost of entering hexes enveloped by some
planetary conditions, such as black ice (see above) or moon-
less night (see below), represents the extra caution needed to
avoid tripping, falling or crashing in such conditions. By paying
the increased Movement cost, units can cross such dangerous
terrain without mishap.
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