Download BattleTech 35ED001 - Golden Century PDF

TitleBattleTech 35ED001 - Golden Century
File Size15.5 MB
Total Pages39
Table of Contents
                            Era Digest: Golden Century
Credits
Changes, They Are The Times
Introduction & How To Use This Book
The Golden Age
	Widows Themselves
	A Bold New Time
	Blood in the Boardroom
	The Little People
	Better Weapons for Better Warriors
	Viper's Unrest
	Warriors Above Politicians
	Bad Blood
Clan Mongoose
	The Beginning
	Life as a Mongoose
	The Beginning of the End
Order Through Conflict
	Circle of Equals
	Ritual of Abjuration
	Rite of Absorption
	Ritual of Adoption
	Trial of Annihilation
	Trial of Bloodright
	Trial of Grievance
	Trial of Position
	Trial of Possession
	Trial of Propagation
	Trial of Reaving
	Trials of Refusal
Golden Century Rules
	Role-Playing Rules
	Affiliations
	Economic Adjustments for the Golden Century
	BattleTech Rules
	Random Assignment Table (2858)
New Units
	Coyotl
	Lupus
	Woodsman
	Wakazashi
Record Sheets
	Coyotl Prime
	Coyotl A
	Lupus Prime
	Lupus A
	Lupus B
	Woodsman Prime
	Woodsman A
	Wakazashi
	Chippewa IIC
	Quicksilver Mongoose (BattleShip)
                        
Document Text Contents
Page 1

A BATTLETECH HISTORICAL SUPPLEMENT

TM

ERA DIGEST

Page 2

Project Development: Herbert A. Beas II
BattleTech Line Developer: Herbert A. Beas II
Primary Writing: Ken’ Horner
Additional Writing: Herbert A. Beas II
Production Sta� :
Art Direction: Brent Evans
Cover Design and Layout: Matt Heerdt
Original Illustrations: David White
Record Sheets: David L. McCulloch

Factchecking/Playtesting: Joel Bancroft-Connors, Ron Barter,
Roland Boshnack, James Brown, Rich Cencarik, Joshua Franklin,
William Gauthier, Keith Hann, Johannes Heidler, Ross Hines, Glen
Hopkins, Daniel Isberner, Edward Lott, Chris Marti, Aaron Pollyea,
Craig “No Last Name” Reed, Luke Robertson, Andreas Rudolph, Eric
Salzman, Je� Skidmore, Sam Snell, Chris Wheeler and Patrick Wynne.

Special Thanks: I’d like to thank my parents, Roy and Lynette, for
putting up and eventually encouraging this strange hobby they
didn’t understand. Ken Petruzzelli for introducing me to the game
and getting me involved in rec.games.mecha. My brother Doug
for not giving me too hard a time for being a dork growing up.
Herb Beas for giving a fan� c writer a chance or two. To the folks at
Catalyst Game Labs, who kept BattleTech going as well as all my
fellow authors, playtesters and fact checkers who help us turn out
great material. And of course, our wonderful fans for giving me
encouragement, keeping me grounded and keeping us all busy
giving you new material.

CREDITS

©2010 The Topps Company, Inc. All Rights Reserved. Era Digest: Golden Century, 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.

STAR LEAGUE STAR LEAGUE ERA ERA CLAN INVASION ERACLAN INVASION ERA JIHAD ERAJIHAD ERA

SUCCESSION WARS ERA CIVIL WAR ERACIVIL WAR ERA DARK AGE ERADARK AGE ERA

®

Page 19

A� liation Restrictions
Due to the extreme isolation of the Clan homeworlds, Golden

Century characters cannot be created who have origins in any of the af-
� liations of the Inner Sphere, Periphery, or Deep Periphery. Furthermore,
the Invading Clan A� liation is unavailable for the Golden Century, as the
Clans have yet to invade the Inner Sphere.

Early Clan Eugenics
The Clan eugenics program did not o� cially begin until 2819. Even

so, it would be roughly forty years before the distinctive phenotypes
known in the present day would begin to emerge. To re� ect this, the fol-
lowing modi� cations apply to Clan characters created in this period:

• Golden Century characters may not choose a phenotype other
than “Normal Human” without possessing the Trueborn Trait. (This
is unlike post-Golden Century characters, who may be freeborn
with Phenotype Traits due to interbreeding.)

• Golden Century characters born prior to 2860 who choose any
of the phenotypes receive +100 XP toward their Reputation Trait,
and –50 XP toward their CHA Attribute. However, these same
characters may not apply any of the other modi� ers for these
phenotypes prior to 2860.

• For characters born from 2860 through 2900, apply the ap-
propriate Phenotype modi� ers shown in the Golden Century
Phenotypes Table. These re� ect “emergent” Phenotype Traits and
replace those shown on p. 122 of AToW.

• For characters born after 2900 through 2950, apply the appropri-
ate Phenotype modi� ers as shown on p. 122 of AToW—but also
apply a –1 CHA Attribute modi� er (and reduce the maximum CHA
score to 7) for all Phenotypes other than “Normal Human”.

• For characters born after 2950, standard Clan Phenotype rules
apply.

Golden Century Clan A� liations
The A� liations rules described below replace those featured in A

Time of War. A� liations present in A Time of War that are not discussed
here are una� ected by the era of play and characters may be created
from those basic rules without modi� cation. These A� liations rules ap-
ply primarily to the use of the Life Modules form of character creation,
but can also serve as a guide for creating characters using the Points-
only method.

GOLDEN CENTURY
RULES

The Clans’ Golden Century (2830 to 2930) was a time of growth and
self-discovery for Kerensky’s Clans. It was in this period that the various
Clan factions truly forged their identities, shedding the last of their Inner
Sphere morés as technology and exploration proceeded apace. While the
Inner Sphere fell into ruin, Clans rose (and fell), enhancing their military
prowess and solidifying the culture that would support it.

The following special rules allow players to add the unique � avor of
the Golden Century era to their BattleTech war games and role-playing
campaigns. All of these rules are considered Advanced and optional, and
thus players and gamemasters should agree to their use before intro-
ducing them to their campaigns. For the players’ convenience, the rules
presented in this section are divided into two broad sections, the � rst—
Role-Playing Rules—addresses elements of gameplay more appropriate
to games played using the role-playing rules presented in A Time of War
(AToW). The second part—BattleTech Rules—covers changes to the Ran-
dom Assignment Tables and new units appropriate for the tabletop war
game de� ned by Total Warfare (TW), and Tactical Operations (TO). Players
may use either of these rulesets individually (or both, concurrently) with
the modi� cations described here.

ROLE-PLAYING RULES
The following rules for the Golden Century cover role-playing cam-

paigns using the core rules primarily found in A Time of War. It should be
cautioned, however, that the time of the Golden Century was one of great
changes in the Clan homeworlds, changes that are beyond the brief rules
presented here to fully explore. These rules should thus be viewed as a
starting point for creating characters in the Golden Century era.

Creating Characters in the Early Clan Invasion
Although the core rules found in A Time of War may be used to play

characters in a broad range of eras, it is di� cult to communicate the
nuances of the various time periods of BattleTech history in just one
rulebook. To re� ect these subtle di� erences, the following rule modi� ca-
tions apply to creating A Time of War characters in the Clan homeworlds
during the Golden Century, and may be used for any characters created
from roughly 2800 through 2950.

ATTRIBUTE MODIFIERS MAXIMUM*

Phenotype STR BOD DEX RFL INT WIL CHA EDG BONUS

Normal Human +0 (8) +0 (8) +0 (8) +0 (8) +0 (8) +0 (8) +0 (9) +0 (9) None

Aerospace –1 (7) –1 (7) +1 (9) +1 (9) +0 (9) +0 (8) –1 (7) +0 (8) G-Tolerance, Glass Jaw

Elemental +1 (9) +1 (9) –1 (7) +0 (8) +0 (8) +0 (9) –1 (7) +0 (8) Toughness

MechWarrior +0 (8) +0 (8) +1 (9) +1 (9) +0 (8) +1 (9) –1 (7) +0 (8) Compulsion/Arrogant (–1 TP)

*Increase Maximum Attribute value by 1 if the character possesses the relevant Exceptional Attribute Trait.

GOLDEN CENTURY PHENOTYPES (2860 THROUGH 2900)

A� liation Restrictions
Due to the extreme isolation of the Clan homeworlds, Golden

Century characters cannot be created who have origins in any of the af-
� liations of the Inner Sphere, Periphery, or Deep Periphery. Furthermore,
the Invading Clan A� liation is unavailable for the Golden Century, as the
Clans have yet to invade the Inner Sphere.

Early Clan Eugenics
The Clan eugenics program did not o� cially begin until 2819. Even

so, it would be roughly forty years before the distinctive phenotypes
known in the present day would begin to emerge. To re� ect this, the fol-
lowing modi� cations apply to Clan characters created in this period:

• Golden Century characters may not choose a phenotype other
than “Normal Human” without possessing the Trueborn Trait. (This
is unlike post-Golden Century characters, who may be freeborn
with Phenotype Traits due to interbreeding.)

• Golden Century characters born prior to 2860 who choose any
of the phenotypes receive +100 XP toward their Reputation Trait,
and –50 XP toward their CHA Attribute. However, these same
characters may not apply any of the other modi� ers for these
phenotypes prior to 2860.

• For characters born from 2860 through 2900, apply the ap-
propriate Phenotype modi� ers shown in the Golden Century
Phenotypes Table. These re� ect “emergent” Phenotype Traits and
replace those shown on p. 122 of AToW.AToW.AToW

• For characters born after 2900 through 2950, apply the appropri-
ate Phenotype modi� ers as shown on p. 122 of AToW—but also AToW—but also AToW
apply a –1 CHA Attribute modi� er (and reduce the maximum CHA
score to 7) for all Phenotypes other than “Normal Human”.

• For characters born after 2950, standard Clan Phenotype rules
apply.

Golden Century Clan A� liations
The A� liations rules described below replace those featured in A

Time of War. A� liations present in A Time of War that are not discussed A Time of War that are not discussed A Time of War
here are una� ected by the era of play and characters may be created
from those basic rules without modi� cation. These A� liations rules ap-
ply primarily to the use of the Life Modules form of character creation,
but can also serve as a guide for creating characters using the Points-
only method.

GOLDEN CENTURY
RULES

The Clans’ Golden Century (2830 to 2930) was a time of growth and
self-discovery for Kerensky’s Clans. It was in this period that the various
Clan factions truly forged their identities, shedding the last of their Inner
Sphere morés as technology and exploration proceeded apace. While the
Inner Sphere fell into ruin, Clans rose (and fell), enhancing their military
prowess and solidifying the culture that would support it.

The following special rules allow players to add the unique � avor of
the Golden Century era to their BattleTech war games and role-playing
campaigns. All of these rules are considered Advanced and optional, and
thus players and gamemasters should agree to their use before intro-
ducing them to their campaigns. For the players’ convenience, the rules
presented in this section are divided into two broad sections, the � rst—
Role-Playing Rules—addresses elements of gameplay more appropriate
to games played using the role-playing rules presented in A Time of War
(AToW(AToW( ). The second part—AToW). The second part—AToW BattleTech Rules—covers changes to the Ran-
dom Assignment Tables and new units appropriate for the tabletop war
game de� ned by Total Warfare (TW), and TW), and TW Tactical Operations (TO). Players
may use either of these rulesets individually (or both, concurrently) with
the modi� cations described here.

ROLE-PLAYING RULES
The following rules for the Golden Century cover role-playing cam-

paigns using the core rules primarily found in A Time of War. It should be
cautioned, however, that the time of the Golden Century was one of great
changes in the Clan homeworlds, changes that are beyond the brief rules
presented here to fully explore. These rules should thus be viewed as a
starting point for creating characters in the Golden Century era.

Creating Characters in the Early Clan Invasion
Although the core rules found in A Time of War may be used to play A Time of War may be used to play A Time of War

characters in a broad range of eras, it is di� cult to communicate the
nuances of the various time periods of BattleTech history in just one
rulebook. To re� ect these subtle di� erences, the following rule modi� ca-
tions apply to creating A Time of War characters in the Clan homeworlds A Time of War characters in the Clan homeworlds A Time of War
during the Golden Century, and may be used for any characters created
from roughly 2800 through 2950.

ATTRIBUTE MODIFIERS MAXIMUM*

Phenotype STR BOD DEX RFL INT WIL CHA EDG BONUS

Normal Human +0 (8) +0 (8) +0 (8) +0 (8) +0 (8) +0 (8) +0 (9) +0 (9) None

Aerospace –1 (7) –1 (7) +1 (9) +1 (9) +0 (9) +0 (8) –1 (7) +0 (8) G-Tolerance, Glass Jaw

Elemental +1 (9) +1 (9) –1 (7) +0 (8) +0 (8) +0 (9) –1 (7) +0 (8) Toughness

MechWarrior +0 (8) +0 (8) +1 (9) +1 (9) +0 (8) +1 (9) –1 (7) +0 (8) Compulsion/Arrogant (–1 TP)

*Increase Maximum Attribute value by 1 if the character possesses the relevant Exceptional Attribute Trait.

GOLDEN CENTURY PHENOTYPES (2860 THROUGH 2900)

17

Page 20

AFFILIATION: HOMEWORLD CLAN
(ALL CLANS)/GOLDEN CENTURY

Module Cost: 50 XP
In the time of the Golden Century, the Clans lived in isola-

tion from the chaos of the Inner Sphere, competing for resources
only with one another and embracing the way of life set down by
Nicholas Kerensky. The political movements and social pressures
that would lead to the Clan Invasion had yet to develop their full
force in this very formative period.

Primary Language: English
Secondary Languages: None
Fixed XPs: [Traits] Compulsion/Distrust of Inner Sphere (–200

XP); [Skills] Interest/Clan Remembrance (+25 XP), Protocol/Clan
(+25 XP)

Clan characters that fall into the castes (or sub-castes) de-
scribed on p. 61 of AToW receive the same Fixed XP identi� ed
there. Any Clan-born character that does not � t in any of those
listed castes is considered Dark Caste and must choose the Pirate
sub-a� liation under A� liation: Independent (see p. 63, AToW) as if
using the Changing A� liations rule (see p. 53, AToW).

Sub-A� liations:
Blood Spirit: [Attributes] BOD (+25 XP), WIL (+50 XP); [Attri-

butes] Compulsion/Hate Clan Burrock (–40 XP), Equipped (–25 XP);
[Skills] Interest/Clan History (+25 XP), Martial Arts (+15 XP), Small
Arms (+15 XP), Protocol/Blood Spirit (+10 XP)

Burrock: [Attributes] INT (+50 XP); [Traits] Compulsion/Hate
Clan Blood Spirit (–50 XP), Equipped (–50 XP); [Skills] Negotiation
(+5 XP), Perception (+10 XP), Protocol/Burrock (+10 XP).

Cloud Cobra: [Attributes] INT (+40 XP), WIL (+40 XP); [Traits]
Compulsion/Religious Faith (–75 XP), Equipped (–35 XP), Patient
(+75 XP); [Skills] Interest/Theology/Any (+20 XP), Protocol/Cloud
Cobra (+10 XP)

Coyote: [Attributes] INT (+50 XP), WIL (–20 XP); [Traits] Choose
one: Custom Vehicle, Natural Aptitude/Computers, Natural Ap-
titude/Technician/Any or Vehicle Level (+20 XP); [Skills] Interest/
Coyote Rituals (+10 XP), Protocol/Coyote (+10 XP), Survival/Any
(+5 XP)

Fire Mandrill: [Secondary Languages] Chinese, French, Ger-
man, Japanese, Russian, Spanish; [Attributes] WIL (+25 XP), –20
XP to any one other Attribute; [Traits] Compulsion/Fire Mandrill
Fanaticism (–25 XP), Enemy/Rival Kindraa (–25 XP), Reputation
(–50 XP), Choose one: Combat Sense, Exceptional Attribute/Any,
Fast Learner, Natural Aptitude/Any or Sixth Sense (+100 XP);
[Skills] Language/Secondary (+20 XP), Martial Arts (+15 XP), Pro-
tocol/Fire Mandrill (+10 XP), Protocol/Kindraa (+15 XP), Choose
one: Leadership, Melee Weapons, Negotiation, Perception or
Tactics/Any (+10 XP)

Ghost Bear: [Attributes] STR (+25 XP), BOD (+25 XP), INT (–50
XP), WIL (–50 XP); [Traits] Compulsion/Hate Hell’s Horses (–200
XP)*, Exceptional Attribute/Strength (+50 XP), Patient (+80 XP),
Slow Learner (–50 XP); [Skills] Art/Any (+10 XP), Protocol/Ghost
Bear (+10 XP) [*Note: Ghost Bear hatred of Clan Hell’s Horses begins

after 2921; Prior to that date, assign –100 XP each to Compulsion/Dis-
trust Hell’s Horses and Compulsion/Hate Clan Wolf]

Goliath Scorpion: [Secondary Languages] Goliath Scorpion
Battle Language (warrior caste only), Russian; [Attributes] DEX
(+50 XP), INT (+50 XP), WIL (–50); [Traits] Compulsion/Necrosia
Addiction (–75 XP), Compulsion/Nostalgic (–25 XP), Choose one:
Exceptional Attribute/INT, Natural Aptitude/Gunnery/Any, Natural
Aptitude/Melee Weapons or Natural Aptitude/Interest/Any (+50
XP); [Skills] Interest/Star League History (+20 XP), Language/
Secondary (+10 XP), Melee Weapons (+10 XP), Protocol/Goliath
Scorpion (+10 XP)

Hell’s Horses: [Attributes] STR (+50 XP), BOD (+50 XP), WIL
(+25 XP); [Traits] Compulsion/Hate Ghost Bears (–200 XP)*,
Equipped (+25 XP), Toughness (+40 XP); [Skills] Melee Weapons
(+10 XP), Navigation/Ground (+15 XP), Protocol/Hell’s Horses (+10
XP), Survival/Desert (+15 XP), Tactics/Infantry (+10 XP) [*Note:
Ghost Bear hatred of Clan Hell’s Horses begins after 2921; Prior to that
date, assign –100 XP to Compulsion/Hate Fire Mandrill and –50 XP
each to Reputation and Impatient]

Ice Hellion: [Attributes] DEX (+25 XP), RFL (+50 XP); [Traits]
Combat Sense (+50 XP), Impatient (–50 XP), Reputation (–50 XP);
[Skills] Interest/Clan Remembrance (+10 XP), Martial Arts (+10 XP),
Negotiation (+10 XP), Protocol/Ice Hellion (+10 XP), Survival/Arctic
(+10 XP)

Jade Falcon: [Attributes] WIL (+50 XP), EDG (+25 XP); [Traits]
Compulsion/Falcon Pride (–100 XP), Compulsion/Hate Clan Wolf
(–50 XP), Equipped (+20 XP), Reputation (+100 XP); [Skills] Martial
Arts (+10 XP), Negotiation (+10 XP), Protocol/Jade Falcon (+10 XP)

Mongoose: [Attributes] INT (+25 XP), CHA (+25 XP), WIL (+10
XP); [Traits] Connections (+25 XP), Impatient (–50 XP); [Skills]
Leadership (+10 XP), Negotiation (+10 XP), Perception (+10 XP),
Protocol/Mongoose (+10 XP)

Nova Cat: [Attributes] INT (+25 XP), EDG (+25 XP); [Traits]
Compulsion/Distrust Smoke Jaguars (–100 XP), Sixth Sense (+100
XP); [Skills] Interest/Nova Cat Vision Quest (+15 XP), Protocol/Nova
Cat (+10 XP)

Sea Fox: [Attributes] INT (+25 XP), CHA (+25 XP), WIL (+10 XP),
EDG (–50 XP); [Traits] Connections (+25 XP), Equipped (+25 XP),
Reputation (–25 XP); [Skills] Negotiation (+15 XP), Perception (+10
XP), Protocol/Diamond Shark (+10 XP) [Note: Clan Sea Fox is the
original name for Clan Diamond Shark. The name change does not
occur until 2985, well after the Golden Century.]

Smoke Jaguar: [Attributes] RFL (+50 XP), WIL (+50 XP); [Traits]
Combat Sense (+100 XP), Compulsion/Distrust Nova Cats (–75
XP), Choose one: Compulsion/Hate Clan Mongoose (–100 XP) or
Reputation (–100 XP); [Skills] Leadership (+15 XP), Protocol/Smoke
Jaguar (+10 XP).

Snow Raven: [Attributes] INT (+25 XP), WIL (+25 XP), CHA (+25
XP); [Traits] Compulsion/Paranoia (–200 XP), Connections (+50 XP),
Equipped (+75 XP), Patient (+25 XP); [Skills] Negotiation (+15 XP),
Protocol/Snow Raven (+20 XP), Zero-G Operations (+15 XP)

Star Adder: [Attributes] INT (+25 XP), WIL (+50 XP), CHA (–25
XP); [Traits] Combat Sense (+50 XP), Compulsion/Clan Honor (–50

AFFILIATIONS

AFFILIATION: HOMEWORLD CLAN
(ALL CLANS)/GOLDEN CENTURY

Module Cost: 50 XP
In the time of the Golden Century, the Clans lived in isola-

tion from the chaos of the Inner Sphere, competing for resources
only with one another and embracing the way of life set down by
Nicholas Kerensky. The political movements and social pressures
that would lead to the Clan Invasion had yet to develop their full
force in this very formative period.

Primary Language: English
Secondary Languages: None
Fixed XPs: [Traits] Compulsion/Distrust of Inner Sphere (–200

XP); [Skills] Interest/Clan Remembrance (+25 XP), Protocol/Clan
(+25 XP)

Clan characters that fall into the castes (or sub-castes) de-
scribed on p. 61 of AToW receive the same Fixed XP identi� ed AToW receive the same Fixed XP identi� ed AToW
there. Any Clan-born character that does not � t in any of those
listed castes is considered Dark Caste and must choose the Pirate
sub-a� liation under A� liation: Independent (see p. 63, AToW) as if AToW) as if AToW
using the Changing A� liations rule (see p. 53, AToW).AToW).AToW

Sub-A� liations:
Blood Spirit: [Attributes] BOD (+25 XP), WIL (+50 XP); [Attri-

butes] Compulsion/Hate Clan Burrock (–40 XP), Equipped (–25 XP);
[Skills] Interest/Clan History (+25 XP), Martial Arts (+15 XP), Small
Arms (+15 XP), Protocol/Blood Spirit (+10 XP)

Burrock: [Attributes] INT (+50 XP); [Traits] Compulsion/Hate
Clan Blood Spirit (–50 XP), Equipped (–50 XP); [Skills] Negotiation
(+5 XP), Perception (+10 XP), Protocol/Burrock (+10 XP).

Cloud Cobra: [Attributes] INT (+40 XP), WIL (+40 XP); [Traits]
Compulsion/Religious Faith (–75 XP), Equipped (–35 XP), Patient
(+75 XP); [Skills] Interest/Theology/Any (+20 XP), Protocol/Cloud
Cobra (+10 XP)

Coyote: [Attributes] INT (+50 XP), WIL (–20 XP); [Traits] Choose
one: Custom Vehicle, Natural Aptitude/Computers, Natural Ap-
titude/Technician/Any or Vehicle Level (+20 XP); [Skills] Interest/
Coyote Rituals (+10 XP), Protocol/Coyote (+10 XP), Survival/Any
(+5 XP)

Fire Mandrill: [Secondary Languages] Chinese, French, Ger-
man, Japanese, Russian, Spanish; [Attributes] WIL (+25 XP), –20
XP to any one other Attribute; [Traits] Compulsion/Fire Mandrill
Fanaticism (–25 XP), Enemy/Rival Kindraa (–25 XP), Reputation
(–50 XP), Choose one: Combat Sense, Exceptional Attribute/Any,
Fast Learner, Natural Aptitude/Any or Sixth Sense (+100 XP);
[Skills] Language/Secondary (+20 XP), Martial Arts (+15 XP), Pro-
tocol/Fire Mandrill (+10 XP), Protocol/Kindraa (+15 XP), Choose
one: Leadership, Melee Weapons, Negotiation, Perception or
Tactics/Any (+10 XP)

Ghost Bear: [Attributes] STR (+25 XP), BOD (+25 XP), INT (–50
XP), WIL (–50 XP); [Traits] Compulsion/Hate Hell’s Horses (–200
XP)*, Exceptional Attribute/Strength (+50 XP), Patient (+80 XP),
Slow Learner (–50 XP); [Skills] Art/Any (+10 XP), Protocol/Ghost
Bear (+10 XP) [*Note: Ghost Bear hatred of Clan Hell’s Horses begins

after 2921; Prior to that date, assign –100 XP each to Compulsion/Dis-
trust Hell’s Horses and Compulsion/Hate Clan Wolf]trust Hell’s Horses and Compulsion/Hate Clan Wolf]trust Hell’s Horses and Compulsion/Hate Clan Wolf

Goliath Scorpion: [Secondary Languages] Goliath Scorpion
Battle Language (warrior caste only), Russian; [Attributes] DEX
(+50 XP), INT (+50 XP), WIL (–50); [Traits] Compulsion/Necrosia
Addiction (–75 XP), Compulsion/Nostalgic (–25 XP), Choose one:
Exceptional Attribute/INT, Natural Aptitude/Gunnery/Any, Natural
Aptitude/Melee Weapons or Natural Aptitude/Interest/Any (+50
XP); [Skills] Interest/Star League History (+20 XP), Language/
Secondary (+10 XP), Melee Weapons (+10 XP), Protocol/Goliath
Scorpion (+10 XP)

Hell’s Horses: [Attributes] STR (+50 XP), BOD (+50 XP), WIL
(+25 XP); [Traits] Compulsion/Hate Ghost Bears (–200 XP)*,
Equipped (+25 XP), Toughness (+40 XP); [Skills] Melee Weapons
(+10 XP), Navigation/Ground (+15 XP), Protocol/Hell’s Horses (+10
XP), Survival/Desert (+15 XP), Tactics/Infantry (+10 XP) [*Note:
Ghost Bear hatred of Clan Hell’s Horses begins after 2921; Prior to that
date, assign –100 XP to Compulsion/Hate Fire Mandrill and –50 XP
each to Reputation and Impatient]each to Reputation and Impatient]each to Reputation and Impatient

Ice Hellion: [Attributes] DEX (+25 XP), RFL (+50 XP); [Traits]
Combat Sense (+50 XP), Impatient (–50 XP), Reputation (–50 XP);
[Skills] Interest/Clan Remembrance (+10 XP), Martial Arts (+10 XP),
Negotiation (+10 XP), Protocol/Ice Hellion (+10 XP), Survival/Arctic
(+10 XP)

Jade Falcon: [Attributes] WIL (+50 XP), EDG (+25 XP); [Traits]
Compulsion/Falcon Pride (–100 XP), Compulsion/Hate Clan Wolf
(–50 XP), Equipped (+20 XP), Reputation (+100 XP); [Skills] Martial
Arts (+10 XP), Negotiation (+10 XP), Protocol/Jade Falcon (+10 XP)

Mongoose: [Attributes] INT (+25 XP), CHA (+25 XP), WIL (+10
XP); [Traits] Connections (+25 XP), Impatient (–50 XP); [Skills]
Leadership (+10 XP), Negotiation (+10 XP), Perception (+10 XP),
Protocol/Mongoose (+10 XP)

Nova Cat: [Attributes] INT (+25 XP), EDG (+25 XP); [Traits]
Compulsion/Distrust Smoke Jaguars (–100 XP), Sixth Sense (+100
XP); [Skills] Interest/Nova Cat Vision Quest (+15 XP), Protocol/Nova
Cat (+10 XP)

Sea Fox: [Attributes] INT (+25 XP), CHA (+25 XP), WIL (+10 XP),
EDG (–50 XP); [Traits] Connections (+25 XP), Equipped (+25 XP),
Reputation (–25 XP); [Skills] Negotiation (+15 XP), Perception (+10
XP), Protocol/Diamond Shark (+10 XP) [Note: Clan Sea Fox is the
original name for Clan Diamond Shark. The name change does not
occur until 2985, well after the Golden Century.]

Smoke Jaguar: [Attributes] RFL (+50 XP), WIL (+50 XP); [Traits]
Combat Sense (+100 XP), Compulsion/Distrust Nova Cats (–75
XP), Choose one: Compulsion/Hate Clan Mongoose (–100 XP) or
Reputation (–100 XP); [Skills] Leadership (+15 XP), Protocol/Smoke
Jaguar (+10 XP).

Snow Raven: [Attributes] INT (+25 XP), WIL (+25 XP), CHA (+25
XP); [Traits] Compulsion/Paranoia (–200 XP), Connections (+50 XP),
Equipped (+75 XP), Patient (+25 XP); [Skills] Negotiation (+15 XP),
Protocol/Snow Raven (+20 XP), Zero-G Operations (+15 XP)

Star Adder: [Attributes] INT (+25 XP), WIL (+50 XP), CHA (–25
XP); [Traits] Combat Sense (+50 XP), Compulsion/Clan Honor (–50

AFFILIATIONS

18

Page 38

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 the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

FIGHTER DATA

CRITICAL DAMAGE

VELOCITY RECORD

HEAT DATA

ARMOR DIAGRAM

EXTERNAL STORES/BOMBS

PILOT DATA
Name:

Gunnery Skill: Piloting Skill:

1

3

+1

2

5

+2

3

7

+3

4

10

+4

5

11

+5

6

DeadConsciousness #

Hits Taken

Modifier

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 Explosive
LG - Laser Guided
C - Cluster
RL - Rocket Launcher

FCS +2 +4 D Gear +5

Avionics +1 +2 +5 Engine 2 4 D

Life
Support

+2Sensors +1 +2 +5

Heat
Level* Effects

Heat
Scale
Overflow

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

30
28

26
25

24
23

21

27

22

20

19
18
17
15

14
13
10

8
5

Shutdown
Ammo Exp. avoid on 8+

Shutdown, avoid on 10+
Random Movement,
avoid on 10+
+4 Modifier to Fire
Ammo 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 Modifier to Fire
Random Movement,
avoid on 7+
Shutdown, avoid on 4+
+2 Modifier to Fire
Random Movement,
avoid on 6+
+1 Modifier to Fire
Random Movement,
avoid on 5+

Structural
Integrity:

Aft Damage
Threshold

(Total Armor)
5 (43)

Right Wing
Damage Threshold

(Total Armor)
7 (62)

Left Wing
Damage Threshold

(Total Armor)
7 (62)

Nose Damage
Threshold (Total Armor)

10 (92)

9

Heat Sinks:
25 (50)
Double

CHIPPEWA IIC

BV: 3,431

Clan
Succession
Wars

90

5
8

Fuel: 400 Points

Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
2 LRM 15 w/Artemis N 5 12 12 12 —
IV FCS
Ammo (LRM 15) 32
1 Streak SRM 4 N 3 8 8 — —
Ammo (Streak 4) 25
2 ER Medium Laser N 5 7 7 — —
2 ER Large Laser LW 12 10 10 10 10
2 ER Large Laser RW 12 10 10 10 10
2 ER Small Laser A 2 5 — — —

1 Targeting Computer B — — — — —

Notes: CASE

Page 39

WARSHIP 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 the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

WARSHIP DATA

VELOCITY RECORD

HEAT DATA

ARMOR DIAGRAM

CREW DATA CRITICAL DAMAGE

Capital Scale

Structural
Integrity:

Sail Integrity:

K-F Drive
Integrity:

Docking Collars:

Nose:

Aft:

Left/Right Fore:

Left/Right Aft:

Left/Right Broadside:

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

Modifier

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 #

Thrust

Velocity

Effective Velocity

11 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

Life
Support

+2

Sensors +1 +2 +5

Aft Damage Threshold
(Total Armor)

15 (145)

Nose Damage Threshold
(Total Armor)

38 (380)

Aft-Right Damage
Threshold (Total Armor)

18 (180)

Aft-Left Damage
Threshold (Total Armor)

18 (180)

Fore-Right Damage
Threshold (Total Armor)

18 (180)

Fore-Left Damage
Threshold (Total Armor)

18 (180)

150

5

18

2

QUICKSILVER MONGOOSE (BATTLESHIP)
900,000

/ 12050

2

5

3

Clan
Succession
Wars

Capital Scale (1–12) (13–24) (25–40) (41–50)
Bay Loc Ht SRV MRV LRV ERV
4 Heavy NPPC N 900 60 60 60 60
4 Heavy NPPC N 900 60 60 60 60
4 Medium NPPC N 540 36 36 36 36
4 NL45 FL/FR 280 22 22 22 22
4 NL45 L/RBS 280 22 22 22 22
3 Light NPPC L/RBS 315 21 21 21 —
4 NL45 AL/AR 280 22 22 22 22
2 Medium NPPC A 270 18 18 18 18
Standard Scale (1–6) (7–12) (13–20) (21–25)
Bay Loc Ht SRV MRV LRV ERV
5 Small Pulse Laser N 10 2(15) — — —
2 Large Pulse Laser N 20 2(20) 2(20) — —
5 Small Pulse Laser FL/FR 10 2(15) — — —
2 Large Pulse Laser FL/FR 20 2(20) 2(20) — —
5 Small Pulse Laser L/BRS 10 2(15) — — —
2 Large Pulse Laser L/RBS 20 2(20) 2(20) — —
5 Small Pulse Laser AL/AR 10 2(15) — — —
2 Large Pulse Laser AL/AR 20 2(20) 2(20) — —
5 Small Pulse Laser A 10 2(15) — — —
2 Large Pulse Laser A 20 2(20) 2(20) — —

0 0

25 15

0 0

437 25

2,700
(5,400)
Double /

/

/

300

310

625

2,370

310

310

625

310

Grav Decks:
Grav Deck #1: 150-meter
Grav Deck #2: 70-meter

Cargo:
Bay 1: Fighters (50) (6 doors)
Bay 2: Cargo (53,627.5 Tons) (4 doors)
Bay 3: Cargo (55,000 Tons) (4 doors)

BV: 83,704

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