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This document contains an armor diagram and hit location table for a Marauder IIC BattleMech. The armor diagram shows the location and armor values for the 'Mech's head, left and right torsos, arms, and legs. The hit location table lists the potential hit locations on a 2D6 roll and the resulting damage for each location. It also includes modifiers for the attacker's and target's positions that affect the to-hit roll.

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0% found this document useful (0 votes)
17 views3 pages

8k Scrim Sharks

This document contains an armor diagram and hit location table for a Marauder IIC BattleMech. The armor diagram shows the location and armor values for the 'Mech's head, left and right torsos, arms, and legs. The hit location table lists the potential hit locations on a 2D6 roll and the resulting damage for each location. It also includes modifiers for the attacker's and target's positions that affect the to-hit roll.

Uploaded by

Joshua Watrous
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ARMOR DIAGRAM

HIT LOCATION TABLE


Ferro-Fibrous
He ad ( 9 ) Die Roll
Le ft Tors o Right Tors o (2D6) LS F/R RS
( 22 ) ( 22 )
2* LT(C) CT(C) RT(C)
3 LL RA RL
BATTLEMECH RECORD SHEET 4 LA RA RA
5 LA RL RA
'MECH DATA WARRIOR DATA 6 LL RT RL
7 LT CT RT
Type: Marauder IIC 5 Name: 8 CT LT CT
Movement Points: Tonnage: 85 9 RT LL LT
Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Clan 10 RA LA LA
Running: 6 Rules Level: Advanced Hits Taken 1 2 3 4 5 6 11 RL LA LL
Jumping: 0 Role: Sniper Consciousness # 3 5 7 10 11 Dead 12 HD HD HD
Engine Type: 340 Fusion *A result of 2 may inflict a critical hit.

Weapons & Equipment Inventory (hexes)


TO-HIT MODIFIERS
Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER PPC LA 15 15 [DE] — 7 14 23 Attacker
Ce nte r Stationary +0
Le ft Arm Tors o Right Arm
1 AP Gauss Rifle LA 1 3 [DB,AI,X] — 3 6 9 ( 23 ) ( 23 ) Walked +1
( 34 )
Ran +2
1 ER PPC RA 15 15 [DE] — 7 14 23
Prone +2
1 AP Gauss Rifle RA 1 3 [DB,AI,X] — 3 6 9 Skidding +1
Terrain
1 HAG/20 LT 4 20 [C,F,X] 2 8 16 24
Le ft Right Light Woods +1/hex
Total Heat (Dissipation): 36 (38) Le g Ce nte r Le g Heavy Woods +2/hex
( 30 ) Tors o ( 30 ) Partial Cover +1
( 11 ) Target
Prone (adjacent hex) -2
Prone (other hex) +1
Immobile -4
Skidding -2
Moved 0-2 hexes +0
Moved 3-4 hexes +1
Moved 5-6 hexes +2
Le ft Right Moved 7-9 hexes +3
Ammo: (AP Gauss) 40, (HAG 20) 12 Tors o Re ar Tors o Re ar Moved 10-17 hexes +4
(8) (8) Moved 18-24 hexes +5
Moved 25+ hexes +6
Jumped +1
BV: 2,386 INTERNAL STRUCTURE DIAGRAM BattleArmor unit +1
Secondary target (front) +1
Endo Steel Heat Secondary target (side/rear) +2
CRITICAL TABLE He ad
Scale Large support vehicle -1
Head Le ft Tors o ( 18 ) Right Tors o ( 18 ) Overflow
or grounded DropShip
1. Life Support Damage
Left Arm (CASE) Right Arm (CASE)
2. Sensors Sensor hit +2
1. Shoulder 1. Shoulder Shoulder hit +4
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30* Arm Actuator +1
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator
1-3 4. ER PPC 5. Sensors 1-3 4. Double Heat Sink
29
5. ER PPC 6. Life Support 5. Double Heat Sink 28* PHYSICAL ATTACKS
6. AP Gauss Rifle 6. ER PPC Le ft Right 27
Attack To-Hit Damage
Arm Arm 26*
1. Ferro-Fibrous Center Torso 1. ER PPC
( 14 ) ( 14 )
Punch +1 8
2. Ferro-Fibrous 1. Fusion Engine 2. AP Gauss Rifle 25*
Kick -2 17
3. Ferro-Fibrous 2. Fusion Engine 3. Ferro-Fibrous Ce nte r 24*
4-6 4. Roll Again 3. Fusion Engine
4-6 4. Ferro-Fibrous Tors o
Push -1 —
23*
5. Roll Again 1-3 4. Gyro 5. Ferro-Fibrous ( 27 )
Charge +0* 8/Hex
6. Roll Again 6. Roll Again 22* *Modified by target piloting skill
5. Gyro Le ft Right
6. Gyro 21
Le g Le g
( 18 ) ( 18 )
20*
1. Gyro PUNCH LOCATION TABLE
Left Torso (CASE) 2. Fusion Engine Right Torso 19*
1. HAG/20 3. Fusion Engine 1. Double Heat Sink 18* Die Roll
2. HAG/20 4-6 4. Fusion Engine 2. Double Heat Sink 17* (1D6) LS F/R RS
3. HAG/20 3. Double Heat Sink
1-3 4. HAG/20
5.
6.
Endo Steel
Roll Again
1-3 4. Double Heat Sink
HEAT DATA 16 1 LT LA RT
Double Heat Sinks: 15* 2 LT LT RT
5. HAG/20 5. Double Heat Sink Heat
19 (38) 3 CT CT CT
6. HAG/20 Engine Hits 6. Double Heat Sink Level* Effects 14*
30 Shutdown 4 LA RT RA
1. Ammo (HAG 20) 6
Gyro Hits 1. Endo Steel 13*
Sensor Hits 28 Ammo Exp, avoid on 8+ 5 LA RA RA
2. Ammo (HAG 20) 6 2. Endo Steel
26 Shutdown, avoid on 10+ 12
Life Support 6 HD HD HD
3. Ammo (AP Gauss) 40 3. Endo Steel 11
4-6 4-6 25 -5 Movement Points
4. Endo Steel 4. Endo Steel
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Roll Again KICK LOCATION TABLE
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8* Die Roll
19 Ammo Exp, avoid on 4+ 7 (1D6) LS F/R RS
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 1-3 LL RL RL
1. Hip 1. Hip 17 +3 Modifier to Fire
5* 4-6 LL LL RL
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator FACING AFTER FALL
5. Double Heat Sink 5. Double Heat Sink 10 -2 Movement Points 2
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 8 +1 Modifier to Fire
Diagram 1 Die Roll
5 -1 Movement Points
0 (1D6) New Facing Hit Location
1 Same Direction Front
© 2023 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.
2 1 Hexside Right Right Side
3 2 Hexsides Right Right Side
4 Opposite Direction Rear
MOVEMENT RECORD
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side

Turn # 1 2 3 4 5 6 7 8 9 10
Hex/Facing CLUSTER HITS TABLE
Move Mode Die Roll
(2D6) 20
2 6
3 6
4 9
5 12
6 12
Turn # 11 12 13 14 15 16 17 18 19 20 7 12
Hex/Facing 8 12
9 16
Move Mode 10 16
11 20
12 20
HAG: short range +2, long range -2
ARMOR DIAGRAM
HIT LOCATION TABLE
Standard Armor
He ad ( 9 ) Die Roll
Le ft Tors o Right Tors o (2D6) LS F/R RS
( 30 ) ( 30 )
2* LT(C) CT(C) RT(C)
BATTLEMECH RECORD SHEET 3 LL RA RL
4 LA RA RA
'MECH DATA WARRIOR DATA 5 LA RL RA
6 LL RT RL
Type: Supernova 3 Name: 7 LT CT RT
Movement Points: Tonnage: 90 8 CT LT CT
Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Clan
9 RT LL LT
Running: 5 Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 3 Role: Sniper 10 RA LA LA
Consciousness # 3 5 7 10 11 Dead
Engine Type: 270 Fusion 11 RL LA LL
12 HD HD HD
Weapons & Equipment Inventory (hexes)
*A result of 2 may inflict a critical hit.
Qty Type Loc Ht Dmg Min Sht Med Lng
1 ER PPC LA 15 15 [DE] — 7 14 23 Ce nte r
Le ft Arm Tors o Right Arm TO-HIT MODIFIERS
1 ER Large Laser LA 12 10 [DE] — 8 15 25 ( 30 ) ( 30 )
( 45 )
1 ER PPC RA 15 15 [DE] — 7 14 23 Attacker
Stationary +0
1 ER Large Laser RA 12 10 [DE] — 8 15 25
Walked +1
1 Targeting Computer RT — [E] — — — — Ran +2
Le ft Right
1 Medium Pulse Laser CT 4 7 [P] — 4 8 12 Le g Ce nte r Le g Jumped +3
( 36 ) Tors o ( 36 )
1 Medium Pulse Laser HD 4 7 [P] — 4 8 12 Prone +2
( 10 )
Skidding +1
Total Heat (Dissipation): 62 (46)
Terrain
Light Woods +1/hex
Heavy Woods +2/hex
Partial Cover +1
Target
Le ft Right Prone (adjacent hex) -2
Tors o Re ar Tors o Re ar Prone (other hex) +1
(8) (8) Immobile -4
Skidding -2
BV: 3,448 INTERNAL STRUCTURE DIAGRAM Moved 0-2 hexes +0
Moved 3-4 hexes +1
Endo Steel Heat Moved 5-6 hexes +2
CRITICAL TABLE He ad
Scale Moved 7-9 hexes +3
Head Le ft Tors o ( 19 ) Right Tors o ( 19 ) Overflow Moved 10-17 hexes +4
Left Arm 1. Life Support Right Arm Moved 18-24 hexes +5
1. Shoulder 2. Sensors 1. Shoulder Moved 25+ hexes +6
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30* Jumped +1
3. Lower Arm Actuator 4. Medium Pulse Laser 3. Lower Arm Actuator
1-3 4. Double Heat Sink 5. Sensors 1-3 4. Double Heat Sink
29 BattleArmor unit +1

5. Double Heat Sink 6. Life Support 5. Double Heat Sink 28* Secondary target (front) +1
6. Double Heat Sink 6. Double Heat Sink Le ft Right 27 Secondary target (side/rear) +2
Arm Arm 26* Large support vehicle -1
1. Double Heat Sink Center Torso 1. Double Heat Sink
( 15 ) ( 15 )
25* or grounded DropShip
2. Double Heat Sink 1. Fusion Engine 2. ER PPC
3. Double Heat Sink 3. ER PPC Ce nte r Damage
2. Fusion Engine 24*
4-6 4. ER PPC 3. Fusion Engine
4-6 4. ER Large Laser Tors o Sensor hit +2
23*
5. ER PPC 1-3 4. Gyro 5. Endo Steel ( 29 ) Shoulder hit +4
6. ER Large Laser 6. Endo Steel 22*
5. Gyro Le ft Right Arm Actuator +1
6. Gyro 21
Le g Le g
( 19 ) ( 19 )
20*
1. Gyro
Left Torso 2. Fusion Engine Right Torso 19* PHYSICAL ATTACKS
1. Double Heat Sink 3. Fusion Engine 1. Double Heat Sink 18*
4-6 Attack To-Hit Damage
2. Double Heat Sink 4. Fusion Engine 2. Double Heat Sink 17*
3. Double Heat Sink 3. Double Heat Sink Punch +1 9
1-3 4. Double Heat Sink
5. Jump Jet
1-3 4. Double Heat Sink
HEAT DATA 16
6. Medium Pulse Laser Double Heat Sinks: Kick -2 18
5. Double Heat Sink 5. Double Heat Sink Heat 15*
23 (46) Push -1 —
6. Double Heat Sink Engine Hits 6. Double Heat Sink Level* Effects 14*
Gyro Hits 30 Shutdown Charge +0* 9/Hex
1. Jump Jet 1. Jump Jet 13*
Sensor Hits 28 Ammo Exp, avoid on 8+ DFA +0* 27
2. Endo Steel 2. Targeting Computer
26 Shutdown, avoid on 10+ 12
3. Endo Steel Life Support 3. Targeting Computer 11
*Modified by target piloting skill
4-6 4-6 25 -5 Movement Points
4. Endo Steel 4. Targeting Computer
24 +4 Modifier to Fire 10*
5. Endo Steel 5. Targeting Computer
23 Ammo Exp, avoid on 6+
6. Endo Steel 6. Targeting Computer 9
22 Shutdown, avoid on 8+ PUNCH LOCATION TABLE
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7 Die Roll
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6 (1D6) LS F/R RS
1. Hip 1. Hip 17 +3 Modifier to Fire 1 LT LA RT
5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points
4 2 LT LT RT
3. Lower Leg Actuator 3. Lower Leg Actuator 14 Shutdown, avoid on 4+
13 +2 Modifier to Fire 3 3 CT CT CT
4. Foot Actuator 4. Foot Actuator
5. Double Heat Sink 5. Double Heat Sink 10 -2 Movement Points 2 4 LA RT RA
Damage Transfer
6. Double Heat Sink 6. Double Heat Sink 8 +1 Modifier to Fire 5 LA RA RA
Diagram 1
5 -1 Movement Points
0 6 HD HD HD

© 2023 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.
KICK LOCATION TABLE
MOVEMENT RECORD Die Roll
(1D6) LS F/R RS
Turn # 1 2 3 4 5 6 7 8 9 10 1-3 LL RL RL

Hex/Facing 4-6 LL LL RL

Move Mode
FACING AFTER FALL
Die Roll
(1D6) New Facing Hit Location
1 Same Direction Front
Turn # 11 12 13 14 15 16 17 18 19 20 2 1 Hexside Right Right Side
Hex/Facing 3 2 Hexsides Right Right Side
Move Mode 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side
ARMOR DIAGRAM
HIT LOCATION TABLE
Ferro-Fibrous
He ad ( 5 ) Die Roll
Le ft Tors o Right Tors o (2D6) LS F/R RS
(4) (4)
2* LT(C) CT(C) RT(C)
OMNIMECH RECORD SHEET 3 LL RA RL
4 LA RA RA
'MECH DATA WARRIOR DATA 5 LA RL RA
6 LL RT RL
Type: Dasher (Fire Moth) G Name: 7 LT CT RT
Movement Points: Tonnage: 20
Gunnery Skill: Piloting Skill: 8 CT LT CT
Walking: 10 Tech Base: Clan
9 RT LL LT
Running: 15 [25] Rules Level: Standard Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Striker 10 RA LA LA
Consciousness # 3 5 7 10 11 Dead
Engine Type: 200 XL 11 RL LA LL
12 HD HD HD
Weapons & Equipment Inventory (hexes)
*A result of 2 may inflict a critical hit.
Qty Type Loc Ht Dmg Min Sht Med Lng
2 Imp. Heavy Medium LA 7 10 [DE,X] — 3 6 9 Ce nte r
Laser Le ft Arm Tors o Right Arm TO-HIT MODIFIERS
(3) (5) (3)
2 Imp. Heavy Medium RA 7 10 [DE,X] — 3 6 9 Attacker
Laser Stationary +0
Walked +1
1 Targeting Computer RT — [E] — — — —
Le ft Right Ran +2
Total Heat (Dissipation): 28 (20) Le g Ce nte r Le g
(4) (4)
Prone +2
Tors o
(2) Skidding +1
Terrain
Light Woods +1/hex
Heavy Woods +2/hex
Partial Cover +1
Target
Prone (adjacent hex) -2
Le ft Right Prone (other hex) +1
Tors o Re ar Tors o Re ar
Immobile -4
(2) (2)
Skidding -2
Moved 0-2 hexes +0
BV: 2,041 INTERNAL STRUCTURE DIAGRAM Moved 3-4 hexes +1
Moved 5-6 hexes +2
Endo Steel Heat
Moved 7-9 hexes +3
CRITICAL TABLE He ad
Scale
Moved 10-17 hexes +4
Head Le ft Tors o ( 5 ) Right Tors o ( 5 ) Overflow
1. Life Support Moved 18-24 hexes +5
Left Arm (CASE) Right Arm (CASE)
2. Sensors Moved 25+ hexes +6
1. Shoulder 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator Jumped +1
30*
3. Lower Arm Actuator 4. Ferro-Fibrous 3. Lower Arm Actuator BattleArmor unit +1
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator
29
Secondary target (front) +1
5. Imp. Heavy Medium Laser 6. Life Support 5. Imp. Heavy Medium Laser 28*
Secondary target (side/rear) +2
6. Imp. Heavy Medium Laser 6. Imp. Heavy Medium Laser Le ft Right 27
Large support vehicle -1
Arm Arm 26*
1. Imp. Heavy Medium Laser Center Torso 1. Imp. Heavy Medium Laser
(3) (3)
or grounded DropShip
2. Imp. Heavy Medium Laser 1. XL Fusion Engine 2. Imp. Heavy Medium Laser 25* Damage
3. Endo Steel 2. XL Fusion Engine 3. Endo Steel Ce nte r 24*
4-6 4. Ferro-Fibrous 3. XL Fusion Engine
4-6 4. Ferro-Fibrous Tors o
Sensor hit +2
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again (6)
Shoulder hit +4
6. Roll Again 6. Roll Again 22* Arm Actuator +1
5. Gyro Le ft Right
6. Gyro 21
Le g Le g
(4) (4)
20*
1. Gyro PHYSICAL ATTACKS
Left Torso 2. XL Fusion Engine Right Torso (CASE) 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18* Attack To-Hit Damage
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17* Punch +0 2
3. Double Heat Sink 3. Double Heat Sink
1-3 4. Double Heat Sink
5.
6.
MASC
Endo Steel
1-3 4. Double Heat Sink
HEAT DATA 16 Kick -2 4
Double Heat Sinks: 15*
5. Supercharger 5. Targeting Computer Heat Push -1 —
10 (20)
6. Endo Steel Engine Hits 6. Coolant Pod Level* Effects 14* Club -1 4
Gyro Hits 30 Shutdown 13*
1. Ferro-Fibrous 1. Endo Steel Charge +0* 2/Hex
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Ferro-Fibrous 2. Ferro-Fibrous
26 Shutdown, avoid on 10+ 12
Life Support *Modified by target piloting skill
3. Roll Again 3. Ferro-Fibrous 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9 PUNCH LOCATION TABLE
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
Die Roll
19 Ammo Exp, avoid on 4+ 7
18 Shutdown, avoid on 6+ (1D6) LS F/R RS
Left Leg Right Leg 6
1. Hip 1. Hip 17 +3 Modifier to Fire 1 LT LA RT
5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points 2 LT LT RT
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator 3 CT CT CT
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 -2 Movement Points 2 4 LA RT RA
5. Endo Steel Damage Transfer 5. Endo Steel
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire 5 LA RA RA
Diagram 1
5 -1 Movement Points
0 6 HD HD HD

© 2023 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.
KICK LOCATION TABLE
MOVEMENT RECORD Die Roll
(1D6) LS F/R RS

Turn # 1 2 3 4 5 6 7 8 9 10 1-3 LL RL RL
4-6 LL LL RL
Hex/Facing
Move Mode
FACING AFTER FALL
Die Roll
(1D6) New Facing Hit Location
1 Same Direction Front
Turn # 11 12 13 14 15 16 17 18 19 20 2 1 Hexside Right Right Side
Hex/Facing 3 2 Hexsides Right Right Side
Move Mode 4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side

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