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Thank you for downloading! Since I was 10 years old I have always held interest in the BattleTech Universe. I got my first taste of it through a PC game called MechWarrior 2. My brother and I would play for hours on end, though the campaign, but mostly through instant action. We read the entire story wanting much more. For one of my birthdays I got the opportunity to purchase the Titanium Trilogy. After installing the game I was driven into different parts of the BattleTech universe, playing as a warrior in Clan Ghost Bear, then playing through the aftermath of the 4th Succession War and through the Clan Invasion as a small Mercenary Unit. It was not until I purchased MechCommander Gold that I saw an ad for BattleTech 4th Edition. I showed my Mom, she made some phone calls, and found out that a hobby store called “Leisure Hours Hobbies” in Joliet IL had it. We drove there and she bought me the set. Together, we learned how to play. Unfortunately for me, mothers have uncanny luck in board games (at least from my experience), but I still fell in love with the game. Through high school I read plenty of BattleTech novels and played some GREAT BattleTech games. I had a gaming group where we played a Trinary vs Binary battle that took two days. Clan Jade Falcon (us) vs Clan Wolf. Despite the odds, we actually defeated the enemy, and I got to understand that, through all the complexity of BattleTech, the games are truly epic. When our group disbanded I became heavily interested in Clan Ghost Bear and they were my primary faction for years and years. Anyway, exactly one year ago (from 2011), one Clan sparked my interest... The story behind Clan Burrock, as short and scarce the information is, astounds me. Other Clans like Wolverine and Mongoose have been getting attention lately but this Clan has been left in obscurity. The conspiracy theorist in me wants to believe that Clan Burrock still lives on as one with the Dark Caste. The whole absorption could have been “faked” so to say to ensure that the operation lives on. However, what really appeals to me, are all of the bits and pieces in the Field Manuals plus all of the new information in Operation: Klondike. It left me inspired to study all the information from these sources, then based on these sources and my own conclusions, flesh out the Clan as close to canon as possible. This book is also constructed around criticism from long time players on the Classic BattleTech forums (A special thanks to Wolfcannon who gave me his touman outline so I had something to build on, Hawk for his history, AND Hawkeye Jim for all his insight and support) so I don't create some biased fanon book. It took a lot of time studying obscure details from books and other “impressions” (outside of my own) to get a pretty good look at this Clan. Well, this book was a lot of work and I hope you enjoy it. This game has always been one of my passions in life and I felt this would be a wonderful way to give back to it and the community. Enjoy! - Daniel Ferro, aka “Fear Factory”

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Table of Contents 4 – 10 4 5 5 6 6 6 7 7 8 9 9 10 10

The History of Clan Burrock Destruction of the Rim Worlds and Exodus Forgiveness and Redemption The Second Exodus and Formation of the Clans Assault on Dagda Distrust for the Fire Mandrill The Blood War The Golden Century Dire Situations The Tainte Worlds The Time for Invasion The Great Refusal The Revealing The Absorption of Clan Burrock

11 – 18 11 12 12 13 13 14 15 15 15 15 15 16 16 16 17 17

Clan Burrock Information: Before the Absorption The Clan Burrock Totem Allies and Enemies Military Practices Organization Structure and Society Uniforms and Insignia Field Uniform Dress Uniform Ceremonial Uniform Insignia Rank Insignia Decorations Personalities Khan Jocelyn Siddiq SaKhan Colin Marghar 3

17 18 18

Loremaster Jasmine Nga Galaxy Commander Seth Marghar Galaxy Commander Carlos Hutchinson

19 – 46 19 19 19 20 23 26 29 32 35 37 41

Clan Burrock Touman w/Abilities Naval Reserve Warship Command Iron Spine Keshik Alpha Galaxy “The Burning Acid” Beta Galaxy “The Blood Hunters” Gamma Galaxy “The Harvesters of Sorrow” Epsilon Galaxy Iota Galaxy Kappa Galaxy Pi Galaxy Xi Galaxy “The Underground”

47 – 65 48 50 52 54 57 59 62

Technical Readout Praetorian Light Tank Glass Banshee Conventional Fighter Hornet IIC Great Wyrm 3 Predator Battle Armor Grave Keeper OmniMech Crypt Keeper OmniMech

66

Random Allocation Tables

67 – 69

Sources

70 +

Record Sheets

CLAN BURROCK "We are Clan Burrock! Strong and clear, moving through all impassible boundaries With our acid, we burn the weak foundation And with our mandibles, we feed on its remains, we grow stronger We are an infestation that cannot be contained Embedded deep within the Clans Nicholas chose us The true, the vigilant, the redeemed!" --Clan Burrock Remembrance

“Beneath damp sod and old, cold stone, We plumb the depths without a groan! Giving no thought to gems in the earth, We seek a prize of far greater worth! We crave for battle--salivate dread acid; What foe dare slumber or stand truly placid? In daylight and darkness, in sunshine and gloom, We bring to each foe his ultimate doom. Our justice is strict and our sentence is stern; Acid will flow and all enemies will burn!” --by: Sheldon J. Young

The Destruction of the Rim Worlds and the Exodus (2766 - 2784) To understand Clan Burrock you must understand the history behind their original Khans and their relationship with Aleksandr Kerensky. Herve and Nigel Polczyk have witnessed nations rise and fall from the hypocrisies of war, even their own, at the hands of their once ruler Stefan Amaris. They were once supporters of Amaris until the assassination of Richard Cameron, which set the ultimate fate of the Rim Worlds Republic. Aleksandr Kerensky led the Star League Defense Force against the Rim Worlds Republic during the Amaris Civil War. Kerensky did this to inflict revenge on Amaris, for the murder of Richard Cameron, which set the path toward the destruction of the Star League. At the time Herve and Nigel were part of the Rim Worlds Military. They confronted Kerensky's forces in order to protect their people. It was unjust in their eyes, and the eyes of their people, that the Rim Worlds should suffer the consequences of Amaris' actions. The result of the Amaris Civil War left the Rim Worlds Republic in shambles. In this newly established chaos, pirate bands and bandit kingdoms started to emerge. Herve and Nigel avoided execution by escaping Kerensky's forces but had a new onslaught to survive. They gathered those willing to join them amidst the chaotic Rim Worlds while the house lords bickered over succession. Life among the fallen Rim Worlds became harsh and fell into anarchy. Herve and Nigel used their military training and leadership skills to form their own rebel unit with the goal of protecting those who could not protect themselves. Those who were with them saw them as freedom fighters. Those against them saw them as terrorists, hell bent on establishing a new Rim Worlds Republic.

Herve and Nigel were intuitive of each other’s actions while working together. They were fierce leaders who understood the pirate lifestyle well and used that knowledge to their advantage. Soon enough, their army started to grow, and they were successful in pushing back a lot of the anarchy. Herve and Nigel's army knew no boundaries, they would go as far as supplying rioters and local militia with the weapons they needed to fend for themselves. Unfortunately, all of this took a turn for the worse, because their army started to become larger than they could handle. Respected leaders were now becoming power hungry, ready to rule on their own. Soon enough, the influence of Herve and Nigel started to diminish, putting them in a dire situation. Around the same time, Herve and Nigel learned that Kerensky was stripped of his title as "Protector.” Being tired of war, Kerensky started an operation to gather those willing to join him in exodus, escaping the jealousies and greed of the Successor States. Herve and Nigel 4

knew that their people were doomed. They gathered those who wanted to redeem their nation, all of them holding onto the distaste of Amaris' actions and the greed of their own kind. This soon developed into admiration for General Kerensky's ambition for peace. Forgiveness and Redemption (2784 – 2800) Kerensky's followers knew that Herve and Nigel were from the Rim Worlds Republic. They also knew that they fought against him during the Apollo campaign. It was a shock to them that they would ask to join them in exodus. The majority of them were quick to judge Herve, Nigel, and all of their followers, but Aleksandr did not. He felt that Herve and Nigel truly believed in him and admired his ultimate goal, and that they were seeking refuge to right the wrongs of their fallen nation. Kerensky looked past their actions and had forgiven them, understanding their beliefs were once driven by Amaris' propaganda. Herve and Nigel did everything they could to repay Kerensky for his gratitude. Their leadership skills proved useful when establishing order during chaos that erupted during the tiring years of exodus. When the Exodus team discovered the pentagon worlds the time to rebuild had begun. Herve and Nigel were in charge of expeditions that lead to the discovery of precious resources that were used to establish the early colonies. On Eden, Nigel and his search party had come in contact with one of the “burrock burrows,” luckily without the giant insect, and discovered a giant reserve of raw metals. This lead to civilization on Eden, with its economy being primarily industrial, and they were able to provide materials for the other Pentagon Worlds for years. Herve and Nigel also had a distinct eye for corruption and did everything possible to prevent it. Years of struggling had begun to take its toll on the new colonies. Living conditions were starting to become too harsh and people were starting to repeat the old habits the exodus escaped from. Eventually, history had repeated itself, and the newly established Pentagon Powers had become too hard to control. The Second Exodus and Formation of the Clans (2800 - 2820) The Pentagon Powers were quick to erupt into the same hypocrisies common among the governments of the Inner Sphere. After the death of Alexandr Kerensky, Herve and Nigel felt a deep sorrow, so they filled the void by shifting focus on his son Nicholas. Herve and Nigel were very supportive of Nicholas Kerensky, seeing him as their ultimate chance to right the wrongs of their nation's past. Like his father, Nicholas allowed Herve and Nigel to join him during the second exodus. Once again, they focused on rebuilding a nation, this time with a new goal: to conquer the Pentagon Powers. Herve and Nigel earned their place and were chosen by Nicholas Kerensky as the two Khans who would lead Clan Burrock during Operation: Klondike. Nicholas chose them because they understood the dangers of corruption and took all of the means necessary to destroy it. They were part of the invasion of Dagda, fighting alongside Clans Fire Mandrill, Goliath Scorpion and Widowmaker.

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The Assault on Dagda (2820 - 2822) During the initial assault, Clan Burrock was very cautious with their strategy. Slow and steady with all attacks. They relied on heavy and assault BattleMechs as their hammer and used light vehicles for reconnaissance and surgical strikes. The other Clans followed their vehicle strategy in the beginning by gathering knowledge on the planet and its inhabitants before attacking. Clans Widowmaker and Goliath Scorpion worked well with Clan Burrock while Clan Fire Mandrill bickered among themselves. Because of Clan Fire Mandrill, the invasion of Dagda started to fall behind schedule. Clan Burrock believes that because of Clan Fire Mandrill, Nicholas Kerensky had to rely on Clans Jade Falcon and Wolf to clean up the mess and finish the operation. Because of this, Clan Burrock developed a strong hatred for Clan Fire Mandrill, who in their eyes, spoiled Clan Burrock's chance to show their true potential. Distrust for the Fire Mandrill (2822 - 2823) Since their failure on Dagda, Clan Fire Mandrill looked for new ways to improve their Clan. They developed a new unclanlike way to dispute factionalism, shunning the teachings of Nicholas Kerensky. Clan Burrock were among the first to report these findings but it was too late. Clan Fire Mandrill had already split into their new Kindraa formations. The Grand Council was quick to reject Clan Burrock's accusations and reluctant to act. They were too focused on what would become Clan Wolf's Trial of Absorption against Clan Widowmaker. In order to prove Clan Fire Mandrill's weakness to the other Clans, Clan Burrock started a relentless assault against Kindraa Mattila-Carrol. To Clan Burrock's dismay Kindraa Mattila-Carrol took the opportunity to try and seize a large piece of the Burrock enclave. This forced Clan Burrock to fall back and defend the holding. The conflict lasted for days, with a Burrock victory, but this initial feud ended up destroying all leftover relations between both Clans. The Blood War (2823 - 2830) Clan Burrock started to focus much more on Clan Blood Spirit by criticizing the ilChi program. Initially, the idea was put into place by Clan Blood Spirit to keep the Clans tied together. This looked like a brilliant idea, but Clan Burrock saw their own interpretation of what they were trying to accomplish. Clan Blood Spirit had always hid behind their own definition of the Clan Way and the ilChi program was their way of corrupting the other Clans for their own disgusting endeavors. Other Clans were hesitant to believe Clan Burrock because of how much the ilChi program actually helped everyone. This theory came to light when the not-named Clan placed themselves above all other Clans after they had discovered a Brian Cache in their territory. They immediately rejected Grand Council orders to evenly distribute their property among the Clans. Clan Burrock was quick to express their opinions about the not-named Clan's treachery, criticizing the unclanlike affection that the not-named Khan had shown for the Cache, at the expense of others. Such a discovery was beneficial in strengthening every Clan, which the selfish not-named Khan could not look past. What really outraged Clan Burrock was the surprising sympathy Clan Blood Spirit expressed toward the not-named Clan. 6

Khan Seth Van Houten, the current Khan of Clan Burrock, was quick to react. He stated that Clan Blood Spirit has become soft and unclanlike toward obvious traitors of the Clan way. Then he went on to explain his theory that Clan Blood Spirit hides behind the teachings of Nicholas Kerensky as an excuse for their unclanlike attitude and mission. The Blood Spirit Khans were quickly outraged and defended their program and stance on the matter, appalled at the accusations Clan Burrock made. It was then that Khan Seth Van Houten made a bold move, proposing a Trial of Annihilation against Clan Blood Spirit, and volunteering Clan Burrock for the honor of destroying them. It was ultimately rejected. Instead, the Grand Council warned Clan Blood Spirit, telling them to remember the Clan way or suffer the consequences. Since that day, feeling betrayed by their fellow Clans, Clan Burrock has deemed themselves the sworn enemy of Clan Blood Spirit. Almost immediately, they started to conduct raids against them to prove Clan Blood Spirit's weakness and unworthiness of being a Clan. This started a feud between both Clans that would last for centuries (and even after the Absorption). The Golden Century (2830 - 2930) The Golden Century brought on a lot of technological advances and the Khan of Clan Burrock, Zenos Danforth, was appointed ilKhan to make sure that every improvement and discovery was evenly distributed among the Clans. Clan Burrock, once again, took the opportunity to prove the insignificance of Clan Blood Spirit. While other Clans, including Clan Burrock, were given the opportunity to reap the rewards of OmniTechnology, Clan Blood Spirit was still too weak from Burrock raids to do much of anything. Instead, they made a feeble attempt to counter the OmniMech by creating several programs to strengthen their touman. Clan Burrock criticized them, saying that this move was simply a way for Clan Blood Spirit to compensate for their own weaknesses. Clan Burrock then made every attempt they could to halt their advances from York, putting the Blood Spirit expedition on Foster in critical condition. Clan Burrock also focused on trade deals between other Clans, specifically Clans Star Adder and Nova Cat. Khan Stephen Linn, the current Burrock Khan, worked closely with Clan Star Adder who were slowly becoming one of the stronger Clans. This resulted with SaKhan Harin N'Buta of Clan Star Adder personally asking Khan Stephen Linn to have Clan Burrock assist the Star Adders with expeditions, assist with the colonization of newly found planets, and transport vital scientific materials between worlds. Upon completion, Clan Burrock would receive a significant share. This resulted in an enormous profit on both ends, where Clans Star Adder and Burrock would sell materials they did not need and keep the rest. At the same time, Clan Burrock did not hesitate in destroying Clan Blood Spirit's expeditions between York and Foster. Unfortunately for them, another Clan decided to get in Clan Burrock's way. Clan Fire Mandrill's Kindraa Smythe-Jewel found a method to deliver new technologies to Clan Blood Spirit so that they could effectively strengthen their touman without losing honor. Clan Blood Spirit gave up their holdings on Foster and put genetic legacies on the line, in exchange for OmniTechnology, all through staged Trials of Possession. Clan Burrock became outraged and increased their raids between Foster and York. To their dismay, Clan Blood Spirit gave Foster to Kindraa Smythe-Jewel and formed a pact. This strengthened the hatred Clan Burrock developed for Clan Fire Mandrill almost to the same degree as their hatred for Clan Blood Spirit. While the Fire Mandrills were distracted with other Clans, Clan Burrock launched an assault on Dagda, effectively taking back the holdings they have lost from them in the past. 7

Dire Situations (2930 - 2965) During the Golden Century, the Dark Caste started to grow in power by performing raids with suspicious precision. Clan Cloud Cobra took it upon themselves to repeal these threats. In the process, they stumbled upon a shocking discovery. Years of conflict with Clan Blood Spirit started to take its toll and it left Clan Burrock in a dire situation. Their touman was battered, the Clan was desperate for resources, and some of the Burrocks involved were left with a negative impression toward the Clan way. These tensions caused the deflection of almost one-thousand lower caste members into the Dark Caste, led by two trinaries of Clan Burrock Warriors. This put Clan Burrock into a controversial position that could have meant their annihilation. Clan Cloud Cobra reported these findings to the Grand Council. They were quick to react to such treachery, with Clan Burrock as the target. Clan Cloud Cobra was granted the task of destroying the deflected of Clan Burrock. Clan Burrock was instructed to join the Cloud Cobras and destroy their own kind, as a means to prove no Clan connection to the deflected. The hunting took place over a span of two years resulting in Clan Burrock as the first to discover and destroy the operation. Clan Burrock reported their success to Clan Cloud Cobra. Information presented by Burrock forces suggested that the joint effort between the two Clans destroyed a total of two dozen Dark Caste bands, some of them Burrock warriors and Burrock lower caste members. Khan Tabari Danforth, the current Khan of Clan Burrock, was successful in fulfilling the whims of the Grand Council and ridding the Clan of any threat of annihilation. The Tanite Worlds (2965 – 3048) Clan Cloud Cobra called upon Clan Burrock to assist with the newly discovered Tanite Civilization. Upon the initial discovery of this ancient Star League colony, Clan Cloud Cobra made peaceful trade deals, gaining significant amounts of resources. It was also enough to attract the interest of Clan Burrock. Realizing the value of the three Tanite Worlds, Clan Cloud Cobra decided to subjugate the entire civilization. They refused to disband their barbaric tendencies and join the Clan way by fighting with guerrilla style strategy and tactics. Eventually Clan Cloud Cobra was successful. However, after more and more conflict with the bandits, they could not afford to garrison the worlds. Clan Burrock seized the opportunity saying that they would garrison each world only if they got a significant share of the resources gained. Clan Cloud Cobra, with little to stand on, agreed to their conditions. Clan Burrock was quick to land on each planet and combat any bandits who opposed them. Unbeknownst to the bandits, Clan Burrock was experienced in dealing with Dark Caste uprisings. The most obvious example being their own people who joined the Dark Caste. As the bandits became more aggressive, the Burrocks became more precise, targeting their strongest leaders, which crippled morale and halted their operation. This lead most of Clan Burrock's forces to Tanis where the core of the Dark Caste operation was discovered. After almost a year of conflict, most of the bandits retreated, which left Clan Burrock in control of all three holdings. 8

As a result, both Clans were successful, but little is known about the operation. It is worth noting that Clan Cloud Cobra was able to produce both the Kit Fox and Fire Moth OmniMechs, which are both shared with Clan Burrock, thanks to the success of this operation. Clan Burrock used the profits from Tanis, along with the deals between Clan Star Adder, to strengthen their battered touman. The Time for Invasion (3048 – 3057) The arrival of the Comstar vessel “Outbound Light” in Clan Smoke Jaguar space sparked controversy among the Clans. Clan Burrock knew that the time for invasion was abound. Warden factions were hesitant on invading while Crusaders saw the need to invade or be destroyed by the threat of Inner Sphere invasion. Clan Burrock was among the Crusader factions fighting for a Grand Council decision to prepare for invasion. The debate waged for weeks and resulted in what eventually became Operation: Revival. With their newly replenished touman, Clan Burrock was thrilled to prove their might and prepared to fight for an invasion spot. It shocked them to see Clan Star Adder lose as early as they did. Surprisingly, Clan Burrock made it much further, but ultimately did not win their chance to invade. Other Clans were quick to accuse Clan Burrock of poor leadership. Clan Burrock blamed the result of these trials on favoritism and bias from the Grand Counsel. They were quick to judge Clan Wolf, saying that they did not deserve the honor of being an Invading Clan because they were against the idea of invading in the first place. During the time of Operation: Revival, Clan Burrock focused all of their political and military attacks on Clan Blood Spirit and Clan Fire Mandrill. The other Clans were growing sick of this feud that has been going on for well over two centuries. It seemed like Clan Burrock was becoming more and more obsessed with their own interests and it was causing the Clan's leadership to dismantle. Clan Burrock spoke otherwise, accusing the Clans of losing vision and becoming unclanlike. The Clans were starting to become more suspicious of Clan Burrock's attitude. The Great Refusal (3057 – 3059) The refusal war disgusted Clan Burrock, who felt they should have been among the invading force since day one. They hated Clan Wolf for their rebuttal against Operation: Revival and their hypocritical change of heart. They were quick to express their opinions about the Invading Clans who have failed the vision of Kerensky. Khan Jocelyn Siddiq was quick to shun Clan Wolf's behavior and push for another invasion. She accused the Invaders of becoming “too soft toward the enemy who has forsaken us at the dawn of the Exodus, and for that, they deserved no such truce.” She accused Clan Wolf of falling for the corruption the Clans once escaped from. Other Clans were quick to censor the Khan and judge Clan Burrock for their shifts between Warden and Crusader ideology.

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The Revealing (3059) Despite their constant aggression over the years one piece of information, supplied by Clan Star Adder, brought Clan Burrock to their end. At the end of the Refusal War, Khan Cassius N'Buta uncovered some disturbing information about Clan Burrock. Top leadership of Clan Burrock had a deep, and growing, connection with the Dark Caste. When Clan Burrock reported the destruction of their Dark Caste followers to Clan Cloud Cobra it was a lie. Clan Burrock, rather than destroy the dezgra unit, utilized this new bond with the Dark Caste to build their touman and provide them with useful information about other Clans. Even worse, Khan Jocelyn Siddiq was doing everything she could to cover all involvement with them. Clan Star Adder presented this information to the Grand Council with Clan Cloud Cobra behind them. Even the Khans of Clan Blood Spirit came out of isolation to support the endeavor. Alas, it was their vote that sealed their fate. Clan Star Adder was awarded the task of absorbing Clan Burrock. The Blood Spirit Khans, who hoped to get this honor, simply left the Council in disgust. The Absorption of Clan Burrock (3059 – 3060) During the early stages of the Absorption, Clan Burrock was bold and confident in pushing back the Star Adder threat. Clan Burrock bid their entire touman of 3 front-line and 4 second-line clusters against everything Clan Star Adder had bid. To their dismay, Clan Star Adder was quick to strike, and they had effectively stranded all of Clan Burrock's reinforcements in space. This single action crippled any chance Clan Burrock had to stop Clan Star Adder's advance. Despite this, they used what they could against Clan Star Adder and fought honorably. To Clan Burrock's surprise, Clan Blood Spirit chose to involve themselves, deliberately ignoring the Grand Council to ensure the annihilation of Clan Burrock. They dropped forces on two Burrock worlds, Priori and Albion, using more than half of their available touman. They destroyed more than two Burrock galaxies. Realizing that they could not hold back the Blood Spirit advance, Clan Burrock proposed an offer Clan Star Adder could not refuse. Clan Burrock lost both of their Khans and Galaxy Commander Seth Marghar, those who were involved with the Dark Caste. Galaxy Commander Carlos Hutchinson, a Burrock ristar, took charge of the remainder of his Clan. In an act of bravery, he offered himself as a proxy to uphold the honor of his Clan, in order to avoid the annihilation of his Clan. Clan Star Adder accepted, but before Galaxy Commmander Carlos Hutchinson and Khan Cassius N'Buta could do battle, they had to deal with the dishonorable Blood Spirit advance. The forces of Clan Burrock and Clan Star Adder became one and were now targeting Clan Blood Spirit, together. This alliance caused Clan Blood Spirit to lose almost 5 full galaxies of troops. With Clan Burrock and Clan Star Adder working together, even with all of their superb training and finesse, Clan Blood Spirit could not handle the sudden shift of power in numbers. According to Clan Burrock and Clan Star Adder, it was their lack of adaptability caused by isolation which contributed to their loss. Blood Spirit officers simply did not take initiative when the time was right. However, Clan Blood Spirit caused each Clan to lose a lot of their touman. Clan Star Adder lost almost four galaxies of troops. Clan Burrock lost almost three galaxies, which left about four Galaxies of troops left for absorption. This basically patched the losses that Clan Star Adder suffered. 10

After the dust had settled, Galaxy Commander Carlos Hutchinson presented himself as a proxy, and fought Cassius N'Buta in honorable combat. They battled across the Tanzistan Plateau for almost an entire day. Warriors from both Clans watched the display of skill and cunning which eventually ended in the Galaxy Commander's defeat. Other Burrock units followed in his same footsteps in joining Clan Star Adder. On Dagda, Burrock forces had already joined the Star Adder effort to overthrow the dishonorable Blood Spirits. One Burrock Galaxy Commander, Michelle DeLeon, was so ashamed in her Clan that she bid herself against a Star Adder Galaxy to save her unit from total destruction. The absorption did not take as long as expected but resulted in a lot of bloodshed. In the end, Clan Burrock became one with Clan Star Adder. NOTE: The following entries were made before their absorption. Burrock (Fodere Petra Paradisops) Homeworld: Eden, Pentagon Worlds, Clan space Environment: Subterranean Type: Native Body Shape: Snake-like Coloring: Various shades of gray/brown, white/yellow underbelly Length: 300 cm Height: 25 cm Weight: 100 kg The burrock, a subterranean burrowing species, is the largest native life form on the planet Eden. Using a highly acidic mucous, this creature can dig through earth just like Terran moles do, and can even tunnel through solid rock. The burrock tends to avoid contact with humans, and so encounters with this strange species are rare. Though not aggressive, the burrock can defend itself quite well by spraying its mucous at opponents. The acidic secretion can cause dangerous wounds and can even corrode armor.

The Clan Burrock Totem The Burrock is a large insect similar to Terran centipedes, which can burrow through solid rock, even ferrocrete, deep below the surface of Eden. It secretes a strong acid potent enough to dissolve through solid rock and even corrode armor. It has no care for the resources around it, determined to find its own safe haven beneath the surface, and replicate its species for survival. The Burrock is large, almost human in size, and is dangerous to any being who threatens it by entering its burrow or crossing its path. The species was unknown until over 30 deaths were reported by an acid-spitting insect. When the exodus team landed on the pentagon worlds they were desperate for food and shelter. People split into teams and explored the planet to find anything they could use to survive. People who ventured alone never returned. Some corpses, almost unidentifiable, were found half-digested by an acid like mucus. They made the mistake of searching inside of burrows made by the insect. It was later found that the insect was threatened and defending itself. However, this did not stop people from taking precautions. They found out how to work around the threat and used burrows constructed by Burrocks to locate raw materials. Nicholas Kerensky chose the Burrock as one of the totem animals because of its nature. Despite the insect's ferocity and “selfishness,” its nature of constructing burrows actually assisted the Exodus team with harsh mining expeditions.

Possessions Clan Burrock's capitol and primary holding resides on Albion where a good part of their touman takes refuge. Other well-known holdings include Dagda, Priori and Hoard. They were never able to move beyond them because of constant raiding against Clan Blood Spirit. They have influence on other planets thanks to trade deals with other Clans. Clan Burrock has garrisoned the world Paxon which they have always shared with Clan Star Adder. They also share the Tanite Worlds with Clan Cloud Cobra after both Clans subjugated the population. 11

Allies and Enemies Clan Blood Spirit A disgusting Clan. When the day comes, we will annihilate them! Clan Cloud Cobra We have assisted them in the past and they have shown us no quarrel. They helped us purge an unknown weakness in our Clan, and since then, we have grown much stronger. Clan Coyote They used to be strong, but now they are too attached to Clan Wolf for their own good. They are tainted with the blood and bondsmen of Clan Fire Mandrill and troubled with other pitiful scandals. A hopeless Clan. Clan Diamond Shark Another disgusting Clan with unclanlike tendencies. Why they choose to let their merchants rule we will never know. Nothing more than a sign of weakness. Their time will come. Clan Fire Mandrill Their Clan is too fractured and weak from their own stupid internal affairs. They fight with dishonor and support Clan Blood Spirit. We show them no mercy. Clan Ghost Bear Others find them strong but we are quick to spot weakness. We do not support the not-named Clan, however we respect the Bears for sticking it to the Wolves, who could not finish the job. Clan Goliath Scorpion They proved themselves as a worthy adversary during Operation: Klondike. Now, with their constant use of necrosia, they are sloppy and unreliable.

The Burrocks are sworn enemies of Clan Blood Spirit and will never hesitate in expressing their disdain toward them. They always see them as a weak Clan and will take action against them no matter what the circumstance. They show no mercy against them in both combat and politics. They also have a distaste for Clan Fire Mandrill and have been vocal about it. The only Clans they have a decent relationship with are Clans Cloud Cobra, Star Adder and Nova Cat, which has been built through trade deals. Their alliances were merely based on what resources they could gain. Other Clans view them as weak, although they have sometimes used them in the same manor. Military During Operation: Klondike, Clan Burrock had a touman based on heavy and assault 'Mechs supported by lighter and faster vehicles. Their performance was criticized because of the methodical approach they took in battle. This was wade up for with their obsession to complete the objective despite any negative odds. Their ways left them in a predicament when thousands of their lower caste, accompanied by a trinary of their warriors, joined the traitorous Dark Caste. Since then, they have changed their attitude toward some Clan practices and equipment. Their constant raiding against Clan Blood Spirit has left them desperate for resources. Because of that, they put priority on light and medium OmniMechs. They prefer these weight classes because of their flexibility and speed. The Fire Moth, Kit Fox, Viper, Nova and Stormcrow are their most common OmniMechs. In order to gain more independence from Clan Cloud Cobra they created a light OmniMech called the Grave Keeper, meant to replace the Fire Moth and Kit Fox. Outside of the light and medium category they are known to use their in-house design, the Crypt Keeper, plus the Mad Dog and Hellbringer. The Clan reserves Assault OmniMechs for Warriors ranked Star Captain and above who prefer the Executioner. Otherwise, there could be as little as one assault OmniMech and two heavy OmniMechs per trinary. They are careful with strategy and ferocious when they strike. Warriors commonly exploit the power of the Gauss Rifle as it was created by the Clan. Otherwise, they equip their OmniMechs with variants that pack as much firepower as possible, even at the expense of heat sinks. A Burrock Warrior is often described as insane because they will constantly overheat their machine to achieve maximum firepower. Clan Burrock warriors are also known for their ferocity and precision while fighting at night. In the bidding process, a warrior will often choose a location and utilize low-light conditions because of how accustomed they are with the dark compared to their enemy. This actually encompasses their totem, which pursues its objective with almost no light. 12

Their trade deals among other Clans has helped them develop a bias for OmniFighters. Units like the Bashkir, Vandal, Avar, Turk and Visigoth are readily available in each cluster formation which they have used to support ground units and fleet assets. They also make use of Battle Armor, usually a trinary of them per cluster, but not to the extent of other Clans who have adapted with Nova style formations. Other units in their touman are made up of equipment gained from isorla from Blood Spirit and Fire Mandrill raids.

Clan Hell's Horses A very resourceful Clan but we do not trust them. They are too lenient with policy and tradition. Clan Ice Hellion Pitiful. Their feuds are childish much like their strategy in battle.

Practices Against other Clans, Clan Burrock warriors will adhere to the practices of Zelbriggen. While they claim that they attempt to adhere to the same principals with Clan Blood Spirit their battles have never resulted in honorable combat. Clan Burrock is very strict with the bondsmen they acquire from their enemies. They never show mercy against warriors from Clan Blood Spirit, making their inauguration into Clan Burrock brutal and almost impossible compared to others. A Blood Spirit warrior will perform bondsref without the bondholder's permission due to the fact that a Burrock warrior would never allow it. The whole inauguration process “removes their unclanlike attitude” or rids the “weakness inside.” Warriors from Clan Fire Mandrill usually receive the same treatment. Otherwise, Clan Burrock will stick to Clan tradition and conduct.

Clan Jade Falcon A powerful Clan who never strays from tradition. They keep the hypocrisy of Clan Wolf in check. Our Clans may dislike one another but we ultimately respect them. Clan Nova Cat We only use them for resources we need. They are as bad as Clan Goliath Scorpion with their supposed visions. Clan Smoke Jaguar A strong Clan. We respect their ferocity. Clan Snow Raven

Organization

Weak. They spend more time talking than fighting.

During Operation: Klondike, Clan Burrock had a preference for heavy and assault BattleMechs supported by fast and light recon vehicles. They have evolved well beyond this concept by adapting to common front-line practices. As expressed in the Military section Clan Burrock follows a traditional structure composed of clusters with 3 to 4 trinaries and/or binaries with a command star. Each cluster contains two trinaries or binaries of OmniMechs. The third trinary is usually the same setup but most of them have become filled with second line equipment or isorla from their enemies. These trinaries of OmniMechs are usually supported by a trinary of Elementals and another trinary of OmniFighters. Some formations lack Elementals and will utilize another OmniFighter trinary. Burrocks will commonly refer to their forces as a “Swarm,” “Hive,” or other term which is insect in nature. Front-line forces are described as a “Swarm” unless it is a unit in Beta Galaxy which uses the term “Devourer” said to encompass their nature. Second-line formations are described as a “Hive” unless they 13

Clan Star Adder We never had interest in them until their Khan personally approached us with a surprising deal. They helped our Clan, and for that, we are grateful. Clan Steel Viper While they hold true to tradition their beliefs are jaded. The Inner Sphere does not deserve any cooperation and they must simply be absorbed by the Clans. Clan Wolf They have the honor of bearing Kerensky's name yet they taint it with their unclanlike ways. Once they are against the invasion and now they change their mind? Pathetic.

are a specialized unit in Iota Galaxy called a “Nest.” Another term “Burrow” is sometimes used to describe a Binary/Trinary formation. Some units will go by “Guard” which is said to be either a prestige, new, experienced, rising star, or respected unit. The term “Guard” is used among both front-line and second-line formations. Structure and Society The Clan Burrock attitude is selfish and aggressive due to their ambition to keep the Clan in motion at the expense of others. Much like their totem, they care little about the environment around them. This attitude makes them somewhat introverted like their enemies, Clan Blood Spirit. On the other hand, they have proven to be extremely extroverted and aggressive with their own opinions and goals, the perfect example being their proposed Trial of Annihilation against Clan Blood Spirit. They are very aggressive with their political agendas, and shifty, because they will constantly change their stance in order to benefit themselves. This has always earned them distrust during important political and military agendas. While this attitude has affected the other Clan's opinions about them, from within, the Burrocks are more "accepting" among their own kind. They are capable of operating in unison with little or no dispute between the castes as long as they “do what they are told when they are told.” Warriors do indeed rule the lower castes, but they are much more tolerant when other castes get in their way. While this may sound similar to Clan Wolf, they do not operate like them, as they do not care about individuality or expression. Clan Burrock criticizes Clan Wolf for their unclanlike operation. Serving the Clan is a caste member's number one priority over their own body and mind. If a caste member fails to serve their clan they are usually given two or three chances before a significant demotion to the Labor Caste or even exiled to the Dark caste. Other Clans ridicule them for it, notably Clan Blood Spirit, but Clan Burrock did this to ensure a stable and reliable operation, even while they are starved for resources. Alas, this has always helped them keep an edge over other resource starved Clans. Freeborns are ridiculed by Clan Burrock but they are still given a chance to prove themselves worthy of warrior status. Their training and acceptance into the clan is harsh, usually resulting in demotion to the Labor caste or even death. Freeborns who prove their might are still ridiculed, though not as much, and are usually placed in a horribly equipped front line formation or mediocre second line formation. Clan Burrock takes the Crusader Clan alignment despite their well-known ties with Clan Cloud Cobra. Other Clans lost their credibility toward them, as they have always jumped between Warden and Crusader ideology multiple times without reason. It seems that they shift with the political camp that will benefit them the most at the time. This has left both Warden and Crusader Clans reluctant in accepting Clan Burrock. Although, they were among the other Clans fighting for the chance to become an Invading Clan but it was not enough for the Crusader Camp to to place any confidence in them.

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Bloodnames General Bloodnames Gastopiv Hutchinson Marghar Polczyk

Uniforms and Insignia The Clan Burrock field uniform captures their essence quite well. Their insignia and decorations are displayed up front and proudly on a very simple field and dress uniform. All uniforms display the Clan insignia on the right shoulder and awards on the left breast. Their dominating colors are black, brown, dark grey, and a touch of gold, which is designed to match the colors of their totem. Field Uniform

MechWarriors Lamongue Linn Van Houten Siddiq Elementals Holliday McMillan Pilots Columbo Moreau Nga

The Field uniform encompasses the Burrock attitude and totem quite nicely with a basic and intimidating look. It is built with basic field uniform materials to form comfortable and reliable black and brown fatigues with gold outlines. These materials are also very light, without the loss of significant protection, so that the Warrior's mobility is not hindered during combat. The spinal column of the jacket looks sectioned so that it looks like their totem insect. The field uniform is completed with a black and gold helmet, outlined with pincers and mandibles, which resembles the face of a Burrock about to strike. Dress Uniform Their dress uniform is simple but noticeable among the other Clans. It is a standard suit, pure black with gold outlines, with a brown dress shirt. This suit is complemented with a dark gray cape outlined in gold. The middle of the cape displays a golden burrock insignia. The shoulders are thick black leather with golden studs, outlined with white spikes in the shape of Burrock mandibles and pincers. These shoulders are connected over the chest by three small golden chains.

Ceremonial Uniform Very simple, a Burrock will wear their traditional dress uniform. However, in ceremony some will wear the helmet that came with the field uniform or carry a gold monocle with a long golden chain. Insignia Clan Burrock sticks to traditional symbols common among the other Clans. To determine their place in star formation, they simply wear a gold band on their upper left arm with a specific number of tassels hanging from it (Point 1 wears 1 tassel, point 2 wears 2, point 3 wears 3 and so on).

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Rank Insignia Their rank is expressed with a solid gold pendant. Inside of the pendant are lines, the highest in rank (Khan) forming a full star accompanied with small circles expanding from the top and two bottom points in a clockwise formation, starting from the bottom left. Each line within a standard circle expresses the rank, starting from the top of the circle. Decorations Burrock sibkin promoted to warrior status receive a ceremonial dagger signifying their welcome into the Clan touman. The dagger is roughly 30 centimeters in length, including both the blade and handle. The blade is silver, very strong, and sharp on both sides, complete with a gold and black handle. Receiving this dagger is a rite of passage signifying a warrior's loyalty to the Clan way, Clan Burrock, and a symbol of their Clan. It is carried at all times, and if it is ever forgotten, the warrior's irresponsibility can result in demotion or another kind of punishment. The degree of punishment is determined by his or her commander. The blade encourages respect from all warriors and lower caste members alike. If a Burrock warrior is in danger of being captured by a Blood Spirit warrior he is to kill him with the weapon. If the warrior survives in this endeavor he receives the warrior's red teardrop pin and wears it as a memorial. This accomplishment is called “The Blood Reaving.” If the warrior is captured by the Blood Spirit warrior, he or she must use it to commit bondref with or without the permission of the bondholder. If another Clan captures the warrior, a Burrock bondsman will offer the blade to their owner as a gift, which he or she will use to cut the bondcords, when ready. This encompasses their belief that “Yesterday's enemy can become tomorrow's friend” and solidifies their hatred for Clan Blood Spirit. Personalities The following personalities described are prime examples of fine Burrock warriors, true to the Clan way. Their personalities are distinct and they are easily recognized among the other Clans. These are also the most hated of Clan Blood Spirit.

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Other Bloodnames Danforth DeLeon Di Martino Enders Farnsworth Fore Hailiang Hallik Jones Kammerichs Kogo Korstin Lunde-Haraldsen Messi Min-Jae Opriq Podell Rubennis Santos Sereysothea Taglieri Tani Whull Yong-ho Zeke Zukauskas

Khan Jocelyn Siddiq Probably among the most arrogant of Khans, Khan Jocelyn Siddiq is well respected by the warriors of Clan Burrock. She is tall and her presence is always noticed. She is a huge rival of Karianna Schmitt, quick to point out any flaws in her and her Clan's thinking, even while in the presence of other Khans. She is bold and shows no cowardice. To her, Clan Blood Spirit is foolish in their endeavor, isolating themselves from the rest of the Clans due to their own treacherous mistake of supporting the not-named Clan. While she is an annoyance to Karianna Schmitt, other Khans have expressed their own resentment toward her. Khan Amanda Carrol is one of them finding her aggression somewhat childish. The others take a more methodical approach toward Khan Jocelyn Siddiq's style of Clan Politics, often backing her into a corner, where she will still defend her Clan and stance. She has a lot of pride rivaling that of a Jade Falcon. Some believe that the Khan is hiding something by using Clan Blood Spirit as a distraction. Others believe she is simply an arrogant warrior. Khan Jocelyn Siddiq is a skillful MechWarrior and prefers the power and speed of the Executioner OmniMech. SaKhan Colin Marghar Unlike the Khan, saKhan Colin Marghar is much more tolerant during Clan political affairs. He is just as respected among his Clan and is the Khan's backbone. SaKhan Colin Marghar is shorter and much less of a presence compared to the Khan. Although, he is more calm in stature, but can become fierce when his assistance is required. He has noticeable scars on his face from years of combat, being almost past his prime, but he is honored for completing “The Blood Reaving” before his rule. SaKhan Colin Marghar is a MechWarrior phenotype and prefers the raw power and simplicity of the Nova OmniMech. Loremaster Jasmine Nga An old warrior, Loremaster Jasmine Nga is among the wise and respected of Clan Burrock. She is easily recognized because she is an Aerospace phenotype. For years, the Loremaster has kept the Clan true to their goals and kept Clan Burrock traditions and lore alive. She has also kept the Khan and SaKhan in check. Loremaster Jasmine Nga is an Aerospace phenotype and prefers the firepower and agility of the Turk OmniFighter. She has become infamous with it and will use any configuration necessary to help her adapt to the mission at hand. Warriors who are quick to judge her preference never live to tell about it.

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Galaxy Commander Seth Marghar Like the Khan, Galaxy Commander Seth Marghar is arrogant, but this does not come without unmatched skill. Since he joined Beta Galaxy, his leadership has pulled them together and has quickly mended a lot of their wounds. This is only true when they are fighting against Clan Blood Spirit. He is very close to both the Khan and saKhan, and matches them in ferocity. While he is renowned and trusted in Clan Burrock, other Clans find him shifty, much like the Khan. Galaxy Commander Seth Marghar is a MechWarrior phenotype who prefers the Executioner, specifically the D configuration, because he loves its accuracy and firepower. Also, he loves to get up close and personal while he destroys his enemies.

Galaxy Commander Carlos Hutchinson Galaxy Commander Carlos Hutchinson began his service to Clan Burrock as a ristar who gained the rank of Star Captain in his first trial of position. Since then, he has survived combat among both the Blood Spirit and Fire Mandrill fronts, earning the highest honor by protecting several Burrock bloodlines and killing renowned enemy warriors. He earned his spot as Galaxy Commander through a trial of position, opened by the Khan, who felt that the original Commander of Alpha Galaxy was old and incompetent. Carlos Hutchinson has brought Alpha Galaxy together, aiding the Khan in bringing better leadership to the Clan. Galaxy Commander Carlos Hutchinson prefers the maneuverability and power of the Stormcrow OmniMech. He will often change configurations to confuse the enemy and maximize his effectiveness on the battlefield.

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Clan Burrock Touman Circa: 3058

BattleForce 2 Commands 11 Alpha Strike! 12 Alpha Strike! 13 Doubletime March 14 Ambush 15 Hello, HQ?

Clan Command Keshik (The Iron Spine Keshik) CO: Khan Jocelyn Siddiq 1 Trinary/Elite/Fanatical Location: Albion Abilities: +1 Initiative, Overrun Combat

16 Evasive Action 17 Doubletime March 18 Evasive Action 19 Fall Back! 20 Alpha Strike!

Clan Burrock Naval Reserve CO: Star Commodore Jal Moreau

Iron Spine Keshik is an elite Burrock force set to fight alongside the Khan. Each warrior has been specifically chosen, by the Khan herself, to serve in the most honorable and sensitive missions the Khan may call them for. This unit has always carried out the most important objectives since their beginning. Currently they have two OmniMech stars with Elementals in a nova formation supported by a star of OmniFighters. Their insignia is a silver burrock in an attack pose.

Naval Reserve 10 Clan Invaders 8 Clan Monoliths 5 Clan Scouts 6 Clan Star Lords WarShip Command

Clan Burrock Abilities

1 Nightlord Class WarShip “Absolute Truth” 1 Sovetskii Soyuz Class WarShip “Divine Conquest” 1 Liberator Class Warship “Constantineau” 1 Aegis Class Heavy Cruiser “Ares's Might” 3 Lola III Class Destroyers “Cameron's Flame,” “Hager” and “Yodan” 2 Vincent Mk.42 Class Corvettes “Vritra” and “Centaur” 2 Essex Class Destroyers “Eagle” and “Tehuantepec” 1 Potemkin Class Troop Cruiser “Renoun” 2 York Class Destroyers “Exodus Ranger” and “Star Fire”

(p265 TW) While creating a random Burrock force reroll results 10 and 11 while determining Star Weight Classes at Binary level and re-roll results 9, 10 and 11 at Trinary level. While using the Star Weight Composition table DO NOT use the Assault Star section. All Burrock warriors are above-average while fighting in low-light conditions. They suffer no to-hit penalty while fighting during dusk/dawn and full moon night/glare combat. In other lowlight conditions they suffer the normal to-hit penalty.

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Alpha Galaxy “The Burning Acid” Since their formation, Alpha Galaxy has embodied the true spirit of Clan Burrock by capturing their ruthless aggression in combat. They are also Clan Burrock's oldest and most experienced formation. A few of their formations were part of the original force that fought alongside Clan Mongoose against Clan Blood Spirit. Heavily damaged by their fierce enemies, they have struggled to rebuild for nearly their entire existence. However, they have always stayed strong and burned through their enemy's foundation. Alpha was also chosen to serve along Clan Cloud Cobra to destroy those who entered the Dark Caste. This was due to how reliable and fierce they are, even under strenuous conditions. Today, Alpha Galaxy is in great condition. This was possible through Clan Burrock's dealings with Clan Star Adder and the bulk of valuable resources they have received from the Tanite Worlds. Officers Recently, Alpha Galaxy has been struggling with leadership because of swift changes in their roster. Khan Jocelyn Siddiq took it in her hands to set up a trial of position where ristar Carlos Hutchinson earned the right to command Alpha Galaxy. He has been very successful in pulling the unit back together, so much that their reputation as one of the most destructive Burrock formations has been reestablished. Tactics Alpha Galaxy is known for their aggressive battlefield tactics and reliable formations. They are very well coordinated and capable of fighting in some of the most brutal conditions imaginable because of their history. Warriors of Clan Fire Mandrill label them insane because they overheat their machines often to cripple their enemy as fast as possible. Alpha Galaxy paints their machines light gray with brown highlights and carries a neon green Clan Burrock insignia. 20

Galaxy Command Trinary (Stoneheart Keshik) 1 Trinary/Elite/Fanatical CO: Galaxy Commander Carlos Hutchinson Location: Albion Abilities: +1 Initiative and can re-roll initiative and take second result The Stoneheart Keshik mimics the Khan's Iron Spine Keshik in formation, preferring almost identical units. This is due to Galaxy Commander Carlos Hutchinson's close ties to the Khan. These warriors are simply the best of Alpha Galaxy. Their insignia is a stone heart with a burrock burrowing through it. 3rd Swarm Cluster “The Acid Spitters” 4 Trinaries/Veteran/Fanatical CO: Star Colonel Alexandria Linn Location: Dagda Abilities: +1 Initiative Star Colonel Alexandria Linn is a recent addition to Alpha Galaxy and she is already proving her worth. They have brought wraith of Clan Burrock to all enemies who dare challenge them. Their formation is a standard Burrock layout with two OmniMech trinaries, an Elemental trinary, and an OmniFighter trinary. Their insignia is a burrock in an attack pose spraying acid with 3rd below it. 15th Swarm Cluster “The Sting of Fate” (Absorbed, now 69th Rapier Cluster “Fighting Gurkhas”) 4 Trinaries/Regular/Reliable CO: Star Colonel Yves Location: Albion Abilities: While creating unit, can use the random allocation tables for Clan Blood Spirit and Clan Fire Mandrill. The 15th Swarm Cluster spent most of their existence combating Clan Blood Spirit and Clan Fire Mandrill. They bear the marks, and show it, by relying on isorla more than the other formations of Alpha Galaxy. They have one OmniMech trinary, plus a weaker trinary using isorla, which are both supported by an Elemental trinary and an OmniFighter trinary. Their insignia is a burrock tearing through a Hellbringer OmniMech with its mandibles.

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66th Swarm Cluster “The Swarm's Fury” (Absorbed, 206th Hussars Cluster) 4 Trinaries/Regular/Fanatical CO: Star Colonel Nata Lamongue Location: Priori Abilities: +2 Initiative, can only use medium and light class units. The 66th Swarm Cluster are known for their lighter than normal formations. They utilize two OmniMech trinaries, an Elemental trinary and an OmniFighter trinary. These trinaries are filled with light and medium class units. Most configurations try to utilize jump jets and MASC. This allows them to fight with a blitzkrieg style while embodying the Clan Burrock way. Their insignia is a neon green 66th with two burrocks behind it. 192nd Swarm Cluster “The Hunter-Killers” (Absorbed, now 193rd Dragoons Cluster) 4 Trinaries/Veteran/Reliable CO: Star Colonel Alexander Zeke Location: Albion Abilities: +1 Initiative, can only use medium and heavy class units. The 192nd Swarm Cluster are known for being one of the heaviest formations in Clan Burrock. They stick with more powerful medium and heavy units with average maneuverability. Two OmniMech trinaries supported by two trinaries of OmniFighters are their main battle formations. They utilize OmniFighters which fire at vital targets before their OmniMechs act. Their insignia is an Executioner OmniMech with a star that reads 192nd. 116th Swarm Cluster “The Deathshriekers” 4 Trinaries/Regular/Questionable CO: Star Colonel Frederick Moreau Location: Hoard Abilities: -1 Initiative, can choose to automatically win initiative once per game The 116th Swarm Cluster is an old formation that is constantly in battle. Their low survival rate means that most of their warriors are inexperienced, as they have just joined the front lines. They have replaced the 10th Hive Cluster, who now operates as part of Epsilon Galaxy, and they have performed better. Currently they have two OmniMech trinaries, an Elemental trinary and an OmniFighter trinary. Their insignia is a shrieking burrock. 22

Beta Galaxy “The Blood Hunters” Beta Galaxy was once an important part of Alpha Galaxy until they switched their focus on something far more sinister. They redefined their strategy and tactics by becoming the primary hunters of all warriors among Clan Blood Spirit. Since their formation, they have spent their entire existence studying and combating Clan Blood Spirit, showing just how obsessive Clan Burrock can get with an objective. Their formation came to be when Khan Seth Van Houten failed in his goal to acquire the Grand Counsel vote to annihilate Clan Blood Spirit. His hatred for the Clan drove him to gather his most fierce supporters and start the formation which has become Beta Galaxy. Upon their creation, they were given the task of constantly raiding Clan Blood Spirit, which eventually caused the Spirits to give up their holdings on Foster to Clan Fire Mandrill. Since then, they have always been a thorn in Clan Blood Spirits side, and an old source of hatred for Clan Fire Mandrill. Officers SaKhan Seth Marghar currently leads Beta Galaxy. While fighting Clan Blood Spirit, the Galaxy is relentless and is almost flawless. However, against other Clans, the unit struggles due to their habitual nature. They are constantly criticized for relying on second-line formations, against all other Clans, often out of desperation. However, they are the reason the Clan has survived various assaults from Clan Blood Spirit. Tactics Beta Galaxy is known for their ruthless precision while combating the forces of Clan Blood Spirit. Against Clan Blood Spirit, they paint their machines blood red with black and gold trim. Their red paint is said to hold the blood of their Blood Spirit enemies. Against all other Clans, they paint their machines brown with black tribal highlights. Their insignia is a blood red Burrock imposed over the Clan Blood Spirit insignia.

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Galaxy Command Trinary (The Spirit Devourer Keshik) 1 Trinary/Veteran/Reliable CO: saKhan Seth Marghar Location: Albion Abilities: Against Clan Blood Spirit, -1 Gunnery and Piloting, against all other Clans use standard skill levels with a -1 initiative modifier. The Spirit Devourer Keshik were once part of the Iron Spine Keshik until Khan Seth Van Houten's reign came to an end. Today, they are the saKhan's personal command unit, built with the best equipment Beta Galaxy has available. They are currently one full trinary of OmniMechs. If they ever need support they simply pull Warriors from other units in the area. Their insignia is a burrock devouring the Clan Blood Spirit insignia. 1128th Devourer Cluster “The Blood Drinkers” (Absorbed, now 1129th Gatekeeper Cluster) 4 Trinaries/Veteran/Fanatical CO: Star Colonel Leon Holliday Location: Priori Abilities: Against Clan Blood Spirit, -1 Gunnery and Piloting, against all other Clans use standard skill levels with a -2 initiative modifier. The pure among Beta Galaxy. 1128th Devourer Cluster “The Blood Drinkers” have been around since the initial Blood Feud which has been the foundation of hatred between Clan Blood Spirit and Clan Burrock. No mission is too difficult and they never hesitate to complete a task. However, they are so in tune with their obsession that they forgot how to deal with other Clans. Their formation is two trinaries of OmniMechs, equipped with their most powerful configurations, supported by a trinary of Elementals and trinary of OmniFighters. Their insignia is a red burrock circled around a blood-filled goblet. 1002nd Devourer Cluster “The Defilers” (Absorbed, now 1015th Burrock Guards) 4 Trinaries/Veteran/Reliable CO: Star Colonel Hoyt Marghar Location: Hoard Abilities: Against Clan Blood Spirit, -1 Gunnery They repel their Blood Spirit foes with no mercy. Unlike other Clusters among Beta Galaxy, they have kept true to the Clan fighting style and discipline which makes them the only unit in Beta capable of combating other Clans. Their unit is built with two trinaries of OmniMechs supported by two trinaries of OmniFighters. Their insignia is an acid-covered Blood Spirit logo. 24

82nd Burrock Guards “The Reaving” 4 Trinaries/Regular/Fanatical CO: Star Colonel Osaze Location: Dagda Abilities: +2 Initiative against Clan Blood Spirit A new addition to Beta Galaxy. They are not yet in tune with their new mission but these new warriors are very skilled and resourceful. Still, they are a new unit yet to prove themselves among Beta Galaxy's regulars. The unit sticks to Burrock tradition using two OmniMech trinaries, an Elemental trinary and an OmniFighter trinary. Their insignia is a smashed Blood Spirit insignia with 82nd displayed over it. 14th Devourer Cluster “The Fury” 4 Trinaries/Veteran/Reliable Star Colonel Graham Van Houten Location: Paxon Abilities: +1 Initiative and overrun combat against Clan Blood Spirit, can only use light class units. The most specialized formation among Beta Galaxy, the 14th Devourer Cluster uses a full formation of light class units, where they use speed to deliver blistering firepower. They utilize the most powerful configurations on their machines to bring as much quick firepower onto the field as they can. The cluster has three trinaries of light OmniMechs supported by a trinary of light OmniFighters. Their insignia is a burrock in an attack pose, covered in the blood of its enemies.

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Gamma Galaxy “Harvesters of Sorrow” Gamma Galaxy has proven themselves as a more reliable formation than Beta Galaxy. They are better in repelling the might of other Clans, opposed to Beta Galaxy. Unlike the rest of Clan Burrock, they are far less aggressive and they seem to make better choices while under pressure. Warriors of Gamma Galaxy are often hailed by other Clans for their old style tactics, once used by the Polczyk twins, which they have adapted and perfected. The Galaxy has a staunch hatred for Clan Fire Mandrill but not to the same degree as Beta Galaxy's hatred of Clan Blood Spirit. When Clan Fire Mandrill first took Foster, they met the young force of Gamma Galaxy in combat. Half of the formation was destroyed, but not without taking a significant part of Kindraa Smythe-Jewel. This feud was sparked from the genetic legacies of Clan Blood Spirit which they claimed has tainted the Kindraa. Despite the Kindraa's destruction, they still hate Clan Fire Mandrill, due to their ties with Clan Blood Spirit. Officers Loremaster Jasmine Nga was a Galaxy Commander for ten years before being appointed as Loremaster by the Khan. Among Gamma Galaxy, she is known for her battlefield presence and skill. Other officers have followed in her footsteps, listening to her teachings and adapting to her strict style of leadership. Tactics Gamma Galaxy is known for their slow and calculated strategy followed by a strong blitzkrieg. They paint their units gray with brown highlights. Then, a Burrock is painted, which starts from either leg, coils up the unit until it reaches the cockpit, where it ends in a face about to spit acid. Their insignia is simply a dark version of the Clan Burrock logo imposed over the grim reaper's scythe. Unlike the other front line Galaxies, Gamma utilizes much more OmniFighters and Battle Armor, sometimes at the expense of OmniMechs. 26

Galaxy Command Trinary “The Burning Scythe” 1 Trinary/Veteran/Reliable CO: Loremaster Jasmine Nga Location: Dagda Abilities: +1 initiative and can force the initiative The Loremaster's personal formation is known for their slow strategy followed by a blitzkrieg. They utilize OmniFighters due to the Loremaster’s bias for them, thanks to her phenotype. They always seem to take the objective even during impossible odds. Her formation is one star of OmniMechs supported by a star of Elementals and OmniFighters. Their insignia is a burning scythe. 23rd Swarm Cluster “The Burrock Grenadiers” 4 Trinaries/Veteran/Reliable CO: Star Colonel Ellison Polczyk Location: Priori Abilities: Can use off map movement The 23rd Swarm Cluster is an oddity among Gamma Galaxy because they have an even mix of equipment. However, their tactics have been known to confuse other units they encounter, appearing where they least expect it. They fall outside of Gamma Galaxy tradition using two OmniMech trinaries, an Elemental trinary and an OmniFighter trinary. Their insignia is a burrock wrapped around a grenade with “23rd” etched on the side. 78th Burrock Guards “The Banshee's Scream” 4 Trinaries/Veteran/Reliable CO: Star Colonel Kira Location: Dagda Abilities: Can force the initiative Close to the teachings of Loremaster Jasmine Nga, the forces of the 78th Burrock Guards are among the best of Gamma Galaxy. Currently, they have one trinary of OmniMechs, one trinary of Elementals, and one trinary of OmniFighters. They bear the scars of combat, as they have less equipment than most other Gamma formations, but they have learned to adapt. Their insignia is a burrock covered in tattered cloth with a ghostly look.

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1014th Devourer Cluster “The Nightmare” 4 Trinaries/Veteran/Reliable CO: Star Colonel Tatiana Opriq Location: Paxon Abilities: Can force the initiative, +1 Initiative against Clan Blood Spirit They are an old formation that has been reassigned from Beta Galaxy. They once knew the teachings of Beta but have faltered, and since then, they have adapted to the Loremaster's teachings. Forces among Beta are quick to challenge them. Their unit has two trinaries of OmniMechs supported by two trinaries of OmniFighters. Their insignia is a burrock circling a full moon.

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Epsilon Galaxy A very old garrison formation with units washed out of multiple Burrock Galaxies. Epsilon is very flexible in strategy and they are the most honored second line cluster in Clan Burrock. They are almost as old as Alpha Galaxy and has assisted them in almost all of their endeavors. Today, they assist Beta Galaxy whenever they are called upon. Unfortunately, Epsilon has the stigma of once carrying the followers of Clan Burrock who deflected into the Dark Caste. They have redeemed themselves by assisting Alpha Galaxy in destroying them. Despite this effort, they are under constant supervision of the Khan and saKhan. Epsilon Galaxy was also chosen to assist Clan Cloud Cobra with subjugating the population of the Tanite Worlds. Because of their success with this important accomplishment, Epsilon won the trust of Clan Cloud Cobra, who then granted Clan Burrock a nice share of all resources gained from the Tanite worlds. Officers Epsilon has resourceful leadership even though Clan Burrock has constantly questioned their credibility. Galaxy Commander Kennith Van Houten is stern leader and has a lot of passion for Epsilon Galaxy, despite their dark history. He will defend his unit's honor at all costs, even at his own expense. Surprisingly, the Galaxy Commander is still alive. Tactics They bear a standard Burrock insignia with the Greek letter epsilon. The galaxy uses standard camouflage patterns with brown highlights. Also, Epsilon seems to have a shortage of BattleMechs and they make up for it with a variety of conventional units.

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Epsilon Galaxy Abilities Epsilon Galaxy is respected for their performance despite their well-known past. When creating the unit, they can make use of one front line unit (utilized by Clan Burrock) per star.

Galaxy Command Trinary “The Foundation” 1 Trinary/Veteran/Questionable CO: Galaxy Commander Kenneth Van Houten Location: Dagda The Command Trinary assists formations on Dagda whenever they are called upon. They are an old unit, once part of the team that assisted Clan Cloud Cobra with the Tanite worlds. They have an even mix of BattleMechs and Vehicles supported by infantry. Their insignia is a burrock wrapped around a pillar. 211th Hive Cluster “The Dark Descent” 4 Trinaries/Regular/Questionable CO: Star Colonel Erik Location: Albion The 211th is the oldest cluster in Epsilon and is also the formation responsible for the Dark Caste deflection. Rather than disband the formation, the Khan at the time simply reassigned all of their units and gave them a chance to redeem themselves. The formation has sense become strongest cluster available in Epsilon Galaxy. They use an even mix of BattleMechs and Vehicles supported by infantry and fighters. Their insignia is a burrock wrapped around a lit torch. 61st Hive Cluster “The Night Crawlers” 3 Trinaries/Regular/Questionable CO: Star Colonel Xavier Whull Location: Priori The 61st Hive Cluster is an odd garrison unit filled with conventional units at the expense of BattleMechs. They are currently one trinary of vehicles supported a trinary of fighters and a trinary of conventional infantry. Their insignia is 61st in tribal.

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10th Hive Cluster “The Redeeming” 4 Trinaries/Regular/Questionable CO: Star Colonel Kal Location: Paxon Simple and reliable describes the 10th Hive Cluster. Front line formations are quick to utilize them as their skills are sometimes on par with them. They have the most BattleMechs available, which are supported by an even mix of fighters, vehicles, and conventional infantry. Their insignia is 10th with a halo circling it.

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Iota Galaxy Iota Galaxy has proven themselves as a reliable backbone for all front-line Galaxies. Beta Galaxy has relied on them in the past when combating the forces of Clan Blood Spirit. Unfortunately for Iota Galaxy, Beta Galaxy's inexperience with other Clans has caught up to them, resulting in significant losses that cripple them today. Iota is plagued with isorla and old second-line equipment. They have since relied on other second-line galaxies to supplement their touman, specifically Pi and Epsilon, when they are readily available. On their own they are great at defending static targets such as a Dropship, factory, or other kinds of military installations. Officers Galaxy Commander Bel Danforth's reign is probably going to be over very soon. Other commanders have challenged him for his position and have surprisingly failed. He is a decent leader who ultimately needs to be replaced with new blood so that Iota can reach their true potential. Tactics Iota Galaxy Abilities If playing the defender, and the objective is to defend a building or dropship the unit gains a +3 initiative modifier. In all other missions the unit suffers a -2 initiative modifier.

Over the span of twenty years the Galaxy has lost a significant amount of BattleMechs. Since then, they have been replaced with a large number of fighters and vehicles with large amounts of firepower. This has worked for them, so far. Iota Galaxy paints their units in traditional camouflage with scars that look like flesh wounds and acid burns. Their insignia is simply the Clan Burrock logo with the Greek letter iota.

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Galaxy Command Trinary “The Indestructible Nest” 1 Trinary/Veteran/Reliable CO: Galaxy Commander Bel Danforth Location: Priori

Iota Galaxy Nest Clusters

Galaxy Commander Bel Danforth has been challenged on multiple occasions but has managed to keep his position. His unit is well respected by other Galaxies. The trinary is a simple mix of Assault BattleMechs, Fighters and Vehicles with superb defensive capabilities. Their insignia is a burrock lurking within a concrete bunker. 1st Nest “The Sharp Mandibles” 3 Trinaries/Regular/Reliable CO: Star Colonel Zen Location: Paxon Star Colonel Zen just recently achieved her rank through a grueling trial of position against previous commander Krell. Since her inception, she has become respected and feared by her formation and opponents. The 1st Sentry Cluster has the best and most well-rounded equipment suited for their task. Their insignia is the face of a burrock with 1st between the mandibles.

Each Nest Cluster is built in the same manor as the command trinary. They follow the same tactical doctrine that Galaxy Commander Bel Danforth set forth in order to minimize the unit's losses and maximize their performance. Each formation comes equipped with one trinary of BattleMechs, one trinary of Vehicles and one trinary of Fighters. Sometimes their Vehicles are deployed with conventional infantry equipped with powerful support weapons. When other second-line formations start to stumble, some sentry formations are transferred to fill in their gaps. This is noticeable among Pi Galaxy who has been in heavy combat for years.

3rd Nest “The Hive Keepers” 3 Trinaries/Regular/Reliable CO: Star Colonel Barack Location: Albion The 3rd Nest is trusted with guarding the primary Burrock enclave on Albion and has remained successful. The Khan has even called upon them on a couple of occasions to assist the Iron Spine Keshik. Star Colonel Barack is an old warrior who once served Beta Galaxy and Epsilon Galaxy, and since then he has adapted his talents to his formation. Their insignia is two burrocks guarding their hive.

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8th Nest “The Unfathomable Force” 3 Trinaries/Regular/Reliable CO: Star Colonel Iris Korstin Location: Dagda Star Colonel Iris Korstin recently earned her position after she arrived from the Tainte worlds. However, her brute force seems to be stronger than her leadership abilities, which is starting to catch up to her. It has kept her from losing her rank during trials. It is fortunate for her that the unit can make up for her shortfalls. Their insignia is a burrock quarreling with an Elemental. 9th Nest “The Titanium Abdomen” 3 Trinaries/Regular/Reliable CO: Star Colonel Urlich Location: Hoard The 9th Nest has some of the heaviest equipment combined with the most arrogant second-line Warriors of Clan Burrock. This has caused them to lose respect from other formations. They are rarely called upon, but they are ferocious once they are in combat. Their insignia is a silver star with a burrock embossed inside.

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Kappa Galaxy Kappa Galaxy was built from a Cluster formation re-assigned from Epsilon galaxy following the Dark Caste scandal. Because of this, Kappa shares plenty of Epsilon's characteristics. They have slowly become the second reliable garrison formation in Clan Burrock. Front-line galaxies are quick to utilize them, notably Alpha and Gamma, even while performing their most sensitive tasks. They are trusted despite the stigma from the Dark Caste. Epsilon used to defend a lot of key Burrock formations but their stigma has resulted in Kappa getting most of the honor. As a result, the two Galaxies will often clash with one another, even during combat. Officers Every officer in Kappa Galaxy is known for solid leadership during almost any circumstance. This is due to Galaxy Commander Michelle Deleon's brilliant leadership. She was once a warrior among Gamma Galaxy but has become too old for front line combat. Since then, she has focused her talents on Kappa, noticeably improving them. Tactics Kappa has an odd mix of BattleMechs and other conventional units. They paint their units in standard camouflage with gold accents. Their insignia is simply the Clan Burrock logo with the Greek letter Kappa.

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Kappa Galaxy Abilities Like Epsilon Galaxy, Kappa can make use of one front line unit (utilized by Clan Burrock) per star. However, when their forces work along side of Epsilon, they suffer a -1 initiative modifier.

Galaxy Command Trinary “The Eyes of the Forsaken” 1 Trinary/Veteran/Reliable CO: Galaxy Commander Michelle DeLeon Location: Hoard Five years ago, Galaxy Commander Michelle DeLeon was given the task of running Kappa Galaxy and she has proved that the unit remains useful. Unlike other Burrock commanders, Michelle DeLeon is more flexible, but this comes at the cost of harsh punishment. She is known for her lack of tolerance for incompetent leaders below her. The command trinary is simply three stars of BattleMechs. Their insignia is the face of a burrock drooling acid. 1st Hive Cluster “The Wingless” 3 Trinaries/Regular/Reliable CO: Star Colonel Samantha Jones Location: Dagda A new unit assigned to Kappa built from isorla. They simply show promise. The Cluster is an even mix of BattleMechs, Fighters and Vehicles. Their insignia is a burrock with wings, which is a play on their name. 471st Hive Cluster “The Crimson Eyes” 5 Trinaries/Veteran/Reliable CO: Star Colonel Lex Di Martino Location: Priori The 471st Hive Cluster is one of the first formations assigned to Kappa Galaxy. They seem to have trouble taking orders from their Galaxy Commander, whom they have clashed with on multiple occasions. Their history and accomplishments keep her in check. The 471st uses three trinaries of BattleMechs supported by Vehicles and Fighters. Their insignia is the face of a burrock with glowing red eyes. 175th Hive Cluster “The Walking Dead” 3 Trinaries/Regular/Reliable CO: Star Colonel Ender Location: Albion The 175th is an odd formation filled with Conventional Infantry. They are old warriors who wish to die for their Clan and they are given the grand opportunity. The cluster has one Trinary of BattleMechs supported by Vehicles and Infantry. Their insignia is an infantryman with 175th on his shoulder, combating a large burrock. 36

Pi Galaxy The warriors of Pi Galaxy are a proud bunch despite their second line status. They are filled with reliable garrison clusters lead by some very resourceful, though aged, officers. Most of them are from other second line formations, like officers from Epsilon, who have established command by force. Units from Clan Blood Spirit and Fire Mandrill have met them in battle, grossly underestimating their abilities. As a result, their clusters have plenty of isorla from both Clans. Pi Galaxy was part of the expedition team that worked closely with Clan Star Adder. They are experienced with protecting convoys, and thanks to their effort, Clan Burrock has always had close ties with Clan Star Adder. However, with old officers from Epsilon galaxy, Clan Burrock and even Clan Star Adder officers keep the forces of Pi under a close eye. Officers

Pi Galaxy Abilities Pi Galaxy can choose to use the Burrock second-line random allocation table or can choose to use the second-line table for Clan Blood Spirit or Clan Fire Mandrill.

Galaxy Commander Newt Farnsworth was disbanded from Alpha Galaxy and assigned garrison duty due to his inability to lead his previous unit. Since then, he has learned from his mistakes, revitalized Pi galaxy, and earned respect from the Khan. Despite his accomplishments, plenty of warriors under him challenge his authority, believing that they can do better. Tactics Pi Galaxy uses a standard Burrock insignia with the Greek letter Pi. They paint their unit a solid black with gold and brown highlights to match their totem. Conventional vehicles and VTOL's support their light and medium BattleMechs. Due to conflicts against front line formations among Clan Blood Spirit and Clan Fire Mandrill they have a lot of isorla.

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Galaxy Command Trinary “The Resurrection” 1 Trinary/Veteran/Reliable CO: Galaxy Commander Newt Farnsworth Location: Albion The command trinary holds the most front line equipment gained from isorla. They have a good mix of medium and heavy BattleMechs with Fighter support. Galaxy Commander Newt Farnsworth actually uses a Warhammer IIC from Clan Fire Mandrill. Their insignia is a burrock with rays of light illuminating from behind it. 7th Burrock Guards “The Faceless” 3 Trinaries/Regular/Reliable CO: Star Colonel Kris Location: Priori The 7th Burrock Guards fight with front line ferocity while using second line equipment. Their unit has two trinaries of BattleMechs supported by a mix of Vehicles and Fighters. The unit has 7th as their insignia. 4th Hive Cluster “The Nameless” 3 Trinaries/Regular/Reliable CO: Star Colonel Bekkar Location: Hoard The 4th Hive Cluster was transferred from Iota Galaxy to help rebuild Pi Galaxy's roster. Also, the bulk of their unit did not match their previous tactical doctrine. Their unit is made up of light and medium BattleMechs supported by Vehicles and Fighters. Their insignia is 4th with a bolt of lightning behind it.

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5th Hive Cluster “The Forgotten” 3 Trinaries/Regular/Reliable CO: Star Colonel Antonio Location: Dagda 5th Hive Cluster suffered the same fate as the 4th, being transferred from Iota Galaxy. However, they have a mix of heavy and medium units that make up for the rest of Pi Galaxy's shortfalls. They have adapted quite well and are a force to be reckoned with. Their insignia is a burrock trapped within a vile.

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FILE XI-00056-A CLASSIFIED OPERATION: INFEST

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Xi Galaxy “The Underground” After the brunt of the Blood Wars, Clan Burrock morale was low and resources were scarce. This resulted in the deflection of thousands of lower caste members, with the help of two trinaries of Burrock Warriors, into the Dark Caste. At least, this is what the Clans had suspected. Xi Galaxy, or “The Underground,” was born after Clan Burrock successfully tapped into the Dark Caste. Since the end of Operation: Klondike, civilians and warriors were exiled, either willingly or unwillingly, because they refused to accept the Clan way. This resulted in bandits becoming scattered among the Clan Homeworlds. At first, these bandits were conducting raids for survival (Food, Water, etc.), but eventually they were able to build up their own underground arms trade. Other Clans ignored this for years, as the threat was minimal, but Clan Burrock saw potential. Using the teachings of their founding Khans, embracing that “Yesterday's enemy can be tomorrow's friend,” Clan Burrock was able to tap into the Dark Caste network and create alliances. In exchange for protection and the basic necessities to survive, the Dark Caste bandits performed staged raids against Clans that contracted Clan Burrock during escort missions. This helped Clan Burrock rebuild most of their touman, once lost to the “Blood War” with Clan Blood Spirit. The operation went unnoticed for years until Clan Cloud Cobra discovered part of it. The Cobras were quick to report their findings and the Grand Council ordered the destruction of the Burrock traitors. In order to hide their connections, Clan Burrock joined Clan Cloud Cobra in the hunt. Deaths were staged, the Council was satisfied, and the operation remained undiscovered. Now knowing that the threat of discovery was real, Clan Burrock decided to merge with the Dark Caste, ensuring that even after annihilation the Clan can survive below the surface. The Underground grew even more after Clan Burrock garrisoned the Tanite Worlds and tapped into their Dark Caste. The resources gathered from these worlds helped the Underground grow into what it is today. The operation was discovered a second time by Clan Star Adder, which lead to the absorption of Clan Burrock. The Clan was conquered above ground, but below the surface, the Underground had already burrowed deep. Clan Burrock had successfully hid itself below the surface. The operation thrived among the Tanite Worlds thanks to the ignorance of the Adders and Cobras. While the Adders were adapting to their newly absorbed Clan, the Underground reestablished their connection with the Burrocks, once affiliated with them in Clan Star Adder and

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among Clan space. Despite the efforts of Clan Star Adder, the Underground operation continues, but this time with a new goal: To resurrect Clan Burrock and inflict vengeance upon the Clans.

Ground Formations of the Underground The most common formation is a binary of troops. They are mixed points supplemented by Infantry.

The Warriors of the Underground Underground warriors are Nomads. No world is truly their home, as they are constantly on the move in order to raid or avoid detection. However, after the pacification of the Tanite Worlds, a center of operation was born. These worlds were the perfect place to thrive, as none of the Clans outside of Clan Cloud Cobra showed any interest in garrisoning them. The Absorption of Clan Burrock threatened the Tanite Underground until Clan Star Adder decided to have former Burrock Warriors (who were disgusted with Burrock leadership during the Absorption) garrison these worlds. Since then, the Underground has remained undiscovered. Every Burrock Khan knew and ruled the Underground since its creation. After avoiding the first exposure, the Underground grew in size, and the saKhan and each Galaxy Commander was entrusted with focusing on different Underground formations. This was done in order to streamline the operation and prevent discovery. After the Absorption, an Underground Khan was born, who now acts as the liaison between the Underground and the highest ranked Burrock warriors among Clan Star Adder. Together, they communicate their knowledge and unite the operation.

Well-equipped ground binaries tend to look like this: Ground Command Star Great Wyrm 3 w/Dirt Bike Infantry (Motorized/Rifle) Great Wyrm 3 w/Dirt Bike Infantry (Motorized/Rifle) Great Wyrm 3 w/Dirt Bike Infantry (Motorized/Rifle) (2) Praetorian Light Tank w/Dune Buggy Infantry (Motorized/SRM) (2) Glass Banshee Ground Support Star Wyvern IIC w/Dirt Bike Infantry (Motorized/Rifle) Hornet IIC w/Dirt Bike Infantry (Motorized/Rifle) Hornet IIC w/Dirt Bike Infantry (Motorized/Rifle) (2) Praetorian Light Tank w/Dune Buggy Infantry (Motorized/SRM) (2) Glass Banshee

Strategy and Tactics Although the Underground has constantly fought change, their operation remains. Hit and run tactics are ideal. When Clan Burrock was still on the surface, the Underground would constantly communicate with them, providing information about other Clans in order to perform staged raids. Post absorption, they communicate with former Burrock leadership on Tanis, and use their information to avoid detection or plan a raid. As a result, the type of equipment among formations will vary, all depending on the performance of each hive cluster among the Infestation. Only the Tanite system has the best equipment, for obvious reasons, and they have just begun smuggling equipment outside of these worlds to the rest of the Underground. None of the infestations own Warships, but they make use of Scout Jumpships and old Dropships (once used for trade) acquired from raids.

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Equipment Space Formations of the Underground Space operations are much more specialized and use fighters to transport a Jumpship and Dropship. Well-equipped space binaries tend to look like this: Naval Assets 1 Scout Jumpship 1 Dropship (Mule Class or Confederate Class) Naval Command Star (Can occupy Small Craft/Cargo bays or Dropship) (2) Turk A (2) Turk C (2) Turk Prime (2) Turk Prime The second Support Star for a Naval Binary is determined by the size of the dropship and the type of operation. If it is space based and has the room, it will be another star of Turk OmniFighters. If it is a ground/space hybrid, it will carry another star with units from either of the stars listed above (ground formation) or a Star entirely of conventional units. Ground/Space clusters are rare and highly specialized. They are also the most resourceful, and are able to survive if split off from the rest of the Galaxy.

The Hornet IIC, Wyvern IIC, Highlander IIC, Praetorian Light Tank, Turk OmniFighter, and Glass Banshee, are readily available and used among all Underground formations. Since the absorption, BattleMechs like the Great Wyrm 3 and Burrock, plus equipment like Heavy Lasers and ATM's, are available. Equipment from Clan Star Adder is “lost” or moved from the Tanite system to other Infestations. Otherwise, they must rely on what they can gather through raids. When acquired, OmniMechs like the Battle Cobra and Crossbow are used by veterans that lead ground operations because their simplicity. The Turk OmniFighter is reserved for veteran pilots that raid convoys and protect operations in space. Infantry follow standard Clan formations and use standard Clan equipment. They are often motorized with dirt bikes or dune buggies so they can effectively supplement ground forces. Those on attack bikes cannot carry anything heavier than a rifle. Those with dune buggies carry heavier weapons like Vehicle Flamers, Machine Guns, or SRM launchers, but sacrifice ground speed. All formations use second-line equipment taken from the Clans they raid. An Infestation rarely uses front-line equipment (the Battle Cobra, Crossbow, and Turk OmniFighter are the only exceptions) in order to create the illusion of being an ill-equipped Dark Caste bandit group. Camouflage and Organization The Underground uses a variety of camouflage patters to match the Clans they raid. Warriors often decorate their machines with spikes and tribal war paint to intimidate or distract foes. The galaxy does not display their insignia.

The Underground uses standard Clan formations. However, Stars are created using mixed points due to the scarcity of equipment and troops. The most common star has 3 BattleMechs supported by 2 points of conventional units. Instead of using Elementals, like most Clans do in order to create a “Nova” formation, they use Dark Caste bandits supplied with weapons and light vehicles. This is usually followed by another star in the same fashion, or built with a mix of vehicles, infantry, and fighters. Star Commanders rarely command stars at full strength unless they are operating in space, where they have full stars of Turk OmniFighters. Star Captains rarely command anything more than a Binary of Warriors. The Binary has become the new standard in order to create more command influence and spread equipment. This has proven useful, because when an operation suffers a lot of loss or breaks off from an infestation, they have a better chance of survival and rejoining the Underground. 43

Command/Tanite Infestation “The Vengeful” 6 Binaries/Veteran/Fanatical CO: Khan Sandra Polczyk Location: Tanite Worlds Abilities: +3 initiative, off map movement, can force the initiative The Tanite infestation is currently the most powerful of them all. Their strength is possible thanks to the Adders and Cobras that entrusted former Burrocks with garrisoning these worlds. Since then, the Burrocks have worked with the Tanite Infestation to build their center of operation. Khan Sandra Polczyk (often hailed as “The Queen of the Underground”) is a respected and intelligent crusader. She is hell bent on resurrecting Clan Burrock, when the time is right. She hopes that she lives long enough to see it through. Pentagon Infestation “The Forsaken” 5 Binaries/Veteran/Fanatical CO: SaKhan Ian Van Houten Location: Dagda, spread among pentagon worlds Abilities: +2 initiative, off map movement The Pentagon Infestation is the oldest, centered on the planet Dagda where Clan Burrock originally established their connection to the Dark Caste. They are not as powerful as the Tanite Infestation, but they are just as resourceful, which is how they have survived since their creation. SaKhan Ian Van Houten is often hailed as the “The Hive Master,” and is very close with the Khan. He also hopes to see the day that Clan Burrock rises again. Kerensky Cluster Infestations 10 to 14 Binaries/Regular/Fanatical CO: Galaxy Commander Maria Gastopiv Location: Various systems, split into 4 Clusters The Kerensky Cluster Infestation is the largest and most active of them all. With more worlds to cover, intelligence to gather, and isorla to claim, their formations have become scattered. They are constantly on the move and have the most unusual mix of equipment and warriors. Galaxy Commander Maria Gastopiv keeps a close tie with all of her Star Colonels in order to ensure a smooth operation. She has zero tolerance for those who fall behind and lack results. The life expectancy among the Kerensky Cluster Infestation is the lowest and there is no reliable way to track the size of these clusters. We can only estimate based on intel. The Galaxy Commander's personal unit lies Rimward, so that she can communicate with the Khan and SaKhan as needed.

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Coreward Infestation “The Hunters” 3 Binaries/Regular/Fanatical CO: Star Colonel Jack Location: Kerensky Cluster, Coreward planets Abilities: Off map movement This new infestation was formed after the Absorption of Clan Burrock because of the large number of Dark Caste members that fled the anti-spinward system. They have survived and re-established their connection to the rest of the Underground. They explore coreward to expand their Dark Caste influence. Their strengths lie in stealth, intelligence, and exploration. They currently have the highest number of Scout class jumpships and OmniFighters, but have the lowest amount of BattleMechs available. Spinward Infestation “The Betrayed” 3 Binaries/Regular/Fanatical CO: Star Colonel Jeseck Location: Kerensky Cluster, Spinward planets Abilities: +3 initiative This infestation currently watches the Exodus Road from the spinward system, once traveled by Kerensky, then used by the Inner Sphere to annihilate Clan Smoke Jaguar. Jaguars that retreated to the Dark Caste were welcomed with open arms and their ferocity in battle has proven useful. As a result, this infestation has a lot of Jaguar second-line equipment. They also specialize in raiding Diamond Shark convoys. Rimward Infestation “The Swarm” 4 Binaries/Veteran/Fanatical CO: Galaxy Commander Maria Gastopiv Location: Kerensky Cluster, Rimward planets Abilities: +2 initiative, off map movement The rimward infestation is the personal unit of the Galaxy Commander. It is also the first and oldest infestation, created from the first Burrocks who joined the Dark Caste. They have been to all parts of the Kerensky Cluster and have the most experience conducting raids. They have assisted during the Burrock/Adder expedition/trade deal and specialize in raiding Nova Cat and Cloud Cobra convoys. Currently, they reside among the rimward systems where they watch jump points leading to the Tanite Worlds and move information and supplies.

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Anti-Spinward Infestation “The Brood” 3 Binaries/Regular/Fanatical CO: Star Colonel Miranda Location: Kerensky Cluster, Anti-Spinward planets Abilities: Off map movement, +3 initiative against Clan Blood Spirit and Clan Fire Mandrill The anti-spinward infestation watches the path to the Pentagon Worlds and some of the jump points to York and Foster. They are the underground version of Beta Galaxy and they specialize in targeting Clan Blood Spirit and Clan Fire Mandrill. Their formation is filled with equipment gathered from these Clans.

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FILE X115-45016-A CLASSIFIED SECOND LINE EQUIPMENT Clan Burrock Tank: Praetorian Light Tank Clan Burrock Conventional Fighter: Glass Banshee Clan Burrock BattleMech: Hornet IIC Status: Discontinued Post-Absorption BattleMech: Great Wyrm 3 Status: In Production

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Praetorian Light Tank Overview A vehicle came into new light during the Blood Wars between Clan Blood Spirit and Clan Burrock when the Clan was struggling for resources. Built with less materials, and intended to perform as something more, the Praetorian Light Tank quickly filled Burrock second line garrison formations. Capabilities While most Clan vehicles were designed as fast attackers, Clan Burrock went in a different direction, creating a light main combat tank that works well in defensive situations. The 100 fusion engine happens to be the same engine used in the Hornet IIC. Logistically, it makes both units easy to resupply and repair. However, the engine is not powerful enough to give the Praetorian speed beyond 64 kph, one of its biggest design flaws. It has enough armor to take heavy hits from most Clan weapons but it is still slow for its size, despite being so specialized.

Its weapons are impressive for its size and are intended to be accurate when dealing with faster machines. A Large Pulse Laser is the Praetorian's main weapon which gives it great range and power. The laser is supported by dual SRM-2 systems which can take advantage of inferno ammunition. Inferno ammunition is deadly against any vehicle and unarmored unit. Dual machine guns were also included so the tank could deal with infantry. Battle History The Praetorian saw action against Clan Blood Spirit during the Blood Wars alongside the Hornet IIC. In confined terrain situations the light tank performed nicely. Clan Blood Spirit also lost a large number of fast and light tanks because of the Praetorian's accurate pulse laser. In situations where mobility is required the Praetorian had no chance. As a result, the tank appeared in garrison roles where it complimented the Hornet IIC. After this, the tank was used in most Burrock conflicts. Notably the Tainte Worlds where they used the tank to deal with Dark Caste scum and protect key objectives.

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Deployment The Praetorian, since its deployment, was always used by Clan Burrock. It has been used among infantry formations, paired with other cheap units like the Hornet IIC, and even played a key role in securing locations like the Tainte Worlds. Like most Burrock creations, their allies showed interest and have adopted small numbers. Clan Blood Spirit hates the design and considers it wasteful.

Mass: 25 tons Tech Base: Clan Motive Type: Tracked Rules Level: Tournament Legal Era: Succession Wars Tech Rating/Era Availability: X/X-X-X-A Production Year: 2843 Cost: 664,583 C-Bills Battle Value: 678 Power Plant: Unknown 100 Fusion Engine Cruise Speed: 43.2 km/h Flanking Speed: 64.8 km/h Armor: Unknown Standard Armor w/CASE Armament: 1 Large Pulse Laser 2 SRM-2s 2 Machine Guns Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Equipment Internal Structure Engine: Cruise: Flank: Heat Sinks Control Equipment: Turret: Armor Factor:

Std 100 4 6 10

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F: L/R: T: R:

Structure 3 3 3 3

Armor 25 22/22 15 20

Weapons and Ammo Location Fixed F 2 Machine Gun T 2 SRM-2 1 Large Pulse Laser Body 1 Ammo (SRM-2) 50 1 Ammo (MG) 100 1 CASE

Mass 2.5 4.5

0 1.5 1 6.5

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Glass Banshee Overview Conventional Fighters were unheard of in the Homeworlds immediately after the success of Operation: Klondike. Their last use was during the assault on the Pentagon Powers world Dagda, where they were used in desperation against the pressing Clan attack. The facilities that produced them were thought to have been destroyed by Clan Fire Mandrill. However, it was later found that Clan Burrock retooled the facilities and used them to create a new Conventional Fighter. This fighter would later inspire the Turk OmniFighter. Capabilities The Glass Banshee is a lightweight conventional fighter designed as a budget unit to free up better fighters for use during their conflict with Clan Blood Spirit. At 20 tons, it is the lightest you can make a Conventional Fighter, but it also requires much less materials to produce. It is also very easy to make which allows the Clan to produce them fast.

Despite its small size, the fighter is equipped with VSTOL and a fusion engine, giving it a lot of flexibility compared to the typical turbine engine used in most conventional units. Its weapons are designed with support and ambush in mind where it utilizes Pulse Laser and SRM technology at its best. However, its armor coverage is low, which makes it very fragile compared to other fighters in service. Deployment Clan Burrock is the only known Clan to use the Glass Banshee. It is used alongside the Hornet IIC and Praetorian Light Tank as a support unit during their Blood Spirit and Tainte World conflicts. Sadly, the design has received a stigma as a Dark Caste favorite much like the Hornet IIC and Praetorian Light Tank. The Glass Banshee has appeared in use by plenty of Dark Caste bands assumed to have been taken from Burrock convoys. Mass: 20 tons Tech Base: Clan Type: Conventional Fighter Rules Level: Tournament Legal Era: Succession Wars Tech Rating/Era Availability: X/X-X-X-A Production Year: 2842 Cost: 629,713 C-Bills 50

Battle Value: 432 Power Plant: Unknown 140 Fusion Engine Safe Thrust: 7 Maximum Thrust: 11 Armor: Unknown Standard Armor w/CASE Armament: 1 Medium Pulse Laser 2 SRM-4s Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Equipment Structural Integrity Engine: Safe Thrust: Max Thrust: VSTOL Equipment Heat Sinks Fuel Cockpit/AV/AT Armor Factor:

Mass 7 140 7 11 10

20

5

1 0 3 2 1.5

N: L/R: A:

Structure -

Armor 7 5/5 3

Weapons and Ammo Location Fixed N 1 Medium Pulse Laser RW 1 SRM-4 LW 1 SRM-4 Body 1 Ammo (SRM-4) 25 1 CASE

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HORNET IIC Overview During the Blood Wars, the fighting between Clan Blood Spirit and Clan Burrock left both Clans starving for resources. In order to free more BattleMechs for their front line touman, Clan Burrock revisited and redesigned an old BattleMech called the Hornet. The goal was to create a BattleMech that can be as cheap and effective as possible. While it is far from impressive, both statistically and aesthetically, it is still a formidable machine that proved its worth among second line garrison forces. Capabilities At 20 tons, the Hornet IIC is at the low end of the light BattleMech class. Its engine is a 100 fusion plant that gives it mobility equal to most heavy Clan designs in service. To make up for its slow speed, jump jets were added, giving it a jumping distance of 150 meters. This allows it to traverse difficult terrain and gives it an edge in defensive situations. To free up weight for weapon systems and armor scientists incorporated Endo Steel and Ferro-Fibrous technology. Like its original

design, the Hornet has formidable armor coverage to make up for its slow speed. In order to create an effective niche design, more attention was given to its weapons and a new role was discussed. The idea was to give the Hornet IIC formidable firepower that can cover a variety of situations. This would allow the Clan to move heavier designs to the front lines. Also, it would free up more resources for the Clan to utilize because of the low amount of materials required to build it. The main weapon of the Hornet IIC is the ER Large Laser, giving it impressive reach and power, on such a light frame. Most designs in its weight class cannot withstand more than a couple of hits from the weapon before suffering internal damage. Backup weapons include an LRM-5 system which supports the laser plus a Flamer system for dealing with rioters. Battle History The Hornet IIC was deployed with little time for testing. It was more important for Clan Burrock to free up BattleMechs to combat Clan Blood Spirit. Surprisingly, the idea worked. Offensively, the Hornet IIC failed, which caused many 52

second line commanders to underbid in most situations. Defensively, it was more of a surprise or distraction. Over time, Clan Burrock was able to accomplish their goal and push the Spirit threat back. The advantages of using such a specialized design slowly came into light. Deployment The Hornet IIC found its home among garrison formations. It was not used in heavy numbers until Clan Burrock assisted Clan Cloud Cobra with the Tainte Worlds. Here commanders used Hornets instead of heavier designs in situations where heavy firepower would be wasteful. For example, dealing with Dark Caste vermin. Other Clans have taken a liking to the BattleMech's purpose and even use them in small numbers. Clan Burrock has the most and still produces them.

Mass: 20 tons Tech Base: Clan Chassis Config: Biped Rules Level: Tournament Legal Era: Succession Wars Tech Rating/Era Availability: F/X-D-D-A Production Year: 2845 Cost: 1,585,000 C-Bills Battle Value: 854

Cockpit: Armor Factor:

Chassis: Unknown Endo-Steel Power Plant: Unknown 100 Fusion Engine Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: Unknown Jump Capacity: 150 meters Armor: Unknown Ferro-Fibrous Armament: 1 ER Large Laser 1 LRM-5 1 Flamer Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown

Weapons and Ammo Location Fixed H 1 Ferro-Fibrous CT 1 Jump Jet 1 Endo-Steel RT 3 Double Heat Sinks 1 LRM-5 1 Ammo (LRM-5) 24 2 Endo Steel 2 Ferro-Fibrous LT 3 Double Heat Sinks 2 Endo Steel 2 Ferro-Fibrous RA (No Act) 1 ER Large Laser 1 Endo Steel 1 Ferro-Fibrous LA (No Act) 1 Flamer 1 Endo Steel 1 Ferro-Fibrous RL 2 Jump Jets LL 2 Jump Jets

Equipment Internal Structure Engine: Walk: Run: Jump: Heat Sinks Gyro:

Mass 1 3

Endo 100 5 8 5 10(20) 0 1

57

Structure H: 3 CT: 6 RT/LT: 5 R/LA: 3 R/LL: 4

53

3 3 Armor 7 8/4 7/2 5 5

Great Wyrm 3

Deployment

Overview

With their bias for medium and light class units the former Burrocks accepted the design. The Great Wyrm 3 has become a Burrock favorite and found its place among first and second line formations. Their acceptance of the new BattleMech, combined with the former Burrock reluctance to give up their identity, inspired Clan Star Adder to use the Great Wyrm 3 as a base for the Burrock BattleMech. The Great Wyrm 3 is currently under production with the Burrock BattleMech. Most of them are sent for use among the Burrocks of Clan Star Adder that garrison the Tanite Worlds.

When Clan Star Adder absorbed Clan Burrock a large number of Great Wyrm BattleMechs were acquired. Clan Burrock once possessed the materials to build them, and they had done so for nearly 2 years, but the Clan had lost the means to do so when Foster was taken by Clan Fire Mandrill. With the acquisition of its specifications, and using materials from the Tanite Worlds, Clan Star Adder created a refit kit for the Great Wyrm. Capabilities The Great Wyrm 3 uses the exact same base chassis of the standard Great Wyrm. There is no change to its armor and structure. However, 2.5 tons of space is used for Jump Jets, giving the design enhanced maneuverability. All of its weapons were stripped and replaced with updated equipment. 3 Heavy Medium Lasers are spread among the left and right torso which gives it a lot of damage potential at close range. The dual Ultra Autocannon 2's were upgraded to a single Ultra Autocannon 10, sacrificing range for increased firepower. The refit changes the Great Wyrm from a long/medium range harasser into a medium/short range brawler.

Mass: 45 tons Tech Base: Clan Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: F/X-X-D-A Production Year: 3060 Cost: 4,486,808 C-Bills Battle Value: 1,481 Chassis: Unknown Standard Power Plant: Unknown 225 Fusion Engine Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h

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Jump Jets: None Jump Capacity: 150 meters Armor: Unknown Standard Armor Armament: 1 Ultra AC/10 3 Heavy Medium Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Equipment Internal Structure Engine: Walk: Run: Jump: Heat Sinks Gyro: Cockpit: Armor Factor:

H: CT: RT/LT: R/LA: R/LL:

Mass Std 1 225 10 5 8 5 10(20) 0 3 3 112 7

Structure 3 14 11 7 11

Armor 7 16/5 12/4 10 16

Weapons and Ammo Location CT RT

LT RA (No Act) LA

Fixed 1 Jump Jet 1 Double Heat Sink 2 Jump Jets 1 Heavy Medium Laser 2 Jump Jets 2 Heavy Medium Lasers 1 Ultra AC/10 2 Ammo (UAC10) 10 1 Lower Arm Actuator 1 Hand Actuator

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FILE X115-45857-B CLASSIFIED FRONT LINE EQUIPMENT Clan Burrock Medium Battle Armor: Predator Clan Burrock Light OmniMech: Grave Keeper Clan Burrock Heavy OmniMech: Crypt Keeper Status: Discontinued

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Predator Battle Armor Overview Using cheap and efficient units has become a staple Burrock concept since they changed their fighting style after Operation: Klondike. When the Elemental was first invented, Clan Burrock saw their usefulness and acquired them in a trial against Clan Fire Mandrill before they could deliver a significant portion of the technology to Clan Blood Spirit. While the Elemental was good, Clan Burrock decided to design a more flexible and cheaper suit. The Predator was meant to support lighter OmniMechs but it has evolved into their totem Armor. Capabilities The armor itself is not based on the Elemental. Rather, it is based off of Exoskeletons that Clan Burrock used during their trade deals with other Clans and even their work on the Tanite Worlds. Using the Exoskeleton as a base made the Predator easier to maintain than the Elemental because of its basic components considering cost. Unlike the Elemental, it does not have the ability to jump, but it does have an impressive ground speed, three times faster than it.

The suit can move through buildings and clear open terrain much faster than the Elemental can. However, it lacks the ability to jump over irregular terrain features that could halt an advance. Its primary feature is its Space Ops Adaptation equipment that was incorporated from Exoskeleton technology. This allows the suit to function in hostile environments that other suits simply struggle in. This makes the Predator much more flexible and gives it more durability in these conditions. However, it drops armor in order to gain this ability. Another key feature is its massive industrial drill. While it is useless against armor it was included so it can have Burrock-like abilities. Some have used it to drill through hardened buildings and even strong rock formations that stand in the way. Also, seeing such a massive drill on a suit of armor can intimidate unprepared foes. Deployment The Predator can be found among all front line Burrock formations and even some second line formations where it can assist during mining operations. It is a 57

common sight among Alpha and Beta Galaxy where it is used against Clan Blood Spirit and Clan Fire Mandrill. While the Elemental is very reliable, Clan Burrock has started using the Predator in its place, primarily because of how cheap it is compared to its rival armor. Mass: Medium (1 ton) Tech Base: Clan Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: F/X-X-D-A Production Year: 2995 Cost: 525,250 (2,626,250) C-Bills Battle Value: 42 (210 for 5) Chassis: Humanoid Power Plant: None Ground Speed: 32.4 km/h Jump Jets: None Armor: Unknown Standard Armor Armament: 2 Machine Guns 1 Flamer Space Ops Adaptation Battle Claw Industrial Drill Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown

Equipment Chassis: Motive: Armor Type:

Mass Med w/HarJel 250 Ground (3MP) 80 7pts Standard 175

Weapons and Ammo Location Fixed RA 1 Machine Gun 1 Industrial Drill LA 1 Machine Gun 1 Battle Claw Body 1 Flamer 1 Space Ops Adaptation

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Grave Keeper OmniMech Overview The Grave Keeper is the first OmniMech ever created and put into production by Clan Burrock. It is the direct result of their profits that came from garrisoning the Tanite Worlds. At the time, Burrock scientists were experimenting with MASC on an assault OmniMech chassis, known today as the Executioner, in order to give their touman a much needed edge. Several failed attempts brought scientists and technicians back to the drawing board. After a lot of pressure from the Khan, combined with desperation brought on by the Clans weakening touman, they quickly came up with the Grave Keeper. Capabilities At 35 tons, the Grave Keeper is at the top of the Light OmniMech weight class. In order to save design and production time, scientists based the design off of the Kit Fox and Fire Moth, two Clan Cloud Cobra OmniMechs that were the result of the profits from the Tanite Worlds. Its key feature is the MASC system linked to its 245 XL engine. It allows the design to reach high speeds so it can pursue other light designs or provide

reconnaissance information without suffering too much damage. It also comes with ample armor protection thanks to its 5.5 tons of Ferro-Fibrous. The idea of using Endo Steel to save more weight was scraped due to the ease of maintenance that standard structure brings. Despite this flaw, the Grave Keeper has enough pod space to allow for some flexible configurations. Variants Each variant of the Grave Keeper is designed with flexibility and ferocity in mind in order to have the chassis perform as if it was a Light or Medium OmniMech. High expectations for the design kept it from taking off. Warriors expected a heavy design like the Executioner but felt insulted, and almost betrayed, after receiving a Light OmniMech. After utilizing the design in several major battles the Grave Keeper showed how useful it can be. Its strange mix of weapons allows it to overcome heavier designs with some skill. However, this is usually at the expense of heat and it also requires a lot of risk. Clan Burrock warriors had eventually taken to the design, and respected it, due to their fanatical combat style.

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The Primary Configuration is the most common one and it is designed as a generalist. A Large Pulse Laser is its main weapon that gives it superb firepower and accuracy at all ranges. This is followed by six ER Small Lasers, all mounted in the left arm and arranged like the lasers found on the Nova Prime. They are limited in range but can provide a substantial amount of firepower at close range. These weapons are backed up by an SRM-6 launcher, dual Machine Guns, and a flamer. Alternate A is designed to fight from a distance. The variant itself is reminiscent of the Kit Fox Prime, where it draws most of its inspiration. It uses an ER Large Laser and an LB 5-X Autocannon system to tear holes in its enemies at extreme ranges. Up close it relies on two ER Small Lasers. This variant is not as popular as the others due to its limitations but it has proven its worth among Warriors skilled in ranged combat. Alternate B is designed as a fire support configuration focusing on massed LRM's. It carries a massive LRM-20 launcher backed up by three LRM-5 launchers. Two of the LRM-5 launchers are mounted on the side of each leg, a design choice that is still unknown. Two ER Medium Lasers are used after it expends all of its LRM ammunition. This

configuration is always found in use with Alternate C or some other unit that acts as a spotter. Alternate C is an electronics package intended to provide battlefield information, jam enemy systems, act as a spotter, and deliver battle armor. It is the only configuration to utilize jump jets that extends its maneuverability. Four ER Medium Lasers gives it a heavy punch, backed up by a Flamer meant for combating infantry. The rest of its pod space is dedicated to A Pods, Anti-Missile Systems, TAG, ECM, and an Active Probe. Its final configuration, Alternate D, is a favorite of Clan Burrock warriors. It is designed as a high accuracy pursuit design. It brings back the powerful Large Pulse Laser backed up by a Medium Pulse Laser, Small Pulse Laser, and dual ER Small Lasers. Two SRM-4 launchers are also added to increase its short range power. Burrock warriors seem to prefer the design in duels and they use it with unmatched ferocity. Deployment This Clan Burrock creation was pushed to replace both the Kit Fox and Fire Moth in order to gain some independence from Clan Cloud Cobra who

came up with both designs. Also, it was created to fill the gaps in Clan Burrocks touman, brought on by their constant feuding with Clan Blood Spirit and Clan Fire Mandrill, without expending too much resources. Since then, both Clans have come to loathe the design. Other Clans have shown interest in acquiring the design, mostly Clan Ice Hellion, but they failed in their attempt. It has shown up in the ranks of Clans who have established trade deals with Clan Burrock but it is still a rare sight among them. The success with this design, combined with all of the research put into the Executioner, lead to Clan Burrock's totem OmniMech before their absorption, the Crypt Keeper. NOTE: This OmniMech was lost due to Clan Burrock's absorption into Clan Star Adder, however, it is rumored that some still exist in limited numbers.

Mass: 35 tons Tech Base: Clan Chassis Config: Biped Omnimech Rules Level: Tournament Legal Era: Succession Wars Tech Rating/Era Availability: E/X-E-E-A Production Year: 3003 Cost: 6,812,719 C-Bills Battle Value: 559

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Chassis: Unknown Standard Power Plant: Unknown 245 Fusion XL Engine Walking Speed: 75.6 km/h Maximum Speed: 118.8 km/h (151.2 km/h) Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Ferro-Fibrous Armament: 13.0 tons of pod space. MASC Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown Equipment Internal Structure Engine: Walk: Run: Jump: Heat Sinks Gyro: Cockpit: Armor Factor:

H: CT: RT/LT: R/LA: R/LL:

Mass Std 3.5 245XL 3 7 11 (14) 0 10(20) 0 3 3 105 5.5

Structure 3 11 8 6 8

Armor 9 15/5 10/5 11 12

Weapons and Ammo Location Fixed CT 1 MASC 1 Ferro-Fibrous RT XL Engine 3 Ferro-Fibrous LT XL Engine 1 Double Heat Sink 3 Ferro-Fibrous

RA

Prime Location RT

Alternate C H RT

LT RA LA

Alternate A RT RA

LA

Alternate B RT

Pod 1 SRM-6 1 Ammo (SRM-6) 15 1 Machine Gun 1 Ammo (MG) 100 1 Machine Gun 1 Large Pulse Laser 1 Flamer 1 Lower Arm Actuator 1 Hand Actuator 6 ER Small Lasers

2 ER Small Lasers 1 Lower Arm Actuator 1 Hand Actuator 1 ER Large Laser 1 LB 5-X AC 1 Ammo (LB 5-X) 20

1 LRM-5 1 Ammo (LRM-5) 24

LA

RL LL

LT RA

LA

RL LL

Alternate D RT RA

1 Lower Arm Actuator 1 Hand Actuator 2 ER Medium Lasers 1 Lower Arm Actuator 1 Hand Actuator 1 LRM-20 2 Ammo (LRM-20) 6 1 LRM-5 1 LRM-5

1 Active Probe 1 AMS 1 Ammo (AMS) 24 1 TAG 3 Jump Jets 1 ECM Suite 3 Jump Jets 1 Lower Arm Actuator 1 Hand Actuator 2 ER Medium Lasers 1 Lower Arm Actuator 1 Hand Actuator 2 ER Medium Lasers 1 A-Pod 1 Flamer 1 A-Pod

1 ER Small Laser 1 Lower Arm Actuator 1 Hand Actuator 1 ER Small Laser 2 SRM-4 61

LA

1 Ammo (SRM-4) 25 1 Large Pulse Laser 1 Medium Pulse Laser 1 Small Pulse Laser

Crypt Keeper OmniMech

Capabilities

Overview

Weighing in at 60 tons, the Crypt Keeper is at the lighter side of the heavy weight class, which allows it to take advantage of the powerful 360 XL Engine. Like the Executioner, the Crypt Keeper uses MASC to push it's top speed even further. It is the most maneuverable heavy OmniMech in existence today allowing it to successfully compete with other OmniMechs in use today. It is capable of moving as fast as a Viper, in short bursts, and keep a constant pace equal to the lighter and popular Stormcrow. The engine and MASC takes up a lot of the weight however, like on the Executioner, Endo Steel is not utilized to save weight. This was a decision made by Burrock scientists who argue it is much easier to produce and maintain standard internal structure. Despite the big components it still maintains decent pod space and sufficient armor coverage.

Clan Burrock was one of the main creators of the Executioner OmniMech that is in use by plenty of Clans today. The design is actually somewhat of a totem of Burrock design philosophy before they changed their equipment preferences. Since their performance in Operation: Klondike, Clan Burrock has tried other styles of combat and developed a preference for light and medium units. The reason being mobility and ease of maintenance compared to their old forces which was primary top-heavy in weight class. When OmniMechs came into the picture, scientists in Clan Burrock came up with the Executioner to try and make an assault OmniMech that could keep up with lighter units, hoping that it could provide substantial firepower effectively. Clan Smoke Jaguar soon liked the idea and decided to include their own ideals. While successful to other Clans, Clan Burrock considered the Executioner a mediocre result, and allowed Clan Ghost Bear, who lacked OmniMechs at this time, to acquire the blueprints. However, a new OmniMech was drawn up using the same ideology behind the Executioner on a much smaller chassis. They called it the Crypt Keeper.

to push their lighter machines in order to overpower their much heavier opponents.

Variants Each configuration of the Crypt Keeper is designed to either use its speed to gain a distance advantage or simply put out as much firepower as it can with no regard to heat. This is a prevalent tactic utilized by most Burrock forces who have

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Crypt Keeper Prime is a very odd generalist configuration. While other Clan Warriors are sometimes confused by the mad weapon layout, it fits nicely with any Burrock Warrior who pilots the machine. The left arm has the traditional hexagonal array of lasers found on the Nova OmniMech with barely enough heat sinks to vent the excess heat. The right arm has a very accurate Large Pulse Laser used for striking fast machines or targeting opponents from afar. A Flamer, dual Machine Guns and an SRM-6 system supports it and rounds out its firepower. With some risk, and careful heat management, the firepower can pay off. Alternate A is another Burrock favorite using their own Gauss Rifle. This weapon is supported by a powerful ER Large Laser and an LRM-5 system. While the firepower may seem lackluster the speed of the OmniMech allows it to utilize these weapons dangerously. Burrock Warriors are known to use this configuration by flanking their opponent or engaging them at medium range, using both speed and distance to take good shots. Unline Prime, Alternate A runs very cool, allowing it to operate in high-heat environments.

Alternate B is another long range configuration that showcases a much different array of weapons to do more concentrated damage. The right arm houses a powerful ER PPC which can destroy large amounts of armor in a single shot. The left arm has a Class 5 LB-X Autocannon which, with cluster ammunition, can take shots at enemy internals the PPC exposes. The autocannon actually compliments the range of the PPC nicely and is even a great weapon to use against more conventional forces. Three Medium Pulse Lasers, housed in the right torso, compliments the weapons array by providing more accurate mid-range firepower. Alternate C is probably the most impressive configuration. It is a strange take on the Primary configuration only it has six jump jets allowing it to jump an impressive 180 meters. This is the same distance a Mist Lynx can jump. Like prime, it has a hexagonal laser arrangement in the left arm, however these were downgraded to ER Small Lasers. Using its jump jets and MASC it can close into an effective range to use them. For long range, it has an ER Large Laser supported by an LRM-20 system. Unfortunately, the LRM system has only one ton of ammunition, so pilots have to take only

the best shots that they have. Dual machine guns round out the armament. Burrock Warriors prefer using this configuration whenever terrain becomes an issue. The final configuration, Alternate D, is a play on the Executioner D intended to use its speed to close in and lay down a blistering array of accurate firepower. A lot of Warriors use this variant in close combat scenarios, trials or other important battles. The left arm has a triangular arrangement of Pulse Lasers, with one Large on top, two Medium in the middle and three Small on the bottom. Extra Heat Sinks were added to combat the excessive heat generated by them. The right arm has dual SRM-6 systems complete with a single ton of ammunition. Two ER Small Lasers are placed in the right torso as secondary weapons. This variant can get excessively hot, much like the Primary configuration, though a disciplined Warrior can do wonders with it. Deployment A Burrock-exclusive design, the Crypt Keeper came into light well after the Executioner was introduced. While the design did exist before hand, it didn't become popular until two decades before 63

the trials that decided the Clan Invasion. In these trials, the Crypt Keeper shined, and only a few other Clans showed their interest in the design. However, most of them found it weak compared to the Stormcrow and heavier OmniMechs that were already in use. Clan Ice Hellion showed the most interest in it and have tried to acquire the design a few times already. Clan Blood Spirit and Clan Fire Mandrill both despise it. NOTE: This OmniMech was lost due to Clan Burrock's absorption into Clan Star Adder, however, it is rumored that some still exist in limited numbers. Mass: 60 tons Tech Base: Clan Chassis Config: Biped Omnimech Rules Level: Tournament Legal Era: Succession Wars Tech Rating/Era Availability: E/X-E-E-A Production Year: 3030 Cost: 16,956,000 C-Bills Battle Value: 882 Chassis: Unknown Standard Power Plant: Unknown 360 Fusion XL Engine Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h (129.6 km/h) Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Ferro-Fibrous

Armament: 20.0 tons of pod space. Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown

Prime Location RT

LT Equipment Internal Structure Engine: Walk: Run: Jump: Heat Sinks Gyro: Cockpit: Armor Factor:

Mass Std 6 360XL 16.5 6 9 (12) 0 10(20) 0 4 3 163 8.5

Structure H: 3 CT: 20 RT/LT: 14 R/LA: 10 R/LL: 14 Weapons and Ammo Location Fixed H 1 Ferro-Fibrous CT 1 MASC RT XL Engine 3 Ferro-Fibrous LT XL Engine 3 Ferro-Fibrous

Armor 9 26/10 15/7 17 20

RA LA

RL LL Alternate A Location RT RA

LA

Alternate B Location RT RA LA

Pod 1 SRM-6 1 Ammo (SRM-6) 15 1 Double Heat Sink 1 Machine Gun 1 Double Heat Sink 1 Machine Gun 1 Ammo (MG) 100 1 Large Pulse Laser 1 Flamer 1 Lower Arm Actuator 1 Hand Actuator 6 ER Medium Laser 1 Double Heat Sink 1 Double Heat Sink

Pod 1 LRM-5 1 Ammo (LRM-5) 24 1 Lower Arm Actuator 1 Hand Actuator 1 ER Large Laser 1 Gauss Rifle 2 Ammo (Gauss) 8

Pod 3 Medium Pulse Lasers 1 ER PPC 1 LB 5-X AC 1 Ammo (LB 5-X) 20

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Alternate C Location RT

LT

RA

LA

RL LL Alternate D Location RT RA

LA

RL LL

Pod 1 Jump Jet 1 LRM-20 1 Ammo (LRM-20) 6 1 Machine Gun 1 Jump Jet 1 Machine Gun 1 Ammo (MG) 100 1 Lower Arm Actuator 1 Hand Actuator 1 ER Large Laser 1 Lower Arm Actuator 1 Hand Actuator 6 ER Small Lasers 2 Jump Jets 2 Jump Jets

Pod 2 ER Small Lasers 1 Lower Arm Actuator 1 Hand Actuator 2 SRM-6 1 Ammo (SRM-6) 15 1 Lower Arm Actuator 1 Hand Actuator 1 Large Pulse Laser 2 Medium Pulse Lasers 3 Small Pulse Lasers 1 Double Heat Sink 1 Double Heat Sink

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Random Assignment Tables Front-line

Second-line

2d6 Light 2 3 4 5 6 7 8 9 10 11 12

2d6 Light 2 3 4 5 6 7 8 9 10 11 12

Locust IIC Arctic Cheetah Prime Adder Prime Kit Fox Prime Fire Moth Prime Grave Keeper Prime Grave Keeper D Kit Fox A Fire Moth D Mist Lynx C Hornet IIC

Conventional Forces

Incubus HER-1S Hermes HSR-200-D Hussar Locust IIC Jenner IIC Hornet IIC Hornet IIC MCY-97 Mercury MON-66 Mongoose Howler Incubus

2d6 Battle Armor 2 Elemental (Flamer) 3 Elemental (Flamer) 4 Elemental (Flamer) 5 Elemental (Laser) 6 Predator 7 Predator 8 Predator 9 Predator 10 Elemental (Laser) 11 Elemental (MG) 12 Elemental (MG)

2d6 Medium 2 Wyvern IIC 3 Battle Cobra Prime 4 Shadow Cat Prime 5 Viper Prime 6 Stormcrow Prime 7 Nova Prime 8 Stormcrow B 9 Nova C 10 Viper A 11 Huntsman Prime 12 Wyvern IIC

2d6 Medium 2 STN-3L Sentinel 3 CRB-20 Crab 4 Shadow Hawk IIC 5 Griffin IIC 6 Wyvern IIC 7 Wyvern IIC 8 Great Wyrm 9 Hunchback IIC 10 Conjurer 11 STN-3L Sentinel 12 KTO-19 Kintaro

2d6 Aerotech Front Line 2 Bashkir C 3 Bashkir A 4 Avar Prime 5 Avar B 6 Turk B 7 Turk Prime 8 Turk A 9 Visigoth B 10 Visigoth Prime 11 Vandal B 12 Vandal Prime

2d6 Heavy 2 3 4 5 6 7 8 9 10 11 12

Rifleman IIC Crossbow Prime Hellbringer Prime Crypt Keeper D Mad Dog B Crypt Keeper Prime Crypt Keeper A Mad Dog C Hellbringer B Ebon Jaguar Prime Glass Spider

2d6 Heavy 2 3 4 5 6 7 8 9 10 11 12

Black Python LNCE25-01 Lancelot Glass Spider LNCE25-01 Lancelot Grizzly Grizzly Rifleman IIC Glass Spider Glass Spider FLS-8K Flashman Black Python

2d6 Aerotech Second Line 2 Chaeronea 3 Chaeronea 4 Tyre 5 Issus 6 Turk Prime 7 Glass Banshee 8 Glass Banshee 9 Issus 10 Xeres 11 Glass Banshee 12 Swift C

2d6 Assault 2 3 4 5 6 7 8 9 10 11 12

Stone Rhino Executioner D Kingfisher Prime Warhawk A Executioner A Executioner Prime Warhawk Prime Warhawk A Executioner B Supernova Supernova

2d6 Assault 2 3 4 5 6 7 8 9 10 11 12

KGC-000 King Crab HGN-732 Highlander Warhammer IIC HGN-732 Highlander Warhammer IIC Highlander IIC Supernova Marauder IIC Phoenix Hawk IIC KGC-000 King Crab Stone Rhino

2d6 Vehicles 2 Asshur Artillery Spotter 3 Praetorian Light Tank 4 Odin Scout Tank 5 Hachiman Fire Support Tank 6 Zorya Light Tank 7 Praetorian Light Tank 8 Praetorian Light Tank 9 Oro Heavy Tank 10 Ishtar Heavy Fire Support Tank 11 Indra Infantry Transport 12 Huitzilopochtli (Huey)

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Sources Praetorian Light Tank image was used without permission, from Westwood Studios, 1995 “Microwave Tank” All other images used without permission from various BattleTech sources (the Grave Keeper and Crypt Keeper are custom images) Era Digest: Golden Century Pg 9-10 Timeline shows Burrock ilKhan and proposal for Blood Spirit Annihilation Operation: Klondike Pg 80- Dagda  Burrock writeup shows their preference for heavy and assault 'Mechs supported by light vehicles  Fire Mandrill bickering Pg 118 Herve and Nigel Entry  Rim Worlds origins  Admiration for Aleksandr Kerensky  First Khans of Clan Burrock Pg 123 Clan Burrock  Yesterday's enemy can be tomorrow's friend  Burrock ideals and unit preferences  Political standing/drifting Field Manual: Crusader Clans Pg 21-25, 38, 41, 42, 113 – 115 is what else I used to build the history of Clan Burrock. In Summary:  Burrock reports Fire Mandrill factionalism and it is rejected by the Grand Council, who are distracted by Wolf and Widowmaker's major trial of absorption  Trial of Annihilation against Clan Blood Spirit proposed and rejected  Clan Blood Spirit giving planed to Clan Fire Mandrill for the exchange of OmniMech technology  Trade deals between Clan Star Adder and Clan Nova Cat  Constant raids against both Clan Blood Spirit and Fire Mandrill  All details on the Burrock Absorption

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Touman Sources (Thanks Wolfcannon) Pg 31 Blood Spirit Write Up. "...Burrock's Kappa Galaxy." Pg 32 Blood Spirit Omega Galaxy 33rd Red Battle Cluster write up "...Burrock's Pi Galaxy" Pg 124 Clan Star Adder 69th Gurka Cluster write up "Formely Clan Burrock's Fifteenth Rapier" Pg 125 Clan Star Adder Delta Galaxy write up "206th hussars, formerly of Clan Burrock" Pg 126 193rd Dragoons Cluster write up "The 193rd, a former Burrock unit" Pg 128 935th Gatekeeper Cluster write up "1129th Gatekeeper Cluster on Priori" Pg 129 1015th Adder Sentinels write up "the 1015th was part of Clan Burrock's Beta Galaxy" Pg 132 Rho Galaxy Officers write up "Galaxy Commander Ellison Polczyk, formerly led Twenty-Third Burrock Grenadiers" Pg 132 1143rd Gatekeeper Cluster write up "Eighty-Second Burrock Guards" Also, a special thanks for Diablo48 for inspiration on the Sentinel IIC (Used to be in this book, but he did inspire me to make the Crypt Keeper C which uses an LB-X Autocannon). 68

Field Manual: Warden Clans Pg 21 “Burrocks join Cloud Cobra to destroy over one-thousand Burrock lower caste members lead by two BattleMech trinaries who joined the Dark Caste. Burrocks report the deed as done, lying to both the Grand Council and Clan Cloud Cobra.” Pg 24 “Burrocks joining Clan Cloud Cobra Cloisters.” (didn't use, but an interesting piece of post-absorption information) Xi Provisional Galaxy writeup. Paxon, the Burrocks are described as "also" garrisoning the system since its discovery. (Special thanks to Stormfury for that one!) Also, a special thanks to Hawkeye Jim who told me about the Tanite Worlds! Technical Readouts "Clan Burrock made several limited production runs in 2871 and 2872 ..." "and Star Adder (through their absorption of Clan Burrock) field the most, ..." - TRO 3060 Also, Highlander IIC: "Clan Star Adder deploys the most, largely due to the recent Absorption of Clan Burrock and its forces." - TRO 3060 (thanks Neufeld) Classic BattleTech Companion p. 135 – Burrock Information

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TM

Öåóóåì Äáôá Name: Type:

ÃÏÎÖÅÎÔÉÏÎÁÌ ÆÉÇÈÔÅÒ ÒÅÃÏÒÄ ÓÈÅÅÔ

Áòíïò Äéáçòáí

Mass: Thrust:

Nose Damage Threshold (Total Armor) 1 (7) - Standard Scale

Tech:

Weapons & Equipment Inventory: Standard weapon ranges, hexes: (0-6)

Advanced Movement Vectors A___ F___

B___

E___

C___

Glass Banshee Conventional Fighter 20 tons with VSTOL Safe Thrust: 7 Max Thrust: 11 Clan / Level 2 / 3050

Type

(7-12) (13-20) (21-25)

Loc Heat SRV MRV LRV ERV

1 Medium Pulse Laser Nose

1 SRM 4 1 SRM 4

4 0 0

LW RW

7 6 6

7 ---

----

----

D___

Ammo (CASE):

SRM 4 (25)

Total Heat Sinks:

10 Single

Total Weapon Heat: Critical Damage

Pilot Data

Avionics

+1 +2 +5

Name: ___________________________

Sensors

+1 +2 +5

Gunnery Skill: ________

FCS

+2 +4 D

Life Support Engine

Hits Taken Consciousness # Modifier

+2

-2 -4 D

Landing Gear +5 Thrusters: Left +1 +2 +3 D Right

Heat Overflow

Left Wing Damage Threshold (Total Armor) 1 (5)

Right Wing Damage Threshold (Total Armor) 1 (5) Aft Damage Threshold (Total Armor) 1 (3)

Cost: 629,713

Velocity Record Turn # Thrust Velocity Effective Velocity Altitude Level Fuel Pts 480

1

2

3

4

5

6

7

1 3 +1

Piloting Skill: ________

2 5 +2

3 7 +3

4 10 +4

5 6 11 Dead +5

Èåáô Óãáìå

+1 +2 +3 D

Structural Integrity: 7

Battle Value: 432

4

8

9

10

11

12

13

14

15

16

17

18

19

20

30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

Shutdown Ammo Explosion, avoid on 8+ Pilot Damage, avoid on 9+ Shutdown, avoid on 10+ Random Movement, avoid on 10+ +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ Pilot Damage, avoid on 6+ Random Movement, avoid on 8+ Ammo Explosion, 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+

Printed by HeavyMetal Aero, Copyright 2006 © RCW Enterprises. AeroTech, AeroTech 2 and the WizKids logo are trademarks and/or registered trademarks of WizKids LLC. © 2006 by WizKids, Inc. All rights reserved. Permission to photocopy for personal use.

{|}~

® Total Armor Pts = 104 (Standard)

ÔÒÁÃËÅÄ ÖÅÈÉÃÌÅ ÒÅÃÏÒÄ ÓÈÅÅÔ

Front Armor (25)

Weapons Inventory

Type: Praetorian Light Tank Tons: 25

Config: Tracked Technology Base:

Clan 3025 Level 2

Cruising MP:

Flank MP:

4

6

Crew:

Loc Dmg Min S M L

1 Large Pulse Laser

T

10

-

6 14 20

2 Machine Gun

F

2

-

1 2 3

¡

3 6 9

¡

1 SRM 2

T 2/hit -

1 SRM 2

T 2/hit -

Left Side Armor (22)

Cost, C-Bills: 698,958 WV: 366 / 366

Ammo Type Machine Gun SRM 2

Ammo

Rounds 100 50

Engine Hit

2 Crew Members

Track Destroyed

Turret Locked

1 CASE System

Type C/F

Num Hex

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡

¡

¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡

¡ ¡

¡ ¢

¢ ¡

¡ ¢

¡ ¢

¡ ¢

¡ ¢

¡ ¢

¡

¡

¢ ¡

TurretArmor(20)

¡

¡ ¡ ¡

¡

¢ ¡ ¡ ¡ ¡ ¡ ¢ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡

¢ ¡

¡ ¡ ¡ ¡ ¡

¡ ¡ ¢

¡ ¢

¢ ¡ ¡ ¢

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Rear Armor (15)

Printed by ±²³´µ¶²·³¸ ¾²², Copyright 2002 WizKids, LLC. BattleTech® is a trademark of WizKids, LLC. Permission to photocopy for personal use.

Turn Num 1

¡

¡

¡

100 Fusion Engine

Drive Damaged

¡

¡

¡

Body Inventory Critical Damage

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡

3 6 9

Driving Skill:

BV: 466

¡

MOVEMENT RECORD To-Hits Damage & Notes:

2 3 4 5 6 7 8

TRACKED VEHICLE HIT LOCATIONS (2D6)

9 10 11 12 13 14

TRACKED VEHICLE CRITICAL HITS (1D6) Roll 1 2 3 4 5 6

Result Crew Stunned (no actions for rest of this turn and next 2 turns). Main Weapon Jams (no fire from largest system for one turn). Engine hit (no movement for rest of game). Crew Killed (vehicle out of game). Fuel Tank Hit (vehicle explodes). Ammo/Power Plant Hit (vehicle explodes).

Roll 2 3 4 5 6 7 8 9 10 11 12 1 2 4

Front/Back Armor (Critical) Armor 1 Armor 2 Armor Armor Armor Armor Armor Turret Armor Turret Armor 4 Turret Armor (Crit)

Side Armor (Critical) Armor 1 Armor 2 Armor 2 Armor Armor Armor Armor Turret Armor Turret Armor 4 Armor (Crit)

Track has been destroyed; unit cannot move for rest of the game. Track has been damaged; -1 Cruising MP for rest of the game. Turret Locks in current position and cannot be moved for rest of game; it can only fire out of its current arc.

Right Side Armor (22)

Gunnery Skill:

# Type

{|}~ 07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

Gun Skill: _____

BV: 210

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

Gun Skill: _____

04

03

02

01

00

BV: 210

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

Gun Skill: _____

BV: 210

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

Gun Skill: _____

BV: 210

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

07

06

05

04

03

02

01

00

Gun Skill: _____

BV: 210

1

2

3

1D6/2

1

2

3

2

1

2

3

Flamer

Notes: • Space Ops Adaptation: Std dmg in vac., not dbl Clan / Level 2 Cost: 2,626,250 C-Bills Movement: 3MP Ground • Omni-transportable Weapons (ranges in hexes) Dmg Sht Med Lng Machine Gun

1D6/2

1

2

3

Machine Gun

1D6/2

1

2

3

2

1

2

3

Flamer

Notes: • Space Ops Adaptation: Std dmg in vac., not dbl Clan / Level 2 Cost: 2,626,250 C-Bills Movement: 3MP Ground • Omni-transportable Weapons (ranges in hexes) Dmg Sht Med Lng Machine Gun

1D6/2

1

2

3

Machine Gun

1D6/2

1

2

3

2

1

2

3

Flamer

Notes: • Space Ops Adaptation: Std dmg in vac., not dbl Clan / Level 2 Cost: 2,626,250 C-Bills

Die Roll 2D6

Machine Gun

1D6/2

1

2

3

Machine Gun

1D6/2

1

2

3

2

1

2

3

Flamer

Notes: • Space Ops Adaptation: Std dmg in vac., not dbl Clan / Level 2 Cost: 2,626,250 C-Bills Movement: 3MP Ground • Omni-transportable Weapons (ranges in hexes) Dmg Sht Med Lng Machine Gun

1D6/2

1

2

3

Machine Gun

1D6/2

1

2

3

2

1

2

3

Flamer

Notes: • Space Ops Adaptation: Std dmg in vac., not dbl Clan / Level 2 Cost: 2,626,250 C-Bills

Point Members Active [Number of Missiles Fired] 1 [2] 2 [4] 3 [6] 4 [8] 5 [10]

2 3 4 5 6 7 8 9 10 11 12

1 1 1 1 1 1 2 2 2 2 2

1 2 2 2 2 3 3 3 3 4 4

2 2 3 3 4 4 4 5 5 6 6

2 3 3 4 4 5 5 6 7 8 8

3 3 4 6 6 6 6 8 8 10 10

ÂÁÔÔÌÅ ÁÒÍÏÒ ÄÉÒÅÃÔ ÆÉÒÅ ÔÁÂÌÅ Die Roll 2D6

Point Members Active

2 3 4 5 6 7 8 9 10 11 12

1

2

3

4

5

1 1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 2 2 2 2 2 2

1 1 2 2 2 2 2 3 3 3 3

1 2 2 2 2 3 3 3 4 4 4

1 2 2 3 3 3 4 4 4 5 5

ÌÅÇ ÁÔÔÁÃËÓ ÔÁÂÌÅ Battle Armored Troopers Active

Base To-Hit Number

4+ 3 2 1 –

4 7 10 12 No attack possible

Movement: 3MP Ground • Omni-transportable Weapons (ranges in hexes) Dmg Sht Med Lng

• Anti-'Mech

#5 Type: Clan Predator Standard

µ ¶ · ¸ ¹

1D6/2

Machine Gun

ÂÁÔÔÌÅ ÁÒÍÏÒ ÍÉÓÓÉÌÅÓ ÔÁÂÌÅ

• Anti-'Mech

#4 Type: Clan Predator Standard

µ ¶ · ¸ ¹

Machine Gun

• Anti-'Mech

#3 Type: Clan Predator Standard

µ ¶ · ¸ ¹

Movement: 3MP Ground • Omni-transportable Weapons (ranges in hexes) Dmg Sht Med Lng

• Anti-'Mech

#2 Type: Clan Predator Standard

µ ¶ · ¸ ¹

ÂÁÔÔÌÅ ÁÒÍÏÒ ÒÅÃÏÒÄ ÓÈÅÅÔ

• Anti-'Mech

#1 Type: Clan Predator Standard

µ ¶ · ¸ ¹

®

Ó×ÁÒÍ ÁÔÔÁÃËÓ ÔÁÂÌÅ Battle Armored Troopers Active

Base To-Hit Number

4+ 1-3 –

7 10 No attack possible

Ó×ÁÒÍ ÈÉÔ ÌÏÃÁÔÉÏÎ ÔÁÂÌÅ Die Roll Location (2D6) 2 3 4 5 6

Head Rear Center Torso Rear Right Torso Front Right Torso Right Arm

Die Roll (2D6)

Location

7 8 9 10 11 12

Front Center Torso Left Arm Front Left Torso Rear Left Torso Rear Center Torso Head

Printed by HeavyMetal Battle Armor Copyright © 2006 RCW Enterprises. BattleTech® is a trademark of WizKids, Inc. Permission to photocopy for personal use. Total BV this sheet = 1,050

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡ ¡

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Right Torso (7)

¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

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¡

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Center Torso (8)

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Left Leg (5) ¡

Right Arm (5)

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Flamer Endo Steel Ferro-Fibrous Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

1-3

1. 2. 3. 4. 5. 6.

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

4-6

1. 2. 3. 4. 5. 6.

Ammo (LRM 5) 24 Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

Left Leg 1. 2. 3. 4. 5. 6.

Head

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Endo Steel

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡¡¡ ¡¡ ¡¡ ¡

¡

837 1,046 316 / 316 1,621,000

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Type

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 ER Large Laser

RA

12 10

-

8

1 Flamer

LA

3

1 LRM 5

RT

-

1

2

3

2 1/hit -

7

14

21

Ammo Type:

Rounds:

BV:

LRM 5

24

14

2

15

25

¡

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¡ ¡

¡

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Center Torso (6)

¡

¡

¡

¡

¡

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Right Arm (3)

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator ER Large Laser Endo Steel Ferro-Fibrous Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1-3

Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

4-6

1. 2. 3. 4. 5. 6.

LRM 5 Endo Steel Endo Steel Ferro-Fibrous Ferro-Fibrous Roll Again

¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (4)

Right Arm

1. 2. 3. 4. 5. 6.

Total Heat Sinks: 10 Double (20) Weapon Heat: (17)

Operational

Internal Structure (33 Pts)

Right Leg 1. 2. 3. 4. 5. 6.

Clan Biped 'Mech Level 2 / 3050

¡

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Left Leg (4)

Ãòéôéãáì Èéô Ôáâìå 1. 2. 3. 4. 5. 6.

¡

¡

¡

Left Arm (3)

(5)

¡

Left Torso (CASE) 1-3 Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink Double Heat Sink

¡

¡

Damage Transfer Diagram

Left Arm

Left Right Torso Head Torso (5) (5) ¡

¡

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¡

Tech, Config. & Level:

5 8 5

Weapons Inventory:

Qty

Total Armor Pts = 57

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Jumping:

¡

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Running:

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Walking:

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Left Arm (5)

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Hornet IIC 20 tons

Movement Points:

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¡

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Mass:

Torso (2)

Center Torso (4)

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Head (7)

Left Torso (7)

REAR

Torso (2)

§Íåãè Äáôá

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

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Right Torso (10)

¡ ¡

¡ ¡ ¡

¡

¡

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Left Arm (11)

¡ ¡ ¡

¡ ¡

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Center Torso (15)

¡ ¡

Left Leg (12)

¡ ¡ ¡ ¡ ¡

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¡

¡ ¡

¡ ¡

¡

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1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator LB 5-X AC LB 5-X AC LB 5-X AC LB 5-X AC

¡

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

Ammo (LB 5-X) 20 Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Double Heat Sink Double Heat Sink Ferro-Fibrous Ferro-Fibrous

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

¡

1-3

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡ ¡

Left Leg (8)

1 LB 5-X AC

LA

1

2 ER Small Laser

RT

2

¡

¡

¡

¡ ¡

Center Torso (11)

¡ ¡

¡ ¡

¡

¡

¡

¡

¡

Ammo Type:

Rounds:

BV:

¡

LB 5-X AC

20

23

Right Arm (6)

1-3

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso

¡¡¡ ¡¡ ¡¡ ¡

1,221 1,526 946 / 946 7,717,303

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Right Leg 1. 2. 3. 4. 5. 6.

25

5

3

8

15

24

5

-

2

4

6

¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (8)

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Large Laser Roll Again

1-3

15

Total Heat Sinks: 10 Double (20) Weapon Heat: (17)

Operational

1. 2. 3. 4. 5. 6.

XL Engine XL Engine ER Small Laser ER Small Laser Ferro-Fibrous Ferro-Fibrous

8

¡

Right Arm

1. 2. 3. 4. 5. 6.

-

¡

¡

¡

12 10

¡

¡

¡

¡

(hexes)

Loc Ht Dmg Min Sht Med Lng RA

Internal Structure (58 Pts)

Ãòéôéãáì Èéô Ôáâìå

Center Torso

¡ ¡

¡

Damage Transfer Diagram

¡

¡

Left Arm (6)

(12)

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¡

¡

Life Support Sensors Cockpit Roll Again Sensors Life Support

¡

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¡

Head

Left Right Torso Head Torso (8) (8)

Type

1 ER Large Laser

Total Armor Pts = 105

¡

¡

Tech, Config. & Level:

7 Clan 11 [14] Biped OmniMech 0 Level 2 / 3025

Weapons Inventory:

Qty

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

1. 2. 3. 4. 5. 6.

Running: Jumping:

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Right Arm (11)

¡

Left Arm (CASE)

1. 2. 3. 4. 5. 6.

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Grave Keeper A 35 tons

Movement Points:

¡

¡

¡

¡

¡

Mass:

Torso (5)

Center Torso (5)

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Head (9)

Left Torso (10)

REAR

Torso (5)

§Íåãè Äáôá

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

Right Torso (10)

¡ ¡

¡ ¡ ¡

¡

¡

¡

Left Arm (11)

¡ ¡ ¡

¡ ¡

¡

Center Torso (15)

¡ ¡

Left Leg (12)

¡ ¡ ¡ ¡ ¡

¡

¡

¡ ¡

¡ ¡

¡

¡

¡

¡

¡ ¡

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator LRM 20 LRM 20

¡

4-6

1. 2. 3. 4. 5. 6.

LRM 20 LRM 20 Ammo (LRM 20) 6 Ammo (LRM 20) 6 Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Double Heat Sink Double Heat Sink Ferro-Fibrous Ferro-Fibrous

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator LRM 5 Roll Again

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡

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Left Leg (8)

¡

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¡

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Center Torso (11)

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¡

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¡

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1 LRM 20

LA

6 1/hit -

7

14

21

1 LRM 5

RT

2 1/hit -

7

14

21

1 LRM 5

LL

2 1/hit -

7

14

21

1 LRM 5

RL

2 1/hit -

7

14

21

13

Right Arm (6)

¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (8)

Right Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator LRM 5 Roll Again

BV:

Total Heat Sinks: 10 Double (20) Weapon Heat: (22)

Operational

Right Torso (CASE)

1,553 1,941 1,443 / 1,443 7,992,451

15

24

4-6

1. 2. 3. 4. 5. 6.

10

LRM 5

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

¡¡¡ ¡¡ ¡¡ ¡

5

¡

1. 2. 3. 4. 5. 6.

4-6

-

102

1-3

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

7

12

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

1. 2. 3. 4. 5. 6.

5

Rounds:

1. 2. 3. 4. 5. 6.

1-3

RA

LRM 20

Right Arm

XL Engine XL Engine LRM 5 Ammo (LRM 5) 24 Ferro-Fibrous Ferro-Fibrous

2 ER Medium Laser

Ammo Type:

Internal Structure (58 Pts)

1. 2. 3. 4. 5. 6.

(hexes)

Loc Ht Dmg Min Sht Med Lng

¡

¡

¡

¡

Type

¡

¡

¡

¡

¡

¡

Ãòéôéãáì Èéô Ôáâìå

Center Torso

¡

¡

¡

Left Arm (6)

Damage Transfer Diagram

Life Support Sensors Cockpit Roll Again Sensors Life Support

¡

¡

¡

Head

Left Right Torso Head Torso (8) (8) ¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

(12)

1-3

Total Armor Pts = 105

¡

¡

Tech, Config. & Level:

7 Clan 11 [14] Biped OmniMech 0 Level 2 / 3025

Weapons Inventory:

Qty

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

1. 2. 3. 4. 5. 6.

Running: Jumping:

¡

Right Arm (11)

¡

Left Arm (CASE)

1. 2. 3. 4. 5. 6.

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Grave Keeper B 35 tons

Movement Points:

¡

¡

¡

¡

¡

Mass:

Torso (5)

Center Torso (5)

¡

Head (9)

Left Torso (10)

REAR

Torso (5)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡

¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

Right Torso (10)

¡ ¡

¡ ¡ ¡

¡

¡

¡

Left Arm (11)

¡ ¡ ¡

¡ ¡

¡

Center Torso (15)

¡ ¡

Left Leg (12)

¡ ¡ ¡ ¡ ¡

¡

¡

¡ ¡

¡ ¡

¡

¡

¡

¡

¡ ¡

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

¡

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Double Heat Sink Double Heat Sink ECM Suite Jump Jet

4-6

1. 2. 3. 4. 5. 6.

Jump Jet Jump Jet Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Flamer Anti-Personnel Pod

1-3

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡ ¡ ¡

¡

¡

¡

¡ ¡

Center Torso (11)

¡ ¡

RA

5

7

-

5

10

15

LA

5

7

-

5

10

15

1 Anti-Missile System RT

1 2d6

-

-

-

-

1 TAG

RT

0

-

-

5

9

15

1 ECM Suite

LT

0

-

-

-

-

6

1 Active Probe

HD

0

-

-

-

-

5

¡

1 Flamer

LL

3

2

-

1

2

3

¡

1 Anti-Personnel Pod LL

0

-

-

-

-

-

¡

1 Anti-Personnel Pod RL

0

-

-

-

-

-

¡

Ammo Type:

¡

Right Arm (6)

¡ ¡

¡

¡

¡

¡

Right Arm

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE)

¡¡¡ ¡¡ ¡¡ ¡

1,590 1,988 964 / 964 8,826,920

1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Anti-Missile System Ammo (AMS) 24 TAG Jump Jet

4-6

1. 2. 3. 4. 5. 6.

Jump Jet Jump Jet Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Anti-Personnel Pod Roll Again

BV:

24

29

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (8)

Internal Structure (58 Pts)

Rounds:

Anti-Missile System

Weapon Heat: (24)

Operational

¡

¡

(hexes)

Loc Ht Dmg Min Sht Med Lng

2 ER Medium Laser

¡

¡

¡

¡

Left Leg (8)

Ãòéôéãáì Èéô Ôáâìå

Center Torso

¡

¡

¡

Damage Transfer Diagram

¡

¡

¡

Left Arm (6)

(12)

¡

¡

¡

Life Support Sensors Cockpit Active Probe Sensors Life Support

¡

¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

Head

Left Right Torso Head Torso (8) (8)

Type

2 ER Medium Laser

Total Armor Pts = 105

¡

¡

Tech, Config. & Level:

7 Clan 11 [14] Biped OmniMech 6 Level 2 / 3025

Weapons Inventory:

Qty

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

1. 2. 3. 4. 5. 6.

Running: Jumping:

¡

Right Arm (11)

¡

Left Arm

1. 2. 3. 4. 5. 6.

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Grave Keeper C 35 tons

Movement Points:

¡

¡

¡

¡

¡

Mass:

Torso (5)

Center Torso (5)

¡

Head (9)

Left Torso (10)

REAR

Torso (5)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

Right Torso (10)

¡ ¡

¡ ¡ ¡

¡

¡

¡

Left Arm (11)

¡ ¡ ¡

¡ ¡

¡

Center Torso (15)

¡ ¡

Left Leg (12)

¡ ¡ ¡ ¡ ¡

¡

¡

¡ ¡

¡ ¡

¡

¡

¡

¡

¡ ¡

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

¡

4-6

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Small Pulse Laser Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Double Heat Sink Double Heat Sink Ferro-Fibrous Ferro-Fibrous

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡

¡ ¡ ¡ ¡

Left Leg (8)

¡

¡

¡

Center Torso (11)

¡

¡

¡

¡

¡

12 6

1 ER Small Laser

RT

2

5

-

2

4

6

¡

Ammo Type:

Rounds:

BV:

¡

SRM 4

25

9

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Weapon Heat: (26)

Operational

Right Leg (8)

Right Torso

1,261 1,576 1,085 / 1,085 7,622,045

20

4

4-6

Right Leg 1. 2. 3. 4. 5. 6.

9

14 8

SRM 4 Ammo (SRM 4) 25 Roll Again Roll Again Roll Again Roll Again

¡¡¡ ¡¡ ¡¡ ¡

6

6

2

1. 2. 3. 4. 5. 6.

4-6

3

-

4

1-3

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

6

-

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Small Laser SRM 4

1. 2. 3. 4. 5. 6.

3 2/hit 10 10

4

-

1. 2. 3. 4. 5. 6.

1-3

2

3

Right Arm (CASE)

XL Engine XL Engine ER Small Laser Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

LA

-

7

Internal Structure (58 Pts)

1. 2. 3. 4. 5. 6.

RA

1 Large Pulse Laser

5

2

¡

¡

2 SRM 4

2

4

Right Arm (6)

¡

¡

RA

LA

¡

¡

1 ER Small Laser

¡

¡ ¡

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 Small Pulse Laser ¡

¡

¡

¡

Type

1 Medium Pulse Laser LA ¡

¡

¡

Ãòéôéãáì Èéô Ôáâìå

Center Torso

¡

¡

¡

Left Arm (6)

Damage Transfer Diagram

Life Support Sensors Cockpit Roll Again Sensors Life Support

¡

¡

¡

Head

Left Right Torso Head Torso (8) (8) ¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

(12)

1-3

Total Armor Pts = 105

¡

¡

Tech, Config. & Level:

7 Clan 11 [14] Biped OmniMech 0 Level 2 / 3025

Weapons Inventory:

Qty

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

1. 2. 3. 4. 5. 6.

Running: Jumping:

¡

Right Arm (11)

¡

Left Arm

1. 2. 3. 4. 5. 6.

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Grave Keeper D 35 tons

Movement Points:

¡

¡

¡

¡

¡

Mass:

Torso (5)

Center Torso (5)

¡

Head (9)

Left Torso (10)

REAR

Torso (5)

§Íåãè Äáôá

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

Right Torso (10)

¡ ¡

¡ ¡ ¡

¡

¡

¡

Left Arm (11)

¡ ¡ ¡

¡ ¡

¡

Center Torso (15)

¡ ¡

Left Leg (12)

¡ ¡ ¡ ¡ ¡

¡

¡

¡ ¡

¡ ¡

¡

¡

¡

¡

¡ ¡

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Small Laser ER Small Laser

¡

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

ER Small Laser ER Small Laser ER Small Laser ER Small Laser Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Double Heat Sink Double Heat Sink Machine Gun Ferro-Fibrous

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

1-3

4-6

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC Ferro-Fibrous

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡ ¡

Left Leg (8)

RA

-

6

14

20

RA

3

2

-

1

2

3

6 ER Small Laser

LA

2

5

-

2

4

6

1 SRM 6

RT

4 2/hit -

3

6

9

1 Machine Gun

RT

0

2

-

1

2

3

1 Machine Gun

LT

0

2

-

1

2

3

¡

Ammo Type:

Rounds:

BV:

¡

SRM 6

15

13

¡

Machine Gun

100

1

¡

¡

¡

¡

¡ ¡

¡

¡ ¡

Center Torso (11)

Right Arm (6)

¡ ¡

¡

¡

¡

¡

¡

¡

¡

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Large Pulse Laser Large Pulse Laser Flamer Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE) 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine SRM 6 Ammo (SRM 6) 15 Machine Gun Ammo (MG) 100

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

¡¡¡ ¡¡ ¡¡ ¡

1,187 1,484 1,004 / 1,004 7,524,928

Right Leg 1. 2. 3. 4. 5. 6.

¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (8)

Right Arm

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

10 10

Total Heat Sinks: 10 Double (20) Weapon Heat: (29)

Operational

¡

Internal Structure (58 Pts)

Ãòéôéãáì Èéô Ôáâìå

1. 2. 3. 4. 5. 6.

¡ ¡

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 Flamer

¡

¡

¡

¡

Damage Transfer Diagram

Center Torso

¡

¡

Left Arm (6)

(12)

¡

¡

¡

¡

Life Support Sensors Cockpit Roll Again Sensors Life Support

¡

¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

Head

Left Right Torso Head Torso (8) (8)

Type

1 Large Pulse Laser

Total Armor Pts = 105

¡

¡

Tech, Config. & Level:

7 Clan 11 [14] Biped OmniMech 0 Level 2 / 3025

Weapons Inventory:

Qty

¡

î þ ý í øç è ÷ ü ë ì û Right Leg

1. 2. 3. 4. 5. 6.

Running: Jumping:

¡

Right Arm (11)

¡

Left Arm

1. 2. 3. 4. 5. 6.

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Grave Keeper Prime 35 tons

Movement Points:

¡

¡

¡

¡

¡

Mass:

Torso (5)

Center Torso (5)

¡

Head (9)

Left Torso (10)

REAR

Torso (5)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

¡ ¡

¡

¡ ¡

¡ ¡

Right Torso (12)

¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡ ¡

¡

¡

1-3

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Roll Again Roll Again

¡

¡ ¡

¡ ¡ ¡

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

Heavy Medium Laser Heavy Medium Laser Heavy Medium Laser Heavy Medium Laser Jump Jet Jump Jet

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

Left Arm (7) Left Leg (11)

Damage Transfer Diagram

Head Life Support Sensors Cockpit Roll Again Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro Fusion Engine Fusion Engine Fusion Engine Jump Jet Roll Again

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

¡¡¡ ¡¡ ¡¡ ¡

1,224 1,530 698 / 698 4,521,608

Left Right Torso Head Torso (11) (11) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ Torso ¡ (14) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Type

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 Ultra AC/10

RA

3 10

-

6

12

18

1 Heavy Medium Laser RT

7 10

-

3

6

9

2 Heavy Medium Laser LT

7 10

-

3

6

9

¡ ¡ ¡ ¡ ¡ ¡

Right Arm (7)

Ammo Type:

Rounds:

Ultra AC/10

1-3

Shoulder Upper Arm Actuator Ultra AC/10 Ultra AC/10 Ultra AC/10 Ultra AC/10

4-6

1. 2. 3. 4. 5. 6.

Ammo (Ult AC/10) 10 Ammo (Ult AC/10) 10 Roll Again Roll Again Roll Again Roll Again

Right Torso 1-3

1. 2. 3. 4. 5. 6.

Double Heat Sink Double Heat Sink Heavy Medium Laser Heavy Medium Laser Jump Jet Jump Jet

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Leg Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

105

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (11)

1. 2. 3. 4. 5. 6.

BV:

20

Weapon Heat: (27)

Operational

Right Arm (CASE)

1. 2. 3. 4. 5. 6.

Clan Biped 'Mech Level 2 / 3060

¡

Internal Structure (75 Pts)

Ãòéôéãáì Èéô Ôáâìå

Tech, Config. & Level:

5 8 5

Weapons Inventory:

Qty

¡

¡

1. 2. 3. 4. 5. 6.

Jumping:

Total Armor Pts = 112

¡

1. 2. 3. 4. 5. 6.

Running:

¡

¡

¡ Right Arm (10) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Right Leg ¡ (16) ¡ ¡ ¡ ¡ ¡

Walking:

¡

¡

Left Arm

1. 2. 3. 4. 5. 6.

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ Torso ¡ ¡ (16) ¡ ¡ ¡ Left Leg ¡ (16) ¡ ¡ ¡ ¡ ¡

Left Arm (10)

¡

¡

Great Wyrm 3 45 tons

Movement Points:

¡ ¡

¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

Mass:

Torso (4)

Center Torso (5)

¡

Head (7)

Left Torso (12)

REAR

Torso (4)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

Left Torso (15) ¡

¡ ¡

Head (9) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡ ¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

¡

Left Arm (CASE) 1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Gauss Rifle Gauss Rifle Gauss Rifle Gauss Rifle

4-6

1. 2. 3. 4. 5. 6.

Gauss Rifle Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8 Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

¡

Left Arm (10) Left Leg (14)

Damage Transfer Diagram

Head 1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC MASC

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

Left Right Torso Head Torso (14) (14) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Right Arm (10)

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Large Laser Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE) 1-3

XL Engine XL Engine LRM 5 Ammo (LRM 5) 24 Ferro-Fibrous Ferro-Fibrous

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

¡¡¡ ¡¡ ¡¡ ¡

1,834 2,292 1,921 / 1,921 18,371,600

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 ER Large Laser

RA

12 10

-

8

15

25

1 Gauss Rifle

LA

1 15

2

7

15

22

1 LRM 5

RT

2 1/hit -

7

14

21

Ammo Type:

Rounds:

BV:

Gauss Rifle

16

108

LRM 5

24

11

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (14)

Right Arm

1. 2. 3. 4. 5. 6.

Type

Weapon Heat: (15)

Operational

Internal Structure (99 Pts)

Ãòéôéãáì Èéô Ôáâìå

Tech, Config. & Level:

6 Clan 9 [12] Biped OmniMech 0 Level 2 / 3050

Weapons Inventory:

Qty

Total Armor Pts = 163

¡

¡

Running: Jumping:

¡

¡ ¡

¡

Walking:

¡

¡

Crypt Keeper A 60 tons

Movement Points:

¡

¡ ¡

Mass:

Torso (7)

Center Torso (10)

¡

Right Torso (15)

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ Left Arm Right Arm ¡ ¡ ¡ (17) (17) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ ¡ ¡ (26) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Left Leg Right Leg ¡ ¡ ¡ ¡ (20) (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡

REAR

Torso (7)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

Left Torso (15) ¡

¡ ¡

Head (9) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡ ¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

¡

Left Arm (CASE) 1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator LB 5-X AC LB 5-X AC LB 5-X AC LB 5-X AC

4-6

1. 2. 3. 4. 5. 6.

Ammo (LB 5-X) 20 Roll Again Roll Again Roll Again Roll Again Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

¡

Left Arm (10) Left Leg (14)

Damage Transfer Diagram

Head 1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC MASC

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

Left Right Torso Head Torso (14) (14) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Right Arm (10)

Right Arm

1-3

Shoulder Upper Arm Actuator ER PPC ER PPC Roll Again Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Medium Pulse Laser Medium Pulse Laser Medium Pulse Laser Ferro-Fibrous

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

1,781 2,226 2,216 / 2,216 18,534,000

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Roll Again Roll Again

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 ER PPC

RA

1 LB 5-X AC

LA

1

3 Medium Pulse Laser RT

4

Ammo Type:

15 15

-

7

14

23

5

3

8

15

24

7

-

4

8

12

Rounds:

BV:

20

20

LB 5-X AC

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (14)

1. 2. 3. 4. 5. 6.

¡¡¡ ¡¡ ¡¡ ¡

Type

Weapon Heat: (28)

Operational

Internal Structure (99 Pts)

Ãòéôéãáì Èéô Ôáâìå

Tech, Config. & Level:

6 Clan 9 [12] Biped OmniMech 0 Level 2 / 3050

Weapons Inventory:

Qty

Total Armor Pts = 163

¡

¡

Running: Jumping:

¡

¡ ¡

¡

Walking:

¡

¡

Crypt Keeper B 60 tons

Movement Points:

¡

¡ ¡

Mass:

Torso (7)

Center Torso (10)

¡

Right Torso (15)

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ Left Arm Right Arm ¡ ¡ ¡ (17) (17) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ ¡ ¡ (26) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Left Leg Right Leg ¡ ¡ ¡ ¡ (20) (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡

REAR

Torso (7)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

Left Torso (15) ¡

¡ ¡

Head (9) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡ ¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

¡

Left Arm 1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Small Laser ER Small Laser

4-6

1. 2. 3. 4. 5. 6.

ER Small Laser ER Small Laser ER Small Laser ER Small Laser Roll Again Roll Again

1-3

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

XL Engine Jump Jet Machine Gun Ammo (MG) 100 Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

Left Leg (14)

Damage Transfer Diagram

Head 1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC MASC

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

Left Right Torso Head Torso (14) (14) ¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Right Arm (10)

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Large Laser Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE) 1-3

XL Engine XL Engine Jump Jet LRM 20 LRM 20 LRM 20

4-6

1. 2. 3. 4. 5. 6.

LRM 20 Ammo (LRM 20) 6 Machine Gun Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous

¡¡¡ ¡¡ ¡¡ ¡

1,899 2,374 1,667 / 1,667 19,167,200

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Jump Jet Jump Jet

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 ER Large Laser

RA

6 ER Small Laser

LA

2

1 LRM 20

RT

1 Machine Gun

RT

0

2

1 Machine Gun

LT

0

2

Ammo Type:

Rounds:

BV:

LRM 20

6

66

100

1

Machine Gun

12 10

-

8

-

2

4

6

6 1/hit -

7

14

21

-

1

2

3

-

1

2

3

5

15

25

Total Heat Sinks: 10 Double (20) ¡¡¡¡¡¡¡¡¡¡

Auto Eject:

Right Leg (14)

Right Arm

1. 2. 3. 4. 5. 6.

Type

Weapon Heat: (30)

Operational

Internal Structure (99 Pts)

Ãòéôéãáì Èéô Ôáâìå

Left Torso (CASE) 1-3 XL Engine

Left Leg 1. 2. 3. 4. 5. 6.

¡

Left Arm (10)

Tech, Config. & Level:

6 Clan 9 [12] Biped OmniMech 6 Level 2 / 3050

Weapons Inventory:

Qty

Total Armor Pts = 163

¡

¡

Running: Jumping:

¡

¡ ¡

¡

Walking:

¡

¡

Crypt Keeper C 60 tons

Movement Points:

¡

¡ ¡

Mass:

Torso (7)

Center Torso (10)

¡

Right Torso (15)

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ Left Arm Right Arm ¡ ¡ ¡ (17) (17) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ ¡ ¡ (26) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Left Leg Right Leg ¡ ¡ ¡ ¡ (20) (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡

REAR

Torso (7)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

Left Torso (15) ¡

¡ ¡

Head (9) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡ ¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

¡

Left Arm 1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator Large Pulse Laser Large Pulse Laser

4-6

1. 2. 3. 4. 5. 6.

Medium Pulse Laser Medium Pulse Laser Small Pulse Laser Small Pulse Laser Small Pulse Laser Roll Again

Left Torso 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Left Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

¡

Left Arm (10) Left Leg (14)

Damage Transfer Diagram

Head 1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso 1-3

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC MASC

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

Left Right Torso Head Torso (14) (14) ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Right Arm (10)

1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator SRM 6 SRM 6

4-6

1. 2. 3. 4. 5. 6.

Ammo (SRM 6) 15 Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso 1-3

XL Engine XL Engine ER Small Laser ER Small Laser Ferro-Fibrous Ferro-Fibrous

4-6

1. 2. 3. 4. 5. 6.

Ferro-Fibrous Roll Again Roll Again Roll Again Roll Again Roll Again

¡¡¡ ¡¡ ¡¡ ¡

1,590 1,988 2,147 / 2,147 18,216,200

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

(hexes)

Loc Ht Dmg Min Sht Med Lng

2 SRM 6

RA

1 Large Pulse Laser

LA

4 2/hit 10 10

3

6

9

-

6

14

20

2 Medium Pulse Laser LA

4

7

-

4

8

12

3 Small Pulse Laser

LA

2

3

-

2

4

6

2 ER Small Laser

RT

2

5

-

2

4

6

Ammo Type:

Rounds:

BV:

SRM 6

15

11

Total Heat Sinks: 12 Double (24) ¡¡¡¡¡¡¡¡¡¡

¡¡

Auto Eject:

Right Leg (14)

Right Arm (CASE)

1. 2. 3. 4. 5. 6.

Type

Weapon Heat: (36)

Operational

Internal Structure (99 Pts)

Ãòéôéãáì Èéô Ôáâìå

Tech, Config. & Level:

6 Clan 9 [12] Biped OmniMech 0 Level 2 / 3050

Weapons Inventory:

Qty

Total Armor Pts = 163

¡

¡

Running: Jumping:

¡

¡ ¡

¡

Walking:

¡

¡

Crypt Keeper D 60 tons

Movement Points:

¡

¡ ¡

Mass:

Torso (7)

Center Torso (10)

¡

Right Torso (15)

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ Left Arm Right Arm ¡ ¡ ¡ (17) (17) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ ¡ ¡ (26) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Left Leg Right Leg ¡ ¡ ¡ ¡ (20) (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡

REAR

Torso (7)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

®

{|}~

Type:

ÂÜÔÔÌÅÍÅÃÈ ÒÅÃÏÒÄ ÓÈÅÅÔ Left Right Status: VALIDATED

Áòíïò Äéáçòáí ¡ ¡

Left Torso (15) ¡

¡ ¡

Head (9) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡

¡

¡

¡

¡ ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

î þ ý í øç è ÷ ü ë ì û

¡

Left Arm 1-3

1. 2. 3. 4. 5. 6.

Shoulder Upper Arm Actuator Lower Arm Actuator Hand Actuator ER Medium Laser ER Medium Laser

4-6

1. 2. 3. 4. 5. 6.

ER Medium Laser ER Medium Laser ER Medium Laser ER Medium Laser Roll Again Roll Again

1-3

1. 2. 3. 4. 5. 6.

4-6

1. 2. 3. 4. 5. 6.

XL Engine Double Heat Sink Double Heat Sink Machine Gun Ammo (MG) 100 Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again Roll Again

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

Left Leg (14)

Damage Transfer Diagram

Head 1. 2. 3. 4. 5. 6.

Life Support Sensors Cockpit Ferro-Fibrous Sensors Life Support

Center Torso

4-6

1. 2. 3. 4. 5. 6.

XL Engine XL Engine XL Engine Gyro Gyro Gyro

1. 2. 3. 4. 5. 6.

Gyro XL Engine XL Engine XL Engine MASC MASC

Engine Hits Gyro Hits Sensor Hits Life Support Battle Value: BV for 3 / 4: Weapon Value: Cost, C-Bills:

Left Right Torso Head Torso (14) (14) ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

¡

¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡ ¡¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡

Right Arm (10)

Right Arm

1-3

Shoulder Upper Arm Actuator Large Pulse Laser Large Pulse Laser Flamer Roll Again

4-6

1. 2. 3. 4. 5. 6.

Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again

Right Torso (CASE) 1-3

1. 2. 3. 4. 5. 6.

XL Engine XL Engine SRM 6 Ammo (SRM 6) 15 Double Heat Sink Double Heat Sink

4-6

1. 2. 3. 4. 5. 6.

Machine Gun Ferro-Fibrous Ferro-Fibrous Ferro-Fibrous Roll Again Roll Again

1,824 2,280 2,632 / 2,632 18,779,600

Right Leg 1. 2. 3. 4. 5. 6.

Hip Upper Leg Actuator Lower Leg Actuator Foot Actuator Double Heat Sink Double Heat Sink

(hexes)

Loc Ht Dmg Min Sht Med Lng

1 Large Pulse Laser

RA

-

6

14

20

1 Flamer

RA

3

2

-

1

2

3

6 ER Medium Laser

LA

5

7

-

5

10

15

1 SRM 6

RT

4 2/hit -

3

6

9

1 Machine Gun

RT

0

2

-

1

2

3

1 Machine Gun

LT

0

2

-

1

2

3

Ammo Type:

Rounds:

BV:

SRM 6

15

11

100

1

Machine Gun

10 10

Total Heat Sinks: 14 Double (28) ¡¡¡¡¡¡¡¡¡¡

¡¡¡¡

Auto Eject:

Right Leg (14)

1. 2. 3. 4. 5. 6.

¡¡¡ ¡¡ ¡¡ ¡

Type

Weapon Heat: (47)

Operational

Internal Structure (99 Pts)

Ãòéôéãáì Èéô Ôáâìå

Left Torso (CASE) 1-3 XL Engine

Left Leg 1. 2. 3. 4. 5. 6.

¡

Left Arm (10)

Tech, Config. & Level:

6 Clan 9 [12] Biped OmniMech 0 Level 2 / 3050

Weapons Inventory:

Qty

Total Armor Pts = 163

¡

¡

Running: Jumping:

¡

¡ ¡

¡

Walking:

¡

¡

Crypt Keeper Prime 60 tons

Movement Points:

¡

¡ ¡

Mass:

Torso (7)

Center Torso (10)

¡

Right Torso (15)

¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡¡¡ ¡ ¡ ¡ ¡ ¡ Left Arm Right Arm ¡ ¡ ¡ (17) (17) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Center ¡ ¡ ¡ ¡ Torso ¡ ¡ ¡ ¡ (26) ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ Left Leg Right Leg ¡ ¡ ¡ ¡ (20) (20) ¡ ¡ ¡ ¡ ¡ ¡ ¡

REAR

Torso (7)

§Íåãè Äáôá

Disabled

×áòòéïò Äáôá Name: _____________________________________ Gunnery Skill:

3

Piloting Skill:

4

Hits Taken

1

2

3

4

5

Consciousness #

3

5

7

10

11 Dead

Èåáô Óãáìå 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Shutdown Ammo Explosion, avoid on 8+ Shutdown, avoid on 10+ -5 Movement Points +4 Modifier to Fire Ammo Explosion, avoid on 6+ Shutdown, avoid on 8+ -4 Movement Points Ammo Explosion, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire -3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire

-2 Movement Points +1 Modifier to Fire

-1 Movement Points

Printed by ±²³´µ¶²·³¸ ¹º». Copyright 2002 WizKids, LLC. BattleTech®, 'Mech® and BattleMech® are trademarks of WizKids, LLC. Permission to photocopy for personal use.

6

Battletech Alpha Strike Record Sheet

UNIT: Praetorian Light Tank SIZE:

1

MP:

4t

BV:

7

ATTACK S (+0)

M (+2)

L (+4)

2

2

2

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O

NAME:

S: O O

SKILL:

SPECIAL

CASE, TUR (2/2/2)

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Glass Banshee Conventional Fighter SIZE:

1

MP:

7a

BV:

5

ATTACK S (+0)

M (+2)

L (+4)

E (+6)

2

2

-

-

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O

NAME:

S: O O O O Threshold: 1

SKILL:

SPECIAL

ATMO, CASE, VSTOL, BOMB2 ABILITIES SRM 1/1/-

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Predator Battle Armor (Standard) SIZE:

1

MP:

3f

BV:

3

ATTACK S (+0)

M (+2)

L (+4)

2

-

-

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O

NAME:

S: O O

SKILL:

SPECIAL

SOA, MEC, CAR5, AM

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Hornet IIC SIZE:

1

MP:

5j

BV:

9

ATTACK S (+0)

M (+2)

L (+4)

2

2

2

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O

NAME:

S: O O

SKILL:

SPECIAL

NOTES

CASE

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Great Wyrm 3 SIZE:

2

MP:

5j

BV:

15

ATTACK S (+0)

M (+2)

L (+4)

4

4

2

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O O O

SKILL:

SPECIAL

CASE

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Grave Keeper Prime SIZE:

1

MP:

9

BV:

17

ATTACK S (+0)

M (+2)

L (+4)

5

4

1

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O

SKILL:

SPECIAL

NOTES

OMNI, CASE

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Grave Keeper A SIZE:

1

MP:

9

BV:

15

ATTACK S (+0)

M (+2)

L (+4)

3

3

2

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O

SKILL:

SPECIAL

OMNI, CASE

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Grave Keeper B SIZE:

1

MP:

9

BV:

20

ATTACK S (+0)

M (+2)

L (+4)

4

4

2

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O

SKILL:

SPECIAL

NOTES

OMNI, CASE, LRM 2/2/2, IF 2

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Grave Keeper C SIZE:

1

MP:

9/4j

BV:

19

ATTACK S (+0)

M (+2)

L (+4)

3

3

-

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O

SKILL:

SPECIAL

OMNI, AMS, PRB, RCN, ECM,

ABILITIES

TAG, ENE NOTES

Battletech Alpha Strike Record Sheet

UNIT: Grave Keeper D SIZE:

1

MP:

9

BV:

20

ATTACK S (+0)

M (+2)

L (+4)

4

4

1

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O

NAME:

S: O O

SKILL:

SPECIAL

NOTES

OMNI, CASE, SRM 1/1/0

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Crypt Keeper Prime SIZE:

3

MP:

8

BV:

26

ATTACK S (+0)

M (+2)

L (+4)

5

4

1

HEAT OV:

3

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O O

NAME:

S: O O O

SKILL:

SPECIAL

OMNI, CASE

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Crypt Keeper A SIZE:

3

MP:

8

BV:

22

ATTACK S (+0)

M (+2)

L (+4)

3

3

3

HEAT OV:

-

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O O

NAME:

S: O O O

SKILL:

SPECIAL

NOTES

OMNI, CASE

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Crypt Keeper B SIZE:

3

MP:

8

BV:

24

ATTACK S (+0)

M (+2)

L (+4)

4

4

2

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O O

NAME:

S: O O O

SKILL:

SPECIAL

OMNI, CASE

ABILITIES

NOTES

Battletech Alpha Strike Record Sheet

UNIT: Crypt Keeper C SIZE:

3

MP:

8/6j

BV:

23

ATTACK S (+0)

M (+2)

L (+4)

4

4

2

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O O

NAME:

S: O O O

SKILL:

SPECIAL

NOTES

OMNI, CASE, IF 1

ABILITIES

Battletech Alpha Strike Record Sheet

UNIT: Crypt Keeper D SIZE:

3

MP:

8

BV:

22

ATTACK S (+0)

M (+2)

L (+4)

5

5

1

HEAT OV:

1

SCALE: [ 1 ] [ 2 ] [ 3 ] [ S ]

ARMOR

PILOT

A: O O O O O

NAME:

S: O O O

SKILL:

SPECIAL

NOTES

OMNI, CASE

ABILITIES

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