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Spotlight On:: Thermo Police

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Spotlight On:: Thermo Police

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Hrothgar1066
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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S potl ig ht O n :

THERMO POLICE
Thermo Police

Introduction
For every Kell Hounds or Wolf’s Dragoons, there are a hundred similar outfits that are just as
talented—and just as deadly—that you have never heard of. Or worse, you have not heard of
Credits
enough. Sure, the glory hounds who make the evening tri-vid news are movers and shakers,
and can change national borders whenever they want, but they’re not the only ones. For Development
Joshua C. Perian
every Eridani Light Horse, there is a mercenary crew with a storied battlefield history just as
spectacular. These are the units that have gone largely unnoticed in the long, bloody history of Writing
the Inner Sphere, their stories untold or nearly forgotten. Take a closer look at the battles and David Allen Kerber
events that have shaped the human sphere, and you’ll find even two-bit troops like Wilson’s
Hussars have made a difference. BattleTech Line Developer
—Professor Harry Alexander, Spotlight On: The Almost Famous, Free Republic Press Ray Arrastia

BattleTech Line Editor


How to Use This Book Aaron Cahall
Welcome to Spotlight On, a campaign supplement offering players the opportunity to learn
about unique and battle-tested forces from the Inner Sphere, the Periphery, and beyond. Graphic Design & Layout
The background information contained in the Unit History and Description section gives Ray Arrastia • David Allen Kerber
players the unit’s history, notable events, tactics, traditions, organization, unique goals, and
traits to create an unlimited number of BattleTech games, while the Characters section details New Artwork
Mark Hayden • David Allen Kerber
some of the unit’s more famous, interesting, or notorious members. Each character entry
includes additional gameplay and scenario-building material, as well as special abilities that AS/SBF/ACS Data
set these warriors apart from the rank and file. The Personnel Roster offers a complete vehicle & Record Sheets
listing for the outfit at particular points in BattleTech history. These snapshots can be used Chris Marti • Joshua Franklin
to create stand-alone games, be weaved into an existing game, or become part of a larger Dave Nawton • Carl Spain
ongoing campaign.
The Mission Tracks section presents a few of the key battles that occurred across the unit’s Factchecking/Playtesting
history. Players wishing to incorporate these tracks into their Chaos Campaign sessions should Matt Frederiksen, Mike Miller,
use the Warchest Points (WP) listed in brackets. Each Mission Track contains information for use Joshua C. Perian
in gameplay such as terrain suggestions, weather, and special rules. Each track also contains
Special Thanks
a list of optional features that can be used to enhance your game experience. For the best Lance Scarinci for the encouragement,
results, all players should agree whether or not to use these bonus features before play. Matt Frederiksen for the assistance,
Rules may reference the following books: Total Warfare (TW), Tactical Operations: Advanced Ray Arrastia for the support,
and Chris Hussey who may have
Rules (TO:AR), Tactical Operations: Advanced Units & Equipment (TO:AUE), Alpha Strike:
invented the Thermo Police.
Commander’s Edition (AS:CE), Campaign Operations (CO), and A Time of War (AToW).
Lastly, Special Command Abilities (see p. 83, CO or p. 102, AS:CE) and Formation Abilities
(see p. 60, CO or p. 117, AS:CE) for the unit are listed, along with corresponding Alpha Strike
cards and any unique record sheets (if applicable).

STAR LEAGUE SUCCESSION WARS CLAN INVASION CIVIL WAR JIHAD DARK AGE ILCLAN
Under License From E-CAT35SN109
® ©2020 The Topps Company Inc. All rights Reserved. Spotlight On: Thermo Police,
Classic BattleTech, BattleTech, BattleMech and ’Mech are registered trademarks and/or trademarks
of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.

1
Thermo Police

Unit History A prime target was Coyle's population itself, a healthy workforce
that Flynn could exploit. Several Thermokarston Police BattleMechs

and Description responded quickly and guided the panicking population into the
highly defensible and self-sustaining cavern system. Led by Major
Mercer Leftwich, the Police struck back and shattered the Flynn
The Thermo Police formed on the Outworlds Alliance planet raiders. Few survived to retreat, and those attempting to escape
of Coyle. A vibrant period of expansion and colonization into in dilapidated DropShips were gunned down as they launched.
the spinward Periphery found Coyle was rich in water—and not Nonetheless, the damage to Coyle's last city was crippling. The
just any water, but large quantities of easily purified, mineral- world’s survivors, guarded by the Thermokarston Police, left their
enhanced water locked in high-altitude glaciers and collected into world behind and resettled on icy Tellman IV near the Draconis
mountainous lakes. The rapacious eyes of Star League entrepreneurs Combine border.
saw an easily obtained and high-demand resource literally laid out The Thermokarston Police were left without a city to serve but
for the taking. swelled with pride in their accomplishment, and recognized that
Water harvesting sites were constructed by the Star League's similar acts of heroism could benefit the decaying civilizations
Department of Mega-Engineering, which carved enormous scattered across the Outworlds Wastes. Leftwich and his executive
drainage pipes, canals, and cavernous pump stations into the officer, Lieutenant Ethel Burdette, rallied the unit, resupplied, and
mountainsides. Stilt-supported domed cities (necessitated by the began the new mission of the re-christened Thermo Police: to
altitude) were placed to support the operations, while extensive protect and serve the survivors that the Star League and House Lords
hydroponic gardens provided ample food. The planetary capital, disregarded, and strengthen the Outworlds Alliance that remained.
Thermokarston, was named for the glacial thermokarst topography Having watched their realm fall into decay, the Executive Parliament
on which it was built. Numerous water exporting companies sprang voted—unanimously—to support the Police in their mission. One
up to capitalize on the abundant resource. One such company, Coyle of the Police’s first objectives was to convince Wastes worlds to
Potables Corporation, was founded in 2779 by Eric Saxon, a retired abandon their growing reliance on mercenary combatants.
Star League MechWarrior. In the decades that followed, the Thermo Police patrolled the
Saxon quickly used company revenue generated from distributing Wastes like the police forces of old Terra. In many cases, they had
the planet’s water to its nearby neighbors to purchase BattleMechs no idea what condition any given world would be in when they
for the Thermokarston Police. The world’s expansive caverns were visited. Some, like Coyle, made attempts to carry on as best they
too rugged for IndustrialMechs at times, and Saxon argued that could. Others, like Flynn, fell into barbarism and misery. The Police
fusion engines were cleaner for the environment. Saxon skirted would often attempt to disarm outlaws, instruct populations on
interstellar laws governing the weight of a police force's military how to defend themselves against banditry, and in some cases
hardware due to Coyle's remoteness and existing corporate even exterminate dangerous fauna. One memorable excursion
allowances. Some believe he may have anticipated the breakdown even discovered a natural disaster in progress; the Thermo Police
of civilization that was to occur. responded to an earthquake-induced tsunami racing toward a
When the Star League dissolved following the Liberation of Terra stable but scattered settlement. Police ’Mechs shattered incoming
and Kerensky's Exodus, the Great Houses focused their attention debris with their weaponry while the denizens clambered onto their
toward Terra and each other, and away from the distant planets arms and shoulders.
of the Outworlds Alliance. For Coyle, that attention had provided By the late 2900s, the unit had rotated through several
parts and technical support for the mega-engineered equipment generations of veterans and recruits and was encountering far
that kept the planet’s water collection industry functional. As fewer survivors in the Wastes. Many had been evacuated, others
the state of civilization in the Inner Sphere further degenerated, were dying out or scattering into the wilderness if their planets were
Coyle’s population migrated to the capital—first as a precaution, hospitable enough, and a few, such as the industrious Wynn's Roost,
and soon after as a necessity. Interstellar communication continued had reached a point of comfortable self-sustainability. The Thermo
to diminish until contact with Coyle was completely severed. Police began to receive more and more missions from the Alliance
The people of Coyle, led by the Thermokarston Police, defiantly Military Corps, including crowd control, security cordons, quelling
maintained their composure, ensuring that the capital would enjoy separatists, and search and destroy operations against persistent
a prosperous level of safety and stability. pirates. The Police had honed their use of less-lethal force to an art
The neighboring world of Flynn was not so lucky. The loss of form and developed methods that the strongly pacifistic Alliance
Star League support gutted that planet’s economy and led to mass worlds, who generally shunned the use of BattleMech forces, could
rioting, starvation, and the strong exploiting the weak for whatever rally behind.
scraps of value they possessed. After decades of degeneration, The Thermo Police encountered one of their most unusual foes
and with little else to gain on their planet, the remnants of Flynn's in the early years of the thirty-first century. The commanding officer
population turned their rage to the nearest world: Coyle. at the time, Captain Royce Graves, resolved to patrol the Wastes
In 2852, Thermokarston's dome was suddenly cracked open and just as the unit had done during the previous century. Arriving on
IndustrialMechs and bandits poured in, looking for anything of value. the world of Tresspass, the unit discovered what at first appeared

2
Thermo Police

to be a cult dedicated to the Thermo Police themselves. Villagers weren't entirely pure; the Clan’s support for Cable's Thermo Police
were dressed in clothing based on the drab navy-blue jumpsuits and offered an excellent opportunity to scout the Wastes for anything
tactical black padding and vests that the Police wore. The populace of value.
had constructed vaguely ’Mech-shaped wooden “guardians” With the Police still below full strength, Cable's methods required
crudely painted in the black & white striped scheme the unit more subterfuge than force. He tracked down a pirate force preying
still used. Joyously welcomed and led to the town square by the on Alliance worlds and inserted himself into their band undercover
villagers, the Police were introduced to the local governor, “King” as a captive. He was horrified to learn that instead of operating
Murray Frankel. Royce and his BattleMech lance stood transfixed out of the Deep Periphery, these pirates launched their raids from
as Frankel delivered a speech that began with spurious praise but the Omniss homeworld of Dante. The Word of Blake had covertly
abruptly mutated into a cry to his people to strike down the false gained a foothold there and supported numerous pirate and bandit
gods. The villagers detonated buried charges in an attempt to drop groups until the world was entirely subverted. Cable was quietly
the command lance into a shallow pit, and weapons fire erupted extracted by his fellow Police, reported the incident to the Alliance
from the wooden golems. Frankel had established himself as an military, and watched in horror as Clan Snow Raven erased the
undisputed tyrant, and feared the day that the Thermo Police would planet from Inner Sphere maps. Uncounted innocents perished
return and remove him from power. Once again, the Police's skill at alongside the guilty.
less-lethal confrontations came to the fore. Shortly after, Cable was wounded while quelling a riot on
After the Fourth Succession War, Captain Seymore Hares Baliggora and retired from active operations. Later, he joined the
commanded the Thermo Police. The Alliance Ground Defense Columbia Academy and instructed both AMC and Snow Raven
Arm assigned the Police to a nearly continuous string of missions, forces in the use of less-lethal force.
and Hares operated the unit much closer to a typical mercenary Captain Jack Durrell led the Police for the remainder of the thirty-
force. Notable conflicts during Hares’ command included the first century. With the unit reduced to little more than a reinforced
apprehension of an arms dealer, Yamamura Tazu, who manipulated lance, Durrell did what he could to honor their traditional objectives.
and profited from tensions between Federated Suns miners active However, an attempt to recruit new members resulted in a pair of
in Alliance space and Draconis Combine engineers operating newly vindictive Word of Blake ROM agents infiltrating the Police. The pair
established aerospace facilities. Yamamura kidnapped the families of viciously executed several arrested Raldamaxian insurgents and took
several aerospace engineers and framed the Suns mining company an envoy from the Mica Majority hostage. Durrell uncovered the
for the act. The mission ended with the apprehension of Yamamura treachery through ballistic analysis, determining that Police-issue
from his heavily armed bunker on the abandoned planet Ki Zoban. weapons were responsible for the executions. A tense showdown
The operation further endeared the Thermo Police to the citizens within the Police's own headquarters on Tellman IV ended the
of the Alliance for removing such a distastefully violent individual Blakist threat.
within their borders. The Raven Alliance finally resurrected and supported a full
An equally disturbing incident took place on Dneiper, where the company of Thermo Police in the early 3100s. The Raven touman
Thermo Police partnered with a militia training camp on anti-pirate had little interest in pirate hunting, relief distribution, and the day-
tactics. Cultists claiming to be part of Omniss, an Outworlds Alliance to-day drudgery of keeping captured Combine worlds pacified. The
faction dedicated to an existence nearly free from technology, took Clan, still essentially separate from the Alliance, did not have the
hostages from a local university athletics rally and threatened to forces to spare on these dezgra activities. But the support of a small
execute them if the planet wasn’t cleared of military hardware. The Alliance unit to oversee these responsibilities was of interest to the
“cultists” were in fact Antallos-based bandits disguised as Omniss Clan—or, more specifically, of interest to the Clan’s Watch.
seeking to rob nearby armories of weaponry and munitions. Snow Raven Loremaster Acton Howe sought reliable intel on
Captain Hares began negotiations with the ersatz hostage takers, the long-abandoned planets of the Outworlds Wastes; Star League
until then-Lieutenant Thomas Cable discovered the ruse and foiled technology remained scattered across the region, and mining
the bandit caper. settlements lost to star charts stood idle. Beyond the Wastes lay
In the mid-3050s, President Mitchell Avellar wished to adopt the shadows and even greater mysteries. Howe assigned Star Captain
popular Thermo Police into his Long Road program, a reformation of Karl Kanter to the mission of learning as much as he could about this
the Alliance military and economy. Captain Hares accepted and the compelling region while ostensibly performing the classic duties
majority of the unit followed him into the Alliance Ground Defense of the Thermo Police. A handful of solahma warriors joined him,
Arm, where their experience and equipment were of great use. and the rest of the reformed Police’s ranks were filled out with AMC
Thomas Cable was promoted to Captain and retained command militia recruits.
of a much smaller unit. The Raven Alliance is still far from a homogeneous culture, and
Clan Snow Raven appeared in Alliance space in early 3064. equally far from a vibrant and prosperous nation. The Outworlds
Their presence would, at first, have little impact on Thermo Police Wastes felt little impact from Gray Monday or the current Dark Age,
operations. But once the Ravens offered promises of medical and and military conflicts within the Alliance have been quite low in
agricultural aid, Cable made requests for the Clan to send relief to intensity. The Thermo Police are free to continue the mission they
the Wastes. The Ravens granted Cable's requests, but their motives began before the Succession Wars. The potential to re-expand

3
Thermo Police

the Alliance into the Wastes exists if exploitable resources can be personnel. When assigned to large security operations on Alliance
located, but the challenge of reclaiming this long-lost section of worlds, the Police often draft temporary “deputies” from the
space is extreme. While brigands and reavers may perpetually local populations. Volunteers recruited from support and rescue
agitate the Periphery, they have little hope of overcoming the operations in the Wastes are also common. One example is Hilda
training, equipment, and dedication of the Thermo Police. Sherry, who currently runs the cafeteria onboard Precinct One, the
Thermo Police's Buccaneer DropShip.

Traditions A second DropShip, the Lion-class Headquarters, is carried by the


aging but expertly maintained Merchant-class JumpShip Ardor of

and Tactics Coyle. The Ardor was one of the JumpShips that evacuated the Coyle
survivors to Tellman IV in 2852 and often carries various civilian
experts of use to the Police such as psychologists trained in trauma-
Through every incarnation of the unit, the Thermo Police have informed care, historians, and media reporters. Exoskeletons and
focused much of their extensive training on less-lethal force. conventional vehicles are also available, such as armored cars and
The members are familiar with crowd dispersal or containment a pair of Peacekeeper VTOLs.
techniques, surveillance, and alternate munition options such as Thermo Police communication is highly codified—an affectation
smoke, tear gas, and laser inhibitors. Due to the remoteness of derived from historic Terran police units. For example, codenames
the worlds they often visit, survival training is also a high priority. for various ’Mechs are based on the unit's type. BattleMechs are
Individually, members also study various specialties such as first Adam, IndustrialMechs Union, and zero-gravity units Zebra. The
aid, interrogation, and special tactics. All carry ruggedly reliable company’s three lances are simply coded one through three, and
sidearms and stunsticks. each pilot is coded one through four (usually based on rank). For
Aside from the ’Mech company, the Thermo Police include a example, a Security Lance IndustrialMech pilot who is second in
full support staff mostly augmented with Alliance Service Arm command of that lance would be coded 3-Union-2.

4
Thermo Police

Personalities Thermo Police's authority. Hares' administrative skills grew quite


reliable and the unit remained as well-trained as ever.
When President Mitchell Avellar instituted his Long Road reforms
MERCER LEFTWICH in the Alliance, he requested that Hares merge the prestigious
Title/Rank: Major Thermo Police into the Alliance Ground Defense Arm. Numerous
Born: 2802 Police members accepted the offer and Hares himself continued his
Mercer’s father, Langdon, was a member of the Star League LXVIII excellent management in the First Long Road Legion.
Corps’ 231st Striker regiment. Just before the SLDF’s final push on
Terra in 2777, Langdon followed his retiring commanding officer, Eric THOMAS CABLE
Saxon, to the Outworlds Alliance world of Coyle on an enterprising Title/Rank: Sergeant
industrial venture. Born: 3014
Growing up on Coyle amid its man-made underground cavern Special Abilities: Lucky, Marksman
systems, Leftwich was surrounded by mega-engineered technology If anyone was ever committed to the Thermo Police with all of
that was left practically unattended as investments and support their body and mind, it was Thomas Cable. Cable's father was a
faded sharply in the wake of the First Succession War. retired Police lieutenant and raised his son to value the humanitarian
By the mid-2800s, the nearby world of Flynn no longer possessed mission to which the unit aspired. In 3049, Thomas was demoted for
the means to support itself, and its populace began violent raids disobeying a stand-down order from Captain Hares and rescuing
on Coyle to obtain water and supplies. Now a major in the Coyle three young civilians under dire threat from bandits. Hares believed
police force, Leftwich led a defensive operation with his unit to further interference from the Police would cause the bandits to
protect the city’s population and eradicate the raiders. His Royal execute their hostages, but Cable lured them away from the civilians
Warhammer, inherited from Langdon, was instrumental in the and used his rare WHM-6Rk Warhammer to collapse a section of a
battle, as was Leftwich’s expert command of the extremely well- decayed building onto the bandits. The Police have witnessed other
trained Thermo Police. incidents of Cable’s “golden touch,” and he trained his marksmanship
to extreme levels. In fact, Cable used his time for little else.
ETHEL BURDETTE When Captain Hares merged the Police into the Outworlds Alliance
Title/Rank: Lieutenant military, Cable elected to take a handful of remaining members and
Born: 2818 continue their mission. By the time he was forced into retirement
Ethel Burdette was on patrol the day the Flynn raiders cracked from age, attrition, and a perceived betrayal, Clan Snow Raven had
the Thermokarston dome. She managed a fighting retreat into begun to groom the Police for a slightly modified mission.
the city's cavern system, shielding and guiding numerous civilians
along the way. The loss of Ethel’s own family in that attack, and IMOGENE DOCKSTADER
her passion for the surviving population afterward, were deciding Title/Rank: Officer
factors in the Thermo Police continuing their mission after the Born: 3031
abandonment of the planet. Despite her strong emotions, Ethel Special Abilities: Human TRO
employed fair and just means to prevent the misery so common Dockstader's schoolteacher parents emigrated from the Federated
across the Outworlds Wastes. Suns in hopes of improving the education of the Outworlds Alliance's
Burdette’s Ostwar was one of Thermokarston’s few BattleMech population. Despite their own pacifistic leanings, their daughter
units, and despite its primitive construction stood as a freakish turned out to be a natural medic and soldier. These contrasting
terror against the jury-rigged IndustrialMechs and under-equipped skills, and some resulting estrangement from her parents, tended
infantry that the original Thermo Police encountered in many of to manifest itself as a lack of confidence. Regardless, Dockstader’s
their operations. The Ostwar’s missile-based loadout gave Burdette skills were crucial when a young Curse-bearing New Delphian
the option of using less-lethal rounds when civilian casualties woman reached the world of Maripa deep in the Wastes. Dockstader
needed to be avoided. recommended the best route the Police’s young quarry would take
through the world’s scattered settlements in her desperate search
SEYMORE HARES for a mythic Omniss cult cure to the plague from which she suffered.
Title/Rank: Captain Once apprehended, Dockstader was of equal use in containing the
Born: 3012 virulent strain and reducing infections among the villagers.
Upon assuming command of the Thermo Police in the late
3040s, Hares shifted his personal traits from on-the-field heroics to
behind-the-desk pragmatics. Much of Hares' youthful daring was
dulled by juggling the laws and customs of dozens of autonomous
communities scattered across the Outworlds Wastes. He felt
responsible for keeping the various military (and often paramilitary)
officials he worked alongside content and free of conflict with the

5
Thermo Police

ALEC OAK HAVELOCK VANG


Title/Rank: Officer Title/Rank: Officer
Born: 3036 Born: 3029
Special Abilities: Iron Will Vang was born on New Oslo, but half a decade later his parents
Oak was young and inexperienced when he was recruited by the evacuated the nascent Free Rasalhague Republic for the relative
Police in the late 3050s. With that inexperience came an extreme safety of Kaznejoy near the Draconis Combine's spinward edge. He
dose of eagerness and anticipation for what his future with the attended the Sun Tzu School of Combat, studying not just ’Mech
Thermo Police would hold. His assignment to the Command Lance warfare but conventional sniper and counter-sniper operations.
kept with a unit tradition to groom a promising young recruit for A heavy bout of Kaznejoy sunburn, earned after an evening's
leadership by exposing them to the often-complex laws and cultural celebration, caused Vang to miss his graduation. Perceived as an
traditions of Wastes worlds. undisciplined recruit by the schoolmaster, he was assigned to the
Oak was wounded in battle soon after by a deranged survivalist Seventh Pesht Regulars to learn from that unit's many veterans. His
targeting Sergeant Cable’s ’Mech with a concealed Man-Pack first ill-fated deployment was under a keen and ambitious sho-sa—
Particle Cannon. The young warrior was undeterred by that injury, Vance Rezak. Unwilling to join Rezak's Band of the Damned pirates
the expectations of the command staff, or the potential dangers when they deserted from the DCMS, Vang escaped under fire and
surrounding his missions. Oak also had an unusual penchant for was rescued on Helland by the Thermo Police. Earning a place with
“dancing” in his ’Mech, which amused crowds of cheering children the Police, he refused to pilot a standard BattleMech, claiming that
(and adults) on more than one world—exactly the sort of impression such an honor was long lost to him.
the Thermo Police liked to make. Many decades later, Vang allowed his background to be published
Oak’s Dervish, 1-Adam-4, became a staple of the Command by a Tellman IV media outlet. That past seemed to catch up to him
Lance. The lightly armored chassis was sufficient defense for most when soon after he was targeted by agents rumored to be JàrnFòlk
of the Police’s opposition, although likely contributed to Oak’s early skåret. Vang managed to neutralize two of the assassins at long
injuries. Fortunately, the ’Mech's mobility gave Oak the advantage range before falling to the third's pistol. That pistol is on display at
once he gained more experience in combat. the Thermo Police Museum on Tellman IV.

HERSCHELLA “BUS DRIVER” QUISENBERRY KOTORI NOSTRA


Title/Rank: Officer Title/Rank: None
Born: 3011 Born: 3010
Special Abilities: Natural Grace, Stand Aside Never an official member of the Thermo Police, the charismatic
A gifted pilot, Quisenberry's ATAE-70 Uni CargoMech 3-Union-2 Nostra instead operated as a scout and ambassador when the unit
rarely even carried weapons, though she hauled primitive gun encountered new settlements and communities. The Police relied
trailers in her bays at times. Of limited use in firefights, Quisenberry on his intelligence gathering skills during operations in potentially
utterly devoted her attention to walking her ’Mech from point A to hostile surroundings.
point B. Streaking artillery, gaping craters, and whizzing tracer fire Nostra is a descendant of Clan Nova Cat. His freeborn parents
were of no concern, and Quisenberry’s blithe tenacity earned her did not arrive with the Clan Invasion, however—they arrived in
the nickname “Bus Driver.” Her ’Mech was often tasked with carrying the spinward Periphery as members of the late thirtieth-century
food, water, and medical supplies into remote communities. The Clan reconnaissance mission Intelser. After witnessing the dearth
storage capabilities of the Uni were also used to contain rebellious of civilization in the region, and incorrectly assuming the rest of
crowds, hazardous waste, and even captured beasts in cages. the Inner Sphere would be the same, they chose to adopt a small
In November 3071, a sect of Omniss terrorists detonated a community and ready the residents for an unspoken calamity that
thermonuclear warhead in the Alpheratz capital of Famindas. was inevitably approaching. Nostra was indoctrinated with this
The Thermo Police were close by and responded to assist with survivalist mindset and has extremely well-honed wilderness skills.
the wounded. Quisenberry exposed herself to lethal radiation Many outlying settlements benefited from Nostra’s guidance on
making excessive trips into the contaminated zone to deliver food gathering, water purification, and shelter construction. He has
medical supplies. equally benefited from the security the Thermo Police have provided
on many occasions.

6
Thermo Police

KARL KANTER JIERGO LAURENCIO


Title/Rank: Star Captain Title/Rank: Protector
Born: 3098 Born: 3116
Kanter began his career as a Snow Raven reclamation team The Snow Raven-controlled iteration of the Thermo Police
warrior. His placement testing showed high degrees of intelligence includes a zero-gravity probe lance, with which the Ravens hope
and command skill but meager martial abilities. Early in his career, a to locate, investigate, and salvage long-abandoned Star League-
rival jealous of his performance arranged to have Kanter transferred era space habitats and asteroid mining stations scattered across
to the Clan Watch, where he reviewed the comms recorded from the Wastes. Pirates and scavengers often lack the expertise or
Snow Raven naval vessels loaned to other Clans. Kanter showed specialized equipment necessary to make use of such facilities,
promise in the administrative skills required for this task and in but on occasion the Police have needed to be aggressive in their
commanding his unit of Watch technicians. His superiors realized acquisitions. Laurencio’s Bombardier, fitted with Arrow IV artillery
those skills presented an opportunity to acquire the intelligence missiles, opens these operations with a hull-breaching volley.
they desired on the Outworlds Waste settlements and uncover Laurencio is reckless at times, perhaps a side effect of the imprecise
potentially lost resources in that region and beyond. Assigned a nature of his weaponry. This tendency can be tempered during
small team of solahma warriors and merged into the re-constituted more sensitive operations by outfitting 2-Zebra-4 with illumination
Thermo Police, Kanter found the role for which he is best-suited: warheads and laser-inhibiting gas rounds. These LI munitions were
low-intensity combat and high-intensity intrigue. He recently instrumental on Ddraig when the Police disarmed a home-grown
acquired the Kanter Bloodname in a contested Trial of Bloodright. militia who were extorting the small population but armed almost
Loremaster Acton Howe intervened, settling the dispute in Karl's entirely with an unearthed cache of laser rifles.
favor. Detractors suggested that Karl’s interactions with Outworlds
Waste communities required that he possess a surname; indeed,
he found few willing to trust him—or, by extension, the Thermo
Police—without one.

7
Thermo Police

Personnel Roster dark age era


THERMO POLICE (3140)
Command Lance (Heavy Lance)
early succession wars era Star Captain Karl Kanter, Regular, Warhammer IIC 4
THERMOKARSTON POLICE (2852) Section Leader Leland Knox, Veteran, GLT-7-0 Gallant
Command Lance (Heavy Lance) Guardian Brita Bernickeon, Regular, HRC-LS-9000 Hercules
Major Mercer Leftwich, Elite, WHM-6Rb Warhammer Defender Eugene Tyburn, Green, MHL-3MC Marshal
Lieutenant Ethel Burdette, Veteran, OWR-2M Ostwar
Sergeant Allie Sackett, Regular, DV-1S Dervish Pursuit (Probe) Lance (Medium Lance)
Officer Zam Turgo, Regular, BKX-1X BattleAxe Supervisor Meryl Stonecipher, Regular, BHKU-OU Black Hawk-KU
Guardian Ueno Masakado, Regular, Shadow Hawk IIC 7
Striker Lance (Light Lance) Guardian Adelaide, Regular, Dark Crow 3
Sergeant Xeno Cornelius, Veteran, WVR-6R Wolverine Protector Jiergo Laurencio, Elite, BMB-05A Bombardier
Officer Lizzie Carskaddon, Regular, TR-A-6 Toro
Officer Orlin Del Bosque, Green, TR-A-6 Toro Light Battle Lance (Light Lance)
Officer Daeshawn Blahyi, Green, COM-1D Commando Supervisor Bella, Regular, Icestorm Standard
Preceptor Weymouth, Veteran, Piranha 4
Security Lance (Medium Lance) Protector Jaeon, Regular, Morrigan 3
Sergeant Lincoln Anellus, Regular, SDR-5K Spider Protector Carla Manelli, Regular, HVC-P6 Havoc
Officer Donzel Basurto, Veteran, BC XV-M HaulerMech Buster MOD
Officer Verona Welch, Green, QUA-51T Quasit
Officer Aija Maes, Green, QUA-51T Quasit

clan invasion era


M H
Thermokarston Police (2852) Thermo Police (3058)
THERMO POLICE (3058)
Command Lance (Heavy Lance)
Captain Seymore Hares, Veteran, TDR-5S Thunderbolt
Sergeant Thomas Cable, Heroic, WHM-6Rk Warhammer
Officer Imogene Dockstader, Veteran, HRC-LS-9000 Hercules
Officer Alec Oak, Green, DV-6M Dervish H H
Ranger Lance (Medium Lance) M
Sergeant Jack Durrell, Veteran, MLN-1A Merlin
H M
Thermokarston Police (2852) Thermo PoliceL(3058) M M(3140)
Thermo Police M
Officer Arlen Falco, Regular, OWR-2Mb Ostwar
Officer Abanu Alamieyeseigha, Green, VL-5T Vulcan
Officer Mia Kinsella, Green, CLN-7W Chameleon

Security Lance (Medium Lance)


H
Sergeant Teodor Wester-Swain, Veteran, SDR-5K Spider H H
Officer Herschella “Bus Driver” Quisenberry, Veteran, ATAE-70 Uni
M
Officer Havelock Vang, Regular, ATAE-70M Uni
Officer Grady Marshall, Green, PK-6 Peacekeeper
H M
L Thermokarston
M Police (2852) M Thermo Police
M (3058) M Thermo Police
L (3140)
Local Liason
Kotori Nostra, Veteran, CTL-3R2 CattleMaster (Hunter)

H H H

L M M M M L

8
Thermo Police

Descent into Helland


“Regrets? I regret that I can’t
GAME SETUP curse them any more than they
Recommended Terrain: Badlands, Hills already are. The worst part is,
The Attacker designates a home edge; the Defender then chooses a home edge adjacent to they know they’re damned. Hell,
the Attacker’s. they even put it in their name.”
All Defender units deploy in the middle third of the play area, with every unit at least 30 hexes —Officer Havelock Vang
(AS: 60”) from their home edge.
SITUATION
Attacker
Recommended Forces: Thermo Police (Clan Invasion Era) Dante’s Scalp
The Attacker’s forces consist entirely of ’Mechs; however, no more than two-thirds can be Helland
BattleMechs. The Attacker enters from their home edge on Turn 1. Outworlds Wastes
5 December 3048
Defender
Recommended Forces: Band of the Damned The Thermo Police tracked
The Defender is a portion of Vance Rezak’s recently reorganized Band of the Damned, of the perpetrators of a series of
equal value to the Attacker’s forces. No more than one-third of the Defender’s forces can consist raids against outlying Alliance
of BattleMechs; all are piloted by Elite MechWarriors. Half of the Defender’s ’Mechs should be settlements to Helland, a waste
selected from the Draconis Combine and Free Rasalhague Republic column of the Random of a system with little to offer
Assignment Table: Inner Sphere (3048-3052) (see p. 152, Era Report: 3052); the other half should anyone except firm ground on
be selected from the Periphery and Mercenary column of the table (see p. 153, ER:3052). Only which to rendezvous. There
units available in 3039 may be used. they discovered elements
The remaining two-thirds of the Defender’s force consists of light and medium combat of the Band of the Damned,
vehicles with Regular crews. In addition, four Pit Bull Medium Trucks serve as transports for the newly reorganized under the
pirates’ captives. All vehicle selections should come from the Inner Sphere Vehicles Random command of former Sho-sa
Assignment Table (p. 154, ER:3052). Vance Rezak. Upon making
planetfall, the Police realized
the pirates were in the midst
WARCHEST of transferring captives from
Track Cost: 450 a holding area to waiting
DropShips, and quickly moved
Optional Bonuses to intercept the transfer.
+200 Batten Down the Hatches: Apply the Blowing Sand rules (see p. 60, Tactical Operations:
Advanced Rules).

OBJECTIVES
Book 'Em (Attacker Only): Cripple or destroy as many enemy units as possible. [50 per unit]
Hostage Situation (Defender Only): Exit as many of the Pit Bull Trucks or their occupants (see below) off the Defender's home edge as
possible. [100 WP per truckload]

SPECIAL RULES
The following rules are in effect for this track:

Shielding Movement: All of the Attacker’s units may use the Shielding Movement Mode (see p. 17, TO:AR).
Smoke Rounds: All of the Attacker’s units may equip their missile weaponry with smoke missiles (see p. 183, Tactical Operations: Advanced
Units & Equipment)
Prisoner Transport: The Pit Bull Medium Trucks are unarmed, and begin the game under the control of the Defender. Control of each
truck can be seized or reclaimed throughout the game by each side. To seize control of a truck, a unit must end its turn in a hex adjacent
to the truck (AS: within 2”) with no enemy units also adjacent. At the start of the next turn, the truck can be controlled by the side which
claimed control of it.

9
Thermo Police

If either side chooses to fire at a truck, on a result of a cargo hit winds, the confusion caused by the poor visibility gave the well-
or engine explosion, the captives are killed. If a truck is rendered trained Police the edge against the Band's unprepared vehicle crews.
immobile, the crew and their captives will exit the vehicle and MechWarrior Havelock Vang drove one of the captive-carrying
should be treated as a 20-man infantry squad, but unarmed. The trucks, and took the opportunity to defect from the Band of the
same control rules apply. Damned. Vang was a recent Combine recruit caught up in Rezak's
desertion and jumped at the first chance to escape a dishonorable
AFTERMATH life of piracy. His safe delivery of a truckload of civilians earned him
The Thermo Police succeeded in rescuing the pirate captives. the admiration of the Thermo Police and he was recruited for the
Several of their ’Mechs carried smoke rounds and, despite the heavy unit soon after.

10
Thermo Police

Death Finds a Way


GAME SETUP “405 now in progress in grid 12-32. Unit
Recommended Terrain: Heavy Forest #1 and Heavy Forest #2 2-Zebra-4 confirms all 22s are RFS. HQ Actual
Set up two mapsheets with their long edges touching. Randomly determine one standing by to relay new orders. Go ahead HQ.”
short map edge to be the Attacker’s home edge. “2-Zebras enter the 12-32 target. RFS all further
resistance. Authorization K One.”
Attacker “Copy HQ.”
Recommended Forces: Thermo Police Probe Lance (Dark Age Era) “Copy HQ.”
The Attacker’s small force consists entirely of BattleMechs. The Attacker enters “Cop—”
from their home edge on Turn 1. “Sir, remove all resistance from service? Please
restate, I had secondary explosions.”
Defender “Zebra 4, that is confirmed. RFS all.”
The defender is composed of irregular units who have made the orbital “Copy HQ. Zebra 4 acknowledges. KMG 3-6-5.”
Greenhouse complex their home. The Defender places three static gun “Target 12-32 inner airlock operational. No
emplacements (see Special Rules below) per mapsheet a minimum of 6 hexes (AS: need to breach. Whoa! Look at that! It…it’s like
12”) from any map edge. a garden in here…for…giants?”
Sixteen Beast-Mounted Infantry units with Gunnery Skill 2 (AS: Skill 2) comprise “But who are the gardeners?”
“Supervisor! I have smoke trails inbound! We
the remainder of the Defender’s force. The Defender may place these units anywhere
are UHA!”
on the mapsheets, but they must begin the game a minimum of 6 hexes (AS: 12”)
“Return fire 2-Zebras, no need to check targets
from any map edge and a minimum of 2 hexes (AS: 4”) from each other. here. Authorization is K One!”
“More smoke trails! Sir! I have movement in the
WARCHEST trees!”
Track Cost: 300 “Return fire, return fire!”

Optional Bonuses SITUATION


+200 Looks Clear: Deploy up to two-thirds of the Defender’s Force as Hidden Habitat G-95t “Greenhouse”
Units (see p. 259, TW) anywhere on the battlefield. Thazi Orbital Space
–100 We Should Not Have Eaten Our Guests: The Defender’s decaying gun Outworlds Wastes
emplacements possess only half their normal CF and AF (see Special Rules below). 20 May 3140

OBJECTIVES The Raven Alliance Watch deployed the


Thermo Police to the far edge of the Outworlds
1. Clean House (Attacker Only): Destroy all of the Defender’s static gun
Wastes after uncovering files detailing a
emplacements and units [400]
large, barely operational orbital facility in
2. Death to the Invaders (Defender Only): Destroy the Attacker’s units. [100 the Thazi system. Star Captain Kanter’s Star
per unit] League records research implied the station
could be an experimental mass driver launch
SPECIAL RULES facility. Once in system, Kanter released his
The following rules are in effect for this track: zero-gravity Probe Lance to clear away some
scant resistance in the form of barely operable
satellite turrets. The Probe Lance breached the
Gun Emplacements: Scattered across the habitat’s heavy forests are defensive
station’s hull and proceeded to explore within.
gun emplacements. These emplacements are considered single-hex, Level 1
In the centuries of seclusion that had passed,
Medium Buildings with a CF of 40 and an Armor Factor of 40 (p. 128, TO:AR). They
the original inhabitants subsisted on a vast
are armed with one roof-located ’Mech Mortar 2 (p. 136, TO:AUE) per emplacement chemically overgrown solar garden. They and
with 2 tons of Armor Piercing ammunition (24 shots). The gunnery crews have a their gigantic warbeasts were exceedingly
Gunnery Skill 3 (AS: Skill 3). (See Gun Emplacements, p. 115, TO:AR). hostile. Kanter issued orders to clear the
Kreighund: The Defenders also make use of Beast-Mounted Infantry riding facility of inhabitants and uncover the mystery
Monstrous-sized, gaunt, fur-covered canines called Kreighund. These beasts of the “Greenhouse.”
weigh 20 tons, have 3 MP, deal 3 Vehicular damage at point-blank range (from
their crushing weight and slashing claws), yield a damage divisor of 2, and carry

11
Thermo Police

4 troopers armed with 2 Medium Recoilless Rifles with 1 ton of AFTERMATH


ammunition each (20 shots). They may not make Anti-’Mech Leg or Continuous mortar barrages fell on the Probe Lance as they
Swarm Attacks and receive a –2 To-Hit Modifier for attacks directed scattered into the gigantic and heavily overgrown garden.
at them due to their size. Kreighund ignore movement penalties for Protector Laurencio’s rocket blasts tore down the hostile
passing through Light and Heavy Woods hexes. (See Beast-Mounted emplacements and Supervisor Stonecipher’s hatchet was barely
Infantry, pp. 107-108, TO:AUE). adequate against the Kreighund. Once the mortars were silenced,
Electromagnetic Interference: Ancient station systems the inhabitants surrendered and Star Captain Kanter cancelled
continue to generate a surprising amount of background his extermination order. An exhaustive survey of the station
electromagnetic interference that does not seem to affect the provided no evidence of a mass driver and the Greenhouse turned
locals. The Attacker’s units suffer the effects of Electromagnetic out to be just that—an attempt by Star League Department of
Interference (see p. 53, TO:AR). In addition, the station has a lower Mega-Engineering scientists to create an artificial breadbasket
rotational gravity of .75 G that the natives have spent generations that could orbit planets lacking their own sufficient food
growing accustomed to, but the Attacker’s units have not. resources. Decades earlier, a pirate band had constructed crude
Attacking units should follow the High/Low Gravity rules for .75 weapons manufacturing facilities onboard before falling prey
G (see p. 53, TO:AR). to the xenophobic natives. Regrettably, the solar radiation and
Ceiling: The Greenhouse ceiling is immune to weapons fire but automated fertilization chemicals involved in the rampant floral
does not allow movement beyond Level 3 in height. growth were apparently unique to the Thazi system.

TOTAL WARFARE / ALPHA STRIKE SPECIAL COMMAND ABILITIES


Regional Specialization—Outworlds Alliance, Shielding (2852); Regional Specialization—Outworlds Wastes, Shielding (3058);
Regional Specialization—Outworlds Wastes, Tactical Adjustments (3140)

STRATEGIC BATTLEFORCE FORMATION


Formation Type Size Move JUMP T. Move TMM Tactics Morale Skill PV Formation Specials
Thermokarston Police (2852) BM 2 5l 1 — 2 5 7 4 100 —

Units Type Size Move JUMP T. Move TMM Arm S M L Skill PV Unit Specials
Command Lance BM 3 4I 0 — 1 15 4 5 2 3 43 IF1
Striker Lance BM 1 5l 1 — 2 9 2 3 2 4 31 IF1
Security Lance BM 2 5l 1 — 2 10 2 2 1 4 26 IF1

Formation Type Size Move JUMP T. Move TMM Tactics Morale Skill PV Formation Specials
Thermo Police (3058) BM 3 5l 1 — 2 4 6 3 112 CT1

Units Type Size Move JUMP T. Move TMM Arm S M L Skill PV Unit Specials
Command Lance BM 3 5l 1 — 2 14 4 4 2 2 48 IF1
Ranger Lance BM 3 5l 2 — 2 13 4 4 2 4 41 RCN
Security Lance BM 2 4l 1 — 1 12 2 2 0 3 23 CT1

Formation Type Size Move JUMP T. Move TMM Tactics Morale Skill PV Formation Specials
Thermo Police (3140) BM 2 6l 2 — 2 4 7 4 138 —

Units Type Size Move JUMP T. Move TMM Arm S M L Skill PV Unit Specials
Command Lance BM 3 4l 1 — 1 16 6 5 3 4 52 —
Battle Lance BM 3 5l 3 — 2 12 4 4 1 3 46 ARTAIS-1(1)
Light Pursuit Lance BM 1 9l 1 — 3 7 4 4 0 4 40 RCN, TAG

ABSTRACT COMBAT SYSTEM COMBAT TEAMS


Combat Team Type Size Move TMM T. Move Arm S M L Skill PV Combat Team Specials
Thermokarston Police (2852) BM 2 5 2 — 11 3 3 3 4 33 —
Thermo Police (3058) BM 3 5 2 — 13 3 3 1 3 37 CT1
Thermo Police (3140) BM 2 6 3 — 12 5 4 1 4 46 —

12
Thermokarston Police (2852)
command lance
Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Command Lance (CO, p. 63; AS:CE p. 120)
BV: 4,579 (Not adjusted for Skill Ratings)
PV: 151 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermokarston Police (2852).


Formation Bonus Abilities apply to this lance only.
Thermokarston Police (2852)
striker lance
Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Striker Lance (CO, p. 66; AS:CE p. 118)
BV: 3,387 (Not adjusted for Skill Ratings)
PV: 95 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermokarston Police (2852).


Formation Bonus Abilities apply to this lance only.
Thermokarston Police (2852)
security lance
Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Security Lance (CO, p. 65; Combat Manual: Mercenaries (CM:M), p. 94)
BV: 2,200 (Not adjusted for Skill Ratings)
PV: 78 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermokarston Police (2852).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3058)
command lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Command Lance (CO, p. 63; AS:CE p. 120)
Thomas Cable (Warhammer) Special Pilot Abilities: Lucky (4) (CO, p. 77; AS:CE, p. 97), Marksman (CO, p. 77; AS:CE, p. 97).
Imogene Dockstader (Hercules) Special Pilot Abilities: Human TRO (CO, p. 76; AS:CE, p. 97)
Alec Oak (Dervish) Special Pilot Abilities: Iron Will (CO, p. 76; AS:CE, p. 97)
BV: 5,663 (Not adjusted for Skill Ratings)
PV: 181 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermo Police (3058).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3058)
ranger lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Ranger Lance (CO, p. 67; AS *see below)
BV: 5,042 (Not adjusted for Skill Ratings)
PV: 125 (Adjusted for Skill Ratings)

*Alpha Strike Ranger Lance Bonus Ability: At the beginning of play, 75 percent of the units in this Formation receive one Terrain Master
SPA (AS:CE, pp 100–101). The same Terrain Master variation must be assigned to these units.

Special Command Abilities apply to entire Thermo Police (3058).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3058)
security lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
Formation: Security Lance (CO, p. 65; CM:M, p. 94)
Herschella Quisenberry (Uni ATAE-70) Special Pilot Abilities: Natural Grace (CO, p. 79; AS:CE, p. 98), Stand Aside (CO, p. 81; AS:CE, p. 99)
BV: 2,439 (Not adjusted for Skill Ratings)
PV: 75 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermo Police (3058).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3140)
command lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
Formation: Command Lance (CO, p. 63; AS:CE p. 120)
BV: 7,097 (Not adjusted for Skill Ratings)
PV: 160 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermo Police (3140).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3140)
probe lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
Formation: Pursuit/Probe Lance (CO, p. 65; AS:CE p. 120)
BV: 6,807 (Not adjusted for Skill Ratings)
PV: 155 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermo Police (3140).


Formation Bonus Abilities apply to this lance only.
Thermo Police (3140)
light battle lance
Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
Formation: Light Battle Lance (CO, p. 63; AS:CE p. 118)
BV: 4,436 (Not adjusted for Skill Ratings)
PV: 126 (Adjusted for Skill Ratings)

Special Command Abilities apply to entire Thermo Police (3140).


Formation Bonus Abilities apply to this lance only.
ARMOR DIAGRAM
Head ( 9 )
Left Torso Right Torso
( 22 ) ( 22 )

BATTLEMECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: Warhammer WHM-6Rk Name:
Movement Points: Tonnage: 70
Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere
Running: 8 Rules Level: Advanced Hits Taken 1 2 3 4 5 6
Jumping: 0 Role: Skirmisher Consciousness # 3 5 7 10 11 Dead

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 PPC LA 10 10 [DE] 3 6 12 18
1 PPC RA 10 10 [DE] 3 6 12 18
Center
1 Medium Laser LT 3 5 [DE] — 3 6 9 Left Arm Torso Right Arm
1 Small Laser LT 1 3 [DE] — 1 2 3 ( 20 ) ( 33 ) ( 20 )
1 Machine Gun LT — 2 [DB,AI] — 1 2 3
1 SRM 6 RT 4 2/Msl [M,C,S] — 3 6 9
1 Medium Laser RT 3 5 [DE] — 3 6 9
1 Small Laser RT 1 3 [DE] — 1 2 3 Left Right
Leg Center Leg
1 Machine Gun RT — 2 [DB,AI] — 1 2 3
( 28 ) Torso ( 28 )
( 10 )

LeftRight
Ammo: (Machine Gun) 200, (SRM 6) 15 Torso Rear Torso Rear
(8) (8)

BV: 1,621

INTERNAL STRUCTURE DIAGRAM Heat


CRITICAL TABLE Head Scale
Head Left Torso ( 15 ) Right Torso ( 15 ) Overflow
Left Arm 1. Life Support Right Arm
1. Shoulder 2. Sensors 1. Shoulder
2. Upper Arm Actuator 3. Cockpit 2. Upper Arm Actuator 30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. PPC 5. Sensors 1-3 4. PPC
29
5. PPC 6. Life Support 5. PPC 28*
6. PPC 6. PPC Left Right 27
Arm Arm 26*
1. Roll Again Center Torso 1. Roll Again
( 11 ) ( 11 )
2. Roll Again 1. XL Fusion Engine 2. Roll Again 25*
3. Roll Again 2. XL Fusion Engine 3. Roll Again Center 24*
4-6 4. Roll Again 3. XL Fusion Engine
4-6 4. Roll Again Torso
23*
5. Roll Again 1-3 4. Gyro 5. Roll Again ( 22 )
6. Roll Again 6. Roll Again 22*
5. Gyro Left Right
6. Gyro 21
Leg Leg
( 15 ) ( 15 ) 20*
1. Gyro
Left Torso 2. XL Fusion Engine Right Torso 19*
1. XL Fusion Engine 3. XL Fusion Engine 1. XL Fusion Engine 18*
2. XL Fusion Engine 4-6 4. XL Fusion Engine 2. XL Fusion Engine 17*
3. XL Fusion Engine 3. XL Fusion Engine
1-3 4. Medium Laser
5.
6.
Ammo (Machine Gun) 200
Roll Again
1-3 4. SRM 6
HEAT DATA 16
Double Heat Sinks: 15*
5. Small Laser 5. SRM 6 Heat
15 (30)
6. Machine Gun Engine Hits 6. Medium Laser Level* Effects 14*
Gyro Hits 30 Shutdown 13*
1. Double Heat Sink 1. Small Laser
Sensor Hits 28 Ammo Exp, avoid on 8+
2. Double Heat Sink 2. Machine Gun
26 Shutdown, avoid on 10+ 12
3. Double Heat Sink Life Support 3. Ammo (SRM 6) 15 11
4-6 4-6 25 -5 Movement Points
4. Roll Again 4. Roll Again
24 +4 Modifier to Fire 10*
5. Roll Again 5. Roll Again
23 Ammo Exp, avoid on 6+
6. Roll Again 6. Roll Again 9
22 Shutdown, avoid on 8+
20 -4 Movement Points 8*
19 Ammo Exp, avoid on 4+ 7
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire
5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 -3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
5. Roll Again 5. Roll Again 10 -2 Movement Points 2
Damage Transfer
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
Diagram 1
5 -1 Movement Points
0

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