Behemoth Heavy Tank (Standard)

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ARMOR DIAGRAM

Front Armor
( 46 )

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: Behemoth Heavy Tank (Standard) Crew:
Movement Points: Tonnage: 100
Gunnery Skill: Driving Skill:
Cruising: 2 Tech Base: Inner Sphere
Flanking: 3 Rules Level: Introductory
Movement Type: Tracked Role: Juggernaut Commander Hit +1 Driver Hit +2

Right S ide Armor ( 38 )


Engine Type: ICE Modifier to all skill rolls Modifier to Driving skill rolls

Le ft S ide Armor ( 38 )
Weapons & Equipment Inventory (hexes) Turre t Armor
Qty Type Loc Dmg Min Sht Med Lng ( 46 )
4 LRM 5 FR 1/Msl [M,C,S] 6 7 14 21 CRITICAL DAMAGE
2 Machine Gun FR 2 [DB,AI] — 1 2 3
Turret Locked Engine Hit
2 SRM 2 FR 2/Msl [M,C,S] — 3 6 9
Sensor Hits +1 +2 +3 D
1 Machine Gun RS 2 [DB,AI] — 1 2 3 Motive System Hits +1 +2 +3
1 SRM 2 RS 2/Msl [M,C,S] — 3 6 9 Stabilizers
1 Machine Gun LS 2 [DB,AI] — 1 2 3 Front Left Right
1 SRM 2 LS 2/Msl [M,C,S] — 3 6 9 Rear Turret
2 SRM 6 TU 2/Msl [M,C,S] — 3 6 9
2 AC/10 TU 10 [DB,S] — 5 10 15
NOTES

Ammo: (AC/10) 20, (LRM 5) 48, (Machine Gun) 200, (SRM 2) 50,
(SRM 6) 30

BV: 1,173 Rear Armor


( 40 )

GROUND COMBAT VEHICLE HIT LOCATION MOTIVE SYSTEM DAMAGE TABLE


ATTACK DIRECTION 2D6 ROLL EFFECT*
FRONT REAR SIDES 2-5 No Effect
2* Front (critical) Rear (critical) Side (critical) 6-7 Minor damage; +1 modifier to all Driving Skill Rolls
3 Front† Rear† Side† 8-9 Moderate damage; -1 Cruising MP, +2 modifier to all
4 Front† Rear† Side† Driving Skill Rolls
5 Right Side† Left Side† Front† 10-11 Heavy damage; only half Cruising MP (round fractions up),
6 Front Rear Side +3 modifier to all Driving Skill Rolls
7 Front Rear Side 12 Major damage; no movement for the rest of the game
8 Front Rear Side (critical)* Vehicle is immobile.
9 Left Side† Right Side† Rear†
10 Turret Turret Turret Attack Direction Modifier: Vehicle Type Modifier:
11 Turret Turret Turret Hit from rear +1 Tracked, Naval +0
12* Turret (critical) Turret (critical) Turret (critical) Hit from the sides +2 Wheeled +2
Hovercraft, Hydrofoil +3
WiGE +4
* A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
modifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflicting
12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls a +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7
once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192, inTotal Warfare for more information). has no additional effect. This means the maximum Driving Skill Roll modifier that can be
A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle has inflicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
to 0, it cannot move for the rest of the game, but is not considered an immobile target. In
no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction. addition, all motive system damage takes effect at the end of the phase in which the damage
† The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in occurred. For example, if two units are attacking the same Combat Vehicle during the
Weapon Attack Phase and the frst unit inflicts motive system damage and rolls a 12, the -4
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192, in immobile target modifier would not apply for the second unit. However, the -4 modifier would
Total Warfare for more information). take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while
§ Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results over a Depth 1 or deeper water hex, it sinks and is destroyed.
strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

GROUND COMBAT VEHICLE CRITICALS TABLE


LOCATION HIT
FRONT SIDE REAR TURRET
2-5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition** Ammunition**
12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

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