Nightlord Battleship (2932)
Nightlord Battleship (2932)
Capital Scale
Nose Damage Threshold
(Total Armor)
35 ( 350 )
+1 +2 +3 D
VELOCITY RECORD Left
Right +1 +2 +3 D
Turn # 1 2 3 4 5 6 7 8 9 10
Thrust Engine -1 -2 -3 -4 -5 D
Velocity
Effective Velocity
Altitude
HEAT DATA
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust
Heat Sinks: Heat Generation Per Arc:
Nose: 429
Velocity 2702 Left/Right Fore: 391/391
Effective Velocity
Altitude (5404) Left/Right Broadsides: 626/626
Left/Right Aft: 391/391
Aft: 429
© 2024 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
A
Advanced F B
Movement
Compass E C
WARSHIP RECORD SHEET (REVERSE) D
%s DATA (Cont.) ADVANCED MOVEMENT
Type: Nightlord Battleship (2932) A vector is active if thrust is applied while the unit is facing that hexside.
Name: A vector is inactive if the unit spends no thrust to move through that
hexside.
Weapons & Equipment Inventory Each time a unit spends thrust, note down that number on the record
Standard Scale (1-6) (7-12) (13-20) (21-25)
sheet in the appropriate vector (the vector of the unit's facing). Next,
determine the effect of spending thrust by consolidating the active vectors.
Qty Type Loc Ht SRV MRV LRV ERV
First, consolidate any active opposing vectors (see Opposing Vectors
2 ER Large Laser NOS 24 2 (20) 2 (20) 2 (20) 2 (20) diagram) by subtracting the lowest thrust value from both vectors, reducing
2 ER Large Laser FLS/FRS 24 2 (20) 2 (20) 2 (20) 2 (20) one vector to 0.
2 ER PPC FLS/FRS 30 3 (30) 3 (30) 3 (30) — Next, consolidate the oblique vectors (see Oblique Vectors diagram).
When any pair of oblique vectors is active, subtract the lowest of the two
2 ER Large Laser LBS/RBS 24 2 (20) 2 (20) 2 (20) 2 (20)
thrust values from both vectors (or from both if they are equal), reducing
2 ER Large Laser ALS/ARS 24 2 (20) 2 (20) 2 (20) 2 (20) one (or both) oblique vectors to 0, and add the same value to the thrust
2 ER PPC ALS/ARS 30 3 (30) 3 (30) 3 (30) — value of the vector in between.
2 ER Large Laser AFT 24 2 (20) 2 (20) 2 (20) 2 (20) After consolidating all vectors, a unit should have no more than two
active vectors.
Grav Decks: A A A
F B F B F B
Grav Deck #1: 140-meters Grav Deck #2: 140-meters OPPOSING VECTORS
If both vectors marked with E C E C E C
D D D
arrows are active, subtract an
Cargo: equal amount from both until only
Bay 1: Fighter (20) (4 Doors) one of them is active.
A
Bay 2: Mech (100) (3 Doors) F B
A X A
Bay 3: Cargo (159,174.5) (0 Doors) F B F B
OBLIQUE VECTORS E
D
C
X
If both vector markers are E C E C
D D
active, subtract an equal amount
X
from both and add that amount to X
A A
vector X. F B F B
X A
E C F B E C
D X D
E C
D
VELOCITY RECORD
Turn Velocity
# Thrust Facing A B C D E F Fuel
1 / / / / / /
2 / / / / / /
3 / / / / / /
4 / / / / / /
5 / / / / / /
6 / / / / / /
7 / / / / / /
8 / / / / / /
9 / / / / / /
10 / / / / / /
11 / / / / / /
12 / / / / / /
13 / / / / / /
14 / / / / / /
15 / / / / / /
16 / / / / / /
17 / / / / / /
18 / / / / / /
19 / / / / / /
20 / / / / / /
© 2024 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.