Ranger Carrier Purity
Ranger Carrier Purity
Capital Scale
Nose Damage Threshold
(Total Armor)
46 ( 458 )
Grav Decks:
Grav Deck #1: 150-meters Grav Deck #2: 150-meters
Cargo:
Bay 1: Fighter (300) (14 Doors)
Bay 2: Small Craft (40) (3 Doors)
Bay 7: Cargo (104,853) (4 Doors) Aft-Left Damage Aft-Right Damage
Threshold (Total Armor) Threshold (Total Armor)
44 ( 438 ) 44 ( 438 )
+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: 1074
Velocity 2200 Left/Right Fore: 1024/1024
Effective Velocity
Altitude (4400) Left/Right Broadsides: 1128/1128
Left/Right Aft: 290/290
Aft: 994
© 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: Ranger Carrier Purity 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
10 ER Large Pulse Laser NOS 130 10 (100) 10 (100) 10 (100) — diagram) by subtracting the lowest thrust value from both vectors, reducing
10 ER PPC NOS 150 15 (150) 15 (150) 15 (150) — one vector to 0.
10 HAG/40 (300 rounds) NOS 80 32 (320) 24 (240) 24 (240) — Next, consolidate the oblique vectors (see Oblique Vectors diagram).
When any pair of oblique vectors is active, subtract the lowest of the two
10 Laser AMS NOS 50 3 (30) — — — thrust values from both vectors (or from both if they are equal), reducing
10 ER Large Pulse Laser FLS/FRS 130 10 (100) 10 (100) 10 (100) — one (or both) oblique vectors to 0, and add the same value to the thrust
10 ER PPC FLS/FRS 150 15 (150) 15 (150) 15 (150) — value of the vector in between.
10 HAG/40 (300 rounds) FLS/FRS 80 32 (320) 24 (240) 24 (240) —
After consolidating all vectors, a unit should have no more than two
active vectors.
10 ATM 12 (100 rounds) LBS/RBS 80 15 (150) 10 (100) 5 (50) 5 (50)
10 ER Large Pulse Laser LBS/RBS 130 10 (100) 10 (100) 10 (100) — A A A
F B F B F B
10 HAG/40 (300 rounds) LBS/RBS 80 32 (320) 24 (240) 24 (240) — OPPOSING VECTORS
10 Laser AMS LBS/RBS 50 3 (30) — — —
If both vectors marked with E C E C E C
D D D
arrows are active, subtract an
10 HAG/40 (300 rounds) ALS/ARS 80 32 (320) 24 (240) 24 (240) — equal amount from both until only
10 ATM 12 (100 rounds) ALS/ARS 80 15 (150) 10 (100) 5 (50) 5 (50) one of them is active.
A
10 ER Large Pulse Laser ALS/ARS 130 10 (100) 10 (100) 10 (100) — F B
A X A
10 ER Large Pulse Laser AFT 130 10 (100) 10 (100) 10 (100) — F B F B
OBLIQUE VECTORS E
D
C
X
10 ER PPC AFT 150 15 (150) 15 (150) 15 (150) — If both vector markers are E C E C
D D
10 HAG/40 (300 rounds) AFT 80 32 (320) 24 (240) 24 (240) — active, subtract an equal amount
X
10 Laser AMS AFT 50 3 (30) — — — 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.
ARMOR DIAGRAM
Capital Scale
Nose Damage Threshold
(Total Armor)
26 ( 259 )
Grav Decks:
Grav Deck #1: 150-meters Grav Deck #2: 150-meters
Cargo:
Bay 1: Fighter (162) (8 Doors)
Bay 2: Small Craft (40) (3 Doors)
Bay 8: Cargo (196,180) (10 Doors)
Aft-Left Damage Aft-Right Damage
Threshold (Total Armor) Threshold (Total Armor)
24 ( 232 ) 24 ( 232 )
Fuel Points: 35,000
A Aft Damage Threshold
Features Mobile HPG
Advanced F B (Total Armor)
Movement 21 ( 209 )
BV: 99,339 Compass E C
D
PILOT DATA CRITICAL DAMAGE
Gunnery Skill: Piloting Skill:
Avionics +1 +2 +5 Life Support +2
Hits Taken 1 2 3 4 5 6
Modifier +1 +2 +3 +4 +5 Incp. CIC 2 4 D
+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: 940
Velocity 2200 Left/Right Fore: 940/940
Effective Velocity
Altitude (4400) Left/Right Broadsides: 940/940
Left/Right Aft: 0/0
Aft: 940
© 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.