Catalyst 35QS001 - Quick-Strike Cards - Technical Readout 3060 OEF.pdf

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BattleTech: Quick-Strike Technical Readout 3060 Unit Cards
TM
TM
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QUICK STRIKE RULES GAME AID
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INTRODUCTION
• Special: Special abilities and features are described in the
abbreviations shown here. (See pp. 342-354, Strategic Opera-
tions , for more information.)
• ID (on reverse): Use this area to identify individual BattleMechs
in the event that multiple ’Mechs of the same design are used.
In the advanced core rulebook Strategic Operations , we intro-
duced our players to a special new way to play BattleTech dubbed
the Quick-Strike Rules . A hybrid of classic miniatures play and the
BattleForce tactical system, the Quick-Strike Rules (as presented on
pp. 400-409 of Strategic Operations ) o ers players the change to
rapidly resolve BattleTech -scale combat with a far more condensed
approach in terms of gameplay statistics and the like, statistics that
are also compatible with the BattleForce tactical game play system.
Within this electronic booklet are the complete statistics for virtu-
ally all of the BattleMechs, ghters, combat vehicles and naval vessels
featured in Technical Readout: 3060 , converted for use in BattleTech
games played using the Quick-Strike Rules system. The full Total War-
fare statistics for these units may be found in Technical Readout: 3060 .
BATTLEFORCE
The Quick-Strike Rules system draws so much on those of Battle-
Force that the statistics effectively translate the same way. The
only signi cant di erence, in fact, is that the movement rates in
BattleForce are measured in mapsheet hexes instead of in inches on
hex-less terrain.
CREDITS
HOW TO USE THIS BOOK
The Quick-Strike cards provided in these pages are designed to be
printed, cut out, folded over, and pasted for ease of handling and
storage. Players so inclined may even have these cards laminated to
preserve them better over time and frequent use. Each card, when
properly cut and folded, will feature the Quick-Strike Rules gameplay
data on one side and an area to note scenario information on the
other. An image of the unit also appears on these cards, so that play-
ers unfamiliar with the various units (but who have access to their
miniatures) can match the unit with its corresponding image.
Project Development
Matt Heerdt
Development Assistance
Herbert A. Beas II
BattleTech Line Developer
Herbert A. Beas II
Writing
Herbert A. Beas II
Production Sta
Cover Illustration
Cover Design and Layout
Matt Heerdt
Illustrations
QUICK STRIKE BATTLETECH
The Quick-Strike Rules system is a simple adaptation of the Battle-
Force gameplay system using more exible tactical-scale miniature
rules. While the full BattleForce rules are found in Strategic Opera-
tions , players can download a free PDF of the BattleForce Quick-Start
Rules to get a feeling for that tactical game system and how it
meshes with the Miniatures Rules to create the Quick-Strike Rules .
The statistics shown on each card include the following data:
• Unit Size (Size): A numerical value indicating its weight class.
(1 = Light, 2 = Medium, and so forth.)
• Movement (Move): The number of inches the unit may move in
gameplay. (If a “j” appears afterward, the unit can jump.) Note: In
Quick-Strike play, movement is inch-based instead of hex-based
as in normal BattleForce play. The number shown has been
doubled from the unit’s normal BattleForce movement value.
• Skill: This blank area is where the player can indicate the base
to-hit number for the unit. (A 4 is a common regular score, while
a 1 or a 0 indicates an elite warrior.)
• Damage values at each range bracket—S (+0), M (+2), and
L (+4): This is the number of points of damage the unit will
deliver at Short, Medium, and Long range, respectively.
• Overheat Value (OV) and Heat Scale: This indicates the
number of added points of damage the unit can deliver in
exchange for suffering overheat effects. (Overheating is
tracked on the heat scale. If this scale reaches—or exceeds—
“S”, the unit is shutdown.)
• Armor and Structure (A and S): These bubbles indicate how
many points of Armor and Structure damage the unit can
sustain before being destroyed. (Damage to the structure dra-
matically increase the chance of critical damage.)
Doug Chafee
David R. Deitrick
Dana Knutson
Chris Lewis
Kevin Long
Duane Loose
Mike Nielson
BattleForce Statistics
Joshua Franklin and Chris Marti
BattleForce Fact Check/Playtesting
Max Prohaska and Johannes Heidler
Proo ng & Statistics Project Management
Joel Bancroft-Connors
Project Conception
Ray Arrastia & Matt Heerdt
STAR LEAGUE ERA
CLAN INVASION ERA
JIHAD ERA
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
Under License From
©2010 The Topps Company, Inc. All Rights
Reserved. Quick-Strike: Technical Readout
3060 Unit Cards, Classic BattleTech,
BattleTech, BattleMech, ’Mech and Topps logo
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 Productions, LLC.
CAT35QS001
®
Doug Cha ee
Brent Evans
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VEHICLES
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CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ANHUR TRANS.
(STANDARD)
7 Points
ANHUR TRANS.
(STANDARD)
ID:
SIZE: 1 MOVE: 8v (16v) SKILL:
S (+0)
M (+2)
L (+4)
2
2
0
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: ENE, IT7, SRCH, ATMO
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QUICK-STRIKE STATS
QUICK-STRIKE STATS
CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ARES MEDIUM TANK
(PLASMA)
12 Points
ARES MEDIUM TANK
(PLASMA)
ID:
SIZE: 2 MOVE: 5t (10t) SKILL:
S (+0)
M (+2)
L (+4)
3
3
3
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: IF2, TUR(1/1/1), HT1,
CASE, SRCH
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QUICK-STRIKE STATS
QUICK-STRIKE STATS
CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ARES MEDIUM TANK
(STANDARD)
12 Points
ARES MEDIUM TANK
(STANDARD)
ID:
SIZE: 2 MOVE: 5t (10t) SKILL:
S (+0)
M (+2)
L (+4)
2
2
2
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: IF2, TUR(1/1/1),
CASE, SRCH
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TM
QUICK-STRIKE STATS
QUICK-STRIKE STATS
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CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ASSHUR ART.
SPOTTER (STANDARD)
9 Points
ASSHUR ART.
SPOTTER (STANDARD)
ID:
SIZE: 1 MOVE: 9h (18h) SKILL:
S (+0)
M (+2)
L (+4)
0
0
0
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: TUR(3/3/0), CASE,
TAG, SRCH
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QUICK-STRIKE STATS
QUICK-STRIKE STATS
CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ASSHUR FAST
RECON. VEHICLE (PAC)
3 Points
ASSHUR FAST
RECON. VEHICLE (PAC)
ID:
SIZE: 1 MOVE: 9h (18h) SKILL:
S (+0)
M (+2)
L (+4)
0
0
0
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: TUR(1/1/0), CASE,
SRCH
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QUICK-STRIKE STATS
QUICK-STRIKE STATS
CUT ALONG DOTTED LINE AND FOLD IN MIDDLE
ASSHUR FAST RECON.
VEHICLE (STANDARD)
10 Points
ASSHUR FAST RECON.
VEHICLE (STANDARD)
ID:
SIZE: 1 MOVE: 9h (18h) SKILL:
S (+0)
M (+2)
L (+4)
1
0
0
OV: 0 | HEAT SCALE 1 2 3 S
A:
S:
SPECIAL: TUR(3/3/0), CASE,
SRCH
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QUICK-STRIKE STATS
QUICK-STRIKE STATS
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