Battletech record sheets 30489/21/2023 Players who own those Record Sheets will find the same units presented in Record Sheets: Clan Invasion. The entries in this PDF are reprinted-albeit with the current BattleTech logo and artwork-from Record Sheets: 3050 Upgrade Unabridged- Clan & Star League, Record Sheets: 3055 Upgrades Unabridged, Record Sheets: 3055 Upgrades Unabridged, Record Sheets: 3060 Unabridged, Record Sheets: 3067 Unabridged, and Record Sheets: 3085 Unabridged- Project Phoenix. There, the destruction of Clan Smoke Jaguar and the defeat of the Clans in the Great Refusal ended the invasion.īattleTech Record Sheets: Clan Invasion offers players the record sheets for all the ‘Mechs detailed in BattleTech Technical Readout: Clan Invasion, 478 in total. With the clock ticking, the Inner Sphere’s elite took the battle directly to the Clan Homeworlds. At first sweeping all before them with their advanced technologies, the Clans met defeat at the Battle of Tukayyid and were stymied by a 15-year truce. On 27 September 3048, the ComStar Explorer Corps JumpShip Outbound Light stumbled onto the Clan Homeworlds, setting in motion a massive invasion of the Inner Sphere by the Clans. Unlike Record Sheets: Succession Wars, this book does not include additional variants of 'Mechs featured in this book. However, not all 'Mechs from those previous Record Sheet books are present here. Players who previously purchased those books will find those 'Mechs in this product. With all four of its primary weapons suffering from minimum ranges, a MechWarrior in a DVS-2 will want to stay at least 3 hexes away from their targets.This book is part of a series of introductory Record Sheets being published in concert with the era-themed Technical Readout: Clan Invasion.Ī BattleMech-only product, this is a collection of previously published Record Sheets. Then up close, it has three forward-firing medium lasers and one to cover its rear arc. Those four weapons give it the ability to deal 50 damage at long ranges. Its two gauss rifles can fire out to 22 hexes and then they are supported by two PPCs that can fire out to 18 hexes. The Devastator DVS-2 has a powerful long-range arsenal. While such a blast won’t usually be enough to destroy the Devastator, it will spread into the adjacent torso where it will have a chance to damage its vulnerable engine. The gauss rifles in its arms also mean that a critical hit in either arm has a 64% chance of resulting in an internal explosion. If that thick armor is breached though, its XL engine means that it is incapable of surviving the loss of either side torso. Its 296 points of armor put it at 96% of what its chassis can carry and the average for a ’Mech of its tonnage. The DVS-2 has good armor protection, but it suffers from some internal drawbacks. This thread is for all issues and problems with the two PDF-only Record Sheets: 3058 Unabridged volumes (Inner Sphere and Clan & Star League). In a defensive role, it will do better standing still in a protected location than trying to use evasive maneuvering. That means that it can at best achieve a +2 target movement modifier, but most turns will only be at +1 when running and +0 when walking due to needing to turn or deal with terrain. It has 3 walking MP and 5 running MP with no jump jets. The Devastator is exactly as mobile as expected for a 100-ton juggernaut. Gauss rifles can fry a MechWarrior’s brain even if they don’t explode quite as violently as ammo, and your XL engine limits its ability to stay in the fight.
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