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BattleTech Record Sheets (Flechs) : Highlander

The document contains detailed specifications for three variants of the Highlander mech (HGN-732, HGN-732B, and HGN-732 (Colleen)). Each variant includes information on movement, tonnage, weapon inventory, critical hit tables, and pilot skills. The document is formatted as a record sheet for gameplay purposes, indicating the capabilities and configurations of each mech variant.

Uploaded by

burktj4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
100 views13 pages

BattleTech Record Sheets (Flechs) : Highlander

The document contains detailed specifications for three variants of the Highlander mech (HGN-732, HGN-732B, and HGN-732 (Colleen)). Each variant includes information on movement, tonnage, weapon inventory, critical hit tables, and pilot skills. The document is formatted as a record sheet for gameplay purposes, indicating the capabilities and configurations of each mech variant.

Uploaded by

burktj4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

5/11/25, 7:08 PM 13 units, 1170t

HGN-732 FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2592

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Gauss Rifle RA 1 15 2 7 15 22

1 LRM 20 LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 SRM 6 LA 4 2 c2 — 3 6 9

38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Ferro-Fibre 4. Gauss Rifle
5. SRM 6 5. Sensors 5. Gauss Rifle
6. SRM 6 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. Ferro-Fibre 4–6, 1. Gauss Rifle
2. Ferro-Fibre Center Torso 2. Gauss Rifle
3. Ferro-Fibre 3. Gauss Rifle
1–3, 1. Fusion Engine
4. Ferro-Fibre 4. Gauss Rifle
2. Fusion Engine 29
5. Roll Again 5. Ferro-Fibre
3. Fusion Engine
6. Roll Again 6. Ferro-Fibre
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 20 2. Fusion Engine 2. Medium Laser
3. LRM 20 3. Fusion Engine 3. Medium Laser
4. LRM 20 4. Fusion Engine 4. Ammo (Gauss) 8
SINKS Heat
5. LRM 20 5. Jump Jet 5. Ammo (Gauss) 8
6. Ferro-Fibre 6. CASE Level* Heat Effects
6. LRM 20
12
4–6, 1. Ammo (SRM 6) 15 4–6, 1. Ferro-Fibre Single 30 Shutdown

2. Ammo (SRM 6) 15 2. Ferro-Fibre 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Ferro-Fibre 26 Shutdown, avoid on 10+

4. Ammo (LRM 20) 6 4. Roll Again 25 –5 Movement Points

5. CASE 5. Roll Again 24 +4 Modifier to Fire

6. Ferro-Fibre 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Heat Sink 5. Heat Sink 10 –2 Movement Points
6. Ferro-Fibre 6. Ferro-Fibre 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 1/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-732B FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2598

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Gauss Rifle RA 1 15 2 7 15 22

1 LRM 20 + Artemis IV LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 SRM 6 + Artemis IV LA 4 2 c2 — 3 6 9
38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Ferro-Fibre 4. Gauss Rifle
5. SRM 6 5. Sensors 5. Gauss Rifle
6. SRM 6 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. Artemis IV 4–6, 1. Gauss Rifle
2. Ferro-Fibre Center Torso 2. Gauss Rifle
3. Ferro-Fibre 3. Gauss Rifle
1–3, 1. Fusion Engine
4. Ferro-Fibre 4. Gauss Rifle
2. Fusion Engine 29
5. Ferro-Fibre 5. Ferro-Fibre
3. Fusion Engine
6. Roll Again 6. Ferro-Fibre
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 20 2. Fusion Engine 2. Medium Laser
3. LRM 20 3. Fusion Engine 3. Medium Laser
4. LRM 20 4. Fusion Engine 4. Medium Laser
SINKS Heat
5. LRM 20 5. Jump Jet 5. Ammo (Gauss) 8
6. Roll Again 6. Ammo (Gauss) 8 Level* Heat Effects
6. LRM 20
10 (20)
4–6, 1. Artemis IV 4–6, 1. CASE Double 30 Shutdown

2. Ammo (LRM 20) 6 2. Ferro-Fibre 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Ferro-Fibre 26 Shutdown, avoid on 10+

4. Ammo (SRM 6) 15 4. Roll Again 25 –5 Movement Points

5. CASE 5. Roll Again 24 +4 Modifier to Fire

6. Ferro-Fibre 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Ferro-Fibre 5. Ferro-Fibre 10 –2 Movement Points
6. Ferro-Fibre 6. Ferro-Fibre 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 2/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-732 (COLLEEN) FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2801

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 ER PPC RA 15 10 — 7 14 23

–2 1 Medium Pulse Laser RT 4 6 — 2 4 6

–2 1 Medium Pulse Laser RT 4 6 — 2 4 6

1 LRM 15 LT 5 1 c5 6 7 14 21

1 LRM 15 LT 5 1 c5 6 7 14 21

–1 1 Streak SRM 6 Prt. LA 4 2 c2 — 3 6 9


38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Ferro-Fibre 4. Double Heat Sink
5. Streak SRM 6 Prt. 5. Sensors 5. Double Heat Sink
6. Streak SRM 6 Prt. 6. Life Support 6. Double Heat Sink
19 19
4–6, 1. Ammo (S-SRM 6) 15 4–6, 1. ER PPC
2. Ferro-Fibre Center Torso 2. ER PPC
3. Ferro-Fibre 3. ER PPC
1–3, 1. Fusion Engine
4. Ferro-Fibre 4. Ferro-Fibre
2. Fusion Engine 29
5. Ferro-Fibre 5. Ferro-Fibre
3. Fusion Engine
6. Ferro-Fibre 6. Ferro-Fibre
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Double Heat Sink
2. LRM 15 2. Fusion Engine 2. Double Heat Sink
3. LRM 15 3. Fusion Engine 3. Double Heat Sink
4. LRM 15 4. Fusion Engine 4. Double Heat Sink
SINKS Heat
5. LRM 15 5. Jump Jet 5. Double Heat Sink
6. Ferro-Fibre 6. Double Heat Sink Level* Heat Effects
6. LRM 15
14 (28)
4–6, 1. LRM 15 4–6, 1. Double Heat Sink Double 30 Shutdown

2. Ammo (LRM 15) 8 2. Double Heat Sink 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 15) 8 3. Double Heat Sink 26 Shutdown, avoid on 10+

4. Ammo (LRM 15) 8 4. Jump Jet 25 –5 Movement Points

5. Ammo (LRM 15) 8 5. Medium Pulse Laser 24 +4 Modifier to Fire

6. CASE 6. Medium Pulse Laser 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Ferro-Fibre 5. Ferro-Fibre 10 –2 Movement Points
6. Ferro-Fibre 6. Ferro-Fibre 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 3/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-732 (JORGENSSON) FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2830

+2 5 TECH: Mixed HITS:

3 (IS Chassis) AVOID K.O.


+3
28 28
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Gauss Rifle RA 1 15 2 7 15 22

1 ER Large Laser LA 12 10 — 8 15 25

1 ER Large Laser RT 12 10 — 8 15 25

1 LRM 20 + Artemis IV LT 6 1 c5 6 7 14 21

38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Ferro-Fibre 4. Gauss Rifle
5. Double Heat Sink 5. Sensors 5. Gauss Rifle
6. Double Heat Sink 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. Double Heat Sink 4–6, 1. Gauss Rifle
2. ER Large Laser Center Torso 2. Gauss Rifle
3. Ferro-Fibre 3. Gauss Rifle
1–3, 1. Fusion Engine
4. Ferro-Fibre 4. Ferro-Fibre
2. Fusion Engine 29
5. Ferro-Fibre 5. Ferro-Fibre
3. Fusion Engine
6. Ferro-Fibre 6. Ferro-Fibre
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Double Heat Sink
2. LRM 20 2. Fusion Engine 2. Double Heat Sink
3. LRM 20 3. Fusion Engine 3. Double Heat Sink
4. LRM 20 4. Fusion Engine 4. Double Heat Sink
SINKS Heat
5. LRM 20 5. Jump Jet 5. Double Heat Sink
6. Ferro-Fibre 6. Double Heat Sink Level* Heat Effects
6. LRM 20
13 (26)
4–6, 1. Artemis IV 4–6, 1. Jump Jet Double 30 Shutdown

2. Ammo (LRM 20) 6 2. ER Large Laser 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Ammo (Gauss) 8 26 Shutdown, avoid on 10+

4. CASE 4. Ammo (Gauss) 8 25 –5 Movement Points

5. Ferro-Fibre 5. CASE 24 +4 Modifier to Fire

6. Ferro-Fibre 6. Ferro-Fibre 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Ferro-Fibre 5. Ferro-Fibre 10 –2 Movement Points
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 4/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-733 STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2866

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 41
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Autocannon 10 RA 3 10 — 5 10 15

1 LRM 20 LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 SRM 6 LA 4 2 c2 — 3 6 9

38 38

17

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Autocannon 10
5. Heat Sink 5. Sensors 5. Autocannon 10
6. SRM 6 6. Life Support 6. Autocannon 10
19 19
4–6, 1. SRM 6 4–6, 1. Autocannon 10
2. Roll Again Center Torso 2. Autocannon 10
3. Roll Again 3. Autocannon 10
1–3, 1. Fusion Engine
4. Roll Again 4. Autocannon 10
2. Fusion Engine 29
5. Roll Again 5. Roll Again
3. Fusion Engine
6. Roll Again 6. Roll Again
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 20 2. Fusion Engine 2. Medium Laser
3. LRM 20 3. Fusion Engine 3. Medium Laser
4. LRM 20 4. Fusion Engine 4. Ammo (AC/10) 10
SINKS Heat
5. LRM 20 5. Jump Jet 5. Ammo (AC/10) 10
6. Roll Again 6. Roll Again Level* Heat Effects
6. LRM 20
13
4–6, 1. Ammo (SRM 6) 15 4–6, 1. Roll Again Single 30 Shutdown

2. Ammo (SRM 6) 15 2. Roll Again 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Roll Again 26 Shutdown, avoid on 10+

4. Ammo (LRM 20) 6 4. Roll Again 25 –5 Movement Points

5. Ammo (LRM 20) 6 5. Roll Again 24 +4 Modifier to Fire

6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Heat Sink 5. Heat Sink 10 –2 Movement Points
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 5/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-733C STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2866

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 41
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Autocannon 20 RA 7 20 — 3 6 9

1 LRM 20 LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 SRM 6 LA 4 2 c2 — 3 6 9

38 38

17

PUNCH LA 9 1

+3 PUNCH RA 4 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Autocannon 20
4. Hand Actuator 4. Roll Again 4. Autocannon 20
5. Heat Sink 5. Sensors 5. Autocannon 20
6. SRM 6 6. Life Support 6. Autocannon 20
19 19
4–6, 1. SRM 6 4–6, 1. Autocannon 20
2. Roll Again Center Torso 2. Autocannon 20
3. Roll Again 3. Autocannon 20
1–3, 1. Fusion Engine
4. Roll Again 4. Autocannon 20
2. Fusion Engine 29
5. Roll Again 5. Autocannon 20
3. Fusion Engine
6. Roll Again 6. Autocannon 20
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 20 2. Fusion Engine 2. Medium Laser
3. LRM 20 3. Fusion Engine 3. Medium Laser
4. LRM 20 4. Fusion Engine 4. Ammo (AC/20) 5
SINKS Heat
5. LRM 20 5. Jump Jet 5. Ammo (AC/20) 5
6. Roll Again 6. Roll Again Level* Heat Effects
6. LRM 20
13
4–6, 1. Ammo (SRM 6) 15 4–6, 1. Roll Again Single 30 Shutdown

2. Ammo (LRM 20) 6 2. Roll Again 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Roll Again 26 Shutdown, avoid on 10+

4. Roll Again 4. Roll Again 25 –5 Movement Points

5. Roll Again 5. Roll Again 24 +4 Modifier to Fire

6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Heat Sink 5. Heat Sink 10 –2 Movement Points
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 6/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-733P STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 2866

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 41
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 PPC RA 10 10 3 6 12 18

1 LRM 20 LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 SRM 6 LA 4 2 c2 — 3 6 9

38 38

17

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Heat Sink 4. PPC
5. SRM 6 5. Sensors 5. PPC
6. SRM 6 6. Life Support 6. PPC
19 19
4–6, 1. Roll Again 4–6, 1. Roll Again
2. Roll Again Center Torso 2. Roll Again
3. Roll Again 3. Roll Again
1–3, 1. Fusion Engine
4. Roll Again 4. Roll Again
2. Fusion Engine 29
5. Roll Again 5. Roll Again
3. Fusion Engine
6. Roll Again 6. Roll Again
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Heat Sink 4–6, 1. Gyro 1–3, 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Jump Jet 3. Fusion Engine 3. Jump Jet
4. LRM 20 4. Fusion Engine 4. Medium Laser
SINKS Heat
5. LRM 20 5. Heat Sink 5. Medium Laser
6. Jump Jet 6. Ammo (LRM 20) 6 Level* Heat Effects
6. LRM 20
20
4–6, 1. LRM 20 4–6, 1. Roll Again Single 30 Shutdown

2. LRM 20 2. Roll Again 28 Ammo Exp. avoid on 8+

3. Ammo (SRM 6) 15 3. Roll Again 26 Shutdown, avoid on 10+

4. Ammo (SRM 6) 15 4. Roll Again 25 –5 Movement Points

5. Ammo (LRM 20) 6 5. Roll Again 24 +4 Modifier to Fire

6. Ammo (LRM 20) 6 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Heat Sink 5. Heat Sink 10 –2 Movement Points
6. Heat Sink 6. Heat Sink 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 7/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-736 FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3060

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Gauss Rifle RA 1 15 2 7 15 22

1 LRM 20 + Artemis IV LT 6 1 c5 6 7 14 21

1 Medium Laser RT 3 5 — 3 6 9

1 Medium Laser RT 3 5 — 3 6 9

1 Streak SRM 4 LA 3 2 c2 — 3 6 9

1 Improved C³ RT 0 — — — — —
38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Ferro-Fibre 4. Gauss Rifle
5. Streak SRM 4 5. Sensors 5. Gauss Rifle
6. Ferro-Fibre 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. Ferro-Fibre 4–6, 1. Gauss Rifle
2. Ferro-Fibre Center Torso 2. Gauss Rifle
3. Ferro-Fibre 3. Gauss Rifle
1–3, 1. Fusion Engine
4. Ferro-Fibre 4. Gauss Rifle
2. Fusion Engine 29
5. Roll Again 5. Roll Again
3. Fusion Engine
6. Roll Again 6. Roll Again
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 20 2. Fusion Engine 2. Medium Laser
3. LRM 20 3. Fusion Engine 3. Medium Laser
4. LRM 20 4. Fusion Engine 4. Ammo (Gauss) 8
SINKS Heat
5. LRM 20 5. Jump Jet 5. Ammo (Gauss) 8
6. Ferro-Fibre 6. Improved C³ Level* Heat Effects
6. LRM 20
10 (20)
4–6, 1. Artemis IV 4–6, 1. Improved C³ Double 30 Shutdown

2. Ammo (S-SRM 4) 25 2. Ferro-Fibre 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Ferro-Fibre 26 Shutdown, avoid on 10+

4. Ammo (LRM 20) 6 4. Ferro-Fibre 25 –5 Movement Points

5. CASE 5. Roll Again 24 +4 Modifier to Fire

6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Ferro-Fibre 5. Ferro-Fibre 10 –2 Movement Points
6. Ferro-Fibre 6. Ferro-Fibre 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 8/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-694 STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3062

+2 5 TECH: Inner Sphere HITS:

0 AVOID K.O.
+3
28 28
+* +0 +2 +4 42
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng

1 Heavy Gauss Rifle LT 2 25|20|10 4 6 13 20

1 Gauss Rifle RA 1 15 2 7 15 22

1 Large Laser RT 8 8 — 5 10 15

1 Large Laser RT 8 8 — 5 10 15

38 38

16

PUNCH LA 9 1

+3 PUNCH RA 4 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. CHARGE ⬣ 9 × Dst c5 –

10 10

Heat
CRITICAL HIT TABLE ENDO-STEEL INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Gauss Rifle
4. Hand Actuator 4. Endo-Steel 4. Gauss Rifle
5. Ammo (Hv. Gauss) 4 5. Sensors 5. Gauss Rifle
6. Ammo (Hv. Gauss) 4 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. Ammo (Hv. Gauss) 4 4–6, 1. Gauss Rifle
2. Ammo (Hv. Gauss) 4 Center Torso 2. Gauss Rifle
3. Endo-Steel 3. Gauss Rifle
1–3, 1. Light Engine
4. Endo-Steel 4. Endo-Steel
2. Light Engine 29
5. Endo-Steel 5. Endo-Steel
3. Light Engine
6. Endo-Steel 6. Endo-Steel
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Light Engine 4–6, 1. Gyro 1–3, 1. Light Engine
2. Light Engine 2. Light Engine 2. Light Engine
3. Heavy Gauss Rifle (Split) 3. Light Engine 3. Large Laser
4. Heavy Gauss Rifle (Split) 4. Light Engine 4. Large Laser
SINKS Heat
5. Heavy Gauss Rifle (Split) 5. Heavy Gauss Rifle (Split) 5. Large Laser
6. Heavy Gauss Rifle (Split) 6. Large Laser Level* Heat Effects
6. Heavy Gauss Rifle (Split)
10 (20)
4–6, 1. Heavy Gauss Rifle (Split) 4–6, 1. Ammo (Gauss) 8 Double 30 Shutdown

2. Heavy Gauss Rifle (Split) 2. Ammo (Gauss) 8 28 Ammo Exp. avoid on 8+

3. Heavy Gauss Rifle (Split) 3. Ammo (Gauss) 8 26 Shutdown, avoid on 10+

4. Heavy Gauss Rifle (Split) 4. CASE 25 –5 Movement Points

5. Heavy Gauss Rifle (Split) 5. Endo-Steel 24 +4 Modifier to Fire

6. CASE 6. Endo-Steel 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Endo-Steel 5. Endo-Steel 10 –2 Movement Points
6. Endo-Steel 6. Endo-Steel 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 9/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-734 STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3062

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 42
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 ER Large Laser RT 12 8 — 7 14 19

–2 1 Medium Pulse Laser CT 4 6 — 2 4 6

1 ER Medium Laser LA 5 5 — 4 8 12

1 ER Medium Laser LA 5 5 — 4 8 12

1 Streak SRM 6 LT 4 2 c2 — 3 6 9

1 Streak SRM 6 LT 4 2 c2 — 3 6 9
38 38
–1 1 LB 20-X AC (Cluster) RT|A 6 1 c1 — 4 8 12

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. LB 20-X AC (Cluster) (Split)
5. Double Heat Sink 5. Sensors 5. LB 20-X AC (Cluster) (Split)
6. Double Heat Sink 6. Life Support 6. LB 20-X AC (Cluster) (Split)
19 19
4–6, 1. Double Heat Sink 4–6, 1. LB 20-X AC (Cluster) (Split)
2. Double Heat Sink Center Torso 2. LB 20-X AC (Cluster) (Split)
3. Double Heat Sink 3. LB 20-X AC (Cluster) (Split)
1–3, 1. Light Engine
4. Double Heat Sink 4. LB 20-X AC (Cluster) (Split)
2. Light Engine 29
5. ER Medium Laser 5. LB 20-X AC (Cluster) (Split)
3. Light Engine
6. ER Medium Laser 6. LB 20-X AC (Cluster) (Split)
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Light Engine 4–6, 1. Gyro 1–3, 1. Light Engine
2. Light Engine 2. Light Engine 2. Light Engine
3. Streak SRM 6 3. Light Engine 3. Double Heat Sink
4. Streak SRM 6 4. Light Engine 4. Double Heat Sink
SINKS Heat
5. Streak SRM 6 5. Jump Jet 5. Double Heat Sink
6. Medium Pulse Laser 6. Double Heat Sink Level* Heat Effects
6. Streak SRM 6
14 (28)
4–6, 1. Ammo (S-SRM 6) 15 4–6, 1. Double Heat Sink Double 30 Shutdown

2. Ammo (LB 20-X CL) 5 2. Double Heat Sink 28 Ammo Exp. avoid on 8+

3. Ammo (LB 20-X CL) 5 3. LB 20-X AC (Cluster) (Split) 26 Shutdown, avoid on 10+

4. Ammo (LB 20-X CL) 5 4. LB 20-X AC (Cluster) (Split) 25 –5 Movement Points

5. CASE 5. ER Large Laser 24 +4 Modifier to Fire

6. Roll Again 6. ER Large Laser 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Jump Jet 5. Jump Jet 10 –2 Movement Points
6. Roll Again 6. Roll Again 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 10/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-738 STANDARD ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
30 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3069

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 42
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Heavy Gauss Rifle RT 2 25|20|10 4 6 13 20

1 ER Large Laser RA 12 8 — 7 14 19

1 LRM 15 + Artemis IV LT 5 1 c5 6 7 14 21

1 ER Medium Laser LA 5 5 — 4 8 12

1 ER Medium Laser HD 5 5 — 4 8 12

1 Streak SRM 4 CT 3 2 c2 — 3 6 9
38 38

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE ENDO-STEEL INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. ER Medium Laser 4. ER Large Laser
5. ER Medium Laser 5. Sensors 5. ER Large Laser
6. Endo-Steel 6. Life Support 6. Endo-Steel
19 19
4–6, 1. Endo-Steel 4–6, 1. Endo-Steel
2. Endo-Steel Center Torso 2. Endo-Steel
3. Endo-Steel 3. Endo-Steel
1–3, 1. Fusion Engine
4. Endo-Steel 4. Endo-Steel
2. Fusion Engine 29
5. Roll Again 5. Roll Again
3. Fusion Engine
6. Roll Again 6. Roll Again
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Jump Jet
2. LRM 15 2. Fusion Engine 2. Heavy Gauss Rifle
3. LRM 15 3. Fusion Engine 3. Heavy Gauss Rifle
4. LRM 15 4. Fusion Engine 4. Heavy Gauss Rifle
SINKS Heat
5. Artemis IV 5. Jump Jet 5. Heavy Gauss Rifle
6. Streak SRM 4 6. Heavy Gauss Rifle Level* Heat Effects
6. Ammo (S-SRM 4) 25
10 (20)
4–6, 1. Ammo (LRM 15) 8 4–6, 1. Heavy Gauss Rifle Double 30 Shutdown

2. Ammo (Hv. Gauss) 4 2. Heavy Gauss Rifle 28 Ammo Exp. avoid on 8+

3. Ammo (Hv. Gauss) 4 3. Heavy Gauss Rifle 26 Shutdown, avoid on 10+

4. Ammo (Hv. Gauss) 4 4. Heavy Gauss Rifle 25 –5 Movement Points

5. CASE 5. Heavy Gauss Rifle 24 +4 Modifier to Fire

6. Roll Again 6. Heavy Gauss Rifle 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Endo-Steel 5. Endo-Steel 10 –2 Movement Points
6. Endo-Steel 6. Endo-Steel 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 11/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-641-X-2 LIGHT FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
25 30
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3070

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
27 27
+* +0 +2 +4 40
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 Gauss Rifle RA 1 15 2 7 15 22

1 ER Medium Laser RT 5 5 — 4 8 12

1 ER Medium Laser RT 5 5 — 4 8 12

1 MML 7 : SRM* LA 4 2 c2 0 3 6 9

: LRM* 1 c5 6 7 14 21

1 MML 7 LT 4 * * * * *
30 30
1 Angel ECM RT 0 — — — — 6

1 C³ Slave HD 0 — — — — —

16

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE REINFORCED INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. C³ Slave 4. Gauss Rifle
5. MML 7 5. Sensors 5. Gauss Rifle
6. MML 7 6. Life Support 6. Gauss Rifle
19 19
4–6, 1. MML 7 4–6, 1. Gauss Rifle
2. MML 7 Center Torso 2. Gauss Rifle
3. Artemis IV 3. Gauss Rifle
1–3, 1. XL Engine
4. Ammo (LRM 7) 17 4. Gauss Rifle
2. XL Engine 29
5. Light Ferro-Fibrous 5. CASE II
3. XL Engine
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous
4. XL Gyro
5. XL Gyro
6. XL Gyro
Left Torso Right Torso
19 19
1–3, 1. XL Engine 4–6, 1. XL Gyro 1–3, 1. XL Engine
2. XL Engine 2. XL Gyro 2. XL Engine
3. XL Engine 3. XL Gyro 3. XL Engine
4. MML 7 4. XL Engine 4. Jump Jet
SINKS Heat
5. MML 7 5. XL Engine 5. Jump Jet
6. XL Engine 6. Jump Jet Level* Heat Effects
6. MML 7
10 (20)
4–6, 1. MML 7 4–6, 1. ER Medium Laser Double 30 Shutdown

2. Artemis IV 2. ER Medium Laser 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 7) 17 3. Ammo (Gauss) 8 26 Shutdown, avoid on 10+

4. Ammo (LRM 7) 17 4. Ammo (Gauss) 8 25 –5 Movement Points

5. Ammo (SRM 7) 14 5. Angel ECM 24 +4 Modifier to Fire

6. CASE II 6. Angel ECM 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. Light Ferro-Fibrous 5. Light Ferro-Fibrous 10 –2 Movement Points
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 12/13
5/11/25, 7:08 PM 13 units, 1170t

HGN-740 LIGHT FERRO-FIBROUS ARMOR

HIGHLANDER 9

SHUTDOWN K.O PRONE

OVERVIEW PILOT
29 29
MOVEMENT: TONS: 90 SKILLS: Gunnery: 4 Piloting: 5
+1 3 YEAR: 3115

+2 5 TECH: Inner Sphere HITS:

3 AVOID K.O.
+3
28 28
+* +0 +2 +4 42
INVENTORY & ATTACKS (hexes)

# Type Loc Ht Dmg Min Sh Md Lng Cluster

1 ER PPC RA 15 10 — 7 14 23

1 LRM 20 + Artemis IV LT 6 1 c5 6 7 14 21

1 ER Medium Laser RT 5 5 — 4 8 12

1 ER Medium Laser RT 5 5 — 4 8 12

–1 1 M-Pod LL 0 1 c5 — 1 2 3

–1 1 M-Pod LL 0 1 c5 — 1 2 3
36 36
–1 1 M-Pod RL 0 1 c5 — 1 2 3

–1 1 M-Pod RL 0 1 c5 — 1 2 3

1 Streak SRM 6 LA 4 2 c2 — 3 6 9

14

PUNCH LA 9 1

+1 PUNCH RA 9 1

–2 KICK Front 18 1

–1 PUSH Forward 0 1

vs. DFA ⬣ 27 c5 3

vs. CHARGE ⬣ 9 × Dst c5 – 10 10

Heat
CRITICAL HIT TABLE STANDARD INTERNAL STRUCTURE Scale

Left Arm Head Right Arm 3 00

1–3, 1. Shoulder 1. Life Support 1–3, 1. Shoulder 15 15

2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator


3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Hand Actuator 4. Roll Again 4. Double Heat Sink
5. Double Heat Sink 5. Sensors 5. Double Heat Sink
6. Double Heat Sink 6. Life Support 6. Double Heat Sink
19 19
4–6, 1. Double Heat Sink 4–6, 1. ER PPC
2. Streak SRM 6 Center Torso 2. ER PPC
3. Streak SRM 6 3. ER PPC
1–3, 1. Fusion Engine
4. Light Ferro-Fibrous 4. PPC Capacitor
2. Fusion Engine 29
5. Light Ferro-Fibrous 5. Light Ferro-Fibrous
3. Fusion Engine
6. Light Ferro-Fibrous 6. Light Ferro-Fibrous
4. Gyro
5. Gyro
6. Gyro
Left Torso Right Torso
19 19
1–3, 1. Jump Jet 4–6, 1. Gyro 1–3, 1. Double Heat Sink
2. LRM 20 2. Fusion Engine 2. Double Heat Sink
3. LRM 20 3. Fusion Engine 3. Double Heat Sink
4. LRM 20 4. Fusion Engine 4. Double Heat Sink
SINKS Heat
5. LRM 20 5. Jump Jet 5. Double Heat Sink
6. Light Ferro-Fibrous 6. Double Heat Sink Level* Heat Effects
6. LRM 20
15 (30)
4–6, 1. Artemis IV 4–6, 1. Double Heat Sink Double 30 Shutdown

2. Ammo (LRM 20) 6 2. Double Heat Sink 28 Ammo Exp. avoid on 8+

3. Ammo (LRM 20) 6 3. Double Heat Sink 26 Shutdown, avoid on 10+

4. Ammo (S-SRM 6) 15 4. Jump Jet 25 –5 Movement Points

5. CASE II 5. ER Medium Laser 24 +4 Modifier to Fire

6. Light Ferro-Fibrous 6. ER Medium Laser 23 Ammo Exp. avoid on 6+


22 Shutdown, avoid on 8+
20 –4 Movement Points
19 Ammo Exp. avoid on 4+
Left Leg Critical Hit Chance
Right Leg
18 Shutdown, avoid on 6+
1. Hip 1. Hip +3 Modifier to Fire
17
2. Upper Leg Actuator 2. Upper Leg Actuator –3 Movement Points
15
3. Lower Leg Actuator 3. Lower Leg Actuator Shutdown, avoid on 4+
14
4. Foot Actuator 4. Foot Actuator 13 +2 Modifier to Fire
5. M-Pod 5. M-Pod 10 –2 Movement Points
6. M-Pod 6. M-Pod 8 +1 Modifier to Fire
5 –1 Movement Points

Not an official record sheet. Sheet printed from Flechs Sheets v7.4.22

[Link] 13/13

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