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Page 1: Battletech Technical Readout 3145 (Better Quality)
Page 2: Battletech Technical Readout 3145 (Better Quality)

INTRODUCTION . .... ........... .. . ..... 4

How to Use this Technical Readout . .. .... 5

BATTLE ARMOR ............. .... ....... 6

PAB-28 Sniper Suit ..... ............. . . ... 6

Kishi Battle Armor ........ ............. .. 8

Amazon Battle Armor .................. 10

Buraq Fast Battle Armor ................ 12

Oni Battle Armor ................... .... 14

Quirin us Battle Armor .. .. .. . ........... 16

Simian Battle Armor ........ . .. ... . ..... 18

Wraith Battle Armor ........ .... ....... . 20

Black Wolf Battle Armor ................. 22

Centaur Battle ArT or ....... •........... 24

Marauder Battle A:rmor .............. ... 26

Ogre Battle Armor ......... ............. 28

Shen Long Battle Armor .... . ........... 30

Taranis Battle Armor . ................... 32

VEHICLES .. ................... ......... 34

Gossamer VTOL ... ............ ......... 34

Hawk Moth II Gunship ......... ......... 36

Luduan Scout Vehicle .. . ... ........... . . 38

Shandra Advanced Scout Vehicle ... . . .. 40

Crane Heavy Transport ................. 42

Skadi Swift Attack VTOL ..... .......... .44

MHI Amphibious APC .................. 46

Scimitar Mk II HCV .. .. . . .. ............ .. 48

Hasek Mechanized Combat Vehicle ..... 50

Scapha Hovertank ... ................... 52

Cizin ........... ... ................. .... 54

R1 0 Mechanized ICV . ... ....... ......... 56

TFIBLE OF CONTENTS Cardinal Transport ... . ...... .. .. ..... ... 58

Aesir Medium AA Vehicle ... ..... . .. .... 60

Kamakiri Attack VTOL. ........... . ... ... 62

JES Ill Missile Carrier .................... 64

MHI Defense AA Tank .......... ...... . .. 66

Manticore II Heavy Tank ................ 68

Pixiu Heavy Tank ....................... 70

Hanse MBT ........... ............ ...... 72

Dl Schmitt Tank ........ ......... . . ..... 74

Bulwark Assault Vehicle ................. 76

Behemoth II Heavy Tank ...... . . . . . .. ... 78

Paladin Defense System .... • . . . . . . ... .. 80

BATTLEMECHS ........................ 82

CLR-03-0 Celerity ........ . ..... . . . ... .. 82

GN-20 Gun ..........• ... ........... ... 84

GBT-1 G Gambit ... .............. ........ 86

CH11-NGGunsmith .. . ..... .. • . . . . ... .. 88

CVR-A 1 Cadaver ........•.•.•........... 90

JLP-BD Jackal ope .............•......... 92

UBM-2R Revenant . .......... . .. • ... .. .. 94

Wulfen ................................. 96

Eyrie .......... ............ .... .• . .... .. 98

FS9-M2 Firestarter .............. • .... .. 1 00

HVC -P6 Havoc. ........... ...... . ...... 1 02

RK-4T Rokurokubi . . .. . ..... .. . ....... . 1 04

STM-R3 Storm Raider ...... ... . .•.. .. .. 1 06

Tiburon ............... ............. ... 1 08

NSR-K3 Night Stalker ..... ...... .. .... . 110

VT-U 1 Violator .... ............... .. .... 112

AGT-1 A Agrotera ................ ...... 114

CN11-0 Centurion . .. .... . . . ... ...... . . 116

MGL-T1 Mongrel ...... .... . ........... 118

SRTH-1 0 Sarath ... .. ............... .. . 120

Cyllaros .... ........................... 122

EXR-2X Exhumer .............. .... .... 124

GTL-1 0 Gauqtlet ...................... 126

Gyrfalcon ......... .................. .. 128

HKZ-1 F Hitotsume Kozo ............... 130

KHP-7R Kheper ......... ....... . ....... 132

VLP-1 D Vulpes ......................... 134

Vulture Mk IV ....... • . . . . . • . ........... 136

LMT-2R Lament ....................... 138

SCG-WF1 Scourge .. ............... .... 140

URA-2A Ursa ........ .... . . . . .......... 142

Ll-0 Vandal. ....... ..... . ..... ... ...... 144

CRN-7M Carronade ..... .... . . ... . ... .. 146

HD-2F Hound ..............•. • . • . . .... 148

BLK-NT-5H Black Knight .... . . ... . ..... 150

Mad Cat Mk IV ..... . . ......... . . . . . .... 152

MS-1 A Mortis ......................... 154

SH-1V Shiro ..................... .. . ... 156

TNZ-N3 Tian-zong ..................... 158

UAE-7R Uraeus ........................ 160

Warwolf ................. .. ...... ...... 162

DLR-0 Doloire .... ........... .......... 164

NTL-AG Neanderthal .. ...... .......... 166

ZEU-X4 Zeus X ........................ 168

STK-9A Stalker II .. ... ...... .. .......... 170

Shrike .......... ..... • . . . • ... . . • ....... 172

TN-1 0-0 Tenshi ........ . ............... 174

AS7-D3 Atlas Ill ..... . ...... . ........... 176

MAL-XT Malice ............. .... . ...... 178

Tomahawk II .................... ...... 180

PSD-V2 Poseidon .. . .. .. ............... 182

ARS-V1 Ares ........ .... . : ............. 184 .

AEROSPACE .................. . . . .. ... . 188

SCK-0 Schrack ........................ 188 l CUT-OlD Cutlass ....................... 190

SMG-0 Simurgh .............. • ........ 192

KOS-1 A Korosh iya ..................... 194

Condottiere Assault Craft ..... . . . . ... .. 196

Wurger ............................... 198

Caerleon ..................... •.•. ..... 200

Nagasawa-class DropS hip ............. 202

Gorgon Carrier ........................ 204

Duat Military Transport ...... . ........ . 206

NEW TECH, NEW UPGRADES ....... 208

Battle Armor .......................... 208

Vehicles .......... . ... .. ..... , . .. ...... 209

BattleMechs ............. ....... ...... 210

AeroSpace Fighters .. ... . . . . .. . . ....... 213

DropShops .............. . . • . . ......... 213

TECHNOLOGICAL

ADVANCEMENTS: 3145 ...... . ... . 214 1/ The Dark Age Technology

Advancement Table ...... . . ... . ..... 214

New Design Quirks .................... 219

Page 3: Battletech Technical Readout 3145 (Better Quality)

Writing Herbert A. Beas II Aaron Cahall Keith Hann Jason Hansa Johannes Heidler Ken' Horner Kevin Killiany Philip A. Lee Aaron Pollyea Christopher Purnell Craig A. Reed, Jr. Luke Robertson Ben H. Rome Jason Schmetzer Adam Sherwood Paul Sjardijn Joel Steverson Geoff Swift Mike Timbers Elliotte C. Want Andreas Zuber

Product Development Jason Schmetzer

Development Assistance Herbert A. Beas II

Product Editing Jason Schmetzer

BattleTech Line Developer Herb A. Beas II

Assistant Line Developer Ben H. Rome

Production Staff Art Director

Brent Evans Assistant Art Director

Ray Arrastia

Cover Art Anthony Scroggins

Cover Design Ray Arrastia

Layout Ray Arrastia

Illustrations Chris Daranouvong Stephen Huda Alex Iglesias Seth Kurbound Chris Lewis Justin Nelson Matt Plog Anthony Scroggins Rudy Valle David White

CREDITS Unit Stats and Record Sheets

Ray Arrastia, Sebastian Brocks, Roy Carl, Joel Bancroft-Connors, Herber A. Beas II, Eric Ergen, Craig Erne, Brent Evans, Brent Ezell, Joshua Franklin, William Gauthier, Keith Hann, Jason Hansa, John Haward, Johannes Heidler, Ken' Horner, Philip A. Lee, Aaron Poll yea, Jan Prowell, Luke Robertson, Lance Scarinci, Paul Sjardijn, Chris Smith, Mike Timbers, Chris Wheeler, Matt Wilsbacher, Patrick Wynne'

Proofers and Fact Checkers Roy Carl, Rich Cencarik, Brent Ezell, Stephan Frabartolo, Joshua

Franklin, William Gauthier, Johann Haderer, Keith Hann, Jason Hansa, Johannes Heidler, Ross Hines, lain Macleod, Darrell Myers, Jason Paulley, Joshua C. Perian, Jan Prowell, Christopher Purnell, Craig A. Reed, Jr., Luke Robertson, Andreas Rudolph, Eric Salzman, Sam Snell, Mike Timbers, 0ystein Tvedten, Elliotte C. Want, Chris Wheeler, Matt Wilsbacher, Patrick Wynne, Mark Yingling

Special Thanks A technical readout is a group effort, and that group is far larger

than most people realize. For every person listed above, there are easily two more people behind the scenes that have an important impact. Everyone on those teams has to work together to make these books work, and on this project, cooperation was at an all-time high. There are some people who should be singled out for special recognition.

Johannes Heidler, who managed the design and record sheets teams, took a monumental amount of work on his shoulders to manage. That each of the PDF prequels to this book came with a plethora of record sheets is largely his work. To him, and to everyone who offered him their assistance, we owe a great debt.

Ray Arrastia, who had the parallel tasks of managing the artists and overseein~ a complicated layout, I don't believe has actually slept in four months. The art for this project has already been hailed as some of the best ever, and we can lay that accolade at Ray's feet. To him, and the artists who turned out incredible art on very tight deadlines, we owe a great debt.

Finally, we must thank the writers who brought these creations to life, often on very tight deadlines and working from directions that more or less told them to "throw out what you thought you knew:' No matter the amount of work assigned, no matter how short the dead­line, each of them was excited to be a part of this project, and offered their best work. To them, we owe a great debt.

We dedicate this TRO to the memory of Mike "Hersh67" Donnelly, Jr., who was taken from the Battle Tech community far too early.

. ©2013 The Topps Company, Inc. All Rights Reserved. Technical Readout: 3145, Classic Battle Tech, Battle Tech, 'Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks ofThe Topps Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of In Media Res Productions, LLC.

Published by Catalyst Game Labs, an imprint of lnMediaRes Productions, LLC

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Find us online: [email protected]

(e-mail address for any Battle Tech questions) http:! /bg.battletech.com/

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(online ordering)

Page 4: Battletech Technical Readout 3145 (Better Quality)

INTRCCUCTICN When Exarch Levin raised the Fortress in 3135, the majority of the Republic's citizens felt abandoned. Not those in Prefecture X, of course, since they were inside

the Fortress, but the citizens of the other nine prefectures quickly fell to the nearest aggressor. Ten years later, an entire generation of children has been born and made citizen of whatever nation or faction controls their world. Ten years later, Devlin Stone has returned.

Ten years later, the Fortress has served.

The idea of the military withdrawal is one that every recruit learns, and every officer, whether Republic or not, knows that he or she will almost certainly be called upon to lead one. The sacrifice of space for time, the time necessary to build powerful defenses and assemble counterattacking forces, always lays hard on the those left behind. Our brethren outside the Fortress have paid the price, many of them the ultimate one, to give us time to rebuild the RAF, and assemble the forces that will reclaim both the Republic and the peace.

Safe behind the Fortress, led by Devlin Stone, we have done that.

The people outside the Fortress will understand, once the walls come down and we begin the liberation. Our new regiments and battalions, inspired by Devlin Stone himself and led by our knights and paladins, will march across the captured worlds and return the light of the Republic to our people. It is only their sacrifice that has made this possible, and they will be made to know that we value this sacrifice by our tenacity and our ferocity in freeing them from the boots of invaders.

The expansion of the RAF has led to a renaissance of new technologies and equipment. New 'Mechs, battlesuits and vehicles have flowed from the manu­factories across Prefecture X. Equipment designed and built by ComStar before its betrayal and destruction now strides across Republic worlds under our colors. Fearsome new war machines stride out of the RISC facilities on Devil's Rock, proving to our own citizens and our enemies both the resolve of our new military.

New combat equipment has been built. New soldiers have been trained, and officers tested. On the battlefields where the rebels of the Senate Alliance were defeated, on the rough stones where ComStar's outlawed Com Guards fought and died, our new military found its footing.

All of our soldiers-be they Hastati, Triarii, Principes or Stones-stand ready to reclaim the Republic. In our absence the rest of the Inner Sphere has devolved into the same petty warfare that carried along four succession wars. If we had no other guide, the example of the decades of peace while the Republic shone would be enough to prove the rightness of our cause.

-Paladin Janella Lakewood

12 October 3145

Page 5: Battletech Technical Readout 3145 (Better Quality)

GAME NOTES Technical Readout: 3145 covers a wide breadth of units and equipment. To understand how these various units plug into the core Battle Tech rulebooks, it's useful to cover how

the various rulebooks interact.

Standard Rules The Total Warfare (TW) and TechManual (TM) rulebooks present the core game and construction rules for Battle Tech (Bn, otherwise referred to as the standard rules. In add ition,

to reflect the advancement and proliferation of new technologies, several Advanced Rules items from Tactical Operations have been reclassified as Standard Rules items for games set in the Dark Age era.

Advanced Rules Beyond the standard rules a legion of advanced rules exists, allowing players to expand their games in any direction they desire. In an effort to bring these rules to players in

the most logical form possible, the advanced rules are contained in three "staging" core rulebooks, each one staging up and building off of the previous rules set. Tactical Operations (TO) is the first in the "staging" advanced rulebooks. Its focus is on special situations and advanced terrain during game play, and applies directly to a game

as it unfolds on a world in the Battle Tech universe. Strategic Operations (50) is the second "staging" advanced rulebook. It stages a player up to the next logical area of play, focusing on "in a solar system" and multi-game play. Interstellar Operations {10) is the third and final "staging" advanced rulebook. Players are staged up to the final level of play, where they can assume the roles of a House lord

or Clan Khan and dominate the galaxy.

HOW TO USE THIS TECHNICAL READOUT Complete rules for using 'Mechs, vehicles, infantry, battle armor, fighters, and DropShips in Battle Tech game play can be found in Total Warfare, while the rules for their construction can

be found in TechManua/; some equipment is detailed in Tactical Operations. The rules for using JumpShips and WarShips, as well as their construction rules, can be found in Strategic Operations. The following three definitions are used to clarify the various types of equipment that appear in Technical Readout: 3145 and are presented in the standard and advanced rulebooks.

Standard: most of these work with Total Warfare rules only, but some Advanced rules items may be present, requiring Tactical Operations for full effect. Advanced: Any equipment mass produced "in universe"; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use. Experimental Rules: Any equipment not mass produced "in universe" because it is prohibitively expensive, extraordinarily sophisticated, exceedingly difficult to maintain or

simply deemed too unreliable or restrictive for widespread deployment; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use.

Design Quirks Every unit described in Technical Readout: 3145 may have one or more listed positive and/or negative Design Quirks (seep. 193, 50 and p. 204, TRO: Prototypes). These quirks are

included to give each design a unique flavor. Use of these quirks is optional and should be agreed upon by all players before play begins.

Page 6: Battletech Technical Readout 3145 (Better Quality)

As has been proven repeatedly on Robinson and New Syrtis, Federated Industries' PAB-28 sniper suit is a powerful and stealthy light powered armor that gives the AFFS a de­cided advantage on the battlefield. It excels in combat environments where a conventional, unarmored sniper might have to retreat, and while it lacks the cachet of a high-power suit like the Cavalier or Hauberk, the PAB-28 brings its own unique brand of fear to the AFFS' enemies.

CAPABILITIE S Sniper suits are not meant for frontline

combat, and Federated designed the PAB-28 to remind its users of that. It is a defensive weapon, lacking the armor to compete in open combat and the speed to escape. PAB-28 pilots often move into position hours or even days before firing, waiting until just the right time to strike.

DEPLOYME N T Scout/sniper squads in most Davion march

militias operate the PAB-28, though many light combat teams maintain specialist squads in their infantry contingents. A number of mer­cenary units have purchased the sniper suits as well, though they often find it difficult to main­tain them away from AFFS supply lines.

On Palmyra in 3144, as the Combine's sur­prise attack destroyed the AFFS regiments gath­ered there, several PAB-28 squads were among the last troops killed or captured. In the city of Sawle, for example, a squad of sn ipers pre­viously attached to the Fifth Ceti Hussars LCT remained behind while their regiment fought for its life. Led by Sergeant Major Eduardo Reyes, the squad went to ground in a destroyed

industrial district. By early July the capitulation of Palmyra was complete, but the squad re­mained at large and hidden.

In the second week of July, a Combine sho­sa and his retinue visited t he battle site, hoping to find mementos to send back to the Combine. Shortly after leaving their vehicle, the sho-sa was decapitated. As his body fell, surprising his comrades, the crack of the light Gauss rifle's fir­ing was heard-the round had arrived far ahead of the sound of its passage. A response platoon of DCMS infantry failed to turn up the sniper.

Over the next three months, long after Palmyra was officially declared pacified, Sergeant Major Reyes and his squad repeated this tactic. A twenty-th ree-year veteran and former instructor at the AFFS's regional sniper school, Reyes led his men and women into a classic harassment campaign, claiming nine­teen field-grade DCMS officers, including a tai­sa, before their battlesuits finally succumbed to lack of maintenance. Reyes and the two surviv­ing snipers disappeared into Sawle's population and evaded capture.

During the Battle of Robinson, two squads of the Robinson DMM discovered the PAB-28's uselessness as an infiltration suit. Attempting to sneak into a DCMS cantonment outside Bueller and assassinate key officers, the sniper suits were caught by a roving patrol and quick­ly pinned down. Though individually effective against single targets, the PAB-28s were un­able to resist being overrun by Kuritan Kishi battlesuits. Six of the eight snipers were killed immediately, their light powered armor unable to resist the Kishis' vibro claws. The remain ing two were knocked unconscious and captured.

N OTABLE UNITS

Sergeant Neil Williamson: Sergeant Williamson spent his boyhood on Keuterville chasing off farm pests with a bolt- action rifle. When he de­cided to find a way out of the Davion Outback, his natural aptitude for marksmanship placed him in sharpshooter training with the Seventh Syrtis Fusiliers. Williamson was one of the fi rst to volunteer to be trained on the PAB-28 Sniper, and he has become most proficient operator of the suit in his platoon. He has employed the Sniper with great effectiveness during raids into the New Syrtis salient. Whenever afforded the chance, Williamson will locate an enemy's po­sition and try to eliminate any visible Capellan soldier from long range, regardless of whether the target is enlisted or an officer. His sniping at­tempts have seen an eighty-three percent suc­cess rate. During his downtime, he maintains his proficiency by practicing on a firing range with a simple bolt- action rifle like he grew up with.

Leftenant Frances Fermier: During the Draconis Combine's attempts to secure the Draconis Reach, Leftenant Fermier was oper­ating on Wapakoneta and became separated from her platoon. Alone, she set up a sniper's bl ind at the edge of a no man's land and pro­ceeded to shoot down every DCMS soldier that wandered into her sights. This led to a Kuritan sniper firing on incoming AFFS troops, creating a swath of ground that troops from both sides were afraid to enter.

Page 7: Battletech Technical Readout 3145 (Better Quality)

Type: PAB-28 Manufacturer: Federated Industries

Primary Factory: Novaya Zemlya Equipment Rating: E/X-X-E

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: PA(L)

Maximum Weight: 400 kg Battle Value:

23 Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/Yes Notes: Features the following Design Quirks: Difficult to Maintain.

Equipment Chassis: Motive System:

Ground MP: Jump MP:

Manipulators: Right Arm: Left Arm:

Armor: Armor Value:

Slots

0

Armored Glove Armored Glove

Standard Stealth' 4 2 + 1 (Trooper)

Mass 80kg

Okg 0 kg

Okg 0 kg

120 kg

Weapons and Equipment David Light Gauss Rifle (20) David Light Gauss Rifle (20)

Slots Location (Capacity) Tonnage

RA 1 100 kg LA 100 kg

Page 8: Battletech Technical Readout 3145 (Better Quality)

Spawned from testing of the Nova (at's Thunderbird series, the Kishi has become the DCMS' new primary battle armor suit.

CAPABILITIES Kishi armor is easily maintained-a bonus

for the Combine's Procurement Department­and does not require larger-sized body types to comfortably operate. Its standard weapon con­figuration gives the Kishi an edge in close-com­bat situations, ideal for urban deployments. The Kishi's interior incorporates a lining of compact memory foam that provides comfort for troop­ers on long operations away from their firebase.

DEPLOYMENT The first noted use of the Kishi was in

3106 during a raid on Lima. Four squads of Kishis were dropped on top of a technology facility in Decatur to support a DEST opera­tion. As the DEST soldiers ripped through the building to loot a suspected MilO database, the Kishi squads set up a perimeter. A company of Second Robinson Rangers responded to the as­sault and ran into the teeth of the Combine de­fense. One squad made short work of the arriv­ing tanks, ripping open engine and ammunition panels with their claws. Using the tight alleys and elevated sidewalks to their advantage, the DCMS troopers held off six Ranger light 'Mechs long enough for the DEST agents to exfiltrate with the stolen intelligence.

Impressed with the armor's capabilities, the DCMS assigned incoming suits to all of its frontline regiments stationed along the Davion border. Most infantry commanders were quick to adapt to the change and began new train­ing regimens to take advantage of the Kishi's improved movement and weapon dynamics.

The Kishi's role in safeguarding Warlord Toranaga's life during an attempted assassina­tion on Kaznejoy in 3129 sealed its acceptance within the DCMS. By the time of the Combine's advance into the Republic, Kishi suits were a common sight in all of the Combine's premier line regiments. The Fifth Sword of Light contains the most, utilizing twenty squads scattered through its three regiments.

On Mauckport, four squads of Kishis seized the Tri-Area Spaceport command center. Infiltrated alongside a Dragoons' Spectre squad two weeks before the Fifth's arrival, the advance scouts mustered in a cargo hangar operated by Hachiman-Taro. The owner, Thomas Reginald­Smythe, was a prominent Federated Suns busi­ness mogul. He was also a deep cover agent for the Order of the Five Pillars. Within hours of the rest of the regiment's arrival, the spaceport was under Combine control. The battle armor troop­ers repulsed a Davion counterstrike by luring the garrison command into a section of tarmac near several empty DropShips, then detonated the underground fuel lines.

NOTABLE UNITS

Chu-sa Torrence Volker: Known primarily for his life-saving actions on Kaznejoy, Volker is a rare three-time recipient of the Bushido Blade. His first was awarded after protecting Warlord Toranaga from an assassination attempt in 3129. The second award came in 3136, when he led the boarding action on the Ounkerfield, a mercenary DropShip that attempted to destroy Toranaga's transport vessel. The third Blade was awarded after the Palmyra operation; Volker · led the two squads of Kishis that destroyed the planet's HPG. Volker's death saved the lives of the other seven troopers as he held off a deter­mined Davion counterattack on the compound.

Swarm: Officially attached to the Twelfth Legion of Vega, the Swarm is rumored to be the DEST squad responsible for clandestine raids on several Dominion border worlds. Though they have been noted in some of the Legion's latest actions, their whereabouts cannot be account­ed for between 3134 and 3142. The Swarm is believed to utilize the latest prototype weap­ons and equipment, including a stealth version developed by the I SF. Inflated rumors aside, the Swarm is considered extremely dangerous and assets confirm the squad is responsible for fif­teen BattleMech kills in the last two years.

Page 9: Battletech Technical Readout 3145 (Better Quality)

Type: Kishi Manufacturer: lshikawajima-Harima Battle Armor Industries

Primary Factory: Luthien Equipment Rating: F/X-X-F

Tech Base: Inner Sphere (Advanced) Chassis Type: Humanoid Weight Class: Light Maximum Weight: 750 kg Battle Value:

38 Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No Notes: Features the following Design Quirks: Easy to Maintain .

Equipment Chassis: Motive System:

Ground MP: JumpMP:

Manipulators: Right Arm: Left Arm:

Armor: Armor Value:

Weapons and Equipment Heavy Machine Gun (SO) Mechanical Jump Booster

Slots

4

None Heavy Battle Claw (Vibro)

Reflective 7 6 + 1 (Trooper)

Slots Location (Capacity)

RA 1

Mass 100 kg

60 kg 0 kg

0 kg 60 kg

330 kg

Mass 1SO kg so kg

Page 10: Battletech Technical Readout 3145 (Better Quality)

The Amazon is a logical development of the Inner Sphere Standard family of battle armor. Tougher and better armed than even the Longinus, the Amazon is a top contender for the middleweight battle armor crown in the Inner Sphere.

CAPABILITIES Evolutionary rather than revolutionary, the

Amazon does not introduce anything original, but it does push the performance envelope to the maximum possible without using Clan technology. Despite the suit's refinement, its simple, traditional layout makes it easy to learn to operate. Combined with its limited number of official configurations, this allows troopers to more easily concentrate on fighting.

DEPLOYMENT The first operational deployment of the

Amazon emphasized its ability to absorb dam­age, when a bandit raid in the Bass system was countered by elements of the Magistracy Cavaliers. Two squads of Amazons commanded by Lance Corporal Jon Harvey located an iso­lated AWS-8Q Awesome and began stalking it through the streets of Nortown. Unafraid, the MechWarrior stood his ground within a park, expecting to smash the battlesuits with his trio of particle projection cannon. Even when a suit was struck it kept coming, and the Awesome was quickly kneecapped and unable to escape. Deploying their own particle weapons, the battle armor pressed home their attack on the crippled 'Mech, continuously jumping to reduce the effectiveness of the return fire. By the end of the battle, three Amazons were destroyed, but the bandit lay dead in his shattered cockpit.

During a raid on Sirdar in 3110, Capellan Amazons were able prove their superior­ity over the Cavalier, the standard trooper battle armor of the AFFS. A light 'Mech lance of Sung's Rangers was ambushed and cut off by a mixed company from the Sirdar CMM. Help swiftly arrived in the form of a triple of Yun aerospace fighters, which dropped their payload of battle armor straight into the fray. Led by Sao-wei Zachary Golden, the Amazons overpowered the Cavaliers that were swarming their comrades, fighting them claw-to-claw on the hulls of the Liao 'Mechs. Overwhelmed, the surviving Suns battle armor fell back, followed by the CMM infan­try, whose ranks were decimated by blasts from the Amazon's recoilless rifles. Despite their losses, Sao-wei Golden's troops joined the Capellan 'Mechs as they counterattacked the enemy armored forces. A pair of Amazons swarmed the Davion commander's Blackjack, detonating its Streak ammunition in a fireball that destroyed all three combatants. In the resulting confusion, the rema ining Rangers' 'Mechs were able to fight their way free. Only a squad of Amazons managed to follow them, the rest having sacrificed themselves to rescue their fellow soldiers. Once the two sides were clear, the circling Yuns threatened to strafe, stopping all thoughts of pursuit by the Militia troops and allowing the Capellan ground forces to escape.

NOTABLE UNITS

Pai-zhang Beverly Byung-Hyun: During the decades of unrest on Liao following the Capellan Crusades, Byung- Hyun became one of the early members of ljori De Guang-Light of ljori, an insurgency movement working for Capellan interests. Originally a cadet at the Liao Conservatory for Military Arts for Military Arts, she took part in a student uprising in 3128. Upon her graduation in 3130, Light of ljori members helped smuggle her underground to prevent her from being pressed into service with the RAF. Her leadership in coordinating ljori De Guang's battle armor assets duril'lg the 3134 CCAF invasion of Liao helped return the planet to Capellan hands. Afterward, she stood

-, at the forefront of resurrecting Warrior House ljori and shaping its janshi into capable warriors. In order to maintain the traditions of the origi­nal Warrior House ljori and fill two full infantry battalions, Byung-Hyun acts as sifu for no less than five aspirants at a time; of those five, an average of two will graduate to zhang-si.

Page 11: Battletech Technical Readout 3145 (Better Quality)

Type: Amazon Manufacturer: Foxx Infantry Systems

Primary Factory: Royal Foxx Equipment Rating: E/X-X-F

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Medium Maximum Weight: 1,000 kg Battle Value:

63 [MRR] 52 [PPC]

Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No Notes: Features the following Design Quirks: Easy to Pilot.

Equipment Slots Chassis: Motive System:

Ground MP: 1 JumpMP: 3

Manipulators: Right Arm: None Left Arm: Battle Claw

Armor: Advanced 5 Armor Value: 1 0 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Modular Weapon Mount RA 1 (2)

Medium Recoilless Rifle (20) 2 Support PPC (1 5) 2

Mass 175 kg

0 kg 150 kg

Okg 1S kg

400 kg

Mass 10 kg

250 kg 250 kg

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Hordes of Buraqs accompany the Hell's Horses Ranger Clusters. These terrifyingly fast battlesuits often outdistance their prey, in­cluding enemy BattleMechs, to cut off retreat. Anti-piracy actions along the Horses' Barrens border often rely on Buraqs to range fa r and wide to locate bases of operations, storage de­pots, landing zones, and hidden enemies. The Buraq's limited weaponry forces Points into support roles, though their great speed keeps them safe until help arrives. A Buraq Star usually consists of three Points of the standard armor, and one each of the hunter-killer and support armors; this arrangement maximizes the Star's anti-pirate utility.

CAPABILITIES The Buraq's myomer booster more than

makes up for its lack of jump jets with re­markable ground speed. This allows the quad suits to keep up with the fast OmniMechs in the Ranger Clusters. The booster consumes so much space that the Buraq's armor and weapons are severely limited. Thus the Buraq is employed more often against soft targets, or as an interdiction unit controlling avenues of approach and retreat. The Buraq's comm system is particularly robust, and allows the free-ranging suits to report through all but the strongest enemy jamming.

DEPLOYMENT Kappa Galaxy's Eighty-fifth BattleMech

Cluster responded to a pirate raid on lear in 3122, where Sarkon's Bloody-Handed had slaughtered the constabularies of three major cities. Before the Horses could respond, the Bloody-Handed had withdrawn with several thousand slaves and two DropShips laden with loot from the world's precious metal and gem mines. The Eighty-fifth gave chase into the Barrens and tracked the pi­rates to Crellacor in September.

Star Captain Mellysa Ravenwater's Point of Buraqs scouted the wilds of the Taireed Valley outside Loriaq. The rainy season had just ended and the speedy Buraqs crossed the sodden ground easily compared to the Eighty-fifth's tanks and 'Mechs. She stumbled upon the pi­rate headquarters in a vast cave network under the Rishlin Estuary. Ravenwater communicated the find before leading her Star into the depths. When enemies were caught outside their 'Mechs, the Horse Buraqs slaughtered the bandits, though the Bloody-Handed's commanders-and those they had enslaved-were never found.

The Buraq is particularly well-suited to the Mongol Doctrine. The 666th Mechanized Assault Cluster used their Buraqs as heralds of doom. On Timkovichi in August 3142, the 666th sent three Points of Buraqs as part of a Binary to punish the populace of Greywalk for shelter­ing the recently-withdrawn Kell Hounds when Star Colonel Tricky Brown's hunter-killer Point

happened upon a hidden Kell Hound Jaguar. Before the concealed 'Mech could call in artil­lery support, the Buraqs hobbled the Jaguar with concentrated Bearhunter fire. Three of Tricky's Elementals died to laser fire, but the Jaguar was downed like a caribou by a pack of wolves. Brown's report of the concealed 'Mech was intercepted by other hidden units, who called in artillery to level most of the city-and the encroaching Horses-before the area suf­fered a similar fate at the Horses' hands.

NOTABLE UNITS

Point Commander Wayne, Senior Patr''olman: A freeborn from Elemental parentage, Wayne graduated from sibko with the rank of Star Commander, but a lostTrial of Grievance caused his reassignment to rearguard duties along the Barrens bordering the Hell's Horses occupa­tion zone. Subsequent yearly retests resulted in demotions to military police duties. Since his test-down, Wayne has been tasked with the un­enviable job of performing base security for the Twelfth Rangers Cluster. At least twice his Point has managed to chase down would- be pirates and bandit caste undesirables solely by ac­costing them before other active base person­nel can reach their 'Mechs. Despite his Point's performance in recent incidents, the Twelfth's leadership has not yet afforded him a chance to elevate above his current limbo.

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Type: Buraq Manufacturer: Csesztreg lndustriplex Gamma

Primary Factory: Csesztreg Equipment Rating: F/X-X-F

Tech Base: Clan Chassis Type: Quad Weight Class: Medium Maximum Weight: 1,000 kg Battle Value:

38 (Standard) 32 (Hunter-Killer) 65 (Support)

Swarm/Leg Attack/Mechanized/AP: No/No/No/No Notes: Features the following Design Quirks: Improved Communications.

Equipment Chassis: Motive System:

Ground MP: Jump MP:

Manipulators: Right Arm: Left Arm:

Armor: Armor Value:

Weapons and Equipment Standard 2 Machine Guns (SO x2) Myomer Booster Searchlight

Hunter-Killer Bearhunter Superheavy AC (20) Myomer Booster Improved Sensors Search light

Support Advanced SRM 2 (4 shots) Myomer Booster LightTAG (60)

Slots Mass 250 kg

7 120 kg

0 Okg

None 0 kg None 0 kg

[lj Standard 175 kg 7 + 1 (Trooper)

Slots Location (Capacity) Tonnage

Body 2 200kg \ Body 3 250 kg Body

Skg ~\

Body 2 150 kg ~ Body 3 250 kg

~

Body 45 kg fS; Body 5 kg

~==- ,.. ~~-....,~ -

Body 3 170 kg ..::::--~- ~~"--...-.:_ ----::::::::::::--.:;:::::- ---. -- . ~~·- ~

Body 3 250 kg ~ ----Body 35 kg

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As ugly as its namesake, the Oni-ogre­is a battlesuit typically assigned to DCMS garrison forces or units out of favor with the Procurement Department. Its looks are not im­portant in the heat of battle, where the suit's true beauty shines through. Unfortunately, in a warrior culture steeped in tradition and appear­ances, performance is often ignored for more the more nebulous traits of honor and prestige.

CAPABILITIES Originally developed as the replacement

for the Raiden, the Oni is of average build and specifications: it masters no specialty save that of standard battlefield performance. Useless in large engagements, the Oni's success comes pri­marily from defensive formations and despera­tion tactics. The Oni's movement profile is no bet­ter nor worse than most armor units fielded in the thirty-second century and continually fails to impress all but the most rigid of the Combine's infantry commanders. Only its reliance on heavy armor plating makes the Oni a continued pres­ence within the DCMS militia regiments.

DEPLOYMENT The Oni's first recorded battlefield action

was during the Combine's push to reclaim most of its old Dieron Military District holdings. Assigned to militia and infantry units that se­cured the Combine's rear area fire bases, the suit performed as expected: a solid line of defense against enemy aggression. Tactical analysts noted that locations fielding the Oni boasted a higher survivability rate amongst its defenders. Such mind-numbing use of statistics no doubt fed the DCMS bureaucratic monolith; within a year, Oni suits were being distributed to every planetary garrison within the New Samarkand and reconstituted Dieron Military Districts.

During the final days of fighting on Misery in 3139, the Ryuken-go assigned its three squads of Oni to back up five field gun teams. These forces were part of a planned pincer movement designed to crush a battalion of the Tenth Avalon Hussars once and for all. As the Davions pushed their way out of the closing Kuritan trap, the bulk of the Hussars' command company stumbled into the Ryuken infantry. The Oni squads formed a half-moon battle line around the vulnerable gun crews. The armored infantry kept the heavier Hussars 'Mechs in place long enough for the gun crews to inflict massive damage and redirected the flow of the Davion retreat straight into a company of Kurita assault 'Mechs. The Hussars limped off the field and shortly afterward departed Misery, ceding the world to the Draconis Combine.

VARIANTS Four configurations of the suit exist due to

its modular weapons mount. Technically, infan­try commanders may request particular models based on their unit's fighting style. As always, such flexibility exists mostly on paper as the Procurement Department assigns whatever suit variants they believe is necessary, regardless of a unit's request. Fortunately, the Oni provides opportunities for creative supply officers to in­crease their network of contacts and trade with other Combine units in the area.

Currently, the gray market for Oni suits is experiencing a glut of compact Narcs, forcing many militia commands to experiment with al­ternative defensive tactics.

NOTABLE UNIT

Chu-i Samson Romanov: Head of the First Arkab's battle armor troops, Romanov is a die­hard Combine loyalist. His position within the Azami unit is held primarily through his ances­try, as he is related to the late Caliph Markus Romanov. A devout Muslim, Romanov has no issue reconciling his faith with his unswerving devotion to the Dragon and its cause. His battle prowess, outspoken character, and sincere con­victions have made him a model trooper and one that many within the First Arkab strive to emulate. His command squad, the Crescent Sands, is often found in the thickest co~ bat.

Sho-sa Emily Gant: One of the few female in­structors at the Kensai Kami, Gant also received the Foundation of Galedon ribbon in 3138 dur­ing the Draconis Reach campaign. Gant claimed a score of 1,995 points during her time as a stu­dent at the Kensai Kami, which ranks her as one of the top three warriors to ever pass through the program. She has been an instructor at the facility on Aix-la-Chapelle for the last decade and is known for suiting up in an Oni and am­bushing unwary candidates during the course of their training. Rumblings among the High Command indicate she may be reassigned as LAW's chief test pilot.

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Type:Oni Manufacturer: Luthien Armor Works

Primary Factory: Luthien, Savinsville Equipment Rating: F/X-X-F

Tech Base: Mixed Inner Sphere Chassis Type: Humanoid Weight Class: Medium Maximum Weight: 1,000 kg Battle Value:

51 [Bearhunter] 74 [MRR] 64 [PPC] 57 [Narc]

Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No Notes: Features the following Design Quirks: Fast Reload, Non-Standard Parts.

Equipment Chassis: Motive System:

Ground MP: Jump MP:

Manipulators: Right Arm:

3 0

None

Slots

Left Arm: Armor:

Armor Value:

Heavy Battle Claw (Vibro) Fire-Resistant (C) 5 1 0 + 1 (Trooper)

Weapons and Equipment Location Modular Weapon Mount RA

Bearhunter Superheavy AC (20) (C)­Medium Recoilless Rifle (20) Support PPC (14) Compact Narc (4 Shots)

ECM Suite Extended Life Support

Body Body

Slots (Capacity)

1 (2)

2 2 2 2

Mass 175 kg

80 kg Okg

0 kg 60 kg

300 kg

Mass 10 kg

150 kg 250 kg 250 kg 190 kg 100 kg 25 kg

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Introduced before the turn of the century, the Quirinus battlesuit has made a name for it­self as a reliable medium-weight battle armor. It was produced on Terra and found ready mar­kets in the former Free Worlds League territo­ries. Many mercenaries of the early thirty-sec­ond century also accept Quirinus suits in lieu of payment from its many users.

CAPABILITIES Though not flashy, the Quirin us earned a

solid reputation as a trooper battlesuit. Much of that reputation comes from its reactive armor, which offers advanced protection against ex­plosive damage. This resilience was one of the reasons this armor proved so popular in the for­mer Free Worlds, where each of the provincial governments often reta ined the old League's penchant for missile weapons.

DEPLOYMENT With the length of their service many in­

stances of Quirinus suits stand out, but few equal the exploits of the mercenary Nine-two Commando. The Nine-two is a small group, barely a reinforced company in size, though they operate out of a customized Aurora-class DropShip, the Radiance. They specialize in co­vert mission and special operations; their con­tracts never last more than a month or two, but they command rates that an infantry battalion would envy. On Marcus, in 3144, they earned more than their money.

Hired by the Republic Remnant, the Nine­two was tasked with infiltrating a pirate outpost in Marcus' hinterlands. Although garrisoned by a detachment of Redburn's VII Hastati, the RAF forces were too light to storm the pirate

firebase. Instead, the Nine-two's planners chose a night attack by the company's Infi ltrator Mk II platoon, while the rest of the Commando pre­tended to attack. The bulk of the diversionary attack would be carried out by Lieutenant Alice O'Quinn's Quirinus platoon, supported by the Nine-two's VTOL flight.

The diversionary attack began just after dusk. The Quirinus platoon made a show of debarking from borrowed Hastati APCs just outside of LRM range. Several pirate JES carri­ers advanced and opened fire, but O'Quinn's platoon used cover and its reactive armor to weather the assault. Frustrated, the JES com­mander called for the pirates' reaction force, who stormed out of the firebase to drive the battlesuits off. As the pirates cleared the gates O'Quinn's platoon fell back to hidden ambush positions while the Infiltrators were deployed by stealthyVTOLs. The firebase radioed for help just as O'Quinn's Quirinus troopers struck from ambush, supported by the Hastati. Within min­utes it was over; cut off from their firebase by its own captured defenses, the pirates fled into the wilderness.

On Zavijava in 3142 a small group of mal­contents stormed and claimed a near-empty Standing Guard armory outside the city of Haliwell. Displeased with the reforms to the RAF and the Republic government under the Fortress protocols, they took hostages and demanded Zavijava's government reject the changes. The only military force left on-world was a squad of Quirinus troopers led by Sergeant Ellie Purvis. Pressed into service, Sergeant Purvis and her squad responded. Within ten hours of negotia­tion it became clear that the malcontents were unhinged and not listening to reason; after they

murdered one of their hostages to prove their re­solve Sergeant Purvis latched her faceplate and led her squad into the bunker where the malcon­tents were hiding.

Even battle armor is not impervious, and two of Purvis' troopers were wounded by the crew-served weapons defending the bunker, but in the end she and her squad mate breached the bunker and attacked the criminals. Unwilling to endanger the hostages, they attempted to at­tack the malcontents physically, but the sergeant was forced to use her light Gauss rifle against the ringleader, who held a child. Though nearly every hostage suffered burst eardrums from the report of the Gauss rifle in the enclosed space, a ~d sev­eral were injured by ricochets and spalling, no more were killed.

NOTABLE UNITS

Captain Alice O'Quinn: Captain O'Quinn was promoted to XO of the Nine-two Commando following the contract on Marcus. She has served in Quirinus suits her entire military career, first climbing into one as part of the Standing Guard on Zosma. As XO she will have considerable clout in the Nine-two, but few ex­pect the mercenary group to purchase more Quirinus battlesuits; though durable, they are ill-suited to special operations.

Sergeant Ellie Purvis: Hero of Zavijava, Sergeant Purvis and her squad were trans­ferred to Stone's Lament. She excelled with the Lament, and is now assigned to Stone's person­al guard with Colonel Hopewell. She has thus far resisted all efforts to transition her squad to a more high-profile battlesuit.

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Type: Quirinus Manufacturer: StarCorps Industries

Primary Factory: Terra Equipment Rating: F/X-X-F

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Medium Maximum Weight: 1,000 kg Battle Value:

49 [David] 42 [GL] 46[MG]

Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/ No

Notes: None.

Equipment Chassis: Motive System:

Ground MP: Jump MP:

Manipulators: Right Arm: Left Arm:

Armor: Armor Value:

Weapons and Equipment Modular Weapon Mount

David Light Gauss Rifle {20) Grenade Launcher {20) Machine Gun {SO)

Light TAG {60)

Slots Mass 17S kg

1 3

Basic Manipulator Battle Claw {Vibro)

0 kg 1SO kg

Reactive 7

0 kg so kg

480kg 8 + 1 {Trooper)

Slots Location

LA (Capacity) Tonnage

Body

1 {1) 10 kg 1 100 kg

100 kg 100 kg 3S kg

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For much of her career, Paladin Kara Rutherford objected harshly to the cost of bat­tle armor. In her view, highly advanced and spe­cialized suits made it difficult to deploy them in large quantities and keep them operational in the field. A design study commissioned by her resulted in the initial concept of the Simian, but it wasn't until well after her death that produc­tion began. Rhodes Foundry produced a battle armor that could deploy in the field for extend­ed times and with minimal logistical support.

CAPABILITIES Agile and maneuverable, the Simian relies

on its modular weapon mount to project dam­age. Simians often deploy less sophisticated weaponry unless they have scavenged a cache of weaponry in the field. While its armor pro­tection is lacking, its magnetic claws make it exceptional at swarm attacks, and wise com­manders rarely permit the Simian to engage in protracted ranged engagements.

DEPLOYMENT The Simian became an important part of

Levin's efforts to destabilize the Republic's ene­mies outside the Fortress. It would be unknown to the Republic's enemies, and simple enough that it could have been manufactured by almost anyone in the Inner Sphere. Its nature also al­lowed more suits to be produced in the months leading up to April 3136. Substantial numbers of Simians fought in every realm bordering the Republic, engaged in false-flag operations.

On Lyons, Simians were used to suppress a supposedly Republic-loyal militia that was actually run by a separatist faction. The militia booked some initial successes against the RAF, but failed to notice the trackers among some of the suits they destroyed.

During campaigns in the Draconis March, a RAF unit masquerading as part of the Davion First Ceti Hussars' Beta Combat Command made extensive use of Simians. In one engagement, a lance of Gunsmiths rushed the command lance of the Third Dieron Regulars, distracting the commander's bodyguard while fast hover­craft delivered nearly two platoons of Simians. The tai-sa was unable to disengage from the battle armor, which quickly brought his Tenshi down. The force commander cracked the cock­pit and delivered a message that caused Tai-sa Morrison to call off his attack and commit sep­puku the same night.

The 3144 combat on Galatea has added accolades to the Simian's combat record, where disguised RAF units masquerading as mercenaries used small craft to drop platoons on top of Jade Falcon formations. The targets were 'Mechs and vehicles used in support of Elemental Stars after the Clan battle armor had been deployed to their objectives. While these tactics incurred heavy losses on the RAF troops, they forced the Falcons to abandon or recall their Elementals to fight off swarming Simians.

NOTABLE UNITS

Captain Rachel Goldstein: While in conflict with Marik troops on Avellaneda, Captain Goldstein led a platoon of Simians straight at a pair of Stalker /Is that were breaching the line of her small task force. The troopers suffered seri­ous casualties, but managed to swarm both as­sault'Mechs. While the BattleMechs seemed im­pervious to the weaponry available to Captain Goldstein, the Simians had a relatively easy time extracting the MechWarriors from their torso­mounted cockpits.

Sergeant Angela Gray: During a raid on Gan Singh, Sergeant Gray's detachment found it­self smashed by a lance of 'Mechs. With her APC gone, the fate of her troopers seemed grim until Gray ordered a mad dash toward the nearby tracks. A freight train carrying livestock bound for Mughal was passing by, and the surviving Simians watched in surprise as their commander swarmed onto the side of the train. The troopers that recovered in time managed to duplicate her effort and escape.

Lieutenant Douglas lnamoto: Lieutenant lnamoto was the Simian trooper who breached Tai-sa Morrison's cockpit. Though his superiors reprimanded him for getting into such close contact with an enemy combatant, they reward­ed him for his skill and audacity. Despite several requests and even a direct order, lnamoto has refused to divulge what words he used to force Morrison's hand. The helmet recordings from his Simian for that time have been destroyed, and RAF intelligence has yet to secure copies of the tai-sa's battleROMs, if they even still exist.

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Type: Simian Manufacturer: Rhodes Foundry Ltd.

Primary Factory: Devil's Rock Equipment Rating: E/X-X-E

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Medium Maximum Weight: 1,000 kg

Battle Value: 40 [SL] 45 [LRR] 34 [Flamer] 36 [HMG]

Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No Notes: Features the following Design Quirk: Easy to Maintain.

Equipment Chassis: Motive System:

Ground MP: Jump MP:

Manipulators: Right Arm: Left Arm:

Armor: Armor Value:

Weapons and Equipment Modular Weapon Mount

Small Laser (30) Light Recoilless Rifle (20) Flamer(10) Heavy Machine Gun (SO)

Searchlight

2 3

Slots Mass 175 kg

40 kg 150 kg

Battle Claw (Magnetic) Battle Claw (Magnetic)

Standard

35 kg 35 kg 350 kg

7 + 1 (Trooper)

Slots Location

RA (Capacity) Tonnage

Body

1 (2) 10 kg 200 kg

2 175 kg 150 kg 150 kg

5 kg

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The Wraith is meant to support conven­tional infantry forces and perform infiltration and surgical strikes. Prototyped a little over fifty years ago as the Rogue Bear, the Wraith has become a centerpiece of the Rasalhague Dominion's battlesuit forces. Unlike the Clan battlesuits of last century-which were only available in limited sizes-the Wraith comes in a wide variety of interchangeable form factors, easily adjusted to accommodate a more diverse range of infantrymen. This customization does create a more complicated supply chain, how­ever, and quartermasters dislike the unit.

CAPABILITIES The Wraith's HUD incorporates the latest

technical advances, including an automated threat prioritization system that assigns icons with different sizes, colors, and shapes depend­ing upon the type of target and range. This system is user-customizable and can store ten preset configurations.

The unit also features a revolution­ary ammunition storage magazine that can be exchanged similar to OmniMech pods, significantly decreasing reloading time. Unfortunately, modular weapon mounts were not incorporated.

D EPLOYMENT In 3137 the Rasalhague Dominion took ad­

vantage of the Draconis Combine's preoccupa­tion with Theodore Kurita's death to blood new warriors in a series of border raids. The Wraith earned considerable pra ise for its performance

on Schuyler, where elements ofthe Fourth Bear Regulars tangled with Pesht Regulars. At 0200 hours, a Rasalhague Dominion DropShip made a low pass over the Kurokawa motor pool and dropped a Star of (mostly Wraith) battle armor. The battlesuits immediately encountered heavy resistance from three companies of convention­al infantry. The Dominion force fought building to building for three hours before finally cor­ralling the remaining defenders in a vehicle service hangar. After a failed frontal assault, Star Captain Janos led two Points of Wraiths in a flanking action while the rest of the bat­tle armor kept the infantry pinned down. The Wraiths jumped to the top of the building, tore a hole in the roof and dropped into the bay. For the next thirty minutes, they fought bay to bay, ultimately defeating the Kuritans while suffer­ing a handful of casualties.

When Clan Wolf moved to the Lyran-Marik border, the Falcons, Horses, and Bears fought over the worlds the Wolves had abandoned as well as others. One of the earlier clashes came in 3137 when the Rasalhague Dominion's Fourth Bear Regulars battled the Hell's Horses' 666th Mechanized Assault Cluster on New Oslo. After a day of heavy fighting neither force could claim an advantage, and the Horses dis­patched a Star of battle armor to eliminate the Rasalhague Dominion commander. Two Points of Wraiths led the assault, making their way stealthily past the pickets. They intercept­ed the command Star and its escort, a point of Elementals, as they were leaving the unit 's mobile headquarters. Although sentry 'Mechs

responded rapidly once the shooting started, they arrived too late to save the Cluster com­mand staff.

Far from cutting the head off the snake, the strike enraged the Dominion forces and they fought with renewed vigor. The Horses quickly lost the little ground they'd gained and began fighting a defensive campaign . Two weeks later, with Dominion forces closing on their DropShips, the Hell's Horses retreated off-world.

N OTABL E U NITS

Star Captain Boris Houan: A well-liked vet­eran of the Sixty-second Mechanized •Assault Cluster, Star Captain Houan was instrumental in securing Tamar after Clan Wolf abandoned the planet. During Epsilon Galaxy's attempt to scan the planet for threats the Wolves may have left behind, Houan's Trinary encountered several well-armed bandit groups that had bubbled to the surface during the Wolves' brief absence. In one of the final engagements in a small village, Houan was wounded, so his Trinary put the whole village to the torch.

Star Commander Vy: A freeborn of small stat­ure, Vy was always in search of a battlesuit that could fit her properly. Despite her relatively small size, she was determined to train for battle armor, going so far as to design boot extensions that would allow her to (barely) fit standard­sized battlesuits. Shortly after she graduated into the 343rd Battle Cluster, the adjustable Wraith battlesuit was made available.

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Type: Wraith Manufacturer: BA Facility Gamma,

Primary Factory: Mannedorf Equipment Rating (Standard): F/X-X-E Equipment Rating (Anti-Infantry): F/X-X-F

Tech Base (Standard): Clan Tech Base (Anti-Infantry): Mixed Clan Chassis Type: Humanoid Weight Class: Medium Maximum Weight: 1,000 kg Battle Value:

56 (Standard) 55 (Anti-Infantry)

Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No Notes: Features the following Design Quirks: Non-Standard Parts.

Equipment Slots Mass Chassis: 2SO kg Motive System:

Ground MP: 1 0 kg Jump MP: 3 150 kg

Manipulators: Right Arm: Battle Claw (Vibro) so kg Left Arm: Battle Claw (Vibro) so kg

Armor (Standard): Basic Stealth 3 300 kg Armor Value: 10 + 1 (Trooper)

Armor (Anti-Infantry): Reactive 7 3SO kg Armor Value: 10 + 1 (Trooper)

Slots Weapons and Equipment Standard

Location (Capacity) Tonnage

Machine Gun (SO) Machine Gun (SO)

Anti-Infantry-Mixed Tech

RA LA

Fired rake Support Needier (IS) (30) RA Fired rake Support Needier (IS) (30) LA Improved Sensors Body

100 kg 100 kg

so kg so kg 45 kg

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Black Wolf battle armor debuted in 3138 as a joint effort by the scientist castes of Clan Wolf­in-Exile and Clan Wolf that could have served as the harbinger of reunification. That dream died stillborn when Khan Seth Ward turned against his Lyran allies and carved the new Wolf Empire out of the Commonwealth. While the politics of the Black Wolf turned sour, the brief collabora­tion produced a flexible and potent heavy suit that has proved itself in the hands of both Clans.

CAPABILITIES Reactive armor gave the new suit greatly

improved survivability against artillery com­pared to standard Elemental battle armor, which served it well against the AMSC and LCAF. Available configurations tend to stress close-in assault and support roles, though it can be rushed into the fray by available OmniMechs. Notably, divergences in produc­tion protocols have rendered Black Wolf parts produced by either Clan incompatible with suits from the other.

DEPLOYMENT Clan Wolf-in-Exile views the Black Wolf as a

symbol of the betrayal by their parent Clan rath­er than the token of hope that was wished for. With Malvina Hazen and Alaric Ward breathing down the neck of the Commonwealth, though, they have had no choice but to assign it to their touman as quickly as it can be produced. Clan Wolf, by contrast, has shown no animus toward the Black Wolf, and Elementals of that Clan view being assigned one as a promise of glorious combat in the near future.

Perhaps the bitterest irony is that Black Wolf came to prominence during the invasion ofTharkad in 3143. Embedded Lyran media re­corded Black Wolf suits jumping into skyscrapers to rain death down on entrenched infantry in a re­doubt outside the Triad. Fire from their heavy mor­tars obliterated the position, clearing the way for a push by Clan Wolf 'Mechs and Elementals into the Royal Palace. In a single moment the battlesuit that Clan Wolf-in-Exile had crafted to protect the Commonwealth became an object of terror and hatred to their Lyran comra'des.

The Exile Beta Galaxy's defense of lncukalns saw the suit play to its strengths in the clash at Knockbridge. Black Wolf suits of the Second Wolf Legion took up defensive posi­tions along the Fane River, drawing the initial Falcon artillery bombardment on themselves instead of supporting Cuchulainn suits. The LB-X armed Black Wolf suits were still in fight­ing trim when the Falcons advanced on them, and exploited the damage dealt by the over­watching Cuchulainns to disable an entire Star of Falcon 'Mechs with cluster ammunition. The carnage forced the Jade Falcons to stop the at­tack to bring up reinforcements, buying time for the rest of Beta Galaxy to retreat.

When the Falcons came again, the battle armor resisted inside Knockbridge, with the Black Wolf suits again making use of the long­range support from Cuchulainns to create openings to destroy Falcon 'Mechs. Flamer­armed suits then sprang a firetrap once the Falcons had advanced into the suburbs, and a counterattack by their plasma rifle-armed coun­terparts overheated a number of enemy units.

That made the ferocious counterattack of a Star of Cuchulainns led by the ristar Barrett possible, which temporarily drove the Jade Falcons away and allowed the surviving Elementals to escape.

NOTABLE UNITS

Star Captain Eamon Sradac: Star Commander Eamon was one of the liaisons with Clan Wolf at the time of their betrayal, was one of the very few to take the Wolves up on their offer to . join their Clan. He brought his Black Wolf suit with him, and soon tested up to Trinary com­mand. He participated with distinction in the battles for Tharkad and Hesperus II, arid most recently won his Blood name from Clan Wolf. Sibkin from Clan Wolf-in-Exile have sworn to kill him for his treason.

Star Commander Devon Shaw: A former Star Captain in the 328th Wolf Assault Cluster, Devon Shaw lost his rank during a Trial of Possession against Paolo, a Star Commander in his Supernova who was determined to cata­pult himself above Devon. Devon defeated this same challenger in a Trial of Possession over his rank a year prior; after the win he left his oppo­nent alive due to Paolo's command ability being an asset in combat. Devon's Starmates believe he lost the Trial to test Paolo's command skills. Observers believe that if Paolo does not per­form up to Shaw's expectations or is not soon nominated for a Bloodname, Shaw will chal­lenge for his former rank and handily regain it, killing Paolo in the process.

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Type: Black Wolf Manufacturer: WC Site 2, W-7 Facilities, Corean Enterprises MacAdams-Suharno

Primary Factory: Arc-Royal (Site 2), Weingarten (W-7), Stewart (CE) Equipment Rating: F/X-X-F

Tech Base: Clan (Advanced) Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1,500 kg Battle Value:

58 [LB-X] 67 [ERSPL] 56 [Heavy Flamer] 57 [Heavy Mortar] 54 [Plasma]

Swarm/Leg Attack!Mechanized/AP: No/No/Yes/No Notes: Features the following Design Quirks: Non-Standard Parts.

Equipment Slots Mass Chassis: 400 kg Motive System:

Ground MP: 0 kg Jump MP: 125 kg

Manipulators: Right Arm: Heavy Battle Claw 20 kg Left Arm: None Okg

Armor: Reactive 7 385 kg Armor Value: 11 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Mass Modular Weapon Mount LA 1 (2) 10 kg

BA LB-X AC (20) 2 440kg ER Small Pulse Laser (24) 2 555 kg Heavy Flamer (20) 2 360 kg Heavy Mortar (IS) (60) 2 560 kg Plasma Rifle (IS) (40) 2 330 kg

lili»LOG

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Conceived at the same time as the Simian, this battle armor has no progenitor. Its pur­pose is to provide highly mobile artillery sup­port, relying on support from any available war machines to maintain contact with the enemy. Built by Rhodes Foundry, its initial deployment mirrors the Simian's.

CAPABILITIES Advanced metallurgy is used to create the

ultra-lightweight barrels of the battlesuit artil­lery weapon, making it light enough for deploy­ment. The ammunition uses a special clathrate propellant and a hydraulic ram to initiate defla­gration. Recoil compensation is nearly nonexis­tent, and the legs of the suit are mechanically locked prior to firing to prevent stress on the operator. The static foldout legs do not permit a properly actuated firing platform, resulting in a very high ballistic arc and short effective range.

Engineers at Rhodes wisely used reactive armor on the Centaur, drastically reducing the consequence of misfires and permitting the suits to survive some minor counterbattery fire. Magnetic clamps were included instead of a modular mount to make the Centaur able to support formations that lack dedicated battle armor transport.

While the tube artillery unit could be de­tached to grant the Centaur improved ground speed, this capability is rarely used in the field. This is attributed to the reluctance ofthe opera­tors to relinquish the weapon that makes the Centaur so effective.

DEPLOYMENT Most Centaur deployments occur in sup­

port of Simian and other battle armors utilized by the RAF. In this capacity, the Centaur proved proficient at destroying hostile infantry for­mations, particularly battle armor and dug-in troops. The suits lack the ammunition to main­tain sustained bombardments, but a common tactic that emerged on Carnwath has the avail­able Centaurs deploy in two separate groups that support each other. The resilience against their own shells allowed the suits to "scratch their own backs" when in close-contact with enemy infantry.

When the Jade Falcons attempted to ab­sorb Suk II subsequent to the Wolf Clan migra­tion, they found the Ghost Bears in opposition. After a week of maneuver and small-scale Trials, the Jade Falcons led a running battle through the planet's northern polar continent. When the Bear Trinary entered the valley, a nearby squad of hidden RAF Centaurs fired from an ancient Hansen's Roughriders firebase on the ridge, causing an avalanche. The Ghost Bear 'Mechs that survived were shelled by the Centaurs, as were the Jade Falcon 'Mechs the moment they emerged from the snow. While the enraged Ghost Bears fought hard with their remaining troops and 'Mechs, the imbalance caused by the ambush proved insurmountable, and they were soon ejected. As of this writing, neither the Jade Falcon Watch nor the Rasalhague Dominion's in­telligence services have identified who fired the artillery shells.

NOTABLE UNITS

Major Mariska Hirsh: As a commander of an artillery battery, Hirsh is expected to stay with her mobile HQ or any of the artillery vehicles in her command. The major seems to prefer her Centaur suit. With the aid of several Crane and Lamprey VTOLs, she moves her platoon near the targets assigned to her battery. From their elevated position, her troops provide spotting data to the main force, but also actively engage any targets or structures that have been weak­ened by the larger batteries.

Sergeant Greg "Lucky" Lloyd: The Centaur is unsuitable for counterbattery fire, but none­theless this activity is what Sergeant Lloyd has devoted himself to. Together with an aging Ferret VTOL, the sergeant races toward hos­tile artillery and deploys within a kilometer of them. He then shells the enemy while the Ferret prepares a small ammo dump about half a kilometer away. Lloyd fires his shells before getting a pickup to the ammo drop, where he reloads in order to begin a new salvo. So far, this has not yet killed Lloyd, though a near miss once did disable the Ferret. His suit's armor saved him. Operationally, this tactic has rarely been effective at eliminating hostile ar­tillery, but it has proven a substantial distrac­tion, especially when the enemy elects to try to wipe out the "gnat" nearby rather than the full-size artillery battery that has begun coun­terbattery fire.

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Type: Centaur Manufacturer: Rhodes Foundry Ltd.

Primary Factory: Devil's Rock Equipment Rating: F/X-X-F

Tech Base: Inner Sphere (Experimental) Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1,500 kg Battle Value:

73 Swarm/Leg Attack/Mechanized/AP: No/ No/Yes/ No Notes: May only move at 1 Ground MP while carrying any Detachable Weapon Pack weapons.

Equipment Slots Mass Chassis: 300 kg Motive System:

Ground MP: 1 (2) 80 kg Jump MP: 0 0 kg

Manipulators: Right Arm: Bas ic Manipulator 0 kg Left Arm: Bas ic Manipulator 0 kg

Armor: Reactive 7 420 kg Armor Value: 7 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Mass Small Laser (60) RA 1 205 kg BA Tube Artillery (8 Shots)

Detachable Weapon Pack Body 2 465 kg Magneti ~> Clamps Body 2 30 kg

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Following in the footsteps of the Hegemony's first battle armor, the Ravager, the Marauder shows not only how Marian engineers are developing but also that the Hegemony is focusing on accentuating the positives instead of covering weaknesses. Where the Ravager relied upon heavy armor and speed, the Marauder focuses first upon firepower and secondly on armor. Former Ravager pilots appreciate the increased ease of use with the Marauder, while technicians praise it as designed with them in mind.

CAPABILITIES Sacrificing mobility, the Marauder has

a slew of weaponry, both heavy and anti­personnel. This combat power is augmented by TAG and magnetic clamps. Most pilots shy away from ballistic anti-personnel weapons, irrationally fearing that the magnetic effects from the particle cannons will affect the accu­racy of bullets.

DEPLOYMENT Spending its first few years in controlled

testing and garrison duty, the Marauder graced the battlefield in 3117 on Landfall. A group of dissidents took up arms against the Hegemony. These Free Leaguers garnered money and materiel from other systems that once belonged to the Free Worlds League and quickly claimed a large portion of Landfall before If Legio could mobilize against them. When taking the densely packed town of New Erewhon, If Legio relied heavily upon infantry forces, including Marauders.

In a meticulous crawl through town the Marians used the buildings as cover until run­ning into a pair of Cadavers. The pair ignited the buildings, allowing the infantry forces to close under cover of smoke. Standard infantry tried to cripple the legs of the BattleMechs, but found their actuators well armored. The Marauders focused fire upon one Cadaver. At first, the giant machine was able to shrug off the PPC and light rifle fire, but once semi­guided missiles from the Hegemony forces rained down on the Cadaver, homing on the TAG locks from the Marauders, the 'Mech quickly crumpled.

The other Cadaver fled, only to crash into a building, making it an easy target for the combined infantry forces. Pulling the pilot out, Marian infantrymen found him to be none other than T. "Pony Man" Harris, leader of the Free Leaguers in New Erewhon. Without their commander, organized resistance in New Erewhon quickly disintegrated. Harris' treason trial and subsequent execution were widely watched throughout the Hegemony. The video recorded by Marauders as he was pulled from his cockpit not only appeared in the trial, but was broadcast throughout the Hegemony.

In addition to widespread use in the Marian Legions, the Hegemony has strength­ened ties with the Taurian Concordat, allowing Pinard Protectorates Limited to produce the Marauder. Both companies freely sell to merce­naries in the employ of their nations.

NOTABLE UNITS

Miles Gregarius Lucretia Horstmann: Miles Horstmann has the dubious distinction of or­dering her Marauder century to participate in a police action against a group of armed terrorists operating on lllyria. Instead of preserving the lives of patricians in the immediate vicinity, her timely attack led to more than just the eradica­tion of the terrorist cell. During the fighting, one of her century's recoilless rifle shells pierced the reserve oxygen tanks of a nearby skyscraper, re­sulting in the deaths of several thousand plebs and an unknown number of slaves when the building collapsed. For her success in ~ealing with the terrorists, Horstmann was awarded the Corona Aurea.

Lance Sergeant Pierre Rembert: A native of Electra, Lance Sergeant Rembert is an assistant company commander in the Pleiades Hussars. Although he strikes many as a no-nonsense NCO that is not shy about enforcing harsh pun­ishments for behavioral infractions, Rembert is not completely lacking a sense of humor. He is known throughout the regiment for taking forced-perspective photographs of his platoon's Marauder battlesuits in order to make them re­semble full -sized Marauder BattleMechs. When not adding to his ever-growing "Minirauder" se­ries, Rembert drills his company in a variety of Davion invasion scenarios.

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Type: Marauder Manufacturer: Marian Arms Inc., Pinard Protectorates Limited

Primary Factory: Horatius, Macleod's Land Equipment Rating: E/X-X-F

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1 ,SOO kg Battle Value:

48 Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes Notes: Features the following Design Quirks: Easy to Maintain, Accurate Weapon (LRR).

Equipment Slots Mass Chassis: 300 kg Motive System:

Ground MP: 1 0 kg Jump MP: 0 0 kg

Manipulators: Right Arm: None 0 kg Left Arm: None 0 kg

Armor: Standard 450 kg Armor Value: 9 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Mass Support PPC (15) RA 2 250 kg Anti-Personnel Weapon Mount RA 5 kg Support PPC (15) LA 2 250 kg Anti-Personnel Weapon Mount LA 5 kg Light Recoilless Rifle (20) Body 2 175 kg Light TAG (60) Body 35 kg Magnetic Clamps Body 2 30 kg

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Tva star Enterprises' first entry in the battle armor market. the Ogre battlesuit was initially intended to supplement slower vehicle pla­toons and fill gaps in Reg ulan planetary militias. The prevalence of non-BattleMech units in post­Jihad conflicts saw the Ogre perform far better than the fledgling Tvastar expected, leading to eventual wide export beyond the Reg ulan Fiefs' borders. Despite evidence to the contrary, the Ogre has developed a fanciful but fearsome reputation for literally tearing tanks in half in the battlefield.

CAPABILITIES Sporting an unusually wide frame and

paired heavy battle claws, the Ogre battlesuit exudes an intimidating battlefield presence. While this affords a psychological advantage against conventional infantry, the suit is ill­equipped for anti-infantry operations. Short­range missiles allow the Ogre to perform in an anti-armor role, and armor coverage allows the wearer to withstand all but the heaviest tank­mounted weaponry.

The Ogre is also available in an interdictor model with mimetic armor and an electronic warfare package. This equipment allows the bat­tlesuit to maneuver into better positions than its standard cousin, but the smaller SRM magazine limits extended battlefield deployments.

DEPLOYMENT Since its unveiling as Tvastar's flagship

battle armor, the Ogre battlesuit's success saw large production runs exported to the Duchy of Andurien and to the Lyran Commonwealth.

The first true test of the Ogre's battlefield worth came in 3095, when the Tenth Regulan Hussars conducted an exploratory raid on the Oriente Protectorate world Emris IV. The Tenth, still under the stigma of Blakist collusion during the Jihad, went out of its way to prove its loyalty to the Reg ulan Fiefs. What was initially meant as a saber-rattling tactic saw the Tenth overstep­ping its established mission parameters and crossing swords with the Steel Guard. Three of the Tenth's Ogre squads were attempting to se­cure an escape route when a short platoon of Vedette tanks ambushed them in a defile a few kilometers from the rendezvous point. Using their daunting and unexpected size to their advantage, two standard Ogre squads drew the tanks' attention while a squad of interdic­tor suits employed its mimetic camouflage to jockey into position. Well-placed strikes to rear armor disabled two of the tanks' motive systems, and the Ogres advanced on the im­mobile units. The combination of the surviving Vedette's battleROM camera footage, SRM deto­nations, and a little imagination gave birth to the Ogre battlesuit's tank-shredding myth. The Ogres' securing of the pass allowed the Tenth to retreat to Regulan space with only a small amount of embarrassment.

NOTABLE UNITS

Lieutenant Oswald Shalhoub: Head of the Nineteenth Regulan Hussars' battle armor platoons, Lieutenant Shalhoub is in charge of maintaining order in Camlann's more restive areas. Since many Camlann natives still chafe under Regulan rule, Shalhoub's platoon regu­larly patrols the streets of troublesome districts to actively discourage armed resistance. In sev­eral instances, the platoon's Ogre battlesuits have forced would-be disturbers of the peace to back down or surrender without firing shots. On one occasion, Shalhoub was forced to in­tervene when an insurgency group stole"a pair of Galleon tanks and backed them into a blind alley. Shalhoub's platoon personally marched on the hemmed-in tanks, and the Galleon crews only managed to fire upon one of the platoon's Ogres before losing their nerve and surrender­ing. Shalhoub ordered his platoon to tear one of the tanks in half and put it on display in the middle of the city square, as a reminder of what happens to insurgents.

Subedar Farisha Kanal: A member of the Thirtieth Regulan Hussars, Subedar Kana! over­sees the training of the regiment's new battle armor units. A veteran of raids into the former Marik-Stewart Commonwealth, Kana I knows the importance of keeping her troops engaged even during downtime. Much to her superiors' embar­rassment, she helped organize a very successful battlesuit boxing club wherein her troops en­gage in pugilism while wearing their armor. Ogre suits, with their large profiles and large battle claws, are among the combatants' favorites.

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Type: Ogre Manufacturer: Tvastar Enterprises

Primary Factory: Regu lus Equipment Rating (Standard): E/X-X-E Equipment Rating (Interdictor): E/X-X-F

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1 ,500 kg Battle Value:

54 (Standard) 66 (Interdictor)

Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No Notes: Features the fo llowing Design Quirks: Distract ing.

Equipment Slots Chassis: Motive System:

Ground MP: 2 JumpMP: 0

Manipulators: Right Arm: Heavy Battle Claw Left Arm: Heavy Battle Claw

Armor (Standard): Standard Armor Va lue: 14 + 1 (Trooper)

Armor (I nterdictor): Mimetic 7 Armor Va lue: 14 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) (Standard) SRM 2 (13 Shots) Body 6

(Interdictor) SRM 2 (8 Shots) Body 4 ECM Suite Body

Mass 300 kg

80 kg 0 kg

20 kg 20 kg

700 kg

700 kg

Mass

380 kg

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The infantryman is perhaps the oldest relic of battlefield technology but remains, even in the thirty-second century, a necessary compo­nent of warfare. Necessity aside, it has only been the adoption of powered battle armor that has truly brought him a measure of respect. In the Capellan Confederation's Shen Long heavy bat­tlesuit, an infantryman is a threat to any other combatant on the battlefield.

CAPABILITIES The Shen Long won its primacy of place

in the CCAF with two factors: speed and fire­power, both of which are aided by its quad mo­tive system. The battlesuit is faster than almost any other battle armor in the Inner Sphere and carries a heavy modular payload, making it ideal for cavalry and fast-response roles. The lack of a modular weapon configuration built around an energy-based weapon remains the only recurring complaint from both the CCAF and the MAF.

DEPLOYMENT Shen Longs lived up to their name-storm

dragon-during the AFFS assault on Menke during the Victoria War. There, a company of battlesuit infantry from the Menke Home Guard laid an ambush for a lance from the Davion Assault Guards. The infantry, two platoons of old Fa Shih minelayers and a mixed platoon of Shen Longs, managed to surprise the Davion lance in a cul-de-sac valley. The 'Mechs, over­confident, walked right into the carefully laid minefield-which was when the battle armor troopers sprung their ambush.

While the Fa Shih platoons closed the minefield behind the 'Mechs, the four squads of Shen Longs sprung into action. The platoon's

Interdictor squad put themselves between the lance and the bulk of the armed Shen Longs, using their ECM and mimetic armor to put a wall of electronic noise between their cohorts and the Davion's targeting systems. The other three squads, all armed with MRM launchers, fired and moved. They used their advanced armor and high speed to try and convince the 'Mechs they were more plentiful than they actu­ally were, and it worked. By the time the Davion lance made its way out of the minefield, all four 'Mechs had suffered actuator damage and one, a Warlord, lost a leg and wa~ captured.

In 3103, when the AFFS first leapt across the border, one Davion task force landed on Yuris. In the third week of the campaign, a battlegroup of armor and infantry tried to break through the Davion lines around Vitale and relieve the be­sieged defenders. Instead, the battlegroup was repelled and forced to retreat, hounded all the way by airmobile forces from the Davion LCTs. During the final skirmish the column's platoon of Shen Long battlesuits broke away and tried to escape. They enjoyed some early successes, as their speed kept them away from all but the swiftest pursuers, but the lack of ammunition for their light Gauss rifles soon drove them to sur­render when a platoon of Hauberk and Cavalier battlesuits surrounded them.

In the Confederation's ally, the Magistracy of Canopus, the Shen Long is prized as an in­fantry weapon. Service in a squad or platoon of Shen Longs is seen as a mark of favor among MAF infantrymen, though these units experi­ence high casualty rates. Routinely placed in difficult situations-or if not placed, having sought them out-Shen Long troopers in the Magistracy are among the most bold infantry­men anywhere.

NOTABLE UNITS

Lien-zhang Sergey Gorshkov: Compared to others in his battalion, Lien-zhang Gorshkov re­mained a Warrior House ljori aspirant one year longer than his contemporaries. His sifu saw great potential in him and deliberately held him back to watch him excel. Gorshkov did not disappoint, and he quickly rose to prominence in his battalion. His leadership has ensured his company's survival several times. During the CCAF's rush to claim planets from the Republic, Gorshkov intercepted a retreating RAF armor column on Fletcher. Unbeknownst to Gorshkov, the armor had reinforcements nearby, but he was able to pull back from the battle while suf­fering remarkably few casualties.

The Wild Ride: This battlesuit from the First Canopian Light Horse has gone through more users than most suits will ever see. The suit itself has developed a reputation for being a good luck charm: anyone who pilots it tends to per­form well, beat squad mates to prime positions, or survive horrific injuries. Before every exercise or battle, squadmates draw lots to determine who will pilot it.

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Type: Shen Long Manufacturer: Hellespont Industrials

Primary Factory: Sian Equipment Rating: E/X-X-F

Tech Base: Inner Sphere Chassis Type: Quad Weight Class: Heavy Maximum Weight: 1 ,500 kg Battle Value:

67 [David] 60[MG] 68 [MRM] 78 [SRM] 53 [Interdictor] SO [Pop-Up Mine]

Swarm/Leg Attack!Mechanized/AP: No/No/No/No Notes: Features the following Design Quirks: None.

Equipment Slots Chassis: Motive System:

Ground MP: 4 JumpMP: 0

Manipulators: Right Arm: NA Left Arm: NA

Armor: Mimetic 7 Armor Value: 11 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Modular Turret Mount Body 2 (4)

4 David Light Gauss (15 x4) 4 4 Machine Guns (SO x4) 4 MRM 5 (4 shots) 4 SRM 4 (4 shots) 3 2 Flamer (1 0 x2), 3

ECM Suite 2 Heavy Grenade 3

Launchers (20 x2), Pop-Up Mine

Mass 300 kg

160 kg 0 kg

0 kg Okg

550 kg

Mass 90 kg

400kg 400kg 400kg 400kg 400 kg

400 kg

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Named after the Celtic god ofthunder, the Taranis is a heavy trooper battlesuit intended for close assaults or to stand its ground defend­ing key strongholds. Such high intensity assign­ments mean that Taranis units can have high casualty rates, but their powerful armament al­lows them to exact a heavy price in return.

CAPABILITIES The Taranis excels at mechanized attacks

operating alongside OmniMechs, and it is often deployed straight into the midst of the fiercest fighting. Built with future expansion in mind, the current weaponry has an answer for any foe, whether 'Mech, armor or infantry.

DEPLOYMENT The Taranis is assigned in company­

strength batches to every Hastati Sentinels regi­ment and most Principes Guards units. Within the Sentinels, many platoons are allocated di­rectly to Omni-equipped lances in formations reminiscent of the Clans' Novas. These elite units are the lead assault troops for their regiments and their exploits have helped establish the Taranis'formidable reputation.

Operating with the Third Principes Guards, a platoon ofTaranis helped defeat a small Spirit Cat force on Markab in 3134. A Spirit Cat Nova had been plaguing the local militia, so an ad hoc combined arms unit was sent to track them down and defeat them. After scouts located the troublesome rebels, the Taranises were quietly deployed into ambush positions. Once

ready, the Third's 'Mechs and armor launched their attack, flushing the Spirit Cats straight into the trap. The more mobile Medium Clan Battle Armor could have outmaneuvered and escaped the slower Taranises, but they chose to stand and fight, desperately trying to assist their own 'Mechs. The surprise of the ambush and the weight of firepower from the concealed battle armor pinned the Spirit Cats in place long enough for the pursuing troops to slam into their rear. The rebel force shattered, losing all cohesion as each warrior fpught his own battle against well-coordinated fire teams until the last Spirit Cat gun was silenced.

During the final ·destruction of Buhl's Blessed Order in 3141, the Fourteenth Hastati Sentinels combat-dropped straight into the First Division's position on Epsilon Eridani. Led by Captain William Laymance, the Taranises of the Fourteenth were assigned to take and hold a key artillery outpost. Transported by Scapha Hovertanks, the battlesuits deployed right in the face of the surprised enemy, immediately taking them under fire as the hovercraft moved to cut off reinforcements. Laymance's company slowly ground down the defenders, eliminating 'Mechs and in­fantry alike, before capturing the battery of Long Toms intact. Although wounded taking down the last defending Eisenfaust, Captain Laymance went on to lead his unit in holding off repeated counterattacks. By the time the company was relieved, only a dozen battle­suits remained operational.

NOTABLE UNITS

Pixie and Dixie: A pair of battlesuits in the Eleventh Principes Guards, Pixie and Dixie have walked off every battlefield where they have fought with the same damage. Pixie al­ways loses its laser, while Dixie keeps suffering a wrecked recoilless rifle. Even after a custom modification swapped the weapons to opposite arms, the battle armor have steadfastly kept to their track record. Many troopers assigned to the suits believe that if the chain is broken, then the 100 percent survival rate will also end. This has led to the suspicion among the Eleventh's technical staff that some troopers are Gleliber­ately damaging their weapons.

Captain William Laymance: A careful and me­thodical officer, Laymance is expected to rise high in the ranks, providing he survives his tour with the Fourteenth Hastati Sentinels' Taranis company. Although offered a staff position after his success on Epsilon Eridani, Laymance chose to remain with the company, which greatly pleased his battalion commander, who was loathe to lose his top battle armor officer.

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Type: Taranis Manufacturer: Krupp Armament Works

Primary Factory: Terra Equipment Rating: E/X-X-F

Tech Base: Inner Sphere Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1,500 kg Battle Value:

81 Swarm/Leg Attack!Mechanized/AP: No/ No/Yes/ No Notes: May only move at 1 Ground MP while carrying any Detachable Weapon Pack weapons. Features the following Design Quirk: Distracting, Modular Weapons.

Equipment Slots Chassis: Motive System: Ground MP: 1 (2)

Jump MP: 0 Manipulators: Right Arm: Basic Manipulator Left Arm: Basic Manipulator Armor: Mimetic 7 Armor Value: 10 + 1 (Trooper)

Slots Weapons and Equipment Location (Capacity) Heavy Recoilless Rifle (20) Detachable Weapon Pack RA Medium Laser (30) Detachable Weapon Pack LA

Mass 300 kg

80 kg 0 kg

0 kg 0 kg

500 kg

Mass

245 kg

375 kg

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Mass: 25 tons Movement Type: VTOL Power Plant: Consolidated 135 Fusion Cruising Speed: 118 kph Maximum Speed: 183 kph Armor: Compound FM3 Ferro-Fibrous Armament:

3 Series 14a Medium Pulse Lasers Manufacturer: United Outworlders Corporation

Primary Factories: Ramora Communications System: Outworlds

Advanced 6ai Targeting and Tracking System: Multi­

platform T12d

The Gossamer was introduced in 3123 by the Raven Alliance as a light strike VTOL for use by freebirth and so/ahma warriors. It filled the role of fast response unit to pirate raids on the less-developed worlds of the Alliance that did not warrant a full garrison with DropShip sup­port. The Raven merchant caste saw enough potential in the Gossamer to broker an export agreement with Clan Sea Fox, leaving the Alliance to produce the Gossamer and the Foxes to distribute it. It has proven a wildly successful export in use throughout the Inner Sphere.

CAPABILITIES The Gossamer fills the strike role and

makes no concessions for any other consider­ation. Three and a half tons of advanced ferro­fibrous armor provide excellent protection for a VTOL, while three medium pulse lasers provide accurate firepower superior to many older light 'Mechs. The true centerpiece of the Gossamer is its fusion engine, which allows it to undertake sustained operations without refueling.

DEPLOYMENT The Ravens forbade sale of the Gossamer

to the Draconis Combine, but Sea Fox mer­chants have otherwise been left to identify their own markets, and have done so in the Republic, the Lyran Commonwealth, and the Free Worlds League. Clan Nova Cat also fielded several ex­amples during their ill-fated rebellion against Yori Kurita.

While the Ravens originally intended the Gossamer to be issued to static garrisons, it was not long before the Ravens began taking the nimble VTOLs with them to squelch pirate raids at their source. A particularly illustrative example of the Gossamer in Raven service came in 3128 with the destruction of the pirate band Rezak's Revenge on Trimaldix.

The lead Raven 'Mech Star was ambushed by the Revenge soon after landing. The pirates knocked out two Clan 'Mechs and disorganized the rest before retreating through nearby foot­hills toward their DropShip. The Raven com­mander ordered his so/ahma Gossamers to slow the pirates down. The so/ahma pilots located the Revenge and began attacking with aban­don, trying to disable as many pirate machines as possible.

Their efforts paid off as the mounting damage slowed the Revenge and allowed the remainder of the Raven Trinary to catch up. In the brief but bloody battle that followed, the pi­rates were annihilated. All five Gossamers were destroyed, one deliberately crashing into a pi­rate Grand Dragon and earning a brief mention in The Remembrance.

Not all uses of the Gossamer end in success. One costly lesson for the RAF came on Ningpo in August 3135. The planetary legate elected to

use a flight of Gossamers in direct support of a militia counterattack against the offloading Capellan invasion force. This was against doc­trine, which said to reserve the Gossamers as a reaction force, and the pilots paid the price as they were shot down by Capellan air defenses without accomplishing anything. While Ningpo was almost certain to fall, the waste of the Gossamers sped up defeat significantly.

VARIANTS There is one variant in production for the

Raven Alliance, which replaces the standard engine with an extralight model of the same rating. The armament is changed out fur an LB 10-X autocannon with one ton of ammunition. It is assumed these models are used by the Ravens to counter otherVTOLs.

NOTABLE UNITS

Star Commander Annaliese: Originally a Wolf-in-Exile MechWarrior, Annaliese failed two yearly retests before being consigned to a combat vehicle Trinary. During the Jade Falcon drive toward Tharkad, Star Commander Anna Iiese of the First Wolf Strike Grenadiers Cluster led her Star of Gossamers against the Fifty-third Falcon Talon on Upano. Under her leadership, her Star destroyed two Eye Stars before the Falcons began considering her a threat. Her Gossamer was shot down during the conflict, but she survived to evacuate with the rest of her Cluster.

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Type: Gossamer Technology Base: Clan Movement Type: VTOL Tonnage: 25 Battle Value: 1,091

Equipment Mass Internal Structure: 2.5 Engine: 135 7 Type: Fusion Cruise MP: 11 FlankMP: 17 Heat Sinks: 12 2 Control Equipment: 1.5 Lift Equipment: 2.5 ~ Power Amplifier: 0

"--Turret: 0 Armor Factor (Ferro): 67 3.5

Armor Value

Front 23 R/L Side 16/16 Rear 10 Rotor 2

Weapons and Ammo Location Tonnage 3 Medium Pulse Lasers Front 6

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Mass: 25 tons Movement Type: VTOL Power Plant: Michaelson 135 XL Fusion Cruising Speed: 118 kph Maximum Speed: 183 kph Armor: StarSiab/7 Heavy Ferro-Fibrous Armament:

2 Diverse Optics Extended Range Medium Lasers

2 Harpoon SRM 6 Launchers Manufacturer: Michaelson Heavy Industries,

Victory Conditions Industries Primary Factories: Ruchbah,

Terra (MHI). Mizar (VCI) Communications System: Garret

Supremesound Targeting and Tracking System: Garret D2j

Michaelson's pre-Jihad Hawk Moth gun­ship was one of the progenitors of the modern VTOL arms industry, overriding the stigma that centuries of Succession War-era combat had laid on them. The rise of combined arms warfare kept VTOLs in production and service, and in 3112 Michaelson and Victory Conditions Industries collaborated to produce the Hawk Moth II.

CAPABILITIES The Hawk Moth II bears little or no resem­

blance to its ancestor, though it does retain the hallmark of early Michaelson helicopters: the ability to withstand a Clan PPC strike to the nose armor. Rather than a sniper, the Hawk Moth II is a harassment and interdiction airframe, with powerful weapons and high speed.

DEPLOYMENT Nearly forty years of production and export

has spread the Hawk Moth II across the Inner Sphere, but several instances of its use stand out. In 3129, for instance, a battalion of House

Steiner's Lyran Guards stepped across the bor­der and challenged a small Jade Falcon garrison on Mogyorod. Because of the ineptitude of the hauptmann-kommandant in charge, the bat­talion was quickly broken. Two approximately company-sized forces fled back toward their landing zones, pursued by Falcon Stars.

Six Hawk Moth lis, including two sniper vari­ants, were flying cover for the northern column when a Jade Falcon Nova caught up with them. As the Lyran 'Mechs and tanks turned to fight, Warrant Officer Alejandro Martinez led his Hawk Moths out along the Falcon flank. As the two forces exchanged opening shots, Martinez and his flight banked around and shook out to attack.

Led by the two snipers, the six Hawk Moth lis dropped their noses and charged across the battlefield. The two snipers fired as they came, and the heavy smoke from their firing obscured the Falcons' targeting for the remainder of the Hawk Moths. They concentrated their SRM fire on the Jade Falcon battle armor as they crossed and used their chin turrets to hit targets of op­portunity with their lasers. Though one of the snipers was destroyed, the five remaining Hawk Moths made three more strafing runs, each time drawing the Falcon's attention. Though only one 'Mech, three tanks and two Hawk Moths returned to the LZ, they had destroyed three Falcon 'Mechs and almost a dozen Elementals.

During the final stages of the Com Guards' destruction on Epsilon Eridani, Knight of the Republic Sir Adelaide Irving and his flight of four Hawk Moth lis harassed the retreating Com Guards all the way back to their final redoubts, firing LRMs from their MML launcher and pro­viding the Fourteenth Hastati with the data they needed to make their combat drop. Though Com Guard aerospace fighters destroyed all three of Sir Adelaide's wingmen, the knight was present at the Republic's final victory.

VARIANTS In addition to a support model with multi­

missile launchers in place of the SRMs, the Hawk Moth II is also available in a sniper model, with a long-ranged hypervelocity autocannon. Though it mounts a jet booster to make hasty escapes, the high visual signature of the HV autocannon combined with the light firepower makes this variant unpopular for many Hawk Moth II users.

NOTABLE UNITS

Sir Adelaide Irving: As one of the knights as­signed to stiffen the newly-formed Fourteenth Hastati, Sir Adelaide has become something of a legend among its conventional forces. A noted VTOL pilot, since Epsilon Eridani he has begun training as a Marksman gunner and a Scapha driver. The enlisted troopers under his command present the highest morale in the Fourteenth, though several of Sir Adelaide's su­periors question what will happen if the brave officer gets himself killed.

Leftenant Vardan Dales: A Hawk Moth II pilot in the Swordsworn, Leftenant Dales made a name for himself on Tikonov against the Capellan Confederation. Faced with a Confederation push on Tukwila, Dales and his flight sortied for three days against the Capell an column, using their missiles and lasers to slow the advance. The valiant effort came for naught, however, when the relief column sent by Lord Sandoval was itself ambushed in movement and destroyed. Faced with heavy forces, the Swordsworn in Tukwila retreated, using Dales and his Hawk Moths to cover their retreat.

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Type: Hawk Moth II Technology Base: Inner Sphere Movement Type: VTOL Tonnage: 25 Battle Value: 928

Equipment Internal Structure: Engine: 135

Type: XL Fusion Cruise MP: 11 Flank MP: 17

Heat Sinks: 10 Control Equipment: Lift Equipment: Power Amplifier: VTOL Chin Turret: Armor Factor (Heavy Ferro) : 79

Armor Value

Front 18 R/ L Side 16/16 Rear 16 Chin Turret 11 Rotor 2

Weapons and Ammo Location 2 ER Medium Lasers Chin Turret 2SRM6 Front Ammo (SRM) 30 Body

1.5 2.5 0 .5 4

~--·

~-

Tonnage 2 6 2

Notes: Features the following Design Quirk: VTOL Rotor Arrangement (Dual).

-~-

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Mass: 25 tons Movement Type: Hover Power Plant: Magna 145 Fusion Cruising Speed: 118 kph Maximum Speed: 183 kph Armor: Hellespont Lite Stealth Armament:

3 Mydron Mini Magshot Gauss Rifles Manufacturer: Novis-AT-H, Inc.

Primary Factories: Detroit Communications System: Ceres Metals Model

777 with Angel ECM Suite Targeting and Tracking System: Apple

Churchill 3000 with TAG and Bloodhound Active Probe

The Capellan Crusades revealed many weaknesses in the CCAF. It proved that it was not enough to have the materiel-one also had to have the right kind of materiel. An overem­phasis on sheer firepower during their secret buildup meant that the CCAF had neglected the importance of combined arms and specialized units. As the recent fighting has amply demon­strated, the CCAF has filled that gap.

CAPABILITIES The Luduan is a force multiplier, not a

battle tank. Its detection and electronic warfare equipment is second to none, enabling it to root out the most well-concealed units, while jamming attempts by enemy forces to do the same. The Luduan also provides highly mobile target designation capability to Capellan forc­es. RAF commanders should be prepared to face significantly increased artillery fire when Luduans are present on the battlefield.

DEPLOYMENT Its specialized role means the Luduan is

not required in great numbers, but since first observed in 3136 it has spread to nearly every unit in the Confederation, even those without organic artillery assets. In militia units it is com­monly employed as a scout, or attached to artil­lery vehicle platoons. More prestigious outfits match Luduans up with Arrow IV-equipped 'Mech lances.

Even the most optimistic Capellan plan­ners did not foresee the iQcredible advances the Confederation has made into Republic and Federated Suns space. With this success has come new tactical dilemmas for CCAF forces, as they find themselves pressed into roles they spent little to time training for. As the CCAF sweeps forward, only token forces can be spared to hold down worlds that have never known Capellan rule, and whose greatest wish is to see it removed.

One such incident occurred on Taygeta. Taygeta had been a Davion world for centuries, and its citizens bitterly resisted the occupa­tion . With most Capellan line units withdrawn in support of the drive on New Syrtis, it fell to elements of Lockhardt's Ironsides to keep Taygeta in check. Realizing that any attempt to hold the entire world would end in failure, the Lockhardt commander built a series offirebases in key areas, while otherwise allowing free rein to Davion resistance fighters and the battered AFFS remnants not yet hunted down. A sharply­fought ambush of a Capellan convoy ferrying supplies between these strongpoints demon­strated the value of the Lockhardts' strategy, and the Luduan it was built around.

Forced to keep to the roads, Capellan con­voys were extremely vulnerable. Anticipating this, several Luduans were placed with each convoy. The Luduan's excellent sensor suites de­tected the ambush, forcing the Davion attackers to launch it prematurely. The other Capellan de­fenders engaged the enemy, and a sharp firefight broke out, while the trucks and their valuable car­gos made their escape. Speedy and shrouded by stealth armor, the Luduans and their ineffectual armament were largely ignored as not worth the effort; this proved to be a fatal mistake. Piercing through Davion jamming with their powerful communications array, the Luduans swept across the battle zone at high speed, marking Qavion 'Mechs and infantry positions and then calling in devastating artillery fire from nearby Capellan firebases. Shattered in short order, the Davion at­tackers broke for cover, but the Luduan's great speed and enhanced detection abilities meant that few of them escaped.

NOTABLE UNITS

Si-ben-bing Harlan Gere: A native of Sarna, Gere became a war orphan at age five, when his apartment building collapsed dur­ing Stone's Brigade actions in the Capellan Crusades. Forced to live in a state-run orphan­age, Gere lost all sense of what having a fam­ily meant. He enlisted in the CCAF as soon as he was of legal age and finally found a place where he belonged. A career NCO, he proud­ly serves in the Sarna Home Guard, and his Luduan crew and support team has become his new family.

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Type: Luduan Technology Base: Inner Sphere Movement Type: Hover Tonnage: 25 Battle Value: 453

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Stealth):

Front R/L Side Rear Turret

Weapons and Ammo TAG

145 Fusion

11 17 10

48 Armor Value

12 10/ 10

8 8

Location Turret

Mass 2.5 7.5

0 1.5 2.5 0 .5 3

Tonnage 1

3 Magshot Gauss Rifles Turret 1.5 Ammo (Magshot) 50 Body Angel ECM Suite Body 2 Bloodhound Active Probe Body 2

Note" Feotme< the followlog De<lgo Qul<k<o lmpm•~ Commuol<otloo.. ~

p l7 e

.. tl ..

""'

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Mass: 25 tons Movement Type: Wheeled Power Plant: GM 180 Fusion Cruising Speed: 86 kph Maximum Speed: 129 kph Armor: Krupp 155 Armament:

1 Holly SRM 4 Launcher 1 Diverse Optics Extended Range

Small Laser 2 SureFire Miniguns

Manufacturer: Brigadier Corporation Primary Factories: Oliver

Communications System: Exeter LongScan with Guardian ECM Suite

Targeting and Tracking System: Standard TargetTrack

The Shandra is the preeminent scout vehi­cle of almost every modern military. Introduced just after the founding of the Republic and pro­duced by one of the realm's most valued corpo­rations, it spread throughout the Inner Sphere during the rise of combined arms militaries.

CAPABILITIES The Shandra is built specifically for battle­

field reconnaissance and few other roles. It lacks the sophisticated electronic sensors of many scouts, but its versatility and mobility make it a prized vehicle for scout crews who value direct observation over electronic snooping. Built with low-observable materials and protected by ad­equate speed and a Guardian ECM suite, the Shandra can usually escape interdiction.

DEPLOYMENT Strategists from the days of Sun-Tzu­

and likely earlier-have known the value of intelligence in battle, and the Shandra excels

at surviving almost any conditions to retrieve that intelligence. This has led to any number of Shandra-on-Shandra reconnaissance duels, but has also demonstrated the vitality of Brigadier's creation.

During the Victoria War, Shandras from the Davion invasion force spread far and wide across Victoria's windswept plains, probing for the Capellan flanks. In one such encoun­ter, a Shandra crew commanded by Corporal Coryander Clay was intercepted by an ancient Home Guard Spider. Corpo~al Clay and his gun­ner immediately fled, but the Spider pursued. The two combatants were evenly matched in speed, but the Spider had the advantage. At any turn the Shandra made, the Spider could cut the corner and close the distance. Knowing they were trapped to do little more than run in a straight line, Clay and his gunner, Private Gemima Horace, turned and fought.

The resulting engagement was sharp, short, and high-speed. Clay and Horace kept their Shandra at its top speed, hoping to get be­hind the Spider, while the Capellan MechWarrior slowed and tried to aim his medium lasers. There was only time for one shot before they passed each other. The Spider's lasers carved at the armor over the Shandra's nose, while the Shandra's return fire-missiles and a laser­stung at the Spider's thin armor. Luckily for the Shandra crew, one of their missiles struck the Spider in the head, disorienting the pilot for half a minute. The Shandra crew used the time to escape, opening their lead to a full kilometer. By the time the Spider pilot regained his wits, the Shandra was too far away to chase.

The ubiquitous nature of the Shandra makes it popular for covert missions, such as a raid staged by the RAF across the Fortress wall to Quentin in 3143. There, a small force of four

Shandras, two VTOL APCs and a single Blade piloted by Sir Garret Wyckoff attacked a DCMS staging area, hoping to disrupt what RAF intel­ligence believed was an attempt to penetrate the Fortress. The Shandras, all painted in DCMS colors and broadcasting captured DCMS tran­sponders, scouted the outlying base and the surrounding area. After a brief meeting to plan, Sir Garret attacked the base and led the battle­suit defenders into an ambush, before fleeing the area and then the world. Only one of the Shandras was captured, though its pilot was killed . Evidence left at the scene implicated the Federated Suns.

VARIANTS Early models of the Shandra were lightly

armed and powered by an internal combustion engine, but Brigadier quickly offered the more versatile and high-tech model that races across almost every battlefield.

NOTABLE UNITS

Sergeant Major Coryander Clay: Sergeant Major Clay survived the rest of the combat on Victoria and eventually retired to a teaching position at the Warrior's Hall on New Syrtis. He was a fierce instructor, often berating his cadets for failing to heed the advice of their senior en­listed personnel and ignoring the reports of their scouts. A simulator module was created from his and Horace's battle with the Spider on Victoria, and once, in 3120, he was persuaded to take part in it. He and his Shandra were de­stroyed within twenty seconds of battle being joined in the simulation, an event he used to lecture his cadets about the dangers of hubris.

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Type: Shandra Technology Base: Inner Sphere Movement Type: Wheeled Tonnage: 25 Battle Value: 417

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor:

Front R/L Side Rear

Weapons and Ammo SRM4 Ammo (SRM) 25

ER Small Laser 2 Machine Guns Ammo (MG) 1 00 Guardian ECM Suite

180 Fusion

8 12 10

64 Armor Value

24 15/15

10

Location Front Body Front Rear Body Body

Mass 2.5 10.5

0 1.5 0 0 0 4

Tonnage 2

.5

.5 1.5

Notes: Features the following Design Quirks: Exposed Weapon Linkage (Machine Guns), Poor Sealing, Power Reverse, Rumble Seat.

"-..._ ['

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Mass: 30 tons Movement Type: VTOL Power Plant: Hermes 100 Fusion Cruising Speed: 86 kph Maximum Speed: 129 kph Armor: StarSiab/3 Armament:

4 Scattergun Machine Guns Manufacturer: Michaelson Heavy Industries

Primary Factories: June, Ruchbah, Terra Communications System: Garret T1 0-B Targeting and Tracking System: Garret E2b

Debuting barely two years before the Blackout, the Crane Heavy Transport burst into military procurement manuals and purchasing requests. Almost every realm and nation has purchased at least one, and many planetary governments have purchased them as well. The rise ofVTOL-mobile infantry and equipment in the last decades created a market custom-tai­lored for Michaelson's offering.

CAPABILITIES Lightly armed but heavily armored, the

dependable and durable Crane excels at logis­tical and troop deployment duties. They are a favorite of airmobile battalions, who use their infantry and cargo capacity for initial deploy­ments as well as follow-on logistical support. It is only when this decidedly noncombat VTOL is pressed into combat that it suffers.

DEPLOYMENT The availability of Cranes has made them

a favorite of the deep-insertion teams the Republic has used to keep tabs on the state of the occupied prefectures. Indeed, many of the Cranes used for transport in these missions

remain on targeted worlds, serving as part of whatever force is occupying them or else sec­onded to civilian or paramilitary units.

On Milton, soon after that world's fall to the Wolf Empire, a unit of RAF infantry inserted covertly and linked up with two Cranes in the distant outpost town of Kitsford. Their target there was a building intended for a Watch head­quarters; it was an old Succession Wars-era bun­ker being retrofitted. The Cranes were to infil­trate the site as construction equipment among the laborer caste workers puilding it, while the infantry masqueraded as laborers. After a week to learn the routine, the RAF contingent struck.

Instead of carrying supplies, on the dawn of March 23, 3145 the two Cranes delivered two squads of stolen Ogre interdictor suits. As they dropped from the Cranes to the worksite, con­centrated SRM fire quickly destroyed the Point of Wolf light battle armor on watch. Over the next hour, covered by the static jamming of their built-in ECM suites, the Ogres used mis­siles and battle claws to destroy the installation. When they were done, one of the Ogres was abandoned with evidence linking it to the Free Worlds League Military. The squads exfiltrated on the Cranes. The next day both the infantry­men and the Cranes were summoned to work in the recovery effort, the Wolves having believed the evidence.

Cranes often see service in recovery efforts. In 3139 on the Federated Suns world Basantapur, Cranes were summoned from nearby June to help after a Periphery pirate raid destroyed a hydroelectric dam and left more than 20,000 ci­vilians without power. Carrying infantrymen for security, food and water and emergency aid sup­plies, more than a dozen Cranes flew round-the­clock shifts. One of them, piloted by Sergeant

Chester D'Amico, responded to a security call to discover two marooned pirates holding a family hostage. Ordered to return the pirates to the cap­ital for interrogation, D'Amico and his crew were reprimanded for letting the pirates die trying to escape. That they tried to escape while the Crane was 3,000 meters in the air was conveniently left out of the reports.

NOTABLE UNITS

Sergeant Chester D'Amico: A Crane pilot in the Periphery Guard, Sergeant D'Amico returned to June after service on Basantapur and was as­signed to a special reaction force being.assem­bled. Intended to respond quickly to pirate at­tacks, this combined-arms battalion is assigned its own DropShip and JumpShip and trains to interdict and capture pirates. Sergeant D'Amico and his Crane crew were specifically requested because of their experience on Basantapur, though his CO has cautioned him to ensure any future prisoners are securely fastened when the Crane is airborne.

Warrant Officer Heidi MacCiellan: Officer MacCiellan leads a two-Crane element in the lo­gistical support units ofthe First Steiner Strikers. With the Strikers on Furillo, between the Jade Falcons and the Wolf Empire, the Strikers are stay­ing at a high state of readiness, which puts signif­icant stress on their logistical efforts. MacCiellan has been twice decorated in the last six months for bringing her malfunctioning Crane to a safe landing without damage to its cargo or passen­gers; despite this, a notation of insubordination has been entered into her record for an action in June, when she refused orders to take to the air after sixty straight hours in the cockpit.

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Type: Crane Technology Base: Inner Sphere Movement Type: VTOL Tonnage: 30 Battle Value: 38S

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment:

100 Fusion

8 12 10

Mass 3

4.5

0 1.5

Equipment Lift Equipment: Power Amplifier: Sponson Turrets: Armor Factor:

Front R/L Side Rear Rotor

112 Armor Value

30 30/30

20 2

Mass 3 0 .s 7

Weapons and Ammo 2 Machine Guns 2 Machine Guns Ammo (MG) 100 Infantry Compartment

Location Right Sponson Left Sponson

Body Body

Tonnage 1 1 .5 8

Notes: Features the following Design Quirk: VTOL Rotor Arrangement (Dual).

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Mass: 30 tons Movement Type: VTOL Power Plant: Light Force (XL) 160 Cruising Speed: 1 08 kph Maximum Speed: 162 kph Armor: Compound VM22 Ferro-Fibrous Armament:

1 Type 9 Ultra Autocannon 10 2 Series 3c Micro Pulse Lasers

Manufacturer: Quikscell Company Primary Factories: Pandora

Communications System: K9 CommSys Targeting and Tracking System: Hunter (2)

Dedicated TTS

When Pandora was recaptured by Clan Jade Falcon, the Skadi was returned to those who designed it. Decades of ownership by the Lyrans spread the Skadi through the LCAF and the Inner Sphere, as the Lyrans sold it to all who would pay. Since the Falcons reclaimed the fac­tory, they have cut off the supply to any outside their touman.

CAPABILITIES The Skadi serves well as a fast response

unit, but the Falcons generally employ it as a fast scout because of its considerable speed and the ability to bypass hostile terrain. The Skadi has just enough armor to absorb an ini­tial enemy fusillade without crashing. Falcon warriors have dubbed the VTOL the "swerving falcon" because of the maneuvers requ ired to escape enemies who could not resist the temp­tation to attack the scouts.

DEPLOYMENT The Hartshill militia was augmented by the

mercenary Glorious Kensai when a company of the Farstar Raiders attacked in 3127. The com­bined-arms Kensai was training the militia as part of a garrison contract. When the Raiders hit the capital to raid a civilian vehicle fac­tory, the defenders were isolated in the Grand Staffordshire Jungle. Only the Kensai's flight of Skadis was able to respond.

Captain Norman Stoke led the counterat­tack. As the four VTOLs confronted the compa­ny of light 'Mechs, Stoke knew they were out­matched, but he didn't let that stop him. The Skadis used their Clan weapons to overwhelm a Raider Locust first. The pirates' first indication of the defenders was the Locust exploding as its reactor went critical. A fierce battle ensued through the streets ofT rent as both sides max­imized their speed and maneuverability. Half the city was ruined as the 'Mechs took cover in buildings to launch attacks on the slash­ing VTOLs. Stoke's assault continued until his comrades blazed to the ground. His ammo had run dry, but he still harried the enemy with his lasers. Finally, the rest of the Kensai reached the city.

They watched Captain Stoke finish off a pirate Commando before fire sent him to join his comrades on the paved streets ofT rent. The pirates fled when the Kensai 'Mechs arrived, leaving five of their number among the wreck­age. A statue of Stoke and his comrades stands sentinel in a memorial park in the center of re­builtTrent, to which the Raiders never returned.

NOTABLE UNITS

Star Commander Ulysses: Assigned to the Twelfth Falcon Hussars Cluster, Ulysses often challenges other Skadi pilots in his Trinary to augmented Trials of Grievance. In recent years, these short VTOL-on-VTOL duels have resulted in more lost Skadis than the Twelfth has lost in combat against any of the Falcons' enemies, leading to a moratorium on VTOL Trials. For rea­sons unknown to his superiors, Ulysses seems more interested in defeating his peers than he does in advancing his rank. If his aim was ad­vancement, many believe he would have al­ready won command of his Trinary.

Point Commander Irene: An anomaly amongst Falcon Skadi pilots, Irene uses her Skadi as an assault VTOL rather than a fast scout. Her peers in the Eleventh Falcon Velites believe she wishes to merely throw her life away in a wasteful, un­Cianlike manner, but her tactics have thus far have proven effective, despite her tendency to disobey orders.

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Type: Skadi Technology Base: Clan Movement Type: VTOL Tonnage: 30 Battle Value: 923

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: VTOL Chin Turret: Armor Factor (Ferro):

Front R/ L Side Rear Chin Turret Rotor

Weapons and Ammo Ultra AC/10 Ammo (Ultra) 20 2 ER Micro Lasers

160 XL Fusion

10 15 10

86 Armor Value

23 16/16

16 13 2

Location Chin Turret

Body Front

4.5

0 1.5 3 0

4.5

Tonnage 10 2 .5

Notes: Features the following Design Quirks: VTOL Rotor Arrangement (Dual).

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Mass: 35 tons Movement Type: Wheeled Power Plant: Michaelson 155 Fusion Cruising Speed: 54 kph Maximum Speed: 86 kph Armor: StarSiab/1 Armament:

1 Diverse Optics Extended Range Medium Laser

Manufacturer: Michaelson Heavy Industries Primary Factories: June, Ruchbah, Terra

Communications System: Garret Supremesound Targeting and Tracking System: Garret

GRNDTRK 9

The primacy of combined arms was learned in the Jihad, and in the post-Jihad en­vironment the decommissioning of so many BattleMechs meant that the trend toward mixed combat would only continue. Eager to capture more of the market, Michaelson Heavy Industries offered for sale the Amphibious APC. Without legions of 'Mechs to storm water cross­ings, the militaries of the Inner Sphere and even the Clans snapped the APC up.

CAPABILITIES The Amphibious APC is neither a frontline

combatant nor a long-haul armored person­nel carrier. Though its armor is heavy enough to brave contested crossings, the APC lacks anything but the most basic weaponry and its speed makes it easy prey to almost any combat vehicle. What makes it worthwhile is its in-or­out of the water adaptability and its eight tons of infantry capacity.

DEP LOY MENT Amphibious APCs played a key role in the

Battle of Tarkington Point on Finsterwalde in December 3130. There, when a small unit of

Tamarind-Abbey 'Mechs and tanks attacked the lightly-garrison Lyran Commonwealth world, it was only the militia's Amphibious APCs that car­ried them to victory.

Tarkington Point hosted a small militia training center and supply depot; why the Tamarind-Abbeys allowed such a strong strike against such a small target has never been dis­covered. Regardless, when the pair of 'Mechs and handful of hovercraft advanced on the town, the local militia force fled into the sea in their amphibious APCs. The MechWarriors, seeing their enemies flee, chose to treat with the Tarkington Point city fathers. While they spoke, the militia APCs trundled up the coast and beached to meet a relief column from the larger militia fort at Capedown. Militia battle­suits boarded the APCs for a return trip down the coast while a force of hovertanks and con­ventional APCs moved overland.

Six hours later desperate calls from vehicle pickets outside the city called the MechWarriors away from a banquet they'd demanded and back into their cockpits. As they moved along the shoreline to intercept the hovertank force bearing down on them from a coastal road, the Amphibious APCs crawled out of the water and their battle armor troopers attacked. The first Tamarind-Abbey 'Mech, a Hollander, was brought down quickly. The second, a more fleet-footed Wraith, fled back toward its land­ing zone, where it found a militia force sitting on its DropShip. The Tamarind-Abbey hovercraft remained behind to screen the MechWarrior­identified after capture as a young nobleman­and were trapped between the APCs' infantry, their own lasers, and the advancing conven­tional vehicles.

During the battle for Skye against the Jade Falcons, a team of reservists commandeered a platoon of Amphibious APCs. Disobeying

direct orders, they loaded their reserve infan­try company and crossed the Bay of Balmoral to try and reach the action. Given the weath­er-it was storming-and the fact that none of the reservists had ever driven an Amphibious APC before, it was either a miracle or a bravura demonstration of skill that any of them made it across alive.

Unfortunately for them, the combat never got closer than 300 kilometers from their posi­tion. In the aftermath, the Skye militia court­martialed all three officers in the company and cashiered them. The enlisted men were docked one month's reservist pay and transferred to new districts. •

NOTABLE U NIT S

Captain Hamid ai-Khar: Captain ai-Khar com­manded the Amphibious APC detachment at Tarkington Point. Though only a lieutenant, ju­nior grade, at the time, he assumed command and led his vehicles away to preserve them. Later recognized by the militia colonel as hav­ing offered a vital service, he was decorated and promoted. He now commands the outpost at Tarkington Point, which the mil itia is turning into an amphibious warfare training center.

First Leutnant (ret.) Dieter Kolb: Kolb com­manded the reserve company on Skye dur­ing the Jade Falcon attack. A Skye native, he'd grown up on stories of the famous 348th Reserve Detachment of the Skye Militia. As an officer, he'd lobbied to get his detachment the same designation-348th Reserve Detachment. When the Falcons landed, Kolb saw a chance to earn his own place in legend, but his superiors didn't see things the same way. None of his fam­ily's connections were able to keep him from being forcibly retired.

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Type: Amphibious APC Technology Base: Inner Sphere (Advanced) Movement Type: Wheeled Tonnage: 35 Battle Value: 564

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor:

Front R/L Side Rear Turret

155 Fusion

5 8 10

128 Armor Value

49 22/22

15 20

Mass 3.5 8.5

Weapons and Ammo Location ER Medium Laser Turret Infantry Compartment Body Fully Amphibious Equipment -

Tonnage 1 8

3.5

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Mass: 35 tons Movement Type: Hover Power Plant: Omni 175 Fusion Cruising Speed: 1 08 kph Maximum Speed: 162 kph Armor: StarGuard II Armament:

1 Holly SRM 4 Launcher 1 Diverse Optics 1 OX Extended-Range

Small Laser 4 Diverse Optics 10 Small Lasers 2 Johnston Miniguns

Manufacturer: Scarborough Manufacturers Primary Factories: AI Na'ir, Algedi

Communications System: Scarborough Talky 2 with Guardian ECM Suite

Targeting and Tracking System: Scarborough Tracky 2

The Scimitar was upgraded at the turn of the thirty-second century by order of the Republic Military and was well-received by Republic forces. When the Combine retook AI Na'ir in 3135, Scarborough shifted its produc­tion to the DCMS and expanded its capacity on Algedi to meet demand.

CAPABILITIES The Scimitar was reimagined as a close­

combat vehicle platform capable of reposition­ing quickly along a battle line to support infan­try and artillery groups. As fast as its sister tanks, the Saracen and Saladin, the Scimitar's lighter armor makes it vulnerable to sustained counter fire. The DCMS uses it primarily as a battle armor support tank, or assigns it to garrison forces sta­tioned in restricted terrain.

DEPLOYMENT The Combine faced large numbers of

Scimitars in its 3135 offensive that claimed several Republic worlds. On Biham, the Second Triarii Protectors used them exclusively as recon units and harassers. Capable of maneu­vering around the tight mountain passes, the Republic Scimitars harried the 'Mechs of the invading Second Sword of Light. Their strike­and-fade tactics, along with liberal use of infer­nos, held the Second's advance long enough for the Republic to reposition its artillery. As the Sworders exited the pass, they came under withering artillery fire. The DCMS pulled back and repositioned, giving the Protectors enough time to withdraw and reinforce their lines around Hughesville.

Scimitars were a crucial part of the Combine's buildup in preparation for their inva­sion of the Federated Suns. While most Saracens and Salad ins were assigned to recon and strike platoons, Scimitars were shunted into support positions in DCMS infantry regiments. On sev­eral occasions in the thrust toward Robinson, these hovertanks were welcome support for mechanized platoons. Their speed gave them a critical advantage in moving through the tight urban environments where suspected Davion bunkers and supply dumps were located.

VARIANTS The DCMS authorized two variants for pro­

duction after 3135. Both incorporate a light PPC and advanced electronics suites. One provides defensive electronic countermeasures to break up enemy targeting systems; the other utilizes C3 components to better network with other recon and harasser units.

NOTABLE UNITS

Lisabet Wolf: Born poor on Proserpina, Lisabet lost her family to that world's dominant preda­tor, the blood limpet. Orphaned at thirteen, she roamed the Republic, working various jobs-many illegal-to support her wandering spirit and her flaxstem addiction. On Tikonov, she became immersed in Clan culture after being coerced by Burdock Wolf, a tank driver and mechanic for the Steel Wolves. The Clan way offered her a structured life and closed society that she desperately needed. After eighteen months of persistence and dogged determination, her petition to join the Steel Wolves was accepted and she tested into the Wolf Lancers.

Blood Limpet: Piloted by Lisabet Wolf, the Limpet was claimed by the Steel Wolves dur­ing a raid in 3124 and became Lisabet's per­sonal project. The Lancers, impressed with her dedication to improving the battered hulk, funneled her the parts and equipment neces­sary to get the vehicle into combat trim. When the Steel Wolves disbanded, Lisabet took the Blood Limpet and her crew and joined Anastasia Kerensky's Wolf Hunters. The Blood Limpet was destroyed during the debacle on Smolnik and Lisabet captured. Her fate at this time remains unknown.

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Type: Scimitar Mk II Technology Base: Inner Sphere Movement Type: Hover Tonnage: 35 Battle Value: 631

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor:

Front R/ L Side Rear Turret

175 Fusion

10 15 10

104 Armor Value

31 21 / 21

14 17

Mass 3.5 10.5

0 2

3.5 0 .5

6.5

Weapons and Ammo Location Tonnage SRM4 Turret 2 Ammo (SRM) 25 Body ER Small Laser Front .5 4 Small Lasers Front 2 2 Machine Guns Front 1 Ammo (MG) 100 Body .5 Guardian ECM Suite Front 1.5

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Mass: 40 tons Movement Type: Tracked Power Plant: GM 200 Light Fusion Cruising Speed: 54 kph Maximum Speed: 86 kph Armor: Johnston Duraweave 8000 Heavy

Ferro-Fibrous Armament:

1 Johnston Parti-Cannon 1 BlazeFire Spreadshot Small Pulse Laser

Manufacturer: Johnston Industries Primary Factories: New Syrtis

Communications System: CommuTech XL Targeting and Tracking System: BlazeFire

Ranging System Type 5

At the turn of the century, as the Victoria War loomed, nationalistic fervor was at a high point. Across the Federated Suns, but especially in the Capellan March, manufacturers and AFFS pro­curements officers scrambled to take advantage of this fervor, and many contracts were let for not­strictly-necessary equipment. One such contract was for the Hasek Mechanized Combat Vehicle.

CAPABILITIES There is little that the Hasek offers that its

progenitor, the venerable Goblin tank, didn't already offer. Stronger armor, better speed and comparable weapons made it no less effective than its parent, but the real selling point was the obvious marketing ploy ofthe name. By tak­ing the name of the ancestral ruling family of the march, Johnston ensured a high profile and a steady stream of orders.

D E PLOYMENT Haseks have been purchased and spread

across the Inner Sphere since their introduction, and though production has halted with the

Capellan conquest of New Syrtis many remain. They have offered the same sterling service in every theater.

During the invasion of Victoria many Haseks were sent forward to prove their worth. In the main they performed as expected, though one crew earned battle honors the equal of a battle tank of much greater mass. Sent as part of an extended raid, Sergeant Delos Fens and his crew carried a jump infantry pla­toon intended to infiltrate a Home Guard depot and destroy it. They crawle,d carefully through the Liao lines, crossing barely six kilometers in two days, before sprinting toward the depot. Capellan defenses, expecting a conventional VTOL-based assault, never detected the Hasek, and the jump infantry platoon infiltrated and destroyed the supplies with little opposition.

On New Syrtis, as the Capellans advanced toward Johnston Industries, a number of Haseks were pressed into service as battle tanks. The medium-weight tracks had little success chal­lenging Capellan heavyweights like the Po II, but the sheer number of them allowed them to do some damage before they were dealt with . In particular, one platoon used concentrated fire from their PPCs to wound three Capellan 'Mechs. The sergeant in charge was captured when battlesuit infantry overran his tank, but a prisoner exchange shortly after the fall of the factory returned him to Davion hands.

Despite the Hasek's utility the Capellan Strategios halted production of the tank after New Syrtis' fall, no doubt to remove even equipment bearing the late duchess' name from use. Despite the rallying power Amanda Hasek's death offers the AFFS, the largely symbolic victory her execu­tion gave the Capellan Confederation makes it necessary for the Liaos to take every opportunity to reinforce that symbolism.

NOTABLE U N ITS

Leftenant Alan Hasek: A distant relation to the Capellan March's ruling line, Alan Hasek was assigned to a Hasek MCV as little more than a marketing ploy for the model meant to reinforce patriotism in the region. Originally, Leftenant General Gullam of the First Syrtis Fusiliers intended Alan's Hasek to be purely a parade unit used to drum up local support for the Hasek family. Alan became an overnight celebrity in the Capellan March, despite his relative unimportance to House Hasek's line of succession. He does not buy into his own un­deserved fame, however, and strives ta com­mand his platoon just like any other officer, es­chewing any special treatment from the LCT's command. His Hasek crews feel his assignment to their platoon lends some aura of authentic­ity and mystique to the unit.

During the Capellan Confederation's in­vasion of the Capellan March, General Gullam wanted to keep Alan's platoon away from the fighting, in order to preserve his capacity as a patriotic symbol. However, the First's posi­tion was quickly overrun. Alan disobeyed his orders, and his platoon's timely intervention secured an escape route. His heroism ulti­mately catapulted him to even greater fame and adoration.

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Type: H~sek Technology Base: Inner Sphere Movement Type: Tracked Tonnage: 40 Battle Value: 841

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Tu rret:

200 Light Fusion

s 8 12

Armor Factor (Heavy Ferro): 178

Front R/L Side Rear Turret

Armor Value

48 35/35

30 30

Mass 4 10

2 2 0 0

9

Weapons and Ammo PPC Small Pulse Laser Infantry Compartment

Location Turret Turret Body

Tonnage 7

4

Notes: Features the following Design Quirks: Easy to Repair.

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Mass: 40 tons Movement Type: Hover Power Plant: Strand 265 XXL Fusion Cruising Speed: 118 kph Maximum Speed: 183 kph Armor: Grumman CRR Reflective Armament:

13 tons of pod space available Manufacturer: Grumman Industries

Primary Factories: Terra Communications System: TransComm 44 Targeting and Tracking System:

Bundesweyth FlexTrak

Grumman Industries' Scapha Hovertank won one of the last combat vehicle contracts let before the Blackout. Offered solely to the Republic Armed Forces, the hovertank is built around the best technology available, includ­ing an Omni's reconfigurable pods. Though it is expensive, the RAF embraced it, and it has re­mained at the forefront of conventional cavalry platoons and combined-arms companies.

CAPABILITIES Incredibly fast and versatile, Scaphas serve

in almost every regiment of the RAF. They are particularly prized in Stone's Brigade for their offensive capabilities. Wrapped in reflective armor and well-rounded with configurations for almost every combat role, the Scapha offers RAF battalions unparalleled flexibility in recon­naissance, interdiction, artillery support or even battlefield sniping.

DEPLOYMENT The fall of Republic worlds to aggressors in

every prefecture was often violent, and Scaphas in the Standing Guard made those falls even more costly for the invaders. Few Scaphas made the splash that one did on Arboris when House Liao claimed the world. Though the world's main defenses collapsed, several small units remained in the field as guerrillas. One of these units was the Scapha known as Golem, com­manded by Sergeant Erin Cobb. Working with pre-positioned caches an9 undercover techni­cians, Golem and Sergeant Cobb's crew fought a six-month campaign of resistance.

Arboris is a world of fields and agriculture; perfect terrain for a hovertank. Using local guides and collaborators as her sources of in­telligence, Sergeant Cobb used Golem across half a continent. When spies would locate a Liao bivouac, she would configure Golem and bombard them with Thumper artillery. When a lightly-defended convoy would be spotted between farming communities, Golem would switch out for autocannons guided by targeting computers and stab armor-piercing and preci­sion autocannon rounds into the thin-bodied logistical vehicles. With its incredible speed and a knack for avoiding air patrols, Golem was all but invisible to the Liaos. It wasn't until the local Maskirovka officer began a targeted campaign to localize and destroy Golem that Sergeant Cobb and her crew went to ground. At last report, in early 3144, Golem had not yet been recovered, leading some RAF analysts to speculate that Cobb and her crew are biding their time.

NOTABLE UNITS

Lieutenant Farah Cobb: Farah Cobb is Erin Cobb's older sister. She is also a Scapha com­mander, serving with Stone's Fury on Liberty. It has been particularly harsh duty for her, putting down the anti-exarch protests on Liberty that object to the Fortress, when she knows that same Fortress separates her from word of her sister. Though she and her entire family take ex­treme pride in Erin's accomplishments, Farah's superiors are beginning to wonder if she will last until the Fortress is taken down. Her judg­ment has been getting more and more erratic as no new news comes from Arboris. •

Type: Scapha Technology Base: Inner Sphere (Advanced) Movement Type: Hover

Tonnage:40 Battle Value: 1,425

Equipment

Internal Structure: Engine: 265

Type: XXL Fusion

Cruise MP: 11 Flank MP: 17

Heat Sinks: 10

Control Equipment:

Lift Equipment: Power Amplifier:

Turret: Armor Factor (Reflective): 120

Armor

Value Front 30

R/L Side 20/20 Rear 20

Turret 30

Mass

4

8

0

2 4

0 1.5 7.5

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Weapons and Ammo Location Tonnage Weapons and Ammo Location Tonnage Weapons and Ammo Location Tonnage Primary Configuration Configuration C Configuration F 2 Light PPC Turret 6 LB 10-XAC Turret 11 AC/5 Turret 8

Targeting Computer Body 2 Ammo (LB-X) 20 Body 2 Ammo(AC)40 Body 2

Angel ECM Suite Body 2 Battle Value: 1,002 Targeting Computer Body 2

Bloodhound Probe Body 2 TAG Turret

Supercharger Body Configuration D Battle Value: 794

Snub-Nose PPC Turret 6

Configuration A iNarc Launcher Turret 5 Configuration G Rotary AC/5 Turret 10 Ammo (iNarc) 8 Body 2 2 Light AC/2 Turret 8

Ammo (RAC) 60 Body 3 Battle Value: 1,141 Ammo (Light AC) 90 Body 2

Battle Value: 1,399 Targeting Computer Body 2

Configuration E C' Slave Unit Body

Configuration B Thumper Art illery Cannon Turret 10 Battle Value: 736

Light Gauss Rifle Turret 12 Ammo (Thumper) 60 Body 3 Ammo (Light Gauss) 16 Body Battle Va lue: 666 Configuration H

Battle Va lue: 984 2 MediumVSP Turret 8

4 Heat Sinks Body • 4

C' Slave Unit Body

Battle Value: 811

Configuration I TSEMP Turret 6

Targeting Computer Body 2

C' Master Unit Body 5

Battle Va lue: 2,096

Configuration J 3 Medium Pulse Lasers Turret 6 2 Heat Sinks Body 2

Guardian ECM Suite Body 1.5

7 Jump Jets Body 3.5

Battle Va lue: 1,047

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Type: Cizin Technology Base: Clan Movement Type: Hover Tonnage: 45 Battle Value: 1,762

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Ferro):

Front R/L Side Rear Turret

Weapons and Ammo 4 ER Medium Lasers 2SRM2 Ammo (SRM) 50 Targeting Computer

215 XL Fusion

10 15 20

134 Armor Value

45 25/25

18 21

Location Turret Front Body Body

Mass 4.5 9

10 2.5 4.5 0 .5 7

Tonnage 4

Notes: Features the following Design Quirks: Battle Computer, Fast Reload, Bad Reputation, Poor Performance, Non-Standard Parts.

"(' !J{l

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Mass: 45 tons Movement Type: Wheeled Power Plant: GM 205 XL Fusion Cruising Speed: 54 kph Maximum Speed: 86 kph Armor: Kallon FWL Special Ferro-Fibrous Armament:

18 tons of pod space available (maximum of 15 tons in turret)

Manufacturer: Exeter Organization Primary Factory: Keystone

Communications System: Exeter Longscan Targeting and Tracking System: Salamander

Systems Multi-Lock

A common complaint among infantrymen regarding run-of-the-mill armored personnel carriers is that they focus on a single goal: get­ting their cargo to a specific point by any means necessary. Once the delivery is made, deposit­ed infantry often find themselves at the mercy of enemy fire without any true fire support. Exeter Organization's R1 0 Mechanized Infantry Combat Vehicle attempted to address this prob­lem by creating what both battle-armored and conventional infantry platoons often refer to as an "APC with teeth:' Given the choice between a standard APC or an Rl 0, the average infantry­man will choose the R1 0 every time.

The R1 0 ICV was born from Exeter's goal of marrying OmniVehicle technology with infantry support vehicles in a way that would make the hardware affordable for both well-funded infan­try regiments and small planetary militias alike. The result far surpassed expectations in terms of firepower, flexibility, and overall satisfaction.

CAPABILITIES Modular technology allows the R1 0 to take

on a number of battlefield roles to supplement infantry operations. The most common R1 0 configuration's large infantry bay allows the ICV to carry far more infantry platoons or battle armor squads to trouble spots than many heavi­er troop carriers can. In addition to mounting adequate armor, all Rl 0 configurations further protect both the crew and its sizeable infantry complement against battlefield catastrophes by incorporating CASE. Turret-mounted weaponry affords deployed infantry with a full range of offensive tactical options unavailable to most troop carriers.

DEPLOYMENT Although originally developed for

the defunct Army of the Marik-Stewart Commonwealth, the RlO has widely prolifer­ated to several bordering nations. The Wolf Empire controls the primary factory, but the Wolves still permit export of the ICV.

The first notable test of the R1 O's efficiency came in 3101, when a Marian Hegemony raid by the IV Legio struck Romita in the Rim Commonality. The planetary militia, unable to blunt the attack, was forced to spread itselfthin to avoid being overwhelmed. Attempting to cover civilian evacuation in the city of Ragno, militia troops used their recently acquired fleet of Rl Os to reach critical positions. During the evacuation, MHAF battle armor blockaded a major thoroughfare leading out of the city. While under fire, the R1 Os moved militia infan­try to key positions to break the blockade. Once

the troops debarked and took cover, the R1 Os offered fire support, distracting the Marian bat­tle armor away from the infantry's movements; this allowed the militia to blinds ide the enemy. Rom ita's militia was then able to hold out until a First Rim Commonality Guards company could arrive to eject Marian forces from the city.

VARIANTS The R 10 Coolant Truck is a non-Omni ver­

sion that replaces the standard model's turret with more than twenty tons of liquid storage. On water-poor worlds, this variant often func­tions as a transport for potable water, which keeps troops hydrated.

NOTABLE UNITS

Lieutenant Stephen Guildenstern: Amongst the Silver Hawks' conventional assets, Lieutenant Guildenstern's Rl 0 company has the most specific function. With the Wolf Empire poised to target the remaining former Protectorate Coalition worlds, Guildenstern stands ready to use his R1 Os to quickly evacu­ate as manyVIPs and other civilians off-world at a moment's notice.

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Type: R10 Technology Base: Inner Sphere Movement Type: Wheeled Tonnage: 45 Battle Value: 746

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Ferro):

Front R/L Side Rear Turret

205 XL Fusion

5 8 10

125 Armor Value

34 25/25

21 20

Notes: Features the following Design Quirks: Easy to Maintain, Poor Targeting (Long Range).

Fixed Equipment Location Tonnage CASE Body .5 Infantry Compartment Body 4

Mass 4.5 Weapons and Ammo Location Tonnage 7 Primary Configuration

2SRM6 Turret 6 Ammo (SRM) 30 Body 2 2 ER Medium Lasers Front 2

0 Infantry Compartment Body 8 2.5 0 0

1.5 7

Weapons and Ammo Location Tonnage Alternate Configuration A 2 Light AC/5 Turret 10 Ammo (Light AC) 40 Body 2 2 Medium Lasers Turret 2 2 Medium Lasers Front 2 2 Heat Sinks Body 2

Battle Value: 839

Alternate Configuration 8 LB 10-X AC Turret 11 Ammo (LB-X) 40 Body 2 2 Small Pulse Lasers Front 2 Beagle Active Probe Body 1.5 Guardian ECM Suite Body • 1.5

Battle Value: 756

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Mass: 50 tons Movement Type: VTOL Power Plant: Type 215 XL Fusion Cruising Speed: 86 kph Maximum Speed: 129 kph Armor: Forging AM 15 Ferro-Fibrous Armament:

1 Type OVR-X LB 2-X Autocannon 1 Type V "Longbow" LRM 5 Launcher 2 Tau-11 Anti-personnel Gauss Rifles

Manufacturer: Trellshire Heavy Industries, Manufacturing Plant SFF-IT1 Primary Factories: Twycross, ltabiana

Communications System: Neil9000 Comm System

Targeting and Tracking System: RCA Econotrac

Considered an assault transport, the Cardinal is one of the most successful military vehicles produced by Clan Sea Fox for export to the Inner Sphere. Entering service in 3112, the Cardinal's complex rotor system has had decades of re-engineering to work out faults. The Cardinal has one of the lowest maintenance costs for its engine and induction fan rotor system, and the high quality of the Clan-produced weapon sys­tems has made the Cardinal an integral part of many large scale infantry deployments.

CAPABILITIES Designed to transport two Points of

Elementals or three squads of Inner Sphere light battle armor, the Cardinal is one of the largest VTOLs in the Inner Sphere. The size of the Cardinal isn't a disadvantage, as Clan tech­nicians designed it with a lightweight fusion power plant that allows the two large induction fans to propel it to high speeds. The Cardinal is also able to provide heavy fire support for

infantry operations and assist in securing deployment areas for the infantry it carries. Heavily armored, the Cardinal also has combat durability, a much-needed asset for VTOLs on the battlefield.

DEPLOYMENT While initially intended for export, both the

Jade Falcons and Sea Foxes have seen the effec­tiveness of the Cardinal in combat, and have be­come the primary destination for the Cardinals produced since 3136. With the primary distribu­tion hub for the Cardinal on Galatea, the sec­ond largest market for this assault transport is mercenary forces such as Hansen's Rough riders, though both the DCMS and LCAF use small numbers of the Cardinal. The Third Lyran Guards RCT, in particular, uses the Cardinal in conjunc­tion with its sizable infantry formations.

The Cardinal has been increasingly used as a frontline assault craft. The DCMS is using Cardinals in this way in its invasion of the Federated Suns, showing the VTOLs to be effec­tive against the large infantry formations used by the AFFS' LCTs and RCTs.

VARIANTS While most users of the Cardinal have heed­

ed the recommendations of its engineers to re­frain from modifying the internal configuration and ruining the delicate balance needed for its dual rotor system, the Republic of the Sphere ig­nores that advice. Heavily re-engineered, the RAF Cardinal replaces the standard weaponry with a combination of pulse lasers and an advanced missile system in order to increase infantry ca­pacity, giving RAF infantry commanders the ver­satility needed for more diverse deployments of mixed battle armor formations.

NOTABLE UNITS

Star Commander Garrett: Hailing from Spina Khanate's Delta Aimag, Star Commander Garrett's Cardinals can transport a full Binary of Elementals to some of the most hazard­ous battlefield terrain. Along with its attached Elementals, the Star trains to perform danger­ous but effective air-drops of their Elemental payloads rather than resort to more risky ground deliveries. During the joint Sea Fox­Spirit Cat assault on Marik in 3137, the Star's ma­neuver earned the Sea Foxes even more respect from the Spirit Cats, as the tactic was reminis­cent of the Nova Cats' hover- drop manu-ever.

Point Commander Maybelle: Due to the Fifth Battle Cluster's longstanding fondness for Elementals, the Cluster was the first frontline Falcon unit to readily adopt the Cardinal. When paired with an OmniMech Nova, the Fifth's Cardinals let a Star of Elementals accompany the Cluster's standard BattleMech assets, creat­ing an ad hoc Supernova with incredible flexibil­ity. Point Command Maybelle's Cardinal prefers to carry Sylph battle armor Points, which, when launched from high altitudes and paired with the Fifth's Eyries and Gyrfalcons, create an im­posing swarm of winged war machines.

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Type: Cardinal Technology Base: Clan Movement Type: VTOL Tonnage: 50 Battle Value: 641

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Ferro):

Front R/L Side Rear Rotor

Weapons and Ammo LB 2-X AC Ammo (LB-X) 45

215 XL Fusion

8 12 10

96 Armor Value

31 21/21

21 2

Location

2 Anti-Personnel Gauss Rifles Ammo (AP Gauss) 40

Front Body Front Body Front Body Body

LRMS Ammo (LRM) 24 Infantry Compartment

Mass 10 7.5

0 2.5 5 0 0 5

Tonnage 5

1 10

I

~ Notes: Features the following Design Quirks: VTOL Rotor --

Arrangement (Dual).

I fl·

I d' '

" 4' <§> --- .,.. - "'

,. .

·;,.

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Mass: 55 tons Movement Type: Wheeled Power Plant: Omni 145 Fusion Cruising Speed: 32 kph Maximum Speed: 54 kph Armor: Forging OTR20d Armament:

4 Type Sierra LB 2-X Autocannons Manufacturer: Gienah Automotive

Primary Factories: Gienah Communications System: Build 1685 Tacticom Targeting and Tracking System: TRTTS Mark

V AirTracker

An urgent need to shore up the defenses of their occupation zone and bolster their second-line forces led Clan Wolf to develop the Aesir in the mid 3090s. A well-armored and ammo-efficient discouragement to airborne raiding forces, Aesirs play a key role in many defense plans.

CAPABILITIES Too slow to join in a quick strike or respond

to developing fronts, Aesirs are often deployed in Stars to provide cover for fixed assets. A quartet of long-range flak cannons allows Aesir detachments to saturate a portion of airspace, while CASE and thick armor bolster the vehicle's survivability during extended engagements. Though beginning to show its age, the TRTTS Mark V Air Tracker remains an effective targeting and tracking system for airborne units as small as VTOLs and as large as DropS hips.

DEPLOYMENT Shortly after its introduction into Clan

Wolf garrison forces, the Aesir was targeted by Clan Wolf-in-Exile for use across the Arc-Royal Theater. The Exiled Wolves staged a successful

Trial of Possession for the Aesir plans and sever­al of the vehicles on La Grave in 3101. Through dealings with Clan Sea Fox, the tank made its way into Republic of the Sphere forces.

The Wyld's Jokers regiment of Bannson's Raiders exploited the Aesir's mobility and fire­power limitations in a battle on Addicks in 3135. Operating with a BattleMech and armor screen on the outskirts of the spaceport city Neo Carthagia, a battery of Spirit Cat Aesirs disrupted efforts by the Jokers' fighter wing to damage the spaceport. The Jokers compensated by shiftjng the bulk of their forces away from the spaceport and instigating a battle farther from the city, while a detachment of fast vehicles swept toward the Aesir positions. Several Joker vehicles were destroyed by Spirit Cat garrison vehicles and 'Mechs, but the slow pace of the Aesirs allowed most of them to be captured, while their limited firepower against the attacking ground vehicles posed only a minimal threat. As the anti-air guns fell silent, a carefully-timed run by Joker aerospace fighters drove off the remaining garrison units.

Some of the Aesir vehicles claimed by the Exiled Wolves would play a key role de­cades later when the Ninth Talon Cluster struck Sargasso in 3142. A pair of Vandals located the planetary command center on mountainous Sagres Island, but moments after reporting their find the fighters came under fire from a Star of Aesirs with the Second Wolf Guards Cluster, who destroyed one Vandal and heavily damaged the other. Perfectly suited to the small island's rugged terrain, the Aesirs held waves of Jade Falcon aerospace forces at bay. Under the direction of Star Commander Kerrison, the tanks overlapped their fields of fire to devastate in­coming fighters before repositioning elsewhere on the island, infuriating Falcon pilots who were unable to pin down and destroy the Aesirs.

The stalemate ended as the battle else­where on Sargasso turned, freeing up addi­tional Ninth Talon fighters to increase pressure on the island and its defenders. Overwhelmed by the Falcons, the Aesir crews were unable to bring down one heavily-damaged fighter, which broke through their fire to strike the com­mand center directly, critically injuring Kerrison. His absence accelerated the defending forces' breakdown in coordination and the eventual surrender of the command post.

VARIANTS Clan Hell's Horses replaces the four au­

tocannons with a single HAG 40. The Larger weapon allows units to pack a greater punch when operating individually or in small groups, but makes them somewhat more am me-dependent.

NOTABLE UNITS

Sergeant Bradley Harding: Initially a sharp­shooter in the First Covenant Guards infantry detachment, Harding was injured in a fuel tank explosion caused by improper mainte­nance. He lost his dominant eye in the acci­dent and was never able to retrain himself to use his non-dominant eye instead. When his company captured an Aesir during a Clan Wolf raid in 3143, Harding trained on it at his CO's orders, and once he sat at the command station for the Aesir he was given, he saw the reasoning behind the assignment. The Clan­built tank allowed him to put his sharpshoot­er's instincts to good use regardless of how many eyes he had left, only now he would be shooting down aircraft.

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Type: Aesir Technology Base: Clan (Advanced) Movement Type: Wheeled Tonnage: 55 Battle Value: 768

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Ferro) :

Front R/L Side Rear Turret

145 Fusion

3 5 10

182 Armor Value

37 36/36

37 36

Mass 5.5

Weapons and Ammo 4 LB 2-X AC Ammo (LB-X) 90 Armored Motive System

Location Turret Body

Tonnage 20 2

5.5

Notes: Features the following Design Quirks: Anti­Aircraft Targeting.

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Mass: 55 tons Movement Type: VTOL Power Plant: DAV 155 XL Fusion Cruising Speed: 75 kph Maximum Speed: 118 kph Armor: StarGuard Aurora Reflective Armament:

1 Tiegart Particle Projection Cannon 2 Telos ThunderShot Thunderbolt 10

Missile Launchers Manufacturer: Van Manufacturing

Primary Factories: New Samarkand Communications System: Scuti Dual com Targeting and Tracking System: Radcom T11

With their burgeoning success in the military aerospace market, Van Manufacturing presented a new VTOL prototype to the DCMS just before the turn of the century. The "praying mantis" at­tack craft mounted two advanced Thunderbolt launchers acquired in a heroic journey through the Combine's bureaucratic Procurement Department. The first test flight lasted only two minutes before DCMS representatives approved a long-term contract for the Kamakiri.

CAPABILITIES The appeal of the Kamakiri is its utilization

of two powerful missile launchers. The VTOL can deliver a devastating strike from distance while using speeds equal to many of the Combine's reconnaissance and strike platforms. Such powerful capabilities gave many new Combine officers cause to consider a new airstrike para­digm for their more conventional regiments and militias.

Van Manufacturing altered the Kamakiri's armor at the request of several DCMS advisors. The result fails to provide additional resistance against standard flak batteries, but improves survival rates from energy weapon platforms.

DEPLOYMENT The Kamakiri proved to be essential during

the Combine's invasion of Sakhara V. A company of the VTOLs had been assigned to the Seventh Ghost just before the operation. The Seventh Ghost outnumbered the Sakhara Academy Training Battalion by two-to-one odds, yet failed to crush the cadets. Tai-sa Morigu Oksana made several critical errors, resulting in the SATB surrounding the Ghost's primary forward position. Oksana lost all of his infantry and a third of the Ghost's 'Mech regiment before he died from a massive heart at­tack. Chu-saTakeji Voshizawa' took command and ordered the Kamakiri company readied for battle. With Ghost aerospace flying cover, the Kamakiris circled behind the training battalion's position, fir­ing waves ofThunderbolts. Faced with the sudden onslaught, the green AFFS force broke and ran as the Kamakiris hunted the stragglers down. When their ammunition was spent, the Ghost pilots sniped with their PPCs and called in accurate strike coordinates for the orbiting aerospace fighters. Barely a third of the Sakhara battalion's counter­assault force made it back to the academy, where they were wiped out a day later.

The First Arkab used several Kamakiris in their seizure of Ashio during the Combine's inva­sion of the Republic. Rather than assigning the VTOLs into flights, Legion commanders added a Kamakiri to each 'Mech lance. Ostensibly to provide real-time reconnaissance, the Kamakiris often added heavy support fire and strike at­tacks in lance operations. Legion MechWarriors began calling the buzzing VTOLs "little buddies" as they were constantly present. On several oc­casions, a reactionary missile strike saved the life of an Arkab warrior as Republic forces frequently employed ambush and fade strikes. The surprise appearance of a Kamakiri caught two Knights off-guard, allowing Arkab 'Mechs to disable the Republic machines and take the Knights prisoner.

VARIANTS One version has been seen operating

solely within the Ryuken regiments. These Shi Kamakiri (death mantis) mount a massive im­proved heavy Gauss rifle under the centerline. A flight of Shi Kamakiri smashed a Davion raid on Mokane a few months prior-the VTOLs ac­counted for six 'Mech kills, including an Atlas Ill.

NOTABLE UNITS

Chu-sa Richaud Sherlock: The first recipient of a Shi Kamakiri in the Ryuken-roku, Sherlock is also credited as the inspiration for the vari­ant design. After his Kamakiri received peavy fuselage damage during a pirate raid, Sherlock found no available spare parts to repair his Thunderbolt launchers. With Procurement backed up in requests, the chu-sa bartered for a spare heavy Gauss rifle. Though the trade cost him the family's antique tea service and his younger sister's hand in marriage, the result has been a rousing success. Van Manufacturing took notice of the upgrade and Shi Kamakiris were optioned for all of the Ryuken regiments.

Gunsho Ira Futomi: Futomi was credited with five kills during the routing of the Sakhara Academy Training Battalion. The gunsho emp­tied his ammo bins after registering his fourth kill; rather than turn back, he gave chase to an escaping Vulcan. The enemy MechWarrior dodged through the cluttered battlefield but could not escape Futomi. The gunsho herded the frantic enemy pilot toward a cliff; as the Vulcan approached the narrow ledge and turned to move off, Futomi slammed the Kamakiri into the 'Mech. The collision knocked the Vulcan off bal­ance and over the edge. The crash also shattered the VTOL.:s rotors and Futomi joined his enemy in a death plunge to the canyon below.

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Type: Kamakiri Technology Base: Inner Sphere Movement Type: VTOL Tonnage: 55 Battle Value: 1,378

Equipment Internal Structure: Engine: 155

Type: Cruise MP:

XL Fusion 7

Flank MP: 11 Heat Sinks: 10 Control Equipment: Lift Equipment: Power Amplifier:

Mass 11 4.5

0 3

5.5 0

Equipment Turret: Armor Factor (Reflective):

Front R/L Side Rear Rotor

Mass Weapons and Ammo Location Tonnage 0 PPC Front 7

112 7 2 Thunderbolt 10 Front 14 Armor Ammo (Thunderbolt) 18 Body 3 Value

36 Notes: Features the following Design Quirks: VTOL Rotor 28/ 28 Arrangement (Dual Rotors), Hard to Pilot.

18 2

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Mass: 60 tons Movement Type: Wheeled Power Plant: GM 160 XL Fusion Cruising Speed: 32 kph Maximum Speed: 54 kph Armor: Starshield Ill Armament:

4 FarFire LRM 15 Launchers 2 GM Miniguns

Manufacturer: Joint Equipment Systems Primary Factories: Alula Australis,

Pan pour, Zebebelgenubi Communications System: Communicator Targeting and Tracking System: Fire Scan

with lndirecTrack

Joint Equipment Systems' missile carriers have redefined the role of the classic LRM and SRM carrier on the battlefield, but both the JES and the JES II suffered from drawbacks. In an at­tempt to find a middle ground, JES released the JES Ill just before the Blackout. Since then, the wheeled tank has proven a reliable and rugged support vehicle.

CAPABILITIES With four launchers capable of putting

a combined spread of sixty missiles in the air at once, the JES Ill is a powerful combatant. Though its only secondary weapons are a pair of machine guns, the relative rarity of its soli­tary deployment makes these deficiencies less threatening. What more than makes up for its limitations, however, is its ease of maintenance. Whatever lessons Joint Equipment Systems learned building their earlier carriers paid divi­dends with the JES Ill.

DEPLOYMENT JES carriers appear in almost every mili­

tary, and since the Blackout and-even more so-the Fortress, they have seen heavy com­bat. JES Ills, specifically, have become feared headhunter units. Savvy tacticians have been withholding the JES Ill's firepower until they have unmasked the enemy commander. Once marked, often with a Narc beacon, the JES Ill­or Ills-saturate that commander with LRMs.

During the battle for Robinson, a detach­ment of Combine JES carriers-six Ills and two Is-allowed its main force to move ahead while it circled around the engagement on a tangent. The chu-i in charge was guessing at which di­rection the AFFS forces would withdraw if the main Combine force defeated them. Forty min­utes later, the two JES Is on picket duty told him he'd judged right: three battered AFFS 'Mechs were approaching. Sending the tactical carri­ers to draw them in, he held his six JES Ills in hull-down hides. Within minutes the landscape rocked with the sounds of missile warheads ex­ploding as the two light, fast carriers drew the Davion 'Mechs in. When they were all inside the fire basket, the six JES Ills fired. Within three bar­rages all three Davion 'Mechs were down.

Not every commander recognizes the limi­tations of the JES carriers, however. In combat on Alioth as that world fell to Clan Wolf, a militia commander ordered his six JES Ills into the main line of battle. As Wolf 'Mechs charged forward, the senior JES commander ordered his tanks backward, trying to hold the range open. He was countermanded by the militia command­er, who ordered them to stay in rank with the rest of the tanks. When the Wolf 'Mechs closed inside the JES' minimum range, all six were sav­aged and destroyed. Though approximately a quarter of the JES crewmen survived, both the

senior militia officer and the JES commander were killed. Clan Wolf, disgusted by the idiocy of the tactics, claimed no bondsmen from that battle, instead relegating all their captives into the laborer caste.

VARIANTS Though relatively young, the JES Ill has

absorbed several variants from the pressures of the near-constant combat around the Inner Sphere. Joint Equipment Systems offers models armed with multi-missile launchers, Thunderbolt launchers, and a model that sac­rifices its machine guns for improved speed. There is even a C3-equipped variant.

NOTABLE UNITS

Chu-i Entoshi Ransom: Chu-i Ransom command­ed the JES detachment on Robinson. Despite his success, he was almost disciplined upon his return to the Combine encampment for disobeying or­ders. It was only the three Davion MechWarriors tied to the turrets of three of his JES Ills, and the presence of all eight of his tanks, that kept his tai-i from charging him. In the following battles Ransom showed similar prescience and, after the final Combine victory on-world, was rewarded with a promotion to company commander in the forming Robinson garrison.

Corporal Elath Tor: Corporal Tor is a JES Ill gun­ner assigned to the Thirteenth Hastati Sentinels. In a vehicle that is noted for dual gunners, Tor is famous for never allowing his secondary gun­ner to fire anything except the machine guns­even in training. When asked about his practice, he merely shrugs. His commanders tolerate his proclivities, though, because he shows uncanny accuracy with his missiles.

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Type: JES Ill Technology Base: Inner Sphere Movement Type: Wheeled Tonnage: 60 Battle Value: 1,037

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Power Amplifier: Turret: Armor Factor:

Front R/L Side Rear Turret

160 XL Fusion

3 5 10

128 Armor Value

40 21/21

20 26

Mass 6

4.5

0 3 0 3 8

Weapons and Ammo Location Tonnage 4 LRM 1S Turret 28 Ammo (LRM) 48 Body 6 2 Machine Guns Front 1 Ammo (MG) 100 Body .5

Notes: Features the following Design Quirk: Easy to Maintain, Improved Targeting (Long Range).

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Mass: 60 tons Movement Type: Tracked Power Plant: GM 240 XL Fusion Cruising Speed: 43 kph Maximum Speed: 64 kph Armor: StarSiab/7 Heavy Ferro-Fibrous

with CASE Armament:

2 Armstrong Class-B LB 1 0-X Autocannons 3 SperryBrowning Light Machine Guns

Manufacturer: Michaelson Heavy Industries Primary Factories: June, Ruchbah, Terra

Communications System: Garret T12-S Targeting and Tracking System: Garret D2j

Michaelson's Defense AA Tank is a popular anti-air vehicle that offers several advantages over the venerable Partisan or the lighter Aesir. Perhaps the foremost among these are the dis­counts Michaelson offers purchasers who've al­ready purchased their other platforms, as well as the prominence of MHI equipment in both the RAF and the AFFS. Whatever the marketing strategy, the Defense AA Tank offers superior tactical air defense and flexibility.

CAPABILITIES The core of the Defense AA Tank's value

is the limited amphibious equipment that Michaelson includes standard. Mobile anti-air defenses are often the first targets enemy spies designate during surprise attacks, and the Defense AA Tank's ability to shift positions even in the face of light water obstacles often allows it to survive initial attacks. In addition, a large ammunition capacity allows Defense AA crews to set aside a quarter of their ammunition stow­age for standard high-explosive shells in case they are attacked by ground units.

DEPLOYMENT Defense AA Tanks are found all over the Inner

Sphere, which makes them popular choices for the irregular units the RAF sent secretly beyond the Fortress for reconnaissance and harassment du­ties, such as the clash on Dyev in 3141. RAF resis­tance cells on the planet had been suffering from Combine close-air support from a squadron of conventional fighters, and so the High Command arranged an operation to counter them.

A small force of Defense AA Tanks sup­ported by Simian battle ,armor and a pair of JES I Tactical Missile Carriers was smuggled on-world. After a week of careful movement, they secreted themselves near the end of a concealed airbase and waited for the Combine air-breathers to sortie. While the squadron was aloft the Defense AAs moved into final positions to attack the returning fighters as they landed.

The first two fighters were allowed to land unopposed. As the third airplane maneuvered to land, it was blasted out of the sky by concen­trated flak from the Defense AAs. The fourth air­plane was too far into its approach and suffered the same fate, but the others were able to abort and avoid the fire. While they radioed frantically for help, the two JES carriers broke the airbase fence and sped forward to blast the already­landed fighters while they were trapped on the tarmac between the runway and their concrete hangars. With more than half their number de­stroyed, the remaining fighters withdrew sev­eral hundred kilometers to another city, which put them in range of resistance cell sappers.

The Defense AA crews of the illegal Com Guards claimed a fearsome toll in men and ma­chines during their last stand on Epsilon Eridani. Though the combat drop of the Fourteenth Hastati sealed the Com Guards' fate, several Defense AA units blasted a number of the

falling Hastati out of the sky before the Stone's Brigade units on the ground could overrun them. Most notable among the losses was the Night Stalker piloted by Knight of the Sphere Dame Andrea Dunwoody, who died when her damaged 'Mech slammed into the ground after having been pounded by flak fire.

NOTABLE UNITS

Lieutenant Brynden Jaffe: Lieutenant Jaffe commanded the detachment of Dyev. Upon his return to Asta, a review board was convened to discuss whether he should have allowed more of the fighters to land before openi'ng fire. Though his Hastati superiors were critical, the presence of Captain Gideon Nash from Stone's Pride on the review board kept it from being a total farce. Captain Nash pointed out the neces­sity of catching the already-landed fighters be­fore they were safely hidden and, when Jaffe's superiors expressed skepticism, demanded the lieutenant's immediate transfer to the Pride.

Sergeant Harimandir Sange: Sergeant Sange commands a Defense AA platoon in the XV Principes on Denebola. His platoon has been selected four times for raids across the Fortress, assigned as air cover and security for the hid­den landing zones of the infiltrator DropShips. Twice their LZ has been located by aerial re­connaissance, and both times his Defense AAs were able to destroy the scout VTOLs and conventional fighters before they could es­cape the DropShips' jamming and report in. In their last mission, their LZ was discovered by a scout Star from Clan Wolf. Together with the other elements, they destroyed the Star, with Sergeant Sange's Defense AA destroying the Star Commander's VIler.

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Type: Defense AA Technology Base: Inner Sphere (Advanced) Movement Type: Tracked Tonnage: 60 Battle Value: 1,026

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Heavy Ferro):

Front R/L Side Rear Turret

240 XL Fusion

4 6 10

168 Armor Value

44 31/31

37 25

Mass 6 9

0 3 0 0

2.5 8.5

Weapons and Ammo Location 2 LB 1 0-X AC Turret Ammo (LB-X) 40 Body 3 Light Machine Guns Front Ammo (Light MG) 100 Body CASE Body Limited Amphibious Equipment -

Tonnage 22 4

1.5 .5 .5

2.5

Notes: Features the following Design Quirk: Anti-Aircraft Targeting.

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Mass: 70 tons Movement Type: Tracked Power Plant: GM 280 XXL Fusion Cruising Speed: 43 kph Maximum Speed: 64 kph Armor: Durallex Special Heavy Ferro-Fibrous Armament:

1 Defiance 980 Heavy Particle Projection Cannon

2 Delta Dart II Enhanced LRM 1 0 Launchers

Manufacturer: Defiance Industries Primary Factories: Hesperus II

Communications System: TharHes Muse 65-128K

Targeting and Tracking System: TharHes TargiTrack with Advanced

Targeting Computer

The Manticore II updated the venerable Manticore tank with advanced capabilities and a brand new tactical niche as an amphibious vehicle. In over three decades of service it has made a critical difference in battle on dozens of water-rich worlds. If it has a flaw, it is that it suffers by comparison to its predecessor. Some commanders simply emulate classic Manticore tactics with a specialized machine, while others look at its greater expense and refuse to use it aggressively to obtain decisive results.

CAPABILITIES Few tanks of similar power can match the

Manticore ll's mobility in wet terrain. The unit is best employed at long range, emerging from a swamp or river to provide highly accurate sup­port fire from an unexpected quarter. It has the technical capabilities to serve in a similar role as the Manticore, but its expense makes this a questionable use of a specialist machine.

DEPLOYMENT Manticore lis are available for general

mercenary purchase and were exported to the Republic before the Blackout. The expense of the tank means that most mercenary users group them into specialized platoons and take the time to understand their ideal tactical role. Wealthy Lyran and Republic militias have re­grettably not demonstrated such care. The LCAF assigns Manticores lis directly to regiments based on worlds where they will be useful and maintains a number of independent formations to attach to commands expected to need them.

The Fifth Lyran Guards made excellent use of an attached company of Manticore lis during the Third Battle for Tamarind in 3139. The amphibious tanks dominated the Zanzibe River Delta north ofTamarind's capital, deny­ing the Tamarind Regulars the ability to tra­verse the region. At the height of the fight­ing the Lyran Manticore lis were used to push down the Zanzibe River itself, emerging as a surprise into the rear areas of the Fourth Tamarind Regulars. The attack hit the Regulars' command and supply elements, precipitating the collapse of their resistance.

In January 3136 the Republic Standing Guard on Poznan faced a Capellan invasion aimed at the capital of New Madrid. A platoon of Manticore lis was rushed to the main conti­nent of Barcelona from the river-crossed conti­nent of Mieszko to reinforce the existing militia presence. The rolling hills around New Madrid offered little chance to employ the amphibi­ous capabilities of the vehicles, but their heavy PPCs and LRMs provided valuable support to the militia contesting the CCAF advance. When fighting closed in on the capital, the Manticore lis were withdrawn and preserved to fight an­other day.

That had not been the case on nearby Ningpo during the earlier Capellan invasion of 3135. The planetary defenders elected to use their Manticore lis as standard heavy tanks to defend the fertile farmlands of the Qingyuan province. They performed adequately in driving away Capellan light armor probing at the lines of the Republic militia, but were soon pitched into direct combat against a company of CCAF Pixius. The difference in skill and capability be­tween the forces was overwhelming, and left all of the Manticore lis burning wrecks at the cost of three Capellan tanks. The Manticore lis were thus unavailable to contest the wetlands north of the planetary capital, speeding up th~ fall of the world.

NOTABLE UNITS

Staff Sergeant Natalia Constantinides: Part of the Second Bolan Armor Brigade, Sergeant Constantinides' Manticore II platoon is stationed on Bolan. The timing of the First Tamarind Regulars' 3143 raid coincided with a severe drought and dust storm, eliminat­ing the platoon's best ambush locations. This forced Constantinides to rely on traditional Manti core tactics.

During a catastrophic flash flood later that year-caused by damage to the levees during the FWLM raid-Constantinides pro­vided relief to Bolan City. Her platoon used their Manticore lis to rescue several people trapped on top of buildings. Over the course of two weeks, they alone evacuated several thousand civilians.

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Type: Manticore II Technology Base: Inner Sphere (Advanced) Movement Type: Tracked Tonnage: 70 Battle Value: 1,435

Equipment Internal Structure: Engine:

Type: Cruise MP: FlankMP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret:

280 XXL Fusion

4 6 15

Armor Factor (Heavy Ferro): 188 Armor Value

Front 44 R/L Side 38/38 Rear 26 Turret 42

Mass 7

8.5

5 3.5 0 0

2.5

Weapons and Ammo Heavy PPC 2 NLRM 10 Ammo (NLRM) 24 Targeting Computer

Location Turret Turret Body Body

Fully Amphibious Equipment

Tonnage 10 12 2 3 7

' I

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Mass: 70 tons Movement Type: Tracked Power Plant: Magna 350 XL Fusion Cruising Speed: 54 kph Maximum Speed: 86 kph Armor: Ceres Heavy Stealth Armament:

1 lnokuma Gauss Rifle 1 Sian/Ceres Serval Thunderbolt 5 Missile Launcher 1 Ceres Fire Flower Conventional Flamer

Manufacturer: Aldis Industries Primary Factories: Betelgeuse

Communications System: Olmstead 44 with Guardian ECM Suite

Targeting and Tracking System: Omicron VIII

Named after a wealth-hoarding guardian beast of Asian legend, the Pixiu Heavy Tank de­buted in 3093 and first saw action during the Victoria War of the early 32nd century. Though originally intended to support the formidable Po II, it soon branched out into broader roles. Four decades later it remains one of the most effective armored vehicles ever deployed by the CCAF. It is a testimony to the reputation of the tank that both Republic and Davion com­manders frequently resort to calling down artil­lery on positions they suspect a Pixiu platoon of holding.

C APABILITIES The Pi xiu's blend of long-range weap­

onry, stealth capability, agility, and armor protection makes it both deadly and versatile. It is more than capable of harrying assault forces, ambushing scout units, and carrying out flanking movements. One particular spe­cialty is to attack heavier tanks at long range,

reversing to dictate the engagement range and relying on its stealth armor to give it the advantage. In the event things go badly, crews can use the flamer to set fires and withdraw under smoke cover.

D E PLOYMENT Pixiu production is reserved for the use

of the CCAF and, in much lesser numbers, the MAF. The most common tactical deployment is to see one platoon of Pixius combined with two platoons of shorter-ranged tanks, such as the Po II, to form a heavy armored company. Only the most elite and prestigious units of the CCAF boast the Pixiu in large numbers.

One of the most notable battles influ­enced by the Pixiu, and one which displayed the tank at its most versatile, occurred on Sarna in 3113. Elements of Stone's Lament were sent to raid the important Capellan world and pin down the Prefectorate Guard. The Capellans elected to occupy a defensive position in the fortifications outside the Tengo Aerospace factory in Backtal, making use of the fixed de­fenses and heavy mine fields to hold off the elite Republic troops.

As the bulk of the Lament tore into the Guard's lines an armored detachment was sent through the radioactive badlands north of Backtal to outflank the defenders. The Capellans anticipated the maneuver and sta­tioned a brand-new company of Pixius outside the dead city of Narais. The Pixius maneuvered effectively in the crater-pocked hellscape around the city and drove off screening Republic hovercraft with Gauss rifle fire. But behind the scouts came a company of M1 Marksman main battle tanks crewed by elite soldiers determined to push through.

The resulting clash pitted the incredible skill of the Lament crews and the raw power of their assault tanks against the mobility and stealth of the Pixius. The Capellans retreated from crater to crater at full speed in reverse gear, keeping their most heavily armored facing pointed at their enemy. That maneuver allowed the Pixius to soak up more hits than might have been expected, while their success keeping the range open and stealth armor taxed even the Lament's gunners. Though their crews were no match individually for the Lament's crack forces, the Capellans had managed to stack their ad­vantages to create a fair fight.

In the end the Lament claimed• three Pixius while the Guard tanks disabled two M1 Marksmen. The battle cost valuable time and depleted the ammunition stores of the Lament tanks, leading their commander to call off the flanking maneuver. The victory outside Narais allowed the Guard to retreat without being out­flanked, ultimately preserving the regiment.

NOTA B L E UNITS

Sao-wei Jonathan Cheung: Sao-wei Cheung from the Fifth McCarron's Armored Cavalry claims his distant ancestry hailed f rom Chesterton. Although few believe him, none can doubt the pride and resolve he displayed upon finally landing on Chesterton itself. During the combat, his company alone destroyed more AFFS defenders than any other armor CCAF company on-planet.

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Type: Pixiu Technology B M

ase·lnn S ovement T . er ph ere

Tonn ype: Tracked age:70

Battle Value: 1,450

Equipment

Elnte~nal Structure: ngme:

Type: Cruise MP· Flank MP·.

Heat Sinks: · Control E . L'f qutpment·

I t Equipment· .

Power Amplifi~r· Turret: ·

Armor F actor (Stealth):

Front R/L Side Rear Turret

350 XL Fusion

5 8 10

176 Armor Value

50 35/35

21 35

Mass 7

22.5

0 3.5 0 0 2 11

Weapons and A Gauss Rift mmo A e T mmo (Gauss) 16

hunderbolt 5 Ammo (Thu Veh. I nderbolt) 12

tc e Flamer

Location Turret Body

Turret Body Front Body

Tonnage 15 2 3

.5

Body

Notes: Features th 1.5 Reverse. e following Desi . gn Outrks· Po · wer

Ammo (Flamer) 20 Guardian ECM S . utte

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Mass: 75 tons Movement Type: Tracked Power Plant: GM 300 XL Fusion Cruising Speed: 43 kph Maximum Speed: 64 kph, 86 kph with

Supercharger Armor: Kallon Unity Weave Ferro-Fibrous

with CASE Armament:

1 Mydron Snakekiller Light Class 5 Autocannon 2 Jalastar Engineering Plasma Rifles 4 GM Light Machine Guns

Manufacturer: General Motors Primary Factories: Kathil

Communications System: Wunderland XXXV-2 Series

Targeting and Tracking System: Dalban HiRez

Intended to correct deficiencies in AFFS armor platoons exposed during the Victoria War, the Hanse was hoped to become as pow­erful and popular a combatant in the Capellan March as the Manticore or the Brutus. Instead, what it became was an embarrassment to the AFFS and an export vehicle that inspired buyer's remorse in almost every user.

CAPABILITIES With the victory at Victoria fresh in their

minds, the Hanse's designers must have imag­ined an aggressive, offensive tank as their outcome, but what they delivered was a tank with the speed to get close to an enemy but no turret to exploit that closeness. Time and time again Hanse tank commanders have overesti­mated their tank's firepower and closed with an enemy, only to be swarmed by nearby battle armor or crushed by flanking units.

DEPLOYMENT Despite its reputation, the Hanse can be

used effectively in combat, as was proven on Cumberland during the Confederation's drive toward New Sytris. There, a militia battalion led by Leftenant Colonel Rebecca Lindemann used its Hanses to slow the advance of a Liao 'Mech battalion for nearly a week.

Thanks to GM's successes with Capellan March procurement, more than half of Lindemann's battalion was built of Hanse MBTs. When the Capellans began their advance, the major let her sparse VTOL forces slow the 'Mechs and sent her Hanses in to salvo their plasma rifles, hoping to knock the invaders off-balance. The initial ambush, along the M87 highway to­ward the capital, succeeded-three of the Liao 'Mechs were shut down and the Liao column halted while the Hanses spun in place and fled.

The next engagement went much the same, though this time Lindemann led with her Hanses firing precision autocannon ammuni­tion from their light autocannons. Again the Liaos halted, expecting another wave ofVTOL assaults that never appeared. When Lindemann repeated the tactic three days later, the Liaos expected that the VTOLs wouldn't be coming, so Lindemann sprung them on them, claiming another two Liao 'Mechs.

By this time the Liaos had reached an in­dustrial district on the outskirts of the capital, and despite her objections Major Lindemann was ordered to attack again. After repeated engagements the Liaos were expecting the at­tack, and cut her Hanses to pieces in the tight confines of the buildings. Unable to escape, or to cover their withdrawal with fire as they re­treated, the tanks succumbed to repeated flank­ing attacks and swarming battle armor.

Hanses have also been found in mer­cenary ranks, where they find more success. Professional mercenaries learn quickly to identi­fy the strengths and weaknesses of their equip­ment, and few learn more quickly than Captain Ng Tranh's Hanoi Half-Dozen. All six Hanses in this defensive unit are scarred with damage, but Tranh has learned to use them as a last-ditch ambusher to break combat. When the rest of the Half-Dozen are pressed, these six Hanses use their superchargers to sprint forward, fire two barrages of plasma fire at the local enemy commander, and withdraw. Though attrition is high, the rest of the Half-Dozen revere the Hanses, as few enemies ponder pursU'It with their commander either shut down or on fire.

NOTABLE UNITS

Leftenant Sani "Checkpoint" Mallick: Although the Hanse MBT does not often fare well against large targets, Leftenant Mallick of the Sixth Syrtis Fusiliers Armor Brigade has had considerable success using her company in anti-infantry measures. During recent raids into the Capellan-controlled New Syrtis province, she would specifically target roadblocks and checkpoints, using shock tactics and anti-per­sonnel weapons to secure the area. In several instances, Mallick would have her Hanse drive straight through any temporary defensive forti­fication blocking her advance. Her platoon be­came so proficient at clearing out obstructions that the rest of her battalion started calling her "Checkpoint" and alerting her to roadblocks near her location.

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Type: Hanse Technology Base: Inner Sphere Movement Type: Tracked Tonnage: 75 Battle Value: 1,537

Equipment Mass Internal Structure: 7.5 Engine: 300 14.5

Type: XL Fusion Cruise MP: 4 FlankMP: 6(8)

Heat Sinks: 20 10 Control Equipment: 4 Lift Equipment: 0 Power Amplifier: 0 Turret: 0 Sponson Turrets: .5 Armor Factor (Ferro): 197 11

Armor Value

Front 61 R/ L Side 48/48 Rear 40

Weapons and Ammo Location Tonnage Light AC/5 Front 5 Ammo (Light AC) 40 Body 2 2 Plasma Rifles Front 12 Ammo (Plasma) 40 Body 4 2 Light Machine Guns Right Sponson 2 Light Machine Guns Left Sponson Ammo (Light MG) 100 Body .5 CASE Body .5 Supercharger Body 1.5

Notes: Features the following Design Quirks: Bad Reputation.

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Mass: 80 tons Movement Type: Wheeled Power Plant: DAV 220 XL Fusion Cruising Speed: 32 kph Maximum Speed: 54 kph Armor: StarSiab/6 Ferro-Fibrous Armament:

2 Mydron Tornado Rotary AC/5 1 TharHes Reacher LRM 15 Rack 4 Diverse Optics Type 18 Medium Lasers 2 ScatterGun-Light Machine Guns 2 Purity L-Series Flamers

Manufacturer: Defiance Industries Primary Factories: Hesperus II

Communications System: TharHes Muse 65-128K

Targeting and Tracking System: TharHes Mars 9.4

In a stand up fight against other main bat­tle tanks the Dl Schmitt performs admirably, but it has found a better home in many units as an air defense platform, where it excels thanks to the TharHes Mars. Recent action on Hesperus II demonstrates it is still a relevant and capable unit thirty years after its introduction.

CAPABILITIES Purportedly reverse engineered from the

venerable Garret D2j, the TharHes Mars is a remarkable system. Once the gunner (or com­mander) designates a primary target, the Mars takes control of the turret, automatically rotat­ing and elevating as necessary to maintain op­timal firing solutions.

DEPLOYMENT The nineteenth battle for Hesperus II

began in January 3145 with an invasion by the Jade Falcons and Hell's Horses. Archon Trillian Steiner had deliberately stripped the world of defenses as part of an elaborate ruse to trick Clan Wolf into invading and fighting the Jade Falcons for her. As a result, only the Hesperus Militia, Third Royal Guards, Eridani Light Horse, and several small mercenary commands defended the world. The defend­ers fought few noteworthy engagements before withdrawing. The first took place on 3 January at Calipee Pass in the Myoo Mountains where the Hesperus Militia faced off against Raptor Keshik.

Hauptmann Heller Abke arrayed his force of Dl Schmitt tanks in three battle lines. The first ran perpendicular to the road at the top of Calipee Pass, while the second and third held flanking positions. While Abke prepared his line, a group of Fenrir II battlesuits ranged ahead to harass the advancing Jade Falcons. By the time the Clanners reached Abke's line, they had lost two 'Mechs and every member of the Trinary had sustained damage.

Their assault was straightforward, brutal, and showed typical disregard for mechanized forces. Star Captain Jorrin and his command Star charged the Militia line. His Onager was the first 'Mech dropped by the defenders, and his entire Star was destroyed or disabled. None came closer than 200 meters to the line.

Star Commander Vincent took command of the Trinary and attempted a flanking advance with his jump-capable 'Mechs-mostly Shadow Cat /Is and Summoners. Abke executed a gate swing, realigning his forces on his left echelon. The maneuver brought the full firepower of his company to bear on the Falcons as they were

strung out moving through the rough terrain. The Dl Schmitts had little difficulty picking off the jumping 'Mechs and the Clanners fell back with heavy losses, just in time to get caught in crossfire from the returning Fenrir lis.

The Clan force regrouped and launched a final frontal assault. The open field favored the Clan forces, but the surviving 'Mechs-already heavily damaged from the previous attempt­withered under the massive volume of defend­ing fire. By the end of the engagement, the entire Trinary had been lost, while Abke's forces suffered modest casualties.

VARIANTS A scattering of Dl Schmitts has been up­

graded with a targeting computer for increased accuracy; the mass needed was gained by sub­stituting different flamers.

NOTABLE UNITS

Staff Sergeant Leo Riordan: Born in a state of near slavery on the Republic world of Fellanin II, Leo Riordan chose to bribe his way onto a departing DropShip. From there he hitched rides from system to system in order to see the galaxy. Worlds in the Federated Suns left the deepest impression on him, and upon re­turning to the Republic, he fell in with Davion sympathizers. When the Prince's Men regiment was formed, Riordan joined the Swordsworn and fought for Federated Suns interests. His tactical skill, due to years of trying to survive on his own, led to a staff sergeant position in the Second Ceti Hussars when the AFFS formally absorbed the Swordsworn.

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Type: Dl Schmitt Technology Base: Inner Sphere Movement Type: Wheeled Tonnage: 80 Battle Value: 1,457

Equipment Internal Structure: Engine:

Type: Cruise MP: Flank MP:

Heat Sinks: Control Equipment: Lift Equipment: Power Amplifier: Turret: Armor Factor (Ferro):

Front R/L Side Rear Turret

220 XL Fusion

3 5 18

152 Armor Value

45 31/31

20 25

Weapons and Ammo Location 2 Rotary AC/5 Turret Ammo (RAC) 80 Body LRM 15 Turret Ammo (LRM) 16 Body 4 Medium Lasers Turret

Mass 8

7.5

0

Tonnage 20 4 7 2 4

Weapons and Ammo 2 Machine Guns Ammo (MG) 1 00 2 Flamers

Location Turret Body Front

Tonnage 1 .5 2

Notes: Features the following Des ign Quirks: Anti-Air Ta rgeting, Trailer Hitch.

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Mass: 85 tons Movement Type: Tracked Power Plant: Strand 340 XL Fusion Cruising Speed: 43 kph Maximum Speed: 64 kph Armor: Dural lex Special Heavy Ferro-Fibrous Armament:

1 Fusigon Strongtooth Heavy Particle Projection Cannon

1 lmperatorTitan's Wrath Improved Heavy Gauss Rifle

Manufacturer: Brooks Incorporated Primary Factory: Kendall

Communications System: Maxell700 Targeting and Tracking System: Maxell TA92

First prototyped in 3068, the Bulwark Assault Vehicle is a common sight in heavy armor formations across former and current Free Worlds League space. Heavy Gauss rifle shortages during the Jihad meant that none were built between 3073 and 3087, and the lat­est version didn't come to market until 3114.

CAPABILITIES While the Bulwark can deal punishment to

its enemy with its improved heavy Gauss rifle and heavy PPC, it can also take it. Its armor is thick enough to take multiple blows from any weapon, and its speed is sufficient to keep pace with most heavy and assault'Mechs.

DEPLOYMENT In 3138, during the Andurien-Oriente

War, a Covenant Worlds Expeditionary Force (CWEF) landed on Deschenes with the intent

of seizing the world. Opposing them were the Third Andurien Guards, a unit well-known for its defensive skills. The Third placed a company of Bulwarks under the command of Force Captain Carson Boiling in Tsongas Pass, with orders to hold it against a CWEF thrust.

Boiling moved his Bulwarks to the nar­rowest part of the pass and dug in. The CWEF thrust, a combined-arms battalion, arrived th ree hours later and immediately attacked the Andurien line, only to lose two 'Mechs and four vehicles to the Bulwarks' firepower. Twice more the CWEF tried assaulting the defensive line, only to be beaten back with more losses. The CWEF called in artillery strikes, but the Bulwarks were protected by their emplacements, and suf­fered little damage. Frustrated, the CWEF com­mander ordered an all-out attack. At Boiling's command, the Bulwarks targeted the three heaviest CWEF 'Mechs and destroyed them in a single volley. Now badly mauled, and with re­ports of Andurien reinforcements on their way, the CWEF battalion retreated. The battle helped the Third Andurien Guards hold Deschenes and limit the Oriente gains.

The Bulwark has also found a home with mercenary units across the Inner Sphere. Hansen's Rough riders, well known for their use of heavy armor, has several platoons of Bulwarks. During the Jade Falcons' attack on Galatea, a Roughriders armored company known as the Old Guard was placed to defend Gilroy Crossing, a vital position in the defense of Galatean City. The Old Guard held the Crossing for three hours against two Falcon Trinaries, disrupting the Clan's attempt to seize Galatean City. Just as the

Falcons managed to push the Old Guard out of the town, Roughriders BattleMechs arrived and savaged the already-weakened Falcons, forcing them to retreat. The two platoons of Bulwarks in the Old Guard claimed nine Falcon 'Mech kills, for the loss of two Bulwarks and two others severely damaged.

VARIANTS The original Bulwark, manufactured be­

tween 3087 and 3114, lacked the heavy ferro­fibrous armor, and had a first-generation heavy Gauss rifle and a turret-mounted Gauss rifle. It is not unusual to see both Bulwark models in the same company.

NOTABLE UNITS

Miles Gregarius Felix Antonelli: Miles Antonelli participated in a II Legio raid on Kendall in 3140, and his maniple walked away with enough Bulwarks and spare parts to last them a long time. The Bulwarks transformed Antonelli's ma­niple from a light support unit into heavy raid­ing force that has Kendall's immediate neigh­bors and the outer Tamarind-Abbey worlds running scared.

Master Sergeant Blake Canard: From the com­fort and safety of her Bulwark, Master Sergeant Canard of the Seventh Tamarind Regulars has seen every corner of the Duchy of Tamarind­Abbey. During the liberation of the duchy's capital in 3142, her platoon boasted the high­est accuracy in its battalion.

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Type: Bulwark Technology Base: Inner Sphere

Movement Type: Tracked

Tonnage: 85

Battle Value: 1,737

Equipment Internal Structure:

Engine: 340 Type:

Cruise MP:

XL Fusion

4 Flank MP: 6

Heat Sinks: 15 Control Equipment:

Lift Equipment:

Mass 8.5

20.5

5

Equipment Power Amplifier: Turret:

Armor Factor (Heavy Ferro): 228 Armor

Value Front 63

R/ L Side 45/45

Rear 30 Turret 45

Mass 0 1

11.5

Weapons and Ammo Heavy PPC Improved Heavy Gauss Rifle

Ammo (iHeavy Gauss) 16

Location Turret Front

Body

Tonnage 10

20

4

Notes: Features the following Design Quirks: Accurate Weapon (iHGR), Exposed Weapon Linkage (iHGR).

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Mass: 100 tons Movement Type: Tracked Power Plant: Vlar 300 XL Fusion Cruising Speed: 32 kph Maximum Speed: 54 kph Armor: ArcShield Max Ill Advanced

Ferro-Fibrous Armament:

1 Poland Main Model C Gauss Rifle 8 Sian/Ceres Serval Thunderbolt 5

Missile Launcher 4 Death Blossom 1 0-Pack

Rocket Launchers Manufacturer: Aldis Industries

Primary Factories: Betelgeuse, Terra Communications System: Olmstead 44 Targeting and Tracking System: Omicron VIII

The Behemoth II is the best tank that no one wanted and the most famous loss leader of the thirty-second century. In an effort to spur sales, Aldis gifted many commands with the tank between May 3108 and January 3110. In the second half of 3110, they sold twice as many as they'd given away.

The tank earned its reputation for indestruc­tibility during the Capellan Crusades. Even the famed Challenger X, in its heyday, failed to instill the same degree ofterror in MechWarriors.

CAPABILIT IES Few tanks match the Behemoth ll's fire­

power. The increasingly rare-and expensive­Ajax B, Dl Morgan, and Gurteltier are its closest competitors, but none have the deadly Omicron VIII. Compared to its contenders, the Behemoth II acquires targets seventeen percent faster, and calculates long range firing solutions a stagger­ing thirty-one percent faster.

The primary gunner's station controls tur­ret rotation, and each Weapon is independently

targeted within that firing arc. Gunnery sta­tions can be reconfigured on the fly to control a different set of weapons. Each tracks up to ten contacts with priority tagging and threat assessment for two targets per station.

D EPLO YMENT In early 3117 elements of the Fourth

Oriente Hussars raided Shuen Wan. The de­fenders included detachments from House Tsang Xiao and Kraken Unleashed. Together they fielded a platoon of Behemoth lis. The de­fenders met the Hussars on a high desert pla­teau fifteen kilometers from ofthe Old Lanzhou textile factory. The high temperature and open terrain favored the long range firepower of the Capellan forces, and they deployed their Behemoth lis in hull down positions holding their northern flank.

The attacking force included a company of fast medium 'Mechs led by Captain Jocelyn Teague in her Shockwave. Teague led her unit on a flanking advance to enfilade the Capellan line. Easily gaining the high ground occupied by the Behemoth lis, Teague expected the tanks to with­draw once their defilade had been neutralized. Instead, the tanks held their ground and levied the full fury of their firepower at the advancing 'Mechs. Thanks to their legendary accuracy, the Behemoth lis dropped two ofTeague's 'Mechs at 500 meters.

Teague scattered her forces, leading one lance in a sweeping advance that put the Behemoths in crossfire. The Capellans held their ground and concentrated on the bulk of Teague's force. Although the tanks were savaged, their armor held and they dropped another two 'Mechs. By the time Teague's sur­viving 'Mechs had closed within 300 meters, their number had been cut in half while all four tanks somehow remained operational. Teague

retreated with her remaining forces losing an­other 'Mech in the process.

When Teague's company failed to dislodge the tanks, the Hussars sent a lance of heavy 'Mechs charging up the hill. The Capellans used precise, long range fire to blunt the advance and drive the retreating Hussars into deadly crossfire between two Capellan companies where all four 'Mechs were destroyed.

The Behemoths held their position throughout the battle. Amazingly, all four tanks were still operational when the Hussars withdrew.

V ARIANTS The support variant keeps the Gauss rifle

and exchanges the rest of the weaponry for an ER large laser and a mixture of LRMs and Streak SRMs.

NOTABLE UNITS

Staff Sergeant Clarence Forsyte: Born on Terra, Forsyte grew up with intimate knowl­edge of the devastation the Jihad had left on his home. Upon reaching eighteen, he joined the RAF in order to prevent such disaster from be­falling Terra again. He now serves with distinc­tion in the Thirteenth Hastati Sentinels' 130th Armor Brigade, and he pushes his crew hard, leading them to win every training exercise and war game in which they participate.

Si-ben-bing Lorna Galloway: Si-ben-bing Galloway of the Second Liao Guards is amazed she is still alive. Twice during the CCAF invasion ofthe collapsing Republic, her Behemoth II suf­fered heavy artillery shelling but kept on going. Now her tank is an ugly, cobbled-together mess of replacement armor plates, but it still per­forms admirably.

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Type: Behemoth II Technology Base: Inner Sphere Movement Type: Tracked Tonnage:100 Battle Value: 1,903

Equipment Internal Structure: Engine: 300

Type: Cruise MP:

XL Fusion 3

Flank MP: 5 Heat Sinks: 10 Control Equipment: Lift Equipment: Power Amplifier:

Mass 10

14.5

0 5 0 0

Equipment Turret: Armor Factor (Ferro):

Front R/L Side Rear Turret

Mass Weapons and Ammo Location Tonnage 4.5 Gauss Rifle Turret 15

268 15 Ammo (Gauss) 16 Body 2 Armor 8 Thunderbolt 5 Turret 24 Value Ammo (Thunderbolt) 96 Body 8

65 4 Rocket Launcher 10 Turret 2 55/55

38 Notes: Features the following Design Quirks: Improved 55 Targeting, Long Range.

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Mass: 130 tons Movement Type: Tracked Power Plant: Nissan 260 XL Fusion Cruising Speed: 22 kph Maximum Speed: 32 kph Armor: Durallex Special Heavy Ferro-Fibrous

with CASE Armament:

2 Kallon Weapon Industries Vicar Long Tom Artillery Pieces

2 Diverse Optics Extended Range Medium Lasers

2 Mydron Miniguns Manufacturer: Kallon Weapon Industries

Primary Factories: Kirklin, Victoria Communications System: JoLex Systems Targeting and Tracking System: Omicron XII

Kallon's Paladin Defense System was built from plans captured by the Federated Suns when they conquered Victoria just after the turn of the century. Originally a Capellan idea, it was denied to the Confederation until they re­claimed Victoria. Well aware of the cost they had paid fighting against the Paladin, the Strategios immediately sta rted surging the heavy tank to its own forces.

CAPABILITIES With built-in communications systems

and a pair of Vicar Long Tom artillery pieces, Paladins are rarely out of communication with their spotters. Heavily armored and slow, they are not meant to be tactical vehicles, but the strains of combat have sometimes led to fire­fights. Paladins suffer from a relatively small magazine space, but most batteries mitigate that by hauling ammunition t railers.

DEPLOYMENT The majority of the AFFS' Paladins fight with

the Suns' planetary militias and dedicated artillery battalions; the tank is just too slow and cumber­some to deploy with the relatively fleet-footed frontline light combat teams. Frontline command­ers never fail to utilize the Paladin whenever it is available, of course, but this has led to mishaps.

During the Draconis Reach campaign, the pro-Davion denizens of Harrow's Sun were rein­forced by a company of Paladins, but the local commander had no understa'nding of how best to use them. Blinded by the thought of twenty-four Long Tom tubes at her command, she attached the company to an armor battalion and ordered it out, only to have the Paladins overrun and cap­tured by the fast-moving Dragoon striker compa­nies. Twelve Paladins, captured without having fired a shot, became a powerful bulwark around which the Dragon built a new planetary militia.

During the Capellan invasion of the Federated Suns Paladins saw heavy action on the worlds around Tikonov. On Alrescha, for instance, a pro-Davion militia held a firebase for three weeks against a determined push by a combined­arms battalion of Liao Chargers. Strong defenses at the walls kept the Capellans away, while day­and-night bombardments from the Paladins' Long Toms kept them from halting and establishing good bivuouacs. By the time the battalion with­drew, the Paladins had each emptied twelve am- · munition trailers apiece, and the ground in the firebase was covered with the ash-like residue of cannon propellant.

Paladins have also been put to good use by the Republic Remnant on Galatea. Fighting against the Jade Falcons, Red leg Company dis­carded both ammunition trailers and doctrine

and fought a mobile, if slow, campaign, using screening units and handy support from RAF BattleMechs to fire and move. Though few of the Jade Falcons succumbed to artillery fire, the psychological effects of having shells rain­ing out of the sky from all directions couldn't be discounted. Four of the Paladins were isolated and destroyed, but their crews were recognized by Damien Redburn himself as having provided sterling and necessary service.

NOTABLE UNITS

Twisted Sisters: An all-female artillery pla­toon from the First New lvaarsen Chasseurs, the Twisted Sisters gained their nickname and notoriety during the battle for New lvaarsen in 3144. When the battle was capable of going in favor of either side, the Sisters moved into position and began remorselessly shelling the Ryuken-nito the point the Ryuken commander ordered a strike on their position. Unable to flee in time, the Sisters were surrounded by a light strike lance and took a beating before help arrived to chase the Kuritans away. Of the two surviving Paladins, one had a Long Tom launcher twisted clean off and both had suf­fered locked turrets. Instead of giving up, the Sisters continued to launch shells, despite their tanks' limitations, which required them to ad­just fire by rotating Paladins themselves. Much to the rest of the First's amazement, the Sisters' were still able to effectively coordinate time­on-target strikes with other artillery batteries, despite their current state. For their bravery, dedication, and ingenuity in the line of fire, the Sisters were nominated for the Robinson Medal of Valor.

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Type: Paladin Defense System Technology Base: Inner Sphere (Advanced) Movement Type: Tracked Mass: 130 tons Battle Value: 1,624

Equipment Mass Internal Structure: 26 Engine: 260 10.5

Type: XL Fusion Cruise MP: 2 Flank MP: 3

Heat Sinks: 10 0 Control Equipment: 6.5 Lift Equipment: 0 Power Amplifier: 0 Turret: 6 Armor Factor (Heavy Ferro): 228 11.5

Armor Value

Front 56 Front R/L Side 27/27 Rear R/L Side 27/27 Rear 26 Turret 38

Weapons and Ammo Location Mass 2 Long Tom Artillery Turret 60 Ammo (Long Tom) 30 Body 6 2 ER Medium Lasers Front 2 Communications Equipment Body 1 CASE Body .5 Trailer Hitch Rear 0

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Mass: 15 tons Chassis: S-Equus Omicron Endo Steel Power Plant: Republic 240 XXL Cruising Speed: 172 kph Maximum Speed: 259 kph, 345 kph with

MASC Jump Jets: None

Jump Capacity: None Armor: Strasbourg Armaments Type 3 Armament:

2 tons of pod space Manufacturer: RAF Manufacturing Center

Providence Primary Factory: Terra

Communications System: ComStar Remote Link Theta

Targeting &Tracking System: lota-Luminus TCKM

One of the aspects of Fortress Republic was a widespread upgrade and amplification of the RAF's warfighting technology, including the resurrection of long-abandoned technol­ogy such as the Celerity drone ultralight first deployed by Com Star during the Jihad.

CAPABILITIES RAF engineers have taken ComStar's Celerity

and made it even more powerful a tool. Faster than the Federated Suns' ultralight Prey Seeker,

the new Celeritys enjoy OmniMech flexibility and a host of mission profiles, from fast electronic interdiction to reconnaissance and even rapid­response combat interdiction. Limited only by the range of its drone control, it offers unprec­edented capabilities for fixed installations.

DEPLOYMENT Celeritys are rarely seen away from fixed in­

stallations, though a small number have been slipped through the Fortress in spoiling raids

such as those conducted by the Rhodes Project equipment. Each of these machines is carefully disguised to appear as a pre-Republic Com Guard machine, though so little often remains of destroyed Celeritys this is rarely a problem.

Stone's Fury has been experimenting of late in exercises with several packs of Celerity

ultralights. The many towns and villages of Liberty still retain a simmering hotbed of anti­exarch resentment, and the swift Celerity of­fers the Fury many chances to refine doctrine without exposing the drones to heavy combat. Of particular note is the way in which the Fury is using the OmniMech drone to keep tabs on the resistance.

Even without its MASC the Celerity is al­most as fast or faster than most VTOLs. By ro­tating 'Mechs with different configurations, the Fury has become adept at tracking (with the C configuration) resistance movements and then interrupting (with the B configuration) their communications. Several smaller cells have even been taken out with the D and E configurations.

Local reports of Celerity usage in the Dominion, the Combine and the Confederation show that few, if any, of those realms' offi­cers even understand what they're seeing. Intercepts show they're reporting contact with Word of Blake units, pirates, even Homeworld Clan advance scouts. Though the danger of discovery is great, the effects are too power­ful to cease sending Celeritys and other drones through the Fortress.

VARIANTS Decades of development work has gone

into the Celerity OmniMech, but a number of the earlier versions still see service. The Com Guards maintained a small cadre, though most of those were destroyed along with the Com Guards. The

most extreme variant is the 05-X, which uses MASC, a supercharger and special spikes to cre­ate a truly fearsome suicide rammer.

NOTABLE UNITS

Sergeant Nicholas Villanova: Sergeant Villanova is the lead Celerity pilot in Stone's Fury, recognized by his peers as the best drone pilot they've ever seen. In simulated combat he's defeated six of the eight regular Revenant

pilots with ramming attacks, and has been sec­onded twice to raiding parties sent out aboard Duat-class DropShips. He prefers the D configu­ration, and shows little flair for the tradl'tional MechWarrior rivalry, but his skills at moving his drone from up to eighty kilometers away are impossible to dispute.

Type: Celerity

Technology Base: Inner Sphere (Advanced)

Tonnage: 1S

Battle Value: 187

Equipment

Internal Structure: Endo Steel

Engine: 240 XXL

Walking MP: 16

Running MP: 24(32)

Jumping MP: 0

Heat Sinks: 10 [20]

Gyro (XL):

Cockpit (Small, Drone):

Armor Factor: 24

Internal

Structure

Head 3

Center Torso 5 Center Torso (rear)

R/L Torso 4

R/L Torso (rear)

R/L Front Leg 3

R/L Rear Leg 3

Armor

Value

4

5

4

Mass 1 4

0

1.5 2

1.5

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Weight and Space Allocation Location Fixed Spaces Remaining Head None 2 Center Torso 2 XL Gyro 0 RightTorso 6 XXL Engine

1 Drone Operating System 4 Endo Steel

Left Torso 6 XXL Engine 0 3 Double Heat Sink

1 MASC 2 Endo Steel

Right Front Leg 2 Endo Steel 0 Left Front Leg 2 Endo Steel 0 Right Rear Leg 2 Endo Steel 0 Left Rear Leg 2 Endo Steel 0

Notes: Equipped with Full-Head Ejection System. Features the follow­

ing Design Quirks: Improved Communications, Exposed Actuators.

Fixed Equipment Drone Operating System MASC

Location RT LT

Weapons and Ammo Location Primary Weapons Configuration ~G H C' Slave Unit H

Alternate Configuration A-Mixed 2 SRM 6 (iOS) (C) H

Battle Value: 275

Alternate Configuration 8 Angel ECM Su ite H

Battle Value: 339

Alternate Configuration C Beagle Active Probe H Remote Sensor Dispenser RT(R)

Battle Value: 202

Alternate Configuration D 2 ER Flamers H

Battle Value: 304

Alternate Configuration £-Mixed Improved Heavy Medium Laser (C) H ER Medium Laser (C) RT

Battle Value: 919

Critical 1

Critical

2

2

2

1

2

2

Tonnage 2

Tonnage

2

2

1.5 .5

2

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Mass: 20 tons Chassis: Ceresplex Light Omni Endo Steel Power Plant: Rawlings 1 00 Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Ceres Standard Armament:

10 tons of pod space Manufacturer: Ceres Metals Industries

Primary Factory: Capella, Lockton Communications System: Hellespont

TiteBeam Targeting & Tracking System: Apple Churchill

2000

On the eve of the Capellan Confederation's most recent invasion of the Republic of the Sphere, Ceres Metals Industries released a new light OmniMech. Named for the most basic of the four traditional Chinese fighting weapons, the fighting staff, the Gun was designed for the most basic form of modern combat, infantry combat. Whether fighting against enemy infan­try or supporting friendly battle armor and in­fantry forces, the Gun is the infantryman's worst enemy and favorite ally.

CAPABILITIES An OmniMech is an unusual choice for

what is essentially a garrison unit, but this OmniMech provides benefits that are useful in garrison forces. One benefit is the ability to quickly deploy and relocate battle armor forc­es, a staple of Capell an garrison forces. Unlike offensive actions, defensive actions require a commander to counter many different types of attacks. The ability to change weapons con­figurations of the Gun based on the enemy forces, combined with the mechanized battle

armor capabilities, was determined enough of a benefit to offset the extra costs in construc­tion and supplies.

DEPLOYMENT The Gun's most notable assignment oc­

curred during the Capellan conquest of New Hessen in 3144. After major combat had ceased and the planetary rulers surrendered, a lance of Guns from the Second McCarron's Armored Cavalry were sent to establish a field outpost. Along with a company of, infantry and a pla­toon of Arrow IV Assault Vehicles, the lance was tasked with guarding a mining facility in a remote area while new Capellan overseers re­started production.

A week after their arrival, the miners re­volted, killing the overseers and attacking the guarding forces with two mixed lances of MiningMechs and LoaderMechs, a company of assorted vehicles, and over 150 miners attack­ing on foot with whatever tools they could find. The lance, two Gun Primes and one each of the other two configurations, led the counterattack on the miners. The MiningMechs, LoaderMechs, and vehicles quickly fell to the combined fire of the A and B configurations and directed Arrow IV artillery support. Witnessing two-thirds of their number fall to plasma fire, the remain­ing miners scattered, seeking out any hiding spot they could find. The last of the miners were flushed out using the A configuration's Bloodhound Active Probe.

The Gun has begun deployment to select units among the CCAF, MAF, and even the forces of Andurien. Despite the years of cooperation between the CCAF and MAF, differences can still be seen in the deployment of the Gun. Deployed in the CCAF as a support or garrison unit, the Gun is a prized frontline battle armor transport and combat unit for the MAF.

Former Knight of the Sphere Rick Raisho defeated four Guns in late 3144 with only his Centurion. Seeing two companies of infantry being savaged by the Guns, Raisho challenged the lance to "pick on someone more their size:' The Capellans thought they could easily de­feat the ancient Centurion, but Raisho quickly shredded the thin armor of the Guns with his Centurion's Luxor Devastator-20 Autocannon.

Infantry commanders drill their forces to quickly identify the Gun Prime configuration; its fearsome plasma weapon can quickly elimi­nate an entire platoon of infantry. All RAF units are advised to consult the warbook carefully when facing a Gun, as the B configura'tion is rarely deployed without supporting artillery units within range.

NOTABLE UNITS

Si-ben-bing Ismail Leung: As a child, Leung barely survived when RAF troopers fired into a crowd on Sarna in 3113. Assigned a Gun before the collapse of the Republic, Sao-wei Leung of the Fourth Liao Guards hesitated when ordered to fire on a crowd suspected of harboring guerrillas on Tall Trees. His refusal to follow orders was later vindicated when the crowd was identified as noncombatants, but his court-martial resulted in demotion and corporal punishment rather than expulsion from the CCAF.

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Type: Gun Technology Base: Inner Sphere

Tonnage: 20 Battle Value: 775

Equipment Internal Structure: Engine:

Walking MP: Running MP:

Jumping MP: Heat Sinks: Gyro(XL):

Cockpit (Sma ll): Armor Factor:

Head

Endo Steel 100

5 8 0

10 [20]

56 Internal

Structure

3 Center Torso Center Torso (rear)

R/ L Torso

6

5 R/ L Torso (rear)

R/LArm

R/L Leg

Weight and Space Allocation Location Fixed Head None Center Torso 2 XL Gyro RightTorso 6 Double Heat Sink

LeftTorso

Right Arm

Left Arm

Right Leg Left Leg

2 Endo Steel 6 Double Heat Sink

2 Endo Steel 3 Double Heat Sink

3 Endo Steel 3 Double Heat Sink

3 Endo Steel 2 Endo Steel 2 Endo Steel

3 4

Armor

Value

7 7 2 6 2 6

6

Mass 1 3

0 .5 2

3.5

Spaces Remaining 2 0 4

4

2

2

0 0

Notes: Features the following Design Quirks: Improved Targeting, Short.

Weapons and Ammo Location Primary Weapons Configuration Plasma Rifle RA Ammo (Plasma) 20 RT 2 ER Medium Lasers LA

Critical

2

2 2

Tonnage

6 2 2

Weapons and Ammo Alternate Configuration A

Heavy PPC Battle Va lue: 685

Alternate Configuration B

ER Large Laser Angel ECM Suite Bloodhound Active Probe TAG

Battle Value: 639

Location

RA

RA RT LT LA

Critical Tonnage

4 10

2 5 2 2 3

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Mass: 25 tons Chassis: X-G266 Endo Steel Power Plant: Omni 175 Light Cruising Speed: 75 kph Maximum Speed: 118 kph Jump Jets: None

Jump Capacity: None Armor: Kallon Royalstar with CASE Armament:

2 Fusigon Shorttooth Light Particle Projection Cannons

1 Holly 3-Tube Multi-Missile Launcher Manufacturer: Adam Tech Industries

Primary Factory: Abadan Communications System: GarretT20-C Targeting & Tracking System: Dynatec 1122

The second offering from a new player in the BattleMech market, the Gambit delivers a solid chassis, purpose-built for long range com­bat. The Gambit can bring its PPCs to bear on targets directly behind the 'Mech thanks to a revolutionary actuator system, and also features some of the most popular products on the mar­ket, including heat sinks, myomer bundles, and armor plating. Combined with straightforward maintenance, the Gambit has been winning over technicians since its introduction in 3136.

CAPABILITIES The Gambit features a rugged and du­

rable targeting system, popular with many MechWarriors for its fully customizable HUD. Married to the award-winning Garret comm system, the Gambit's electronics deliver reliabil­ity. Clearly designed for the modern battlefield, the cockpit ingress port is built to withstand most battle armor-scale weapons for a full ten seconds, yet still features a reliable emergency release system.

DEPLO YMEN T Lyons hired two different mercenary

units to augment its defenses in August 3136. Cunningham's Cutthroats and Zelandia Unbound were two upstart company-sized outfits look­ing for an opportunity to settle scores with the Jade Falcons. They were preparing defenses near the Fedkirk Badlands when everything went sideways. Reports are contradictory regarding whether Cunningham or Samir of the Zelandia fired first, but within five minutes, Samir's Ninja­To was a smoking ruin and Cunningham's entire command lance had gone weapons free.

Both commands were spread over doz­ens of square kilometers, with Zelandia's recon lance the closest to the fighting, and also the least capable of intervening. At least, that's what Cunningham assumed. By the time Zelandia's scouts reached the battle, Cunningham's Atlas was the only 'Mech still fully functional. Although Samir's lancemates had fought val­iantly, Zelandia's command lance had been decimated. Any notion Cunningham had that he could stand against Zelandia's recon lance was quickly disabused when a pair of Gambits and two Havocs engaged his Atlas.

Cunningham withdrew into the Badlands, where the exceptional heat and hostile environ­ment limited his maneuverability but also forced his pursuers onto a narrow path surrounded by boiling mud lakes. This allowed Cunningham to bring all his weapons to bear and forced the Zelandia 'Mechs to approach one at a time. Cunningham stood his ground for nearly half an hour at the Colossus of Lyons mud geyser, trad­ing long-range shots with the pursuing lance before retreating deeper into the badlands. After several hours of chase, one Havoc and one Gambit had been downed and Cunningham had exhausted the ammunition for his Gauss rifle.

Still armed with ER large lasers, Cunningham continued his fighting withdrawal.

The pursuing 'Mechs cornered him nea r the top of Mercy Falls-a towering hundred­meter drop into hot sulfurous water. Although Cunningham appeared to consider jumping several times, he ultimately held his ground, but finally surrendered when Zelandia's fire sup­port lance joined the fray. After Cunningham's capture, he was convicted by a kangaroo court and left to rot in prison until the Jade Falcons conquered the world almost a decade later.

Many have speculated about the Lyons Incident, but only three command lance mem­bers (two from Zelandia and one frd'm the Cutthroats) survived, and none have volun­teered any useful explanations.

VAR IANTS The GBT-1 L variant drops the Holly 3-Tube

in favor of a targeting computer and TAG. The improved accuracy and lack of ammunition de­pendent systems has made it extremely popular.

NOT ABLE UNITS

Mila Mazur: Mazur is a mercenary dedicated to no ideal except righting what she perceives as wrong or unjust. She and her distinctively painted Gambit, Arachne, have floated from one mercenary command to another over the years, loaning their services for causes she deems worthy. As a contracted freelancer, Mazur never fits in with any one outfit for too long; once she feels she has worn out her welcome or the unit takes a contract she disagrees with, she strikes out on her own or joins another unit.

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Type: Gambit Technology Base: Inner Sphere Tonnage: 25 Battle Value: 777

Equipment Internal Structure: Endo Steel Engine: 175 Light

Walking MP: 7 Running MP: 11

'-. Jumping MP: 0 Heat Sinks: 10 [20] Gyro (XL): Cockpit: Armor Factor: 80

Internal Structure

Head 3 Center Torso 8 Center Torso (rear) R/L Torso 6 R/L Torso (rear) R/L Arm 4 R/L Leg 6

Armor Value

6 13 3 10 2 7 10

Mass 1.5 5.5

0

3 5

Weapons and Ammo Location Critical Tonnage LightPPC RA 2 3 MML3 RT 2 1.5 Ammo (MML) 40/33 RT 1 CASE RT .5 Light PPC ., LA 2 3

Notes: Features the following Design Quirks: Hyper­extending Actuators.

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Mass: 25 tons Chassis: Jalastar Mk.V-CH7 Endo Steel Power Plant: PlasmaS tar 250 XXL Cruising Speed: 1 08 kph Maximum Speed: 162 kph, 216 kph with

MASC Jump Jets: None

Jump Capacity: None Armor: StarGuard Retlec Armament:

4 Martell-X Medium X-Pulse Lasers Manufacturer: Jalastar Aerospace

Primary Factory: Pan pour Communications System: Telestar Model

R4-11Y Targeting & Tracking System: Jalastar

TargiTrack 753

The Gunsmith began deployment with the AFFS just prior to the Blackout, and in the war-ridden wake ofthat event no procurement officer was willing to even look again at the con­tract. To the 'Mech's credit, however, it has per­formed sterling service, though there are quiet rumblings about its high cost.

CAPABILITIES The Gunsmith is an excellent raider and

pursuit 'Mech. Fast, well-armored for its weight and heavily armed, its only real weakness is a slight heat burden that can sometimes force un­skilled MechWarriors to overuse the Gunsmith's MASC system.

DEPLOYMENT Gunsmiths have earned a fearsome reputa­

tion during the invasions. Assigned to already­aggressive MechWarriors, the sense of outrage most Davion pilots are feeling only heightens

their combat ferocity, as illustrated by the Davion Light Guards on Brookeland.

After losing most of a strike lance to an am­bush by Shillelagh tanks, the Light Guards' de­cided to strike back. Already on their back foot on Brookeland, the Guards sent Leftenant Vasily Arbotov's lance of Gunsmiths on an extended raiding mission. Arbotov, who'd been orphaned by an earlier Combine strike on Dobson, need­ed little inspiration to take his lance out against long odds.

For the next two weeks Arbotov's lance struck behind the Eleventh Ghost's lines, hitting isolated outposts and supply convoys. When there was time his lance called in air strikes from the Light Guards' aerospace contingent. Within ten days almost a full battalion of Ghosts were dedicated to hunting his lance down, but the Gunsmiths were adept at luring away the Ghosts' fastest pursuit units and ambushing them. By the time the three remaining Gunsmiths returned to the Light Guards' lines, they had destroyed seven Ghost BattleMechs, six tanks, nineteen battle­suits and uncounted tons of munitions, supplies and logistical transport.

In the early days of the combat on Robinson, Gunsmiths were instrumental in sav­ing the life of Davion Captain Dairmad Chaines when his company was overrun by a company of the Seventh Sword of Light. The Twentieth Avalon Hussars company was shattered by close-combat with Sworder Rokurokubis, but the reaction lance-four Gunsmiths-was able to get there in time to keep the Combine from capturing the young officer. The Gunsmiths concentrated their fire on each Rokurokubi in turn, destroying one and driving the rest off as the slower Hussars responded to the weak­ened line.

NOTABLE UNITS

Subaltern Luisa Cordoba: Having trained in as­sault and support roles on medium and heavy BattleMechs at the Albion Military Academy, Subaltern Cordoba was surprised to learn of her post-graduation assignment to the Davion Light Guards. She was even more surprised to learn she would be assigned to a Gunsmith. Although it took some time to grow accus­tomed to a light 'Mech, Cordoba now swears by her Gunsmith due to its ability to rise above the misconception of being "just another scout 'Mech:' During the Light Guards' failed coun­terassault on Brookeland, she led a lance of Gunsmiths against two defiladed armor pla­toons from the Tenth Ghost regiment. Once she skirted around their defenses, Cordoba sliced through the Kuritan tanks without issue, securing a safe route of advance for the rest of her company.

Sergeant lwan Gilchrist: Sergeant Gilchrist of the Second Federated Suns Lancers is a study in contrasts. Most who have interacted with him on a casual basis attest that he seems friendly and well-adjusted. However, when hazed, in­sulted, or otherwise provoked, he flies into a stunning rage, often sending the other person to hospital. On the battlefield he reacts in much the same way: calm and collected while on the march but a raging monster once the first shots are fired at him. Rather than reprimand him for his off-the-field behavior, Gilchrist's CO assigned him to a Gunsmith to give his rage a beneficial outlet.

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Type: Gunsmith Technology Base: Inner Sphere (Advanced) Tonnage: 25 Battle Value: 1,465

Equipment Internal Structure: Endo Steel Engine: 250 XXL

Walking MP: 10 Running MP: 15 (20) Jumping MP: 0

Heat Sinks: 10 [20] Gyro (XL): Cockpit: Armor Factor (Reflective): 88

Mass 1.5 4.5

0 1.5 3

5.5 Internal Armor

Structure Value Head 3 Center Torso 8 Center Torso (rear) R/L Torso 6 R/L Torso (rear) R/L Arm 4 R/L Leg 6

Weapons and Ammo Location Critical 2 Medium X-Pulse Lasers RA 2 MASC LT 1 2 Medium X-Pulse Lasers LA 2

Notes: Features Full Head Ejection System.

9 12 3 10 2 8 12

Tonnage 4

4

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Mass: 30 tons Chassis: Corean Modell 01 AA En do Steel Power Plant: VOX 240 XL Cruising Speed: 86 kph Maximum Speed: 129 kph Jump Jets: None

Jump Capacity: None Armor: Dural lex Ferro-Fibrous with CASE II Armament:

2 Diverse Optics Extended Range Medium Lasers

1 Shannon Ten-Pin MRM 10 Launcher 1 Flameshot Flamer

Manufacturer: Vandenberg Mechanized Industries, Alliance Defenders Limited Primary Factory: New Vandenberg,

Alpheratz Communications System: Lynx-Shur with

Guardian ECM Suite Targeting &Tracking System: 0/P 911

As the Taurian Concordat's most visible military export, the Cadaver has been used to cover a number of roles in scouting forces. Despite its first appearance on the battlefield in 3094, the first requisition for this 'Mech was made in late 3070s by the Taurian Defense Force. Not until years after the 3080 ceasefire was the Concordat able to muster the resources to complete the BattleMech, relying heavily on the assistance of the nearby Snow Ravens.

CAPABILITIES The Cadaver is well armored but lacks

ranged firepower. In combat it is best used in a cavalry manner, quick strikes against op­ponents. Most commanders avoid using it in a direct confrontation, preferring reconnais­sance missions and disruption of enemy elec­tronics over firing a few lasers and missiles.

Pilots greatly appreciate the full-head ejection system that harkens back to the Hatchetman, making it a great choice for deployment in harsh environments.

DEPLOYMENT Other than its appearance in the are­

nas of Solaris VII, the most visible use of the Cadaver was in an otherwise uninhabited sys­tem in the Periphery. Formerly a supply depot for the Star League during the Reunification War, it had long been picked clean, but the resilient structures still stood and made an excellent base of operations for the Brennan­Chao Gang. After the TDF tracked them down, the gang was able to hide inside the build­ings and hold off the Taurian pursuers. After two failed frontal assaults, a lance of Cadavers was sent to punch holes into the buildings. Fast passes from over 400 meters protected the Cadavers, while they in turn were able to target the buildings with their missiles, even­tually opening up gaps that the remainder of the TDF company exploited.

Less spectacular was the performance by a pair of Cadavers on Landfall. Fighting for the rebel Free Leaguers, the pair was pushed back by elements of II Legio into the town of New Erewhon. Hounded by Marauder battle armor, the two used their flamers to set fire to the buildings the Marians were using for cover. Flushed out, the battle armor focused on one of the 'Mechs, shattering the engine shielding and forcing it to shut down. The other Cadaver tried to use its speed to retreat, but it slid into a build­ing and was unable to extricate itself before the battle armor swarmed the downed BattleMech.

Despite official sales being limited to the TDF and Raven Alliance, the Cadaver is a popu­lar BattleMech for mercenary units and pirates

with deep pockets. The Alliance regularly sells to the Sea Foxes, who look for customers unable to afford Sea Fox-made BattleMechs.

VARIANTS A more advanced version of the Cadaver is

sold to the TDF, incorporating more advanced armor and electronics along with a particle can­non and myomers acceleration signal circuitry. TDF MechWarriors appreciate the extra burst of speed which can be used to run down smaller . 'Mechs and even a few hovercraft.

NOTABLE UNITS

Randy Creighton: Few hard facts are known about Creighton's past, but his military re­cord shows he served the Federated Suns as a company commander before mysteriously going AWOL in 3130. Using an assumed name, Creighton reappeared several years later at the controls of a Cadaver named Possum on Solaris VII. His string of arena wins and the occasional tour in the employ of various mer­cenary companies operating in the Draconis Combine and the Capellan Confederation have led many intelligence analysts to believe this flamboyant but brilliant tactician is an MilO agent.

Sonja Bruneau: A veteran of the Solaris VII arena circuits, Bruneau knows how to work up a crowd. Her 'Mech, Red Sonja, has become a fan favorite since her appearance, and count­less fortunes have been ma~e or lost based on her performance in the arenas. Only a few select bookies know Bruneau has been bet­ting heavily on herself lately, hoping that she can leverage her growing popularity to reach greater fortune.

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Type:.,S.t~daver " Tech~logy Base: Inner Sphere Tonnage: 30 Battle Value: 962

Equipment Internal Structure: Endo Steel Engine: 240XL

Walking MP: 8 Running MP: 12 Jumping MP: 0

Heat Sinks: 10 [20] Gyro: Cockpit: Armor Factor (Ferro): 105

Internal Structure

Head 3 Center Torso 10 Center Torso (rear) R/L Torso 7 R/L Torso (rear) R/L Arm 5 R/L Leg 7

Armor Value

9 15 5 11 3 10 14

Mass 1.5 6

0 3 3 6

Weapons and Ammo Location Critical Tonnage ER Medium Laser RA 1 1 MRM10 RT 2 3 Ammo (MRM) 48 RT 2 2 CASE II RT 1· Guardian ECM Suite LT 2 1.5 ERMedium Laser LA Flamer LA

Notes: Features a Full-Head Ejection System. Features the following Design Quirks: Protected Actuators, Unbalanced.

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Mass: 30 tons Chassis: Triumph Dynamic Endo Steel Power Plant: Victory 240 XL Cruising Speed: 86 kph Maximum Speed: 129 kph Jump Jets: VC Dynamo

Jump Capacity: 240 meters Armor: Advantage Ferro-Fibrous Armament:

2 Conquest Extended Range Medium Lasers

1 Victory Conditions 6 Tube Advanced Tactical Missile System

1 Clean-Sweep Laser Anti-Missile System Manufacturer: Victory Conditions Industries,

Eris Enterprises Design Group Primary Factory: Mizar (VCI),

Capolla (Eris) Communications System: Angst Clear

ChannelS Targeting & Tracking System: 0/P TA 1240

with Light Active Probe

Like its namesake, the Jacka lope appeared for many years to be a fantasy. It is only due to the widespread combat that followed the Blackout that this 'Mech made a name for it­self, bu~ that name is written nearly-indelibly at this point. The Galatean Defense League makes it available to all purchasers on Mizar, while the RAF accepts the entirety of Eris' expanded production on Capolla. Regular footage from Solaris VII for a number of years before its fall to Clan Wolf meant the 'Mech was firmly placed in popular culture.

CAPABILITIES Fast, dangerously-armed and inquisitive,

the Jacka lope excels as part of scout or recon lances. Though its armor could be thicker, this disadvantage is offset by its compact frame and

the Clean-Sweep anti-missile systems. Many Jacka lopes are operated independent of lances or Stars, limited only by the ammunition for their ATM launchers.

DEPLOYMENT Jackalopes appear in several Inner Sphere

armies, including the RAF and the Free Worlds League. They are especially popular in the Republic Remnant, largely due to the ef­forts of former Knight of the Sphere Gloria Hansen against Clan WoiLEver since her Trial of Grievance with Star Captain Alfredo of the Wolves, young MechWarriors coming into the tiny Remnant forces idolize her and her 'Mech.

In 3144 a Binary of Wolf Guards landed on Chertan and declared a Trial of Possession for a pair of Union-class DropS hips on lease to the Remnant. Gloria Hansen, who'd renounced her knighthood at the Fortress' raising, held the rank of captain and accepted the Trial on behalf of her company. Though her troopers beat the Wolves, Star Captain Alfredo taunted her as his survivors withdrew, claiming that the Remnant forces had only won by luck. Incensed, and see­ing an opportunity to raise the Remnant's stat­ure with the Wolves, Hansen challenged Alfredo to a Trial of Grievance.

The two squared off in a two-kilometer Circle of Equals. Alfredo's Wulfen 0 was an excel­lent long-range fighter, and combined with his stealth armor allowed him to score several hits against Hansen's charging Jackalope while he held the range open. His plan backfired, how­ever, when he reached the edge of the Circle of Equals and Hansen closed the distance. Once she got in range to overcome his stealth armor, her superior firepower told despite Alfredo's attempt to skirt the edge of the Circle with his superior speed. Though she suffered radiation exposure from a damaged engine, Hansen's

Jackalope destroyed the Wu/fen in less than a minute. She refused to take Alfredo bondsman, and his Clan relegated the disgraced warrior to a so/ahma Cluster.

Mercenaries rarely pass a chance to pur­chase Jackalopes. They prize the 'Mech for its versatility and its speed, favoring it for com­bined scout/pursuit lances. It appears in small numbers in the ranks of Wolf Dragoons, often in the training battalions of Alpha Regiment, though combat losses in the invasion of the Federated Suns are rushing those trainees into the striker battalions and Gamma Regiment faster than new recruits can be secured.

VARIANTS Several Jacka lope variants exist. All of them

are more specialized machines, trading firepow­er for speed, better short-range armaments or even a partial wing. None of them, however, sacrifice the laser anti-missile system or the light active probe that make this 'Mech such a potent scout.

NOTABLE UNITS

Captain Gloria Hansen: Captain Hansen's vic­tory on Chertan had an effect far outside its scale when Redburn's tiny press section shared it as an example of the survival of Republic ide­als outside the Fortress. The PR officers were careful to hide any mention of her former sta­tus as a knight, and her bitterness toward the Republic makes her a poor choice for inter­views, but she hasn't objected to the attention. Whatever her views of Exarch Levin and his gov­ernment, she remains committed to the people of the Remnant. It is hoped, especially by those knights still inside the Fortress who knew her, that she will return to the knights' ranks when Devlin Stone emerges from the Fortress.

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Type: ~kalope ' Technology Base: Clan Tonnage: 30 Battle Value: 1,395

Equipment Mass Internal Structure: Endo Steel 1.5 Engine: 240 XL 6

Walking MP: 8 Running MP: 12 Jumping MP: 8

Heat Sinks: 10 [20] 0 Gyro: 3 Cockpit: 3 Armor Factor (Ferro): 86 4.5

Internal Armor Structure Value

Head 3 9 Center Torso 10 13 Center Torso (rear) 4 R/L Torso 7 9 R/L Torso (rear) 2 R/L Arm 5 8 R/L Leg 7 11

Weapons and Ammo Location Critical Tonnage ER Medium Laser RA 1 1 ATM6 RT 3 3.5 Light Active Probe RT .5 Laser Anti-Missile System H Ammo (ATM) 10 LT ER Medium Laser LA Jump Jets RT 4 2 Jump Jets LT 4 2

Notes: Features the following Design Quirk: Compact 'Mech.

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Mass: 30 tons Chassis: Spectre IV-Gamma Endo Steel Power Plant: GM 180 Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: None

Jump Capacity: None Armor: Strasbourg Armaments Type 3 Armament:

4 Martell Extended Range Medium Lasers 4 MainFire Light Machine Guns

Manufacturer: RAF Manufacturing Center Providence Primary Factory: Terra

Communications System: ComStar Remote Link Theta

Targeting &Tracking System: lota-Luminus TCKM

The Word of Blake's space defense system, an update of the same system from the Star League era, made its defenses powerful. So pow­erful, in fact, that it took the Coalition that led to the realization of the Republic to defeat them. ComStar experimented with the same technol­ogy with the Celerity and other programs, but never brought it to .common use before their disarmament. It was perfectly suited for devel­opment under the Fortress protocols, however.

C APABILITIES Though slower than most modern light

'Mechs, the Revenant is a very durable machine, able to take serious punishment and still return to base. Though they haven't reached wide­spread deployment, RAF theorists expect them to give excellent service as nighttime raiders and sentry-walkers. Armed primarily to halt battle armor and infantry infiltration, Revenants are inexpensive enough to defend almost every Republic world, if there is time to produce them.

DEPLOYMENT Like the Celerity, the Revenant has seen lit­

tle action, though it has served on a number of RAF raids outside the Fortress. Because it hadn't been faced since the Jihad, none of the enemies facing it have any idea what they're facing.

During a spoiling attack on Zurich, ele­ments of XIV Principes were deployed to de­stroy a series of CCAF resupply points. Though each was defended by nothing more than infan­try for security purposes, there were five of the posts strung out along a ~housand-kilometer stretch of beach. The operation was projected to take three days. The LZ, hiding two DropShips in a box canyon adjacent to a dry lakebed, was

. defended by a half-dozen Revenants operated from the DropShips.

Unfortunately for the DropS hips, a compa­ny of hovertanks was operating near the edge of the dry lakebed and saw the DropShips come down. They were unable to locate them, but by luck they set up a bivouac near the mouth of the RAF DropShips' hiding place. The Revenant pilots waited until night fell, and then deployed their 'Mechs-no one was eager to enact the anti-capture protocols.

Two of the Revenants were of the LRM­equipped model; they stayed near the rear. The other four worked their way forward and to the left, navigating the difficult slopes and attacking from the next valley over. With the LRM Revenants firing from cover, the four other drones charged forward. They destroyed three of the hovertanks while they were unmanned and killed four crews in their tents. They withdrew under seemingly­inaccurate missile fire. The CCAF discovered the truth in the morning, when four of their number skirted over Thunder minefields.

Regardless of their performance, the raid was cut short when the hovertank company radioed for help. Although the Revenants re­turned the next night and disabled the rest of the hovertanks, the raiding party barely ar­rived back at the DropShips before a company of BattleMechs reached the devastated hover­tank company. Though the raiding party failed to meet all of their objectives, the Revenants proved successful in the field.

V A RIANTS As part of the same series of experiments

as the Celerity, the Revenant offers a number of specialized variants. Though not an Omn•Mech, enough alternate builds have come out of Providence to offer drone units Revenants opti­mized for long-range, sniping and logistical aid missions.

NOTABLE U N ITS

Captain Valer iy Kirichenko: Captain Kirichenko is assigned to oversee the Revenants assigned to the XIV Principes. A talented officer who transferred from a company command in Stone's Brigade, he accepted his current post­ing to remain closer to the raids going through the Fortress. Kirichenko's family was caught out­side the Fortress in 3135; he searches for word of their fate every time he breaches the wall, but his obsession is beginning to interfere with his duties. He despises drones, seeing them as a threat to honest MechWarriors, but he express­es his displeasure by identifying every flaw in their design. The engineers attached to his mis­sion try not to exacerbate his attitude, but they take note of every complaint he makes.

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.. Type: Revenant Technology Base: Inner Sphere Tonnage: 30 Battle Value: 779

Equipment Internal Structure: Endo Steel Engine: 180

Walking MP: 6 Running MP: 9 Jumping MP: 0

Heat Sinks: 10 [20]

Gyro: Cockpit (Small, Drone): Armor Factor: 112

Internal Structure

Head 3 Center Torso 10 Center Torso (rear) R/L Torso 7 R/L Torso (rear) R/L Front Leg 7 R/L Rear Leg 7

Weapons and Ammo Location Critical Tonnage Notes: Features the following Design Quirk: Improved 2 ER Medium Lasers RT 2 2 Communications. 2 Light Machine Guns RT 2 1 Ammo (Light MG) 100 RT .5 Drone Operating System H 3.5

Mass 2 ER Medium Lasers LT 2 2 1.5 2 Light Machine Guns LT 2 7 Ammo (Light MG) 100 LT .5

0 2 2 7

Armor Value

8 14 6 10 4 14 14

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Mass: 30 tons Chassis: Process 12 Endo Steel Power Plant: Model 39b 300 XXL Engine Cruising Speed: 1 08 kph Maximum Speed: 162 kph Jump Jets: None

Jump Capacity: None Armor: 1m star V-Stealth Armament:

10 tons of pod space available Manufacturer: Kallon Weapon Industries

Primary Factory: Thermopolis Communications System: Garret T11-b with

ECM Suite Targeting & Tracking System: Sync Tracker

(39-42071)

Originally the subject of some controversy within Clan Wolf, the Wulfen light 'Mech has become a signature unit that ristars fight Trials over. The few prototypes that were available when Clan Wolf uprooted itself proved devastat­ingly effective in the invasions of the Republic, Free Worlds League, and Lyran Commonwealth. Success bred respect in the Wolf Empire, which has poured considerable resources into bring­ing the unit into production.

CAPABILITIES The Wulfen combines exceptional speed

with stealth armor, which allows it to completely dictate the terms of engagement with heavier 'Mechs. It is equally adept at wearing down op­ponents in an honorable long-range duel, tear­ing into the enemy's supply lines, hunting down reconnaissance elements, and screening a gen­eral advance. The standard configurations largely play to the unit's strengths, though some close-in loadouts like H configuration's heavy lasers exist.

DEPLOYMENT Original production of the Wulfen on

Weingarten was highly limited, and it was not until after 3142 that Kallon's plant on Thermopolis could be refitted to Clan stan­dards. As a result of high demand and limited availability, the Wu/fen is reserved for frontline Galaxies and to ristars within them. Beta Galaxy, Khan Ward's own command, has the highest concentration of Wu/fens. Thus far Clan Wolf has gone to considerable lengths to prevent the Wulfen from being takef1 as salvage or isorla.

The Wulfen did not start off so highly re­garded. Star Colonel Josiah Ward publicly de­nounced the 'Mech as "tainted by Spheroid dis­honor" shortly after the first prototypes walked off the floor of the W-7 facility. It was a political attack on Khan Seth Ward, and was answered by sa Khan Garner Kerensky challenging the of­fending Ward to a Trial of Grievance. Kerensky made a point of taking the first Wulfen proto­type out to meet Ward's Loki.

Facing off on the trial grounds outside Krefeld, it was assumed by most observers that Ward would have the advantage thanks to his superior firepower. However Kerensky used the Wulfen's superior mobility to dictate the range and systematically tore apart his opponent's 'Mech with highly accurate shooting from his lone large laser. Kerensky's configuration for the Trial became the basis of the B configuration, and open complaints about the unit ceased.

Muted acceptance became admiration as the prototype Wu/fen proved itself against the Silver Hawk Irregulars on a half-dozen worlds during the invasion of the Marik-Stewart Commonwealth. Wu/fens further played a key role in outflanking the First Covenant Guards on New Olympia, leading to the death of

former paladin Thaddeus Marik. By the time Clan Wolf turned on their Lyran allies the Wulfen had claimed its present status as a sym­bol of the ristar.

NOTAB~E UNITS

Star Captain Gwin Fetladral: Gwin won her Blood name at age twenty-five and joined the Steel Wolves following the HPG blackout. An ar­dent supporter of the Steel Wolves rejoining the Clan Wolf fold, Gwin lost her way after Anastasia Kerensky killed Galaxy Commander Kal Radick in 3133, and she fought in only a few more com­bat operations before striking out on h!ir own. Soon after, Gwin rejoined Clan Wolf and vowed to someday repay Kerensky for casually discard­ing Kal Radick's vision.

Type: Wulfen

Technology Base: Mixed Clan (Advanced)

Tonnage: 30

Battle Value: 983

Equipment

Internal Structure: Endo Steel

Engine: 300 XXL

WalkingMP: 10

Running MP: 15

Jumping MP: 0

Heat Sinks: 10 [20]

Gyro (XL, IS):

Cockpit:

Armor Factor (Stealth, IS): 104

Internal

Structure

Head

Center Torso 10

Center Torso (rear)

R/L Torso 7 R/L Torso (rear)

R/L Arm 5

R/L Leg 7

Armor

Value

8 15

5 10

4

10

14

Mass 1.5

6.5

0

1.5

3

6.5

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........ Weight and Space Allocation Location Fixed Head ECM Suite Center Torso 2 XL Gyro RightTorso 4XXL Engine

1 Endo Steel 2 Stealth Armor

Left Torso 4 XXL Engine 1 Endo Steel

2 Stealth Armor Right Arm 3 Endo Steel

2 Stealth Armor Left Arm 2 Endo Steel

2 Stealth Armor Right Leg 2 Stealth Armor Left Leg 2 Stealth Armor

Notes: Features a Full-Head Ejection System.

Fixed Equipment ECM Suite

Location H

Weapons and Ammo Location Primary Weapons Configuration ATM3 RA Ammo (ATM) 20 RT CASE II RT Cargo LT Ultra AC/2 LA Ammo (Ultra) 45 LA CASE II LA

Alternate Configuration A 2 Double Heat Sinks RT 2 Double Heat Sinks LT ER PPC LA

Battle Value: 1,615

Alternate Configuration B Supercharger RT Targeting Computer LT ER Large Laser LA Double Heat Sink LA Jump Jets RT Jump Jets LT

Battle Value: 1,806

Alternate Configuration C Double Heat Sink RA 3 ER Medium Lasers LA Targeting Computer LA Jump Jets RT Jump Jets LT

Battle Value: 1,334

Spaces Remaining 0

Critical 1

Critical

2 1

1 2

4 4 2

2 3 3

2 3

5

0 5

5

3

4

0 0

Tonnage 1

Tonnage

1.5 1 .5 .5 5 1 .5

2 2 6

4

1.5 1.5

2.5 2.5

Weapons and Ammo Alternate Configuration D SRM2 Artemis V FCS Ammo (SRM) 50 CASE II LB 2-X AC Ammo (LB-X) 45 CASE II

Battle Value: 859

Alternate Configuration E ATM3 Ammo (ATM) 20 CASE II ATM3 Supercharger Targeting Computer 2 ER Medium Lasers Micro Pulse Laser Double Heat Sink

Battle Va lue: 1,839

Location Critical

RA 1 RA 2 RT 1 RT 1 LA 3 LA LA

RT 2 RT RT 1 LT 2 LT 1 LT 1 LA LA LA

Tonnage Weapons and Ammo Location Critical Tonnage Alternate Configuration H

.5 Double Heat Sink RA 2 1.5 Improved Heavy Medium Laser RT 2

Double Heat Sink RT 2 .5 Improved Heavy Medium Laser LT 2 5 Double Heat Sink LT 2

Improved Heavy Large Laser LA 3 4 .5 Double Heat Sink LA 2

Battle Value: 1 ,556

1.5 1 .5 1.5 ,

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Mass: 35 tons Chassis: Olivetti 51 Endo Steel Power Plant: Magna 210 XL Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: Clan Standard Type A2 with

Partial Wing Jump Capacity: 150 meters

Armor: Compound Alpha Ferro-Fibrous Armament:

2 Type 3 Advanced Tactical Missile Systems

2 Series 6a ER Medium Lasers 4 General Systems Micro Pulse Lasers

Manufacturer: Olivetti Weaponry Primary Factory: Sudeten

Communications System: JF Integrated Targeting & Tracking System: JFIX/Oiivetti

Pinpoint Advanced

Initially fielded in 3087, the Eyrie was the first of Clan Jade Falcon's new signature 'Mechs. Bu ilt along the same principles as the Cougar, this completely new BattleMech emphasized a well -rounded combat specialty rather than focusing on firepower. The Eyrie was the first in an all-new breed of Falcon aesthetics in that it deliberately resembled a raptor in flight, com­plete with upswept wings, a prominent beak shape, and legs armed with sharp talons. The inclusion oftalons also denoted another radical design departure for the Clan: the Eyrie was the first Jade Falcon BattleMech intended to take advantage of melee combat, a tactic the hide­bound Falcons long considered dishonorable.

When the Eyrie first appeared during Falcon raids in the Lyran Commonwealth, the 'Mech's opponents were shocked to face this radical new design philosophy. Ever since, the

Eyrie's reputation has made the 'Mech a com­mon choice for recent sibko graduates or ristars that feel they have something to prove.

CAPABILITIES Where the Cougar concentrates solely on

firepower, the Eyrie focuses on greater mobility, heavier armor, and solid, close-range offense, making it suitable for a larger range of battle­field tactics. Its partial wing helps position the 'Mech on the battlefield, and its talons give it a noticeable edge in melee combat that other light Falcon 'Mechs lack.

DEPLOYMENT Even after nearly sixty years of consistent

combat usage, the Eyrie remains in service sole­ly with Clan Jade Falcon. Other Clans eschew the model due to it being one of the Falcon's totem 'Mechs and thus believe it automatically inferior. Because ofthe LCAF and RAF's negative perception of the Eyrie, most Lyran or Republic opponents who shoot one down tend to strip it for usable parts and abandon the actual chas­sis. Only a non-Clan MechWarrior who wants to paint a target on his back will claim a function­ing Eyrie as salvage.

The Eyrie first saw combat during the Falcon's attempt to claim the Lyran world of Zhong shan in 3087. The Second Falcon Jaegers landed to find the Thirteenth Wolf Guards, mercenary commands, and planetary militia. During the opening engagements, the sole pair of Eyries included in Star Colonel James Roshak's bid literally tore through a platoon of the militia's armor. A later battle pitted the same two 'Mechs against a Pack Hunter and a Wolfhound, and the Eyries crippled both op­ponents by outmaneuvering them, firing at

close range, and using their talons to shred the enemy 'Mechs' legs. Although the Jade Falcons ultimately failed to take the planet, the Eyrie had demonstrated its value, and th is new 'Mech quickly proliferated throughout other Falcon Clusters.

NOTABLE UNITS

Star Commander Eve Buhallin: A warrior from the Third Falcon Velites, Eve Buhallin earned . her Bloodname late in life, despite many nay­sayers claiming she was too old to win a Trial of Bloodright. Her superiors and subordinates constantly voicing concern about her c'lge has not dulled since the Falcons' incursion into the Republic. However, she consistently passes her yearly retests, and whenever discussion about consigning her to solahma duties crops up, she passes all assessments given to her. To date, she has successfully defended command of her Eye Star at least a dozen times.

Star Captain Lyza Helmer: Lyza Helmer of the Raptor Kesh ik is a holy terror on anything or anyone who gets in her way. She has been known to strike out against f riend and foe alike, taking delight in any pain or destruction she causes. She gives no consideration to her Starmates in battle and rushes headlong into combat, even against orders. Due to always destroying potential salvage, killing potential bondsmen, and executing her every opponent in physical combat, her peers and superiors alike consider her an unpredictable but effec­tive asset. More than once she has used her Eyrie's talons to cripple a Starmate's 'Mech that she deemed was trying to steal some of her battlefield glory.

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Type: Eyrie Technology Base: Clan (Advanced) Tonnage: 35 Battle Value: 1,401

Equipment Internal Structure: Endo Steel

En9ine: 210 XL Walking MP: 6 Running MP: 9 Jumping MP: 5*

Heat Sinks (Laser): 10 [20]* Gyro: Cockpit: Armor Factor (Ferro): 115

Internal Structure

Head 3 Center Torso 11 Center Torso (rear)

R/L Torso 8 R/L Torso (rear) R/L Arm 6 R/L Leg 8

Armor Value

9 17 5 11 4 11 16

Mass 2

4.5

0 3 3 6

Notes: *Partial Wing adds +2 Jump MP and -3 Heat per turn in Standard atmosphere (see pp. 293 and 295, TO, for additional rules). Features the following Design Quirks: Distracting, No/Minimal Arms.

------

'~ ~---' - __.-- .. r , / , . .

Weapons and Ammo Location Critical Tonnage/ 1.5 ~ ATM3 RA

Ammo (ATM) 20 RT ER Medium Laser RT 2 Micro Pulse Lasers RT ER Medium Laser LT 2 Micro Pulse Lasers LT Ammo (ATM) 20 LT ATM3 LA Partial Wing RT/LT Talons RLILL Jump Jets RT Jump Jet CT Jump Jets LT

2

1 2

2 1 2

3/3 2/2 2

2

1

1.5 2 3

.5

I

4

;:~·· .

(;

(~

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Mass: 35 tons Chassis: Foundation Ultralight Endo Steel Power Plant: GM 210 Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: Luxor Load Lifters

Jump Capacity: 180 meters Armor: Durallex Nova Armament:

6 Hotshot Flamers 1 Defiance Model XII ER Medium Laser

Manufacturer: Coventry Metal Works Primary Factory: Coventry

Communications System: Cyclops 14 Targeting & Tracking System: Cyclops 9

The Firestarter was a prolific and integral component of the Succession Wars, appear­ing in numerous variants and in all armies. The FS9-M2 was developed as a cheap export. Mercenaries snapped it up and quickly made the new Firestarter a common sight across the Inner Sphere. The Firestarter has found a role as an excellent diversionary 'Mech, setting fires to occupy enemies while its allies focus their ef­forts elsewhere.

CAPABILITIES The Firestarter's primary mission ·ben­

efits from a more rugged life support system designed to resist the crippling effects of the fires it sets. However, the Firestarter has often been caught by enemy scouts because it is slower than many recon 'Mechs. Most enemy MechWarriors wisely engage the Firestarter at range, leaving it with only an ER medium laser to employ against mobile enemies.

DEPLOYMENT The new Firestarter first made its name

in the Victoria War. As Thompson's August Warriors reinforced the Capellan defense of Victoria in January 31 04, their Firestarters hap­pily joined in the systematic destruction of the world's precious infrastructure. Detached to aid Warrior House Kamata, Thompson's Firestarters skirted the main battle with the Second Syrtis Fusiliers and Second NAIS Cadre to infiltrate the already-damaged Trellis Electronics factory. The Firestarters blazed a trail through the fac­tory, making sure the surviving workers burned along with their machines. The lance exited the factory after immolating it, just before House Kamata bombarded it. The Firestarters were un­able to return to the August Warriors, so they fled with the Kamata troops. They were the only August Warriors to leave Victoria alive.

The Eleventh Lyran Guards' July 3145 recon raid on Smolnik went disastrously wrong. A 'Mech company was scouting Delta Galaxy's supply depots when it was spotted and engaged by a Binary of the Eighty-eighth Wolf Battle Cluster. The new Wolf Empire war­riors were eager to teach the raiders a lesson. The Binary pursued the raiders to the heavily­forested Kosice Valley and challenged them to stand and fight. The Gaurds taunted the Wolves into entering the forest, where a pair of Firestarters sped around the Wolves and ignited the trees. This only drove the Wolves forward with greater urgency. As the Wolves pounded the Guards, the Firestarters made a daring rear attack on the Binary in hopes of saving their comrades. Their combined fire took out one ancient Kit Fox before they were

destroyed. Three of the twelve Lyran 'Mechs es­caped the inferno, while six of the Wolf'Mechs survived. The Kosice Valley was utterly devas­tated, taking sixteen villages and a minor city to the ash heap, along with all their residents.

VARIANTS One variant of the Firestarter drops half its

flamers for a MASC system, TAG, and an ER small laser. Another variant drops the medium laser and half the flamers for a rotary AC/2.

NOTABLE UNITS

Galaxy Commander Rikkard Nova Cat: Rikkard Nova Cat believed the Spirit Cats needed to find a sanctuary in the Inner Sphere or risk destruc­tion. He led the Spirit Cats to Marik, which they claimed with help of the Sea Foxes. Further negotiation with Jessica Marik allowed Rikkard to find a home for the Spirit Cats in the reform­ing Free Worlds League. When Kev Rosse was assassinated in the Draconis Combine, Rikkard became the default leader of the Spirit Cats.

Shortly after his graduation from sibko, Rikkard chose to hone his skills with flam­ers-an unusual choice for a MechWarrior. The Firestarter he pilots was salvaged from a Draconis Combine battlefield nearly forty years before Rikkard was born. Because of its rich his­tory in the DCMS, Clan Nova Cat, and finally with the Spirit Cats, Rikkard named it Soul bearer.

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Type: Firestarter Technology Base: Inner Sphere Tonnage: 35 Battle Value: 751

Equipment Internal Structure: Endo Steel Engine: 210

Walking MP: 6 Running MP: 9 Jumping MP: 6

Heat Sinks: 11 [22] Gyro: Cockpit: Armor Factor: 112

Internal Structure

Head 3 Center Torso 11 Center Torso (rear) R/L Torso 8 R/L Torso (rear) R/L Arm 6 R/L Leg 8

Mass 2 9

3

Armor Value

9 16 5 11 4 11 15

Weapons and Ammo Location Critical Tonnage 3 Flamers LA 3 3 ER Medium Laser H 3 Flamers LA 3 3 Jump Jets RT 3 1.5 Jump Jets LT 3 1.5

Notes: Features the following Design Quirks: Improved Life Support.

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Mass: 35 tons Chassis: X-H54 Endo Steel Power Plant: Hermes 280 XL Cruising Speed: 86 kph Maximum Speed: 129 kph Jump Jets: Chilton 360

Jump Capacity: 150 meters Armor: Jolassa 328 Ferro-Fibrous with CASE II Armament:

4 Diverse Optics Extended-Range Medium Lasers

1 Hovertec Quad SRM 4 Launcher Manufacturer: Adam Tech Industries

Primary Factory: Abadan Communications System: Datacom 70 Targeting &Tracking System: Octagon

Tartrac System E

Inspired b)l the JR7-K Jenner, the Havoc is the logical progression of that 'Mech. The Havoc boasts almost a ten percent increase in speed over the Jenner, close to double the armor and is more than capable of mixing it up with 'Mechs that outweigh it. Adam Tech has mar­keted the 'Mech exclusively to light 'Mech pilots using the slogan, "In any battle, you only pilot one 'Mech:'The slogan has led to MechWarriors nicknaming the Havoc as "the One:'

CAPABILITIES The heart of the Havoc is the Octagon

Tartrac. The system is quite simply the best short-range target and tracking package cur­rently on the market. Many experts have en­dorsed it as the Garret D2j of short-range com­bat. It identifies threats faster than competing packages, thanks in part to one of the most comprehensive databases ever developed.

Over 3,000 target profiles come stock, and the database is field-upgradable to include more. In trials, the Octagon distinguished between a TR-XB and TR-XJ Trebaruna faster than any other system tested.

DEPLOYMENT The Marik-Stewart Commonwealth de­

ployed several Havocs in the defense of Concord during skirmishes with the Lyran Commonwealth in early 3135. In one battle, a pair of Havocs squared off against a Wolfhound and two Mjolnirs. The five battled in a thickly-for­ested region known as the Western Wilderness. Early in the battle, one of the Havocs suffered a hit to its ammunition magazine, but the CASE II system not only prevented the destruction of the Havoc, but kept it combat-ready. In fifteen minutes of heated combat, the Havocs disabled both Mjolnirs and sent the Wolfhound running.

More recently, two Havocs participated in an unlikely battle on Lyons. The Havocs were part of Zelandia Unbound, a nascent mercenary company brought in to shore up defenses in expectation of hostilities. Reggie Cunningham, CO of another recently hired company, at­tacked and killed Samir Saddapli in an unex­plained fit of rage that nearly consumed both units. Havocs were instrumental in bringing him to justice. MechWarrior Ryan Jaspers and Second Lieutenant Kevin Wyvern took turns making high speed runs at Cunningham's Atlas as he tried to lose his pursuers in the Badlands. Both used the exceptional speed of the Havoc to evade repeated shots from the Atlas' Gauss rifle. They moved in close, opened up with an alpha strike, and then jumped to safety while their lancemates made similar runs with a pair

of Gambits. The pursuit force concentrated their fire on Cunningham's legs, hoping to disable his 'Mech early in the engagement and avoid a lengthy battle, but his Atlas shrugged off a pun­ishing amount of fire without slowing.

On the fourth run, Cunningham connect­ed a Gauss shot with Wyvern's cockpit, killing the young lieutenant instantly. Undaunted, the lighter 'Mechs continue to harass him. Eventually, they cornered him atop a hundred­meter waterfall, where he later surrendered to the pursuit force.

NOTABLE UNITS

Selene Petros: Piloting a heat-efficient Havoc named Harpy, Petros appeared on the merce­nary scene in 3132, before the Blackout. Few records of her past have been found, leading many to believe she uses a nom de guerre. Her obsessive hatred of House Liao often gets her in trouble. Attempts to determine the root of her hatred are met with open hostility. Petros floats from one mere outfit to another; her longest stint was with the Wolf Hunters, who allowed her to kill as many Wolf Empire troops as she wanted.

The Cockatrice: In an area on Stewart that is prone to mudslides, a lone Havoc stands upright, buried to its knees in hardened clay. Local civilians and Clan Wolf warriors alike avoid the battered, fire-blackened 'Mech. The natives claim to hear the Cockatrice creaking in the wind from kilometers away, and any at­tempts to free or steal the 'Mech always result in the would-be thief ending up dead from mysterious circumstances.

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Type: Havoc Technology Base: Inner Sphere Tonnage: 3S Battle Value: 1,255

Equipment Internal Structure: Endo Steel Engine: 280 XL

Walking MP: 8 Running MP: 12 Jumping MP: 5

Heat Sinks: 11 [22]

Gyro: Cockpit: Armor Factor (Ferro): 116

Internal Structure

Head 3 Center Torso 11 Center Torso (rear)

R/L Torso 8 R/L Torso (rear)

R/L Arm 6 R/L Leg 8

Mass 2 8

3 3

6.5 Armor Value

9

" 16 5 13 3 12 15

Weapons and Ammo Location Critical Tonnage 2 ER Medium Lasers RA 2 2 SRM4 CT 1 2 Ammo (SRM) 50 LT 2 2 CASE II LT 2 ER Medium Lasers LA 2 2 Jump Jets RT 2 Jump Jet CT 1 .5 Jump Jets LT 2 1

Notes: Features the following Design Quirks: Improved Targeting: Short.

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Mass: 35 tons Chassis: Luthi en Class 41 Endo Steel Power Plant: Magna 245 XL Cruising Speed: 75 kph Maximum Speed: 1 08 kph Jump Jets: None

Jump Capacity: None Armor: New Samarkand Teppeki Hardened Armament:

1 SarLon MiniCannon Light Class 5 Autocannon

Manufacturer: Luthi en Armor Works Primary Factory: Luthien, Kaznejoy

Communications System: Sipher CommSys 4 Targeting & Tracking System: Neko Megane 7

Available only since the Blackout, the Combine's Rokurokubi has captured the atten­tion and vaingiGry of an entire generation of young Kurita samurai. A fast light striker 'Mech, it evokes the ubiquitous Panther that helped instill fear in the DCMS' enemies for centu­ries. Prominent young Kuritan MechWarriors have been known to duel for the honor of pi­loting the 'Mech, eager to earn their samurai reputations.

CAPABILITIES The Rokurokubi was clearly meant as an

offensive 'Mech tailored to the bushido-happy samurai of the Combine. Combining one pow­erful ranged weapon with an iconic sword, the 'Mech is a fearsome attacker. Its combination of speed and thick armor make it difficult to bring down before it can terrify its opponents with a four-meter sword.

DEPLOYMENT Rokurokubis have led the invasion of the

Federated Suns, nowhere more prominent than in the Sword of Light regiments. During the invasion of Gambier, elements of the Fifth Sword of Light used Rokurokubis to shatter the planetary militia in less than an hour of combat.

Led by Tai-i Kellen Taylor, two lances of the Sword of Light-including six Rokurokubis­caught a task force of the militia moving be­tween firebases. Caught in the open, the militia assumed a defensive posture and tried to fight their way clear, but the Sworders moved too fast. Trusting their armor to protect them, and cov­ered by a pair of Dragon II artillery 'Mechs, the six light 'Mech charged forward. Two ofthe militia's Sorteks were disabled in the first barrage, their skirts holed by armor-piercing ammunition. The militiamen, terrified by the seeming lack of effect of their fire against the Rokurokubis, were on the edge of rout even as the DCMS 'Mechs closed. When Tai-i Taylor decapitated the militia com­mander's Enforcer with a blow from his sword, the task force broke and was routed.

During the assault on Robinson, the Seventh Sword of Light led the assault on Bueller. In the vanguard of the Seventh's was Tengu Lance, a force of four -4X model Rokurokubis. Led by then­Chu-i Alisdair Miyamoto, the Tengus charged a company of the Twentieth Avalon Hussars. With the rest of their company around them, the su­percharged 'Mechs sprinted into the midst of the Hussars and attacked, using their swords and Clan-made PPCs to deadly effect. In two minutes of combat the four 'Mechs disabled six Davion 'Mechs and two tanks, and killed two squads of Cavalier battle armor. Reinforcements from the Hussars' reserves arrived in time to keep the tai-i from killing Captain Dairmad Chaines, but the hole in the Hussars' lines was already established.

VARIANTS LAW offers two other production mod­

els; the first, and most common, replaces the autocannon with a Lord's Light 2 ER PPC. The second, more rare model uses a Clan PPC and reinforced armor to add a supercharger to an already-increased engine.

NOTABLE UNITS

Chu-sa Stephan Dirks: Descended from a long line of Scots, Dirks proudly carries on his family's tradition of serving as an officer in the DCMS. The Dirks ancestry hails from the an­cient Scottish Highlands on Terra and is "one of the last of its ilk within the Combine. The chu-sa transferred to the Second Legion of Vega with his Rokurokubi-nicknamed Sie-gi (Justice)­after serving alongside Tai-i Kellen Taylor on Palmyra. Dirks requested the transfer after suf­fering a severe concussion during the closing days of the campaign.

Chiang Umh: The code of bushido is often misunderstood outside of Kurita space, but to Chiang Umh it is lifeblood. The Solaris gladia­tor embodies the bushido way amidst the rough and tumble environment of the Game World, earning him the respect of many of his peers and the adoration of those Combine citizens residing on Solaris VII. Intelligence agents sus­pect Umh is actually on Solaris under the direct orders of the Coordinator and often point to his Rokurokubi as proof. Regardless of his mo­tives, Umh is a skilled and deadly gladiator in the arenas.

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Type: Rokurokubi Technology Base: Inner Sphere (Advanced) Tonnage: 35 Battle Value: 998

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro (XL): Cockpit: Armor Factor (Hardened):

Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/LArm R/L Leg

Endo Steel 245 XL

7 10 0

10 [20)

108 Internal

Structure 3

11

8

6 8

Armor value

7 16 5 12 4 12 12

Weapons and Ammo Sword Light AC/5 Ammo (Light AC) 40

Location Critical RA 3 LA 2 LA 2

Tonnage 2 5 2

Mass Notes: Hardened Armor reduces Running MP by 1. 2 Features the following Design Quirks: Protected 6 Actuators, No Ejection Mechanism.

0 1.5 3

13.5

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Mass: 35 tons Chassis: MatherTech 750 Endo Steel Power Plant: GM 210 XL Cruising Speed: 64 kph Maximum Speed: 97 kph, 129 kph with MASC Jump Jets: None

Jump Capacity: None Armor: Lexington Ltd. Medium Grade

with CASE Armament:

1 Thor 40mm Rotary Class 2 Autocannon Manufacturer: Coventry Metal Works

Primary Factory: Coventry Communications System: Cyclops 12 Targeting & Tracking ,~ystem: Cyclops 9

Arriving half a century late, the Storm Raider was Defiance Industries' alternative to the Hollander. The prototypes were so poorly received that Defiance licensed the unit to Coventry Metal Works. Coventry produces four versions of the Storm Raider, most intended for small-scale sur­gical strikes and urban defense operations. The 'Mech is terrible at both roles. Easily outrun and outgunned by contemporaries like the Havoc and Nyx, the Storm Raider is most often encountered in picket roles. Where it shines, however, is on Solaris VII, where is a fan-favorite.

CAPABILITIES The Storm Raider is most known for being

the first 'Mech equipped with Coventry Cast Off, a hybrid modular weapons system. Like competing products, a ceo-compliant weapon can be quickly and easily replaced in the field. Unlike the competition, a CCO weapon may be jettisoned during combat without posing risk to the MechWarrior. However, CCO weapons are not interchangeable, so while repair times are improved, reconfiguration still poses all the usual challenges.

DEPLOYMENT In 3127 the Donegal Guards were conduct­

ing war games on Caledonia. During the latter stages of the exercise, two leutnants-Cieft Lamberg and Dimok Sullenger-involved in a heated argument disengaged their safety pro­tocols and went weapons hot. Lamberg struck first, smashing the left torso of Sullenger's Storm Raider with his Mjolnir's mace. Sullenger returned the favor, shredding the Mjolnir's right arm. Lambert jumped back and fired his lasers, scoring hits on the Storm Raider's torso. As Sullenger was lining up his return volley, Hauptmann Eileen Brott attempted to inter­vene, moving her Wolfhound between the com­batants and inadvertently stepping into a full salvo from Sullenger's Thor autocannon. High­explosive armor-piercing shells slammed into the Wolfhound's head, killing Brott and ending the impromptu battle. Sullenger and Lamberg were court-martialed and are both serving twenty-five year sentences.

During the nineteenth battle for Hesperus II, the Eridani Light Horse fled toward the Defiance Industries factory complex, pursued by elements of the Hell's Horses's 666th Mechanized Assault Cluster. Captain Birchmeier's recon lance, which included two Storm Raiders, held the rearguard position and was the first to cross swords with the 666th. Sandstorm conditions grounded the Horses's VTOLs, so a Zephyros Point pre­ceded the main force. Birchmeier's lance en­gaged them on a high plateau generously sprinkled with large rock columns known as the Somerset Wilderness.

Suspecting that the Clanners would consider his Storm Raiders easy pickings, Birchmeier deployed them in the open while keeping the rest of his lance hidden. The Storm Raiders fired several volleys and then began giving ground. Hungry for an easy

kill, the vehicles raced after them, right into Birchmeier's trap. The ambush destroyed one Zephyros and damaged the other. It attempt­ed to break contact, but the Storm Raiders used their MASC to keep pace with the vehicle and chased after it with rolling bursts from their autocannon. Ultimately they disabled the sec­ond Zephyros and denied the 666th useful tactical information. When the 666th entered the wilderness two hours later, they faced mul­tiple ambushes from the Light Horse and paid dearly for every meter gained.

VARIANTS The STM-R1 (also known as the ~olaris

Special) exchanges the Thor autocannon for a Mydron Model B, but also sacrifices the MASC. The STM-R2 features a General Motors Nova­S instead of the Thor autocannon. Finally, the STR-R4 retains the R3's stock weaponry but up­grades to impact resistant armor.

NOTABLE UNITS

Tai-i Caria Gordon: Tai-i Gordon is best known for turning traitor in the middle of a battle. A security MechWarrior employed by DiNapoli industries, she became a de facto Bannson's Raider when Bannson bought out her employer. However, having been raised by Kuritan parents, she chose to defect to Katana Tormark's Amaterasu regiment when the Raiders and the Dragon's Fury clashed on Deneb Kaitos. As a gesture of goodwill to the Amaterasu, Gordon offered some 'Mechs she had liberated from her former employer. By the time the Amaterasu was reabsorbed into the DCMS, Gordon had attained command of her own 'Mech company.

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Type: Storm Raider Technology Base: Inner Sphere Tonnage: 35 Battle Value: 791

Equipment Internal Structure: Endo Steel Engine: 210 XL

Walking MP: 6 Running MP: 9 (12)

Jumping MP: 0 Heat Sinks: 10 Gyro: Cockpit: Armor Factor: 112

Internal Structure

Head 3 Center Torso 11 Center Torso (rear) R/L Torso 8 R/ L Torso (rear) R/ L Arm 6 R/L Leg 8

Armor Value

9 17 4 12 4 11 14

Mass 2

4.5

0 3 3 7

Weapons and Ammo Location Critical Tonnage Mace RA 4 4 MASC CT 2 2 Ammo (RAC) 45 LT 1 CASE LT .5 Rotary AC/ 2 LA 3 8

Notes: Features the following Design Quirks: Jettison­Capable Weapon (Mace), Jettison-Capable Weapon (RAC).

~. - ...

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Mass: 35 tons Chassis: NCIA En do Steel Type N Power Plant: Standard 245 XL Cruising Speed: 75 kph Maximum Speed: 118 kph Jump Jets: None

Jump Capacity: None Armor: Alpha Compound Ferro-Fibrous

with CASE II Armament:

4 Series 6b Extended Range Medium Lasers

2 Series 6c Extended Range Small Lasers 2 Pattern Alpha SRM 2 Launchers

Manufacturer: Trellshire Heavy Industries Primary Factory:Twycross

Communications System: Able-Seven Sensor Suite with Watchdog CEWS

Targeting &Tracking System: Multi-Spread 9 with Advanced Targeting Computer

The Tiburon is exclusive to Clan Sea Fox, and is common in their light Stars and among the Clan's warrior-merchants. With a name reminiscent of the Clan's previous identity, the Tiburon lives up to its reputation as a fast, lethal predator.

CAPABILITIES The Tiburon has more firepower than

'Mechs ten or fifteen tons heavier. With a top speed near 120 kph, there are few BattleMechs that it cannot outrun. The Watchdog CEWS gives the Tiburon a powerful electronic warfare capability in a compact package.

In keeping with the Clan's mercantile ten­dencies, and to conceal the machine's lethality, most of the Tiburon's weapons are concealed behind retractable panels.

DEPLOYMENT In September 3135, several pirate at­

tacks against the Spina Khanate's assets in the area between the Rim Commonality and the Regulan Fiefs threatened several of Epsilon Aimag's profitable operations. Through their contacts and the Watch, Epsilon located the pirate base in the Duchy of Tamarind-Abbey's Kogl system.

OvKhan Gar Labov, Epsilon's leader, moved his aimag to the Kogl system under the cover of a normal trade mission. While their merchants negotiated access to the Kogl market, Epsilon's military forces searched the system for the pirate base. They located the pirate base on an airless world on the far side ofthe sun from Kogl.

Labov led two Sea Fox Clusters to the base. While his heavier forces engaged the pirate defenders, Labov, in his Tiburon, led his lighter, faster forces, including several more Tiburons, around the defenders' flank and overwhelmed it. The survivors and the base quickly surrendered.

At the pirate base, Labov found evidence that senior members of the Kogl government were involved with the pirates. By using the evidence in negotiations, Epsilon Aimag gained favorable trading concessions.

Even a lone Tiburon, in the hands of a skilled MechWarrior, is a fearsome opponent. In 3136, Warrior-Merchant Najeh Hammond and a Sea Fox merchant team arrived on Gram in the Draconis Combine to bid on the year's crop of gojo berries, a sweet fruit often fer­mented into potent liquor. Among the bidders were the Yung brothers, Combine merchants with a ruthless reputation. Deciding that Hammond's team would be a threat to their

chances at securing the gojo berry crop, the Yungs decided to kill Hammond.

One of the brothers' recent hires was a renegade Jade Falcon warrior. At a party held before the actual bidding started, the renegade challenged Hammond to a Circle of Equals. They agreed to conduct the Trial in the rolling hills north of the capital the next morning.

When Hammond showed up for the trial, he found his opponent in a Ryoken II, a BattleMech more than twice the weight of Hammond's Tiburon. Reports indicated Hammond merely shrugged and took his BattleMech into the Circle.

What should have been a one-sided fight was-for the Tiburon. Using his speed and the cover of the terrain, Hammond systematically cut the Ryoken II apart. After twenty minutes, the Ryoken exploded when its ammo ignited. Six hours after the Trial, Hammond won the contract for the gojo berry crop.

NOTABLE UNITS

Star Captain Josem Hawker: A master of many combat styles, Josem embodies both warrior and merchant, and he can either cut a deal or a throat depending on the circumstances. His Skate Khanate Starmates dislike him, as he has no qualms turning on them if he can profit from such deception. Many have challenged him for his rank-and to claim his personal hoard as isorla-but none have yet been successful.

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Type: Tiburon Technology Base: Clan Tonnage: 35 Battle Value: 1,841

Equipment Mass Internal Structure: Endo Steel 2 Engine: 245 XL 6

Walking MP: 7 Running MP: 11 Jumping MP: 0

Heat Sinks: 15 [30) 5 Gyro: 3 Cockpit: 3 Armor Factor (Ferro): 115 6

Internal Armor Structure Value

Head 3 9 Center Torso 11 17 Center Torso (rear) 5 R/L Torso 8 11 R/L Torso (rear) 4 R/L Arm 6 11 R/L Leg 8 16

Weapons and Ammo Location Critical Tonnage 2 ER Medium Lasers RA 2 2 ER Small Laser RT .5 SRM2 RT .5 Targeting Computer H Watchdog CEWS CT 2 1.5 ER Small Laser LT .5 SRM2 LT .5 Ammo (SRM) 50 LT

CASE II LT .5 2 ER Medium Lasers LA 2 2

Notes: Features the following Design Quirks: Multi-Trac Targeting.

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Mass: 40 tons Chassis:Triumph-M Endo Steel Power Plant: Pitban 320 XL Cruising Speed: 86 kph Maximum Speed: 129 kph Jump Jets: None

Jump Capacity: None Armor: Paulina Ferro-Fibrous Armament:

2 Aggressor Extended Range Medium Lasers

1 Aggressor Extended Range Small Laser 1 Martell Small Pulse Laser 1 Victory Conditions SRM 6 Launcher

Manufacturer: Victory Conditions Industries Primary Factory: Mizar

Communications System: Angst Clear ChannelS

Targeting & Tracking System: 0/P TA 1240 with Beagle Active Probe and TAG

Victory Conditions' first original 'Mech, the Night Stalker, found a ready market among the Federated Suns, Lyran Commonwealth and mercenaries. RAF records show that the pro­curement department intended to purchase the 'Mech for its own lances but the Fortress cut it off from the factory. The few already procured serve in the expanded RAF, though several have been lost masquerading as other nations' com­batants outside the Fortress.

CAPABILITIES Night Stalkers are popular 'Mechs for scout

and pursuit lance commanders because of their speed and firepower, but also because the 'Mechs integral lance gives them a bit of additional authority. The sight of an officer ges­turing toward a subordinate's 'Mech with the

Night Stalker's unique curved lance has made clear what the content of an unheard-from the ground-conversation might be.

DEPLOYMENT On Alcor in 3144 a Binary from Clan Wolf

arrived to test the world's mercenary defens­es. The planet, part of the Galatean Defense League, didn't host one of the League's front­line regiments, but was held in the hands of a collection of smaller mercenary units known as the Nine Fingers. The Fingers' commander, Major Benito Iqbal, was one of three Night Stalker MechWarriors in the battalion. When the Wolves landed, he broke his battalion into three task groups, each with a Night Stalker and a mix of the other units.

The Wolf Binary broke into two Stars and went hunting. Major Iqbal's task group got lucky and divined the Wolves' course; they set an am­bush with Iqbal's Night Stalker as bait. The major allowed himself to be seen and then fled, lead­ing the Star into the trap. When it was sprung, he spun around and charged, finally skewer­ing the Star Commander's Koshi with his lance. Unfortunately for the major, the other Star was an assault Star; when it caught his other two task groups, they were annihilated. Iqbal's force stayed on the move, surviving until a relief bat­talion from the First Galatean Defense Force ar­rived to relieve them.

In the arenas ofSolaris VII 'Mechs armed with physical weapons like the Night Stalker's lance have long been crowd favorites. In fact, Victory Conditions debuted the 'Mech there, offering it as a prize for the victor in a contest. After that the 'Mech's place in the games was assured, but few have matched the reputation of gladiator Jack Barton. Barton was a rising star in the 3137 games,

earning a twenty-second place slot in the open class with his Night Stalker. Fighting in a K1, he be­came famous for ambushing opponents with his lasers and Streak SRMs and then finishing the job with his lance. He won several sponsors in 3138, but his tactics backfired during a grudge match against gladiator Teodor Wodislawcz. Barton did quite well for several minutes, until Wodislawcz caught Barton's lance in his Centurion's fist and broke it. Deprived of his signature weapon, Barton appeared to lose focus and was quickly defeated . . His sponsors were so disgusted with his perfor­mance that they abandoned him.

VARIANTS Most variants of the Night Stalker modify

the 'Mech to improve its armament, usually with more ER medium lasers. The most extreme, the K7, is-or was-a very popular Solaris VII BattleMech with re-engineered lasers and a chain whip. The most popular variant is the NSR-K1, with three ER medium lasers and a Streak SRM 6.

NOTABLE UNITS

Sergeant Tamar Doorn: Sergent Doorn pilots the only Night Stalker in the XI Hastati. Along with several of his mates, he has been sent sev­eral times from 1m bros Ill to raid the Rasalhague Dominion forces on Ko and Atria. Doorn is a fa­talistic MechWarrior who has no qualms about the death-before-capture requirements of these missions, but he fights his Night Stalker very much like a man who wants to live. Though he has returned four times with a broken lance and a heavily-damaged 'Mech, his name is at the top of the volunteer list each time another raid is contemplated.

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Type: Night Stalker Technology Base: Inner Sphere (Advanced) Tonnage: 40 Battle Value: 1,028

Equipment Internal Structure: Endo Steel Engine: 320 XL

Walking MP: 8 Running MP: 12 Jumping MP: 0

Heat Sinks: 10 [20] Gyro: Cockpit (Torso-Mounted): Armor Factor (Ferro): 116

Internal Armor Structure Value

Head 3 9 Center Torso 12 18 Center Torso (rear) 5 R/L Torso 10 14 R/L Torso (rear) 4 R/L Arm 6 12 R/L Leg 10 12

Mass 2

11.5

0 4 4

6.5

Weapons and Ammo Location Critical Tonnage 2 ER Medium Lasers RA 2 2 Beagle Active Probe RT 2 1.5 ER Small Laser RT .5 Small Pulse Laser H 1 SRM6 LT 2 3 Ammo (SRM) 15 LT 1 1 Lance LA 2 2 TAG LA

Notes: Features the following Design Quirk: Distracting.

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Mass: 45 tons Chassis: Harmony VT En do Steel Power Plant: Pitban 225 Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Durallex Heavy with CASE Armament:

2 Shannon SH-88 MRM 10 Launchers Manufacturer: Harmony MetaiWorks

Primary Factory: Harmony Communications System: Harmony Warshout Targeting & Tracking System: Garret DSj

with Apollo FCS

Designed for the arenas of Solaris VII, the Violator is an unusual BattleMech that many commanders find difficult to effectively employ, though the Violator remains a widely deployed 'Mech. Originally popularized by a band of Regulan aces at the turn of the century, its repu­tation continues to be enhanced by the Reg ulan Hussars as well as the Solaris arenas. When used properly, the Violator is a deadly ambush preda­tor, as many MechWarriors discover too late.

CAPABILITIES The Violator is a hardy machine despite its

origins as a flashy Solaris arena fighter. Its ease of repair and low-demand maintenance make it a popular 'Mech with many users who origi­nally purchased it thanks to the Solaris holovids. The missile armament is secondary to its 'Mech scale mining drill and claws and the package as a whole is ideal for ambushes. The Violator car­ries heavy armor for its frame and its ammuni­tion is protected by CASE, but it is a poor match for line combat.

DEPLOYMENT The Violator is a common sight in the

Reg ulan Hussars. The First and Second Hussars both revel in physical combat and the brigade as a whole tends to follow their lead. Violators have been freely exported to mercenaries and Solaris gladiators, and sold to the Lyrans, Anduriens, and Capellans from time to time. Many Violators have fallen as isorla to the Clans.

During the pro-Regulan coup on Elektrougli in 3141 Violators of the Fourteenth Reg ulan Hussars were used in a series of urban ambushes to eliminate "questionable" militia officers. A Violator of the Sirius Star Company felled the militia commander's Crusader by breaking out of a parking garage on the emer­gency egress route for the planetary govern­ment. The Violator showered the Crusader with an MRM volley even as it charged in with its mining drill. Though the commander was killed, Elektrougli's president escaped and requested aid from Oriente.

When elements of the First Orloff Grenadiers joined the planetary militia to take back the capital, they entered a battlefield tai­lor-made for the Violator. The lance of Violators in Sirius Star Company proved expert at striking from behind rubble and through buildings to stymie the advance of heavy Orloff 'Mech units. The superior numbers and iron discipline of the Orloff troops soon overcame the delaying tactics, and the militia's assistance helped them find alternative routes. After a couple of weeks of combat the Fourteenth began its retreat.

The loss of the Hussar's vaunted Trebuchet lance exposed Sirius Star Company to long­range fire in the relatively flat Casmanian lake country. This ultimately forced the Hussars to abandon their Violators, which lacked the range

to respond in kind or the speed to escape. Despite that humiliation, the lance was soon rebuilt with four more Violators.

VARIANTS The VT-U3 Violator is less sophisticated,

replacing the augmented MRMs with a mix of standard SRM and LRM missile launchers. It has found a market with users who value its higher damage potential.

NOTABLE UNITS

Star Commander Ava Ward: The perpetual loner in the Wolf-in-Exile's Alpha Binary, Ava re­mains aloof even on the battlefield. She tends to hang at the back of her Star's formation at the beginning of a firefight, then rush in and finish off crippled 'Mechs before they have a chance to retreat. She is known for leaving a trail of car­nage in her wake, as she will often tear limbs and armor plates from downed 'Mechs to satisfy her rage.

Amira MacDougal: A popular Solaris VII chal­lenger, MacDougal has piloted Gold Digger to great fame and fortune. Her stage persona as an Old West sheriff has led to her many fans wear­ing vests, Stetsons, and cowboy boots to her matches. Rumors abound that her appearance isn't an affectation and she is actually a former Marshal from the Franc Reaches. So far no one has proven these wild speculations.

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Type: Violator Technology Base: Inner Sphere (Advanced) Tonnage: 45 Battle Value: 923

Equipment Internal Structure: Endo Steel Engine: 225

Walking MP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 10 [20] Gyro: Cockpit (Armored):

Armor Factor: 144 Internal Armor

Structure Value Head 3 9 Center Tor so 14 21 Center Torso (rear) 6 R/L Torso 11 17 R/L Torso (rear) 5 R/L Arm 7 14 R/L Leg 11 18

Mass 2.5 10

0 3 4 9

Weapons and Ammo Location Critical Tonnage Mining Drill RA 4 3 MRM10 RT 2 3 Apollo FCS RT 1 1 MRM 10 LT 2 3 Apollo FCS LT 1 Ammo (MRM) 48 LT 2 2 CASE LT 1 .5 Claw LA 3 3

Notes: Features the following Design Quirks: Distracting, Easy to Maintain.

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Mass: 50 tons Chassis: Earthwerks PXH II Reinforced

Endo Steel Power Plant: Rawlings 300 XL Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: Rawlings 45 with Partial Wing

Jump Capacity: 240 meters Armor: Durallex Light Armament:

1 Ceres Arms Smasher Extended Range Particle Projection Cannon

1 Diverse Optics 37V Medium Variable-Speed Pulse Laser

1 Diverse Optics Medium Pulse Laser 2 Diverse Optics Small Pulse Lasers

Manufacturer: Majesty Metals and Manufacturing Primary Factory: Canopus IV

Communications System: Tek BattleCom Targeting & Tracking System: Tek Tru-Trak

with TAG

Developed in the early thirty-second cen­tury, the Agrotera is based on the Word of Blake's Phoenix Hawk variant. Majesty Metals advertises it as an alternative to ammo-dependent 'Mechs like the Legionnaire and Shockwave. Considerable firepower flexibility helps the Agrotera excel in a variety of roles, though it is frequently deployed in support of lighter scouts.

CAPABILITIES A fully energy-based complement of

weapons gives the Agrotera the sort of battle­field endurance and loitering capability that quartermasters love, though they often curse the inclusion ofVSPs, as maintenance parts can be difficult to acquire.

First-time pilots of the 'Mech inevita­bly rave about its comfortable and spacious

cockpit. Despite these advantages, qualifying times are still slightly longer than other 'Mechs in its class due to the complexity of operating the VSPs and partial wing.

DEPLOYMENT During the Capellan invasion of

Cumberland in 3144 a mixed unit of Agroteras and Yinghuochongs dealt the Federated Suns a costly loss in the Sarasota Flats. The soaring temperatures in the Flats limited the Agroteras' ability to leverage its firepower and relegated it to filling the same role as the Yinghuochongs. Together, the 'Mechs spent four days sniping at the Federated Suns forces.

Once the enemy forces had been located, the Capellans would single out a straggling or otherwise vulnerable heavy or assault 'Mech and target it with all four of their PPCs. They quickly withdrew, using their considerable jumping capacity to clear plateaus, escape box canyons and otherwise frustrate the pursu­ing defenders. After the first day, many of the Davion MechWarriors, frustrated with the con­stant harassing fire, toggled for alpha strikes and unleashed them as soon as the Capellans appeared. For many of these 'Mechs, the heat generated overwhelmed their cooling systems and brought them dangerously close to shut­down. Although the tactic was occasionally successful in damaging the Capellans, it more frequently backfired for the AFFS, leaving im­mobile 'Mechs as tempting targets for the ha­rassing force.

By the end of the fourth day, the Capellans had disabled five Davion 'Mechs while sustaining moderate damage. The constant distraction al­lowed a Capellan detachment to bypass the Flats and capture two ofthe Federated Suns DropShips.

In early 3108 Agroteras newly deployed to First Magistracy Highlanders clashed with

bandit forces on Bethonolog. The attackers, grounded twenty kilometers from the Canopian Industries consumer electronics factory. The Highlanders mobilized immediately, but the only units fast enough to intercept the bandit 'Mechs were a pair of Agroteras.

The Agroteras engaged the bandit's lance of aging heavy 'Mechs as they reached the fac­tory. With more than three dozen buildings in the complex the battle favored the highly ma­neuverable Agroteras, but the Highlanders were outweighed by nearly 200 tons. Realizing that they did not have to defeat the bandits, merely keep them engaged until the slower Highlander units could arrive, the Agroteras emplo9ed hit and run tactics. They delivered a savage volley of fire and then leapt over buildings to avoid the bandit counterattack. By the time the re­maining Highlanders arrived, the Agroteras had destroyed one bandit, crippled another, and damaged the remaining two. The surviving bandits surrendered.

NOTABLE UNITS

The Archangel: First reported in 3116, a lone Agrotera was sighted on Victoria without any visible support. The 'Mech was painted stark white, with no visible regimental markings or other means of identification. The Agrotera harried AFFS supply convoys, which greatly disrupted the planet's logistical network, then it vanished without a trace. Every few years, the Archangel-as the Capellan March troops have called it-resurfaces like clockwork on a Federated Suns border world and wreaks as much havoc as it can cause before the cavalry arrives. Thus far, MilO, DMI, and the Maskirovka have been unable to unearth any verifiable information on either the Archangel or its pilot.

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Type: Agrotera Technology Base: Inner Sphere (Advanced) Tonnage: 50 Battle Value: 1,693

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro (XL): Cockpit: Armor Factor:

Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg

Endo Steel 300XL

6 9 6*

10 [20]*

152 Internal

Structure 3 16

12

8 12

Armor Value

9 23 6 18 5 16 18

Mass 2.5 9.5

0 1.5 3

9.5

Weapons and Ammo Location Critical Tonnage Medium VSP Laser RA 2 4 Medium Pulse Laser RA 2 Small Pulse Laser RT TAG H Small Pulse Laser LT 1 ER PPC LA 3 7 Actuator Enhancement

System LA 2 1.5 Partial Wing RT/LT 4/4 3.5 JumpJets RL 2 1 Jump Jet RT .5 Jump Jet LT 1 .5 Jump Jets LL 2

Notes: Features Full-Head Ejection System. *Partial Wing adds +2 Jump MP and -3 Heat per turn in Standard Atmosphere (see pp. 293 and 295, TO, for additional rules).

J '~~, -' \

'· " ~" : ~

~\\ cP

'

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Mass: 50 tons Chassis: Corean Model OM77 Endo Steel Power Plant: Magna 250 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: StarGuard Ill Armament:

24 tons of pod space available Manufacturer: Corean Enterprises

Primary Factory: New Avalon Communications System: Corean

Transband-J9 Targeting & Tracking System: Corean Flex Tech

Corean's Centurion BattleMech has been a staple of the Federated Suns' military for centuries and has seen countless upgrades and customizations. It influenced the design of many of the Suns' most effective 'Mechs, including the advanced Legionnaire, and was a natural candidate to be redone as an OmniMech when Corean was looking to ex­pand its market share in the second decade of the thirty-second century.

CAPABILITIES The Centurion's configurations match the

most common variants the 'Mech has carried over the years, offering MechWarriors their choice of roles to fill. Each of them combines both long and short range weaponry to ful­fill the Centurion's traditional role as a utility BattleMech. If there is a deficiency, it is that only two of the Centurion's configurations mount jump jets-an increasingly-needful tactical tool on the modern battlefield.

DEPLOYMENT The Morrill Draconis March Militia has

suffered a number of spoiling raids from the Combine, often from Wolf's Dragoons striker battalions, who keep them constantly on the defensive to make it impossible for them to launch a counterattack into the Palmyra salient. Replacement machines rushed forward from the Crucis March have actually led to a higher­than-normal percentage of Centurions, often serving next to the venerable fixed-configura­tion machines. During a recent raid by the Black Cats Battalion, the mix of Centurions served the Morrills well.

As the Dragoons advanced toward a re­plenishment depot, each 'Mech company of the Morrill DMM attacked from its flank. Every Centurion in the unit was paired with a Centurion OmniMech, and in between attacks, while the Dragoons' attention was held by the DMM's conventional forces, the OmniMech would swap out configurations. The next day's attacks, with different weapons, tricked the Dragoons into believing the Morrill DMM had been heavily re­inforced. Though they destroyed the replenish­ment depot, they retreated directly off-world instead of attacking their secondary targets.

NOTABLE UNITS

Darla "Sucker Punch" Westin: A Capellan na­tional, Westin became a media darling upon her arrival on Solaris in 3126, and only a fateful encounter pushed her from the limelight. For each match, her Centurion OmniMech Shfshi­named for a Chinese stone lion statue-was reconfigured to exploit each opponent's weak­nesses. Westin's most favored pod configura­tion matched the loadout of Yen-/a-wang, the

legendary Centurion of ancient Solaris cham­pions Justin Allard and Kai Allard-Liao. Westin won nearly every engagement using this con­figuration, the notable exception being the match that effectively ended her career.

In 3127, Westin piloted Shfshi into the Jungle arena to face a secret challenger. This challenger was none other than Yen-Jo-wang, piloted by Kai Allard-Liao's cousin Danai Liao­Centrella. The original Yen-lo- wang and the pre­tender squared off, but the crowd was clearly set against Westin from the beginning. Regardless of how well Westin fought, she could not bring herself to destroy her inspiration. Instead, she gave the audience a good show and ler Shfshi succumb to Danai's attacks. She then sold her 'Mech and departed Solaris for parts unknown.

Type: Centurion Technology Base: Inner Sphere

Tonnage: 50

Battle Value: 1,236

Equipment Internal Structure: Endo Steel

Engine: 2SO XL

WalkingMP: 5

Running MP: 8 Jumping MP: 0

Heat Sinks: 10 [20]

Gyro (Compact):

Cockpit:

Armor Factor: 152

Internal

Structure

Head 3

Center Torso 16

Center Torso (rear)

R/L Torso 12

R/L Torso (rear)

R/LArm 8 RIL Leg 12

Armor

Value

9 21

6

16

6

16

20

Mass

2.5 6.S

0

4.5

9.5

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Weight and Space Allocation Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Critical Tonnage Location Fixed Spaces Remaining Configuration C Configuration £-Advanced Head 1 Endo Steel 0 Plasma Rifle RA 2 6 Gauss Rifle RA 7 15

Center Torso None 4 Ammo (Plasma) 20 RA 2 2 Ammo (Gauss) 16 RT 2 2

RightTorso 3 Engine 8 Ammo (lRM) 24 RT 2 2 2 ER Medium l asers CT 2 2

1 Endo Steel Guardian ECM Su ite RT 2 1.5 Boosted C' Slave Unit CT 2 3

Left Torso 3 Engine 6 CASE II RT Angel ECM Suite LT 2 2

3 Endo Steel ER Medium Laser CT Right Arm 2 Endo Steel 6 ER Medium Laser CT/ R

Left Arm 3 Endo Steel 5 C' Slave Unit CT Right leg 2 Endo Steel 0 l RM 10 LT 2 5

Left Leg 2 Endo Steel 0 Artemis IV FCS LT 1 Jump Jets RT 2 1

Notes: Features the following Design Quirks: Easy to Pilot. Jump Jet CT -~ / Jump Jets LT Weapons and Ammo Location Critical Tonnage Battle Value: 1 ,628

Primary Weapons Configuration LB 10-X AC RA 6 11 Ammo (LB-X) 20 RT 2 2 Ammo (LRM) 24 RT 2 2 CASE II RT ER Medium Laser CT ER Medium Laser CT/ R

LRM 10 LT 2 5 Artemis IV FCS LT

Configuration A Configuration D-Advanced Rotary AC/5 RA 6 10 Hatchet RA 4 4 Ammo (RAC) 60 RT 3 3 MML 9 RT 5 6

Ammo (MML) 26/22 RT 2 2 Artemis IV FCS RT

CASE II RT 1 2 ER Medium Lasers CT 2 2

ER Medium Laser CT 1 Beag le Active Probe CT 2 1.5

MMl9 LT 5 6 Ammo (MML) 26/22 LT 2 2

Artemis IV FCS LT 1 1 CASE II LT Battle Value: 1,398 ER Small Laser LT/R 1 .5

Medium Shield LA 5 4 Configuration B Jump Jets RT 2 Heavy PPC RA 4 10 Jump Jets LT 2

Double Heat Sink RA 3 Battle Value: 1,177 Guardian ECM Suite RT 2 1.5 Ammo (MML) 34/ 28 RT 2 2

CASE II RT 1

Targeting Computer CT 3 MML7 LT 4 4.5 Artemis IV FCS LT

Battle Value: 1,430

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Mass: 50 tons Chassis: Beowulf SC Power Plant: Magna-C 350 XL Cruising Speed: 75 kph Maximum Speed: 118 kph Jump Jets: None

Jump Capacity: None Armor: Royai-7R Reactive Armament:

3 Series 2f Extended Range Medium Laser 1 GM Whirlwind Autocannon 5

Manufacturer: Arc-Royal MechWorks, Odin Mqnufacturing Primary Factory: Arc-Royal (ARM),

Orestes (OM) Communications System: 0/P COM-22/

H47Targeting Targeting & Tracking System: Digital Scanlok

347

For a 'Mech built from cheap parts by an international collaboration between two differ­ent Clan-based manufacturers, no one ever ex­pected the Mongrel to perform as well as it does. After the Jihad the Rasalhague Dominion sought to replace aging 'Mechs in its touman with more inexpensive but efficient models, and partnering Odin Manufacturing with Clan Wolf-in-Exile's Arc­Royal MechWorks resulted in what many initially deemed an abomination. Dubbed the Mongrel due to its dubious pedigree, this new model surpassed all expectations in field trials. Less than two years later gained popularity among younger Exiled Wolf MechWarriors. Because of its reasonable price tag and performance record, the so-called "FrankenMech that could" quickly proliferated to the mercenary market.

CAPABILITIES The Mongrel can outpace and outmaneuver

the older Ursus and many other medium 'Mechs, thus reducing its response times to battlefield trouble spots. Also, it relies on a limited number of weapons systems, making the 'Mech's compo­nents far easier to maintain, repair, and replace especially when time between engagements is severely limited. When facing heavy resistance, the Mongrel's reactive armor affords maximum protection against incoming fire, further increas­ing the pilot's staying power in the field.

DEPLOYMENT In 3108, the first true field test of the

Mongrel came in the form of a joint exercise between Clan Wolf-in-Exile and the Rasalhague Dominion. Rather than put the jointly designed 'Mech through its paces in staggered engage­ments, the Exiled Wolves and the Dominion launched coinciding raids on opposite sides of the Clan Wolf Occupation Zone. Within two days of each other, the First Wolf Guardians landed on Borghese and the Fifth Bear Guards made planetfall on Fort Loudon.

A Binary from the First Wolf Guardians en­gaged Clan Wolf's Thirteenth Battle Cluster on Mettle Archipelago, an uninhabited island chain in Borghese's southern hemisphere that the Thirteenth used for proving grounds. A Star of Mongrels kept a medium Star of opponents at bay by engaging them in duels. The Mongrels used their autocannon to keep their adversaries at long range and outmaneuvered the opposition to find weak spots. Once the Mongrels had softened up or crippled the Clan Wolf 'Mechs, they closed in for the kill. Two victorious Mongrels that chal­lenged the Thirteenth's heavier 'Mechs managed to inflict considerable damage before running out of ammunition. However, by that point the First Guardians had already secured a victory in the Trial.

On Fort Loudon, the Fifth Bear Guards bid a single Star ofT2-model Mongrels against seven Points from the Second Wolf Assault Cluster. On the Palisade Highlands, the Fifth managed to circle around to the Second's weakened flank and surprise the Wolves with a brutal, point-blank assault. The Bears claimed a total of four kills but were ultimately overpow­ered. The Wolf commander, impressed with the Mongrels' performance, claimed a mostly intact Mongrel as isorla.

VARIANTS The standard Mongrel is intended for the

mercenary market, but the majority of assem­bled T2 models are earmarked for the Dominion's touman. The T2 version packs a more powerful, short-range punch by replacing the autocannon with a large-bore ProtoMech autocannon and an ECM suite. Also included is an actuator enhance­ment system designed to lend more accuracy to the 'Mech's retractable blade.

NOTABLE UNITS

Star Captain Gregory Stiehl: Gregory Stiehl's parents were originally farmers on Arcturus, and they relocated to the Rasalhague Dominion after a Jade Falcon raid demolished their home­stead. The Dominion embraced the Stiehls, as they brought with them various engineering techniques for raising better crops on inhos­pitable worlds. Gregory, who had grown up piloting AgroMechs, enrolled in MechWarrior training to ensure his family would not get displaced again. Earning a kill in his Trial of Position, he quickly advanced to command a Trinary in the First Rasalhague Bears. Some of his peers consider a Mongrel to be ill-suited for a Star Captain, but he proves them wrong in every engagement.

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Type: Mongrel Technology Base: Mixed Clan Tonnage: 50 Battle Value: 1,860

Equipment Internal Structure: Endo Steel Engine: 350 XL

Walking MP: 7 Running MP: 11 Jumping MP: 0

Heat Sinks: 10 [20] Gyro: Cockpit: Armor Factor (Reactive): 168

Internal Structure

Head 3 Center Torso 16 Center Torso (rear) R/L Torso 12 R/L Torso (rear) R/L Arm 8 R/L Leg 12

Armor Value

9 24 7 19 5 16 24

Mass 2.5 15

0 4 3

10.5

Weapons and Ammo Location Critical Tonnage Retractable Blade RA 4 3 3 ER Medium Lasers RT 3 3 AC/5 (IS) LA 4 8 Ammo(AC)20 LA

Notes: Features the following Design Quirks: Easy to Pilot, No Cooling Jacket (AC/ 5).

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Mass: 50 tons Chassis: Rl-17p Vijaya Power Plant: Magna 250 XL Cruising Speed: 54 kph, 64 kph with TSM Maximum Speed: 86 kph, 97 kph with TSM Jump Jets: None

Jump Capacity: None Armor: Durallex Heavy Armament:

1 Magna Mk.IV Extended Range Small Laser

19 tons of pod space available (maximum of 15 tons in turret)

Manufacturer: Ronin, Inc. Primary Factory: Wallis

Communications System: Barret Party Line-200

Targeting & Tracking System: Wasat Argent with Omnilink

Introduced with high hopes in 3122, the SRTH-1 0 Sarath is so far the only native Reg ulan OmniMech. Reg ulan expectations were encapsu­lated by its name, the guise adopted by the di­vine Krishna as the charioteer of the hero Arjuna in the Mahabharata. A series of operational mis­steps instead led to the Sarath being named a disappointment within the Reg ulan Hussars.

CAPABILITIES Regulan engineers adopted a quad tur­

ret to deal with the space constraints on the Sarath's frame while retaining improved sta­bility. However the turret controls proved counter-intuitive to many BattleMech pilots and contributed to the 'Mech's poor recep­tion. Triple-strength myomer and excellent armor protection make the Sarath effective for the close-in assaults preferred by the Reg ulan Hussars, though only the B configuration is spe­cialized for them. The primary configuration's

PPCs make it an excellent skirmisher, while the Sea Fox-supplied missile launchers of the A con­figuration mark it for support missions.

DEPLOYMENT Despite a lingering lack of affection for the

Sarath in Regulan military circles it has not been authorized for export. All production Saraths are assigned to the Reg ulan Hussars. Originally most of the units went to the prestigious First, Second, and Fourth Hussars, but the unit's rapid fall in prestige has seen it distributed more evenly.

The combat debut ofthe Sarath in a 3124 assault on Aitutaki began promisingly. Taking a cue from the Capellans, the Fourth Regulan Hussars overloaded a pair of Union class DropShips and dropped them near the plan­etary capital. The Sarath's compact frame let them fill one Union with two companies of the new 'Mech by disregarding practically all safety considerations. The planetary militia completely underestimated the size of the Reg ulan inva­sion and, thinking it a raid, raced to engage the landings. The Saraths subsequently played a key role in defeating them and securing control of the planet.

Ultimately Marik-Stewart responded with the elite First Free Worlds Guards. Hussar Saraths performed relatively effectively, using their turrets to excellent effect warding off lighter Guards 'Mechs. In a famous incident captured on battleROM footage, a Guard Locust was obliterated by PPC fire from a Sarath while it tried to engage the OmniMech from the rear. The Fourth Hussars were eventually ejected from Aitutaki, and the defeat was seen as a bad omen for the new Sarath. A decision to abbrevi­ate the training of Sarath pilots compounded the damage to its reputation, and soon led to a reinforcing loop of disappointed expectations being taken out on the unit.

NOTABLE UNITS

Captain Ananda Kocchar: A proud native of Regulus, Lieutenant Kocchar joined the Second Regulan Hussars after graduating from the Aitutaki Academy in 3123. Of all the members in her battalion who were assigned Saraths, Kocchar was the first to grow accustomed to ef­fectively using its turret. Because of her demon­strable skill, the Fourth regularly holds a compe­tition amongst Sarath MechWarriors to see who has the best aim using only their Sa roth's turret.

Type: Sarath

Technology Base: Inner Sphere (Advanced)

Tonnage: 50

Battle Value: 1,630

Equipment

Internal Structure:

Engine: 250XL

WalkingMP: 5 (6)

Running MP: 8 (9)

Jumping MP: 0

Heat Sinks: 10 [20]

Gyro:

Cockpit:

Armor Factor: 184

Internal

Structure

Head 3

Center Torso 16

Center Torso (rear)

R/L Torso 12

R/L Torso (rear)

R/ L Front Leg 12

R/L Rear Leg 12

Armor

Value

8 25

7

20

4

24

24

Mass

5

6.5

0 3

3 1 1.5

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Weight and Space Allocation Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Critical Tonnage Location Fixed Spaces Remaining Configuration A-Mixed Configuration 8-Mixed Head ER Small Laser 0 2 LRM 15 (C)* RT 4 7 Plasma Rifle* RT 2 6 Center Torso None 2 2MML3* RT 4 3 2 Medium Lasers* RT 2 2 Right Torso 3 Engine 8 ER Small Laser (C) CT 1 .5 4 ER Flamers* RT 4 4

1 Quad Turret (15 tons) Ammo (LRM) 16 LT 2 2 Ammo (Plasma) 20 CT 2 2 Left Torso 3 Engine 3 Ammo (MML) 40/33 FRL Double Heat Sink LT 3 1

6TSM Ammo (MML) 40/33 FLL Talons (C) 4 Right Front Leg None 2 Ammo(LRM)8 RRL Battle Value: 1,475 Left Front Leg None 2 Ammo(LRM)B RLL Right Rear Leg None 2 Jump Jet FRL .5 Left Rear Leg None 2 Jump Jet FLL .5

Jump Jet CT .5

Notes: *These weapons are mounted in a Quad BattleMech Turret. Jump Jet RRL .5

**Talons occupy 2 criticals in each leg. Features the following Jump Jet RLL .5

Design Quirks: Compact'Mech, Distracting, Bad Reputation. Battle Value: 1,738

Fixed Equipment Location Critical Tonnage ER Small Laser H 1 .5 Quad Turret (15 tons) RT 1.5

Weapons and Ammo Location Critical Tonnage Primary Weapons Configuration Heavy PPC* RT 4 10 Light PPC* RT 2 3 ER Medium Laser* RT 1 1 Spikes RT .5 ER Medium Laser CT 1 Spikes CT .5 Beagle Active Probe LT 2 1.5 Spikes LT 1 .5 Spikes RFL .5 Spikes LFL .5

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Mass: 55 tons Chassis: Csesztreg QuadVee 55.4 Endo Steel Power Plant: 275 Fusion Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Compound H 17 Ferro-Fibrous Armament:

2 Model Vi Improved Heavy Medium Lasers 2 Tau-11 Anti-personnel Gauss Rifles 1 Type XV "Crossbow" LRM-15 Launcher

Manufacturer: Csesztreg lndustriplex Alpha Annex Primary Factory: Csesztreg

Communications System: CH2 Series Integrated with ECM Suite

Targeting & Tracking System: Version Gamma-vns

When it began development in the early 3130s, the Cyllaros was-at least according to the Hell 's Horses engineers who designed it-the start of a "brave new frontier in battlefield tech­nology:' Intended as the first of a new generation in combat units, it was the first of the QuadVees (quadruped vehicles), an experimental notion the Horses hoped would combine the best fea­tures of BattleMechs and combat vehicles.

The Cyl/aros first saw actual battle when it debuted as part of the Clan's defense against a routine Trial of Possession in 3136. Though the jury is still out on whether these hybrids have any real place in modern warfare, to call the Cyl/aros a failure would be misleading. As a BattleMech that can be carried and deployed as a vehicle, the convertible Cyl/aros can surprise an unwary oppo­nent. Its real trouble stems from the same source that ultimately hobbled the Land-Air 'Mechs that are its distant kin: in attempting to perform two duties, QuadVees excel at neither one.

CAPABILITIES The Cyl/aros' armament is focused mainly on

delivering increasingly greater damage the closer it gets to its enemy, starting with a far-reaching LRM, and ending with a combination of heavy lasers and anti-personnel weapons ideal for work against battle armor and light vehicles alike. With a ground speed comparable to most classic Clan heavies, and an ECM suite for good measure, the presumption is that this 'Mech is designed mainly to provide the anti-infantry, electronic warfare, and fire support needs of itS> Star.

DEPLOYMENT The Cyl/aros' limitations-if not those of the

entire QuadVee concept-became readily appar­ent during a Trial of Possession for an armor stock­pile on Derf. Against a Jade Falcon attack force al­most entirely comprised of 'Mechs, the defending Horses deployed a Binary that included a full Star of QuadVees, two of them Cyl/aroses.

Though the QuadVees did initially confuse the Falcon warriors, most accounts report that the Horses' crews had difficulty taking full ad­vantage of their flexibility. This was especially true for the Cyl/aroses, which featured an earlier divided-style cockpit arrangement that only served to impair crew communication. Two of the QuadVees remained in vehicular mode for the entire Trial, and both were destroyed after becoming trapped in difficult terrain while at­tempting to flank their opponents. One Cyllaros was defeated in an effort to stand toe-to-toe with an older Cougar. The Horses did carry the day, but only after four of the five new QuadVees were reduced to scrap.

Despite their lackluster performance on Derf, Cyllaroses entered full production. Many found their way into second-line Galaxies for further field testing. Most were assigned to Epsilon Galaxy (the Stonewall Brigade), and

would not see action until 3138, when the Horses and Falcons converged on Clan Wolf's abandoned occupation zone. Cyllaroses in the Ninth Horde Cluster saw limited combat in the taking of Weingarten and Thannhausen, and a supporting role in a skirmish with Rasalhague Dominion forces on Carse. In all cases the QuadVees performed well, if not spectacularly.

None of the Hells Horses troops that fought alongside Malvina Hazen and her Golden Ordun included QuadVees, and there have been no reports of these hybrid 'Mechs fighting against · Inner Sphere troops. This, of course, may change in the years ahead, as the Jade Falcons continue to pressure the Lyran Commonwealth-with the Hell's Horses riding just behind them.

NOTABLE UNITS

Star Commander Uriah: As head of a vehicle Star in the Falcons' Third Mixed Cluster, Uriah was at first baffled by the Cyllaros appearing on Butler during a 3144 raid by the Horses' Seventy­seventh Mechanized Cavalry. His Star of aging Sokars managed to defeat some of the QuadVees with the help of a Star of 'Mechs, and he was ordered to salvage the Cyllaroses to replace his battle losses. Uriah was hesitant to comply, as the repaired Cyl/aroses seemed ungainly at first; however, his mandate forced him to incorporate the QuadVees into the standard police and anti­riot tactics his Star is accustomed to, which re­sulted in vastly improved performance.

Nova Captain Xavier Mendoza: The Ninety­seventh Mechanized Cavalry Cluster was among the first to receive large quantities of Cyllaroses. When Xavier Mendoza's Nova Captain poorly integrated the new QuadVee concept into the Cluster's tactics, Xavier denounced her as a relic and beat her in a Trial of Possession over her rank.

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Type: Cyllaros Technology Base: Clan (Advanced) Tonnage: 55 Battle Value: 1,450

Equipment Internal Structure: Endo Steel QuadVee Conversion Eqpt: Engine: 275

Walking MP: 5 Running MP: 8 Jumping MP: 0 Tracked Cruise MP: 5 Tracked Flank MP: 8

Heat Sinks (Laser): 10 [20]

Gyro: Cockpit: Armor Factor (Ferro): 144

Internal Structure

Head 3 Center Torso 18 Center Torso (rear) R/L Torso 13 R/L Torso (rear) R/L Front Legs 13 R/L Rear Legs 13

Armor Value

9 17 10 16 8 15

Mass 3 6

15.5

0 3 4

7.5

Weapons and Ammo Improved Heavy

Medium Laser AP Gauss Rifle Ammo (AP Gauss) 40 ECM Suite LRM 15 Ammo (LRM) 16 Improved Heavy

Medium Laser AP Gauss Rifle Tracks

Location Critical

RT 2 RT RT RT CT 2 LT

LT LT

*

2

2

4

Tonnage

1 .5

3.5 2

.5

Notes: *Tracks take up 1 critical slot in each leg. Features the following Design Quirks: Bad Reputation, Hard to Pilot, No Ejection System, Non-Standard Parts.

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Mass: 55 tons Chassis: EXR Endo Steel Power Plant: Hermes 330 XL Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: None

Jump Capacity: None Armor: New Samarkand Royal Ferro-Fibrous

with CASE II Armament:

2 Diverse Optics 30X Extended-Range Large Lasers

2 Long Fire V LRM 5 Launchers 1 Shigunga MRM 10 Launcher

Manufacturer: Independence Weaponry Primary Factory: Quentin

Communications System: Garret T11-B Targeting &Tracking System: Garret D2j

Heavily championed by Warlord Mitsura Sakamoto for more than a decade, the Exhumer entered the rolls of the Benjamin District Regulars in 3129. Sakamoto, who held sev­eral engineering degrees, firmly believed the Exhumer would become the DCMS's next stan­dard BattleMech, taking the place of the Dragon and Thunderbolt.

CAPABILITIES The Exhumer met very little acclaim among

the rank-and-file MechWarriors of the Benjamin Military District. Its multiple missile launchers do not carry a powerful punch and suffer from continuous targeting problems due to poor in­tegration the use of surplus Garret systems. The Exhumer's loadout is best used at a distance, making its prominent battle fists an odd choice for a long-range combat machine.

DEPLOYMENT The Second Benjamin Regulars received

the first of several Exhumers and put them to im­mediate use in raiding along the Dominion and Republic borders. During one raid on Dehgolan, Chu-i Roberta Sato positioned her Exhumer on a low rise to cover the rest of her heavy recon­naissance lance as they approached a Ghost Bear position. The Bears reacted to the Dragon's pres­ence and sent out a mixed Star of vehicles, battle armor, and a lone Thresher. Sato cut loose with a full salvo of missiles at the ~nemy 'Mech. As her force of hovertanks moved to evade the heavier Bear force, Sato watched in horror as the missiles missed their target and showered her lead Cizin. The chu-i covered her lance's withdrawal through judicious use of her lasers; the Exhumer's entire targeting system needed a complete overhaul when the lance returned to Chandler.

Stories similar to Sato's experience were com­mon in the few years after the Exhumer's debut. In an attempt to save face, Warlord Sakamoto ordered a complete electronic overhaul of all Exhumers on active duty. He then cancelled the DCMS' remaining order and shunted them into the Dragon's small but competitive mercenary market. Despite the targeting issues, the Exhumer was better received among mercenary forces.

Gannon's Cannons, employed by the DCMS for a strike mission on Pike IV shortly before the Combine's invasion of Prefecture II, used an Exhumer to smash through a Republic fire­base. After their Yeomen shelled the thick fer­rocrete walls, Lieutenant Mackie Derer moved his Exhumerforward and used its battle fists to exploit a rupture. By forcing the breach in this manner, the Cannons were able to extract their target in one piece: Chu-saYiguchi Saito, son of Pesht Military District Warlord Doppo Saito.

VARIANTS When the Exhumer was brought to the

mercenary market, Independence Weaponry provided an update to the maligned 'Mech. Built with short range combat in mind, small­er missile packs, pulse lasers, and a new triple myomer system, this variant proved to be high­ly popular.

NOTABLE UNITS

Joe Gaskill: A confident and intense warrior, Gaskill found nearly two decades of success among the lower class arenas of Solaris VII. In 3143, he stunned the crowds with his unCilerdog win over Mike "MadMan" Rolph to take the title of Grand Champion. Gaskill's easygoing and humble personality gives him an aura of refine­ment that makes him popular among younger fans. When not stomping around the arenas in his Exhumer (nicknamed "Sweetness"), he runs a successful drum and percussion school in the International Zone.

Gonzalo Sanchez: Sanchez has a deserved reputation for taking cockpit shots as his "signa­ture move" in the free-form arenas on Fletcher. Drummed out of the LCAF in 3128, Sanchez spent several years in a Donegal prison before finding his way to the brutal arenas of Fletcher's underworld game circuit.

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Type: Exhumer Technology Base: Inner Sphere Tonnage: 55 Battle Value: 1,468

Equipment Internal Structure: Endo Steel Engine: 330 XL

Walking MP: 6 Running MP: 9 Jumping MP: 0

Heat Sinks: 12 [24]

Gyro: Cockpit: Armor Factor (Ferro): 185

Internal Structure

Head 3 Center Torso 18 Center Torso (rear)

R/L Torso 13 R/L Torso (rear) R/LArm 9 R/L Leg 13

Armor Value

9 26 10 18 8 18 26

Mass 3

12.5

2 4 3

10.5

Weapons and Ammo Location Critical Tonnage ER Large Laser RA 2 5 LRM5 RT 2 MRM 10 CT 2 3 LRM5 LT 2 Ammo (LRM) 24 LT Ammo (MRM) 24 LT CASE II LT 1 1

ER Large Laser LA 2 5

Notes: Features the following Design Quirks: Battlefists.

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Mass: 55 tons Chassis: Coventry GTL-Fiex En do Steel Power Plant: Defiance 275 Light Cruising Speed: 54 kph Maximum Speed: 86 kph, 108 kph with MASC Jump Jets: None

Jump Capacity: None Armor: Lexington Limited Light Ferro-Fibrous Armament:

21 tons of pod space Manufacturer: Coventry Metal Works

Primary Factory: Coventry Communications System: Cyclops 24XS

Adaptable Targeting & Tracking System: Cyclops Special

Limited

It took nearly thirty years for the GTL-1 0 Gauntlet to enter production after Archon Adam Steiner first proposed the development of a medium OmniMech to honor the Lyran spirit. In spite of persistent technical difficulties and the opposition of many senior generals, the Gauntlet entered the LCAF in 3128 and has since become a favorite of the lightning companies.

CAPABILITIES A troubled development cycle marred

the Gauntlet's debut, but CMW produced a solid cavalry OmniMech that can race along at speeds associated with light 'Mechs. The pri­mary configuration is geared toward longer­range engagements in open terrain, while the A configuration offers the flexibility of a strong MML battery and the B configuration is suitable for knife-fighting. The C configuration with TSEMP is a relatively new development that has been used in daring operations to capture Clan 'Mechs intact.

DEPLOYMENT Despite the not-so-subtle disapproval of

the 'Mech by the LCAF senior command, the Gauntlet has never been offered for foreign sale. Adam Steiner had proposed an exclusively Lyran 'Mech and no one had much interest in challenging that vision. Distribution of the 'Mech within the LCAF is somewhat haphaz­ard, as commanders in several prestigious regi­ments that would normally be first in line for an OmniMech have not requested supply of the unit. As a result Gaunt(ets have percolated down to medium companies throughout the LCAF, where the distance from social generals has given it a much warmer welcome.

During the Jade Falcon invasion of Arcturus in 3142 the defending Fifteenth Arcturan Guards fielded a lance of Gauntlets in their lightning company. The regiment was soon overwhelmed by the numbers and ferocity of the Clan assault, and forced to retreat back to its DropShips. The Gauntlets proved critical to the rearguard by running down light Falcon 'Mechsthat slipped past the screening elements. The lance was then switched over to urban combat configurations as the Guards reached the long-abandoned city of Brighton. Aggressive tactics by the Gauntlet lance bought sufficient time for the Guards' surviving conventional forces to load their DropShips.

Gauntlets have also proven their value against Inner Sphere foes. During the invasion of Uhuru at the start of Operation HAMMERFALL, the Fourth Lyran Regulars faced the Thirteenth Atrean Hussars in a quick-moving battle of skirmishes and ambushes on the world's vast savannahs. The Fourth Regulars kept their Gauntlets at the forefront of the attack, baiting the Hussars into a hasty assault. As the Hussars took the bait, the Gauntlets switched out their

skirmishing configuration for a close-in arma­ment and decimated the attacking force.

NOTABLE UNITS

Leutnant Erdmann Brewer: A distant relation to deposed Archon Vedet Brewer, Erdmann was serving in the First Hesperus Guards when Vedet usurped the Archonship. Disgusted with Vedet's treason, he deserted the Guards and joined the Fourteenth Lyran Regulars. AfterTrillian Steiner ascended to the throne, Erdmann requested a · Gauntlet as a show of patriotism after his peers questioned whether he retained any loyalty to the "pretend Archon:'

Type: Gauntlet

Technology Base: Inner Sphere

Tonnage: 55

Battle Value: 1 ,846

Equipment

Internal Structure: Endo Steel

Engine: 275 Light

Walking MP: 5

Running MP: 8 (10)

Jumping MP: 0

Heat Sinks: 10 [20]

Gyro:

Cockpit: Armor Factor (Light Ferro): 169

Internal

Structure

Head 3 Center Torso 18

Center Torso (rear)

R/L Torso 13 R/L Torso (rear)

R/LArm 9

R/L Leg 13

Armor

Value

9

24

10

20

5

18

20

Mass

3 12

0

3 3

10

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Weight and Space Allocation Location Fixed Spaces Remaining Head 1 Endo Steel 0 Center Torso 1 Light Ferro-Fibrous 1 Right Torso 2 Light Engine 4

3MASC 3 Endo Steel

LeftTorso 2 Light Engine 4 6 Endo Steel

Right Arm 2 Endo Steel 3 3 Light Ferro-Fibrous

Left Arm 2 Endo Steel 3 3 Light Ferro-Fibrous

Right Leg None 2 Left Leg None 2

Notes: Features the following Design Quirks: Poor Life Support, Rumble Seat.

Fixed Equipment MASC

Location RT

Weapons and Ammo Location Primary Weapons Configuration Heavy PPC RA Supercharger CT Ammo (Thunderbolt) 12 LT CASE LT Thunderbolt 10 LA

Alternate Configuration A Light PPC RA Ammo (MML) 34/28 RA CASE II RA MML7 RT MML7 LT Light PPC LA Ammo (MML) 34/28 LA CASE II LA

Battle Value: 1,420

Alternate Configuration 8 5 Medium Lasers RA Medium Pulse Laser RT Guardian ECM Suite RT Coolant Pod RT Targeting Computer LT Coolant Pod LT 5 Medium Lasers LA Jump Jets RL Jump Jet CT Jump Jets LL

Battle Value: 2,076

Tonnage 3

Critical

4 1 2

2

2 2 1 4 4 2 2

5

10 1.5 2 .5 7

3 2 1

4.5 4.5 3 2

5 2

1.5

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Mass: 55 tons Chassis: Olivetti Stage 3 Power Plant: 275 Fusion XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: Clan Standard Type A 1 with Partial

Wing Jump Capacity: 150 meters

Armor: Raydient Advance Series 4 Armament:

2 Series 6b ER Large Lasers 2 Type OVR-V LB 2-X Autocannons

Manufacturer: Olivetti Weaponry Primary Factory: Sudeten

Communications System: Raptor X-TType iii Targeting & Tracking System: Goshawk

E-Series with Light Active Probe

Given the success of Olivetti Weaponry's Eyrie in 3087, many were surprised when the Jade Falcons waited twenty-five years to unveil the Eyrie's heavier sibling. Truthfully, Olivetti never planned to design a BattleMech to follow in the Eyrie's footsteps; A Clan Council initiative at the turn of the thirty-second century was meant to revitalize the flagging touman during Devlin Stone's peace, and the Gyrfalcon was the first tangible result of that program. Alongside the Eyrie, this new BattleMech was intended to inspire the next generation of Jade Falcons to new heights and to reinforce a sense of pride, patriotism, and culture in the Clan's older war­riors. The initiative was a smashing success. Warriors of all stripes embraced the Gyrfalcon not only for its battlefield prowess but also for its fearsome shape that screamed "I am Jade Falcon" to all potential challengers.

CAPABILITIES The Gyrfalcon is a workhorse BattleMech.

Able to outrun and outmaneuver many

opponents in its weight class due to MASC and its partial wing assembly, the Gyrfalcon can maintain considerable offensive pressure. Its weapons keep challengers at range while the MechWarrior relies on the Gyrfalcon's re­flective armor to fend off return fire. Although the Gyrfalcon lacks the razor-sharp talons of its smaller sibling, in the event of a close-range contest, the 'Mech's legs are designed to with­stand the rigors of performing a Death From Above assault.

DEPLOYMENT Like all of the Jade Falcon's totem 'Mechs,

the Gyrfalcon only sees service with the Falcons, and it can be found in most battle Stars throughout the Clan's touman.

In an effort to showcase the new 'Mech's capabilities, the Second Falcon Dragoons land­ed on Chateau in 3113 and challenged the Hell's Horses'Thirtieth Mechanized Strike Cluster. The Trial of Possession targeted the Thirtieth's sole Star of Baliuses, one of the Horses' signature 'Mechs, and the Falcons' batcha/1 challenged that Star to defend itself in the trial. The Falcons sought to prove that they possessed the more efficient totem 'Mech of both Clans. In the A vi on Hills, a full Star of the Second Dragoons' Gyrfalcons met the Thirtieth's Balius Star. The Dragoons used the hills to their advantage and kept the heavier Horse 'Mechs at long range until the Trial's final minutes. Once the Baliuses closed the gap, two Gyrfalcons leapt from hill­tops onto the Horses, instantly crushing two Baliuses with expertly timed Deaths From Above attacks. The remaining Horses fought for a short time before requesting hegira. Instead of claiming the Baliuses as isorla, Star Colonel Hazen ordered his warriors to publicly destroy the 'Mechs in front of the Horse warriors, leav­ing no salvageable components behind.

VARIANTS Gyrfalcon variants commonly resulted from

pilot preference and are available as refits. All known variant configurations replace the stan­dard model's reflective armor with lighter, more common ferro-fibrous armor. The heat-efficient Gyrfalcon 2 also replaces the active probe with two laser heat sinks. The Gyrfalcon 3 ties dual Ultra AC/2s with a targeting computer, making this a favored configuration with aggressive risk-takers unconcerned about heat manage­ment. The least common configuration is the · Gyrfalcon 4, a specialized model which modifies the Gyrfalcon 2 by replacing the paired autocan­non with TSEMPs.

NOTABLE UNITS

Star Captain Jiyi Chi stu: Unusual for a t rueborn warrior, Jiyi Chistu of the Fifth Battle Cluster is quiet and reserved. Starmates and superiors often goad him into responding, but he is diffi­cult to provoke. Behind his humble exterior lies the heart of a consummate tactician and politi­cian. Whether at the controls of his Gyrfalcon, Emerald, or in kurultais or Clan Council assem­blies, Jiyi has proven adept at manipulating the martial and political landscape of his Clan, which has led his critics to accuse him of being of Clan Snow Raven genestock.

Star Captain Benj Malthus: Descended from the genestock of Jihad hero Taman Malthus, Benj is built more like an Elemental than most MechWarriors. As a warrior in the 124th Falcon Striker Cluster, Benj espouses the Slips' neo­Crusader beliefs and revels in combat against the "filthy surats" of the Inner Sphere.

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Type: Gyrfalcon Technology Base: Clan (Advanced) Tonnage: 55 Battle Value: 2,367

Equipment Mass Internal Structure: Endo Steel 3 Engine: 275 XL 8

Walking MP: 5 Running MP: 8 (10) Jumping MP: 5*

Heat Sinks (Laser): 11 [22]* 1 Gyro: 3 Cockpit: 3 Armor Factor (Reflective): 144 9

Internal Armor Structure Value

Head 3 9 Center Torso 18 21 Center Torso (rear) 6 R/L Torso 13 16 R/ L Torso (rear) 5 R/L Arm 9 15 R/L Leg 13 18

Weapons and Ammo Location Critical Tonnage ER Large Laser RA 1 4 LB 2-X AC RA 3 5 Ammo (LB-X) 45 RA Light Active Probe H .5 MASC LT 2 2 ER Large Laser LA 1 4 LB 2-X AC LA 3 5 :>-Ammo (LB-X) 45 LA

~ Partial Wing RT/LT 3/3 3 Jump Jets RT 2 Jump Jet CT .5 Jump Jets LT 2

Notes: *Partial Wing adds +2 Jump MP and -3 Heat per turn in Standard atmosphere (see pp. 293 and 295, TO, for additional rules). Features the following Design Quirks: Distracting, Reinforced Legs.

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Mass: 55 tons Chassis: Luthien Class 52 Endo Steel Power Plant: Hermes 330 XL Cruising Speed: 64 kph, 75 kph with Triple­

Strength Myomer Maximum Speed: 86 kph, 108 kph with Triple­

Strength Myomer Jump Jets: Icarus 81

Jump Capacity: 120 meters Armor: New Samarkand Teppeki Hardened Armament:

1 Lord's Light 3 Heavy Particle Projection Cannon

2 Diverse Optics Type 20X Extended-Range Medium Lasers

Manufacturer: Luthien Armor Works Primary Factory: New Samarkand

Communications System: Sipher CommSys 4 Targeting & Tracking System: Neko Megane 7

As the Combine's unofficial cultural rebirth took hold, LAW engineers developed a stylized medium BattleMech for the Dragon's more ag­gressive samurai. Similar to the Rokurokubi in philosophy, it has found favor among rank-and­file DCMS MechWarriors in the decade since its debut.

CAPABILITIES Mounting advanced myomers once found

among Davion and Capellan BattleMechs, the Hitotsume-Kozo, or "one-eyed dwarf;' uses its variable speed to quickly bring its blade into close quarters. Experienced pilots will care­fully mix their energy weapon usage to build and maintain the Hitotsume's heat curve, giv­ing it a deadly blend of speed, damage, and maneuverability. When combined with lighter Rokurokubis, Hitotsumes often provide ranged cover fire as their lighter brethren charge into the fray.

DEPLOYMENT The first Hitotsumes were difficult to appre­

ciate by the average samurai because of their advanced structure and finicky heat curve. As a result, the Procurement Department believed it a dud concept and shunted them to the Ghost regiments and other less-favored units. However, some enthusiastic officers-most notably former Warlord Katana Tormark-and the yakuza-samu­rai embraced the Hitotsume. Through extensive practice and raiding operations-as well as pair­ing them with Rokurokubisand other fast, close­quarters 'Mechs-these samurai turned them into efficient killing machines.

One event on Mara typifies the savage grace shown by a competent Hitotsume pilot. A mixed company from the First Ghost at­tacked a fortified bunker network defended by the Second Robinson Strikers. The Ghost force fielded five Hitotsumes and a smatter­ing of Rokurokubis, Panthers, and Dragons. Moving along the edge of effective range, the Hitotsumes blasted the distant bunker walls and eventually breached them. The Hitotsumes then closed at a slow pace, providing cover fire for the sprinting Rokurokubis and slower Panthers.

The Combine light 'Mechs forced their way into the hillside bunker and were swarmed by Striker battle armor. The battle raged outward as the Strikers committed their 'Mechs to the defense. The Davions were caught by surprise when the five Hitotsumes suddenly sprinted forward and waded into the tight confines of the complex. Expertly wielding their blades and feathering their heat, the five samurai cut down the remaining Davion defenders. With the bun­ker breached, the way was clear for the First Ghost to fall upon the planetary capital, Terrace.

In the hands of an unfamiliar pilot, how­ever, the Hitotsume is a deathtrap. Sho-sa Miguel Tanaka-Rheese of the Eleventh Ghost

was on patrol during the Combine's assault on Brookeland. The sho-sa moved out of position to investigate a sensor anomaly and found him­self surrounded by a squad of Cavaliers and two Marksmen tanks. Unfamiliar with the Hitotsume's temperamental heat curve and out of range of his lancemates, Tanaka-Rheese quickly over­heated his 'Mech in firing on the Davion tanks. The Hitotsume shut down, allowing the Cavaliers to swarm his fallen BattleMech and take the sho­sa prisoner. Embarrassed by his obscene failure to properly wield his weapon, Tanaka-Rheese fashioned a crude dagger while in custody and committed seppuku.

VARIANTS LAW has provided the DCMS with one vari­

ant of the Hitotsume-Kozo. Exchanging its par­ticle cannon for a heavy ultra autocannon and upgrading its laser array, the -1 P has been posi­tively received by MechWarriors in the Ghost Regiments.

NOTABLE UNITS

Sho-sa Kasumi Cho: The former commander of Mu-teki lance, a combined Combine/Nova Cat experiment, Cho was promoted to the First Ghost shortly before the Clan Nova Cat rebel­lion. The sho-sa served with distinction under Yamamoto on Mara, taking down a Davion Enforcer at point-blank range and beheading an Axman attempting to flank her.

Katana Tormark: The former warlord of Dieron, Tormark backed the wrong side in the Nova Cat rebellion. She was once honored with an experimental Hitotsume. After her cap­ture, she was rumored to have been taken to New Samarkand, occupying a deep dungeon cell within an ISF stronghold.

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Type: Hitotsume Kozo Technology Base: Inner Sphere (Advanced) Tonnage: 55 Battle Value: 1,967

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro (XL): Cockpit: Armor Factor (Hardened):

Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg

Endo Steel 330 XL 6 (7) 8(10)

4 12 [24]

116 Internal

Structure 3 18

13

9 13

Armor Value

9 20 5 13 5 10 13

Mass 3

12.5

2 2 3

14.5

Weapons and Ammo Location Critical Tonnage Hatchet RA 4 4 Heavy PPC RT 4 10 2 ER Medium Lasers LA 2 2 Triple-Strength Myomer RAILA 3/3 0 Jump Jets RT 2 Jump Jets LT 2

Notes: Hardened Armor reduces Running MP by 1. Features the following Design Quirks: Stable, Difficult to Maintain.

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Mass: 55 tons Chassis: NETC Kappa Endo Steel Power Plant: Core Tek 275 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Wall Type 8 Light Ferro-Fibrous with

CASE II Armament:

1 M-7 Gauss Rifle 1 Martell-X Medium X-Pulse Laser 1 Martell Extended Range Medium Laser 1 Blankenburg Small Variable-Speed

Pulse Laser 1 Holly 7 Tube Multi-Missile Launcher

Manufacturer: New Earth Trading Company Primary Factory: New Earth

Communications System: Marshal 635 Targeting &Tracking System: Scope 4520

The discovery that ComStar had recon­stituted the Com Guards came as a shock to RAF intelligence, but even more alarming was the presence in their ranks of 'Mechs and DropShips that had never been seen before. During the long coursing of the Com Guards to Epsilon Eridani careful attention was paid to evidence that might lead the RAF to the Com Guards' suppliers, and that attention paid off. Almost immediately after the Com Guards' destruction RAF security forces including several knights and a paladin descended on New Earth and claimed the New Earth Trading Company. Re-staffed and nationalized, NETC's products now flow into the RAF's ranks, includ­ing the Kheper.

CAPABILITIES The Kheper is a versatile medium combat­

ant, though its lack of jump jets limits its utility. The M-7 is a venerable weapon, and well sup­ported by a covey of lasers and a multi-missile launcher. Modestly armored, the Kheper's real strength is in its simple construction. With so few production facilities, the Com Guards needed equipment available in bulk; to the Republic's benefit, it turns out, since the RAF's needs are the same.

DEPLOYMENT The Kheper was a common component

of Com Guard Level lis in their rebuilt First Division, and fought to the last with that divi­sion on Epsilon Eridani. In the few years that Khepers have entered the RAF, they have proven popular machines in raiding parties. If the RAF had no knowledge of the Kheper's production, it's as near certain as anything that no one else did, either.

During a destabilizing raid on Milton in 3144, RAF Captain Pamela Pameswaran piloted a Kheper against Clan Wolf as part of a lance of medium 'Mechs, painted in FWLM colors and broadcasting Free Worlds transponders. When a so/ahma Nova came upon the RAF lance on its way to its objective, the Star Commander declared a Trial of Possession for the unknown 'Mech. Captain Pameswaran agreed, and the Nova bid to three Points of 'Mechs and two of battle armor. During the battle, Pameswaran's big Gauss rifle accounted for three Elementals and two of the BattleMechs. Though their original raid was blown by the interception, the Wolves wasted months hitting Free Worlds

worlds looking for the Kheper-which the Mariks, of course, had never heard of.

NETC's production lines continue to op­erate under the RAF's management, pushing more and more Khepers into the RAF's arsenal. RAF strategists expect this to pay dividends once the Fortress is lowered and the RAF moves to reclaim its occupied territory. Against oppo­nents who haven't faced the Kheper, its unique nature will multiply its effect.

NOTABLE UNITS

Captain Pamela Pameswaran: Originally from Alcor, Captain Pameswaran rose throuogh the ranks of the Triarii before transferring to Stone's Brigade in 3143. She was present at the final bat­tle ofthe Com Guards at Epsilon Eridani and saw the Kheper in action. It was this experience that got her assigned to one of the first RAF Khepers, but her skill put her on the raiding teams. Since her action on Milton she has advocated for fur­ther raids in the Wolf Empire to keep the Clan wasting resources looking for its mystery 'Mech.

Sir Trenton Calhoun: Knight of Sphere Trenton Calhoun served with distinction during the de­struction of the Com Guards. He was shot out of his 'Mech during the battle's final stages and claimed a Com Guard Kheper from the salvage pool as its replacement. He has been lobbying to lead a raiding team from the Fortress into the Federated Suns, hoping to fan the flames of con­flict between the Confederation and the Suns, but thus far his requests have been refused. Sir Trenton bides his time training his company in raiding tactics, in case the RAF changes its mind.

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Type: Kheper Technology Base: Inner Sphere (Advanced) Tonnage: 55 Battle Value: 1,568

Equipment Internal Structure: Endo Steel Engine: 275 XL

Walking MP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 10 [20] Gyro (XL): Cockpit: Armor Factor (Light Ferro): 152

Internal Armor Structure Value

Head 3 9 Center Torso 18 24 Center Torso (rear) 7 R/L Torso 13 15 R/L Torso (rear) 6 R/LArm 9 15 R/L Leg 13 20

Mass 3 8

0 1.5 3 9

Weapons and Ammo Location Critical Tonnage Gauss Rifle RA 7 15 CASE II RA 1 1 Ammo (Gauss) 16 RT 2 2 Small VSP Laser RT 2 Medium X-Pulse Laser H 2 ER Medium Laser LT 1 1 Ammo (MML) 34/28 LT 2 2 CASE II LT MML7 LA 4 4.5

Notes: Features the following Design Quirk: Bad Reputation, Easy to Maintain.

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Mass: 60 tons Chassis: Dorwinion Royal Fox Power Plant: Model 42b 300 XXL Cruising Speed: 54 kph Maximum Speed: 86 kph, 1 08 kph with MASC Jump Jets: None

Jump Capacity: None Armor: StarGuard Nightshroud Stealth

with CASE Armament:

1 Mydron Tornado Rotary Class 5 Autocannon

2 ExoStar Pinnacle (Ciantech) Extended Range Large Lasers

Manufacturer: Achernar BattleMechs Primary Factory: New Avalon

Communications System: Lynx-Shur 7 with Guardian ECM Suite

Targeting & Tracking System: Federated Hunter Mk. XII

The Blackout signaled the end of Devlin Stone's dream for a peaceful Inner Sphere, and few companies responded as quickly as Achernar BattleMechs, who released the first Vulpes to the AFFS in 3133, barely a year after the Blackout. A heavy, fast attack 'Mech in the same vein as the venerable Argus, the Vu/pes found a ready home in the regiments of House Davion.

CAPABILITIES Clearly designed with the lessons learned

fighting House Liao in mind, the Vulpes is the AFFS' preeminent heavy attack 'Mech. Designed to fight at the range where its stealth armor offers it the most protection, fast enough to move with the line of battle, and dangerous enough that it can­not be ignored, the Suns' enemies quickly learned to target this powerful 'Mech early.

DEPLOYMENT Vu/pes 'Mechs have earned a fearsome

reputation in the short time they've been in the field. Popular among the AFFS' most elite regiments, they fought in some of the heaviest actions of both invasions. On AI mach, with the First Federated Suns Armored Cavalry, a pair of these 'Mechs led two lances of Red Lancers on a merry chase.

Suffering from heavy Arrow IV bombard­ments, several detachments were sent out to silence the Red Lancers' ,launchers. Though they didn't discover the launchers, the two MechWarriors did stumble onto two recon lances probing for the Armored Cavalry's flank. Activating their armor, the pair attacked from long range, trusting their Clan~standard large lasers to outrange anything the Capellans could hit back with. /

Two Capellan 'Mechs fell almost immedi­ately, while the rest rushed forward, trying to close the range. Protected by their stealth armor, the Vulpes MechWarriors started a retrograde movement, holding the range, though the swift Capell an scouts were still faster. By the time they closed to optimal range for the Vu/pes'Tornado cannons, only five of the Capellans were still mobile. The first autocannon barrage downed another 'Mech, but both Davion autocannons jammed. The Vulpes' pilots withdrew, trying to disengage, but the Capellans followed. By this time their heat burden was rising, and the air filled with the roar of incoming Arrow missiles. Only one of the Vulpes returned to the Armored Cavalry's lines, though they had traded one sixty­ton 'Mech for at least six Capell an scouts.

Captured Vulpeses are prized by both Combine samurai and Capellanjanshi-'Mechs have been observed on both New Syrtis and

Robinson operating under enemy flags, and at least one disaffected company commander took his Vulpes when he deserted to form a mercenary company.

NOTABLE UNITS

Captain Byron DuVaii-Hasek: Captain DuVaii­Hasek of the Sixth Syrtis Fusiliers participated in the defense of New Syrtis in 3145, where he took command of the flagging defense when battalion command was wiped out by an artil­lery strike. DuVaii-Hasek held position at the out­skirts of Saso and fired upon every approaching Capellan 'Mech until his magazine weJJt dry. Then he would pull back and perform a combat reload while other battalion members mopped up his targets. DuVaii-Hasek's company re­mained behind to the bitter end and inflicted se­vere damage on Capellan invaders before being overrun. DuVaii-Hase's Vulpes performed a total of twenty-six combat reloads before falling. For his dedication, he was posthumously awarded the Federated Suns Medal of Honor.

Sang-sao-shoo Jh! Yuen: According to Yuen, she was once a sao-shoo in the Third St. lves Lancers. Throughout the invasion of the Capellan March, she grew increasingly dissatis­fied with the devastation she saw on the worlds the Capellan Confederation intended to claim, thus attracting Maskirovka attention. Yuen then gathered a cabal of likeminded Lancers and abandoned the regiment just before it was to depart for its next assignment. Self-styled as a "senior major" of a partial mercenary battalion, Yuen gained employ with the Federated Suns. The people of the Capellan March presume she is a Maskirovka plant hiding in plain sight.

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Type: Vulpes Technology Base: Mixed Inner Sphere Tonnage: 60 Battle Value: 2,225

Equipment Internal Structure: Engine: 300 XXL (C)

Walking MP: 5 Running MP: 8 (10)

Jumping MP: 0 Heat Sinks: 14 [28]

Gyro: Cockpit: Armor Factor (Stealth): 200

Internal Structure

Head 3 Center Torso 20 Center Torso (rear)

R/L Torso 14 R/L Torso (rear) R/L Arm 10 R/L Leg 14

Armor Value

9 30 9 22 6 20 28

Mass 6

6.5

4

3 3

12.5

Weapons and Ammo Location Critical Tonnage ER Large Laser (C) RA 1 4 Rotary AC/5 RT 6 10 Guardian ECM Suite CT 2 1.5 Ammo (RAC) 40 LT 2 2 CASE LT 1 .5 MASC LT 3 3 ER Large Laser (C) LA 4

Notes: Features the following Design Quirks: Distracting, Difficult to Maintain.

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Mass: 60 tons Chassis: Eden Mk 72-0M Endo Steel Power Plant: Type 1300 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Composite Alpha-V1 Ferro-Lamellar Armament:

25 tons of pod space Manufacturer: Manufacturing Plant SFF-TU1

Primary Factory: Tukayyid Communications System: Com set 1 Targeting & Tracking System: J-Track 52

The original Vulture has adapted to incor­porate new technologies, but has remained fundamentally unchanged sinc,e its inception. The large torso pods, angled u~ward to wring the last meter of range out of any missile, are self-contained, ensuring ammo and loading mechanisms operate reliably under all condi­tions and fully protecting an inherently vulner­able subsystem. The cockpit, positioned to give the pilot a panoramic view for targeting long­range weapons, appears fragile and exposed, but this is an illusion. The heavily reinforced ferro-glass provides ample protection and is angled to deflect all but the most direct hits. More importantly, the only way an enemy can get a clear shot at the tiny cockpit is to get di­rectly in front of the 'Mech and hold position while aiming.

CAPABILITIES Though the Vulture lacks jump jets, it's

surprisingly agile and undaunted by any ter­rain-which might be expected of a 'Mech intended to take and hold the high ground. Alternate configurations of the Vulture usu­ally involve changing the type and number of

missile tubes. Because storage area is limited to the torso pods, there is a direct relationship to the range of the missiles and how many can be carried . To maximize missile capacity the ammunition for any projectile weapons mounted in the Vulture's arms must also be stored in the arms, which imposes a limit on available rounds and increases the chance of the MechWarrior finding herself out of ammo and relying on her two center-mounted lasers in a protracted firelight. To prevent this, at least one arm of every Vu1ture configuration mounts an energy weapon.

DEPLOYMENT Because the flexibility, reliability, and ac­

curacy of its torso-mounted missile racks and the available long-range arm weapons make the Vulture an ideal support 'Mech, there isn't a Clan or nation that does not field one or more Vulture Mk IVs.

NOTABLE UNITS

Alan Plisskin: Best known for working with the Wolf Hunters, Plisskin has survived more close calls than most MechWarriors. Witnesses have counted at least six direct hits to his cockpit, but he has somehow walked away from every one. Quiet and aloof when interacting with others, Plisskin never shakes hands with anyone, even when brokering a contract. This behavior has led many to believe he has survived his near­death injuries due to extensive cybernetic re­construction and thus may have ties to a dor­mant Word of Blake cell. In battle, Plisskin is considered a risk-taker, often using daring tac­tics such as pretending to be out of ammunition in order to trick his opponents into letting him line up the perfect shot.

Kommandant Paul Udet: A graduate of the Nagelring, Paul Udet advanced through the ranks of the Fifteenth Arcturan Guards solely through his own merit rather than social con­nections. During the Jade Falcons' invasion of Arcturus in 3142, then-Hauptmann Udet claimed command of the battalion when his kommandant buckled under the assault and failed to give timely orders. Along with Hauptmann-Generallan Chesteron's direction, Udet's intervention helped salvage the best of a bad situation and brought him to the atten­tion of the brigade's seniormost officers. The Arcturan Guards leadership would like to even­tually groom Udet for regimental command, but those close to him doubt he will ever accept a promotion, as it would mean he would no lon­ger be able to pilot his Vulture, Schmutzvogel, on the frontlines.

Type: Mad Dog Mk IV

Inner Sphere Designation: Vulture Mk IV

Technology Base: Clan {Advanced)

Tonnage: 60

Battle Value: 2,110

Equipment

Internal Structure: Endo Steel

Engine: 300XL

WalkingMP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 12 [24]

Gyro:

Cockpit:

Armor Factor (Lamellar): 201

Internal

Structure

Head 3

Center Torso 20

Center Torso (rear)

R/ L Torso 14

R/ L Torso {rear)

R/L Arm 10

R/L Leg 14

Armor

Value

9

30

10

20

8 20

28

Mass

9.5

2 3 3

14.5

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Weight and Space Allocation Location Fixed Spaces Remaining

Head 1 Endo Steel 0 Center Torso None 2 RightTorso 2 XL Engine 7

3 Endo Steel

LeftTorso 2 XL Engine 7 3 Endo Steel

Right Arm 4 Ferro-Lamellar 4

Left Arm 4 Ferro-Lamellar 4 Right Leg 2 Ferro-Lamellar 0 Left Leg 2 Ferro-Lamellar 0

Notes: Features the following Design Quirks: Stable, Protected Actuators,

Non-Standard Parts.

Weapons and Ammo Location Primary Weapons Configuration

ER PPC RA 2SRM6 RT Ammo (SRM) 15 RT 2 ER Small Pulse Lasers CT 2SRM6 LT Ammo (SRM) 15 LT LB 5-X AC LA Ammo (LB-X) 20 LA

Alternate Configuration A

Large Pulse Laser RA 2 LRM 5 RT Ammo (LRM) 24 RT 2 ER Small Lasers CT

2 LRM 5 RT Ammo (LRM) 24 RT

Ultra AC/10 LA Ammo (Ultra) 20 LA

Battle Value: 2,177

Alternate Configuration 8

ER PPC RA Streak LRM 15 RT Ammo (Streak) 8 RT 2 ER Small La sers CT Streak LRM 15 LT Ammo (Streak) 8 LT Medium Pulse Laser LA

Battle Value: 2,649

Critical

2 2 1

2 2

4

1

2 2

1 2

2

4 2

2 3 1 2 3

2

Tonnage

6 3

1 3 3

7 1

6

10

2

6 7

7 1 2

Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Critical Tonnage Alternate Configuration C Weapons Configuration D

Improved Heavy Large Laser RA 3 4 Improved Heavy Medium Laser RA 2

Targeting Computer RT 4 4 Double Heat Sink RA 2

2 ER Medium Lasers CT 2 2 Ammo(ATM)S RA 1

Double Heat Sink LT 2 1 ATM 12 RT 7 Ammo (Gauss) 16 LT 2 2 Ammo (ATM) 10 RT 2 2

Gauss Rifle LA 6 12 2 Micro Pu lse Lasers CT 2

Battle Value: 2,584 ATM 12 LT s 7 Ammo (ATM) 10 LT 2 2

Improved Heavy Medium Laser LA 2

Double Heat Sink LA 2 Ammo(ATM) 5 LA

~~

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Mass: 65 tons Chassis: Skobel Template 10 En do Steel Power Plant: VOX 325 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Krupp 205 Light Ferro-Fibrous Armament:

2 Magna Supernova Heavy Particle Projection Cannons

3 Diverse Optics Sunfire Extended Range Medium Lasers

Manufacturer: Skobel MechWorks Primary Factory: Terra

Communications System: Skobel Wave VII Comm -.

Targeting & Tracking System: Falcon 15 Watcher

Skobel presented the Lament to the RAF a few brief years before Stone's retirement and the Blackout. Intended as a powerful main­line combatant in Stone's Brigade, the Lament is clearly an offensive-minded heavy 'Mech designed to crush enemy BattleMechs. RAF procurement slipped the 'Mech into the 3127 appropriations and the Senate approved, and Laments have marched into the RAF ever since.

CAP A BILITIES The Lament's hard-hitting arsenal is built

around energy weapons and the radical heat sinks that make extended engagements survivable. It offers the same hard-hitting profile that made the Awesome and the Warhammer such power­ful attack 'Mechs during the Succession Wars, but without those 'Mechs' crippling heat burdens. Fast, well-armored and enjoying a fearsome repu­tation, Laments serve in every regiment of Stone's Brigade despite unfamiliarity among technicians with the radical heat sink system.

DEPLOYMENT Laments serve both inside and outside

the Fortress. A number of them appear in Redburn's Remnant forces, where they are prized 'Mechs often assigned to spearhead counterassaults. In particular, one lance of Colonel Serrano's Ill Principes Guards contains two Laments, piloted by two brothers, Stephen and Samson Anderson.

During an attack against Dubhe by two Trinaries of the Wolf Guards, the Andersons' lance moved around the main battle and advanced to­ward the Wolf landing zone, hoping to force them to break contact with the rest ofthe Principes and retreat. They found a vehicle Trinary waiting as LZ guards. Though they likely had the firepower to crush the tanks, the Wolf tankers were canny: they stayed close enough to the DropShips to be cov­ered by the vessels' batteries.

The Andersons' paired Laments moved forward . They challenged a single Star of the defenders to a Trial of Possession for one of the DropShips. The Trinary commander accepted, building a mixed Star around a Marksman tank and a pair of Skanda light tanks. The Andersons advanced, accepting the Skandas' fire to close the range with the bulk of the tanks. They ig­nored the Tamerlane strike sleds on the flanks until they were close enough to fire on the trio of tracked tanks.

Repeated heavy PPC strikes hammered through the Marksman's heavy armor in less than a minute. The Andersons fired again and again, overstressing their heat systems with repeated flushings. By the time the Marksman's turret exploded off its ring, Stephen's heat system had failed and Samson's left knee actuator was locked. Still, they stumped close enough to melt one of the Skandas before the rest of the Star withdrew out of the Circle of Equals. The rest of the Wolf raiding force returned a few hours later

to find one of its DropShips missing. Remnant scouts watched for hours while the Wolves fought the Trials of Grievance and Refusal to see who would return aboard the ships.

VARIANTS Several Lament variants have appeared as

Skobel works to refine its specifications. All retain the radical heat sink system; several carry three ER PPCs in place of the paired Magna Supernovas, with or without e. The most radical departure from convention is the 4RC, which replaces the PPCs with Clan-built improved heavy lasers.

NOTA BLE UNITS

Major Dikembe Tosbani: Major Tosbani com­mands a special assault company of Stone's Fury. He and his MechWarriors-including two Knights of the Sphere-are on a mission to become the RAF's most fierce attackers. They routinely practice open-field assaults, overrun combat and attacks against fixed positions. Each ofTosbani's th ree lances has participated in spoiling raids outside the Fortress, including one action against the Remnant. During that action, Major Tosbani himself destroyed the BattleMaster of former Knight of the Sphere Alicia Stapleton. Stapleton survived, but feed­back damage removed her from combat duty.

Lieutenant Samson Anderson: Along with his brother Stephen, Samson pilots a Lament with the Republic Remnant. After the action on Dubhe, both MechWarriors were transferred to Damien Redburn's personal unit. Now on Callison, they've become the former exarch's unofficial bodyguards whenever Redburn takes to the battlefield. The Remnant's public relations department work hard to show the two battered Laments in any shot with Redburn's 'Mech.

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Type: Lament Technology Base: Inner Sphere (Advanced) Tonnage: 65 Battle Value: 1,999

Equipment Internal Structure: Endo Steel Engine: 325 XL

Walking MP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 15 [30] Gyro (XL):

Cockpit: Armor Factor (Light Ferro): 211

Internal Armor Structure Value

Head 3 9 Center Torso 21 33 Center Torso (rear) 9 R/L Torso 15 22 R/L Torso (rear) 8 R/L Arm 10 20 R/L Leg 15 30

Mass 3.5 12

5 2 3

12.5

Weapons and Ammo Location Critical Tonnage Heavy PPC RA 4 10 ER Medium Laser RT Radical Heat Sink System RT 3 4 ER Medium Laser H 1 ER Medium Laser LT HeavyPPC LA 4 10

Notes: Features the following Design Quirks: Multi-Track, Protected Actuators. Difficult to Maintain, Non-

Standard Parts. '·

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Mass: 65 tons Chassis: Kaiser Quad riga I Endo Steel Power Plant: VOX 325 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: Dynamo Jump Jets

Jump Capacity: 120 meters Armor: Durallex Super Light Ferro-Fibrous Armament:

1 Eisen Gauss Rifle 4 Diverse Optics Extended Range

Medium Lasers Manufacturer: Kaiser Systems,

StarCorps Industries Primary Factory: Herzberg ( ~aiser),

Emris IV, Loburg (StarCorps) Communications System:Telestar Model XK-71 Targeting & Tracking System: Starlight LX-1

The Scourge is a relatively new BattleMech, allowing it to surprise enemies more often than not simply because of their ignorance of its capa­bilities. Export sale of the Scourge has been lim­ited to the SCG-WD1 variant, which relies on less advanced components. Purchases by mercenar­ies and smaller realms have spread it throughout the Inner Sphere and Periphery, though the SCG­WF1 remains a scarcer commodity.

CAPABILITIES The Scourge is vaguely reminiscent of

the Shadow Hawks and Vindicators of the Succession Wars in that it serves numerous battlefield functions. Its speed is above average for an Inner Sphere 'Mech of its tonnage, while its jumping capability gives it additional tacti­cal flexibility. The actuator enhancement system in the right arm delivers unparalleled accuracy with the quartet of lasers mounted there. Only limited Gauss rifle ammo shortens the period the Scourge can operate as a heavy scout.

DEPLOYMENT A rare raid by the Rim Collection into

Commonwealth territory in 3136 brought the Scourge to the attention of the pundits. Two companies of Able's Aces, mostly primitive Commandos and AC/5-equipped Arbiters, ar­rived at Wiltshire via pirate point and began surveying the southernmost continent-span­ning plain known as the Vastness, apparently seeking a rumored Word of Blake storehouse. The Wiltshire militia, counting only a company of 'Mechs, sought the raiders out.

Captain Nordstrom Dayvssen commanded the militia's recon elements, mainly hovertanks. His Scourge was the heaviest BattleMech. The speedy Arbiters swarmed his fastest hovercraft, disabling them with pinpoint autocannon fire. Eventually, Dayvssen and his light lance were all that remained. Instead of retreating, he split off from the rest of his lance to lure the enemy in. They obliged and he began a cat and mouse game with them. He was slower than the raid­ers, but his accurate weapons fire quickly took a heavy toll. His Gauss rifle soon ran dry, but Dayvssen continued to pour it on with his la­sers. Though jumping constantly to present a difficult target, his fire was steady and precise. With the rest of his lance harassing the treasure hunters, Dayvssen put the final nail in the raid's coffin by executing a death from above attack on one of the Aces Commandos. He had scarcely regained his bearings after crushing the enemy MechWarrior before the Aces withdrew.

In 3140, the pirate-hunting mercenary Wrathful Privateers tracked a band of raid­ers that had hit Lyran worlds from Lost to Pocologan to a base on Slewis. The Privateers' scout company had each lance led by a Scourge. The recon lances spread out to seek the pirates. When Commander Tricia Forgeriver's lance found the base, it was ambushed by the pirates.

Her Scourge weathered considerable fire as she tried to organize the withdrawal. Two were lost, but she and the fourth slipped the net and re­ported the pirate location. Rather than retire to the Privateers' DropShips, Forgeriver wove her battered Scourge through the battle lines and engaged the pirate commander in single combat. The fierce melee smashed both 'Mechs, but in the end her Scourge triumphed over the pirate Crusader when her lasers obliterated the enemy's cockpit.

VARIANTS The SCG-WD1 variant lacks the actuator

enhancement system and light ferro-fibrous armor of the SCG-WF1. In exchange, it carries one additional heat sink and an extra ton of standard armor.

NOTABLE UNITS

Cornelius "Deacon" Mendoza: A freelance mercenary, the outwardly pious Mendoza has a reputation for never purposely killing his tar­gets on the battlefield. Instead he aims to crip­ple or incapacitate. He only keeps a portion of his contracted compensation, giving most of his earnings to those less fortunate.

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Type: Scourge Technology Base: Inner Sphere (Advanced) Tonnage: 65 Battle Value: 2,273

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro: Cockpit: Armor Factor (Light Ferro):

Head Center Torso Center Torso (rear)

R/L Torso R/ L Torso (rear) R/ L Arm R/L Leg

Endo Steel 325 XL

5 8 4

11 [22)

211 Internal Armor

Structure Value 3 9

21 30 12

15 20 10

10 20 15 30

Mass 3.5 12

4 3

12.5

Weapons and Ammo 4 ER Medium Lasers Actuator Enhancement System Gauss Rifle

Location Critical Tonnage

Ammo (Gauss) 16 Medium Pulse Laser Jump Jet Jump Jet Jump Jet Jump Jet

RA

RA LA LT LA RL RT LT LL

4 4

3 2 7 15 2 2

2

Notes: Features the following Design Quirks: Reinforced Legs, Rumble Seat.

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Mass: 65 tons Chassis: URA Quad Endo Steel Power Plant: VOX 325 XL Cruising Speed: 54 kph Maximum Speed: 86 kph, 1 08 kph with MASC Jump Jets: None

Jump Capacity: None Armor: Durallex Medium Armament:

1 Thor 40mm Rotary Class 2 Autocannon 1 Defiance 1001 Extended Range

Particle Projection Cannon 4 Marteii-X Medium X-Pulse Lasers

Manufacturer: TharHes Industries Primary Factory: Tharkad

Communications System: TharHes Melpomene HM-33

Targeting & Tracking System: TharHes Ares-9

The Ursa is a formidable quad 'Mech that premiered in the third decade of this century. It is particularly favored along the Clan bor­ders, because its X-pulse lasers give it closer parity with Clan lasers. The Ursa shares some of the heavy recon or risky escort duties with the Scourge. The two often find themselves paired along the Jade Falcon front, where their complementary capabilities shine. Mercenaries have made the Ursa a primary purchase when­ever the opportunity presents itself, thanks to the Ursa's jack-of-all-trades capabilities.

C APABILITIES The Ursa's marvelous gyro delivers exception­

al stability, even for a quad 'Mech. MechWarriors rave about the Ursa's ability to shrug off punishing damage-even from full-speed collisions- with­out losing control and falling. MechWarriors have dubbed it "the Rhino" because of the devastating

charges it delivers, enhanced by its MASC system. The Ursa's weaponry provides overlapping fire, with the lasers handling close-in enemies, the autocannon those at middling ranges, and the ER PPC the most distant.

DEPLOY MENT A series of small skirmishes with Clan Jade

Falcon near Yeguas in 3127 led a battalion of the Fourth Donegal Guards to raid Morges. The battle with a Trinary of the Twelfth Falcon Regulars was notable both for its brevity and for the extraordinary performance of one Ursa. Hauptmann Jeremy Drummond commanded Third Company; his recon lance was cut off as the battle quickly soured and the Guards began to withdraw. The Regulars hammered them dur­ing the retreat, but Drummond refused to aban­don his comrades.

Drummond activated his MASC and blazed through the Regulars' line, which was strung out from their pursuit of the fleeing Guards. He flattened one Mist Lynx with a laser salvo, crash­ing into it as he continued on; the OmniMech did not get back up. Drummond was beset by a Star of Elementals attempting to swarm him, but the surrounding trees served him well as he used them to scrape the Elementals off. Drummond finally made contact with his scouts, but they were being pressed by a Star of medium OmniMechs. One of the scouts was already down. Drummond's arrival distracted the Regulars and drew copious weapons fire. He weathered the storm as one of the surviv­ing scouts extracted the downed MechWarrior. Drummond and Leutnant Harvey Miner, in a Centurion, managed to down a Regulars Nova with concentrated fire. As the Regulars fo­cused on Drummond, he ordered the scouts

out of the area. They slipped the lines while Drummond 's Ursa dodged amidst the boles and crashed into an Ice Ferret. After it fell, he trampled it and continued on, not knowing it was Star Captain Elysius Ward. The enraged Regulars harried Drummond all the way back through the Falcon lines. Drummond's evasive tactics relied on random bursts of speed and unconventional tactics, like stopping short and mule-kicking his pursuers.

Drummond's smashed Ursa finally re­turned to the waiting Union DropShip, minutes before the Guards' CO ordered liftoff.

VAR IANT S The URA-2C is a Clan version of the Ursa.

It replaces the X-pulse lasers with ER medium pulse lasers and carries one additional heat sink.

NOTABL E UNITS

Phuong Trahn: A mercenary, Trahn wanders from command to command, though she tends to stay in the same general area of the Lyran Commonwealth rather than travel from nation to nation. Her longest tour of service was with the Twenty-first Centauri Lancers while under contract with the LCAF. Records indicate she is a descendant ofTy Van Trahn, a Centauri Lancers battalion commander who was killed during the Jihad. Despite her great- grandfather's past role in the Lancers, Trahn owes no loyalty to the regiment, instead preferring to retain loyalty only to her Ursa, Prowler. Rather than acquire wealth, Trahn's ultimate goal appears to be ac­quiring technology that will enhance Prowler's battlefield abilities. Since the Lancers seldom received contracts to raid R&D facilities, Trahn packed up and moved on.

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Type: Ursa Technology Base: Inner Sphere Tonnage: 65 Battle Value: 1,887

Equipment Internal Structure: Endo Steel Engine: 325 XL

Walking MP: 5 Running MP: 8 (10) Jumping MP: 0

Heat Sinks: 13 [26] Gyro: Cockpit: Armor Factor: 200

Internal Structure

Head 3 Center Torso 21 Center Torso (rear)

R/L Torso 15

R/L ~orso (rear) R/L ront Leg 15 R/L Rear Leg 15

Armor Value

9 29 10 23 7

23 23

Mass 3.5 12

3 4 3

Weapons and Ammo Location Critical Tonnage Rotary AC/2 RT 3 8 Ammo (RAC) 45 RT 2 Medium X-Pulse Lasers RT 2 4 ER PPC LT 3 7 2 Medium X-Pulse Lasers LT 2 4 MASC LT 3 3

Notes: Features the following Design Quirks: Exposed Weapon Linkage (Rotary AC/2), Stable.

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Mass: 65 tons Chassis: StarCorp 120-Fiex Endo Steel Power Plant: VOX 325 XL Cruising Speed: 54 kph Maximum Speed: 86 kph, 108 kph with

Supercharger Jump Jets: None

Jump Capacity: None Armor: ArcShield VII Mk.8 with CASE II Armament:

26.5 tons of pod space Manufacturer: StarCorps Industries

Primary Factory: St. lves Communications System:Telestar Model

XTD-131 Targeting & Tracking System: Apple Churchill

3200 Adaptive

The Vandal was rushed into production only a few years ago using long-abandoned schematics. It surprised the Confederation's enemies, boosting its combat record by over­whelming opposition that did not know what to expect from the unknown OmniMech.

CAPABILITIES Lances including at least one Vandal A pro­

vide a powerful advantage with a boosted C3

network. All three configurations carry a variety of weapons, with similar variation in weapons and ranges making the Vandal a generalist in combat. The speedy Vandal excels at cavalry tactics, firing on the enemy from all ranges as it closes distance.

DEPLOYMENT Vandals have ravaged the Federated Suns

defenders trying to slow the Capellan invasion. Several lances of the OmniMech spearheaded the assault on Spica in late 3144. Elements of several CCAF regiments stormed the border world in a lightning assault that never had a chance of bogging down. Vandals blazed past hastily thrown up pickets and attacked the rear echelons before the defense could be properly raised. The heavy firepower of the Vandals, with targeting aided by the C3' network, shredded the defenders far worse than a lance of compa­rably-fast light or medium 'Mechs.

A similar result was obtained on Demeter when Warrior House ljori made planetfall. The fast ljori elements stormed the defenses of New Demeter City. The Vandals could have bypassed the front lines with their terrific speed, but in­stead used their (3 networks to combine fire and savage the AFFS troops seeking to stop them. The Vandals soon ran into tougher opposition, though. Powerful ECM systems on the defenders disrupted the C3 networks. The Vandals proved their efficacy as individuals, as the lances execut­ed perfect classic tactics. The Vandals ran circles around their enemies and cut them to pieces with hardly a hitch in the advance. The city's de­fense crumpled as the Vandals' own ECM systems interfered with the defenders' communications, preventing deployment to those points most in need. The world fell in mid-December.

The Third Canopian Cuirassiers and Fourth Andurien Cavalry raided Glevakha in March

3145. The raid was intended merely to deter­mine the state of Glevahka's defenses, but it quickly turned for the worse. A company of the elite Fourth Rim Commonality Guards was carrying out arctic-alpine training in the tower­ing Kyyivska Peaks. The heavy-mineral nature of the mountain range kept the Guard 'Mechs from being detected. As the raiders swept New Kiev and other nearby cities, the Guards slipped from the slopes and began an assault on the raiders' DropShips. Desperate pleas by the DropShip crews brought the raiders flying back, the Vandals leading the way. Their combination of speed and firepower drove off the aggressive defenders long enough for the raiders to board and flee the world in disarray.

NOTABLE UNITS

Sang-wei Jianjun Mitchell: A company com­mander in the Fourth Confederation Reserve Cavalry, Mitchell is a toughenedjanshi known throughout the regiment for his resilience and inability to back down. He has led several de­fensive operations meant to discourage AFFS troops from conducting probes into the New Syrtis salient, and he has survived three head­hunting missions conducted by the Seventh New Syrtis Fusiliers. Each attempt left hideous scars that Mitchell uses to remind others of his loyalty and dedication to the Confederation. His Vandal's cockpit has been rebuilt twice due to weapons fire that should have killed him.

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Type: Vandal Technology Base: Inner Sphere

Tonnage: 65

Battle Value: 1,881

Equipment Internal Structure:

Engine:

Endo Steel

325 XL

WalkingMP:

Running MP:

Jumping MP:

Heat Sinks:

Gyro:

Cockpit (Torso-Mounted):

5 8 (10)

0 10 [20]

Armor Factor:

Head

200

Internal

Structure 3

\~:~~:;~~;~~(rear) R/ L Torso R/L Torso (rear)

R/LArm

R/L Leg

Weight and Space Allocation Location Fixed Head None Center Torso 1 Cockpit

1 Life Support RightTorso 3 XL Engine

Left Torso

Right Arm Left Arm

Right Leg Left Leg

1 Life Support

1 CASE II 3 XL Engine

1 Life Support 1 Supercharger

4 Endo Steel

2 Endo Steel 4 Endo Steel

2 Endo Steel 2 Endo Steel

21

15

10

15

4

Armor

Value 8

32

10

22

8

19

26

Mass 3.5

12

0

4

12.5

Spaces Remaining 4 0

7

3

6 4 0 0

Notes: Features the following Design Quirks: Variable Range Targeting.

Fixed Equipment CASE II

Supercharger

Location RT LT

Critical 1

Tonnage 1

1.5

Weapons and Ammo Location Primary Weapons Configuration-Advanced Rotary AC/5 RA ER Small Laser RA Ammo (RAC) 40 RT

Angel ECM Suite

Boosted C' Slave Large VSP Laser

H

H LA

Alternate Configuration A-Advanced Laser Anti-Missile System RA

Boosted C' Master RA SRM4 RT Ammo (SRM) 25

Double Heat Sink Heavy PPC PPC Capacitor

Jump Jets Jump Jets

Battle Value: 1,865

RT

RT LA

LA RT

LT

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Mass: 70 tons Chassis: StarFrame Heavy Endo Steel Power Plant: VOX 280 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None

Jump Capacity: None Armor: ArcShield VII Mk.S with CASE II Armament:

1 Oriente MagCoil Model M Gauss Rifle 1 Oriente MagCoil Model K Silver Bullet

Gauss Rifle 3 Diverse Optics Sunfire Extended-Range

Medium Lasers Manufacturer: StarCorps Industries

Primary Factory: Emris IV Communications System: Telestar Model

XTD-67A1 Targeting &Tracking System: Starlight

Seeker LX-4X

The Carronade barreled into the spotlight after its role in an Oriente raiding campaign in 311 0. The Carronade's solo combat abili­ties built its popularity across the forme~ Free Worlds League, with mercenary units, and in the arenas of Solaris VII, while the actions of its MechWarriors made it infamous among the Republic Armed Forces.

CAPABILITIES Many effective lances combine 'Mechs that

strip large chunks of enemy armor with 'Mechs firing lots of smal ler weapons to exploit those holes. The Carronade uses both the standard and silver bullet Gauss rifles to do the same in a single 'Mech, all at long range.

CEPLCVMENT In 3110, the Oriente Protectorate began

a series of raids into the Republic to gain

experience for its troops as well as to show its strength as a warning to its restless neighbors. A battalion from the Second Oriente Hussars was detached to conduct the raids, supple­mented by a company of Carronades sent for fu rther field testing and evaluation. Early successes and a push from the most skilled Carronade pilot, Captain Marion Morrison, led Force Commander Gregory Nicklas to attach Carronades singly or in pairs to raiding lances. Th is freed the Carronades from normal lance duties to hunt down and capture or kill enemy lance and company commanders.

On Asuncion, two ra iding lances ran into Major Edwin Rodgers and his command lance out to inspect the remote outpost the raid­ing fo rce had targeted to destroy. A pair of Carronades challenged Major Rodgers and a lancemate to duels while the rest of the raid­ing force ganged up on the rest of the com­mand lance. In short order the two Carronade pilots killed their opponents, one with a lucky shot piercing the cockpit of a Republic Prefect, the other after his Thor A was disabled. Already angry over the continuing raids into Republic space, the report of his officer's execution was the last straw for the Exarch. Devlin Stone prom­ised a full invasion ofthe Oriente Protectorate if the raids didn't stop.

Gun camera footage of these duels and other Carronade raiding missions made its way back to StarCorps, who used the videos in their promotional material. The Carronade quickly became popular with mercenaries looking for an edge after seeing its expertise in duels. On Solaris VII the Carronade was in high demand by warriors with ties to the fo r­mer Free Worlds League who wanted to emu­late Captain Morrison's notoriety and com­bat prowess. Conversely, those among the Republic Armed Forces and Republic-affiliated

stables made the Carronade a priority tar­get, which the Republic's enemies used setting traps.

NOTABLE UNITS

Lieutenant Roberto Asada: The son of re­tired Lieutenant Colonel Francisco Asada from the First Orloff Grenadiers, Roberto Asada was forced to follow his father's footsteps. In 3128, he matriculated to the Orloff Military Academy but was nearly expelled several times due to"be­havior unbecoming a futu re Orloff Grenadier:' Only t he influence of his father, who sat on the academy's board, kept Roberto enrolled until his graduation, when he was assigned to Eighth Orloff Grenad iers. Upon his father's death in 3132, Roberto spent a large portion of his in­heritance to purchase a Carronade, a 'Mech his peers considered a "dishonorable brute" on the battlefield due to its favored status as a Solaris VII contender. Roberto's choice was deliber­ate, as he gravitated more toward the combat styles of arena champions than the Grenadiers' more trad itional tactics. In every field exercise, his lancemates derided his 'Mech's efficiency until the Th ird Liao Guards raided Ventabren in 3137. During the battle, Asada singlehandedly drove off a lance of 'Mechs by isolating each op­ponent and using arena tactics to bring them down one at a time.

Captain Margeaux Le Maire: A former Solaris contender, LeMaire was forced to give up arena combat after an ejection mishap literally cost her an arm and a leg. Though Le Maire was fitted with extensive prosthetics and under­went rigorous physical therapy, her fans had moved on. Dejected, she left Solaris and joined Pandora's Box, where she still pilots her once­famous Carronade, Steel Rain.

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Type: Carronade Technology Base: Inner Sphere Tonnage: 70

Battle Value: 1,799

Equipment Internal Structure: Endo Steel Eng ine: 280XL

Wa lking MP: 4 Running MP: 6 Jumping MP: 0

Heat Sinks: 10 [20] \

Gyro: Cockpit:

Armor Factor: 216

Internal Structure

Head 3 Center Torso 22 Center Torso (rear)

R/L Torso 15 R/L Torso (rear)

R/LArm 11 R/L Leg 15

Armor Value

9

33 10

22

8

22

30

Mass 3.5

8

0 3

3

13.5

Weapons and Ammo Location Critical Tonnage Gauss Rifle RA 7 15 CASE II RA ER Medium Laser RT 1 1 Ammo (Gauss) 16 RT 2 2

ER Medium Laser H ER Medium Laser LT Ammo (SB Gauss) 16 LT 2 2

Silver Bullet Gauss Rifle LA 7 15

CASE II LA 1

Notes: Features the following Design Quirks: Fast Reload.

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Mass: 70 tons Chassis: Crucis-H Power Plant: GM 280 Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None

Jump Capacity: None Armor: Valiant Chainmail Armament:

1 Mydron Excel LB-1 OX Autocannon 1 ChisComp 39 Medium Laser 1 Holly SRM 4 Launcher 2 Johnston Lite Light Particle

Projection Cannons Manufacturer: Coalition Armory Inc.

Primary Factory: Filtvelt Communications System: Pickering

Communications Mark Ill Targeting & Tracking System: Dalban HiRez

The Hound was among the first advanc­es from RetroTech manufacture to modern BattleMech production for the Filtvelt Coalition. Its reliance on older technologies instead of more advanced components testified to the desire to get it right the first time. The 'Mech's simplicity and effectiveness has kept it rolling off the Coalition Armory lines for nearly half a century. The Hound has served the Coalition with humble distinction, much like the pet for which it is named.

CAPABILITIES The Hound's armament enables it to fill the

fire support role that the Warhammer has occu­pied for centuries. The Hound's success through the years is due to its reliance on older-but proven-technologies; the easy acquisition of

replacement parts also endears the 'Mech to the mercenaries and small nations that employ it. The Hound earned its reputation as a "shred­der" thanks to the punishing combination of weapons it mounts and the durability that al­lows it to outlast its opponents.

DEPLOYMENT One of the Hound's first major engage­

ments took place on Broken Wheel in 3101. The Border Lords pirate band had fled the Calderon Protectorate seeking easier prey in the Filtvelt Coalition. The Border Lords landed a mixed battalion of 'Mechs, tanks, and infantry and marauded through Conestoga en route to the Quikscell factory. They soon came under fire from elements of the Second Filtvelt Citizens Militia. The Second had a company of Hounds backed by Pegasus hovertanks and Light Thunderbolt Carriers recently turned out by the local plant.

The city's tight and twisting thoroughfares hindered the maneuverability of the light and fast pirate 'Mechs but were ideal for the Hounds. The Hound MechWarriors used their knowledge of the terrain to set up firing lanes and am­bushes that whittled down the Border Lords. The frustrated pirates tried to retreat but found themselves cut off. The Hounds moved in, slow and steady, against the pinned enemy. They crushed the pirate armor and annihilated the infantry. The Border Lords escaped the world with half their 'Mechs but no booty to show for their losses.

The Hound also excels in offensive opera­tions. When the Dominars ventured forth from the Pirates Haven in 3117, their rampage led them to Carvajal. The local militia held out

initially but called for help just before they were exterminated. The merc~nary Green Machine was the Calderon Protectorate's clos­est force. They were too late to save the brave defenders, but their stolid Hounds provided powerful and pinpoint fire support as the Dominars were hunted down. The Hounds led the assault into the capital city, weathering the pirates' punishing fire and driving them from the residential areas. The final battle took place on the Plains of Ecstasy outside the capital city. Many brave Hound MechWarriors gave their lives weathering the dreadful fire of the pirate DropShips. Precision autocannon fire demolished the pirate DropS hips' engines and weapons. In the ensuing panic, the pirates were easy pickings.

NOTABLE UNITS

Leftenant Stig "Siackjaw" Kolarson: At Filtvelt Academy, Leftenant Kolarson couldn't hit the broad side of a barn no matter how hard he practiced. However, his instructors recognized his leadership, tactical, and morale-boosting talents, and concentrated on developing those. Kolarson graduated with honors despite his atrocious gunnery skills, and his aim never im­proved via normal means. Assigned to the First Filtvelt Citizen's Militia, he was given a Hound to address his poor aim.

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Type: Hound Technology Base: Inner Sphere Tonnage: 70 Battle Value: 1,389

Equipment Internal Structure: Engine: 280

Walking MP: 4 Running MP: 6 Jumping MP: 0

Heat Sinks: 15 Gyro: Cockpit: Armor Factor: 208

Internal Structure

Head 3 Center Torso 22 Center Torso (rear) R/L Torso 15 R/L Torso (rear)

R/LArm 11 R/L Leg 15

Armor Value

9 30 13 20 10 22 26

Mass 7 16

5 3 3 13

Weapons and Ammo Location Critical Tonnage 2 Light PPC RA 4 6 Medium Laser RT 1 LB 10-X AC LT 6 11 Ammo (LB-X) 20 LT 2 2 Ammo (SRM) 25 LT SRM4 LA 2

Notes: Features the following Design Quirks: Accurate Weapon (LB 1 0-X Autocannon).

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Mass: 75 tons Chassis:Technicron Revised NT

Endo-Composlte Power Plant: Vlar 300 Light Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None

Jump Capacity: None Armor: Valiant La mellor Armament:

1 Type DDS "Kingston" Extended Range Particle Projection Cannon

2 ExoStar Pinnacle (Ciantech) Extended Range Large Lasers

2 ExoStar Pinnacle (Ciantech) Extended Range Medium Lasers

2 ExoStar Pinnacle (Ciantech) Extended Range Small Lasers

2 ExoStar Pinnacle (Ciantech) Small Pulse Lasers

Manufacturer: Kong Interstellar Corporation, Robinson Standard BattleWorks Primary Factory: Con naught (Kong),

Robinson (RSB) Communications System: Rander

Comm-Marshal Targeting & Tracking System: Rander

Dragonslayer with Advanced Targeting Computer

The Black Knight is one of the most en­during and iconic BattleMechs in the Inner Sphere's history, despite the many upgrades, revisions and redesigns it has suffered. AFFS MechWarriors rejoiced when Robinson Standard BattleWorks put the 'Mech back into production in 3091, but since then the com­plaints about the steady train of variants have outweighed the praise. It has become, in AFFS procurement circles, the embodiment of the perennial failure to "leave good enough alone:'

CAPABILITIES New MechWarriors assigned to new-built

Black Knights have made a joke out of having to "check the manual;' but whatever its configu­ration a Black Knight is a powerful main com­batant. Always armed with some mix of lasers and PPCs, they often include custom shields or specialized targeting equipment.

DEPLOYMENT Black Knight MechWarriors have been pop­

ular challenges for Combine samurai during the invasion, and the 'Mech has performed with dis­tinction in each case.

On Mokane, in 3144, the Second Genyosha's Sho-sa Kideki Harushima challenged Mokane militia Colonel Ferdinand Blane to a duel. The sho-sa, fighting in a new-model Hatamoto­Chi, opened the duel early with a telling shot from his Gauss rifle that took Blane's -SH Black Knight in the left leg. The colonel responded with a withering barrage of laser and PPC fire, trusting his targeting computer to compensate for the long range. As the duel progressed, Blane held the range open, stay­ing away from the Hatamoto's MRMs. Within minutes the sho-sa's 'Mech was limping, cov­ered in laser and PPC strikes, while his Gauss rifle had shattered Blane's left hip actuator. As Harushima charged forward, Blane hid behind his 'Mech's shield before finally tying all his lasers into one shot and blasting the center of the Hatamoto out. Though his 'Mech shut down-and the colonel passed out from the heat-he won the duel. In the end, though, the Mokane militia couldn't stand against the elite Genyosha.

During the debacle at Palmyra a pair of Black Knight pilots from the Royal Cavaliers were among the last of their regiment to be hunted down. Piloting out-of-date -2Y model

'Mechs, they managed to stay ahead of their Combine pursuers until a Kuritan MechWarrior in a Gunslinger appeared before them. The Kuritan challenged both of the Black Knights to a duel at once, and fought like a demon. In two minutes of combat, not one of the Gunslinger's Gauss rifle rounds missed. The first Black Knight fell early, its cockpit crushed by a Gauss round, but the second held out, doing deadly damage with its targeting computer and PPC. It was only when the Gunslinger pilot used his jump jets to clear a river that the tide turned-the Black Knight, caught on an outcropping with no path to escape, was pounded to pieces by Gauss rifle fire.

VARIANTS Robinson Standard BattleWorks has re­

leased at least five discrete factory variants of the basic Black Knight since resuming pro­duction in 3091-experimenting with Clan and Inner Sphere weaponry, larger engines, enhanced myomers, and added physical combat equipment.

NOTABLE UNITS

Knight-Errant Alexi Holt: Holt has become a legend within the RAF. Named a Knight-Errant in 3131, Holt's last public duty was to protect ComStar Adept Tucker Harwell on Wyatt in 3135. In her Black Knight, Miss Direction, she led the planetary defense against the invad­ing Spirit Cats and the Oriente Protectorate while Harwell fixed Wyatt's malfunctioning HPG-the first successful repair since Gray Monday. Once the HPG was back up, Harwell was spirited away by ComStar. Holt was re­assigned to a deep undercover operation, locating and rescuing Harwell from a secret ComStar research facility.

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Type: Black Knight Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 75 Battle Value: 2,423

Equipment Mass Internal Structure: Endo-Composite 6 Engine: 300 Light 14.5

Walking MP: 3 Running MP: 5 Jumping MP: 0

Heat Sinks (C): 17[34] 7 Gyro: 3 Cockpit: 3 Armor Factor: 216 13.5

Internal Armor Structure Value

Head 3 9 Center Torso 23 35 Center Torso (rear) 10 R/L Torso 16 24 R/ L Torso (rear) 8 R/L Arm 12 24 R/L Leg 16 25

Weapons and Ammo Location Critical Tonnage ER Large Laser (C) RA 1 4 ER Small Laser (C) RA .5 Medium Shield RA 5 4 ER Medium Laser (C) RT 1 1 Small Pulse Laser (C) RT Targeting Computer RT 5 5 ER Medium Laser (C) LT Small Pulse Laser (C) LT ER PPC (C) LA 2 6 ER Large Laser (C) LA 4 ER Small Laser (C) LA .5

Notes: Features the following Design Quirks: Accurate Weapon (ER PPC) .

" ' . -<;: :o

..._c-

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Mass: 75 tons Chassis: Type W4 En do Steel Power Plant: Model 49b XXL Engine Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Composite Alpha-V1 Ferro-Lamellar Armament:

28 tons of pod space Manufacturer: Manufacturing Plant SFF-TU 1

Primary Factory:Tukayyid Communications System: Khan Series (Type 6c) Targeting & Tracking System: Series XIV OPT

Wh~ Clan Sea Fox developed the fourth generation Mad Cat they christened it Savage Wolf to both emphasize their innovations and acknowledge the OmniMech's formidable pro­genitors. The original Timber Wolf was the Inner Sphere's first brutal introduction to OmniMechs, apparently alien machines of uncanny versatility and firepower. ComStar dubbed the unknown war machine Mad Cat to reflect resemblance to the Marauder and Catapult BattleMechs. Though the Timber Wolf originated with Clan Wolf, in later years Clan Sea Fox became its steward, adapting the versatile platform to cre­ate the 90-ton assault class Mad Cat Mk II and 55-ton medium class Mad Cat Mk Ill.

The development of the Mad Cat Mk IV had its origins in an illicit collaboration between the Jade Falcons and Spina Khanate's Beta Aimag, led by ovKhan Sha Clarke. When this arrange­ment came to light-and was repudiated by Clan Sea Fox as a whole-all connection with the Falcons was severed (though the Falcons did manage to retain an unspecified number of non­Omni prototypes). OvKhan Petr Kalasa of Spina's Delta Aimag was granted the right to pursue development of the Mad Cat Mk IV OmniMech.

CAPABILITIES Tasked with replacing what was arguably the

iconic Clan OmniMech, ovKhan Kalasa's develop­ment team focused on incorporating the newest technologies into the classic war machine, es­chewing both radical and cosmetic changes.

The hip assemblies were moved up and back, lowering its center of gravity and improv­ing both stability and agility; and not inciden­tally giving the Mad Cat Mk IVa more predatory profile. Clan Sea Fox encased the Mad Cat Mk IV in dense and highly effective ferro-lamellar armor, heavily shielding the hip and actuator assemblies to deny adversaries a traditionally vulnerable target. The same thinking led to co­cooning the gyroscope assembly in a second layer of armor.

The extensive use of ferro-lamellar armor greatly improved the Mad Cat Mk /Vs ability to stand up under fire. The additional armor mass was offset by upgrading the fusion engine to a 375 XXL. The space and flexibility of the Mad Cat chassis easily accommodates the additional shielding and cooling requirements.

OvKhan Kalasa's engineers demonstrat­ed the greatest innovation in updating the weapons systems. The missile launchers, once aligned along the 'Mech's axis, now elevate and depress independently of the 'Mech and each other. The arm assemblies are able to rotate al­most 180 degrees, giving arm-mounted weap­ons an unprecedented field of fire. Due to lack of space for ammo, energy-based weapons are preferred for the arms.

DEPLOYMENT The first confirmed sighting of a Mad

Cat Mk IV in the field was on Irian in 3139, pi­loted by Alpha Anastasia Kerensky, leader of the Wolf Hunters, during their defense of that planet. There are reports Kerensky's 'Mech was a

personal gift from ovKhan Petr Kalasa, possibly in exchange for her unspecified involvement in its development. Whatever its provenance, re­cordings have appeared of Kerensky taking out a Shockwave with her Mad Cat Mk IV's rear mis­siles, then defeating a classic Mad Cat in head­to-head combat. This footage generated dozens of orders from major Houses, Clans, and larger mercenary commands.

There are unconfirmed rumors of field tests of the Mad Cat Mk IV by Republic forces immedi­ately prior to establishment of Fortress Republic and that these alleged tests involved esoteric and possibly unknown weaponry. There are no recordings and no Mad Cat Mk IVs have ap­peared in Remnant forces to date, but the ru­mors persist among the conspiracy minded.

VARIANTS The Mad Cat Mk IV platform lends itself

to almost any specialized configuration. Most common is to replace the Streak SRM 6s with either higher-capacity long-range missile launchers, eliminating the rear-facing tubes, or ATM systems. Many pilots also prefer paired ER large and ER medium lasers in each arm over the ER PPC. Hyper-assault Gauss rifles are also available, but ammo space is limited.

NOTABLE UNITS

Alpha Anastasia Kerensky: A ristar descended from the legendary Natasha Kerensky, Anastasia joined Prefect Kal Radick's Steel Wolves. Soon thereafter, she killed Kal and claimed the Steel Wolves for herself rather than see them re­turned to Clan Wolf. In 3135 she disbanded the Steel Wolves and formed an independent unit, the Wolf Hunters. Anastasia has piloted several 'Mechs throughout her career, but the new Mad Cat Mk IV best fits her combat style.

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Type: Mad Cat Mk IV Weapons and Ammo Location Critical Tonnage Technology Base: Clan (Advanced) Alternate Configuration A

Tonnage: 75 ER Large Laser RA 4

Battle Value: 2,762 Double Heat Sink RA 2 ATM9 RT 4

Equipment Mass Ammo (ATM) 14 RT 2 2

Internal Structure: Endo Steel 4 Small Pulse Laser RT 1

Engine: 375 XXL 13 2 Small Pulse Lasers CT 2 2

Wa lking MP: 5 ATM9 LT 4 5

Running MP: 8 Ammo (ATM) 14 LT 2 2

Jumping MP: 0 Small Pulse Laser LT

Heat Sinks: 15 [30] 5 ER Large Laser LA

Gyro (Armored): 6 Double Heat Sink LA 2

Cockpit: 3 Battle Value: 2,413

Armor Factor (La mellor): 224 16 Internal Armor

Structure Value

Head 3 9 Center Torso 23 35 Center Torso (rear) 8 R/ L Torso 16 24 R/ L Torso (rea r) 7

R/ L Arm 12 24

R/L Leg 16 31

Weight and Space Allocation Location Fixed Spaces Remaining Head 1 Endo Steel 0 Alternate Configuration 8

Center Torso None 2 HAG30 RA/ RT 13

Right Torso 4 XXL Engine 7 Ammo(HAG)8 RT 2 2

1 Endo Steel CASE II RT .5

LeftTorso 4 XXL Engine 7 Ammo(HAG)4 CT

1 Endo Steel ATM9 LT 4 5

Right Arm 6 Ferro-Lamellor 2 Ammo (ATM) 14 LT 2 2

Left Arm 6 Ferro-Lamellor 2 CASE II LT .5

Right Leg 2 Endo Steel 0 Improved Heavy Large Laser LA 4

Left Leg 2 Endo Steel 0 Battle Value: 2,606

Notes: Features the follow ing Design Quirks: Stable, Protected Actuators, Alternate Configuration C

Non-Standard Parts. ER Large Laser RA 4

ER Medium Laser RA 1

Weapons and Ammo Location Critical Tonnage LRM 15 RT 2

Primary Weapons Configuration Artemis V FCS RT 2

ER PPC RA 2 6 Ammo(LRM) 8 RT 1

Streak SRM 6 RT 2 3 CASE II RT 1 .5

StreakSRM 6 RT (R) 2 3 2 Medium Pulse Lasers CT 2 4

Ammo (Streak) 15 RT 1 LRM 15 LT 2 3.5

Double Heat Sink RT 2 Artemis V FCS LT 2 1.5

Double Heat Sink CT 2 1 Ammo (LRM) 16 LT 2 2

Streak SRM 6 LT 2 3 CASE II LT 1 .5

Streak SRM 6 LT(R) 2 3 ER Large Laser LA 4

Ammo (Streak) 15 LT 1 ER Medium Laser LA 1

ER PPC LA 2 6 Battle Value: 2,796

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Mass: 75 tons Chassis: StarFrame MS Endo Steel Power Plant: PlasmaStar 375 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: Hellespont Leaper

Jump Capacity: 150 meters Armor: Chilton 365 Armament:

1 Holly MML 5 Launcher 1 Death Blossom 1 0-Tube

Rocket Launcher 1 Ceres Arms Eradicator Heavy

Particle Projection Cannon Manufacturer: StarCorps Industries

Primary Factory: Emris IV, Menke Communications System: GarretT23-A Targeting &Tracking System: Garret DSj

As a design shared between their respec­tive StarCorps branches, the Mortis is a symbol of what could be a long-term trend toward Liao-Marik rapprochement. It is also a brutal close-combat specialist that clearly displays the influence McCarron's Armored Cavalry had in its design. The Mortis has earned a ferocious repu­tation on Solaris VII and the battlefields ofthe Inner Sphere alike, and shows no sign of losing favor with its operators.

CAPABILITIES At first glance the Mortis appears under­

armed for a heavy 'Mech. That first glance may be the only one many MechWarriors get, as the Mortis is optimized for brutally disman­tling opponents at short range. Its heavy armor, speed, and jump capability make it ef­fective in urban combat and other constricted terrain. Actuator enhancement systems lend the Mortis a surprising accuracy with its heavy

PPC and 'Mech-scale hatchet. Accordingly, the Mortis is used aggressively to break fortified defenses or hunt down priority targets, and is rarely seen in the line of battle.

DEPLOYMENT StarCorps on Menke designed the Mortis

with input from the MAC regiments following the defense of the planet in the Victoria War. The company was allowed to share the speci­fications with its plant on Emris IV in a show of reconciliation with Oriente: From these suppli­ers the Mortis has also been made available to Canopus, Andurien, and Regulus, as well as the mercenary and Solaris VII markets.

One recent action illustrating the potential of the Mortis occurred on Elektrougli in August 3141, following an abortive coup by pro-Regu­lan forces to keep the world out of the reformed Free Worlds League. Elements of the Fourteenth Reg ulan Hussars were smuggled into the capi­tal and seized control, leading the planet's pres­ident to request aid from Oriente. A relief force from the First Orloff Grenadiers was dispatched to aid the local militia in ejecting the invaders.

Lieutenant Ekaterina Orloff's lance was assigned to harass the Hussars rear area. Her Mortis proved highly effective supporting the lighter 'Mechs of her command. They would harass and bring to bay heavier 'Mechs and she would demolish them. After several days of battle the Regulans elected to retreat from the capital to make a rendezvous with ar­riving DropShips. The Grenadiers pursued them through the broken hills leading to the Casmanian lake country, with Ekaterina's lance still attacking in the Regulan rear.

Eventually Orloff's force was tasked with dealing with the Hussars' prized Trebuchet lance, which had deployed on top of Hill

27A and was raining down LRM fire on the Grenadier vanguard. Ekaterina's Mortis led the way, jumping from hill to hill before mak­ing a death from above maneuver into the middle of the Regulan lance. Once among the medium 'Mechs she assailed them with accurate PPC and SRM fire while carving each in turn with her hatchet, strewing the hill with Trebuchet parts.

Holovid footage of the massacre soon cir­culated among the new FWLM and outward into the rest of the Inner Sphere.

VARIANTS A recent Capellan-exclusive variant, the

MS-1 P has been fitted with TSEMP and a large VSP laser and seems to be deployed against targets the CCAF would prefer disabled and captured.

NOTABLE UNITS

Fearghal Dougal: Unusual among Solaris com­batants, Dougal appears to have no real interest in his fans or his own fame, which only causes his popularity to increase; the few women seen on his arm at social functions only accompany him at his sponsors' behest. Fans who have met this strange, pale man in person always say he seems distracted or uninterested in normal conversation unless the topic happens to be 'Mech hardware. When not fighting an arena match, Dougal can always be found tinkering with his silver and white Mortis, Seraph. Rumors abound that Dougal has no technicians in his employ whatsoever, that he alone addresses all of Seraph's repairs and maintenance between matches. Many believe he graduated from the Orloff Military Academy, but the school has no records indicating he ever enrolled there.

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Type: Mortis Technology Base: Inner Sphere (Advanced) Tonnage: 75 Battle Value: 1,984

Equipment Internal Structure: Endo Steel Engine: 375 XL

Walking MP: 5 Running MP: 8 Jumping MP: 5

Heat Sinks: 11 [22] Gyro: Cockpit: Armor Factor: 208

Internal Armor Structure Value

Head 3 9 Center Torso 23 33 Center Torso (rear) 10 R/ L Torso 16 25 R/ L Torso (rear) 7 R/ L Arm 12 21 R/L Leg 16 25

Mass 4

19.5

4 3 13

Weapons and Ammo Location Critical Tonnage Hatchet RA 5 5 Actuator Enhancement RA 3 2.5

System MML5 RT 3 3 Ammo (MML) 48/40 RT 2 2 RocketLauncher10 CT .5 Heavy PPC LA 4 10 Actuator Enhancement LA 3 2.5

System Jump Jets RT 2 2 Jump Jet CT Jump Jets LT 2 2

Notes: Features the following Design Quirks: Distracting.

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Mass: 75 tons Chassis: Luthien Class 74-77 Endo Steel Power Plant: Ford 375 XL Cruising Speed: 54 kph Maximum Speed: 75 kph Jump Jets: None

Jump Capacity: None Armor: New Samarkand Teppeki Hardened Armament:

1 lmperator LB 2-X Autocannon 4 Shigunga CType LRM 10 Launchers

Manufacturer: Luthien Armor Works Primary Factory: Luthien

Communications System: Sipher CommSys 4 with Guardian ECM Suite

Targeting & Tracking System: Neko Megane 7

Named after the Combine's founder, the Shiro's classic look evokes samurai pride, glory, honor, and nationalism. It is the only BattleMech within the DCMS that is specifically assigned by a warlord's command staff. All Shiro pilots are required to have one Combine honor bestowed upon them, the most common being the Bushido Blade.

CAPABILITIES The Shiro is often regarded as "an assault

'Mech disguised in a heavy 'Mech chassis:' Mounting dense armor, yet still capable of maintaining pace with other heavy 'Mechs, the Shiro is best utilized leading from behind. Unlike the social generals of the Lyran Commonwealth, however, Shiro pilots are expected to advance with their troops, providing a constant symbol of the Dragon watching over its people as they bring victory to the Combine. Its quadruple Shigungas spread an impressive umbrella of ordnance that is as effective on airborne targets as they are to those on the ground.

DEPLOYMENT Upon seeing the Shiro for the first time,

then-Tai-shu Toranaga ordered that only DCMS MechWarriors of acclaim and honor could pilot such a magnificent machine. With the Combine-and the DCMS in particular-ex­periencing a rebirth of its cultural history, the Shiro's appearance on the battlefield would be an inspiration. The first operational Shiro in the Ryuken, for instance, was then given to Tai-sho Tori Ishihara for the Ryuken-go's superb performance in the Draconis Reach campaign. Earning a Shiro became an obses­sion for many Kuritan officers, though it be­came standard practice for warlords to refuse one to an officer who publicly expressed such a desire.

Tai-sa Edwin Sota, commander of the Nineteenth Sun Zhang, had his Shiro revoked after the disastrous landings on Exeter. Brash in his approach, Sota landed his DropShips in full view of the planetary capital, hoping to cow the local populace. As the cadre paraded in full regalia to their deployment zones, the Exeter militia overwhelmed the DCMS troops. With a company of 'Mechs lost in less than an hour, the Nineteenth quickly retreated. Upon their arrival at Homam, Sota was demoted, his Shiro seized by the Procurement Department, and the cadre relegated to guard duty.

On Robinson, Chu-sa Moishe Tolkowski, second in command of the Seventh Sword of Light, stood fast on the hill approach near Bueller and rebuffed a heavy counterattack by the Twentieth Avalon Hussars. The Davion unit, recovered from the Seventh's headlong assault two days prior, attempted to blast through the DCMS line and seize the Combine DropShips. Tolkowski and his company of heavy and as­sault 'Mechs, low on ammunition and supplies,

closed ranks and met the Hussars rush head-on. Outnumbered nearly four-to-one by Davion light 'Mechs and vehicles, Tolkowski's troops denied the Hussars their breakout. Tolkowski's Shiro, depleted of missile ammunition as the battle unfolded, waded into the midst of the Davion charge. The sight of their commander's Shiro smashing, kicking, and stomping Davion machines inspired the Dragon's troops to un­matched courage. At the end of the day, a bat­talion of AFFS machines and men lay broken along the shallow pass.

VARIANTS A special variant of the Shiro was blfilt as a

prototype for the Combine's new ballistic armor. The SH-2P replaced the original's autocannon for an ER-PPC. Few of these are found in the field and are considered honored gifts when awarded by the kanrei.

NOTABLE UNITS

Sho-sho Katsuro Sutoku: A faithful servant of House Kurita, Sutoku is happiest when piloting a 'Mech for the Dragon. His inner peace with such simple devotion makes him a formidable warrior. Sutoku was gifted Tai-sa Sota's Shiro after the debacle on Exeter.

Tai-i Moriko Horiama: Raised on the exploits of ancient Kuritan MechWarriors, Horiama strove to earn a place among the elite of the DCMS. Graduating with honors from the Sun Tzu School of Combat, Horiama steadily moved up the ranks of the Pesht Regulars. Her innate stra­tegic abilities served the Combine well during a Dominion raid on Schuyler, earning her recogni­tion as a Guardian of the Lair. She now serves with the warlord's command staff.

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Type: Shiro Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 75 Battle Value: 2,016

Equipment Mass Internal Structure: Endo Steel 4 Engine: 375 XL 19.5

Walking MP: 5 Running MP: 7 Jumping MP: 0

Heat Sinks: 10 [20] 0 Gyro (XL): 2 Cockpit: 3 Armor Factor (Hardened): 168 21

Internal Armor Structure Value

Head 3 9 Center Torso 23 25 Center Torso (rear) 8 R/L Torso 16 18 R/L Torso (rear) 5 R/LArm 12 18 R/L Leg 16 22

Weapons and Ammo Location Critical Tonnage Sword RA 5 4 2 LRM 10 (C) RT 2 5 Ammo (LRM) 36 RT 3 3 2 LRM 10 (C) LT 2 5 Guardian ECM Suite LT 2 1.5 LB 2-X AC LA 4 6 Ammo (LB-X) 45 LA

Notes: Hardened Armor reduces Running MP by 1. Features the following Design Quirks: Distracting.

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Mass: 75 tons Chassis: Hellespont Type TZ En do Composite Power Plant: Rawlings 300 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None

Jump Capacity: None Armor: Hellespont Lite II Stealth Armament:

2 Mydron Concussor Gauss Rifles 2 Ceres Arms Striker Light

Particle Projection Cannons Manufacturer: Hellespont 'Mech Works

Primary Factory: Sian Communications System: Ceres Metals

Model 777 with Angel ECM Suite Targeting & Tracking System: Radcom TXXII

Originally intended as a mobile fire sup­port platform for the shadow lances, the Tian­zong, or celestial general, far exceeds its intend­ed role. Deadly at all ranges and well-known for its exceptional electronics and command suite, the Tian-zong is the Capellan Confederation's premier command 'Mech.

CAPABILITIES Heavily armed, solidly armored and aided

by a sophisticated command and control suite, the stealthy Tian-zong can close with enemy forces and deliver a massive, punishing barrage with little fear of reprisal. Its paired Gauss rifles and light PPCs deliver deadly, accurate fire yet barely tax its heat exchangers. Furthermore, its advanced electronics allows it to easily coordi­nate battalion-level operations, making it the preferred choice of elite regiments.

DEPLOYMENT During the siege of Victoria by AFFS forces,

Warrior House Kamata used the Tian-zong's stealth and command abilities to great effect. Timing their attack to coincide with a poorly concealed unit rotation between battered elements of the Sixth Syrtis Fusiliers LCT and the reconstituted Forty-second Avalon Hussars LCT, the elite Warrior House maneuvered two companies of shadow lances between a break in the lines. Comprised principally of Tian-zongs, they used stolen en­cryption keys to pass behind enemy lines. Then, catching the AFFS regiments mid-rotation, they tore into their flanks with abandon. The result was pandemonium. Their first combined volley felled a full company of 'Mechs, while the second volley disabled or destroyed another dozen.

With the sudden loss of so many 'Mechs, both regiments broke and ran. However, they quickly realized their error and regrouped for a counterattack. By then, Warrior House Kamata had smartly withdrawn back behind the cover of their lines.

On Arboris, elements ofthe First MAC used the Tian-zong to significantly delay a company of Hastati Sentinels. Commanding a single shad­ow lance and a platoon of light tanks, Sang-wei Clara Parks was charged with securing the plan­et in advance of follow-on forces. However, on landing she learned that the Hastati Sentinels were already reinforcing Arboris for operations against the Confederation.

Hunted, outgunned and outnumbered, Sang-wei Clara Parks used convenient weath­er to close with and repeatedly ambush the Sentinels' patrols. Each time, she and her lance engaged at differing ranges to throw them off-guard. Emboldened by her victories and repeated snubbing of the Sentinels' best war­riors, she brazenly engaged in a duel with a RAF Peacekeeper assault 'Mech.

Very soon into the duel Parks realized she was outmatched. Luckily, her stealth ;:Jrmor made it hard for the Peacekeeper's pilot to target her lighter 'Mech, and she was able to withstand several volleys without taking sig­nificant damage. Nevertheless, Parks saw her armor was failing. After a particularly brutal exchange she attempted to withdraw by duck­ing into a squall but soon realized that the Peacekeeper made no move to stop her. She approached the motionless assault 'Mech only to find that her last Gauss slug had shattered the Peacekeeper's cockpit.

Within weeks additional Capellan troops arrived and the battle for Arboris began"in ear­nest. Sang-wei Parks eventually claimed the Peacekeeper for House Liao. ·

VARIANTS There are two major variants of the Tian­

zong. The first replaces the light PPCs with extended-range lasers and heat sinks while the second exchanges the Gauss rifles for light ver­sions and ER large lasers.

NOTABLE UNITS

Poi-zhang Hoa Phiri: An officer in Warrior House Dai Da Chi, Phiri expects the best from everyone, be they her superiors, peers, or subor­dinates. Despite her small stature, she has little problem intimidating anyone into doing what she believes is the right thing, and those who challenge her tend to vanish. Many Dai Da Chi warriors believe she is a Maskirovka operative intended to keep the Warrior House Order un­questionably loyal to the Chancellor. The sobri­quet of Phiri's Tian-zon-Golden Fist-implies she operates with Daoshen Liao's blessing.

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Type: Tian-zong Technology Base: Inner Sphere Tonnage: 75 Battle Value: 2,072

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro: Cockpit (Small): Armor Factor (Stealth):

Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/ L Arm R/ L Leg

Endo-Composite

300 XL 4 6 0

10 [20]

216 Internal

Structure 3

23

16

12 16

Armor Value

9 34 9 24 8 24 26

Mass 6

9.5

0 3 2

13.5

Weapons and Ammo Location Critical Tonnage LightPPC RA 2 3 Ammo (Gauss) 8 RA Gauss Rifle RT 7 15 Ammo (Gauss) 8 H 1

Angel ECM Suite CT 2 2

Gauss Rifle LT 7 15 Ammo (Gauss) 8 LA 1 1 LightPPC LA 2 3

Notes: Features the following Design Quirks: Command BattleMech.

-/ ·~)

t_tf ~ -

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Mass: 75 tons Chassis: NETC Omicron Endo Steel Power Plant: Vlar 300 Cruising Speed: 43 kph, 54 kph with Triple­

Strength Myomer Maximum Speed: 64 kph, 86 kph with Triple­

Strength Myomer Jump Jets: None

Jump Capacity: None Armor: Wall Type 8 Light Ferro-Fibrous with

CASE II Armament:

1 Mydron Excel Class 10 Ultra Autocannon 1 Hovertec Streak SRM 4 Launcher 1 OMI StarBurn Bombast Laser

Manufacturer: New Earth Trading Company Primary Factory: New Earth

Communications System: Marshal 635 Targeting & Tracking System: Scope 4520

Like the Kheper, the Uraeus was built in secret for the Com Guards and has since be­come one of the new machines serving in the expanded RAF. In the Com Guard it served in heavy and cavalry Level lis, but the RAF has designated it a heavy raiding machine. Fast enough for a seventy-five ton 'Mech, and faster still under stress, it serves this role well despite being maligned for its ComStar origins.

CAPABILITIES Uraeuses were built to be main combat­

ants in the thick of heavy fighting. Two defining features reveal the ComStar engineers' thinking: a turret-mounted bombast laser and the triple­strength myomer-enhanced vibroblade. Able to attack in several axes at once, and utterly fear­some in physical attacks, the Uraeus is a devas­tating close-attack 'Mech.

DEPLOYMENT The Uraeus appears frequently in the Hastati

and the Triarii, and in limited numbers in Stone's Brigade. Like the Kheper, it is often sent on desta­bilizing raids outside the Fortress, where its abil­ity to get itself out of trouble makes it a valuable, if only grudgingly used, asset.

Two of the 'Mechs sent to destroy the string of outposts on Zurich were Uraeuses, and they were instrumental in defeating a last­minute ambush by Capellan forces that almost prevented the RAF forcesJrom escaping. The Capellans, warned by a hovertank company de­stroyed at the RAF landing zone, were rushing forces into the area. The raiding party, only two of its objectives destroyed, was retreating when they encountered a Capellan relief force. The raiding party, six 'Mechs, immediately attacked the two Capellan lances, with the Uraeuses in the center.

One of the 'Mechs, piloted by Sergeant Imogen Nopah, crushed a Capellan Stinger in its initial charge. Her autocannon and Steak SRMs were firing at nearby Capellans as fast as their ammunition could be loaded, and her bombast laser was swiveling around on its turret, firing at its highest setting. Within mo­ments she had driven her heat high enough to activate her 'Mech's triple-strength myo­mer. Then she charged again, this time at a Cataphract.

The Cataphract's stealth armor was no help to it at point-blank range. Nopah slammed a fu­sillade into the heavy 'Mech's armor and then drove her vibroblade into its gut, severing its gyro controls. The 'Mech thrashed and fell, and Nopah moved on to her next target.

By the time the raiding force reached the DropShips and escape, only four of the RAF 'Mechs were left. All were damaged, in­cluding the Uraeuses, which had both broken their vibroblades. Their autocannon ammuni­tion magazines were empty. Both pilots were treated for heat ailments, their cooling systems long since overloaded.

NOTABLE UNITS

Lieutenant Imogen Nopah: Upon her return from Zurich Nopah was promoted and offered a Lament to replace her battered Uraeus. She accepted the promotion but refused the new 'Mech, making many in the Principes wonder about her sanity. Few question her loyalty or her skills, however, and her company commander is still weighing her proposal to form an aii-Uraeus lance to train in close-assault tactics.

Adept Pieter Asmund: Adept Asmund was a Level II commander in the Com Guards' First Division, and among the last to fall on Epsilon Eridani. He had come to the attention of the RAF on Luyten 68-28, when his Two held the rearguard against RAF attackers. He and his Uraeus were instrumental in defeating the lead­ing Republic lances, securing time for the Com Guards to board ship and escape. On Epsilon Eridani his time ran out; caught by the combat drop of the Hastati, his entire Two was crushed beneath heavy fire. Asmund was knocked un­conscious and captured; his whereabouts since then are classified, though the tactics of his Two on Luyten are studied in RAF military academies.

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Type: Uraeus Technology Base: Inner Sphere (Advanced) Tonnage: 75 Battle Value: 1,843

Equipment Internal Structure: Endo Steel Engine: 300

Walking MP: 4 (5)

Running MP: 6 (8) Jumping MP: 0

Heat Sinks: 10 [20] Gyro (XL):

Cockpit: Armor Factor (Light Ferro): 220

Internal Armor Structure Value

Head 3 9 Center Torso 23 33 Center Torso (rear) 10 R/L Torso 16 23 R/L Torso (rear) 8 R/L Arm 12 24 R/L Leg 16 29

Mass 4 19

0 1.5 3 13

Weapons and Ammo Location Critical Tonnage Ultra AC/10 RA 7 13 Streak SRM 4 RT 3 Ammo (Streak) 25 RT Ammo (Ultra) 30 RT 3 3 CASE II RT 1 Bombast Laser* LT 3 7 Shoulder Turret (Armored) LT 1 1.5 Medium Vibroblade LA 2 5 Triple Strength Myomer RT/LT 3/3 0

Notes: •·Mounted in BattleMech ShoulderTurret. Features

the following Design Quirk: Bad Reputation.

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Mass: 75 tons Chassis: WW-1 Heavy En do Steel Power Plant: Starfire 375 XL Cruising Speed: 54 kph Maximum Speed: 86 kph

, Jump Jets: None Jump Capacity: None

Armor: Forging BL2 Reactive Armament:

30 tons of pod space available Manufacturer: Kallon Weapon Industries

Primary Factory: Thermopolis Communications System: GarretT11-b Targeting & Tracking System: Sync Tracker

(39-42071)

The Warwolf is reportedly an attempt to create a new iconic heavy 'Mech for Clan Wolf's touman following the enthusiastic devaluation of the Timber Wolf by Clan Sea Fox. Like the Wulfen, only a handful of prototypes had been completed before the Clan abandoned their oc­cupation zone to carve out a new Wolf Empire. Those prototypes made a terrifying impression on their enemies, and with production at full swing the Warwolfwill certainly be at the fore of future Wolf conquests.

CAPABILITIES The Warwolfs assignment to a handful of

ristars produced a wide variety of weapons con­figurations that have since become standard. It is thus a supremely flexible cavalry 'Mech ca­pable of filling fire support, assault, and urban combat roles. Its use of reactive armor gives it a significant advantage against Inner Sphere opponents like the FWLM and LCAF, which rely heavily on artillery and missile weapons.

DEPLOYMENT Warwolf pilots are notable either for hav­

ing the favor of Khan Ward or for the formida­ble skills required to win one from the former group. They are rare even in Alpha and Beta Galaxies and not found at all in second-line formations. Production at Thermopolis shows signs of steady improvement, however, so it is likely to proliferate in due time.

The Warwolfwas in its element during the 3140 raid by the Eighty-eighth Wolf Battle Cluster on Bolan. Two of the 'Mechs, accompanied by a pair of Thors and a Mad Cat, broke through the lines of the First Bolan Guards outside Quetta. The Star crushed the Lyran command company, with Markus Kerensky's Warwolf taking down the regimental commander's Cyclops with a well­placed Gauss rifle shot.

Perhaps the only embarrassment the 'Mech has suffered so far came during the bat­tle for Tharkad City. Newly transferred to Beta Galaxy, Markus led his Star into the fray but pushed ahead too far. He was separated from the rest of his command by a Lyran bombard­ment and stumbled into a King Crab just as it emerged from a hidden bunker. The assault 'Mech's point-blank strike crippled Kerensky's Warwolf in a matter of seconds, giving him no time to retaliate.

NOTABLE UNITS

Star Captain Nikki Radick: Unusual in her Clan, Nikki believes the Clans should protect the Inner Sphere rather than conquer it. This idea earned her brutal beatings from sibkin who believed her convictions weakened her. However, she validated her resolve by being the sole graduate of her sibko, which has led some to believe she sabotaged her sibkins'Trials of Position.

Type: Warwolf

Technology Base: Clan (Advanced)

Tonnage: 75

Battle Value: 2,706

Equipment

Internal Structure: Endo Steel

Engine: 375 XL

WalkingMP: 5

Running MP: 8 Jumping MP: 0

Heat Sinks: 10 [20]

Gyro:

Cockpit:

Armor Factor (Reactive): 231

Internal

Structure

Head 3

Center Torso 23

Center Torso (rear)

R/L Torso 16

R/L Torso (rear)

R/LArm 12

R/L Leg 16

Weight and Space Allocation

Location Fixed

Head None

Center Torso None

RightTorso 2 XL Engine 2 Endo Steel

LeftTorso 2 XL Engine

2 Endo Steel Right Arm Endo Steel

Reactive

Left Arm 4 Reactive

Right Leg Endo Steel

Reactive

Left Leg Endo Steel Reactive

Armor

Value

9 . 35

11

24

8 24

32

Mass

4 19.5

0

4

3

14.5

Spaces Remaining

1

2

8

8

6

4 0

0

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Weapons and Ammo Location Primary Weapons Configuration

Gauss Rifle RA Ammo (Gauss) 16 RA

Targeting Computer RT LRM 10 RT Ammo (LRM) 12 RT CASE II RT

Laser Anti -Missile System H

TAG CT LRM 10 LT Ammo (LRM) 12 LT

CASE II LT JumpJet RT

JumpJet CT JumpJet LT

Alternate Configuration A ER PPC

Medium Pulse Laser 2 Double Heat Sinks Streak LRM 10 Ammo (Streak LRM) 12

CASE II

Double Heat Sink ER Medium Laser ER Large Laser

Medium Pulse Laser Streak SRM 6 Ammo (Streak SRM) 15

CASE II Double Heat Sink

Battle Value: 3,100

Alternate Configuration B

Ultra AC/10 Ammo (Ultra) 30

ER Large Pulse Laser Double Heat Sink

Laser Anti-Missile System 2 Double Heat Sinks

2 Double Heat Sinks Jump Jets

Jump Jet Jump Jets

Battle Value: 2,518

RA

RA RA RT

RT RT

RT H

CT CT LT

LT

LT LT

RA RA RT

RT H LT

LA RT

CT LT

critical

6 2 3

2 1

4 2

2 1

1

2

1 2

4 3 3 2

4 4 2 1

2

Tonnage

12 2

3 2.5

.5

2.5

.5

6 2 2 5 1 .5

4 2

3

.5 1

10 3 6

2

2

2 1 2

Weapons and Ammo Alternate Configuration C Large Pulse Laser Targeting Computer Double Heat Sink ATM9 Ammo (ATM) 14 CASE II Laser Anti-Missile System ATM9 Ammo (ATM) 14 CASE II 2 Double Heat Sinks Jump Jet Jump Jet Jump Jet

Battle Value: 2,776

Location

RA RA RA RT RT RT H LT LT LT LA RT CT LT

Critical

4

Tonnage

6 2

2 .5 1

2 .5 2

Weapons and Ammo Location Alternate Configuration H Gauss Rifle RA Ammo (Gauss) 16 RA Improved Heavy Large Laser RT Supercharger RT Double Heat Sink RT CASE II RT Double Heat Sink CT Improved Heavy Large Laser LT 2 Coolant Pods LT

LT LT

Critical Tonnage

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Mass: 80 tons Chassis: Titan Speciai-DAA Endo-Composite Power Plant: Light Force 320 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None

Jump Capacity: None Armor: ArcShield VII Mk.7 Armament:

32 tons of pod space available 2 Series 2f Extended Range

Medium Lasers Manufacturer: StarCorps Industries

Primary Factory: Terra Communications System: Telestar Model

XTD-131 Targeting & Tracking System: Starlight

Adjustable LX-8

The Doloire was intended to become one of the Republic's flagship OmniMechs when it en­tered production in 3121, and an example of the Republic's cooperation with the Clan enclaves within its borders. Built with mixed technology and armed the same, all of the Doloire's configu­rations are built to pound enemy 'Mechs into submission. Since the Fortress was raised and its protocols instituted, StarCorps has increased production. Do/aires are often assigned to prom­ising young officers, who use it to find success in battle and ensure their future promotion.

CAPABILITIES Though not overly fast for an eighty-ton as­

sault 'Mech, the Doloire's Clan-built engine is less susceptible to damage than a comparable Inner Sphere-built engine. All of its configurations are built to benefit from the integral actuator en­hancement system built into the arms, though the newest configuration is clearly built to wade into heavy combat and destroy enemy 'Mechs.

DEPLOYMENT Do/aires appear in every regiment of the

RAF, and several survive with the Republic Remnant and a handful of mercenary groups founded out of the tatters of the prefecture mili­taries. They are universally revered as powerful, flexible machines, but that same revere makes them fire magnets in combat.

In 3136 the Capellan Confederation moved in to claim Azha. One of the last units on-world was a small mercenary unit called the Past Knights. Despite the grandiose name, none of the mercenaries had ever been a Knight of the Sphere, and only one-Hiram Torch-had served in the RAF. He'd taken his Do/oire when he left, but the Past Knights lacked the logistical where­withal t o reconfigure it. When the Capellans landed, the Past Knights moved to block a criti­cal river crossing near Naples. The Knights placed Torch's Doloire near the center of the position, where its large pulse lasers and Gauss rifle could cover the bridge. The first Capellan units to try the bridge were a column of hovertanks; Torch's lasers made quick work of them.

The second push against the bridge was backed by a pair of Pixius; an Agrotera and a Raven tried to force the crossing. The Pixius concentrated their lnokumas on Torch's 'Mech, forcing him back, but the Knights' supporting units, four Sorteks, were able to push the assault back. The final push, this time supported by a Cataphract and a Tempest, came with airmobile battle armor. Torch was killed when battlesuits swarmed his 'Mech and breached his cockpit, but he'd claimed a war­rior's guard in kills before he went down.

NOTABLE UNITS

Lieutenant Anne Archimbault: Lieutenant Archimbault was assigned to Stone's Fury the day after New Year's in 3144. By February first

she was already through the Fortress and push­ing her Do/oire across the beaten wasteland of the Long Fuzz on Hsien. There she and her lance attacked a task group of the Second Liao Guards. The initial volley destroyed three of the Capellans' Predator Tank Destroyers. By the time the Liao 'Mechs got turned around, Archimbault was close enough to volley her Streak SRMs. A minute later it was all over-and Archimbault had claimed three 'Mech kills, all with her TSEMP and vibroblade.

Sao-wei Sera Klimovna: Sao-wei Klimovna­the Klimovna, since her father's death in 3143-pilots the only salvaged Do/oire in th~ CCAF: Hiram Torch's 'Mech. Though the Confederation can afford to purchase more high technology, the Klimovna prefers the A configuration be­cause of its plasma rifles.

Type: Doloire

Technology Base: Mixed Inner Sphere (Advanced)

Tonnage: 80

Battle Value: 2, 709

Equipment

Internal Structure: En do-Composite

Engine: 320 XL (C)

WalkingMP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks (C): 12 [24]

Gyro: 4

Cockpit:

Armor Factor: 232

Internal Armor

Structure Value

Head 9

Center Torso 25 38

Center Torso (rear) 11

R/L Torso 17 26

R/L Torso (rear) 7

R/ LArm 13 24

R/L Leg 17 30

Mass 6

11.5

2

14.5

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Weight and Space Allocation Location Fixed Spaces Remaining Head 1 Endo-Composite 0 Center Torso 2 ER Medium Laser (C) 0 RightTorso 2 XL Engine (C) 8

2 Endo-Composite Left Torso 2 XL Engine (C) 6

4 Endo-Composite Right Arm 4AES 4 Left Arm 4AES 4 Right Leg None 2 Left Leg None 2

Notes: Features the following Design Quirks: Multi-Trac, Command Unit.

Fixed Equipment AES 2 ER Medium Lasers (C) AES

Location RA CT LA

Weapons and Ammo Location Primary Weapons Configuration Large Pulse Laser (C) RA Gauss Rifle (C) RT Ammo (Gauss) 16 RT Double Heat Sink (C) RL Double Heat Sink (C) LL Angel ECM Suite LT 2 Double Heat Sinks (C) LT Large Pulse Laser (C) LA

Alternate Configuration A Plasma Rifle Ammo (Plasma) 10 Double Heat Sink (C) 2 SRM 6 (C) Ammo (SRM) 60 CASE II Double Heat Sink (C) Double Heat Sink (C) ER Medium Laser (C) Ammo (Plasma) 10 Radical Heat Sink System Plasma Rifle Ammo (Plasma) 1 0 Double Heat Sink (C)

Battle Value: 2,336

Weapons and Ammo Alternate Configuration B Rotary AC/5 Ammo (RAC) 80 CASE II Double Heat Sink (C) 3 Double Heat Sinks (C) 2 ER PPC (C) Double Heat Sink (C)

Battle Value: 3,136

RA RA RA RT RT RT RL LL LT LT LT LA LA LA

Location

RA RT RT RT LT LA LA

Critical 4 2 4

Critical

Critical

6 4 1 2 6 4 2

Tonnage 2.5 2

2.5

Tonnage

6 12 2 1 1 2 2 6

6 1 1 3 4 1

4 6 1 1

Tonnage

10 4

3 12 1

Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Crit ical Tonnage Alternate Configuration C Alternate Configuration D LRM 20(C) RA 4 5 4 Streak SRM 4 (C) RA 4 8 Artemis V (C) RA 2 1.5 TSEMP RT 5 6 Streak SRM 6 (C) RT 2 3 Ammo (Streak) 50 RT 2 2 Ammo (Streak) 30 RT 2 2 CASE II RT 1 1 Ammo (LRM) 18 RT 3 3 ER Micro Laser (C) RL 1 .25 CASE II RT 1 1 TSEMP LT 5 6 Streak SRM 6 (C) RL 2 3 LT 1 1.5 ER Small Pulse Laser (C) LT 1.5 LL 1 .25 C' Master Unit LT 5 5 LA 4 7 Streak SRM 6 (C) LL 2 3 Lance LA 4 4

Battle Value: 2,327

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Mass: 80 tons Chassis: Advantage NTL Power Plant: LTV 400 XL Cruising Speed: 54 kph, 64 kph with TSM Maximum Speed: 86 kph, 97 kph with TSM Jump Jets: None

Jump Capacity: None Armor: Durallex Super Medium Ferro-Fibrous Armament:

2 Magna Flarestar Snub-Nose Particle Projection Cannons with Capacitors

3 TacShot Anti-'Mech Pods Manufacturer: Tactical Advantage, LLC

Primary Factory: Regulus Communications System: Garret C22A with

Guardian ECM Suite Targeting & Tracking System: Wasat

Aggressor Type 12

Taking a cue from the Lyran Commonwealth's Berserker BattleMech, Tactical Advantage at­tempted to fit the 1 00-ton close brawler into an eighty-ton chassis. However, rather than simply create a smaller Berserker, the Reg ulan manu­facturer sought to re-envision the concept with traditional Regulan flair. The Neanderthal was born from this process, and its impressive close-combat prowess has taught the Reg ulan Fiefs' enemies to tremble whenever the 'Mech's distinctive, blocky silhouette appears on the horizon.

CAPABILITIES Much like the Berserker, the Neanderthal's

battlefield presence and reputation has proven effective in shock tactics. However, a Neanderthal can keep going long after a Berserker has lagged behind after suffer­ing frozen actuators from MASC overuse. A Guardian ECM suite's protective curtain makes the Neanderthal harder to hit, and

paired snub-nosed particle cannons allow the MechWarrior to maximize offensive effective­ness before reaching the range at which the 'Mech truly shines. Once within physical com­bat distance, the Neanderthal's close-range weaponry can punch through all but the heaviest armor.

DEPLOYMENT Neanderthals remain in service with the

RSMC and various mercenary commands operating in the Free Worjds League region. However, the LCAF's fondness for the Berserker spurred the Army Supply Corps to purchase a significant quantity for deployment along the League border.

In 3130, the Twenty-first Reg ulan Hussars put the latest Neanderthal variant through its paces when the Marik-Stewart Commonwealth's Twenty-fifth Marik Militia landed on Wallis. The Regulans intercepted the AMSC raiding force, but the Twenty-fifth, expecting the older Neanderthal variant, attempted to keep the Regulans at range rather than allow them to reach melee distance-a choice the raiding force paid dearly for. The Twenty-first concen­trated on closing the distance as quickly as possible, taking shots of opportunity to trig­ger TSM. Once the Regulans engaged AMSC 'Mechs in physical combat, the Neanderthals' anti-'Mech M-Pods took the enemy by surprise, exploiting exposed weakness in armor.

Although most of the Twenty-fifth man­aged to escape the planet with a significant amount of Ronin, lnc:s materiel stockpiles, the damage the Twenty-first's Neanderthals inflict­ed upon the Twenty-fifth nearly negated the AMSC's gains. Of the two lances of Neanderthals the Twenty-first deployed in defense of Wallis, only three remained combat worthy when the Twenty-fifth fled.

Since then, few raiders have underesti­mated Neanderthals in the field . An appear­ance of this 'Mech on the battlefield tends to prompt slower 'Mechs and tanks to pull back while other units concentrate fire in an effort to cripple the 'Mech before it reaches close­combat range.

VARIANTS The outdated UG variant swaps the paired

PPCs, capacitors, M-Pods, and a double heat sink for a large pulse laser and a pair each of large and small lasers. The UG model's peculiar overreliance on ranged weaponry led to the current AG model eventually supplanting it.

NOTABLE UNITS

Lex Corpuz: Before Tactical Advantage gifted Corpuz a Neanderthal out of the blue in order to drum up new sales, this Regulan expatriate was a middle-grade Solaris competitor that was more known for his repair and refit skills than his combat performance. His Neanderthal, Buford, changed all that, catapulting both him and Tactical Advantage into the limelight. Now, many mediocre competitors have followed his lead and purchased Neanderthals, resulting in the same crop of mediocrity. Rumormongers say Corpuz brokered a deal with the manufac­turer to get kickbacks from each non-military Neanderthal sale. Others claim Corpuz's skill at Buford's controls doesn't match his prior combat record, leading some to believe the Neanderthal's pilot is a highly skilled stunt double Corpuz hired to take his place during matches. When questioned about the before­and-after disparity Buford has seemingly cre­ated, Corpuz often states, "Tactical Advantage saw the Neanderthal's spirit in me, and Buford helped make it reality:'

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Type: Neanderthal Technology Base: Inner Sphere Tonnage: 80 Battle Value: 2,024

Equipment Internal Structure: Engine: 400XL

Walking MP: 5 (6)

Running MP: 8(9) Jumping MP: ' 0

Heat Sinks: 11 [22] Gyro: Cockpit: Armor Factor (Ferro): 232

Internal Structure

Head 3 Center Torso 25 Center Torso (rear) R/L Torso 17 R/L Torso (rear) R/L Arm 13 R/L Leg 17

Mass 8

26.5

4 3 13

Armor Value

9 32 15 24 10 24 30

Weapons and Ammo Location Critical Tonnage Hatchet RA 6 6 Snub-Nose PPC RT 2 6 PPC Capacitor RT M-Pod RT M-Pod H Guardian ECM Suite CT 2 1.5 Snub-Nose PPC LT 2 6 PPC Capacitor LT M-Pod LT Triple-Strength Myomer RAILA 2/4 0

Notes: Features the following Design Quirks: Stable, Distracting, Non-Standard Parts.

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Mass: 80 tons Chassis: Chariot Ill Ultralight Composite Power Plant: Defiance 400 XXL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None

Jump Capacity: None Armor: Dural lex Shockwave Reactive

with CASE II Armament:

1 Corean Light Gauss Rifle 1 Defiance Model6 Extended Range

Large Laser 1 Doombud LRM 20 Launcher 1 Defiance XSM Medium X-Pulse Laser

Manufacturer: Defiance Manufacturing Annex Primary Factory: Kwangjong-ni

Communications System:TharHes Calliope ZE-5A2

Targeting & Tracking System: TharHes Ares-X9-B

The Zeus is the epitome of the Steiner"wall of steel:' The homegrown pride and joy of the LCAF was supposedly the ultimate proof that excellence in production quality could com­pensate for lackluster battlefield prowess. After three centuries of stalwart service, it was cho­sen for a face lift to prove Defiance's standing as one of the Inner Sphere's leading manufactur­ers. The Zeus X is equal parts poster child and innovative high-tech platform. Its upgrades el­evate the venerable BattleMech to cutting edge even by thirty-second century standards.

CAPABILITIES Structurally, the Zeus X-series is defined

by a huge engine and a light but brittle struc­ture covered by layers of experimental armor. When the ZEU-X4 was readied for production in the late 311 Os, these features were carefully combined with sensible equipment. The thick

reactive plating is now production grade and safely covers the complete 'Mech. A spacious rumble seat was upgraded to a full console, resulting in a command 'Mech for the LCAF. Equipped with simple but effective weapon­ry, the ZEU-X4 once again engages enemies that are no more than approaching blots on the horizon.

DEPLOYMENT Shortly after Gray Monday, elements of the

Third Lyran Guards stationed on Port Moseby were able to test the Zeus X against ancient en­emies when a company of the Second Legion of Vega landed. Striking minor commertial tar­gets on Java, the raiders relied on their nimble 'Mechs to circumvent fortified defenses. Only after Steiner Zeuses moved onto the Semeru Flats did the Kuritans attack, confident that their superior speed would grant them the advantage in open terrain. The improved per­formance of the Zeus Xs shocked the Legion. The advanced assault 'Mech outgunned them at long range, and their unexpected speed was equal to that of the Legion's Dragons. Even a few advanced Dragon /Is could not threaten the Zeus Xs, as their reactive armor neutralized the incoming Arrow IV fire. The Legion hast­ily retreated, harrowed by the pursuing assault 'Mechs. Only the general confusion of those days and the related communication problems prevented the incident from being used in a massive propaganda campaign.

This opportunity was not missed during the recent battle of Hesperus II, where the Zeus X was again fielded by the Third Lyran Guards. Duke Brewer made sure that Defiance's most prestigious product was covered favorably by the media. Be it as the hero of Cali pee Pass­without ever engaging there-or as the de­fender of Phobos Peak, the Zeus X was displayed

as a rally point for Lyran troops during their rec­lamation of its home planet. Few sources voiced the inconvenient truth that the Zeus X isn't built on Hesperus, and that Duke Brewer himself is far away in safe hiding.

VARIANTS The original ZEU-X was an experimental

engineering milestone. It was also an ungainly hodgepodge of patchwork armor, reactive com­posites and counterintuitive short-range weapons whose limited production during the Civil War · merely served propaganda. The next model was a genuine failure, as the marriage of armored com­ponents and composite structure often resulted in a pile of undamaged internal components as the only remains of a defeated ZEU-X2. A 3080s model was an inefficient jumping monster influ­enced by Solaris experimentation on the obscure Sasquatch. Only the sub-variant ZEU-WD series that melded the X-series' innovations with stan­dard Zeus chassis, proved successful.

NOTABLE UNITS

Kommandant Mike Donnelly, Jr: Kommandant Donnelly of the Second Donegal Guards runs his battalion with an even hand-a difficult task when the Falcons always seem to be breathing down the RCT's neck. During the Falcon inva­sion, his battalion always kept the enemy on the defensive, which meant Donnelly himself often fought on the frontlines. In three separate battlefield incidents, a section of reactive armor on Donnelly's Zeus X blew off, further damaging the 'Mech's internal structure and placing him in jeopardy. As he was returning to base on 13 May, a catastrophic coolant failure caused the 'Mech to overheat and explode. The Guards dedicated their latest base publication to their gruff commander.

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Type: Zeus X Technology Base:' lnner Sphere (Advanced) Tonnage: 80 Battle Value: 2,222

Equipment Internal Structure: Composite Engine: 400 XXL

Walking MP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 11 [22] Gyro: Cockpit: Armor Factor (Reactive): 232

Internal Armor Structure Value

Head 3 9 Center Torso 25 37 Center Torso (rear) 12 R/L Torso 17 26 R/L Torso (rear) 8 R/LArm 13 23 R/L Leg 17 30

Mass 4

17.5

4 3

14.5

Weapons and Ammo Location Critical Tonnage LRM20 RA 5 10 Ammo (LRM) 12 RT 2 2 CASE II RT Cockpit Command ConsoleH 3 Medium X-Pulse Laser CT 2 ER Large Laser LT 2 5 Light Gauss Rifle LA 5 12 Ammo (Light Gauss) 16 LA 1 1

Notes: Features the following Design Quirks: Command BattleMech, Difficult to Maintain.

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Mass: 85 tons Chassis: Irian Chassis Class 38 Endo Steel Power Plant: Strand 255 Cruising Speed: 32 kph Maximum Speed: 43 kph Jump Jets: None

Jump Capacity: None Armor: Riese-675 Hardened with CASE II Armament:

2 Irian Weapon Works ELRM 10 Launchers 8 Magna Mk. II Medium Lasers

Manufacturer: Irian BattleMechs Unlimited Primary Factory: Shiro Ill

Communications System: Irian E.A.R. Targeting & Tracking System: Wasat

Aggressor with Advanced Targeting Computer

Halfway through its sixth century of contin­uous production, the Stalker is one of the most well-known and feared assault BattleMechs in the Inner Sphere. Long known for its ability to absorb and deliver punishment, the Stalker II took an already deadly 'Mech and stripped it to its pure, deadly essence.

CAP A BILITIES Initial testing of a new Stalker began

shortly after Gray Monday, with multiple vari­ants simulated and occasionally tested at the proving grounds. None seemed to capture the original's pure menace and lethality. It wasn't until engineers, reviewing records of the 3030s Andurien Succession, re-discovered a forgotten nugget of history: the most feared Stalkers of the Succession Wars were the ones with their original Star League-era computers. Armed with a new outlook, the Stalker II was stripped to a minimal but effective weapons

array, linked to a modern targeting computer, and moved quickly from the drawing boards to the battlefields.

DEPLOYMENT Introduced in 3137, the Stalker II was

spread throughout Andurien units, and imme­diately found itself on the forefront of the 3138 invasion by the Duchy of Oriente. Needing hard currency, Andurien opened the Stalker II up to sales to its allies; Stalker /Is have fought in Capellan units on New fiyrtis and with the MAC against the RAF, and the now-disbanded Marik-Stewart Commonwealth against both the Lyrans and Clan Wolf.

Originally considered nothing more than another Stalker variant, it was fighting against Clan Wolf on Rexburg that the Stalker II began to carve out its own reputation. A company of Thirteenth Atrean Dragoon survivors had re­treated to Rexburg for refit, but was pursued by Wolf forces. Retreating to their DropShip, the two slowest BattleMechs were a pair of Stalker /Is, and they volunteered to fight as a rearguard and buy time. Cresting a hill amidst the crop­land of a local distillery, they broadcast over an open channel their intent to fight the Wolf com­mander to a standstill, and asked what he would be attacking with. When Star Captain Bangalter said he would attack with his entire force of one Binary each of light BattleMechs and vehicles, there was a pause before MechWarrior Prestek cheerfully offered, "Well, we can wait if you want to bring up more 'Mechs:'

Insulted, Bangalter immediately attacked, initiating what became known as "The Battle of Rum Ridge:' Initially using their ELRMs to attack from ranges that even Clan weapons couldn't hit, the Dragoons conducted a textbook leapfrog

retrograde. Striking from tree lines bordering the sugarcane fields, or from behind small folds that allowed their 'Mechs to hide, the Dragoons quickly shattered the vehicle Binary and threw it back, awaiting the Clan BattleMechs. MechWarrior Prestek eventually fell, losing much armor and one leg of her Stalker II.

MechWarrior Klein continued to fight, making his last stand against the four remaining Clan BattleMechs in a huge warehouse, a battle marked by maturing rum casks exploding from stray shots. After the final light BattleMech was destroyed, Klein's Stalker II grew still. The surviv­ing vehicles closed in to investigate, discover­ing a rarity on the modern battlefield: ctespite getting struck by two SRMs and five LRMs in five separate attacks, and a medium laser in the final barrage, the hardened cockpit armor was never breached. MechWarrior Klein had, how­ever, been struck by spalling from the strikes­also suffering from neurohelmet feedbacks and shock, he had bled out in his command chair, hands still clenched around the controls.

NOTABLE UNITS

Banner Marcel Dryden: During a recent FWLM intelligence ra id on Furud, the Second Andurien Guards faced the Second Oriente Hussars. Banner Dryden's lance attempted to ambush part of an incoming company, but Lieutenant Grable sprang the trap too early and was killed. Dryden took command of the lance and rallied his troops to salvage the attack. His direction re­sulted in the destruction of two Hussars lances. His company commander requested the ADF make Dryden's brevetted rank of lieutenant an official commission, but thus far nothing has come of it.

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Type: Stalker II Technology Base: Inner Sphere (Advanced) Tonnage: 85 Battle Value: 2,261

Equipment Internal Structure: Endo Steel Engine: 255

Walking MP: 3 Running MP: 4 Jumping MP: 0

Heat Sinks: 10 [20) Gyro (Compact): Cockpit (Torso-Mounted): Armor Factor (Hardened): 216

Internal Armor Structure Value

Head 3 9 Center Torso 27 36 Center Torso (rear) 11

R/L Torso 18 25 R/L Torso (rear) 7 R/L Arm 14 23 R/L Leg 18 25

Mass 4.5 13

0 4.5 4 27

Weapons and Ammo Location Critical Tonnage 2 Medium Lasers RA 2 2 Extended LRM 1 0 RT 4 8 Ammo (ELRM) 18 RT 2 2

CASE II RT 1 1 2 Medium Lasers H 2 2 Targeting Computer H 2 2 2 Medium Lasers CT 2 2

Extended LRM 1 0 LT 4 8 Ammo (ELRM) 18 LT 2 2

CASE II LT 1 2 Medium Lasers LA 2 2

Notes: Hardened Armor reduces Running MP by 1. Quirks: Combat Computer, Protected Actuators, No/ Minimal Arms.

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Mass: 95 tons Chassis: DSAM En do 4 Power Plant: Olivetti 380 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: Grandthrust Mk 5 with Partial Wing

Jump Capacity: 120 meters Armor: Forging ZM 15 Ferro-Fibrous Armament:

2 Type 9 Ultra-S Autocannons 1 Type X "Long Bow" LRM 10-Rack 2 Series 2b ER Large Lasers

Manufacturer: Eagle Craft Group Primary Factory: Erewhon

Communications System: Raptor X-TType iii Targeting & Tracking System: Goshawk

E-Series

At first glance, one might erroneously as­sume the fearsome Shrike is another falcon­themed BattleMech of Olivetti Weaponry manufacture. While it was clearly inspired by the aesthetics of Olivetti's Flamberge and Eyrie, the Shrike's more humble origins stem from Red Devil Industries' Onager. Following in the foot­steps of the Eyrie, Eagle Craft Group took the Onager concept and retooled it to satisfy the Clan Council's revitalization mandates and de­sign philosophies. The heavier Shrike, which was unveiled shortly after Olivetti's similarly styled Gyrfalcon, met with acclaim from the warrior caste when it outperformed the Onager in all areas. After witnessi~Shrikes in battle against fast, heavy 'Mechs, many Falcon warriors issued Trials of Possession for them.

Since its debut, the Shrike has become one of the go-to choices for Galaxy and Cluster com­manders due to its mobility, heavy armor, range, accuracy, and intimidating battlefield presence.

CAPABILITIES Although heavier than its spiritual prede­

cessor, the Shrike exceeds the Onager in every category. It can outmaneuver many heavy and assault 'Mechs, and jump jets paired with a par­tial wing let the Shrike reach areas inaccessible to most 'Mechs in its weight class. The Shrike's weapons and targeting computer allow it to maintain range on its opponents, potentially keeping the pilot out of danger without sacri­ficing accuracy, and reinforced legs encourage Death From Above attacks on enemies who wander too close. Heavy armor, a command sta­tion, and a menacing falcon silhouette serve to make the Shrike an attractive command 'Mech.

DEPLOYMENT The Shrike remains exclusively a Jade

Falcon asset, although a few salvaged chassis have appeared in Lyran black markets.

Many Jade Falcons were enamored with the Shrike when it rolled off the assembly line, but it initially caught the warrior caste's attention in 3115 when the Third Falcon Talon Cluster raided La Grave. Clan Wolf's Blue Keshik fielded a large number of Tundra Wolfs on the Geiranger Plateau, so the Third brought forward its trio of Shrikes to slow them down. The Shrikes chipped away at the Tundra Wolfs from long range, and once the Wolves were forced to slow down to keep from abusing MASC, the Shrikes outmaneuvered them and dove in for the kill. Upon winning the Trial, Star Colonel Howard Malthus surprised the Wolves by immediately declaring a second batcha/1 for fur­ther resources, bidding only the same two Shrikes that had helped win the first Trial. In the first few minutes of the Trial, Star Colonel Malthus' Shrike killed the Blue Keshik's commander by destroying her Orion 1/C; the remaining Wolves were granted hegira in short order.

Another notable battle occurred in 3142 along the Coventry front of the Golden Ordun invasion. The First Falcon Velites faced the Fifth Lyran Regulars on Guatavita, where a Talon Star of Shrikes steam rolled through two whole lances of defenders without ever letting them reach close range. The rest of the Falcons were blindsided and had to withdraw, but after re­grouping, the counterthrust's Shrike vanguard allowed the Falcons to claim the planet.

VARIANTS The Shrike 2 is a medium-range fighter that

exchanges the standard configuration's lasers and autocannon with extended-range rl'ledium lasers and Ultra AC/1 Os. This version has not proven terribly popular in extended engage­ments due to its overreliance on ammunition. The Shrike 3 exchanges the standard configura­tion's autocannon for paired PPCs and five addi­tional laser heat sinks, but heat buildup remains a problem.

NOTABLE UNITS

Khan Malvina Hazen: An early adopter of the Mongol doctrine of warfare, Malvina Hazen leaves few survivors in her wake. During the Jade Falcons' desant into the Republic, her even-tempered sibkin Aleksandr Hazen kept her more violent impulses in check. However, when Aleks was killed on Skye in 3134, Malvina's gloves came off. Her successful revolt against Khan Jan a Pryde, her espousal of total war phi­losophies, and her questionable grasp on san­ity make her one of the most dangerous and feared opponents in the Inner Sphere.

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Type: Shrike Technology Base: Clan Tonnage: 95 Battle Value: 2,969

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks (Laser): Gyro: Cockpit: Armor Factor (Ferro):

Head Center Torso Center Torso (rear) R/L Torso R/ L Torso (rear) R/ L Arm R/L Rear Leg

Weapons and Ammo Targeting Computer ER Large Laser Ammo (LRM) 12 LRM 10 ER Large Laser 2 Ultra AC/5 Ammo (Ultra) 40 Partial Wing Jump Jets Jump Jets

Endo Steel 380 XL

4 6 4*

12 [24]*

288 Internal

Structure 3 30

20

16 20

Armor Value

9 44 15 29 10 32 39

Mass 5

20.5

2 4 3 15

Location Critical Tonnage RA 5 5 RT 4 RT CT 2.5 LT 4 LA 6 14 LA 2 2

RT/ LT 3/3 5 RT 2 4 LT 2 4

Notes: *Partial Wing adds+ 1 Jump MP and -3 Heat per turn in Standard Atmosphere (see pp. 293 and 295, TO, for additional rules). Features the following Design Quirks: Command BattleMech, Distracting, Reinforced Legs, Rumble Seat, Exposed Weapon Linkage (Ultra AC/5) .

~

-- -

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Mass: 95 tons Chassis: Luthi en Class 1 OSA Power Plant: Hermes 285 Light Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None

Jump Capacity: None Armor: Mitchel Argon Standard Armament:

48 tons of pod space Manufacturer: Luthien Armor Works

Primary Factory: Luthien Communications System: Sipher Clarion Targeting &Tracking System: Matabushi

Tenbatsu

While toeing the line of Stone's disarma­ment agreements, the Combine quietly pursued new BattleMech projects that would achi~ two purposes: to manufacture Combine-centric technologies, and to quickly rebuild its deci­mated 'Mech regiments from the Jihad. Older 'Mechs were decommissioned through transfers to planetary militias, maintaining the fiction that its regiments were low on material even as new materiel arrived. The Tenshi-angel-was the first Combine-centric OmniMech produced for this new DCMS and is a common sight amongst the Dragon's frontline 'Mech regiments.

CAPABILITIES The Tenshi was LAW's first OmniMech

platform to incorporate several advanced tech­nologies. The result is an assault 'Mech capable of mounting half its weight in weaponry and equipment, providing a wide array of tactical options to DCMS commanders. The Tenshi is somewhat labor-intensive to configure, due to its inordinate number of pod linkages, so swap­ping configurations on the fly is not a viable op­tion during time-sensitive operations.

DEPLOYMENT The first Tenshis were assigned to the

Ghost Regiments. The DCMS believed that if the Tenshi proved to be a tactical fail­ure-much as the Daboku nearly a century before-it would be confined to the more "honorless" regiments. Ghost pilots embraced the new OmniMech and quickly realized its battlefield potential. In 3103, the First Ghost dropped two lances of Tenshis on Grumium in the Ghost Bear Dominion in a fast raiding ac­tion to seize a large weapons stockpile. Chu-i Albert Olmstead led his Tenshis straight to their target, blasting through a Striker Star be­fore being stopped cold by a Dominion Nova from the First Freemen Cluster. Olmstead challenged the Bear commander to a Trial of Possession and was refused; the Ghosts were then surrounded by the Bears. Using their massed firepower, the Tenshis moved from target to target, cutting down Clan 'Mechs in short order as they shrugged off the Bears' return fire. Six of the eight Tenshis met their DropShip at the facility and several hundred tons of Clan technology was claimed for the Dragon.

The assault company of the Sixteenth Galedon Regulars is comprised entirely of Tenshis, all at the request of Tai-i Michelle Taharski. The Wall, as the company is unoffi­cially known, was responsible for the mass de­struction of the capital city of Kirstie on Rowe. Taharski configured all of her Tenshis with as many destructive weapons as possible. When the Wall moved on Kirstie, they were opposed by a regiment of planetary militia. The gaggle of Davion infantry and vehicles was no match for the twelve assault 'Mechs. After making short work of the militia, the company set about destroying more than three-fourths of the city.

NOTABLE UNITS

Sho-ko Raizo Mikawa: Heir to a long history of familial service to the Dragon, Mikawa never wanted to be a MechWarrior. Despite his per­sonal desires, he entered the DCMS in honor of his father, a veteran of the Second Dominion­Combine War. Mikawa's natural aptitude for mechanics has served him well within the First Ghost, providing him insight into BattleMech design that has helped the regiment's techni­cal teams out of more than one jam. He was given a Tenshi in honor of his three decades of tireless service to the DCMS and he has since mastered the delicate art of the 'Mech's ornery pod linkages.

Type: Tenshi Technology Base: Inner Sphere Tonnage: 95 Battle Value: 2,542

Equipment Mass Internal Structure: Endo·Composite Engine: 285 Light

Walking MP: 3 Running MP: 5 Jumping MP: 0

Heat Sinks: 11 [22] Gyro (Compact): Cockpit: Armor Factor: 293

Internal Structure

Head 3 Center Torso 30 Center Torso (rear) R/ L Torso 20 R/L Torso (rear) R/L Arm 16 R/L Leg 20

7.5 12.5

1 4.5 3

18.5 Armor Value

9 45 15 30 10 32 40

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Weight and Space Allocation Location Fixed Head Endo-Composite CenterTorso None RightTorso 2 Light Engine

LeftTorso

Right Arm Left Arm Right Leg Left Leg

2 Endo-Composite 2 Light Engine

2 Endo-Composite None None

1 Endo-Composite 1 Endo-Composite

Spaces Remaining 0 4 8

8

8 8

Notes: Features the following Design Quirks: Distracting, Searchlight, Difficult Ejection.

Weapons and Ammo Location Critical Tonnage Primary Weapons Configuration 5 Light PPC RA 10 15 Targeting Computer RT 8 8 Rocket Launcher 10 RL 1 .5 Double Heat Sink CT 3 Supercharger CT 1.5 Rocket Launcher 10 LL .5 Guardian ECM Suite LT 2 1.5 2 Double Heat Sinks LT 6 2 Gauss Rifle LA 7 15 Ammo (Gauss) 24 LA 3 3

Alternate Configuration A-Advanced Large VSP Laser RA 4 9 2 Double Heat Sinks RA 6 2 Double Heat Sink RT 3 1 Ammo (MRM) 16 RT 2 2 CASE II RT Coolant Pod RL 1 Large VSP Laser CT 4 9 Coolant Pod LL 1 MRM30 LT 10 Apollo FCS LT 1 Large VSP Laser LA 4 9 2 Double Heat Sinks LA 6 2

Battle Value: 1,830

Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Critical Ton nag~ Alternate Configuration 8- Advanced Alternate Configuration R-Mixed StreakSRM 6 RA 2 4.5 2 ER Medium Lasers (C) RA 2 2 TSEMP RA 5 6 Ammo (ELRM) 12 RA 3 3 Double Heat Sink RA 3 Extended LRM 20 RT 8 18 Heavy PPC RT 4 10

ER Medium Laser (C) CT 1 Ammo (Streak) 15 RT 1 Double Heat Sink CT 3 Double Heat Sink RT 3

Double Heat Sink CT 3 Extended LRM 20 LT 8 18

2 Medium Pulse Lasers LT 2 4 2 ER Medium Lasers (C) LA 2 2 Ammo (Streak) 15 LT 1 Ammo (ELRM) 12 LA 3 Double Heat Sink LT 3 Battle Value: 2,237 Streak SRM 6 LA 2 4.5 TSEMP LA 5 6 Double Heat Sink LA 3 1 Jump Jet RL 2 Jump Jet CT Jump Jet LL

Battle Valu~02

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Mass: 1 00 tons Chassis: Foundation 12X Endo Steel Power Plant:VIar 300 Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None

Jump Capacity: None Armor: Starshield Special Heavy with CASE II Armament:

1 Mydron Model RD Rotary Class 2 Autocannon

1 StarTek 20 Tube Long Range Streak Launcher

1 Type VI Streak SRM 6 Launcher 4 Marteii-X Medium X-Pulse Lasers

Manufacturer: General Motors, Robinson Standard BattleWorks Primary Factory: El Dorado (GM),

Robinson (RSB) Communications System: Rander Comm­

Marshal with Angel ECM Suite Targeting &Tracking System: Dalban HiRezV

The Atlas is perhaps the most recogniz­able BattleMech in the Inner Sphere. It appears on more recruiting posters, more propaganda films, and in the boxes of more children's toys than any other 'Mech. More than a dozen vari­ants have appeared over the centuries, and Robinson's Atlas Ill is only the most recent to appear. Rebuilt with cutting-edge technology, the Atlas Ill is likely to become the AFFS' premier assault 'Mech.

CAPABILITIES In building the Atlas Ill Robinson went with

the most advanced technology available-spe­cialized Clan weapons, custom shields, radical heat sink flush systems, and top of the line ECM. The result is a powerful assault 'Mech almost

custom-built for unit commanders. Still rare, Atlas Ills are assigned to battalion and regimen­tal commanders in the AFFS and RAF-includ­ing the personal 'Mech of Exarch Jonah Levin.

DEPLOYME N T When the Capellan Confederation at­

tacked Tikonov in force, several Atlas Ills were on-planet among the Davion defenders, and each was targeted by the Capellans for capture, anxious to reverse-engineer the radical heat sink system. One of these A tlases, piloted by Davion Leftenant Nathan Marlowe, fought its way into legend.

Attacked outside Salat by a reinforced lance of Capellan 'Mechs, Leftenant Marlowe called for reinforcements and went on the de­fensive. He fired his rotary autocannon at long range, trying to keep the Capellans at bay, but they soon used their swift 'Mechs to flank him. As they closed, he added his Streak LRM 20 to the mix, pounding the Capellan 'Mechs with in­credibly accurate LRM fire. By the time the bulk of the lance passed 400 meters its two Anubises had been disabled and an Agrotera was limping. Marlowe continued to retreat, adding his lasers to the mix when the Capellans closed. Soon he was alternating firing his lasers and flushing his heat sinks, until only a Vandal and a Lu Wei Bing remained. A burst from the Lu Wei Bing's autocannon disabled his rotary, prompting the young warrior to drop it. Capellan battleROMs clearly show him flexing the Atlas' great hands and advancing at that point, steam issuing from almost every seam in the Atlas' armor.

By the time relief arrived from Salat, all the 'Mechs were destroyed. The corpse of Leftenant Marlowe's Atlas was draped across the broken body of the Capellan Vandal, and the Lu Wei Bing lay nearby, its head crushed. Marlowe was found

inside his cockpit, pierced by an LB-X submuni­tion. He received the Medal Excalibur, posthu­mously, and his name was inscribed on the wall of honor in the hall of the Order of Davion.

VARIA N T S The -D2 Atlas Ill is intended as a more main­

line combatant, sacrificing the radical heat sink system and the rotary autocannon for a HAG and targeting computer.

NOT ABL E UNIT S

Exarch Jonah Levin: Raised to a Paladinship in 3132, Jonah Levin was elected Exarch tJf the Republic of the Sphere in 3134. After t~e Senate Alliance tried to usurp control of the Republic, and the RAF was feeling pressure from nearly every direction, he was forced to enact Fortress Republic and completely seal off the borders to Prefecture X, abandoning Republic citizens beyond the Fortress to their fate. Levin piloted his new Atlas Ill, Solitude, during the Fortress Republic contractions. With the Fortress walls closed, Levin trains with Republic troops at least once a month at various training bases on Terra.

"One-Eyed" Jack Farrell: The highly visible leader of Bannson's Raiders after the Blackout, One-Eyed Jack initially piloted a Jupiter when the Raiders regiment Wyld's Jokers first ap­peared. His missing eye is supposedly due to a lover's quarrel with "Dagger Di" Jones. Farrell 's Jupiter was eventually lost during the fighting against the Capellan Confederation, but he soon replaced it with an Atlas Ill equipped with specialized instruments to compensate for his missing eye. A Knight, he now leads Cyclops Company, an independent mercenary outfit made up of other undercover Knights.

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Type: Atlas Ill Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 1 00 Battle Value: 2,564

Equipment Internal Structure: Engine:

Walking MP: Running MP: Jumping MP:

Heat Sinks: Gyro: Cockpit (Armored): Armor Factor:

Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/LArm R/L Leg

Endo Steel 300

3 5 0

12 [24]

307 Internal

Structure 3

31

21

17 21

Armor Value

9 50 12 32 10 34 42

Mass 5 19

2 3 4

19.5

Location Critical Tonnage

Notes: Features the following Design Quirks: Command BattleMech, Distracting, Jettison-Capable Weapon (RAC/2), Protected Actuators.

Weapons and Ammo Rotary AC/2 Ammo (RAC) 90 Small Shield

RA RA RA

3 2 3 ~ /

Streak LRM 20 (C) Ammo (Streak LRM) 12 CASE II Angel ECM Suite Streak SRM 6

RT RT RT CT LT LT Ammo (Streak SRM) 15

CASE II LT 2 Medium X-Pulse Lasers LT Radical Heat Sink System LT 2 Medium X-Pulse Lasers LA Small Shield LA

5 2 1 2 2

2 3 2 3

10 2 1-

2 4.5

1 4 4 4

- ··- · --:;.

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Mass: 1 00 tons Chassis: Dynamic Endo Steel Power Plant: LTV 400 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None

Jump Capacity: None Armor: Durallex Heavy Armament:

4 Mydron Excel SSG LB 5-X Autocannons 4 Diverse Optics Sunfire Extended Range

Medium Lasers Manufacturer: Eris Enterprises Design Group,

Dynamic Ordnance and Ammunition Primary Factory: Capolla (Eris), Galatea (Dynamic)

Communications System: Neil 8000 Targeting & Tracking System: Dynatec 2780

The Malice, a joint venture between Eris Enterprises Design Group and Dynamic Ordnance and Ammunition, entered service just before the Blackout. A fast-so far as that goes for a 1 00-ton 'Mech-assault machine, it found instant acceptance with mercenary buy­ers on Galatea and RAF purchasers on Capolla. The Fortress cut Eris off from the rest of the Inner Sphere, but Dynamic has been selling the Malice to mercenaries as fast as they can be built.

CAPABILITIES The key element of the Malice's success is

its speed for a 100-ton 'Mech. To maintain this advantage the Malice's knees are protected by Dynamic's "demon leg" double knee. The Mydron Excel cannons are tried-and-true weap­ons, backed up by proven Diverse Optics lasers, and the 'Mech carries a thick sheath of Durallex Heavy armor.

DEPLOYMENT The Malice appears in both of the Galatean

Defense Force regiments, as well as most of the mercenary units of any quality that operate off of Galatea. With the heavy fighting in and around those worlds, Malices have earned quite a reputation.

In 3144 a small mercenary company called the Whiskey Tangos raided the Lyran world Vindemiatrix, under contract to the Galatean Defense League to claim a supply dump from the LCAF. The Tangos were barely a company in strength, two Malices supported by six Shandras and three Behemoth II heavy tanks. Defending the supply dump was a medium 'Mech lance and a company of battlesuit infantry.

The Tangos used their Shandras to try and draw the Lyrans away. The six scout vehicles sped toward the depot and then veered off, firing a single volley from their SRM racks to draw attention. They succeeded in drawing the 'Mechs out of the depot, but instead of clear­ing the area they detected the heavy elements of the Tangos closing. The Lyran 'Mechs barely had time to turn around before the Malices and Behemoths were in range. As the battlesuits ran from the depot, the battle began.

The Malices ignored the 'Mechs after two initial barrages, leaving the 'Mechs to the Behemoths. Instead, they spun around and opened fire on the approaching battlesuits at long range. The battlesuits, lacking APCs and charging across a cleared killing ground, suf­fered horrendous losses to the Malices' submu­nitions. By the time they reached firing range of their own weapons, barely a platoon and a half was combat ready, and they were easy prey for the Malices' medium lasers. The Behemoths, too heavily armed and armored to be easily overrun by the Lyran 'Mechs, were just being pressed

back when the Tango Shandras returned, volley­ing missiles into the Lyran 'Mechs' rear. The Lyrans broke off, leaving the depot to the mercenaries.

VARIANTS For such a young 'Mech the Malice has a

surprising number of variants. Whether up­grading two of the autocannons to LB 1 0-X or swapping them for light autocannons to take advantage of specialty ammunition, they are all powerful machines. The most rare, the YZ, a specialty Clan version available from Eris, is a mixed-technology moving massacre.

NOTABLE UNITS

Nicolas Oleance: Oleance is one of the Malice pilots in the Whiskey Tangos. A former LCAF MechWarrior, he was chosen to lead the Vindemiatrix raid because of his experience with Lyran tactics. He knew the MechWarriors would chase the Shandras, despite the physical impossibility of catching them, because they'd want the glory of victory to earn promotions. Since his return he has been courted by the Defense League to accept a position in one of the GDL regiments, but he is holding out for of­fers for the entire Whiskey Tangos.

Major Sabine Westhaven: Major Westhaven oversees three raiding parties based with the XVI Hastati on Zollikofen, maintaining the strict disci­pline these squads must maintain to protect the Fortress' secret. She participates regularly with them in training, often taking herYZ Malice into the field to make certain her troopers are ready to face the most dangerous opponents possible. Despite repeated requests, however, she has been denied permission to accompany any of her raiding parties across the Fortress.

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Type: Malice Technology Base: Inner Sphere Tonnage: 1 00 Battle Value: 1,852

Equipment Internal Structu re: Endo Steel Engine: 400XL

Walking MP: 4 Running MP: 6 Jumping MP: 0

Heat Sinks: 12 [24] Gyro: Cockpit: Armor Factor: 307

Internal Structure

Head 3 Center Torso 31 Center Torso (rear)

R/L Torso 21 R/L Torso (rear) R/L Arm 17 R/L Leg 21

Mass 5

26.5

Armor Value

9 42 20

30 12 34 42

Weapons and Ammo Location Critical Tonnage LB 5-X AC RA 5 8 ER Medium Laser RA LB 5-X AC RT 5 8 ER Medium Laser RT 1 Ammo (LB-X) 40 RT 2 2 LB 5-X AC LT 5 8 ER Medium Laser LT 1 1 Ammo (LB-X) 40 LT 2 2 LB 5-X AC LA 5 8 ER Medium Laser LA

Notes: Featu res the following Design Quirk: Protected Actuators.

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Mass: 1 00 tons Chassis: DSAM En do 1 0-Composite Power Plant: Starfire 300 XL Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None

Jump Capacity: None Armor: Advanced/3 Armament:

56 tons of pod space available Manufacturer: Earthwerks-FWL, Inc.

Primary Factory: Keystone Communications System: Khan Series (Type 3a) Targeting &Tracking System: Build 4

MadCatTTS

Few assault 'Mechs can stand comparison to the Tomahawk II. The superior technology of the Clans means that legendary Inner Sphere units like the Atlas, Devastator, or Marauder II fall short. Even the dreaded Daishi and Turkina suffer in comparison with it. In many ways the Tomahawk II is the most powerful 'Mech ever built, and the only efficient counter to one in the hands of an elite pilot is a saturation artillery bombardment.

CAPABILITIES The Tomahawk II stacks even more weap­

onry on its chassis than the Daishi without sac­rificing speed or survivability. This is possible thanks to the endo-composite skeleton, which lightens the 'Mech while leaving plenty of in­ternal space available. Standard configurations stress heavy firepower at all ranges, though the Primary betrays a slight close-in bias with its hyper-assault Gauss rifles and the A configura­tion's LB-X autocannons are particularly effec­tive defending against aerospace fighters. Jump Jets make the B configuration a good choice for urban combat, while the C configuration is a heavy support unit.

DEPLOYMENT Full production of the Tomahawk II began

in 3088 at the W-7 facilities on Weingarten. Clan Wolf thus had a large number available before their relocation. The superior facilities avail­able on Keystone also meant that, unlike with the Wu/fen and Warwolf, the Tomahawk II could be put back into production without having to substitute new components for key electronics. Clan Hell's Horses also fields the Tomahawk II thanks to decades ofT rials with Clan Wolf.

The most infamous triumph of the Tomahawk

II came during the 3143 invasion ofTharkad. Galaxy Commander Alaric Wolf decided that the best way to demoralize the Lyrans was to crush their infa­mous "wall of steel" with his own. He gathered to­gether a Binary of elite pilots with Tomahawk /Is to meet and defeat the Second Royal Guards defend­ing the Nagel ring. On 13 July the Binary smashed apart two companies of heavy and assault Lyran machines in two hours of furious combat while suffering the loss of only a single Tomahawk II. The Wolf pilots withdrew once they had exhausted their ammunition and lighter elements from the Guards threatened to cut off their position.

VARIANTS Clan Wolf experimented with a prototype

unit, the original Tomahawk, for some years before the Jihad. It lacked the endo-composite structure of the Tomahawk II but showed prom­ise in testing by Omega Galaxy. The unit never entered serial production, perhaps due to the loss of Clan Wolf's Homeworld facilities.

NOTABLE UNITS

Star Captain Fleur Sender: Impressed by foot­age of the Tomahawk If's effectiveness in the invasion of Tharkad, Star Commander Sender challenged her Star Captain, Quinn, to a Trial of

Possession for his Tomahawk II. Quinn chose to fight augmented, forcing Fluer to do battle with her prize at the helm of her older Daishi. After successfully knocking Quinn unconscious to de­feat him, she punished her former commander for his ploy by claiming his rank as isorla.

Type: Tomahawk II

Technology Base: Clan

Tonnage: 100

Battle Value: 3,334

Equipment

Internal Structure:

Engine:

Walking MP:

Running MP:

Jumping MP:

Heat Sinks:

Gyro:

Cockpit:

Armor Factor:

Head

Center Torso

Center Torso (rear)

R/L Torso

R/L Torso (rear)

Endo-Composite

300 XL

3 5

0 12 [24]

304

Internal

Structure

3

31

21

R/ LArm 17

R/L Leg 21

Weight and Space Allocation

Location Fixed

Remaining

Head

Center Torso

RightTorso

LeftTorso

Right Arm

Left Arm

Right Leg

Left Leg

None

None

2 XL Engine

2 XL Engine

None

None

2 Endo-Composite

2 Endo-Composite

Mass

7.5 • 9.5

2

3

3

19

Armor

Value

9

46

15

32

10

34

41

Spaces

1

2

10

10

8 8 0

0

Notes: Features the following Design Quirks: Difficult Ejection,

Rumble Seat.

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Weapons and Ammo Location Critical Tonnage Primary Configuration HAG30 RA 8 13 ER Large Laser RA 1 4 CASE II RA .5 Medium Pulse Laser RT 1 2 Ammo (HAG) 16 RT 4 4 2 Double Heat Sinks RT 4 2 ER Large Laser H 1 4 Double Heat Sink CT 2 1 Medium Pulse Laser LT 2 Ammo (HAG) 16 LT 4 4 2 Double Heat Sinks LT 4 2 HAG30 LA 8 13 ER Large Laser LA 4 CASE II LA .5

Alternate Configuration A LB 10-X AC RA 5 10 Ammo (LB-X) 20 RA 2 2 2 AP Gauss Rifles RA 2 1 CASE II RA 1 .5 Large Pulse Laser RT 2 6 Medium Pulse Laser RT 1 2 3 Double Heat Sinks RT 6 3 Ammo (AP Gauss) 40 RT ER Large Laser H 4 Double Heat Sink CT 2 1 Large Pulse Laser LT 2 6 Medium Pulse Laser LT 1 2 3 Double Heat Sinks LT 6 3 Ammo (AP Gauss) 40 LT 1 1 LB 10-X AC LA 5 10 Ammo (LB-X) 20 LA 2 2 2 AP Gauss Rifles LA 2 1 CASE II LA .5

Battle Value: 2,697

Alternate Configuration 8 ER Large Pulse Laser RA 3 6 Streak LRM 15 RA 3 7 Location Critical Tonnage Ammo (Streak) 16 RA 2 2 Alternate Configuration C Double Heat Sink RA 2 1 2 LRM 15 RA 4 7 ER Large Laser RT 4 Ammo (LRM) 40 RA 5 5 4 Double Heat Sinks RT 8 4 CASE II RA 1 .5 Laser Anti-Missile System H 1 Large Pulse Laser RT 2 6 ER Medium Laser CT LRM 15 RT 2 3.5 ER Large Laser LT 1 4 3 Double Heat Sinks RT 6 3 4 Double Heat Sinks LT 8 4 Large Pulse Laser CT 2 6 ER Large Pulse Laser LA 3 6 Large Pulse Laser LT 2 6 Streak LRM 15 LA 3 7 LRM 15 LT 2 3.5 Ammo (Streak) 16 LA 2 2 3 Double Heat Sinks LT 6 3 Double Heat Sink LA 2 2 LRM 15 LA 4 7 Jump Jet RT 2 Ammo (LRM) 40 LA 5 5 Jump Jet CT 2 CASE II LA .5 Jump Jet LT 2 Battle Value: 2,938

Battle Value: 3,513

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Mass: 125 tons Chassis: Rhodes-P Endo Steel Power Plant: PlasmaStar 375 XL Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None

Jump Capacity: None Armor: Maximillian 320 with CASE II Armament:

2 Hyperion Lance Extended Range Medium Lasers

3 Hyperion Ray Extended Range Small Lasers

2 Hyperion Titan Bolt Extended Range Particle Projection Cannons

2 Long Fire Light LRM 5 Launcher 1 Skobel Drotnik MRM 20 Launcher 3 Harvester 2K SRM 2 Launcher 1 Brontios Tight-Stream Electromagnetic

Pulse Cannon 6 Titan's Tread A-Pods

Manufacturer: Rhodes Foundry Primary Factory: Devil's Rock

Communications System: Titan's Shout Mk. IVA Targeting & Tracking System: Titan's Vantage

Mk. II with Apollo FCS

Ever since the dawn of the BattleMech, it seems, engineers have tried to develop a walk­ing war machine capable of breaking the so­called "1 00-ton barrier;' that point where simply too much mass stresses a frame made of too many moving parts. In the days ofthe original Star League, there were many attempts made to do this-all the way to the realm's bitter end with "Amaris' Folly" itself, the Matar. It was not until the waning days of the Jihad that the tech­nology emerged to make viable super-heavy 'Mechs, but the sheer devastation that befell Terra, and the taint of any machines made from Word of Blake research, led to a moratorium on

the notion of building 'Mechs bigger, stronger, and better than before. Having the sponsoring realm champion the cause of universal peace and minimal armies didn't help either.

But that's not to say the Republic of the Sphere wasn't ready to leap at the chance. No sooner had war erupted in the wake of the Blackout, and the Fortress walls had gone up, than the Rhodes Project went into overdrive­aimed at giving the Republic nothing short of the ultimate 'Mech.

CAPABILITIES The PSD-V2 Poseidon is the spiritual succes­

sor to the Republic's first experimental attempt at a superheavy BattleMech-a lumbering biped known as the Orca. Itself derived from en­gineering specs for the Word of Blake's Omega,

the Orca project was mothballed shortly after it produced its prototype models. Though forgot­ten by most, lessons from the Orca inspired the Poseidon's development down to its endo steel bones and reinforced actuators. Reengineered for greater stability and battlefield flexibility, the first prototypes of these superheavy tripods emerged from secret facilities on Terra and went through their paces against a surprising enemy: the Republic Senate.

DEPLOYMENT The Poseidon is t he first of the tripod su­

perheavies-or, as many have dubbed them, "Colossals"-produced by the Rhodes Project, but one wouldn't know t hat from the hype. Unlike the heavier Ares, the Poseidon was not built for modular technology. This made it easy for observers to identify many of its features once they survived the initial encounters.

Prototypes of this unit first saw action at the Serbian proving grounds on Terra, when rebel senatorial forces attempted to seize the

top secret facilit ies there in 3135. Two test bed PSD-X1 models took the rebels completely by surprise, achieving almost as much in their shocking appearance as they managed w ith their weapons. The entire engagement took place under a blackout imposed by the proving grounds' loyalist commanders, and was sub­sequently classified under orders from Exarch Levin himself, but details of the Poseidons' per­formance quickly led to the refinements that appeared on the final PSD-V2s.

At present, all Poseidon- and Ares-class

superheavy tripods are being used only by the RAF's most reliable commands, with the major­ity deployed only in defensive roles.

NOTABLE UNITS

Captain Jacques Wolfcastle: As a test pilot for the Rhodes Project, then-Lieutenant Wolfcastle gained the distinction of being one of the Republic's first Poseidon pilots to see combat, at the helm of a prototype X1 in Serbia. Though he operated the machine solo-the three-man cockpit systems were not fully established and integrated yet-and was saddled with a faulty targeting system, he managed to drive off the rebel senatorial forces with a combination of intimidation and what he called "spray and pray" shooting.

In recognition of his bravery and loyalty, Wolfcastle was promoted to captain and given command of one of the first completed V2 Poseidons. Posted now to Stone's Fury on Liberty, he has since honed his skills with a full crew of veteran MechWarriors, and leads a full lance of superheavy tripods. His combat style remains fo­cused on using shock as his primary weapon, de­moralizing the enemy with overkill attacks and saturation fire all designed to deliver more flash and thunder than surgical precision.

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Type: Poseidon Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 125 Battle Value: 3,760

Equipment Mass Internal Structure: Endo Steel 14 Engine: 375 XL 19.5

Walking MP: 3 Running MP: 5 Jumping MP: 0

Heat Sinks: 20 [40] 10 Gyro: 8 Cockpit: 5 Armor Factor: 384 24

Internal Armor Structure Value

Head 4 12 Center Torso 38 55 Center Torso (rear) 21 R/L Torso 26 40 R/L Torso (rear) 12

R/LArm 21 36

R/C/L Leg 26 40

Weapons and Ammo Location Critical Tonnage MRM20 RA 2 7 Apollo FCS RA 1 1 TSEMP RA 3 6 ER Medium Laser (C) RT ER Small Laser (C) RT .5 LRM5 RT 2 SRM2 RT Ammo (SRM) 50 RT Ammo (MRM) 12 RT CASE II RT 1 ER Small Laser (C) CT .5 SRM2 CT

Weapons and Ammo Location Critical Tonnage Weapons and Ammo Location Critical Tonnage ER Medium Laser (C) LT 1 1 Ammo (LRM) 24 LT 1 1

ER Small Laser (C) LT .5 CASE II LT 1 1 LRM5 LT 2 2 ER PPC (C) LA 2 12

SRM2 2 A-Pods RL 2 2 A-Pods CL 2

LL 2

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Mass: 135 tons Chassis: Rhodes-M Endo-Composite Power Plant: Plasma5tar 270 Cruising Speed: 21 kph Maximum Speed: 32 kph Jump Jets: None

Jump Capacity: None Armor: Maximillian 320 with CASE II Armament:

41 tons of pod space available 2 Hyperion Lance Extended Range

Medium Lasers 3 Hyperion Ray Extended Range

Small Lasers 2 Long Fire Light LRM 5 Launcher 3 Harvester 2K SRM 2 Launcher 6 Titan's Tread A-Pods

Manufacturer: Rhodes Foundry Primary Factory: Devil's Rock

Communications System: Titan's Shout Mk.IVA Targeting & Tracking System: Titan's Vantage

Mk.ll

Even as the Poseidons completed their early prototype trials, plans were drawn up for a second, more flexible superheavy 'Mech. Though heavier and slower, the Ares would make up for its deficiencies with thicker armor, a reconfigurable payload, and the ability to trans­port friendly battle armor. This OmniMech ap­proach helps tech crews service these machines faster, while bringing greater firepower to the field, up to and including artillery support. That all of this comes in a package so visually similar to its sister 'Mech is a bonus, as it now means that enemy commanders are never sure what to expect from the Ares until it opens fire.

CAPABILITIES Once more using the unique tripedal hu­

manoid chassis type, the Ares was built to resem­ble the Poseidon almost down to the last bolt and

rivet. While this, at first, merely came about for the convenience of the Rhodes Project engineers, who were developing two superheavy tripods at the same time, the incidental result also helped to confound casual observers and spies alike.

To play up on this last point, further confu­sion has been added by adapting Word of Blake­style alternate nomenclature to the configura­tions. Instead of the simpler, easy to remember letter designations, it has become a common practice among Ares pilots and commanders to refer to their 'Mechs by their c;onfiguration names, sometimes even dropping Ares in the process. This has spawned many erroneous reports over the past decade, where non-Republic observers have identified the Zeus, Hera, and Hades all as different tripod models, rather than merely field configurations using the same chassis.

DEPLOYMENT Ares tripods have been deployed to all of

the Stone's Brigade regiments, with a decid­edly higher number appearing in the Lament and the Defenders on Terra. Outside of this, a company of these machines is also posted at the Devil's Rock factories where they are as­sembled, augmenting the planetary defenses that already include the XV Hastati Sentinels.

This, of course, is only prudent. As Devil's Rock stands on the very edge of the Fortress, one jump from the Wolf Empire, it will surely be caught in the first wave of any Clan invasion of the Republic. Because of this, frantic efforts con­tinue to duplicate the production of both the Ares and Poseidon. tripods on Mars in the Terran system. It is hoped that these factories will come online by the end of the decade. In the meantime, the Devil's Rock factories and their power centers have been rigged with powerful demolition charges that the base commanders may activate in the event of imminent capture.

Meanwhile, covert reconnaissance and raiding continues throughout the area, mainly to keep an eye on the activities of the Republic's neighbors, but also to preemptively disrupt any potential attacks against the Republic in gen­eral, and Devil's Rock in specific.

NOTABLE UNITS

Knight Collette Drummond: Collette Drummond is a ghost. Even though she commanded one of the first Ares-class super heavy tripods deployed, she has made it a point to keep her enemies guessing. It was not long after the Fortress walls went up that reports of the "Colossal 'Meehs" hit media sites in and around the Republic. In one of the most infamous examples, a raid against a militia base on a former Republic world showed a desert-camouflaged Ares-Drummond's­stomping its way through a spaceport with an Atlas Ill escort.

Sent out to raid worlds around the Republic, testing her Ares against various rival states while gathering intelligence and help­ing evacuate stragglers left outside of the Fortress, Drummond took maximum advan­tage of the Ares' modular design, having her crews and techs constantly alter the configu­ration and even the color schemes between each encounter. These changes were far from random, however; using an internal logic all her own, Drummond developed a detailed backstory for each configuration and color scheme she used, and tracked all of them in a digital diary to maintain continuity. In this way, she fooled many intelligence services­across multiple realms-into believing that there were dozens of these Colossals attack­ing worlds around the Republic, even when the numbers were far fewer.

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Cronus: The first of the Ares-class tripods ever produced, Cronus has all of the hallmarks of a prototype. High­stress tests on its mobility systems have given the machine a curious limp that slows it to a crawl especially over uneven and rough terrains. Meanwhile, it's slightly outmoded configuration software has been repeatedly patched throughout its trials, causing occasional sensor ghosts and-to the outrage of its crew­periodic confusion over the 'Mech's non-fixed payload. The engine has a slow coolant leak its techs have never been able to pin down, while the right arm actuators and servos make the most horrific shriek when elevated more than thirty degrees above horizon. Finally, the damage from numerous live-fire tests against the machine has created a hull that can only support ninety percent of the rated armor all across the torso.

To address all of these issues, the engineers at Rhodes Foundry have estimated that Cronus would need to be almost completely disassembled, with its core chassis, engine, and cockpit module replaced entirely. To date, however, the RAF has considered this option an extravagance it is unwilling to endure while the factories work to pump out perfected Areses as fast as possible.

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Type: Ares Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 135 Battle Value: 3,653

Equipment Mass Internal Structure: En do-Composite Engine: 270

Walking MP: 2 Running MP: 3 Jumping MP: 0

Heat Sinks: 10 [20] Gyro: Cockpit: Armor Factor: 456

Internal Armor Structure Value

Head 4 12 Center Torso 41 60 Center Torso (rear) 22 R/L Torso 28 40 R/L Torso (rear) 16 R/L Arm 22 41 R/C/L Leg 28 56

22.5 14.5

0 6 5

28.5

Weight and Space Allocation

Location Fixed Head Endo-Composite Center Torso ER Small Laser (C)

SRM2 Endo-Composite

RightTorso ER Medium Laser (C) ER Small Laser (C)

LRMS SRM2

Ammo (SRM) 50 CASE 'II

LeftTorso ER Medium Laser (C)

Right Arm Left Arm Right Leg Center Leg Left Leg

ER Small Laser (C) LRMS SRM2

Ammo (LRM) 24 CASE II

Endo-Composite Endo-Composite

2 A-Pod 2 A-Pod 2 A-Pod

Spaces Remaining

0 4

6

6

7 7 0 0 0

Fixed Equipment Location Critical Tonnage ER Medium Laser (C) ER Small Laser (C) LRMS SRM2 Ammo (SRM) SO CASE II ER Small Laser (C) SRM2 ER Medium Laser (C) ER Small Laser (C) LRMS SRM2 Ammo (LRM) 24 CASE II 2A-Pods 2A-Pods 2A-Pods

RT RT RT RT RT RT CT CT LT LT LT LT LT LT RL CL LL

1 1

2 2 2

.5 2

.5

.5 2

Notes: Features the following Design Quirks: Command BattleMech, Distracting, Searchlight.

Weapons and Ammo Location Critical Tonnage Zeus (Primary) Weapons Configuration 3 Streak SRM 6 (C) RA 3 9 Ammo (Streak) 60 RA 2 4 CASE II RA Double Heat Sink RA 2 1 3 Double Heat Sinks RT 6 3 Targeting Computer CT 2 4 Double Heat Sink CT 2 3 Double Heat Sinks LT 6 3 2 ERPPC (C) LA 2 • 12

3 Double Heat Sinks LA 6 3

Weapons and Ammo Location Critical Tonnage Hera (Alternate A) Weapons Configuration

Improved Heavy Gauss Rifle RA 6 20

CASE II RA Double Heat Sink RA 2 Ammo

(iHeavy Gauss) 24 RT 3 6 Double Heat Sink RT 2 1 2 Double Heat Sinks CT 4 2 3 Double Heat Sinks LT 6 3 3 ERMedium

Pulse Lasers (C) LA 3 6 Double Heat Sink LA 2

Battle Value: 3,320

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ZEUS CONFIGURATION

HERA

CONFIGURATION

Weapons and Ammo Location Critical Hades (Alternate 8) Weapons Configuration MRM20 RA 2 Apollo FCS RA 1 TSEMP RA 3 Ammo (MRM) 12 RT 2 Double Heat Sinks CT 4 Ultra AC/1 0 (C) LA 2 Ammo (Ultra) 40 LA 2 MRM20 LA 2 Apollo FCS LA Ammo (MRM) 12 LA CASE II LA

Battle Value: 3,204

Tonnage

7

6 1 2 10 4 7

HACES

CONFIGURATION

Weapons and Ammo Location Critical Aphrodite (Alternate C) Weapons Configuration 3 Streak LRM 5 (C) RA 3 Ammo (Streak) 48 RA CASE II RA Double Heat Sink RA 2 C3 Master Unit RT 3 Double Heat Sink RT 2 Angel ECM Suite CT Double Heat Sink CT 2 C3 Master Unit LT 3 Double Heat Sink LT 2 Rotary AC/5 (C) LA 4 Ammo (RAC) 80 LA 2 CASE II LA Double Heat Sink LA 2

Battle Value: 3,276

HEPHAESTUS

CONFIGURATION

APHRODITE

CONFIGURATION

Tonnage Weapons and Ammo Location Critical Tonnage Hephaestus (Alternate D) Weapons Configuration

6 2 Large Pulse Lasers (C) RA 2 12 2 Light PPC RA 3

3 Double Heat Sinks RA 6 3 3 Double Heat Sinks RT 6 3

5 Radical Heat Sink System CT 2 4

Double Heat Sink CT 2 1 2 3 Double Heat Sinks LT 6 3

2 ER Large Lasers (C) LA 2 8 5 C3 Slave Unit LA 1

3 Double Heat Sinks LA 6 3 10 Battle Value: 3,337 4

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Mass: 60 tons Chassis: Shipil SC1 F Power Plant: Krupp 300 XL Armor: Fiber 15 Heavy Ferro-Aluminum Armament:

30 tons of pod space Manufacturer: Wangker Aerospace

Primary Factory: Mars Communications System: COMSTAT 500 ATM Targeting &Tracking System: 1MB SYS 6000

The Schrack OmniFighter has proven, over the last forty years, to be one of the Republic 's most potent aerospace fighters. Fast for its weight without being overengined, well-ar­mored and flexible enough to fill several fleet roles, Schracks are favored fighters. Under the Fortress protocols Wangker's Mars production facility has almost doubled production, flowing these fighters into the RAF Navy.

CAPABILITIES Shracks are offensive fighters, and all three

of its available configurations reflect this. Both the primary and the A configuration are built for interception and interdiction duties, while the B configuration is a deadly dogfighter. The primary configuration's improved heavy Gauss rifle makes it particularly threatening to enemy DropShips.

DEPLOYMENT In production since before the Victoria

War, Schracks are familiar wings in the RAF. Wangker's production was prodigious enough even to deploy a number with the Standing Guard, though all those wings heeded the Fortress recall order and ended up in Prefecture X. Still, enough remained with the Remnant and other abandoned forces to earn heavy praise.

During the coursing of the Com Guards, the Republic WarShip Auspicium joined in the pursuit but chose the wrong jump point at Epsilon Eridani; waiting at the nadir point, its crew was disappointed when the bulk of the Com Guards arrived at the zenith point. Only a handful of transports arrived at the nadir point, and none of them merited the attention of an Aegis-class cruiser. Still, Auspicium's aero­space escort participated in the destruction of several DropShips, including the Achilles-class Purity of Purpose.

Led by two Schrack squadrons, the RAF fighters weren't able to intercept Purpose before it broke for in-system, but they pur­sued nonetheless, trusting the RAF units at the jump point to arrange tenders and col ­liers to resupply them. Configured for dog­fighting, the Schracks engaged as they could and forced the Purpose to turn and deal with them. The resulting battle was high-speed and violent; by the time Purpose signaled its surrender, only four of the original twelve Schracks were still flying .

In the October 3136 Republic withdrawal from Aldebaran, two Schrack squadrons were responsible for shepherding the last DropShips out. Staging from a pair of Leopard CVs, the squadrons flew sortie after sortie against the Capellan aerospace contingent, shooting down twice their own number while losing only three planes. The final Capellan attack, as the DropShips left orbit, was spearheaded by a pair of Lung Wang DropShips. The Schracks launched a final time, targeting the Lung Wangs. Though one of the DropShips was forced to turn back with heavy damage, only three of the nine Schracks made it back to their carrier-which was destroyed the next day by Capellan fight­ers en route to the jump point.

NOTABLE UNITS

Captain Nadia Kelvan: Captain Kelvan com­mands a squadron in the air defenses of Stone's Pride. She and her six Schracks are often tasked as covert JumpShip security for raiding parties outside the Fortress. In the last six deployments Kelvan's squadron has only deployed from their carrier once, when an RAF JumpShip had the misfortune to emerge from hyperspace near a pirate in the Kawich system. Kelvan's squad­ron launched while the pirate fighters were still in transit and destroyed them in a single pass before escorting marine boats to capture the pirates' JumpShip.

Type: Schrack Technology Base: Inner Sphere Tonnage: 60 Battle Value: 2,11 3

Equipment Engine: 300 XL

Safe Thrust: 7 Maximum Thrust: 11

Structurallntegrity: 7 Heat Sinks: 10 [20] Fuel: 400 Cockpit: Armor Factor (Heavy Ferro): 248

Nose Wings Aft

Armor

Value 81

61 /61 45

Mass 9.5

0 5 3

12.5

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Weapons and Ammo Location Mass Heat SRV MRV LRV ERV Primary Configuration Improved Heavy Gauss Rifle Nose 20 2 22 22 22 Ammo (iHeavy Gauss) 12 3 3 ER Medium Lasers Nose 3 5 5 5

Streak SRM 2 RW 1.5 2 4

Streak SRM 2 LW 1.5 2 4 Ammo (Streak) 50

Weapons and Ammo Location Mass Heat SRV MRV LRV ERV Weapons and Ammo Location Mass Heat SRV MRV LRV ERV Configuration A Configuration 8 Gauss Rifle Nose 15 15 15 15 2 Rotary AC/ 5 Nose 20 6 20 20

Ammo (Gauss) 16 2 Ammo (RAC) 140 7

3 ER Medium Lasers RW 3 5 5 5 2 ER Medium Lasers Nose 2 5 5 5 3 ER Medium Lasers LW 3 5 5 5 Double Heat Sink

ER Medium Laser Aft 5 5 5 Battle Value: 2,212

6 Double Heat Sinks 6

Battle Value: 2,173 Notes: Features the following Design Quirk: Easy to Pilot, Non-standard Parts, Difficult to Maintain.

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Mass: 70 tons Frame: Wangker IX Power Plant: Magna 350 XL Armor: Wangker Solari on Reflective Armament:

1 Poland Main Model C Gauss Rifle 1 ExoStar Extended Range Large Laser 4 Martell Extended Range Medium Lasers

Manufacturer: Wangker Aerospace Primary Factory: Axton

Communications System: Rander 2008 with Guardian ECM Suite

Targeting & Tracking System: Rander TA 1 000 with Beagle Active Probe

The Cutlass entered service with the AFFS just after the turn of the century and quickly earned primacy of place in interceptor squad­rons. Fast, heavily-armed and protected by la­ser-reflective armor designed to defeat the laser weapons of Capellan Transgressors and Troikas,

the Cutlass was an instant hit.

CAPABILITIES As many Combine pilots discovered at

Palmyra, the Cutlass is a hard target. Safely hid­den in a cloud of electronic distortion, Cutlass

pilots use their fighter's high acceleration to drive into range to strike with Gauss rifle and lasers and then escape.

DEPLOYMENT Popular in the AFFS navy, Cutlasses have

fought along both the Confederation and the Combine borders. In both places they have functioned largely in conventional interceptor roles, but two actions stand out to place the Cutlass a cut above other similar fighters such as the Stingray or Lucifer.

In many cases the Cutlass squadrons were as surprised as the rest of the AFFS navy at Palmyra, but several pilots kept their heads and defended their carriers even as those carriers abandoned them for the relative safety of hyperspace. Their ECM often shielded them from initial fire, which gave them precious seconds to respond. The most effective response came from the 116th Interceptor Squadron, the so-called Valkyries.

The Kuritans' initial barrage crippled the Valkyries' Leopard CV-class carrier, so Captain Henrietta Vickers led her fighters against the nearest Combine DropShip. In a staggering dis­play of professionalism, the Valkyries flew as a co­ordinated squadron, using mass-fire to shred a half-squad of Koroshiya fighters with their Gauss rifles. Ignoring the remaining fighters' counter­fire, the Valkyries dove at a Kuritan Okinawa.

In a matter of minutes the squadron had dis­abled the DropShip's drive. That accomplished, the squadron turned toward another Kuritan DropShip, joining a general attack on a Taihou driving toward the Star Lord-class JumpShip FSS Nikolai Rostov. Though Rostov was destroyed, the Taihou did not survive-the last surviving Valkyrie, Sergeant Angelo Dorden, crashed his Cutlass into the DropShip's stern, destroying it.

In the defense of New Syrtis, Cutlasses fly­ing with the New Syrtis Capellan March Militia were the last line of defense before the Capellan landings. Using their speed and ECM to full effect, the squadrons dove at the Capellan DropShips as they entered the atmosphere, hoping the ionization interference would help protect them, but the Capellan escorts had anticipated the tactic. Autocannon-armed Defiance fighters pounced on them and pound­ed their reflective armor to pieces, though two troop-carrying DropShips were destroyed.

VARIANTS The E-m ode I Cutlass replaces the Gauss rifle

and ER medium lasers with an extended-range long-range missile battery, turning the fighter into a splendid harasser and pursuit fighter.

NOTABLE UNITS

Subaltern Avril Feore: Successful pilots often re­quire a daredevil streak to push the envelope and truly excel. Subaltern Feore possesses none of that. Cautious almost to a fault, she concentrates · more on defending her squadron and staying alive than inflicting damage on the enemy. This lends a mother-hen aspect to her personality, despite her being one ofthe squadron's youngest members. While the Seventh Sword of Light at­tempted to make planetfall on Robinson in 3144, Feore engaged in three simultaneous dogfights against DCMS fighters. Employing loops and precision fire, she scored two kills in the swirling melee, and her wingman scored the third.

Serial No. WKAS-D341-A523167: Any pilot or technician who flies this particular Cutlass claims it can see into the future. Although most people write off these claims as superstitious nonsense, the D341 does indeed suffer from uncorrectable sensor ghosting. To the casual observer predisposed to the idea, these sensor ghosts appear to show the intended target a few seconds into the future. Predictive targeting systems appear in most military hardware, but the D341 is different: the sensor ghosts show more than just a duplication of the current sen­sor reading. For example, a Transgressor's sensor ghost once showed the profile of the fighter in the middle of a reverse Immel mann before the Transgressor had begun the maneuver.

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Type: Cutlass Technology Base: Inner Sphere (Advanced) Tonnage: 70 Battle Value: 2,663

Equipment Engine: 350 XL

Safe Thrust: 7 Maximum Thrust: 11

Structural Integrity: 7 Heat Sinks: 12 [24] Fuel: 400 Cockpit: Armor Factor (Reflective): 256

Armor Value

Nose 82 Wings 61 / 61 Aft 52

Mass 15

2 5 3 16

Weapons and Ammo Location Mass Heat SRV MRV LRV ERV Gauss Rifle Nose 15 1 15 15 15 Ammo (Gauss) 16 2

ER Large Laser Nose 5 12 8 8 8 Guardian ECM Suite Nose 1.5

Beagle Active Probe Nose 1.5

2 ER Medium Lasers RW 2 10 5 5 2 ER Medium Lasers LW 2 10 5 5

Notes: Features the following Design Quirks: Improved Life Support, Atmospheric Flight Instability.

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Mass: 85 tons Chassis: Boeing Firebird SM1-F Power Plant: Strand-Martin 340 XL Armor: Boeing Mirage Reflective Armament:

47 tons of pod space Manufacturer: Boeing Interstellar

Primary Factory: Terra Communications System: Lassitor Fibrolink Targeting &Tracking System: Flaming Sight

3-Psi

The Simurgh carries forward the lessons learned from the Jihad-era Striga, giving the RAF a potent heavy fighter built for naval ac­tions and service as a carrier vessel. It is the pre­ferred fighter for assault DropS hips with fighter bays; its configurations are all hard-hitting, in­cluding a dual improved heavy Gauss rifle pack­et that turns a Simurgh squadron into a pocket assault DropShip.

CAPABILITIES Though not notably fast for its mass, the

Simurgh is wrapped in reflective armor and armed to make it a hammer. A poor dogfighter, it excels in squadron actions and naval engage­ments. Each of its configurations is designed to volley fire a devastating barrage with his squad­mates, whether Gauss slugs or medium-range missiles. Its purpose as a fleet fighter is made clear by its complete lack of rear-facing arma­ment; Simurghs must be escorted by intercep­tors flying cover.

DEPLOYMENT Simurghs form the bulk of RAF fleet aero­

space forces and planetary defense squadrons across the Republic, as well as performing the same function in the Remnant's limited aero­space forces. Their unsuitability for dogfight­ing makes it difficult for Simurgh pilots to excel individually, but as squadron fliers they are the equal of any fliers in the Inner Sphere.

A Simurgh squadron earned honors over Men kent soon after the world joined the Jade Falcons. A Star Lord trans_port trying to reach the Remnant emerged from hyperspace to dis­cover a Falcon Broadsword and a Star of Falcon OmniFighters at the jump point. The Falcon commander immediately signaled a bate hal/ to the JumpShip, leaving the Simurgh squadron no choice but to respond.

The Falcons expected the Simurghs to break formation and dogfight, but the squad­ron ignored the fighters and drove on the DropShip. Their first volley of RAC/5 fire at full rate of fire burned out a third of the autocan­nons in the squadron, but the sleet of fire tore at the Broadsword's armor. Even as the Falcon fighters wheeled around and fired into the Simurghs' aft, the squadron volleyed again, this time with their heavy Gauss rifles. A lucky strike hit the Broadsword's bridge, putting it out of the fight. In the confusion, the Simurghs reori­ented and blew three of the Falcon fighters out of the sky before they recovered. By then, the difference in firepower was so great there was no chance the Falcons could win and the senior surviving pilot ordered a withdrawal. The trans­port charged its batteries and jumped out eight days later.

NOTABLE UNITS

Lieutenant Shaun Zachary: Lieutenant Zachary and his wingman are assigned to the Interdictor­class DropShip lngrimm in the Oliver system. Their Simurghs are almost always configured as Simurgh Bs, to better assist the Pocket WarShip in its anti-shipping duties. Zachary has been per­fecting a hide-and-seek maneuver where he and his wingman hide in lngrimm's sensor shadow until they close with a target, then leaping clear and volleying their improved heavy Gauss rifles. ·

Captain Miklos Colczak: Captain Colczak's squadron would, in another time, be a f:lemon­stration squadron. He trains his flyers to incred­ible heights of coordinated flying. Part of the escort fleet for the Essex-class Abundantia, his squadron spends six days a week flying, often for eighteen hours a day or more. In fleet ex­ercises, Colczak's flyers consistently win marks­manship awards and flying medals.

Type: Simurgh Technology Base: Inner Sphere (Advanced)

Tonnage: 85 Battle Value: 2,921

Equipment Engine: 340 XL

Safe Thrust: 6

Maximum Thrust: 9 Structural Integrity: 8

Heat Sinks: 10 [20]

Fuel: 4 00

Cockpit: Armor Factor (Reflective): 264

Armor

Value Nose 81

Wings 66/66

Aft 51

Mass

13.5

0

5 3

16.5

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Weapons and Ammo Location Mass Heat SRV MRV Primary Configuration Heavy Gauss Rifle Nose 18 2 25 20 Ammo (Heavy Gauss) 12 3 2 Rotary AC/ 5 Nose 20 6 20 20 Ammo (RAC) 120 6

Configuration A Rotary AC/5 Nose 10 6 20 20 Ammo (RAC) 60 3 2 MRM 40 +Apollo FCS Nose 26 12 24 24 Ammo (MRM) 24 4 4 Double Heat Sinks 4

Battle Value: 2,622

Weapons and Ammo Location Mass Heat SRV MRV Configuration 8 2 Improved Heavy Gauss Rifles Nose 40 2 22 22 Ammo (iHeavy Gauss) 28 7

Battle Value: 2,864

Notes: Features the following Design Quirk: Easy to Pilot, Non-standard Parts, Difficult to Maintain.

LRV ERV

10

LRV ERV

22

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Mass: 95 tons Frame: Wakazashi IX Power Plant: GM 380 XL Armor: Naketsu Nagareboshi Reflective Armament:

1 Shigunga MRM 40 Launcher 2 Lord's Light 3 Heavy Particle

Projection Cannons Manufacturer: Wakazashi Enterprises

Primary Factory: Chatham Communications System: Duotech 250 with

Angel ECM Suite Targeting &Tracking System: Eagle Eye 430

XX with Apollo FCS

The samurai of the Draconis Combine are famous for their honor. More so than any other warriors, even the genetically-bred Clansmen, they hold to the tenets of honorable combat. Enemies have feared, respected and derided them across time. They hold themselves to bushido at all times; every samurai is a man or woman of honor-but not every soldier of the Dragon is samurai.

And for those aerospace pilots who are not samurai, there is Wakizashi's Koroshiya.

CAPABILITIES The Koroshiya-killer, as the eta say it-is

a battering ram. Fast and powerfully armed, it is built to hammer at an enemy's aerospace de­fenses and smash them. Thick reflective armor protects it from the lasers common to Davion fighters, and its speed and ECM protects it from interceptors. It can be killed, of course-but an attacker must be willing to pay a price.

CEPLCVMENT Koroshiyas are prized among the Second

Amphigean, where they are used to provide drop zones for the 'Mechs and infantry. During the final action on Lucerne in late July 3144, the Koroshiya squadron attached to the regiment earned a special commendation from the kanrei.

Like many border worlds, Lucerne boasted a larger-than-average aerospace contingent, and the planet's defenders used it to good effect to hold the Second at bay. During a last holding action, they scrambled three DropShips and two squadrons of Corsair interceptors to halt an airborne drop by a battalion of the Second Amphigean. As the Combine force proceeded to the optimal drop zone, the Koroshiya squadron led the way. Penetrating the Corsairs' cordon, they attacked the lead Davion DropShip-a Union-class vessel-head-on. Within a minute repeated MRM and PPC strikes had breached the DropShip's armor and forced it withdraw, and the two Leopards escorting it likewise fled when the Koroshiyas turned toward them. The Lucerne Corsairs had little choice except to flee-with their DropShips gone, their lasers ineffective against the Koroshiya's reflective armor, they had to cede the drop zone, and within weeks the Kuritan conquest of Lucerne was complete.

Though it is a powerful fighter, and its pilots often fight it as the blunt instrument it was designed to be, these tactics can backfire, as was demonstrated at Palmyra. Though that action was a decisive victory for the Combine, several Koroshiya squadrons succumbed to the Gauss fire of escorting Davion Cutlass fighters. In one such case, a reinforced flight of Koroshiya's attempted to protect the Okinawa-class car­rier Aerie. The Cutlasses, already marooned by

the death of their Leopard CV, showed almost samurai-like devotion and crippled the carrier. When the Koroshiyas attempted to intervene, the fighters concentrated their Gauss rifle fire and destroyed the squadron leader's fighter. Though the remainder of the flight continued to engage, the Cutlasses' superior speed allowed them to join the attack on the Taihou-class Galedon Avenger, destroying it by kamikaze.

NOTABLE UNITS

Sho-i Mica "Maneater" Mandersson: A gift­ed fighter pilot, Mandersson is considered a rising star among the pilots of the Second Amphigean. Her thirteen kills during· the re­cent fighting along the Davion front has im­pressed many of her commanders, especially since her left arm is a cybernetic replacement. While her squadmates and other Amphigeans have overcome their revulsion to her prosthet­ic, her family has disowned her. The shame of her disability has driven Mandersson into al­ternating bouts of depression and rage and it is only a matter of time before it affects her combat performance.

Sky Captain Trevor Martinez: The amoral lead­er of the Black Moon Pirate band acquired his Koroshiya during a daring raid on Dover in 3141. Sneaking in through a little-used pirate point, the Black Moons overwhelmed a small training base located near the system's edge. The pirates spaced the orbital station and absconded with two of the fighters and a modified Broadsword­class DropShip. The Sea Foxes, in particular, are interested in the whereabouts of this pirate band and the stolen DropShip, who have since disappeared from Combine space.

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Type: Koroshiya Technology Base: Inner Sphere (Advanced) Tonnage: 95 Battle Value: 2,877

Equipment Engine:

Safe Thrust: Maximum Thrust:

Structural Integrity: Heat Sinks: Fuel: Cockpit: Armor Factor (Reflective):

Nose Wings Aft

380 XL 6 9 9

21 [42] 400

296 Armor Value 103

71/71 51

Mass 20.5

1 1 5 3

18.5

Weapons and Ammo Location Mass Heat SRV MRV LRV ERV MRM 40 +Apollo FCS Nose 13 12 24 24 Ammo (MRM) 12 2 2 Heavy PPC Nose 20 15 15 15 Angel ECM Suite Aft 2

Notes: Features the following Design Quirks: Fast Reload, Weak Undercarriage.

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In an earlier age, JumpShips-some­times even DropShips-were virtually ig­nored in battle due to a solemn code of con­duct. This changed with the rise of WarShips; spacefaring vessels became legal targets. Though fleets of WarShips are a distant mem­ory, the taboo remains broken. Victims of this new space age are mostly civilian com­panies and mercenaries. Mercenaries-and many others-are constantly on the lookout for cost-effective solutions to this dilemma. According to Nimakachi's public relations department, the Condottiere Assault Craft is that solution.

CAPABILITIES The Condottiere attempts to fill the gap

between aerospace fighters and DropShips. In nearly every aspect they are cheaper and easier to maintain, including a vastly shorter crew instruction time due to largely auto­mated controls and easy handling. These small craft retain the capability to operate independently during transfers from jump points to planets. Filled to the brim with a diverse weapon array, a Condottiere can eas­ily be deployed in different roles, from flight escort to blockade runner and, after exten­sive crew training, as close-air support for ground operations.

DEPLOYMENT The Condottiere can be found almost ev­

erywhere in the Inner Sphere. Many are fielded by regimental-sized mercenary commands like Wolf's Dragoons. All of these units are large enough to justify the upkeep of their own dedi­cated aerospace organizations.

A substantial number of Condottieres can also be found on the rosters of smaller merce­nary outfits, sometimes even in the service of small-time enterprises and single DropShips. This is due to clever marketing rarely seen with military hardware: Nimakachi offers several leases, both long-term and short.

Obviously, not all customers are enthu­siastic about such a business arrangement, despite-or maybe because of-Nimakachi including mutual non-aggression clauses in their contracts. This practi(:e leads to awkward moments, for example during a Combine raid on Benedict in late 3139.

A Draconis Combine Admiralty Union had just uncoupled from its JumpShip and fallen into formation with its Condottiere escort when another JumpShip, carrying a Federated Suns Seeker, materialized nearby. The faster Drop Ship immediately drove hard toward the planet, the leased Combine Condottiere in pursuit.

Several days later, Benedict's defense co­ordinator launched two Condottieres, also on lease, with orders to intercept enemy forces. Radar records stand jury to the absurd situation that unfolded: both Condottiere groups crossed paths mid-flight, ignored each other, and con­tinued to engage their respective DropShip tar­gets. The battle ended with two heavily dam­aged DropShips unable to make planetfall and three crippled Condottieres thanks to aerospace fighters scrambled from Benedict's surface and the Union's fighter bays.

While the Condottiere's performance never stood in question, Nimakachi took this event as incentive to reform their marketing.

NOTABLE UNITS

Star Captain Danielle Shu: The Star of Condottieres attached to the Fourth Raven Wing Cluster originally belonged to the First New Samarkand Regulars. The First deployed their Condottiere squadron during the Fourth's raid on Tiflis. The Snow Ravens targeted a mining platform orbiting Tiflis, and they secretly sent space-adapted Elementals to the Condottieres during the batcha/1. After the Ravens won the aerofighter duel, they claimed the Condottieres · as isorla. The First refused, so the Elementals seized the vessels.

Meier-Star Security Fleet: Since the Jihad, Tharkad-based Meier-Star Tours has suffered several disruptions in its operation of luxury cruise liners due to piracy or military action. The first time a JumpShip loaded with the company's Princess-class luxury liners was bra­zenly threatened by a pirate vessel in Lyran space, Meier-Star considered it a fluke. After the second nearly duplicate incident-which occurred all the way in the Federated Suns­the company decided to take action. The solu­tion was to employ a small fleet of Condottieres to accost and destroy potential threats to a paying customer's interstellar cruise experi­ence. These small craft have proven more ef­fective in fending off pirates than the few aero­space fighters Meier-Star Tours used to deploy against threats.

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Type: Military Aerodyne Use: Assault Craft Tech: Inner Sphere Introduced: 3093 Mass: 150 tons Battle Value: 2,054

Dimensions Length: 16 meters Width: 22 meters

Fuel: 9 tons (720 points) Safe Thrust: 3 Maximum Thrust: 5 Heat Sinks: 11 (22) Structural Integrity: 5

Armor Nose: 124 Wings:92 Aft:61

Cargo Bay 1: Cargo (1 ton) 1 Door

Crew: 1 Officer, 2 enlisted/non-rated, 2 gunners

Notes: Equipped with 19.5 tons of Ferro-aluminum armor. All crew quarters assigned as Steerage-class (5 tons per crewman). Features the following Design Quirks: Easy to Pilot, Cramped Cockpit.

Weapons and Ammo Location Tonnage Heat 2 Rotary AC/ 5 Nose 20 12 Ammo (RAC) 120 6 LRM 1 5 +Artemis IV RW 8 5 LRM 1 5 +Artemis IV LW 8 5 Ammo (LRM) 32 4 3 ER Medium Lasers Aft 3 5

SRV 20

12 12

5

MRV 20

LRV

12 12 12 12

5

ERV

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The prolific use of anti-ship missiles during the Jihad changed naval warfare. First, assault craft like the Interdictor and Arondight-class DropShips appeared with robust point-defense systems. Then in 3094, the NL-45 became the first small craft purpose-built for missile defense and interdiction. The Wurger is the next logical progression of that development. Where the SLDF once used squadrons of fighters to screen their capital ships, today's navies use small craft to screen their Pocket WarShips.

CAPABILITIES The heart of the Wurger is the Lockheed/

CBM Progeny II tactical computer. Combining all the offensive and defensive electronics under one umbrella, the Progeny II also integrates the cool­ing system and engine control. It takes hundreds of readings per second from myriad sensors and continually makes synergistic adjustments maxi­mizing the capabilities of each system.

DEPLOYMENT In an effort to keep the Jade Falcons from

reaching Tharkad in 3143, Archon Vedet Brewer lured the Jade Falcons into lengthy campaigns on Westerstede and Horneburg. Wurgers played a pivotal role in the defense ofWesterstede. The world had long enjoyed relative safety due to its proximity to the Lyran capital, but was far from defenseless. Two Bastion and one Batt/esat-class system defense stations protected the world. In preparation for a lengthy campaign against the Falcons, Brewer augmented the defenses with many Wurgers and three companies of zero-G­trained battle armor.

As the Jade Falcon DropShips approached Westerstede they met a wall of aerospace fighters, concentrated fire from all three SDS units, and the LCS Akfata, an /segrim-class assault DropShip. The Clanners split their force into three groups. The

first group, comprised of aerospace fighters and assault ships, engaged the LCAF fighter screen. The second, mostly 'Mech transports headed planetside. The third-battle taxis and their es­corts-waited in reserve for their assault group to clear a path to the stations. For four hours the LCAF fighter screen battled the Jade Falcons to a standstill, but then engine damage forced the Akfata to withdraw. The Clanners saw their open­ing and executed a high G burn for the SDS.

Kept in reserve until the battle taxis were committed, the Wurgers sprang from their bays and engaged the Clan ships while they were in their vulnerable deceleration burn. The Jade Falcon assault craft outgunned the Wurgers, but they were outnumbered more than two­to-one. After ninety minutes of heavy fighting the surviving Jade Falcons withdrew to their transports. Five battle taxis had successfully breached the screen and delivered boarding parties, but all were repelled with minimal ca­sualties for the defenders.

The Wurgers then joined the dogfight, giv­ing a wing of LCAF aerospace fighters breath­ing space to return to the stations to rearm and refuel. When those fighters rejoined the fight less than half an hour later, it forced the Clan fighters to retreat. The LCAF wing, supported by two squadrons of Wurgers, shadowed the Jade Falcons who, upon rendezvousing with their transports, turned tail and headed for the zenith jump point.

Thanks to the Wurgers' successful defense ofthe SDS, the LCAF maintained a strong orbital presence at Westerstede. Although the bulk of the Jade Falcon force made landfall, they fought the entire campaign without air support, and frequently without orbital reconnaissance. Despite the strong showing by the LCAF, the archon ultimately ordered them to abandon Westerstede and fortify Tharkad.

NOTABLE UNITS

First Leutnant Lonikie Gutsch: Gutsch got flight lessons for her fifteenth birthday. By her eighteenth, she had logged over two thousand hours. She graduated from MSMA in 3140 and Westerstede was her first assignment. Despite sustaining thruster damage to her Wurger, Gutsch remained in the fight. Her crew scored two kills and one assist during the battle. They survived the entire campaign and evacuated to Tharkad, where they were assigned Pocket WarShip escort duty.

Peeping Tom: During the defense ofTnarkad in 3143, Hauptmann Thomasina McKittrick's Wiirger-nicknamed Peeping Tom by her crew-attempted to interdict a Star of Jade Falcon aerofighters in low orbit. The Tom took considerable damage, but the Falcons aban­doned it for more tempting targets once they learned McKittrick's drives and weapons were offline. Caught in Tharkad's gravity, the Tom was expected to break apart on reentry with all hands lost. However, it crashed near Siegfried Glacier Reserve; miraculously, only two crew members were killed in the descent due to a last-ditch repair that restored enough drive functionality to prevent complete destruction. The Tom was too damaged to be made space­worthy again, so its partially buried hull remains on the Reserve as a monument to the Lyran people's resolve.

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Type: Military Spheroid Use: Assault Craft Tech: Inner Sphere Introduced: 3099 Mass: 160 tons Battle Value: 2,282

Dimensions Length: 16 meters Width: 15 meters

Fuel: 15 tons (1 ,200 points) Safe Thrust: 6 Maximum Thrust: 9 Heat Sinks: 14 (28) Structural Integrity: 9

Armor Nose: 119 Sides: 102 Aft: 89

Cargo Bay 1: Cargo (1 ton) 1 Door

Crew: 1 officer, 2 enlisted/non-rated, 2 gunners

Notes: Equipped with 19 tons of Heavy Ferro-aluminum armor. All crew quarters assigned as Steerage-class (5 tons per crewman). Features the following Design Quirks: Combat Computer, Atmospheric Flight Instability.

Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV 3 Anti-Missile Systems Nose 1.5 3 Ammo (AMS) 108 9 Beagle Active Probe Nose 1.5 4 ER Medium Lasers FR 4 20 5 4 ER Medium Lasers FL 4 20 5 3 Anti-Missi le Systems AR 1.5 3 3 Anti-Missile Systems AL 1.5 3 4 ER Medium Lasers Aft 4 20 5 Guardian ECM Suite Aft 1.5

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Named for a fortress associated with the legendary King Arthur, the Caerleon is regarded as just that by the battlesuit platoon it transports. Since its 3093 introduction, the Caerleon spread throughout the former Free Worlds League and into the mercenary market. It's been used for a variety of missions, but two primary applications stand out as the most common: boarding opera­tions and battlefield support.

CAPABILITIES The Caerleon has fared well in its many bat­

tles thanks to its heavy armor, often weathering punishing fire to deliver its platoon of battlesuit troopers. Some critics in the mercenary market complain that the craft needs a larger engine to improve its survivability, while others suggest that an assault craft needs greater firepower. Nimakachi has ignored these, because the im­portant analysis-from the troopers-has been unfailingly positive. Only difficult atmospheric handling has truly plagued the Coer/eon, caus­ing a number of combat losses.

DEPLOYMENT A daring boarding action during the

Victoria War highlighted the optimal tactics for the Caerleon. As the Sixth Oriente Hussars moved on Bentley from their JumpShips, aero­space CO Commander Bharata Suess spotted a Capellan Seeker-class Dropship breaking orbit. While he led the escort to the surface, he ordered Interdiction Flight to prevent the DropShip from escaping. Interdiction Flight's two Caerleons oriented on the Seeker but had little chance of catching the speedy DropS hip even at maximum thrust. Instead, they concentrated fire from their

light Gauss rifles on the Capellan's engines. They inflicted enough damage that the Seeker was soon overtaken. The Caer/eons' armor weathered the DropShip's aft lasers and the Hussars ma­rines deployed. The two platoons breached the DropShip from two points while the Caerleons withdrew. Once the DropShip was secured, the Hussars discovered the planetary governor and his family on board. As the prize crew guided the DropShip back to the surface, the captured poli­tician was forced to watch his world fall into the clutches of the enemy.

When the Red Lancers and Roman's Mounted Fusiliers counterattacked the Eighth Orloff Grenadiers on Pella II in February 3104, the Eighth Orloff Aerospace was hard-put to hold off the Lancers' Fourth Sian Defense Wing. As the fighters dueled in the skies above the capital, Theodora, a savage ground battle was being waged. The Eighth's Caerleons were constantly shuttling through antiaircraft fire to drop platoons of battle armor wherever they were most needed. More so than any other battle, this one highlighted the difficulty of pi­loting the craft atmospherically. Seven of the ungainly Caerleons went down in the battle, though three of those diverted their course into the advancing Capellan 'Mechs. Still, it was the durability of the craft was demonstrat­ed as the crews bravely landed in the midst of terrible fire to drop their troops, which pre­vented the wholesale slaughter of the Eighth and allowed the DDOCFH command to retreat in some semblance of order. Caerleons then led the way back to the Eighth's JumpShips, mainly because so few of the Eighth Orloff Aerospace had survived.

NOTABLE UNITS

Annwn: Named for the Welsh Otherworld, the Annwn serves the Third Rim Commonality Guards. Although most naval crews tend to be superstitious, the crew of the Annwn are far more so than most. Captain Padraig Alexander refuses to allow the Annwn to depart on any mission unless she has a minimum of seven crew members aboard, despite the vessel re­quiring only four. Also, many who serve aboard the Annwn believe it is haunted by the souls of those who died in previously disastrous missions.

Brynhild and the Berserkers: The main bat­tle armor carrier of Vandelay's Valkyries, the Brynhild is named for one of the Norse god Odin's shield-maidens. The battlesuit platoon at­tached to the Brynhild calls itself the Berserkers as a tribute to Viking-era shock troops. During battle, the Brynhild air-drops her payload, and the Berserkers broadcast a chorus of loud, Norwegian battle chants meant to distract and demoralize their enemies.

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Type: Military Aerodyne Use: Assault Craft Tech: Inner Sphere (Advanced) Introduced: 3093 Mass: 19S tons Battle Value: 1,885

Dimensions Length: 16 meters Width: 16 meters

Fuel: 15 tons (1 ,200 points) Safe Thrust: 4 Maximum Thrust: 6 Heat Sinks: 8 (16) Structural Integrity: 6

Armor Nose: 107 Sides:99 Aft: 86

Cargo Bay 1: Battle Armor

Compartment (20 tons) Bay 2: Cargo (4.5 Tons)

1 Door

1 Door

Crew: 1 officer, 2 enlisted/non-rated, 1 gunner

Notes: Equipped with 20.5 tons of Ferro-aluminum armor. Al l crew quarters assigned as Steerage-class (5 tons per crewman).

Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV 2 Light Gauss Rifles Nose 24 2 8 8 8 8 Ammo (Gauss) 32 2 2 LRM 15 +Artemis IV Nose 16 10 12 12 12 Ammo (LRM) 32 4 2 ER Medium Lasers Aft 2 10 5

Notes: Features the following Design Quirks: Easy to Maintain, Fast Reload, Atmospheric Flight Instabi lity.

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Defending Clan Sea Fox's ArcShips re­quires something more than aerospace fight­ers, and the Nagasawa fills this role admirably. Nagasawas have become a common sight around the Sea Fox's aimags and, only recent­ly, have become far more insistent on keeping outsiders at a respectful distance from the traders' ships. Few dare to argue with such a capable DropShip. ·

CAPABILITIES The Sea Foxes have taken a Noruff and en­

larged it by fifty percent. Fast and well armored, the DropShip's firepower is simple yet varied, lessening the effect of popular new armor types. Intended for the Sea Foxes' own use, the Nagasawa is a dream to maintain, with acces­sible components reducing downtime. Like its progenitor, the Noruff, the Nagasawa cannot enter atmosphere.

DEPLOYMENT The Nagasawa can be found in all Clans,

either by purchase or Trial. Though both Clans Wolf build the competing /segrim, which sug­gests little need for the Nagasawa, and the Falcons have plenty of WarShips, several have shown up in all three toumans. The other Clans have enthusiastically snapped up Nagasawas as they come available, keen to have screening units for their heavy ships.

The Rasalhague Dominion's Sif Star con­tained two Nagasawas when it engaged Jade Tornado and its escorting Carrier over Symington. As the evenly matched aerospace fighters dueled for supremacy, the Nagasawas pushed straight through to Jade Tornado. Using heavy fire to force the corvette to concentrate

on them, the Nagasawas escorted the other Dominion heavy DropShips to take their shots without fear of counter-fire. Even when Jade Tornado successfully hit a Nagasawa, the DropShip's heavy armor let the stricken ves­sel remain in the fight. After ten minutes Jade Tornado turned tail and ran, leaving its aero­space fighters to seek safety with the Ninth Falcon Velites on Symington. The Nagasawas survived with moderate damage and, unlike Jade Tornado, returned to full operational status in less than a fortnight.

Nagasawas are affordable enough to be used when DropShip support might not otherwise be justified. When the Capellan Confederation began to harass Skate Khanate affiliates for war supplies as CELESTIAL REWARD picked up speed, saKhan Sennet provided the most important affiliates with Nagasawa escorts.

When the Lung Wang P2-class Mfng Liang approached the JumpShip Star Drifter, the Nagasawa-class fro/ita interposed itself and challenged the Capellan ship. fro/ita may have been outgunned, but it had a huge armor and thrust advantage. Staying away from Mfng Liang's sub-capital weapons, fro/ita proceeded to disable the Capellan DropShip's maneuvering drive. This allowed the Capellan fighters to inflict significant damage, but with Mfng Liang out of action fro/ita was able to draw them off and dispatch them. fro/ita's captain claimed Mfng Liang as isorla, and Star Drifter left the system before the Capellans could respond.

NOTABLE UNITS

CSF Anemone: Attached to the Skate Khanate's Gamma Aimag, the Anemone is known for hunting down pirates and other potential threats without mercy. Star Captain Prospera Faulk always maintains a seemingly random patrol route around the Atlantean, which keeps would-be attackers off balance. In one notable instance, an alleged Federated Suns vessel was conducting a transaction with the khanate when the vessel suddenly ran off with military­grade equipment the crew had not yet paid for. Returning from patrol, the Anemone demanded the fleeing vessel halt or be destroyed. l"he pi­rates responded "Not even you Sea Foxes will risk destroying your own profits:' Star Captain Faulk's crew then fired upon and destroyed the offending vessel. Afterward, Anemone's marines sifted through the wreckage to recover as much stolen goods as possible.

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Type: Military Aerodyne Use: Assault Tech: Clan Introduced: 311 5 Mass: 3,000 tons Battle Value: 22,644

Dimensions Length: 90 meters Width: 59 meters Height: 39 meters

Fuel: 250 tons (7,500 points) Tons/Burn-day: 1.84 Safe Thrust: 8 Maximum Thrust: 12 Heat Sinks: 160 (320) Structural Integrity: 20

Armor Nose: 740 Wings: 550 Aft:400

Cargo Bay 1: Small Craft Cubicle (1)

Bay 2: Cargo (207 tons)

Life Boats: 0 Escape Pods: 4

1 Door 1 Door

Crew: 3 officers, 5 enlisted/non-rated, 5 gunners, 5 bay personnel

Notes: Equipped with 90 tons of Ferro-aluminum armor. Features the following Design Quirks: Easy to Maintain, Modu lar Weapons, Un-streamlined.

Weapons: Capital Attack Values (Standard) Arc (Heat) Type Short Medium Long Extreme Class Nose (1 OS Heat)

5 ER PPC 8 (75) 8 (75) 8 (75) PPC 5 Rotary AC/5 10 (1 00) 10 (1 00) 10 (1 00) - Autocannon

(600 rounds) RW/LW (123 Heat)

4 ER Large Lasers 3 LRM 20 + Artemis V

(60 rounds) 5 Laser AMS

Aft (91 Heat) 3 ER Large Lasers 3 Large Pulse Lasers 5 Laser AMS

4 (40) 4(40) 5 (48) 5 (48)

3 (30) 3 (30) 3 (30) 3 (30)

4(40) 4 (40) Laser 5 (48) LRM

- Point Defense

3 (30) 3 (30) Laser 3 (30) Pu lse

Point

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Built as a modern incarnation of the SLDF Titan-class fighter carrier, the Gorgon fills a niche in the force-projection market where assault DropShips and Pocket WarShips reign supreme. Instead of augmenting these craft, the Gorgon is often deployed in place of them as an interdictor, a role it often struggles at due to its acceleration profile. Although often thought of as a "better than nothing" solution, the Gorgon has shown time and again to be effective when an experienced commanding officer is at the conn.

CAPABILITIES Of all the Gorgon's features, the most

unique was entirely unintended. The Gorgon's cargo bay runs most of the length of the ship. There are a number of ventral personnel doors in the cargo bay, intended to speed loading op­erations. These doors readily lend themselves to field modifications as internal bomb bays, and the Gorgon is frequently employed in tra­ditional ground-support bombing roles. On at least two documented occasions (including the defense of Helm) Gorgons have been used as space-bombers.

DEPLOYMENT In February 3138, a joint Lyran

Commonwealth and Clan Wolf force jumped to the Helm system on their way to oust Anson Marik at Stewart. Marik hoped to use Stewart to gather his forces, but he had to hold onto the world long enough for it to be a rallying point. Helm was critical to this. Marik sent the best forces he could spare to hold a battle line at Helm and stop the ravenous Wolf advance.

Typical of the invasion, the LCAF deployed in reserve, letting the Wolves form the vanguard of the assault force. The Clan force included Sharp Paw, an Overlord C-class DropShip, and Bright Fang and Cold Hearth, both Union C-class DropShips. The defending force consisted of el­ements of the Silver Hawk Irregulars, including the FWS Wanda Marik, a Gorgon-class carrier.

Wanda was lying in wait near the ze­nith jump point and moved to engage the Wolf DropShips when they were still only a few hundred thousand kilometers from their JumpShips. Using tactics developed during the Jihad, Wanda's fighters made a high-speed pass against the Wolf DropShips and deployed anti­ship missiles. A lucky shot severely damaged Sharp Paw's engines, effectively putting it out of the fight. The Wolves called on their Lyran al­lies to provide fighter support, but the Lyrans refused, citing orders that required them to pro­vide aerospace support for the assault on Helm, not while in-transit from the jump point.

Outgunned by Wanda and her fighters, first Bright Fang, then Cold Hearth resorted to deploying 'Mechs for space combat. After three hours of heavy fighting, Wanda and her fighter complement had destroyed a full Trinary of Clan Wolf 'Mechs and significantly damaged Sharp Paw. With two of their three DropShips bat­tered, the Wolves began withdrawing to their transport JumpShips. Wanda, having accom­plished her objective, initiated a three-G burn for Helm. Although her actions delayed the Clan Wolf invasion for several days, the Wolves ultimately conquered Helm and massacred a contingent of Silver Hawk Irregulars when they were forced to surrender in late April.

NOTABLE UNITS

FWLS Stheno: Named for the eldest of the Gorgons in Greek mythology, the Stheno was one of the first Gorgons constructed, and it soon came into service with the reformed First Free Worlds Guards Aerospace Wing in 3139. Since then, the Stheno has seen plenty of ac­tion. In addition to the vessel displaying the First Guards' colors, the crew of the Stheno has painted red snakes along the forward fuselage. Each snake represents a confirmed kill or suc­cessful mission.

FWLS Medusa: The Medusa was lost defend­ing against a Fourth Regulan Hussars raid on Aitutaki . The Fourth's JumpShips had arrived at a pirate point near the system's second planet. The resulting naval battle crippled the Medusa somewhere in the planet's ring sys­tem. Although several recovery attempts were made, the vessel's remains were never found due to the ship's transponder not broadcasting; Medusa's crew has since been officially recorded as killed in action-victims of the rocky debris orbiting the world. Amateur astronomers on Aitutaki occasionally report seeing a Gorgon­shaped silhouette across the planet's heavy cloud cover, but these stories have never been confirmed as actual Medusa sightings.

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Type: Military Aerodyne Use: Aerospace Carrier Tech: Inner Sphere Introduced: 3096 Mass: 6,800 tons Battle Value: 6,133

Dimensions length: 1 03 meters Width: 86 meters Height: 39 meters

Fuel: 500 tons (15,000 points) Tons/Burn-day: 1.84 Safe Thrust: 4 Maximum Thrust: 6 Heat Sinks: 88 (176) Structural Integrity: 12

Armor Nose: 231 Wings:211 Aft: 202

Cargo Bay 1: Fighter Cubicles (18) Bay 2: Cargo (1,002 tons)

life Boats: 3 Escape Pods: 3

3 Doors 1 Door

Crew: 3 officers, 3 enlisted/non-rated, 4 gunners, 36 bay personnel

Notes: Equipped with 51 .5 tons of Ferro-aluminum armor.

Weapons: Capital Attack Values (Standard) Arc (Heat) Type Short Medium Long Extreme Class Nose (48 Heat)

3 ER PPC 3 (30) 3 (30) 3 (30) PPC 3 Gauss Rifles (48 rounds) 5 (45) 5 (45) 5 (45) - Autocannon

RW/LW (28 Heat) 2 LRM 15 +Artemis IV 2 (24) 2 (24) 2 (24) LRM

(32 rounds) 1 Heavy PPC 2 (15) 2 (15) PPC 3 AM5 (72 rounds) 1 (9)t - Point Defense

Aft (33 Heat) 2 LRM 15 + Artemis IV 2 (24) 2 (24) 2 (24) LRM

(32 rounds) 2 Large Pu lse Lasers 2 (18) 2 (18) Pu lse Laser 3 AMS (72 rounds) 1 (9)t - Point Defense

Notes: Features the following Design Quirks: Internal Bomb Bay.

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The intelligence failure that was the exis­tence of the Com Guards shook the RAF to its core, and the eradication of this rogue force was one of the most important efforts undertaken after the Fortress was raised. The existence of the Kheper and Uraeus BattleMech proved that ComStar's reach far exceeded anything RAF in­telligence had guessed, but confirmation ofthe Duat's existence and specifications nearly led to widespread dismissals.

CAPABILITIES The Duat is undoubtedly one of the most

advanced DropShips in the RAF's arsenal. It was built to carry and supply a Level II each of BattleMechs and battle armor, and modified later with six oversize bays capable of carry­ing super-heavy 'Mechs. A suite of drone con­trol stations offers built-in readiness to carry Celeritys or Revenants, and the heretofore hid­den nature of this vessel makes the few cap­tured or received from NETC prized vessels for cross-Fortress raiding teams.

DEPLOYMENT The Duats with the First Division on

Epsilon Eridani exacted a deadly toll from the RAF units sent to destroy them. They fired salvo after salvo of cruise missiles into the ad­vancing RAF, breaking their formation again and again. Several strategists have suggested it was this horrifying artillery fire that led to the Hastati's combat drop.

Since their adoption into the RAF Duats have carried many raiding parties across the Fortress. Their unique nature-designed and built by ComStar, for the base-six Com Guard-means that no Inner Sphere power recognizes them as Republic assets, not even the Remnant. That they're now built to carry the fruits of the Rhodes Project make them that much more valuable.

On Small World in early 3145 a pair of Duats breached the Fortress and landed, car­rying six Poseidons and a mix of Celeritys and Revenants. With their landrng zone secured by battle armor, the Poseidons moved off to attack their target while drone operators aboard the Duat used their Celeritys to scout the surround­ing terrain . Whenever a suitable target was unmasked, the DropS hips fired on it with their cruise missile launchers. These tactics-but es­pecially the tripods-threw the Combine gar­rison into a panic, so much so that they never suspected that the final three cruise missile barrages were fired not at the Combine but at Celeritys cut off by ECM jamming.

As the DropShips lifted for the return to their JumpShips, a squadron of Combine Shilones tried to intercept them. Too weak to take on two DropShips, the Shilones contented themselves with firing LRM barrages from ex­treme range, no doubt hoping to damage the Duats' drive. Instead, the Shilones grew increas­ingly frustrated as the Duats' rear-facing laser anti-missile systems clawed the missiles out of space short of their targets. When they broke off, nearly out of ammunition, barely a score of missiles had touched the DropS hips' armor, and two of the Shilones had been hit with long­range Gauss rifle fire.

NOTABLE UNITS

Velociraptor: Velociraptor was one of the Duats involved in the raid on Small World in 3145. Commanded by Captain Josephine Young, Velociraptor is building an enviable reputation among the RAF navy. In six missions across the Fortress, Ve/ociraptor has returned each time with confirmed ground kills painted on its cruise missile launchers. Young's drone crews have become adept at spotting for artillery tar­gets with their drones, so much so that the RAF Plans and Tactics department has sent observ­ers to identify exactly what it is those operators do that makes them so much more effeciive.

Chariot: One of the newest Duats to arrive from New Earth, Chariot is assigned to the personal guard company of Devlin Stone. Though Stone himself has never traveled aboard her, Colonel Hopewell prefers to carry his lance aboard the DropShip whenever he travels off of Terra. A full complement of Ares tripods is kept aboard at all times, and the six regular 'Mech cubicles are filled with the six deadliest MechWarriors in the Lament. Captained by Fiona Magnusson, a cousin of former commanding general Tina Magnusson-Talbot, Chariot's crew know they may be called upon at any time to carry Devlin Stone himself, and act accordingly.

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Type: Military Spheroid Use: Transport Tech: Inner Sphere Introduced: 3131 Mass: 8,500 tons Battle Value: 17,421

Dimensions Length: 90 meters Width: 90 meters Height: 1 02 meters

Fuel: 100 tons (3,000 points) Tons/Burn-day: 1.84 Safe Thrust: 4 Maximum Thrust: 6 Heat Sinks: 150 (300) Structural Integrity: 27

Armor Nose:520 Sides: 505 Aft: 502

Cargo Bay 1: BattleMech Cubicle (6) 1 Door Bay 2: Battle Armor Bay (6 Levell) 1 Door Bay 3: Foot Infantry Bay (1 Levell) 6 Doors

Cargo (220 tons) Cargo (220 tons) Cargo (220 tons) Cargo (220 tons) Cargo (220 tons) Cargo (220 tons)

Bay 4: Cargo (678.5 tons) 1 Door

Life Boats: 4 Escape Pods: 4 Crew: 3 officers, 4 enlisted/non-rated, 10 gunners, 6 sec­

ond class passengers, 88 bay personnel

Notes: Equipped with 97 tons of heavy ferro-aluminum armor and Drone Carrier Control System for six drones (5 tons). Features the following Design Quirk: Bad Reputation.

Weapons: Capital Attack Values (Standard) Arc (Heat) Type Short Medium Long Extreme Class Nose (198 Heat)

3 Cru ise Missile/ 50 150 150 150 150 Arti llery (60 rounds)

3 Gauss Rifles 6(60) 6 (60) 6 (60) - Autocannon (48 rounds)

3 MML 9 +Artemis IV FCS 6 (56) 3 (28) 3 (28) MML (78/66 rounds)

3 Large VSP Lasers 4(44) 4(36) Pulse Laser

Weapons: Capital Attack Values (Standard) Arc (Heat) Type Short Medium Long Extreme Class FR/FL (85 Heat)

4 Gauss Rifles 6(60) 6 (60) 6 (60) - Autocannon (64 rounds)

4 MML 9 +Artemis IV FCS 6 (56) 3 (28) 3 (28) MML (1 04/ 88 rounds)

4 Large VSP Lasers 4(44) 4(36) Pulse Laser 3 Laser Anti-Missile Systems- -Point Defense

AR/AL (44 Heat) 4 Gauss Rifles 6(60) 6 (60) 6 (60) - Autocannon

(64 rounds) 4 Large VSP Lasers 4(44) 4 (36) - Pulse Laser

Aft (61 Heat) 4 Large VSP Lasers 4(44) 4(36) - Pulse Laser 3 Laser Anti-Missile Systems - -Point Defense