TEXT: TM
  
  technical readout 3145
  Federated SunS
   The great experiment 
  that was the Republic 
  of the Sphere has 
  failed. Withdrawn 
  behind the Fortress 
  walls, the once-
  great  power has 
  become a silent, 
  opaque remnant 
  of its former glory. 
  Without its influence, 
  old hatreds have risen 
  anew. As war once 
  more rages across 
  the Inner Sphere, 
  new equipment 
  strides across 
  ancient battlefields. 
  Technology, once 
  stagnated by trade 
  restrictions and 
  peace treaties, now 
  surges forward again, 
  testing these new 
  machines in the fierce 
  crucible of war.
    Technical Readout: 
  3145 introduces the 
  wave of new battle 
  armor, vehicle, ‘Mech, 
  and aerospace units 
  appearing across 
  the Inner Sphere in 
  the Dark Age era. 
  Featuring new and 
  matured technology, 
  and presented in 
  this series of faction-
  specific PDFs, these 
  combat units will add 
  excitement and variety 
  to any game table.
    For use with 
  BattleTech, Total 
  Warfare, Tactical 
  Operations, and 
  Strategic Operations.
  
  CREDITS
  Writing 
   
  Jason Schmetzer
  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 
   
  David White 
  Unit Stats and Record Sheets
   
  Ray Arrastia
   
  Joel Bancroft-Connors
   
  Sebastian Brocks
   
  Brent Evans
   
  Keith Hann
   
  Jason Hansa
   
  Johannes Heidler
   
  Daniel Isberner
   
  Luke Robertson
   
  Lance Scarinci
   
  Chris Smith
   
  Mike Timbers
   
  Chris Wheeler
  Proofers and Fact Checkers
  Rich Cencarik, Brent Ezell, Stephen Frabartolo, Joshua 
  Franklin, William Gauthier, Johann Haderer, Johannes 
  Heidler, Iain Macleod, Jason Paulley, Joshua C. Perian, Jan 
  Prowell, Andreas Rudolph, Eric Salzmann, Mike Timbers, 
  Elliotte C. Want, Chris Wheeler, Matt Wilsbacher, Patrick 
  Wynne
  ©2013 The Topps Company Inc. All Rights Reserved. BattleTech Technical Readout: 3145 (Federated Suns), Classic BattleTech, 
  BattleTech, BattleMech, and ’Mech are registered trademarks and/ or trademarks of The Topps Company Inc. in the United States 
  and/ or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  
  InTRoDuCTIon
  A cursory glance at the history of the Federated Suns over the last century shows a nation in flux. The brilliant, if imperialistic, leadership of Hanse Davion during the thirty-first 
  century set the stage for the founding of the short-lived Federated Commonwealth, but that amalgamation lasted barely a generation before collapsing into civil war just before 
  the Jihad. 
  During the Jihad the Suns suffered alongside every other Inner Sphere nation, its capital under siege and its economy crushed. Its people suffered, but they overcame. Federated 
  Suns forces fought in the Coalition with the rest of the Inner Sphere, and the worlds of that realm that joined the Republic were among the most prosperous. Between the Jihad and 
  the Blackout, only the short Victoria War disrupted the Suns’ peace.
  And then came the Blackout.
  Then came the death of Harrison Davion.
  And, as with so much else of the Sphere, then came the war.
  Two of the three most recent first princes of the Federated Suns focused on defense, rather than offense. Both Harrison Davion and his mother, Yvonne, stewarded their realm 
  into a guarded peace. The AFFS embraced the light combat team, a mobile defensive combat unit, over the crushing hammer of the regimental combat team. Davion military industry 
  built newer and stronger machines of war, as all realms did, to strengthen their defenses, not project aggression.
  But as the above glimpse of history shows, the history of House Davion does not make for quiet borders. After the Blackout, as the Republic and its wishes for peace disappeared 
  behind the Fortress, the Suns’ enemies gathered their strength and attacked.
  The Draconis Combine fulfilled a longtime goal and claimed the Draconis Reach in 3140. Not content, and riding high on victory after having crushed a Nova Cat rebellion, the 
  Dragon leapt across the border and slew First Prince Caleb Davion on Palmyra, along with the flower of the AFFS. Other regiments decapitated the Draconis March by capturing 
  Robinson and killing Duke Corwin Sandoval. 
  On the Suns’ other border the Capellan Confederation, not content to swallow large chunks of the former Republic prefectures on its border, attacked into the Federated Suns. 
  Long sought-after worlds such as Tikonov and Chesterton fell to the Capellan advance. Victoria, the former heart of an entire commonality, was recovered. CCAF regiments assaulted 
  and captured the march capital New Syrtis and executed Duchess Amanda Hasek.
  Julian Davion, newly appointed first prince, is separated from his embattled nation. Davion citizens are struggling to recover their poise. Military industries are rushing equipment 
  to the front. Quartermasters are stockpiling equipment for counteroffensives. The soldiery are girding themselves with the lessons of history; the Suns has been threatened before.
  But the Davions’ enemies are strong, and concentrated, and see advantage everywhere. It remains to be seen who will emerge victorious. All parties are fighting wars of national 
  obligation, driven by centuries of enmity no longer balanced by the Republic’s diplomacy.
  —Paladin Janella Lakewood
  12 October 3145
  
  GamE noTES 
  Technical Readout: 3145 (Federated Suns) covers a wide breadth of units and equipment. To understand how these various units plug into the core BattleTech 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 BattleTech (BT), otherwise referred to as the standard rules. In addition, 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 BattleTech universe. 
  Strategic Operations (SO) is the second “staging” advanced rulebook. It stages a player up to the next logi cal area of play, focusing on “in a solar system” and multi-game play. 
  Interstellar Operations (IO) 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 BattleTech game play can be found in Total Warfare, while the rules for their construction can 
  be found in TechManual; 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 (Federated Suns) 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, extraor dinarily 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 (Federated Suns) may have one or more listed positive and/or negative Design Quirks (see p. 193, SO 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.
  
  4
  battle 
  armor
  Pab-28 SniPer Suit
  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 de-
  cided 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.
  CapabIlITIES
  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.
  DEploymEnT
  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 mer-
  cenary units have purchased the sniper suits as 
  well, though they often find it difficult to main-
  tain them away from AFFS supply lines. 
  On Palmyra in 3144, as the Combine’s sur-
  prise attack destroyed the AFFS regiments gath-
  ered there, several PAB-28 squads were among 
  the last troops killed or captured. In the city 
  of Sawle, for example, a squad of snipers pre-
  viously 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 re-
  mained at large and hidden.
  In the second week of July, a Combine sho-
  sa and his retinue visited the 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 fir-
  ing 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-three-year veteran and 
  former instructor at the AFFS’s regional sniper 
  school, Reyes led his men and women into a 
  classic harassment campaign, claiming nine-
  teen field-grade DCMS officers, including a tai-
  sa, before their battlesuits finally succumbed to 
  lack of maintenance. Reyes and the two surviv-
  ing 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 quick-
  ly pinned down. Though individually effective 
  against single targets, the PAB-28s were un-
  able 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 remaining 
  two were knocked unconscious and captured.
  noTablE unITS
  Sergeant Vela Horgan: One of Reyes’ snipers 
  on Palmyra, Sergeant Horgan is credited with 
  the death of Tai-sa Hideo Washiba in Sawle in 
  August 3144. Though the gun camera foot-
  age from her PAB-28 has yet to be recovered, 
  experts believe her to be one of only six AFFS 
  snipers to have made combat kills at over a kilo-
  meter since 3135. Having killed the tai-sa with a 
  single shot, Horgan and her teammate endured 
  three hours of artillery barrage that leveled the 
  parking structure they’d fired from. The sniper 
  suit’s armor protected them from shrapnel and 
  prevented nearby Kuritan armored vehicles 
  from detecting them as they made their escape. 
  Davion intelligence believes she is still at large 
  on Palmyra, though her suit—or what was left 
  of it—was recovered by the DCMS.
  Leftenant Charles Delacourt: Leftenant 
  Delacourt commanded a specialty squad of 
  PAB-28s attached to the Davion Light Guards. 
  When the Combine struck the Light Guards at 
  Brookeland, Delacourt saw a perfect oppor-
  tunity to put his new tactics into practice. As 
  they’d practiced, the squad let themselves be 
  “abandoned” by a fast lance of Light Guards 
  ’Mechs. As the Combine’s frontline units raced 
  past them, the squad waited until the rear-ech-
  elon DCMS units came forward to clean up the 
  battlefield. Striking from cover, they killed sev-
  eral squads of DCMS technicians before fleeing 
  into Brookeland’s hinterlands to begin a guer-
  rilla campaign.
  
  5
  Pab-28 SniPer Suit
  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 
   
  Slots 
  Mass
  Chassis: 
   
   
  80 kg
  Motive System:  
   
   
  Ground MP:  
  1 
   
  0 kg
   
  Jump MP:  
  0 
   
  0 kg
  Manipulators:  
   
   
   
  Right Arm: 
  Armored Glove 
   
  0 kg
   
  Left Arm:  
  Armored Glove 
   
  0 kg
  Armor: 
  Standard Stealth 4 
  120 kg
   
  Armor Value:  
  2 + 1 (Trooper)
   
   
   
  Slots
  Weapons and Equipment 
  Location (Capacity) Tonnage
  David Light Gauss Rifle (20) 
  RA 
  1 
  100 kg
  David Light Gauss Rifle (20) 
  LA 
  1 
  100 kg
  
  6
  battle 
  armor
  Sea Fox amPhibiouS armor
  It was an almost prescient decision for the 
  AFFS to focus for so long on defensive matters, 
  considering the invasions it has suffered in re-
  cent years. The Sea Fox amphibious battle armor 
  is a product of that defense doctrine, and in its 
  limited role it is among the finest specimens of 
  warfighting technology in the Inner Sphere. Its 
  specialized nature makes it ill-suited for general 
  deployment, but many Sea Fox platoons oper-
  ate as part of march militias and units detached 
  to local command.
  CapabIlITIES
  The Sea Fox is an ambush fighter, though 
  it functions very well as an infiltrator, espe-
  cially in urban areas with access to large water-
  ways. Stealthy, quiet, and fast as a snake under 
  the water, the sight of a Sea Fox rising from 
  the waves has been the last sight of many a 
  Combine and Confederation logistics worker in 
  the last two years.
  DEploymEnT
  When the Sixteenth Galedon Regulars at-
  tacked McGehee in 3144, the Fourth Robinson 
  Strikers were ready for them. Though the Strikers 
  would evacuate the world, they did heavy dam-
  age to the Sixteenth through a series of coordinat-
  ed strikes and careful defensive strategies, many 
  of them using the Sea Fox platoons attached to 
  the light combat team. Few Sea Fox platoons can 
  claim the battle honors of the 302nd Amphibious 
  Platoon, also known as the Red Tridents.
  During a skirmish near the city of Tonia, 
  one of the Strikers’ battalion command posts 
  was overrun and the command staff captured. 
  The Sixteenth immediately sent the cap-
  tives back for interrogation, but to get to the 
  Combine landing zone the column would have 
  to cross the Davis River. The Red Tridents were 
  tapped to extract the battalion staff before they 
  could be interrogated. Using confiscated hydro-
  foils, the Tridents moved downriver until they 
  were a kilometer above the crossing. Since the 
  AFFS had blown the bridges crossing the Davis, 
  the Galedon Regulars were forced to use three 
  boats—one prisoner transport and two skiffs 
  full of infantrymen for escort. Combine ’Mechs 
  waited on either side of the river as escort.
  When the three boats were a little more 
  than halfway across the river the Tridents at-
  tacked. The first notice the Combine attack-
  ers had were Sea Fox battlesuits rising just far 
  enough from the water on a series of sandbars 
  to fire their machine guns before disappearing. 
  The two escort skiffs were destroyed by short-
  range missile fire, and the captured officers 
  were able to gain control of their boat with the 
  Sea Foxes’ help. The ’Mechs, too far away to fire 
  accurately at the stealthy Sea Foxes, tried to 
  sink the boat but the river current helped the 
  staff escape to be evacuated with the rest of the 
  Fourth a short time later.
  Ryuken-roku captured a number of Sea Fox 
  suits on Rowe and have put them into service. 
  These suits have largely been used to counter 
  Davion riverine combat units, but from the 
  level of training being maintained, it appears 
  the Ryuken intend to field the Sea Foxes as of-
  fensive units as well. The officer in charge, Chu-i 
  Harold Mangon, has extensive experience with 
  waterborne combat, having previously com-
  manded a detachment of hydrofoil attack craft 
  on Gandy’s Luck. There are indications that the 
  DCMS intends to contract with Clan Sea Fox, 
  which also operates the eponymous battle 
  armor, for maintenance and supplies—which 
  the Foxes are sure to offer.
  noTablE unITS
  Corporal Bethany Page: Corporal Page 
  serves in the infantry contingent of the Fourth 
  Robinson Strikers LCT. She was part of the Red 
  Tridents and was instrumental in rescuing the 
  battalion staff. She was commended after the 
  rescue for using her UMUs to speed beneath the 
  prisoner boat and attack one of the escort skiffs. 
  She is one of the few Sea Fox troopers to have 
  successfully hit a target with her SRM while fir-
  ing from movement, instead of stopping to 
  steady the ungainly weapon. Her promotion to 
  corporal was approved after she rescued one 
  of the battalion staff officers who’d fallen over-
  board when a near-miss rocked their boat.
  Sergeant Tamsin Pickering: An NCO with the 
  Seventh Crucis Lancers, Sergeant Pickering sur-
  vived the destruction of her unit on Palmyra and 
  began a guerrilla campaign along the Groan 
  River. She’s gathered more than a company 
  of infantryman around her, and enough techs 
  to keep her battlesuits operating. Sea Foxes 
  excel at littoral combat, and Davion military 
  intelligence credits her insurgents with several 
  noteworthy kills against the New Samarkand 
  Regulars before the Regulars’ withdrawal.
  
  7
  Sea Fox amPhibiouS armor
  Type: Sea Fox
  Manufacturer: General Motors
   
  Primary Factory: Salem
  Equipment Rating: F/X-X-F
  Tech Base: Mixed Inner Sphere
  Chassis Type: Humanoid
  Weight Class: Light
  Maximum Weight: 750 kg
  Battle Value: 
   
  25
  Swarm/Leg Attack/Mechanized/AP: No/Yes*/Yes/Yes
  Notes: *Leg Attacks only possible on ’Mechs in Depth One or deeper water.  
  Features the following Design Quirks: Accurate Weapon (Light MG),  
  Non-Standard Parts.
  Equipment 
   
  Slots 
  Mass
  Chassis: 
   
   
  100 kg
  Motive System:  
   
   
  Ground MP:  
  3 
   
  30 kg
   
  Jump MP:  
  1 
   
  0 kg
   
  UMU MP (C): 
  3 
   
  135 kg
  Manipulators:  
   
   
   
  Right Arm: 
  Armored Glove 
   
  0 kg
   
  Left Arm:  
  Armored Glove 
   
  0 kg
  Armor: 
  Basic Stealth 
  3 
  275 kg
   
  Armor Value:  
  5 + 1 (Trooper)
   
   
   
  Slots
  Weapons and Equipment 
  Location (Capacity) Tonnage
  Cutting Torch 
  RA 
  1 
  5 kg
  SRM 1 (OS) 
  LA 
  2 
  50 kg
  Light Machine Gun (50) 
  Body 
  1 
  75 kg
  Extended Life Support 
  Body 
  1 
  25 kg
  Mechanical Jump Booster 
  — 
  — 
  50 kg
  
  8
  battle 
  armor
  FuSilier battle armor
  The Fusilier battle armor is a prime ex-
  ample of that most military of boondoggles, 
  the product that meets no glaring demand. 
  Introduced in the early 3120s, it was too heavy 
  and too slow but the AFFS Department of the 
  Quartermaster purchased it anyway. General 
  Motors produced it for a little more than a de-
  cade before finding an attractive upgrade op-
  tion, but the Fusilier remains an odd duck in 
  AFFS battle armor battalions.
  CapabIlITIES
  As a heavy combat suit the Fusilier is in-
  tended to stand in the line of battle with other 
  prominent AFFS battlesuits like the Grenadier 
  and the Hauberk, but where those armors have 
  distinguishing characteristics, the Fusilier has 
  none. It’s a bastardized weapon, incorporating 
  parts from the Grenadier and the Sea Fox, but 
  its construction is solid and its performance, 
  if not flashy, is even more solid. The upgrade, 
  deployed after the Blackout, trades the jump 
  booster and Magshot for a plasma rifle and re-
  flective armor.
  DEploymEnT
  A company of Fusiliers was on Demeter, 
  training with the planetary militia, when Warrior 
  House Ijori and the Third Tikonov Guards at-
  tacked in 3144. Though the militia survived the 
  initial assault and went to ground, the Fusiliers 
  were too heavy and too slow to be useful to a 
  guerrilla campaign, so they remained behind 
  to protect the militia base at Dormant. Soon 
  a task group from the Tikonov Guards arrived 
  and demanded the fort’s surrender. Hoping to 
  give the militia more time to escape and estab-
  lish wilderness strong points, Captain Edgar 
  Provenance refused.
  Led by a pair of Gùn OmniMechs and 
  supported by two companies of infantry, the 
  Capellans attacked. The fort’s batteries succeed-
  ed in destroying all three of the CCAF’s support-
  ing Predator tank destroyers before they could 
  close, but the Gùns were too fast and slipped 
  over the fort’s walls. One, a Gùn A, destroyed 
  the turrets from behind, while the other, a Gùn 
  Prime, stalked the infantrymen inside the fort’s 
  walls. Captain Provenance’s men had spent their 
  time wisely, however, and were ready.
  Attacking from cover, one platoon of 
  Fusiliers slaughtered nearly a full company 
  of Liao infantry as they entered the fort. The 
  other two platoons played cat and mouse 
  with the Liao ’Mechs, firing their Magshots 
  but doing little damage. A lucky hit took out 
  the PPC of the Gùn A, but it had already killed 
  more than a squad of troopers. The arrival of 
  the rest of the infantry and Liao VTOLs sealed 
  the Fusiliers’ fate, but they had done their job. 
  The militia’s insurgency built a sound founda-
  tion during the lull.
  Older-model Fusiliers are often preferred 
  by Capellan March Militia units because of the 
  resilience of their stealth armor over the fragile 
  reflective armor, as proven by a raid conducted 
  by a detachment of the New Syrtis CMM in 
  3139. Striking at a training site on Nihal, the 
  CMM detachment—two squads of Fusiliers rid-
  ing captured Capellan Shun Transport VTOLs—
  was composed of half advanced, half original 
  suits. When the team came under fire by a while 
  hiding in a building, the advanced Fusiliers’ bat-
  tlesuits crumpled beneath falling building spars 
  and damage suffered in the building’s collapse. 
  The second squad, with less advanced but stur-
  dier armor, was able to accomplish its mission 
  and escape.
  noTablE unITS
  Ban-zhang Horace Tang: Horace Tang leads 
  a squad of captured Fusilier battlesuits in the 
  infantry battalion of Warrior House Ijori. They 
  managed to salvage the suits on Demeter, and 
  have used them to deadly effect on several 
  formerly Davion worlds. Ijori favors an indirect 
  style of combat, and using captured Davion 
  equipment allows them to effect ambushes 
  and raids with admirable regularity. Tang, who 
  had previously served as a mercenary in Davion 
  service, earned his place in the Capellan warrior 
  house by arriving with a squad of functional 
  Cavalier battlesuits.
  Sergeant Heironymo Danner: Sergeant Danner 
  and his squad of Fusilier battlesuits were the sur-
  vivors of the raid on Nihal in 3139. Upon their 
  return to New Syrtis, they were immediately of-
  fered upgrades to the advanced Fusilier suit, but 
  all four troopers refused. When pressed by their 
  CO, who was afraid of offending the noble pa-
  tron who’d procured the suits, Danner is reported 
  to have said “When someone offers you a shiny 
  new sword, it does no one any good to fall on it.” 
  Taking its cue from Danner, the rest of the Fusilier 
  company in the CMM exchanged their Fusiliers 
  for original models.
  
  9
  FuSilier battle armor
  Type: Fusilier
  Manufacturer: GM
   
  Primary Factory: Salem
  Equipment Rating (Standard): E/X-X-E
  Equipment Rating (Upgrade): F/X-X-F
  Tech Base (Standard): Inner Sphere
  Tech Base (Upgrade): Inner Sphere (Advanced)
  Chassis Type: Humanoid
  Weight Class: Assault
  Maximum Weight: 2,000 kg
  Battle Value: 
   
  67 (Standard)
   
  73 (Upgrade)
  Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
  Notes: Features the following Design Quirks: Accurate Weapon (Light MG).
  Equipment 
   
  Slots 
  Mass
  Chassis: 
   
   
  550 kg
  Motive System (Standard):  
   
   
  Ground MP:  
  1 
   
  0 kg
   
  Jump MP:  
  2 
   
  250 kg
  Motive System (Upgrade): 
   
   
  Ground MP:  
  1 
   
  0 kg
   
  Jump MP:  
  1 
   
  250 kg
  Manipulators:  
   
   
   
  Right Arm: 
  None 
   
  0 kg
   
  Left Arm:  
  Armored Glove 
   
  0 kg
  Armor (Standard): 
  Basic Stealth 
  3 
  825 kg
   
  Armor Value:  
  15 + 1 (Trooper)
  Armor (Upgrade): 
  Reflective 
  7 
  825 kg
   
  Armor Value:  
  15 + 1 (Trooper)
   
   
   
  Slots
  Weapons and Equipment 
  Location (Capacity) Tonnage
  Standard
  Magshot Gauss Rifle (10) 
  RA 
  3 
  175 kg
  Light Machine Gun (50) 
  Body 
  1 
  75 kg
  Jump Booster 
  Body 
  2 
  125 kg
  Upgrade
  Plasma Rifle (20) 
  RA 
  2 
  300 kg
  Light Machine Gun (50) 
  Body 
  1 
  75 kg
  
  10
  combat 
  vehicleS
  Kruger combat car
  Mass: 10 tons
  Movement Type: Wheeled
  Power Plant: DAV 50 Fusion
  Cruising Speed: 75 kph
  Maximum Speed: 118 kph
  Armor: ProtecTech Heavy Ferro-Fibrous
  Armament: 
   
  2 Bright-Bloom Extended Range  
   
  Medium Lasers
  Manufacturer: Avalon Arms Company
   
  Primary Factories: New Avalon
  Communications System: Broadstar 
  Micro-Pulse
  Targeting and Tracking System: Broadstar 
  Pintel-Star
  It was quite a surprise to Davion militia 
  procurement officers when the Avalon Arms 
  Company offered for sale the Kruger Combat 
  Car in 3091. Up to then, they had only seen 
  pictures and examples of the Kruger in military 
  museums—Krugers had fought during the Star 
  League and First Succession War eras. The new 
  Kruger built on the strengths of the original by 
  adding modern technology.
  CapabIlITIES
  Krugers are favored vehicles of scout pla-
  toon commanders in urban environment across 
  the spinward half of the Inner Sphere and near-
  by Periphery because of their excellent commu-
  nications and drive systems. Fast, well-armed 
  enough for defense or sniping but lacking the 
  armor to stand and fight, it reinforces for junior 
  officers the need to report information to the 
  rear—personally, if necessary.
  DEploymEnT
  Though Krugers are famed for their capa-
  bilities on paved roads, one Kruger made quite a 
  name for itself in the Harsefield Desert on Dahar 
  IV in early 3145. Part of the armor contingent 
  of the Dahar Draconis March Militia, Corporal 
  Anderson Crowley, in his Kruger, was scouting 
  into the desert when he detected a small DCMS 
  reconnaissance force. Though Dahar IV hosted 
  both the DMM and the recuperating Fourth 
  Robinson Strikers, no one had noticed the small 
  Combine force land—except Crowley.
  Though he managed to keep from being 
  detected, Crowley knew he had to report back. 
  A radio broadcast would have been detected, 
  so he waited until night fell and then drove 100 
  kilometers back to a safe place to report. Aware 
  that no one else knew the Harsefield as well 
  as he did, Crowley ignored orders to withdraw 
  and returned each night to keep an eye on the 
  raiders’ position. For more than sixty hours he 
  repeated this maneuver—watch and sprint to 
  report—without sleep, until a company from 
  the Fourth Robinson arrived to drive the raid-
  ers off. He used his knowledge of the desert to 
  place the Strikers in a prime ambush location, 
  and during the battle moved around to the 
  DCMS’ rear to cut off their escape. He was cred-
  ited with killing two Raiden battlesuit troopers 
  single-handedly, despite his exhaustion.
  During the assault on New Demeter City on 
  Demeter in 3144 several Krugers gave excellent, 
  if ill-fated, service against Warrior House Ijori. 
  As the Ijoris and their Tikonov auxiliaries raced 
  into the city, the local militia commander threw 
  his Krugers out as scouts. Strong ECM and other 
  jamming made communications difficult, but 
  the Krugers’ ability to rapidly reverse out of dan-
  ger spots made them supreme couriers. Though 
  the city fell, most credit the Krugers’ scouting as a 
  factor in it holding out as long as it did.
  VaRIanTS
  The original Kruger lacks the advanced 
  technology of the modern tank, with standard 
  armor and medium lasers. Avalon Arms offers it 
  for sale to users who lack the logistical diversity 
  to maintain the modern combat car.
  noTablE unITS
  Sergeant Anderson Crowley: Promoted after 
  the action on Dahar IV, Sergeant Crowley has 
  surprised his commanders by asking for a trans-
  fer off of Dahar, his homeworld. When they in-
  vestigated they found that Crowley had been 
  the target of a lengthy campaign of harassment 
  and abuse by the Pack Rat long-range patrol 
  vehicle drivers in the DMM, who believed he’d 
  usurped their primacy of place as desert war-
  riors with his actions in the Harsefield. Instead of 
  transferring Crowley, the battalion commander 
  transitioned the Pack Rat operators out of Pack 
  Rats and into a new shipment of Krugers. 
  Elston Herrod: Herrod and his old-model 
  Kruger are the only line of communication be-
  tween a monitoring outpost on the Calderon 
  Protectorate world Diik and the militia base it 
  reports to. Strong electrical storms make radio 
  contact infrequent and tectonic activity cuts 
  landlines, so Herrod travels the 400 kilometer 
  path once every four days. The Kruger’s inde-
  pendent drive wheels make it off-road ready, a 
  necessity when heavy rains often force him to 
  change his path.
  
  11
  Kruger combat car
  Type: Kruger
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 10
  Battle Value: 429
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  1
  Engine:  
  50 
   
  2.5
   
  Type:  
  Fusion
   
  Cruise MP:  
  7
   
  Flank MP:  
  11
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  .5
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor (Heavy Ferro): 
  69 
   
  3.5
   
   
  Armor
   
   
  Value
   
  Front 
  16
   
  R/L Side 
  13/13
   
  Rear 
  14
   
  Turret 
  13
  Weapons and Ammo 
  Location 
  Tonnage
  2 ER Medium Lasers 
  Turret 
  2
  Notes: Features the following Design Quirks: Improved 
  Communications, Power Reverse.
  
  12
  combat 
  vehicleS
  marten Scout vtol
  Mass: 15 tons
  Movement Type: VTOL
  Power Plant: Tyron 100 ICE
  Cruising Speed: 140 kph
  Maximum Speed: 216 kph
  Armor: ProtecTech Light
  Armament: 
   
  1 Federated SuperStreak SRM 2 Launcher
  Manufacturer: Cal-Boeing of Dorwinion
   
  Primary Factories: Belladonna
  Communications System: Achernar Standard
  Targeting and Tracking System: IsBM Lantirn
  Though never sold in large enough num-
  bers to satisfy its manufacturer, the Marten has 
  spread across the Inner Sphere and Periphery 
  and gained a reputation as a reliable, if unloved, 
  combat helicopter. It provides journeyman ser-
  vice as a scout deployment and special forces 
  insertion vehicle, but struggles in the attack 
  and interdiction roles many militias try to force 
  it into.
  CapabIlITIES
  The Marten is fast, simple, and—with the 
  exception of its balky muffling system—easy 
  to maintain. It carries just enough firepower to 
  make its presence known, just enough infan-
  try transport space to make it useful, and just 
  enough sensor payload to make it worthwhile, 
  but it does none of those things any better than 
  many other VTOLs.
  DEploymEnT
  In active service for more than a century, 
  the Marten struggles to stand out, though the 
  spate of combat that erupted since the Blackout 
  has given it plentiful opportunity. Perhaps the 
  most noteworthy Marten action took place on 
  Diefenbaker in 3137 when a company of Taurian 
  mercenaries raided across the border.
  Protected by its own militia and a battal-
  ion of the Islamabad Periphery March Militia 
  that was rotating through, Diefenbaker looked 
  like easy pickings for a ’Mech company. While 
  the PMM ’Mech lance went out to meet the 
  mercenaries, a platoon of DMM Infiltrator Mk 
  II battlesuit troopers collaborated with a com-
  pany of Martens to attack the mercenaries’ 
  grounded DropShip. Each of the Martens lifted 
  a single battle armor infantryman, while the last 
  squad accompanied a platoon of Musketeer ho-
  vertanks. They skirted the battle site and made 
  their way to the landing zone.
  First, the Musketeers and lone squad pre-
  tended to be a much larger force and got the 
  DropShip firing on them. While they were dis-
  tracted the Martens swept across the LZ from 
  the other direction and placed the twelve 
  Infiltrators directly atop of the Union-class ship. 
  Unable to fire on their own hull, the DropShip 
  fell quickly once the battlesuits got inside. 
  Though two of the Martens were destroyed as 
  they cleared the LZ, the remainder participated 
  in the final attack on the mercenary ’Mechs, 
  using inferno-loaded SRMs to force the remain-
  ing seven ’Mechs to surrender.
  Not all commanders understand the 
  Marten’s limitations, however. During the fall of 
  Robinson in 3144 a DMM battalion commander 
  called on his Martens to extract an infantry com-
  pany cut off by a battalion of the Eighth Sword 
  of Light. Though the Martens’ CO demurred, the 
  major insisted, and the helicopters attempted 
  to thread the Sword of Light’s lines. Four out of 
  sixteen Martens were destroyed penetrating to 
  pick up the infantrymen, but none of them sur-
  vived the attempt to get out. All of the Martens 
  were brought down by concentrated fire, kill-
  ing both their pilots and the embarked infan-
  trymen. The AFFS inspector-general’s office had 
  been considering charges against the major, 
  but he was killed during the withdrawal.
  VaRIanTS
  The infantry transport model of the Marten 
  sacrifices the short-range missile launcher and 
  ammunition for greater infantry lift capacity.
  noTablE unITS
  Warrant Officer Clay Ostic:  Leader of a flight of 
  four Martens in the mercenary Al Tar’s Askaris, 
  Ostic and his crews are renowned for never fail-
  ing to brave enemy fire to help their comrades. 
  The Martens—three standard and one infantry-
  variant—are used for long-range resupply and 
  medevac during combat, and Ostic’s record of 
  never failing to answer a call for help has stood 
  in the face of attacks by Capellan, Republic and 
  even Wolf Empire troops.
  Sergeant William Carpenter: During the fall of 
  Gambier in 3144, Sergeant Carpenter and his 
  militia company of Martens were called upon 
  at night to shift troops rapidly in the face of the 
  Fifth Sword of Light’s rapid advance. During 
  one of the final skirmishes, three Martens were 
  brought down despite their muffled engines. 
  Carpenter ordered his own muffler removed and 
  flew with the remaining helicopters to evacuate 
  a platoon of scouts. His gambit worked—though 
  he was killed, the rest of the Martens escaped no-
  tice and completed their mission. 
  
  13
  marten Scout vtol
  Type: Marten
  Technology Base: Inner Sphere
  Movement Type: VTOL
  Tonnage: 15
  Battle Value: 179
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  1.5
  Engine:  
  100 
   
  6
   
  Type:  
  ICE
   
  Cruise MP:  
  13
   
  Flank MP:  
  20
  Heat Sinks:  
  0 
   
  0
  Control Equipment: 
   
   
  1
  Lift Equipment: 
   
   
  1.5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor: 
  24 
   
  1.5
   
   
  Armor
   
   
  Value
   
  Front 
  8
   
  R/L Side 
  5/5
   
  Rear 
  4
   
  Rotor 
  2
  Weapons and Ammo 
  Location 
  Tonnage
  SRM 2 
  Front 
  1
  Ammo (SRM) 50 
  Body 
  1
  Infantry Compartment 
  Body 
  1
  Remote Sensor Dispenser 
  Rear 
  .5
  Notes: Features the following Design Quirks: Difficult to 
  Maintain.
  
  14
  combat 
  vehicleS
  Ji2a1 attacK aPc
  Mass: 25 tons
  Movement Type: Hover
  Power Plant: Fireheart 120 Fuel Cell
  Cruising Speed: 108 kph
  Maximum Speed: 162 kph
  Armor: Valiant Plate Heavy Ferro-Fibrous
  Armament: 
   
  2 Holly SRM 4 Launchers
  Manufacturer: Johnston Industries
   
  Primary Factories: New Syrtis
  Communications System: Johnston Q-Band
  Targeting and Tracking System: BlazeFire 
  Tracker with Range Check
  Introduced in time to make a reputation 
  during the short Victoria War, the JI2A1 armored 
  personnel carrier has spread across the rimward 
  Inner Sphere and earned a reputation as a fast, 
  resilient and reliable battle armor transport. 
  CapabIlITIES
  As fast as a Clan Dasher, the JI2A1’s usual 
  method of operation is to sprint into the midst 
  of an enemy position, unload its infantry, and 
  escape to become a harasser unit. Gunners 
  in JI2A1s often load their short-range missile 
  magazines with specialty ammunition tailored 
  to the likely combat environment.
  DEploymEnT
  A favorite APC in the Davion Light Guards’ 
  battle armor battalions, JI2A1s were instru-
  mental in the savaging the Guards gave to the 
  Combine’s Tenth and Eleventh Ghost regiments 
  on Brookeland. In the skirmishes around Meyer, 
  for instance, the APCs kept the conventional bat-
  talions of the Tenth Ghost believing they were 
  facing a far larger group of Davion defenders.
  Knowing that they couldn’t hope to keep up 
  with the Light Guards, the Tenth Ghost occupied 
  Meyer and settled into the tactical defensive, 
  content to let the Light Guards spend them-
  selves against fixed defenses. The Guards, how-
  ever, especially the battle armor battalion led by 
  Major Nathan Deladier, practiced assaults against 
  just these kinds of defenses. Careful observation 
  told them which strong points were held by 
  armor and which by infantry and, after a pause 
  to reload their JI2A1s, the battalion attacked.
  Supported by long-range fire from Light 
  Guards ’Mechs and tanks, the JI2A1s sped for-
  ward. As they closed the range, each of the 
  APCs fired their SRM racks. Where they faced 
  armor, the APC gunners had loaded tandem-
  charge warheads; where they faced infantry, 
  fragmentation warheads. The SRMs tore holes 
  far outside their proportion into the Ghost lines, 
  and heavy Grenadier battlesuits emerged from 
  the APCs to wreak heavy damage and then es-
  cape in the confusion.
  In the Capellan Confederation the CCAF 
  put their own JI2A1s, purchased before the 
  Blackout, to good use as training vehicles. 
  They used these vehicles to anticipate AFFS 
  mine-clearance tactics, firing mine-clearance 
  missiles from the APCs to see how the AFFS 
  would likely react to Thunder minefields. This 
  pre-planning stood them in good stead on 
  Almach and New Syrtis, where Davion officers 
  found their tactics nullified.
  A number of JI2A1s have fallen into the 
  hands of pirates, who load the SRM magazines 
  with fragmentation missiles and use them to at-
  tack crowds of people or concentrated infantry 
  formations. In a raid on Erod’s Escape in 3141, 
  an unidentified pirate band attacked an open-
  air market as cover for a resource raid, killing 
  more than 400 civilians. The pirates carried in 
  the infantry bay looted the dead bodies before 
  they withdrew, which is one of the reasons the 
  Calderon Protectorate has leveled a massive re-
  ward for their capture or death.
  VaRIanTS
  Johnston offers a different turret mounting 
  a pair of multi-missile launchers as either a pro-
  duction model or an after-market modification.
  noTablE unITS
  Sergeant Bryan Charles: Sergeant Charles 
  is the gunner of a JI2A1 attached to a scratch 
  battalion of the Republic Remnant forces who 
  fought on Galatea in 3144. He and his driver 
  were instrumental in rescuing Tara Campbell 
  when the duchess was cut off during a particu-
  larly brutal action outside Galatean City. Pressed 
  on two sides by Falcon Elementals, Campbell 
  and her small force were nearly captured before 
  Charles and his platoon-mates arrived. Striking 
  from behind the Falcons, Charles’ first barrage 
  of tandem-charge missiles killed three of the 
  Elementals outright. A brutal battlesuit-to-
  battlesuit combat ensued, but the duchess was 
  able to escape. Charles was evacuated with the 
  rest of the Remnant forces when the nascent 
  Galatean League requested they leave.
  Leftenant Darryl Vadim: Vadim was one of 
  the most vocal officers in the Second Filtvelt 
  Citizen’s Militia who argued to support the 
  Federated Suns against the Draconis Combine, 
  and has been angry that the Thumpers were 
  chosen instead of his unit. Two requests—in 
  less than a month—for transfer have already 
  been denied. He and his platoon of JI2A1s have 
  been training nonetheless in anti-DCMS tactics. 
  Apparently Vadim believes the Thumpers will 
  not be enough to hold the Dragon back.
  
  15
  Ji2a1 attacK aPc
  Type: JI2A1
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 25
  Battle Value: 435
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  2.5
  Engine:  
  120 
   
  5
   
  Type:  
  Fuel Cell
   
  Cruise MP:  
  10
   
  Flank MP:  
  15
  Heat Sinks:  
  1 
   
  0
  Control Equipment: 
   
   
  1.5
  Lift Equipment: 
   
   
  2.5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor (Heavy Ferro): 
  79 
   
  4
   
   
  Armor
   
   
  Value
   
  Front 
  20
   
  R/L Side 
  15/15
   
  Rear 
  14
   
  Turret 
  15
   
  Weapons and Ammo 
  Location 
  Tonnage
  2 SRM 4 
  Turret 
  4
  Ammo (SRM) 25 
  Body 
  1
  Infantry Compartment 
  Body 
  4
  
  16
  combat 
  vehicleS
  haSeK mechanized combat vehicle
  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 pro-
  curements officers scrambled to take advantage 
  of this fervor, and many contracts were let for not-
  strictly-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 of the name. By tak-
  ing the name of the ancestral ruling family of 
  the march, Johnston ensured a high profile and 
  a steady stream of orders.
  DEploymEnT
  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 pla-
  toon intended to infiltrate a Home Guard depot 
  and destroy it. They crawled 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 chal-
  lenging 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 execu-
  tion gave the Capellan Confederation makes it 
  necessary for the Liaos to take every opportunity 
  to reinforce that symbolism.
  noTablE unITS
  Sergeant Nicole Talisman: Sergeant Talisman 
  and her crew were responsible for the deep raid 
  on Victoria, and earned several battle honors for 
  sneaking a forty-ton tank through the Capellan 
  lines. Using their embarked jump infantry as 
  ersatz scouts, the Hasek crew crept forward 
  between Capellan observation posts, using 
  terrain to the maximum. Upon their return to 
  the Davion lines, Talisman and her crew were 
  all promoted one step and recommended for 
  the Sunburst in various steps, but the ’Mech 
  commander on-world denied these awards, 
  unwilling to lessen the prestige of his victori-
  ous MechWarriors. 
  Leftenant Ian Trevalyen-Davion: Ian 
  Trevalyen-Davion is a Davion by name only—
  his mother married into a distaff branch of the 
  ruling line—but has already made a name for 
  himself. During the fall of New Syrtis, Ian as-
  sumed control of a platoon of Hasek tanks and 
  defended the factory. His was the platoon that 
  disabled three Capellan ’Mechs, and his capture 
  was made a top priority. Upon his exchange, he 
  was promoted from sergeant to leftenant and 
  placed in the armor forces of the First Federated 
  Suns Armored Cavalry, where he is using mass-
  fire tactics to improve the battlefield efficacy of 
  often-maligned armor units.
  
  17
  haSeK mechanized combat vehicle
  Type: Hasek
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 40
  Battle Value: 841
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  4
  Engine:  
  200 
   
  10
   
  Type:  
  Light Fusion
   
  Cruise MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  12 
   
  2
  Control Equipment: 
   
   
  2
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1
  Armor Factor (Heavy Ferro): 
  178 
   
  9
   
   
  Armor
   
   
  Value
   
  Front 
  48
   
  R/L Side 
  35/35
   
  Rear 
  30
   
  Turret 
  30
  Weapons and Ammo 
  Location 
  Tonnage
  PPC 
  Turret 
  7
  Small Pulse Laser 
  Turret 
  1
  Infantry Compartment 
  Body 
  4
  Notes: Features the following Design Quirks: Easy to 
  Repair.
  
  18
  combat 
  vehicleS
  SorteK aSSault craFt
  Mass: 45 tons
  Movement Type: Hover
  Power Plant: GM 170 Fusion
  Cruising Speed: 97 kph
  Maximum Speed: 151 kph
  Armor: Valiant Lamellor Special Heavy 
  Ferro-Fibrous
  Armament: 
   
  2 Mydron Tempest Rotary  
   
  Class 2 Autocannons
   
  1 MainFire Point Defense Anti-Missile System
  Manufacturer: Corean Enterprises
   
  Primary Factories: New Avalon
  Communications System: Corean 
  Transband-J9
  Targeting and Tracking System: Corean C-Link 
  Corean Enterprises’ Musketeer hovertank 
  was one of the most successful creations the 
  company unveiled in the last century, and they 
  were anxious to do so again with the Sortek 
  Assault Craft. The speedy tank excels at the ha-
  rasser role, even if it is not the main combatant 
  that the Musketeer is.
  CapabIlITIES
  Fast and well-armored, the Sortek’s de-
  signed purpose is to skim and harass enemy 
  formations. Though there are longer-ranged 
  weapons that might serve better, the Sortek’s 
  paired rotary autocannons make it difficult to 
  ignore, and many Davion battalions have used 
  it to great success breaking up the line of battle.
  DEploymEnT
  Many of the longest-surviving units on 
  Palmyra were built around Sorteks. One, Tico’s 
  Company of the Crucis Lancers, was entirely 
  built of Sorteks, and this company used its speed 
  and firepower to draw off a number of Combine 
  probes toward consolidating Davion units. 
  Time and again Captain Tico and his three 
  platoons would discover an officer building a 
  small ad hoc unit out of the survivors of bro-
  ken regiments and combat teams. Each time, 
  a Combine column would be detected on its 
  way to crush this new pocket of survivors, and 
  Tico and his blowers would hurry out and draw 
  the Combine column off. Four times alone in 
  July 3144 this tactic allowed a provisional 
  company to assemble and counterattack, but 
  in the end the ravenous ammunition needs 
  of the Sorteks proved their undoing. Out of 
  anti-missile system ammunition and short 
  on cannon rounds, Tico and his eight remain-
  ing Sorteks charged a lance of the Benjamin 
  Regulars. Though they successfully lamed a 
  Combine Night Stalker, the rest of the lance 
  destroyed them, earning Captain Tico a post-
  humous Diamond Sunburst.
  Many armor officers familiar with the 
  Musketeer overestimate the Sortek’s offensive 
  capability, as was proven on Frazer in 3144. 
  When the Capellans invaded, Major Sneed 
  of the Frazer militia ordered a platoon of 
  Sorteks to attack a small column of Liao logis-
  tical troops escorted by two Regulator tanks. 
  Despite the objections of the Sortek crews, 
  they attacked. Unlike the Musketeer, with 
  its larger Tornado autocannon, the Sortek’s 
  lighter rotaries couldn’t hope to overcome 
  the Regulators’ armor, and the return fire from 
  longer-ranged, harder-hitting Gauss rifles de-
  stroyed three of the four Sorteks before they 
  could break off.
  VaRIanTS
  AFFS quartermasters urged Corean 
  to offer an electronic warfare model of the 
  Sortek, which uses an armored motive sys-
  tem to help keep it mobile while holding  
  tactical strongpoints.
  noTablE unITS
  Corporal Edith Hacker: Corporal Hacker and 
  her crew were the only Sortek crew to sur-
  vive from Tico’s Company on Palmyra, and it is 
  only thanks to their escape that any record of 
  the company’s courage and sacrifice remains. 
  Shot out of their Sortek in one of the earliest 
  skirmishes, Hacker and her crew transferred to 
  a Jifty ammunition carrier to help supply their 
  comrades. Too slow to keep up during the last 
  attack, they watched as their company was 
  slaughtered and then withdrew hidden in the 
  crew of a merchant DropShip that lifted off-
  world four months later. They are currently on 
  Numenor, awaiting a replacement vehicle to 
  assist in the defense of the realm.
  Captain Archimedes Patel: Captain Patel com-
  mands an all-volunteer Sortek company known as 
  White Forty. White Forty is built from survivors of 
  Capellan March regiments broken in the Capellan 
  assault and is about to be dropped on New Syrtis 
  to help foment resistance groups. Many observ-
  ers question the use of such an ammo hog as the 
  Sortek on an extended mission, but Patel and his 
  planners expect to be able to scrounge all the am-
  munition they need while they prepare for what 
  all expect—but none can predict—to be the in-
  evitable Davion counterattack.
  Sergeant Flora Bannock: Sergeant Bannock is 
  the only survivor of the debacle on Frazer, and is 
  currently in custody on Firgrove pending an in-
  vestigation. Though she followed orders and led 
  her platoon out to die, on her return she attacked 
  Major Sneed with a folding chair. From his hospital 
  bed, suffering from a broken clavicle, three cracked 
  ribs and a concussion, Sneed pressed charges, but 
  most expect the JAG to brush the case under the 
  rug and return Bannock to a tank soon.
  
  19
  SorteK aSSault craFt
  Type: Sortek
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 45
  Battle Value: 937
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  4.5
  Engine:  
  170 
   
  9
   
  Type:  
  Fusion
   
  Cruise MP:  
  9
   
  Flank MP:  
  14
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  4.5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor (Heavy Ferro): 
  99 
   
  5
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  R/L Side 
  24/24
   
  Rear 
  21
  Weapons and Ammo 
  Location 
  Tonnage
  2 Rotary AC/2 
  Front 
  16
  Ammo (RAC) 90 
  Body 
  2
  Anti-Missile System 
  Front 
  .5
  Ammo (AMS) 12 
  Body 
  1
  Notes: Features the following Design Quirks: Rumble 
  Seat.
  
  20
  combat 
  vehicleS
  zibler FaSt StriKe tanK
  Mass: 50 tons
  Movement Type: Hover
  Power Plant: Strand 165 Fusion
  Cruising Speed: 86 kph
  Maximum Speed: 129 kph
  Armor: Durallex Special Heavy Ferro-Fibrous 
  with CASE
  Armament: 
   
  18 tons of pod space available
  Manufacturer: StarCorps Industries
   
  Primary Factories: Crofton, Loburg, Terra
  Communications System: O/P 3200 COMSET 4
  Targeting and Tracking System: O/P 2570
  Few combat hovertanks exemplify the 
  model of lean, aggressive combined-arms 
  warfare as well as the Zibler Fast Strike Tank. 
  Fast, adaptable and available across the Inner 
  Sphere, it has proven itself one of the best 
  combat vehicles StarCorps Industries has ever 
  brought to market. Its combat honors, spread 
  across every realm, place it in some of the most 
  climactic battles of the thirty-second century.
  CapabIlITIES
  The Zibler keeps pace with almost any 
  modern hovertank and offers enough armor 
  and pod space for a varied and powerful weap-
  ons load. Its configurations are usually balanced 
  for either close-in or ranged combat, though 
  the D model is strictly a hammer.
  DEploymEnT
  In the nearly fifty years of its service Ziblers 
  have appeared in almost every confrontation. 
  They are a favorite of both the AFFS and the 
  pre-Blackout RAF, though they are by no means 
  underrepresented in other militaries. StarCorps’ 
  goal appears to be making the hovertank 
  as ubiquitous as the venerable Vedette and 
  Manticore tanks.
  During the Capellan Crusades the Zibler 
  made an early name for itself in the Republic 
  Standing Guard, where it was prized as a cavalry 
  unit. In 3112, during a raid on Acamar, a shadow 
  lance from House Liao diverted toward a stag-
  ing area. RAF Lieutenant Stephen Belleau and 
  his two platoons of Ziblers were sent out from 
  Firebase Howie, more than 100 kilometers away, 
  to intercept the lance. Knowing he’d have to 
  wear the Capellans down, he ordered his eight 
  Ziblers into three groups, each configured for a 
  different range of fighting.
  The first engagement between the two 
  forces was led by Belleau’s Force Able—two 
  Zibler As, firing armor-piercing round at range. 
  Belleau’s early hope—that the Capellans would 
  break off when they were discovered—was 
  dashed, and his gunners had trouble landing 
  shots against the Capellans’ stealth armor.
  Force Baker, three Zibler Ds, joined the 
  running battle. They sped in and out of range, 
  trusting their speed to protect them while they 
  slashed at the Capellans with their heavy PPCs 
  at ranges where the stealth armor was ineffec-
  tive. As the Capellan ’Mechs reeled from the 
  heavy blows, Force Charlie attacked—Belleau 
  himself with three Ziblers in their primary 
  configuration. Already hit hard by the PPCs, 
  and with their stealth armor overcome by the 
  Ziblers’ targeting computers, the Capellans tried 
  to fight but couldn’t hit the dashing hovertanks. 
  The Liao lance withdrew after the lance com-
  mander’s Cataphract was disabled.
  noTablE unITS
  Major Stephen Belleau: Decorated and pro-
  moted for his victory over the Capellan lance 
  on Acamar, Belleau was soon transferred to 
  the Hastati Sentinels, where he rose to com-
  mand a cavalry battalion of fast hovertanks, 
  BattleMechs and battle armor. He soon became 
  an outspoken critic of Devlin Stone’s leadership, 
  claiming disarmament had led to the battles his 
  forces fought during the Crusades. When the 
  Blackout hit, Major Belleau was killed leading a 
  scratch defense force for one of the rare HPGs 
  destroyed by ground attack. 
  
  21
  zibler FaSt StriKe tanK
  Type: Zibler
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 50
  Battle Value: 1,205
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  5
  Engine:  
  165 
   
  10
   
  Type:  
  Fusion
   
  Cruise MP:  
  8
   
  Flank MP:  
  12
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  2
  Armor Factor (Heavy Ferro): 
  138 
   
  7
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  R/L Side 
  30/30
   
  Rear 
  20
   
  Turret 
  28
  Fixed Equipment 
  Location 
  Tonnage
  CASE 
  Body 
  .5
  Weapons and Ammo 
  Location 
  Tonnage
  Primary Configuration
  4 Medium Lasers 
  Turret 
  4
  3 Streak SRM 4 
  Turret 
  9
  Ammo (Streak) 25 
  Body 
  1
  2 Heat Sinks 
  Body 
  2
  Targeting Computer 
  Body 
  1
  C3 Slave Unit 
  Body 
  1
  Configuration A
  4 Light AC/2 
  Turret 
  16
  Ammo (Light AC) 90 
  Body 
  2
   
  Battle Value: 664
  Configuration B
  LB 10-X AC 
  Turret 
  11
  Ammo (LB-X) 20 
  Body 
  2
  2 ER Medium Lasers 
  Turret 
  2
  4 Light Machine Guns 
  Turret 
  2
  Machine Gun Array 
  Turret 
  .5
  Ammo (Light MG) 100 
  Body 
  .5
   
  Battle Value: 1,072
  Weapons and Ammo 
  Location 
  Tonnage
  Configuration C
  Snub-Nose PPC 
  Turret 
  6
  2 MML 7 
  Turret 
  9
  Ammo (MML) 34/28 
  Body 
  2
  C3 Slave Unit 
  Body 
  1
   
  Battle Value: 1,017
  Configuration D
  Heavy PPC 
  Turret 
  10
  5 Heat Sinks 
  Body 
  5
  Boosted C3 Slave Unit 
  Body 
  3
   
  Battle Value: 1,021
  Notes: Features the following Design Quirks: Fast Reload.
  
  22
  combat 
  vehicleS
  hanSe mbt
  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 pow-
  erful 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 imag-
  ined 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 overesti-
  mated 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 to-
  ward 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 ammuni-
  tion from their light autocannons. Again the 
  Liaos halted, expecting another wave of VTOL 
  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 in-
  dustrial 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 at-
  tack, 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 re-
  treated, the tanks succumbed to repeated flank-
  ing attacks and swarming battle armor.
  Hanses have also been found in mer-
  cenary ranks, where they find more success. 
  Professional mercenaries learn quickly to identi-
  fy the strengths and weaknesses of their equip-
  ment, 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 pursuit with 
  their commander either shut down or on fire.
  noTablE unITS
  Sergeant Elias Calhoun: A Hanse commander 
  in Leftenant Colonel Lindemann’s battalion, 
  Calhoun earned his reputation during the final 
  battle on Cumberland. Surrounded by Capellan 
  battle armor, he turned his plasma rifles on 
  nearby buildings, setting them aflame. While 
  the battle armor troopers dealt with this new 
  obstacle, Calhoun and his platoon blew holes in 
  the nearby factories with their autocannon and 
  escaped through the buildings. His platoon was 
  the only platoon to escape without losses, but 
  any decorations he might have been awarded 
  were erased when he returned to the militia 
  command post and destroyed the regimental 
  commander’s office. Luckily for him, the CO 
  wasn’t present and no one was killed. 
  
  23
  hanSe mbt
  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
   
  Flank MP:  
  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 
  1
  2 Light Machine Guns 
  Left Sponson 
  1
  Ammo (Light MG) 100 
  Body 
  .5
  CASE 
  Body 
  .5
  Supercharger 
  Body 
  1.5
  Notes: Features the following Design Quirks: Bad 
  Reputation.
  
  24
  combat 
  vehicleS
  SniPer artillery
  Mass: 80 tons
  Movement Type: Tracked
  Power Plant: GM 240 Fusion
  Cruising Speed: 32 kph
  Maximum Speed: 54 kph
  Armor: Durallex Standard with CASE
  Armament: 
   
  1 Armstrong Industries Sniper  
   
  Artillery Piece
   
  2 Diverse Optics Extended Range  
   
  Small Lasers
   
  2 Sperry Browning Machine Guns
  Manufacturer: Quikscell Company
   
  Primary Factories: Ares, Kalidasa, 
  Layover, Richvale
  Communications System: Kallon Secure Net
  Targeting and Tracking System: FireScan 
  with IndirecTrack
  The Sniper Artillery tank brings mobility 
  and durability to the Sniper-class medium ar-
  tillery weapon. First built for the AFFS’ second-
  line battalions, Quikscell’s early successes led it 
  to spread the vehicle across the Inner Sphere 
  and nearby Periphery. It is found most often in 
  platoon or company-sized groups, but savvy of-
  ficers use its adaptability to build powerful ad 
  hoc units around it.
  CapabIlITIES
  Not intended as a frontline combatant, 
  the Sniper nonetheless offers durable stability 
  for its artillery and comfortable command and 
  communications suites that allow it to double 
  as an ersatz mobile headquarters. Close-in se-
  curity is provided by lasers and machine guns, 
  though few Snipers go into the field without 
  escorts. In a rare instance of getting something 
  right, Quikscell built a limited amphibious capa-
  bility into the Sniper.
  DEploymEnT
  Artillery is a central part of AFFS—and 
  RAF—doctrine, which has given a number 
  of Sniper crews a chance to stand out as the 
  Capellan Confederation and Draconis Combine 
  invade. Few engagements equal the one given 
  by the crew of the Sniper known as Harbinger.
  Part of the AFFS contingent trapped on 
  Palmyra, Harbinger and its crew, along with a 
  small force of hovertanks and jump infantry, 
  had been detached as an aggressor force for 
  training exercises when the Combine assault 
  launched. Cut off, they took to the country-
  side around Sawle, finally locating a disused 
  railroad tunnel to hide Harbinger in. For the 
  next two weeks, while the hovertanks buzzed 
  around creating a distraction, the jump infantry 
  acted as spotters and called in pinpoint artillery 
  strikes on static DCMS positions. Though they 
  did little actual damage, the number of DCMS 
  troops involved in hunting them down far out-
  weighed their own involvement. Eventually 
  Harbinger ran out of ammunition and was de-
  stroyed by its crew, who went to ground with 
  the jump infantrymen.
  In the Free Worlds League, Snipers are pop-
  ular purchases among the small defense forces 
  of the unaligned worlds that still resist integra-
  tion with the reborn League. On Yanchep, the 
  locals purchased a full company of Snipers, with 
  each of the three platoons broken up to serve 
  as the command elements of a combined-arms 
  company. Their company commanders ride the 
  Snipers, using the communications equipment 
  as headquarters, while the largely cavalry-ori-
  ented companies maneuver. This planning was 
  put to good use when the pirate band known 
  as the Hand of Charlie struck in 3143. Though 
  the Charlies counted six BattleMechs in their 
  force when they landed, Distaff Company of the 
  Yanchep Defense Force managed to locate the 
  pirates’ landing zone. While the other two com-
  panies dealt with the pirates, the Distaffs bom-
  barded the LZ, disabling the Charlies’ DropShip. 
  Their escape ruined, the pirates capitulated a 
  short while later.
  noTablE unITS
  Sao-wei Barrett Barnett: An officer in the na-
  scent Home Guard battalion assembling on 
  the former-Capellan March world Kaitangata, 
  Barnett is an outspoken advocate of the 
  Snipers his unit is operating. Captured from 
  the Kaitangata militia during the world’s fall, 
  all six of the Snipers are under Barnett’s com-
  mand. During exercises, he has been using the 
  tanks’ communications equipment to keep 
  better track of the rest of the Home Guard than 
  the battalion CO is doing from his BattleMech. 
  While such initiative might be rewarded in the 
  RAF or AFFS, Barnett’s lack of tact in voicing 
  his opinions is likely to get him reprimanded, 
  not promoted.
  Major Felix Vaughn: Commander of the merce-
  nary Vanir Legion in the Lyran Commonwealth, 
  Vaughn commands his companies from the 
  hold of a Sniper. Formerly an officer in the RAF, 
  Vaughn felt betrayed by Fortress Republic and 
  set out on his own, building his Legion while 
  fighting the Jade Falcons on the worlds near 
  Arc-Royal. Comprised of two companies of 
  Snipers and a single reinforced company of 
  Zibler hovertanks, Vaughn excels at luring un-
  suspecting Falcon Stars into time-on-target ar-
  tillery barrages.
  
  25
  SniPer artillery
  Type: Sniper
  Technology Base: Inner Sphere (Advanced)
  Movement Type: Tracked
  Tonnage: 80
  Battle Value: 895
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  8
  Engine:  
  240 
   
  17.5
   
  Type:  
  Fusion
   
  Cruise MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  4
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor: 
  192 
   
  12
   
   
  Armor
   
   
  Value
   
  Front 
  48
   
  R/L Side 
  40/40
   
  Rear 
  24
   
  Turret 
  40
  Weapons and Ammo 
  Location 
  Tonnage
  2 Machine Guns 
  Turret 
  1
  Ammo (MG) 200 
  Body 
  1
  Sniper Artillery 
  Front 
  20
  Ammo (Sniper) 70 
  Body 
  7
  2 ER Small Lasers 
  Front 
  1
  Communications Equipment Body 
  4
  CASE 
  Body 
  .5
  Trailer Hitch 
  Rear 
  0
  Limited Amphibious Equipment — 
  3.5
  Notes: Features the following Design Quirks: Difficult to 
  Maintain.
  
  26
  combat 
  vehicleS
  Paladin deFenSe SyStem
  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 re-
  claimed Victoria. Well aware of the cost they had 
  paid fighting against the Paladin, the Strategios 
  immediately started 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 fire-
  fights. Paladins suffer from a relatively small 
  magazine space, but most batteries mitigate 
  that by hauling ammunition trailers.
  DEploymEnT
  The majority of the AFFS’ Paladins fight with 
  the Suns’ planetary militias and dedicated artillery 
  battalions; the tank is just too slow and cumber-
  some to deploy with the relatively fleet-footed 
  frontline light combat teams. Frontline command-
  ers 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 rein-
  forced by a company of Paladins, but the local 
  commander had no understanding 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 cap-
  tured by the fast-moving Dragoon striker compa-
  nies. 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 combined-
  arms battalion of Liao Chargers. Strong defenses 
  at the walls kept the Capellans away, while day-
  and-night bombardments from the Paladins’ Long 
  Toms kept them from halting and establishing 
  good bivuouacs. By the time the battalion with-
  drew, 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, Redleg Company dis-
  carded 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 rain-
  ing 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
  Janus: Janus is the name of a Paladin now serv-
  ing with the Capellan occupiers of New Syrtis. 
  Captured from a militia company during the 
  regiment’s charge toward the Capellan March 
  throneworld, it was pressed into service. Its 
  crew named it Janus, after the ancient Roman 
  two-faced god, in recognition of its mark-
  ings: on one side of the turret it displays the 
  sword-and-gauntlet of the Confederation, but 
  on the other it still shows the sunburst of the 
  Federated Suns. Its crew has promised to keep 
  the Suns insignia there until Janus has forty 
  confirmed Davion kills.
  Master Sergeant Baxter Chang-sha: Chang-sha 
  is the gunner of the lead Paladin in the merce-
  nary Whiteout Brigade, a small unit in the em-
  ploy of the Federated Suns. He is famous in the 
  unit for never having missed his target by more 
  than ten meters with his first shot. Where other 
  units require a spotting round, Chang-sha’s spot-
  ting rounds are always correct. His commanders 
  have begun having the other three Paladins in 
  the Whiteout Brigade mimic his firing solutions, 
  but so far his talent has been unrepeatable.
  
  27
  Paladin deFenSe SyStem
  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
  
  28
  combat 
  vehicleS
  deStrier Siege vehicle
  Mass: 200 tons
  Movement Type: Tracked
  Power Plant: GM SuperLoad 400 XL Fusion
  Cruising Speed: 22 kph
  Maximum Speed: 32 kph
  Armor: Johnston Bastion Plate 530 Hardened 
  with CASE
  Armament: 
   
  2 Mydron Model L Long Tom  
   
  Artillery Cannons
   
  2 Bright Blossom Extended Range  
   
  Medium Lasers
   
  6 GM Light Machine Guns
   
  4 MainFire Point Defense 
   
  Anti-Missile Systems
  Manufacturer: General Motors
   
  Primary Factories: Salem
  Communications System: Achernar 
  Electronics HICS-17 with C3 Slave and 
  Guardian ECM Suite
  Targeting and Tracking System: Federated 
  Bombard Mk. II
  Despite the formation of its light combat 
  teams and its public declarations of defensive 
  doctrine, the adoption of the Destrier Siege 
  Vehicle at the turn of the thirty-second century 
  proved that the AFFS hadn’t completely reject-
  ed offensive warfare. That it would shortly be 
  embroiled in the Victoria War—where it was the 
  aggressor—demonstrated to the Inner Sphere 
  that the Federated Suns had not forgotten all of 
  Hanse Davion’s lessons.
  CapabIlITIES
  Twice the mass of a conventional assault 
  tank, wrapped in almost forty tons of hardened 
  armor and armed with a pair of turreted Long 
  Tom assault cannons, the Destrier excels at re-
  ducing enemy fortifications to dust within min-
  utes of its arrival. Heavy defensive weaponry 
  and thick armor just barely compensate for its 
  slow speed, however.
  DEploymEnT
  Given the relative scarcity of AFFS inva-
  sions, the most notable engagement to fea-
  ture the Destrier came on Spica in 3104. The 
  Eighth Avalon Hussars light combat team, the 
  world’s garrison, was attacked by the Third 
  McCarron’s Armored Cavalry. Unable to stand 
  against the Third directly, the Eighth planned 
  an ambush with the company of Destriers as-
  signed to it. Using her ’Mechs as bait and her 
  hovertanks as harassers, General Stasi Ivanova 
  led the Capellan vanguard into a valley and de-
  stroyed it with concentrated Long Tom fire. As 
  missile artillery began to fall from the Destriers’ 
  attached Ballista trailers, the Hussars ’Mechs 
  counterattacked and drove the Capellans  
  into retreat.
  Several times during the Kuritan inva-
  sion Destriers and their crews have been sac-
  rificed—voluntarily or not—as forlorn hopes 
  to let battered Davion units escape. Too slow 
  to retreat and too large to be easily evacuated, 
  the Destriers make fine last-line holders. On 
  Barlow’s End, for instance, a platoon of Destriers 
  set itself outside the gates of the Princess 
  Melissa spaceport. As the DCMS advanced, 
  the Second New Ivaarsen Chasseurs withdrew 
  to their DropShips. A small group of lottery-
  chosen VTOLs and hovertanks remained to 
  designate targets for the Ballistas’ Arrow IV mis-
  siles, while the Destriers hid themselves among 
  the spaceport buildings. As the lead ’Mechs 
  of Ryuken-roku advanced, the Destriers fired 
  from cover, causing enough confusion that the 
  DropShips could escape. None of the Destrier 
  crews survived to be captured.
  noTablE unITS
  Sergeant Major Alison Vanbrugh: Sergeant 
  Major Vanbrugh commanded the forlorn hope 
  Destriers on Barlow’s End. A forty-year veteran 
  of the Chasseurs, she had expected to retire 
  from the service as a Destrier commander, 
  but the Combine invasion changed her plans. 
  Faced with watching the men and women she’d 
  served with—in many cases, trained—swarmed 
  as they loaded the waiting DropShips, she led 
  her platoon into the spaceport and ordered 
  them to “fire until I come around and personally 
  lift your fingers off the triggers.” Killed when a 
  Combine Hitotsume-Kozo attacked her Destrier 
  with its hatchet, Vanbrugh was on the top of 
  a list of posthumous commendations submit-
  ted to the AFFS High Command as soon as the 
  Second reached Sun Prairie. 
  
  29
  deStrier Siege vehicle
  Type: Destrier Siege Vehicle
  Technology Base: Inner Sphere (Advanced)
  Movement Type: Tracked 
  Mass: 200 tons
  Battle Value: 2,859
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  40
  Engine:  
  400 
   
  40
   
  Type: 
  XL Fusion
   
  Cruise MP:  
  2
   
  Flank MP:  
  3
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  10
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  4.5
  Sponson Turrets: 
   
   
  .5
  Armor Factor (Hardened):  
  296 
   
  37
   
   
  Armor
   
   
  Value
   
  Front 
  60
   
  Front R/L Side 
  45/45
   
  Rear R/L Side 
  35/35
   
  Rear 
  35
   
  Turret 
  41
  Weapons and Ammo 
  Location 
  Mass
  2 Long Tom Cannons 
  Turret 
  40
  Ammo (Long Tom) 40 
  Body 
  8
  2 ER Medium Lasers 
  Turret 
  2
  Anti-Missile System 
  Turret 
  .5
  Ammo (AMS) 48 
  Body 
  4
  Anti-Missile System 
  Right Sponson 
  .5
  2 Light Machine Guns 
  Right Sponson 
  1
  Anti-Missile System 
  Left Sponson 
  .5
  2 Light Machine Guns 
  Left Sponson 
  1
  Weapons and Ammo 
  Location 
  Mass
  Ammo (Light MG) 200 
  Body 
  1
  Infantry Compartment 
  Body 
  4
  Guardian ECM Suite 
  Body 
  1.5
  C3 Slave Unit 
  Body 
  1
  Communications Equipment Body 
  1
  CASE 
  Body 
  .5
  Anti-Missile System 
  Rear 
  .5
  2 Light Machine Guns 
  Rear 
  1
  Trailer Hitch 
  Rear 
  0
  Notes: Features the following Design Quirks: Improved 
  Targeting-Long, Oversized, Poor Performance, Non-
  Standard Parts.
  
  30
  light 
  ’mechS
  Py-Sr10 Prey SeeKer
  Mass: 15 tons
  Chassis: A1 Type 22 Ultralight Endo Steel
  Power Plant: Magna 180 XXL
  Cruising Speed: 129 kph
  Maximum Speed: 194 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: StarGuard CIV
  Armament:
   
  2 ChisComp 73 Medium  
   
  Re-Engineered Lasers
  Manufacturer: Achernar BattleMechs
   
  Primary Factory: Cahokia
  Communications System: PCE-4X “Blaster“
  Targeting & Tracking System: Federated 
  Hunter Mk.VII
  Achernar BattleMechs’ Prey Seeker grew out 
  of a number of influences. Its off-putting arm 
  construction harkens back to the Clan Dasher’s 
  distinctive profile, as does its phenomenal 
  speed, but its role—old-fashioned BattleMech 
  scouting—speaks to a quiet dissatisfaction 
  amongst the AFFS’ MechWarriors who feel 
  increasingly marginalized by the rise of com-
  bined-arms warfare.
  CapabIlITIES
  The Prey Seeker is a speedy ultralight 
  BattleMech built to be a scout and a raider. 
  It’s faster than a Dasher or even a Fireball, and 
  while its two re-engineered lasers aren’t es-
  pecially powerful, they do offer advantages 
  against reflective-armored opponents. Critics, 
  however, are quick to point out the astronomi-
  cal cost of its extralight components—a criti-
  cism that is gaining more traction as more and 
  more worlds are gobbled up by the Dragon 
  and the Confederation.
  DEploymEnT
  Prey Seekers were rushed into combat 
  deployments soon after Fortress Republic. 
  Without adequate time for testing and doctrine 
  establishments, many MechWarriors had to find 
  and define what successful—and failing—tac-
  tics would be.
  One of the first deployments was to the 
  Tikonov garrison. An evaluation company of 
  twelve Prey Seekers was assigned to Tukwila 
  district, just before a Capellan raid. The gar-
  rison commander, unsure of what the Prey 
  Seekers could do, broke them into three recon 
  lances and used them to supplement his VTOL 
  and hovertank scouts. Fortunately for the Prey 
  Seeker MechWarriors, the main force of the 
  raiding party went in the other direction; had 
  they been decisively engaged, it’s likely the 
  troops’ inexperience would have led them to 
  fighting the ultralight ’Mechs like regular light 
  ’Mechs—an engagement they would have al-
  most certainly lost.
  During Duke Sandoval’s doomed 
  Operation PELAYO in 3141, a number of Prey 
  Seekers were smuggled onto the targeted 
  worlds he intended to strike. These ’Mechs, op-
  erating solo or in pairs, made surprisingly excel-
  lent scouts. With the speed to evade everything 
  except the fastest hover or VTOL pursuers, and 
  lacking any easily-detected electronics like 
  active probes or ECM suites, the Prey Seekers 
  avoided detection. When the PELAYO forces 
  landed, the Prey Seekers rendezvoused and pro-
  vided timely intelligence updates.
  One role the Prey Seekers have proven to 
  excel at is the long raid. Despite their uncom-
  fortable cockpits, many AFFS commanders have 
  sent small bands of Prey Seekers on long paths 
  around enemy concentrations, as was done on 
  Fairfax. Faced with an overwhelming DCMS 
  force, the militia commander sent Subaltern 
  Jeremy Dodds and his lance 200 kilometers 
  around the Kuritans. Arriving in their soft rear 
  areas, the trio of Prey Seekers tore into the 
  Kuritans’ supply lines, destroying bridges and 
  civilian vehicles and terrorizing infantry security 
  patrols. The DCMS commander had to pull a full 
  company of ’Mechs off of the assault to track 
  them down, which delayed the conquest of the 
  world by at least three weeks.
  noTablE unITS
  Leftenant Jeremy Dodds: Though shot out of 
  his Prey Seeker on Fairfax, Dodds escaped the 
  world and was promoted. Now assigned to the 
  Davion Light Guards, Dodds is in charge of the 
  first lance of Prey Seekers assigned to the regi-
  ment. He is finding the experience surreal, as 
  he—the freshest, greenest leftenant in the reg-
  iment—is routinely being asked to comment 
  on high-speed ’Mech tactics by the recognized 
  masters of that role in the AFFS.
  Sergeant Jeanne D’Albert: Sergeant D’Albert 
  is on the edge of reprimand because of her 
  Prey Seekers. The designated scout pilot for the 
  ’Mech company of the Tarkio planetary militia, 
  she is currently piloting her third Prey Seeker. 
  A former Fireball pilot in the Twentieth Avalon 
  Hussars, her commanders believed she’d be an 
  excellent choice to pilot the militia’s Prey Seeker. 
  D’Albert’s problems arise because she refuses to 
  fight her ultralight ’Mech like an ultralight; in-
  stead, she fights it like a Fireball with its margin-
  ally heavier armor. Facing regular Kuritan recon 
  raids, she is continually forced to eject when her 
  ’Mech is disabled. 
  
  31
  Py-Sr10 Prey SeeKer
  Type: Prey Seeker
  Technology Base: Inner Sphere (Advanced)
  Tonnage: 15
  Battle Value: 549
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  1
  Engine:  
  180 XXL 
   
  2.5
   
  Walking MP:  
  12 
   
  Running MP:  
  18
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (XL): 
   
   
  1
  Cockpit (Small): 
   
   
  2
  Armor Factor: 
  55 
   
  3.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  5 
  9
   
  Center Torso (rear) 
   
  1
   
  R/L Torso 
  4 
  7
   
  R/L Torso (rear) 
   
  1
   
  R/L Arm 
  2 
  4
   
  R/L Leg 
  3 
  6
  Weapons and Ammo Location Critical 
  Tonnage
  Medium Re-engineered 
  RT 
  2 
  2.5 
   Laser
  Medium Re-engineered 
  LT 
  2 
  2.5 
   Laser
  Notes: Features the following Design Quirks: Overhead 
  Arms, Exposed Actuators.
  
  32
  light 
  ’mechS
  ch11-ng gunSmith
  Mass: 25 tons
  Chassis: Jalastar Mk.V-CH7 Endo Steel
  Power Plant: PlasmaStar 250 XXL
  Cruising Speed: 108 kph
  Maximum Speed: 162 kph, 216 kph with 
  MASC
  Jump Jets: None
   
  Jump Capacity: None
  Armor: StarGuard Reflec
  Armament:
   
  4 Martell-X Medium X-Pulse Lasers
  Manufacturer: Jalastar Aerospace
   
  Primary Factory: Panpour
  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 of that event no procurement 
  officer was willing to even look again at the con-
  tract. To the ’Mech’s credit, however, it has per-
  formed 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 un-
  skilled MechWarriors to overuse the Gunsmith’s 
  MASC system.
  DEploymEnT 
  Gunsmiths have earned a fearsome reputa-
  tion during the invasions. Assigned to already-
  aggressive 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 am-
  bush by Shillelagh tanks, the Light Guards’ de-
  cided 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, need-
  ed 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 battle-
  suits and uncounted tons of munitions, supplies 
  and logistical transport.
  In the early days of the combat on 
  Robinson, Gunsmiths were instrumental in sav-
  ing 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 weak-
  ened line.
  noTablE unITS
  Sergeant Violet Simmons: Sergeant Simmons 
  is one of the special operations company known 
  as the Foxhunt. Foxhunt MechWarriors are spe-
  cially-trained in long-range ’Mech tactics, and 
  deployed on enemy worlds to strike targets 
  too small for a full raid but too large for infil-
  trators. After the fall of Taygeta, Simmons was 
  inserted on that world to destroy a Maskirovka 
  interrogation team. This team, known to travel 
  in a specially-marked black wheeled APC, had 
  been breaking AFFS resistance cells for months. 
  Sergeant Simmons, disregarding the pair of ho-
  vertanks escorting the APC, kicked the vehicle 
  to pieces then turned her lasers on the remains. 
  Once that task was done, she destroyed the es-
  corts and announced her victory to the people 
  of Taygeta, formenting at least a dozen inde-
  pendent resistance groups.
  Subaltern Nicholas Crusado: Assigned as 
  a replacement to the Davion Light Guards, 
  Crusado was given his Gunsmith and assigned 
  to Leftenant Arbotov’s lance. As the only other 
  officer in the lance, he has been on the receiv-
  ing end of a lot of flak; Arbotov’s MechWarriors 
  don’t know whether or not Crusado has been 
  assigned to replace Arbotov because the skilled 
  leftenant is about to be promoted, or whether 
  or not he’s a spy from regiment to rein the am-
  bitious officer in. For himself, Crusado is simply 
  trying to learn all he can from Arbotov. If he’s 
  part of any kind of plan, he has not been made 
  aware of it.
  
  33
  ch11-ng gunSmith
  Type: Gunsmith
  Technology Base: Inner Sphere (Advanced)
  Tonnage: 25
  Battle Value: 1,465
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  1.5
  Engine:  
  250 XXL 
   
  4.5
   
  Walking MP:  
  10 
   
  Running MP:  
  15 (20)
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (XL): 
   
   
  1.5
  Cockpit: 
   
   
  3
  Armor Factor (Reflective): 
  88 
   
  5.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  8 
  12
   
  Center Torso (rear) 
   
  3
   
  R/L Torso 
  6 
  10
   
  R/L Torso (rear) 
   
  2
   
  R/L Arm 
  4 
  8
   
  R/L Leg 
  6 
  12
  Weapons and Ammo Location Critical 
  Tonnage
  2 Medium X-Pulse Lasers RA 
  2 
  4
  MASC 
  LT 
  1 
  1
  2 Medium X-Pulse Lasers LA 
  2 
  4
  Notes: Features Full Head Ejection System. 
  
  34
  light 
  ’mechS
  bzK-d1 hollander iii
  Mass: 35 tons
  Chassis: GM BZK-III Endo Steel
  Power Plant: GM 175 XL
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph, 108 kph  
  with Supercharger
  Jump Jets: None
   
  Jump Capacity: None
  Armor: StarGuard Reflec with CASE II
  Armament:
   
  1 GM Nova-10 Ultra Class 10 Autocannon
  Manufacturer: General Motors
   
  Primary Factory: Kathil
  Communications System: Dalban Micronics
  Targeting & Tracking System: Sync-Tracker 
  (55-42017)
  The original Hollander offered light ’Mech 
  pilots firepower far outside their weight class, 
  and the ’Mech was enthusiastically adopted 
  across the Inner Sphere. It spawned a heavier 
  upgrade, but in 3114 General Motors present-
  ed a new ’Mech in the light weight class to the 
  AFFS, who were quick to snap it up. It has since 
  spread to the Lyran Commonwealth and been a 
  popular choice in the mercenary market.
  CapabIlITIES
  The Hollander III returns to the successful 
  first model, with a single powerful main gun. It 
  exceeds the limitations of its progenitor, how-
  ever, by adding a supercharger to allow it quick 
  entrances and exits from combat.
  DEploymEnT
  Hollander IIIs are common in the Capellan 
  March, especially, and have been seen often 
  in the Periphery Guard regiments of the 
  Periphery March, where their firepower makes 
  them frequent ambushers for pirates coming 
  in from the Periphery.
  In 3138 an unidentified pirate band struck 
  at Bastille. Luckily for the planet’s citizens, a 
  company of the Sixth Periphery Guards was on-
  world for arctic combat training, including three 
  Hollander IIIs. Turning south, the combined-
  arms company stopped only long enough to 
  exchange its training ammunition for war shots 
  and then sped to intercept the pirates. They 
  were too late to stop the band from pillag-
  ing Garfield, a small town on the coast of the 
  Marseilles Sea, but they managed to get in the 
  pirates’ path back to their DropShip.
  Letting their four Ziblers lead the way, the 
  company attacked, trying to slow down the pi-
  rates and separate them from their stolen cargo 
  vehicles, which were heavily-laden with cap-
  tured booty and captives destined for Periphery 
  slavery. The pirate ’Mechs took the bait, follow-
  ing the Ziblers back into a series of hillocks 
  where the three Hollander IIIs waited in ambush. 
  Their first barrage took out the lead Brigand, 
  while their supercharged speed let them pur-
  sue the remaining Centurion and Blackjack back 
  toward the convoy. While the ’Mechs were fight-
  ing, the Periphery Guards’ APCs had dropped a 
  platoon of Cavalier battlesuits, which made 
  short work of the pirate infantry.
  Hollander IIIs also played a high-profile role 
  in the defeat of Holly’s Hollanders on Abruzzi in 
  early 3145. Contracted to supplement the con-
  ventional planetary militia, the Hollanders were 
  caught when a task force from the Capellan 
  Hussars struck the world in a recon raid. The even 
  dozen Hollander IIIs of the mercenary unit were 
  tasked with acting as the militia’s anvil; the colo-
  nel in charge hoped his tanks would be enough 
  to force the Liaos into retreating. Unfortunately 
  for the Hollanders, he succeeded—only to dis-
  cover that a dozen thirty-five ton ’Mechs, even 
  firing from cover, cannot be an anvil for more 
  than two dozen medium and heavy Capellan 
  ’Mechs. The Hollanders were eradicated in a little 
  less than two minutes of combat.
  VaRIanTS
  Interest from the LCAF drove GM to offer 
  the D2 Hollander, which changes out the auto-
  cannon for a Gauss rifle. Once export shipments 
  began, GM expanded to the mercenary market 
  with the D3, which uses a larger engine and 
  energy weapons to turn the Hollander III into a 
  credible harasser.
  noTablE unITS
  Captain Francine Powell: Captain Powell com-
  manded the Periphery Guard company on 
  Bastille. It was her hard-charging attitude that 
  let her company catch the pirates in time. She 
  pushed her ’Mechs hard, abusing their super-
  chargers to make a faster passage. During the 
  combat, it was her ’Mech that disabled the 
  first pirate Brigand, but she was chastised by 
  her battalion commander for not securing any 
  prisoners for interrogation. None of the pirates 
  allowed themselves to be taken alive, which 
  makes them far more fanatical than most 
  Periphery privateers.
  Lieutenant Harrison Holly: Harry Holly was 
  the only MechWarrior to survive the destruc-
  tion of his mother’s mercenary unit on Abruzzi. 
  The Hussars, disdainful of the small force that 
  had tried to stop them, didn’t even bother tak-
  ing him prisoner. After the battle Holly tried 
  and lost an appeal against charges that the 
  Hollanders were destroyed by the militia’s in-
  competence, but the review board ruled that 
  the incompetence was his mother’s for accept-
  ing the contract and the terms. He is currently 
  on his way to Fletcher, hoping to sign on with 
  an anti-Davion mercenary company.
  
  35
  bzK-d1 hollander iii
  Type: Hollander III
  Technology Base: Inner Sphere
  Tonnage: 35
  Battle Value: 1,116
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  2
  Engine:  
  175 XL 
   
  3.5
   
  Walking MP:  
  5 
   
  Running MP:  
  8 (10)
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (Compact): 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor (Reflective): 
  96 
   
  6
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  11 
  15
   
  Center Torso (rear) 
   
  4
   
  R/L Torso 
  8 
  12
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  6 
  7
   
  R/L Leg 
  8 
  12
  Weapons and Ammo Location Critical 
  Tonnage
  Ultra AC/10 
  RT 
  7 
  13
  Supercharger 
  RT 
  1 
  .5
  Ammo (Ultra) 30 
  CT 
  3 
  3
  CASE II 
  CT 
  1 
  1
  
  36
  medium 
  ’mechS
  ucu-F4 Scarecrow
  Mass: 40 tons
  Chassis: Corean Model 000 Endo-Composite
  Power Plant: GM 200 XL
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph
  Jump Jets: Rawlings 80
   
  Jump Capacity: 90 meters
  Armor: StarGuard III with CASE II
  Armament:
   
  3 ExoStar Pinnacle (Clantech)  
   
  Extended Range Medium Lasers
   
  2 Omicron 950 Medium Pulse Laser
   
  8 GM Ultralight (Clantech) Light  
   
  Machine Guns
   
  2 Corean Bulletstorm (Clantech)  
   
  Machine Gun Arrays
   
  2 Zippo Longtorch Extended  
   
  Range Flamers
   
  2 Federated Mantrap Anti-Battle  
   
  Armor Pods
  Manufacturer: Corean Enterprises
   
  Primary Factory: Augusta
  Communications System: Achernar 
  Electronics HID-13 Tight Channel
  Targeting & Tracking System: Federated 
  Stalker with Bloodhound Active Probe
  The Federated Suns, as a nation, has often 
  been labeled warlike. Its armies have, for cen-
  turies, been the meter-stick with which profes-
  sionalism among soldiers has been measured, 
  and its news media had never had much trou-
  ble painting the AFFS as the honorable soldier 
  fighting against the oppression of the Liaos or 
  the warmongering of the Kuritas. What most 
  disregard, however, is that the basic tenet of 
  warfare is killing the enemy—and even the so-
  called white-hats need dark alley weapons.
  The Scarecrow, a rare ’Mech officially dis-
  avowed until the 3140s, is such a weapon. 
  Specially designed and built, its sole purpose is 
  the eradication of enemy infantrymen.
  CapabIlITIES
  Specially constructed of advanced compo-
  nents and Clan weaponry, the Scarecrow is aptly 
  designed. Lasers and B-pods allow it attack bat-
  tle armored infantry, while two arrays of light 
  machine guns make it suicide for unarmored 
  infantry to expose itself. Though it is slow, it is 
  faster than almost any infantry combatant, and 
  its armor is enough to protect it from return fire, 
  assuming enemies can even detect it through 
  its Chameleon light polarization shield.
  DEploymEnT 
  The most notable, if not entirely con-
  firmed, action of the Scarecrow took place on 
  McComb, off and on, over a fifteen-year period. 
  DCMS infantrymen deployed to raid the world 
  across that time propagate the legend of the 
  Dragon of Gorman Heights, a spectral beast of 
  fire and steel that appears and kills entire pla-
  toons of foot soldiers. Though it has never been 
  verified, most analysts believe this legend has 
  been reinforced by repeated Scarecrow deploy-
  ments designed to attack the DCMS infantry on 
  a psychological scale.
  Since the official deployment of the ’Mech 
  in 3140 a number of humanitarian agencies have 
  attacked the AFFS for deploying such a machine, 
  but in the main the response has been to ignore 
  such complaints. The only confirmed Scarecrow 
  pilot, Captain Edgar Grantham, went on record 
  on Almach in 3141 to answer his detractors with 
  an eloquent speech. In it, he cited the venerable 
  Piranha ’Mech, or even ancient city-fighters like 
  the Stinger or Locust. “What difference does it 
  make,” he asked one reporter, “if a battalion of 
  Louie infantry is killed by 200 Syrtis infantrymen 
  or one ’Mech? Does it make it all right if the 
  enemy is killed one at a time? Should we subject 
  more of our sons and daughters to the murder of 
  combat, or design weapons that lessen the cost 
  of war on our own citizens?”
  Few Scarecrows are known to exist, and 
  none have been seen outside the AFFS. Reports 
  place them more thickly along the Periphery 
  March border, as though the AFFS intends to 
  use them to dissuade pirate attacks, but given 
  the pressure of the Capellan and Combine in-
  vasions, it is likely only a matter of time before 
  they are publicly tested in combat.
  VaRIanTS
  The so-called Hobbled Scarecrow peels 
  the Chameleon system out of the ’Mech and 
  replaces the machine guns with lasers. Though 
  this might appear to offer added anti-’Mech 
  capabilities, the thin armor and slow speed of 
  the Scarecrow makes it easy prey for all but the 
  lightest ’Mechs.
  noTablE unITS
  Major Edgar Grantham: The only MechWarrior 
  to publicly admit to piloting a Scarecrow, Major 
  Grantham narrowly escaped being captured 
  during the fall of Almach. He fought with the 
  rest of his company against the invading Liaos, 
  and all reports claim he was responsible for 
  keeping Liao infantry away from nearly a ki-
  lometer-long stretch of the lines until he was 
  forced back by a pair of Vindicators. He has re-
  peatedly allowed himself to be examined by 
  independent experts, who unfailingly report 
  he is perfectly sane. The Interstellar Red Cross 
  continues to campaign to have him labeled a 
  war criminal, but the AFFS doesn’t recognize 
  their claims.
  
  37
  ucu-F4 Scarecrow
  Type: Scarecrow
  Technology Base: Mixed Inner Sphere (Experimental)
  Tonnage: 40
  Battle Value: 1,514
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo-Composite 
   
  3
  Engine:  
  200 XL 
   
  4.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  3
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (Compact): 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor: 
  128 
   
  8
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  12 
  18
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  10 
  14
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  6 
  11
   
  R/L Leg 
  10 
  18
  Weapons and Ammo Location Critical 
  Tonnage
  ER Medium Laser (C) 
  RA 
  1 
  1
  Medium Pulse Laser 
  RA 
  1 
  2
  4 Light Machine Guns (C) RA 
  4 
  1
  Light Machine Gun Array (C) RA 
  1 
  .25
  Ammo (Light MG) 100 
  RT 
  1 
  .5
  CASE II 
  RT 
  1 
  1
  ER Flamer 
  H 
  1 
  1
  ER Medium Laser (C) 
  CT 
  1 
  1
  ER Flamer 
  CT 
  1 
  1
  Bloodhound Active Probe LT 
  3 
  2
  ER Medium Laser (C) 
  LA 
  1 
  1
  Medium Pulse Laser 
  LA 
  1 
  2
  4 Light Machine Guns (C) LA 
  4 
  1
  Light Machine Gun Array (C) LA 
  1 
  .25
  B-Pod 
  RL 
  1 
  1
  B-Pod 
  LL 
  1 
  1
  Weapons and Ammo Location Critical 
  Tonnage
  Chameleon LPS 
  * 
  6 
  0
  Jump Jet 
  RT 
  1 
  .5
  Jump Jet 
  CT 
  1 
  .5
  Jump Jet 
  LT 
  1 
  .5
  Notes: *Chameleon Light Polarization Shield occupies 
  1 critical slot in the RA, RT, RL, LL, LT and LA 
  locations. Features the following Design Quirks: Bad 
  Reputation, Difficult to Maintain, No/Minimal Arms.
  
  38
  medium 
  ’mechS
  lK-3d antlion
  Mass: 45 tons
  Chassis: StarFrame Medium Reinforced
  Power Plant: GM SuperFusion 225 XL
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: Valiant Ringmail Light Ferro-Fibrous 
  with CASE II
  Armament:
   
  2 Type 4 ’Mech Mortar
   
  2 Sperry Browning Light Machine Guns
  Manufacturer: StarCorps Industries
   
  Primary Factory: Crofton
  Communications System: O/P 3950 COMSET 
  M7
  Targeting & Tracking System: Martin-Quarry 
  Tarsys XLR 2.7 with Bloodhound Active
  StarCorps’ Antlion is a unique ’Mech in the 
  AFFS—one purpose-built for tactical indirect 
  fire. The rise over the last sixty years of anti-mis-
  sile equipment—especially the proliferation of 
  the laser anti-missile system—has reduced the 
  efficiency of the LRM as a bombardment tool. 
  Though no other military and only a handful of 
  mercenary units have put this quad into service, 
  it remains in production.
  CapabIlITIES
  Slow and light, the Antlion is completely 
  outclassed by even the smallest ’Mech in direct 
  combat. Though its armor is adequate for its 
  mass, its only real defense is a MechWarrior’s 
  eye on its active probe. Practically nothing can 
  sneak with 240 meters of an Antlion, but with 
  only a pair of light machine guns, it can do little 
  more than inconvenience even an unarmored 
  infantry platoon.
  DEploymEnT
  Despite their weaknesses Antlions excel 
  in a narrow range of missions. With sufficient 
  terrain features—such as buildings—to put be-
  tween their mortars and the enemy, they can 
  lob powerful shells for as long as their ammuni-
  tion holds out.
  During the brutal city-fighting in Bueller, 
  the Antlions of the Robinson DMM earned their 
  battle honors. A reinforced lance of six mor-
  tar ’Mechs worked with a spotting platoon of 
  DMM battlesuits to ambush Combine recon el-
  ements as they penetrated the city. The battle 
  armor would designate targets and call for fire, 
  the Antlions would fire a barrage, and the group 
  would retreat deeper into the city, buying time 
  for the defenders to prepare.
  During one fire mission a Combine Venom 
  raced out of the ambush zone and, using its 
  jump jets, came down among the Antlions. 
  Ignoring the near-useless machine gun fire, it 
  turned its pulse lasers on the nearest mortar 
  ’Mech. As the battlesuits raced to come to the 
  Antlions’ aid, the lance commander took mat-
  ters into his own hands. Charging, he used his 
  quad ’Mech’s powerful legs to lame the Venom, 
  then literally kicked and stomped it to pieces 
  when it fell.
  Antlions also gave journeyman service 
  during the invasion of New Syrtis. There, the 
  Hasek defenders used them as mobile infan-
  try interdiction platforms, moving them into 
  position via drainage ditches and recessed 
  maglev draws to bombard infantry columns. 
  Their Bloodhounds let them stay ahead of the 
  inevitable counterattacks, and they took the 
  opportunity to sow the city with remote sen-
  sors that took the Capellans weeks to clean up 
  and deactivate.
  The Combine invasion has illustrated the 
  folly of allowing Antlions to stand in the line of 
  battle; more than forty have been destroyed 
  when their lances were overrun by swift 
  Combine striker lances, unable to defend them-
  selves from enemies who could move under 
  their mortar umbrella. Many AFFS officers have 
  urged StarCorps to develop a direct-fire escort 
  version of the ’Mech, but the company believes 
  its other ’Mechs fulfill that role adequately.
  noTablE unITS
  Leftenant Carlton Goldman: Commander 
  of the reinforced lance in Bueller, Goldman’s 
  Antlion was among the last of the DMM’s ’Mechs 
  to fall in that brutal battle. He and his lance 
  managed to stay ahead of the Combine invad-
  ers for nearly a week, until a pair of Rokurokubis 
  from the Sword of Light set out to destroy 
  them. Although they managed to wound both 
  Sworder ’Mechs, not even quad ’Mechs kick 
  enough to keep sword-armed ’Mechs from dis-
  abling them at close range. 
  Sergeant Alison Verrochio: Verrochio is the 
  only AFFS Antlion pilot credited with an assault 
  ’Mech kill. During a raid on Dahar IV, the rest of 
  her company barely kept a Combine Naginata 
  from breaking their lines. As the ’Mech with-
  drew, Verrochio moved her Antlion forward and 
  began firing. One of her shells hit the already-
  damaged cockpit armor, killing the Combine 
  MechWarrior. Though she only fired at the end, 
  she earned credit for the kill.
  
  39
  lK-3d antlion
  Type: Antlion
  Technology Base: Mixed Inner Sphere
  Tonnage: 45
  Battle Value: 878
  Equipment 
   
   
  Mass
  Internal Structure: 
  Reinforced 
   
  9
  Engine:  
  225 XL 
   
  5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (XL): 
   
   
  1.5
  Cockpit (Small): 
   
   
  2
  Armor Factor (Light Ferro): 
  161 
   
  9.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  14 
  22
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  11 
  17
   
  R/L Torso (rear) 
   
  5
   
  R/L Front Leg 
  11 
  20
   
  R/L Rear Leg 
  11 
  20
  Weapons and Ammo Location Critical 
  Tonnage
  ‘Mech Mortar/4 (C) 
  RT 
  2 
  3.5
  Ammo (Mortar) 36 
  RT 
  6 
  6
  CASE II 
  RT 
  1 
  1
  Ammo (Light MG) 100 
  RFL 
  1 
  .5
  2 Light Machine Guns 
  H 
  2 
  1
  ‘Mech Mortar/4 (C) 
  LT 
  2 
  3.5
  Bloodhound Active Probe LT 
  3 
  2
  Remote Sensor Dispenser LT 
  1 
  .5
  
  40
  medium 
  ’mechS
  cn11-o centurion
  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 III 
  Armament:
   
  24 tons of pod space available
  Manufacturer: Corean Enterprises
   
  Primary Factory: New Avalon
  Communications System: Corean 
  Transband-J9
  Targeting & Tracking System: Corean FlexTech
  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 ex-
  pand 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 ful-
  fill 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 higher-
  than-normal percentage of Centurions, often 
  serving next to the venerable fixed-configura-
  tion machines. During a recent raid by the Black 
  Cats Battalion, the mix of Centurions served the 
  Morrills well.
  As the Dragoons advanced toward a re-
  plenishment 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 de-
  stroyed the replenishment depot, they retreat-
  ed directly off-world instead of attacking their 
  secondary targets.
  noTablE unITS
  Captain Ariadne Davion-Leigh: Captain 
  Davion-Leigh commands a company of the 
  Fifth Periphery Guards on Vandalia. She is a 
  distant relative of the ruling line, but her fam-
  ily is from June and she is a staunch Periphery 
  March supporter. Her Centurion E is commonly 
  found away from its company, farther forward 
  with the scouts than her battalion command-
  er might like. She has been outspoken in her 
  regiment recently, however, as she believes the 
  Combine is likely to turn away from New Avalon 
  and attack into the Periphery March to cut off 
  the capital’s line of supply.
  Major Nicole Trenton: Commander of the mer-
  cenary Ninety-second Hessian Guards, Major 
  Trenton pilots the only BattleMech in the com-
  pany. Her Centurion is rarely seen in the same 
  configuration two skirmishes in a row, which 
  has led ISF reports to suspect the Guards have 
  at least four Centurions. The rest of the Guards 
  are built around hovertanks and armored infan-
  try, making them a premier fast-reaction bat-
  talion. Under contract to the AFFS, the Guards 
  have been shuttling between Draconis March 
  worlds, doing last-minute readiness drills with 
  local militias under threat of Combine attack.
  Type: Centurion
  Technology Base: Inner Sphere
  Tonnage: 50
  Battle Value: 1,236
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  2.5
  Engine:  
  250 XL 
   
  6.5
   
  Walking MP:  
  5 
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (Compact): 
   
   
  4.5
  Cockpit: 
   
   
  3
  Armor Factor: 
  152 
   
  9.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  16 
  21
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  12 
  16
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  8 
  16
   
  R/L Leg 
  12 
  20
  
  41
  cn11-o centurion
  Weight and Space Allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  1 Endo Steel 
  0
  Center Torso 
  None 
  4
  Right Torso 
  3 Engine 
  8
   
   
  1 Endo Steel
  Left Torso 
  3 Engine 
  6
   
   
  3 Endo Steel
  Right Arm 
  2 Endo Steel 
  6
  Left Arm 
  3 Endo Steel 
  5
  Right Leg 
  2 Endo Steel 
  0
  Left Leg 
  2 Endo Steel 
  0
  Notes: Features the following Design Quirks: Easy to Pilot.
  Weapons and Ammo 
  Location 
  Critical 
  Tonnage
  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 
  1 
  1
  ER Medium Laser 
  CT 
  1 
  1
  ER Medium Laser 
  CT/R 
  1 
  1
  LRM 10 
  LT 
  2 
  5
  Artemis IV FCS 
  LT 
  1 
  1
  Configuration A
  Rotary AC/5 
  RA 
  6 
  10
  Ammo (RAC) 60 
  RT 
  3 
  3
  Ammo (MML) 26/22 
  RT 
  2 
  2
  CASE II 
  RT 
  1 
  1
  ER Medium Laser 
  CT 
  1 
  1
  MML 9 
  LT 
  5 
  6
  Artemis IV FCS 
  LT 
  1 
  1
   
  Battle Value: 1,398
  Configuration B
  Heavy PPC 
  RA 
  4 
  10
  Double Heat Sink 
  RA 
  3 
  1
  Guardian ECM Suite 
  RT 
  2 
  1.5
  Ammo (MML) 34/28 
  RT 
  2 
  2
  CASE II 
  RT 
  1 
  1
  Targeting Computer 
  CT 
  3 
  3
  MML 7 
  LT 
  4 
  4.5
  Artemis IV FCS 
  LT 
  1 
  1
   
  Battle Value: 1,430
  Configuration C
  Plasma Rifle 
  RA 
  2 
  6
  Ammo (Plasma) 20 
  RA 
  2 
  2
  Ammo (LRM) 24 
  RT 
  2 
  2
  Guardian ECM Suite 
  RT 
  2 
  1.5
  CASE II 
  RT 
  1 
  1
  ER Medium Laser 
  CT 
  1 
  1
  ER Medium Laser 
  CT/R 
  1 
  1
  C3 Slave Unit 
  CT 
  1 
  1
  LRM 10 
  LT 
  2 
  5
  Artemis IV FCS 
  LT 
  1 
  1
  Jump Jets 
  RT 
  2 
  1
  Jump Jet 
  CT 
  1 
  .5
  Jump Jets 
  LT 
  2 
  1
   
  Battle Value: 1,628
  Configuration D—Advanced
  Hatchet 
  RA 
  4 
  4
  MML 9 
  RT 
  5 
  6
  Artemis IV FCS 
  RT 
  1 
  1
  2 ER Medium Lasers 
  CT 
  2 
  2
  Beagle Active Probe 
  CT 
  2 
  1.5
  Ammo (MML) 26/22 
  LT 
  2 
  2
  CASE II 
  LT 
  1 
  1
  ER Small Laser 
  LT/R 
  1 
  .5
  Medium Shield 
  LA 
  5 
  4
  Jump Jets 
  RT 
  2 
  1
  Jump Jets 
  LT 
  2 
  1
   
  Battle Value: 1,177
  Configuration E—Advanced
  Gauss Rifle 
  RA 
  7 
  15
  Ammo (Gauss) 16 
  RT 
  2 
  2
  2 ER Medium Lasers 
  CT 
  2 
  2
  Boosted C3 Slave Unit 
  CT 
  2 
  3
  Angel ECM Suite 
  LT 
  2 
  2
   
  Battle Value: 1,515
  
  42
  heavy 
  ’mechS
  vlP-1d vulPeS
  Mass: 60 tons
  Chassis: Dorwinion Royal Fox
  Power Plant: Model 42b 300 XXL
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph, 108 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 (Clantech)  
   
  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 Vulpes 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 can-
  not be ignored, the Suns’ enemies quickly learned 
  to target this powerful ’Mech early.
  DEploymEnT
  Vulpes ’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 Almach, 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 bombard-
  ments, 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 immedi-
  ately, 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 
  Capellan scouts were still faster. By the time they 
  closed to optimal range for the Vulpes’ 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 sixty-
  ton ’Mech for at least six Capellan scouts.
  Captured Vulpeses are prized by both 
  Combine samurai and Capellan janshi—’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 Benjamin Horn: Captain Horn com-
  manded a ’Mech company in the Davion Heavy 
  Guards RCT on Palmyra. Though half his com-
  pany died in the initial Combine assault, he led 
  the remainder—including his Vulpes—into the 
  wilds to wage a guerrilla campaign. He and his 
  troops became adept at mousetrapping pursu-
  ing Combine lances, luring them in with the 
  emissions of his Guardian ECM suite and then 
  attacking from long range. The captain him-
  self was responsible for four ’Mech kills before 
  a company of the Sword of Light caught them 
  in movement. Pinned against a cliff face, Horn’s 
  Company fought to the last man, destroying 
  eight Sworder ’Mechs before being killed.
  Leftenant Colonel Damon Hasek-Greer: 
  Colonel Hasek-Greer, a cousin of the ruling 
  Haseks, leads an ad hoc combined arms bat-
  talion operating in the rump of worlds created 
  by the Capellan assault on New Syrtis. Refusing 
  all orders to consolidate, Damon’s Avengers 
  have begun a personal war against House Liao. 
  Though Hasek-Greer’s Vulpes is one of only six 
  ’Mechs in the battalion, he continues to lead 
  his battalion against soft Capellan targets. 
  The Avengers managed to capture a Capellan 
  Lung Wang-class DropShip during a recent raid 
  against Zanzibar, but intercepted orders to the 
  First Syrtis Fusiliers reveal that the AFFS High 
  Command is considering force to bring the 
  rogue colonel to heel.
  
  43
  vlP-1d vulPeS
  Type: Vulpes
  Technology Base: Mixed Inner Sphere
  Tonnage: 60
  Battle Value: 2,225
  Equipment 
   
   
  Mass
  Internal Structure: 
   
   
  6
  Engine:  
  300 XXL (C) 
   
  6.5
   
  Walking MP:  
  5
   
  Running MP:  
  8 (10)
   
  Jumping MP:  
  0
  Heat Sinks:  
  14 [28] 
   
  4
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor (Stealth): 
  200 
   
  12.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  20 
  30
   
  Center Torso (rear) 
   
  9
   
  R/L Torso 
  14 
  22
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  10 
  20
   
  R/L Leg 
  14 
  28
  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 
  1 
  4
  Notes: Features the following Design Quirks: Distracting, 
  Difficult to Maintain.
  
  44
  heavy 
  ’mechS
  blK-nt-5h blacK Knight
  Mass: 75 tons
  Chassis: Technicron Revised NT 
  Endo-Composite
  Power Plant: Vlar 300 Light
  Cruising Speed: 32 kph
  Maximum Speed: 54 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: Valiant Lamellor
  Armament:
   
  1 Type DDS “Kingston“ Extended Range  
   
  Particle Projection Cannon
   
  2 ExoStar Pinnacle (Clantech) Extended 
   
  Range Large Lasers
   
  2 ExoStar Pinnacle (Clantech) Extended  
   
  Range Medium Lasers
   
  2 ExoStar Pinnacle (Clantech) Extended  
   
  Range Small Lasers
   
  2 ExoStar Pinnacle (Clantech) Small  
   
  Pulse Lasers
  Manufacturer: Kong Interstellar Corporation, 
  Robinson Standard BattleWorks
   
  Primary Factory: Connaught (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 en-
  during 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 com-
  plaints 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 configu-
  ration a Black Knight is a powerful main com-
  batant. 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 dis-
  tinction in each case.
  On Mokane, in 3144, the Second 
  Genyosha’s Sho-sa Kideki Harushima chal-
  lenged Mokane militia Colonel Ferdinand 
  Blane to a duel. The sho-sa, fighting in a new-
  model Hatamoto-Chi, opened the duel early 
  with a telling shot from his Gauss rifle that 
  took Blane’s -5H Black Knight in the left leg. The 
  colonel responded with a withering barrage of 
  laser and PPC fire, trusting his targeting com-
  puter 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 limp-
  ing, covered in laser and PPC strikes, while his 
  Gauss rifle had shattered Blane’s left hip actua-
  tor. 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 pro-
  duction in 3091—experimenting with Clan 
  and Inner Sphere weaponry, larger engines, 
  enhanced myomers, and added physical  
  combat equipment. 
  noTablE unITS
  Tai-i Malcolm Meredith: A company com-
  mander in Ryuken-ni, Tai-i Meredith won honor 
  for himself and his regiment by defeating an 
  Atlas III in single combat on New Ivaarsen. 
  Piloting a captured -4D model Black Knight, 
  Meredith used his plasma rifles to overload the 
  Atlas’ heat system and drive it into shutdown. 
  Despite having his right knee actuator fused, 
  Meredith was able to stump close enough to 
  the Atlas to tap the cockpit of the shutdown 
  ’Mech with the barrel of his PPC, forcing the 
  Davion MechWarrior to surrender. Offered the 
  captured Atlas afterward, Meredith turned it 
  down, preferring to keep his Black Knight.
  
  45
  blK-nt-5h blacK Knight
  Type: Black Knight
  Technology Base: Mixed Inner Sphere (Advanced)
  Tonnage: 75
  Battle Value: 2,423
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo-Composite 
   
  6
  Engine:  
  225 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 
  1 
  .5
  Medium Shield 
  RA 
  5 
  4
  ER Medium Laser (C) 
  RT 
  1 
  1
  Small Pulse Laser (C) 
  RT 
  1 
  1
  Targeting Computer 
  RT 
  5 
  5
  ER Medium Laser (C) 
  LT 
  1 
  1
  Small Pulse Laser (C) 
  LT 
  1 
  1
  ER PPC (C) 
  LA 
  2 
  6
  ER Large Laser (C) 
  LA 
  1 
  4
  ER Small Laser (C) 
  LA 
  1 
  .5
  Notes: Features the following Design Quirks: Accurate 
  Weapon (ER PPC).
  
  46
  aSSault 
  ’mechS
  tlr2-o temPlar iii
  Mass: 85 tons
  Chassis: Kallon Type XX Endo Steel
  Power Plant: GM 340 Light
  Cruising Speed: 43 kph
  Maximum Speed: 64 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: StarGuard CIV
  Armament:
   
  29 tons of pod space available
  Manufacturer: General Motors
   
  Primary Factory: New Valencia
  Communications System: Newberg Telescan 17
  Targeting & Tracking System: Spar 3C MegaTrak
  The Templar had been the Federated Suns’ 
  first OmniMech, intended to become one of 
  the AFFS’ flagship ’Mechs. The vaporization 
  of the Kallon Industries factory that built it 
  during the Jihad put those plans back several 
  decades, though General Motors wasted little 
  time in putting a new model into production 
  on New Valencia. The Templar III continues the 
  tradition begun by the original, updated with 
  modern technology.
  CapabIlITIES
  The Templar III offers everything an eighty-
  five ton assault ’Mech requires to be successful: 
  adequate speed, heavy armor and a weapons 
  configuration to do a number on any enemy. Of 
  particular note is the Templar III B, which com-
  bines a chain whip and a hatchet. Intended to 
  wade into the midst of the enemy, it is particu-
  larly brutal when used effectively.
  DEploymEnT
  Templar IIIs are popular ’Mechs for company 
  and battalion commanders, though they appear 
  in assault lances with some frequency. During 
  the Capellan invasion, one lance of three Templar 
  IIIs and a Salamander did considerable damage 
  to a Capellan company on Spica in late 3144.
  Although they were unable to intercept a 
  lance of Vandal OmniMechs, Hartmann’s Lance 
  succeeded in blunting the advance of a com-
  pany of Capellan ’Mechs. With the Salamander 
  firing covering barrages of LRMs, the three 
  Templar IIIs used their ER PPCs and targeting 
  computers to deadly effect. The Capellans, 
  channeled into a narrow street by minefields 
  and battle armor hunter-killer squads, had 
  little choice but to advance in column of twos 
  toward the Davion lance. By the time they 
  reached 300 meters’ range, five of the Capellan 
  ’Mechs had been put out of commission. With 
  the Salamander dropping Thunder minefields 
  to close the path, the lance withdrew to rearm.
  The next day all three Templars were 
  configured in the B configuration and moved 
  through the city independently, attacking the 
  Capellan ’Mechs attempting to sneak through 
  the Davion lines. With Davion VTOLs cover-
  ing the city with ECM noise, coordination was 
  nearly impossible, and the Templars dealt a fear-
  some culling. Six more Capellan ’Mechs died. It 
  wasn’t until the Liaos began a concerted two-
  company push through the city, street by street, 
  that the Templars were forced to withdraw.
  noTablE unITS
  Major Anderson Carstairs: A battalion com-
  mander in the Davion Assault Guards on New 
  Avalon, Major Carstairs is an outspoken critic 
  of First Prince Julian Davion. He has made little 
  attempt to hide his contempt for the distant 
  leader, going so far to wonder why “a man who 
  thinks he has the right to rule the Federated 
  Suns lets himself get led across the Lyran 
  Commonwealth by a bit of tail.” Whatever his 
  politics, Carstairs is an effective assault ’Mech 
  officer, leading by example from his Templar 
  III. Whether or not he will retain his command 
  once Julian Davion arrives on New Avalon is 
  anyone’s guess. 
  Sergeant Victoria Dales: One of the Spica 
  Templar pilots, Sergeant Dales was successfully 
  evacuated and joined the First Syrtis Fusiliers 
  on Frazer. Impatient with the First’s defensive 
  posture, she has been heard to say she wishes 
  she could escape and join Colonel Damon 
  Hasek-Greer’s Avengers to strike back at the 
  Confederation.
  Type: Templar III
  Technology Base: Inner Sphere
  Tonnage: 85
  Battle Value: 2,028
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  4.5
  Engine:  
  340 Light 
   
  20.5
   
  Walking MP:  
  4 
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  13 [26] 
   
  3
  Gyro (Heavy-Duty): 
   
   
  8
  Cockpit: 
   
   
  3
  Armor Factor: 
  263 
   
  16.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  27 
  44
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  18 
  26
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  14 
  28
   
  R/L Leg 
  18 
  36
  
  47
  tlr2-o temPlar iii
  Weight and Space Allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  1 Endo Steel 
  0
  Center Torso 
  None 
  2
  Right Torso 
  2 Engine 
  6
   
   
  1 CASE 
   
   
  3 Endo Steel
  Left Torso 
  2 Engine 
  7
   
   
  3 Endo Steel
  Right Arm 
  None 
  8
  Left Arm 
  3 Endo Steel 
  5
  Right Leg 
  2 Endo Steel 
  0
  Left Leg 
  2 Endo Steel 
  0
  Notes: Features the following Design Quirks: Rumble Seat. 
  Fixed Equipment 
  Location 
  Critical 
  Tonnage
  CASE 
  RT 
  1 
  .5
  Weapons and Ammo 
  Location 
  Critical 
  Tonnage
  Primary Weapons Configuration
  ER PPC 
  RA 
  3 
  7
  ER Medium Laser 
  RA 
  1 
  1
  2 Double Heat Sinks 
  RA 
  6 
  2
  SRM 4 
  RT 
  1 
  2
  Ammo (SRM) 25 
  RT 
  1 
  1
  Double Heat Sink 
  RT 
  3 
  1
  2 ER Small Lasers 
  CT 
  2 
  1
  Targeting Computer 
  LT 
  5 
  5
  ER PPC 
  LA 
  3 
  7
  ER Medium Laser 
  LA 
  1 
  1
  Double Heat Sink 
  LA 
  3 
  1
  Configuration A
  Large Pulse Laser 
  RA 
  2 
  7
  Medium Pulse Laser 
  RA 
  1 
  2
  MML 7 
  RT 
  4 
  4.5
  Ammo (MML) 34/28 
  RT 
  2 
  2
  MML 7 
  LT 
  4 
  4.5
  Large Pulse Laser 
  LA 
  2 
  7
  Medium Pulse Laser 
  LA 
  1 
  2
   
  Battle Value: 1,677
  Weapons and Ammo 
  Location 
  Critical 
  Tonnage
  Configuration B (Advanced)
  Hatchet 
  RA 
  6 
  6
  4 Small X-Pulse Lasers 
  RT 
  4 
  4
  ER Small Laser 
  CT 
  1 
  .5
  Supercharger 
  CT 
  1 
  2.5
  2 Small X-Pulse Lasers 
  LT 
  2 
  2
  ER PPC 
  LT 
  3 
  7
  Chain Whip 
  LA 
  2 
  3
  Jump Jets 
  RT 
  2 
  2
  Jump Jets 
  LT 
  2 
  2
   
  Battle Value: 1,919
  Weapons and Ammo 
  Location 
  Critical 
  Tonnage
  Configuration C (Advanced)
  Rotary AC/5 
  RA 
  6 
  10
  Ammo (RAC) 60 
  RT 
  3 
  3
  ER Medium Laser 
  RT 
  1 
  1
  Ammo (Streak) 15 
  RT 
  1 
  1
  ER Small Laser 
  CT 
  1 
  .5
  Streak SRM 6 
  LT 
  2 
  4.5
  ER Medium Laser 
  LT 
  1 
  1
  Large Re-Engineered Laser 
  LA 
  5 
  8
   
  Battle Value: 1,968
  Configuration D (Mixed, Advanced)
  LB 10-X AC (C) 
  RA 
  5 
  10
  Ammo (LB-X) 30 
  RT 
  3 
  3
  Medium Re-Engineered Laser 
  RT 
  2 
  2.5
  Medium Re-Engineered Laser 
  CT 
  2 
  2.5
  2 Medium Re-Engineered Lasers 
  LT 
  4 
  5
  ER PPC (C) 
  LA 
  2 
  6
   
  Battle Value: 2,041
  
  48
  aSSault 
  ’mechS
  aS7-d3 atlaS iii
  Mass: 100 tons
  Chassis: Foundation 12X Endo Steel
  Power Plant: Vlar 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 Martell-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 HiRez V 
  The Atlas is perhaps the most recogniz-
  able 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 vari-
  ants have appeared over the centuries, and 
  Robinson’s Atlas III is only the most recent to 
  appear. Rebuilt with cutting-edge technology, 
  the Atlas III is likely to become the AFFS’ premier 
  assault ’Mech.
  CapabIlITIES
  In building the Atlas III Robinson went with 
  the most advanced technology available—spe-
  cialized 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 IIIs are assigned to battalion and regimen-
  tal commanders in the AFFS and RAF—includ-
  ing the personal ’Mech of Exarch Jonah Levin.
  DEploymEnT
  When the Capellan Confederation at-
  tacked Tikonov in force, several Atlas IIIs 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 Atlases, 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 de-
  fensive. 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 in-
  credibly 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.
  VaRIanTS
  The -D2 Atlas III is intended as a more main-
  line combatant, sacrificing the radical heat sink 
  system and the rotary autocannon for a HAG 
  and targeting computer. 
  noTablE unITS
  Major Sir Alban Viceroy: Sir Alban com-
  mands the planetary militia of his homeworld, 
  Maynard, on the Combine border. His -D2 Atlas 
  was a gift from Duke Corwin Sandoval, after 
  Sir Alban’s service during Operation PELAYO. 
  Although he walks with a limp, Sir Alban drives 
  his militia to a frenetic pace, certain his world is 
  to be attacked. His Atlas has become a common 
  sight, stumping around the proving grounds 
  shouting at infantrymen from its external 
  speakers, or striding across the countryside di-
  recting the placement of caches of equipment 
  for fighting positions.
  Sergeant Omosope Uchiba: Sergeant Uchiba 
  was last reported as serving with the mercenary 
  Wicked White Knights on Fallon II, though no 
  reports have been made about his capture or 
  death. His Atlas III, captured in combat against 
  the Republic of the Sphere, was the heaviest 
  and most powerful ’Mech in the White Knights. 
  Under contract to the AFFS when the DCMS 
  took the world, it was reported he and his lance 
  fought their way out of a Combine choke point 
  and vanished into the world’s badlands. It seems 
  likely that a 100-ton ’Mech would have been dis-
  covered if he hadn’t made it off-world, but persis-
  tent rumors speak of a monolithic monster that 
  walks the moors outside of Hadfield.
  
  49
  aS7-d3 atlaS iii
  Type: Atlas III
  Technology Base: Mixed Inner Sphere (Advanced)
  Tonnage: 100
  Battle Value: 2,564
  Equipment 
   
   
  Mass
  Internal Structure: 
  Endo Steel 
   
  5
  Engine:  
  300 
   
  19
   
  Walking MP:  
  3 
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  12 [24] 
   
  2
  Gyro: 
   
   
  3
  Cockpit (Armored): 
   
   
  4
  Armor Factor: 
  307 
   
  19.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  50
   
  Center Torso (rear) 
   
  12
   
  R/L Torso 
  21 
  32
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  17 
  34
   
  R/L Leg 
  21 
  42
  Weapons and Ammo Location Critical 
  Tonnage
  Rotary AC/2 
  RA 
  3 
  8
  Ammo (RAC) 90 
  RA 
  2 
  2
  Small Shield 
  RA 
  3 
  2
  Streak LRM 20 (C) 
  RT 
  5 
  10
  Ammo (Streak LRM) 12 
  RT 
  2 
  2
  CASE II 
  RT 
  1 
  1
  Angel ECM Suite 
  CT 
  2 
  2
  Streak SRM 6 
  LT 
  2 
  4.5
  Ammo (Streak SRM) 15 
  LT 
  1 
  1
  CASE II 
  LT 
  1 
  1
  2 Medium X-Pulse Lasers 
  LT 
  2 
  4
  Radical Heat Sink System LT 
  3 
  4
  2 Medium X-Pulse Lasers LA 
  2 
  4
  Small Shield 
  LA 
  3 
  2
  Notes: Features the following Design Quirks: Command 
  BattleMech, Distracting, Jettison-Capable Weapon 
  (RAC/2), Protected Actuators.
  
  50
  aeroSPace
  Fighter
  rdl-01c rondel
  Mass: 55 tons
  Frame: Greenock Ltd. Model 3
  Power Plant: VOX 330 XL
  Armor: Wangker Solarion Reflective
  Armament:
   
  1 Mydron Tornado Rotary Class 5  
   
  Autocannon
   
  6 Diverse Optics Extended Range  
   
  Medium Lasers
  Manufacturer: Greenock Aero  
  Manufacturing, Ltd.
   
  Primary Factory: Firgrove
  Communications System: Rander 100B
  Targeting & Tracking System: Jalastar 
  TargiTrack 777
  Introduced a little more than a decade be-
  fore the Victoria War, the Rondel slowly built a 
  reputation as a workhorse middleweight aero-
  space fighter. Low production kept it from sup-
  planting more common airframes like the Corsair 
  or the Lightning, but in the Capellan March espe-
  cially, pilots assigned to Rondels often attempted 
  to keep them their entire careers.
  CapabIlITIES
  The Rondel performs equally well in space 
  or in the atmosphere. Its wing-mounted lasers 
  provide powerful strafing capabilities, while its 
  acceleration allows it a heavy bomb load. As 
  an interceptor the Rondel competes favorably 
  with its nearest competitors, but the Tornado 
  cannon lacks the knockout punch of a heavier 
  fighter’s main weapon.
  DEploymEnT
  Greenock’s relative obscurity meant that 
  the Rondel’s early sales were to mainly merce-
  nary and planetary militia wings, but an initial 
  order by the Capellan March Militia in 3112 
  brought increased production and prominence. 
  Its prominence in the Capellan March meant 
  that Rondels factored in many aerospace ac-
  tions of the Capellan invasion.
  In late 3144 the Capellan Dynasty Guards 
  struck at Avigait, intent on destroying the First 
  Syrtis Fusiliers. Supporting the Fusiliers was 
  a mercenary aerospace wing called Halsey’s 
  White Hammers. The White Hammers spe-
  cialized in ground attack missions, with two 
  squadrons of Rondels covered by an inter-
  ceptor squadron of Stingrays. As the Dynasty 
  Guards attacked, both attack squadrons flew 
  sortie after sortie against the Capellan ad-
  vance, heavily-laden with bombs. After the 
  third strike the Rondels lingered to strafe with 
  their lasers, hoping to identify the Capellan 
  subunit commanders. 
  The Capellan air defense ’Mechs were 
  frustrated when their PPCs and plasma weap-
  ons failed to bring down the Rondels, and the 
  White Hammers were well-trained to avoid the 
  emissions of autocannon-armed Partisan tanks. 
  By the time LRM-equipped ’Mechs joined the 
  fray, the Rondels had extended and escaped to 
  reload their bomb bays. One more bomb run 
  was enough to convince Major Halsey his fight-
  ers were outmatched, and the White Hammers 
  moved to harassing the Guards’ rear.
  During the retreat from Avigait the White 
  Hammers were forced to defend their own 
  carriers, a trio of hired Leopard CV DropShips. 
  While the Guards’ aerospace contingent pur-
  sued them, the Stingray squadron flew in-
  terdiction missions, trying to keep Capellan 
  fighters away from the DropShips. The two 
  Rondel squadrons, with little training in air-to-
  air missions, attacked the pursuing DropShips. 
  Using simple mass-fire tactics, eleven of twelve 
  Rondels jammed their Tornados with maxi-
  mum-rate barrages against a Capellan Union. 
  Forced to fight their way back through the 
  screen with only their medium lasers, four of 
  the Rondels were lost before the Guards fight-
  ers turned back for Avigait.
  noTablE unITS
  Major Thomas Halsey: Before founding his 
  own mercenary aerospace wing Thomas Halsey 
  served with the First Federated Suns Armored 
  Cavalry, where he was one of the few Rondel 
  pilots to earn ace’s wings against the Capellan 
  Confederation. As a leader Halsey is only mid-
  dling, but his strengths as a tactician are almost 
  unmatched. A strong student of military history, 
  he often uses tactics like the mass-fire barrage 
  he displayed at Avigait to surprise his oppo-
  nents. This trait has kept the White Hammers 
  alive more than once.
  Leftenant Adrian Franke: Leftenant Franke 
  is a flight leader in the 463rd Independent 
  Aerospace Wing, which was based on New 
  Syrtis when the Capellan invasion arrived. The 
  463rd was assigned as escort for the New Syrtis, 
  the corvette defending the march capital, but 
  they couldn’t keep the strong Capellan attack 
  from destroying the WarShip. Shot out of his 
  Dagger, Franke returned to the sky in a refur-
  bished Rondel. He shot down two Liao Transits 
  before running out of Tornado ammunition. 
  With only his lasers, he was unable to outfight a 
  Capellan Troika and was shot down two weeks 
  before New Syrtis capitulated.
  
  51
  rdl-01c rondel
  Type: Rondel
  Technology Base: Inner Sphere (Advanced)
  Tonnage: 55
  Battle Value: 2,274
  Equipment 
   
   
  Mass
  Engine:  
  330 XL 
   
  12.5
   
  Safe Thrust:  
  8
   
  Maximum Thrust:  
  12
  Structural Integrity:  
  8 
   
  Heat Sinks: 
  11 [22] 
   
  1
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor (Reflec):  
  232 
   
  14.5
   
   
  Armor
   
   
  Value
   
  Nose 
  71
   
  Wings 
  54/54
   
  Aft 
  53
  Weapons and Ammo 
  Location 
  Mass 
  Heat 
  SRV 
  MRV 
  LRV 
  ERV
  Rotary AC/5 
  Nose 
  10 
  6 
  20 
  20 
  — 
  —
  Ammo (RAC) 60 
  — 
  3
  3 ER Medium Lasers 
  RW 
  3 
  15 
  5 
  5 
  — 
  —
  3 ER Medium Lasers 
  LW 
  3 
  15 
  5 
  5 
  — 
  —
  Notes: Features the following Design Quirks: Easy to Maintain.
  
  52
  aeroSPace
  Fighter
  cut-01d cutlaSS
  Mass: 70 tons
  Frame: Wangker IX
  Power Plant: Magna 350 XL
  Armor: Wangker Solarion 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 200B with 
  Guardian ECM Suite
  Targeting & Tracking System: Rander TA1000 
  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 squad-
  rons. Fast, heavily-armed and protected by la-
  ser-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 hid-
  den 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 dis-
  play of professionalism, the Valkyries flew as a co-
  ordinated squadron, using mass-fire to shred a 
  half-squad of Koroshiya fighters with their Gauss 
  rifles. Ignoring the remaining fighters’ counter-
  fire, the Valkyries dove at a Kuritan Okinawa. 
  In a matter of minutes the squadron had dis-
  abled 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 fly-
  ing 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 pound-
  ed their reflective armor to pieces, though two 
  troop-carrying DropShips were destroyed.
  VaRIanTS
  The E-model Cutlass replaces the Gauss 
  rifle and ER medium lasers with an extend-
  ed-range long-range missile battery, turn-
  ing the fighter into a splendid harasser and  
  pursuit fighter.
  noTablE unITS
  Sergeant Hilario Diaz: When the Combine 
  assault on Palmyra began, Hilario Diaz 
  was flying barrier combat air patrol for the 
  FSS Numenor’s Pride. Pride was one of the 
  JumpShips attacked by the hidden Combine 
  forces, and while its captain scrambled to 
  make an emergency jump Diaz and his wing-
  man held off a full squadron of Combine 
  Shilones. Though their Cutlasses took ruinous 
  damage from the Shilones’ LRMs, their armor 
  protected them long enough for Diaz and his 
  wingman to disable four of the six Shilones. 
  Diaz’s wingman was lost withdrawing to the 
  JumpShip, and Diaz’s Cutlass caught a bad 
  hook on landing and crashed. He survived, 
  though he watched the fall of Tsamma from 
  a hospital DropShip.
  Leftenant Vilnius Arrega: Flight leader 
  Leftenant Vilnius Arrega flew with the aero-
  space contingent of the First Federated Suns 
  Armored Cavalry at Almach, and faced some 
  of the Confederation’s most elite pilots. Even 
  as the Red Lancers were driving the Armored 
  Cavalry off-world, Arrega and his flight were 
  repeatedly pounding penetrations through 
  the Liao aerospace cordon, allowing General 
  Chapman’s troops to escape. 
  
  53
  cut-01d cutlaSS
  Type: Cutlass
  Technology Base: Inner Sphere (Advanced)
  Tonnage: 70
  Battle Value: 2,663
  Equipment 
   
   
  Mass
  Engine:  
  350 XL 
   
  15
   
  Safe Thrust:  
  7
   
  Maximum Thrust:  
  11
  Structural Integrity:  
  7 
   
  Heat Sinks: 
  12 [24] 
   
  2
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor (Reflective):  
  256 
   
  16
   
   
  Armor
   
   
  Value
   
  Nose 
  82
   
  Wings 
  61/61
   
  Aft 
  52
  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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SOURCE: textdata/thevault/BattleTech [multi]/Record Sheets & TRO/TRO 3145 Davion.pdf