TEXT: TM
  
  2
  table of contents
  introduction 
  4
  cutting edge 
  8
  inner sphere 
  10
   
  Nighthawk Mk. XXI PA(L) 
  12
   
  Tornado PA(L) 
  14
   
  Djinn 
  16
   
  Kobold 
  18
   
  Asura 
  20
   
  Rottweiler 
  22
   
  Se’irim 
  24
   
  Trinity 
  26
   
  Void  
  28
   
  Phalanx 
  30
   
  Tengu 
  32
   
  Grenadier 
  34
   
  Hauberk 
  36
   
  Nephilim 
  38
   
  Shedu 
  40
   
  Crow Scout Helicopter 
  42
   
  MIT 23 MASH Vehicle 
  44
   
  Tamerlane Strike Sled 
  46
   
  Saxon APC 
  48
   
  Hiryo Armored Infantry Transport 
  50
   
  Danai Support Vehicle 
  52
   
  Condor Hover Tank (Upgrade) 
  54
   
  JES I Tactical Missile Carrier 
  56
   
  Thumper Artillery Vehicle 
  58
   
  DI Morgan Assault Tank 
  60
   
  JI-50 “Jifty” Transportable Field Repair Unit 
  62
   
  O-66 HMRV “Oppie” 
  64
   
  Malak 
  66
   
  Valiant 
  68
   
  Wight 
  70
   
  Mongoose II 
  72
   
  Preta  
  74
   
  Legionnaire 
  76
   
  Eyleuka 
  78
   
  Grigori 
  80
   
  Patriot 
  82
   
  Deva  
  84
   
  Defiance 
  86
   
  Warlord 
  88
   
  Seraph 
  90
   
  Archangel 
  92
   
  Titan II 
  94
   
  Hyena SalvageMech 
  96
   
  Shade 
  98
   
  Rusalka 
  100
   
  Striga 
  102
   
  Aurora 
  104
   
  Leopard Pocket WarShip 
  106
   
  Union Pocket WarShip 
  108
   
  Mule Pocket WarShip 
  110
   
  Excalibur Pocket WarShip 
  112
  clan 
   
  114
   
  Aerie PA(L) 
  116
   
  Afreet 
  118
   
  Clan Medium 
  120
   
  Corona 
  122
   
  Rogue Bear 
  124
   
  Golem 
  126
   
  Bellona Hover Tank 
  128
   
  SM1 Tank Destroyer 
  130
   
  Bear Cub 
  132
   
  Crimson Hawk 
  134
   
  Ocelot 
  136
   
  “Pariah” 
  138
   
  Sun Cobra 
  140
   
  Balius 
  142
   
  Ryoken II 
  144
   
  Cygnus 
  146
   
  Jupiter 
  148
   
  Erinyes 
  150
   
  Cecerops 
  152
   
  Orc  
  154
   
  Procyon 
  156
   
  Chrysaor 
  158
   
  Basilisk 
  160
   
  Triton 
  162
   
  Delphyne 
  164
  age of War 
  166
  terran hegemony 
  168
   
  Cobra Transport VTOL 
  170
   
  Turhan 
  172
   
  Merkava Mk. VIII Heavy Tank 
  174
   
  Jackrabbit 
  176
   
  Kyudo 
  178
   
  Galahad 
  180
   
  Helepolis 
  182
   
  Atlas II 
  184
   
  Mackie 
  186
   
  Hellcat 
  188
   
  Manatee 
  190
   
  Pentagon 
  192
   
  Dictator 
  194
   
  Model 96 “Elephant” 
  196
   
  Colossus 
  198
  draconis combine 
  200
   
  Sabaku Kaze Heavy Scout Hover Tank 
  202
   
  Daimyo HQ 67-K 
  204
   
  Gladiator 
  206
   
  Von Rohrs 
  208
   
  Kiso  
  210
   
  Sabre 
  212
   
  Vulture 
  214
   
  Samarkand (Carrier) 
  216
  federated suns 
  218
   
  Darter Scout Car 
  220
   
  Prometheus Combat Support Bridgelayer 
  222
   
  BattleAxe 
  224
   
  Hammerhands 
  226
   
  Jabberwocky EngineerMech 
  228
   
  Centurion 
  230
   
  Vampire 
  232
   
  Robinson (Transport) 
  234
  capellan confederation 
  236
   
  Korvin Tank 
  238
   
  Stork Light Refueling Craft 
  240
   
  Firebee 
  242
   
  Koschei 
  244
   
  Xanthos 
  246
   
  DemolitionMech 
  248
   
  Lightning 
  250
   
  Du Shi Wang (Battleship) 
  252
  free Worlds league 
  254
   
  Mauna Kea Command Vessel 
  256
   
  Paramour Mobile Repair Vehicle  
  258
   
  Icarus II 
  260
   
  Patron LoaderMech 
  262
   
  Eagle 
  264
   
  Deathstalker 
  266
   
  Aquarius and Lyonesse 
  268
   
  Explorer JumpShip 
  270
  lyran commonWealth 
  272
   
  Marsden II Main Battle Tank 
  274
   
  Büffel VII Engineering Support Vehicle 
  276
   
  Crossbow 
  278
   
  Ymir  
  280
   
  Lumberjack 
  282
   
  Typhoon 
  284
   
  Thunderbird 
  286
   
  Tharkad (BattleCruiser) 
  288
  periphery 
  290
   
  Ignis  
  292
   
  Dromedary Water Transport 
  294
   
  Toro  
  296
   
  Phoenix 
  298
   
  Quasit MilitiaMech 
  300
   
  Vulcan 
  302
   
  
  3
  credits
  Writing
   
  Herb A. Beas II
   
  Randall N. Bills
   
  Ken’ Horner
   
  Nick Marsala
   
  David McCulloch
   
  Ben Rome
   
  Jason Schmetzer
   
  Paul Sjardijn
  Additional Writing
   
  Jim Rapkins
   
  Björn Schmidt
  product development
   
  Randall N. Bills
  Assistant Development
   
  Mike Miller
   
  Chris Wheeler
   
  production editing
   
  Jason M. Hardy
  battletech line developer
   
  Herb A. Beas II
  production staff
   
  Art Direction
   
   
  Randall N. Bills
   
  Cover Art
   
   
  Michael Komarck
   
  Cover Design
   
   
  Ray Arrastia
   
  Layout
   
   
  Ray Arrastia
   
  Illustrations
   
   
  Ray Arrastia
   
   
  Doug Chafee
   
   
  Brent Evans
   
   
  Duane Loose
   
   
  Matt Plog
   
  Evolved Faction Logos Design
   
   
  Jason Vargas
   
  Classic BattleTech Logo Design
   
   
  Shane Hartley and Steve Walker
  proofers
   
  Rich Cencarik, Jim Rapkins, Björn “Keiran” Schmidt,  
  and Patrick Wynne.
  special thanks
   
  It’s high time the entire writing crew for BattleTech is thanked for the numerous excellent upgrades and 
  revisions of Technical Readouts slid into the schedule over the last several years (while still working on the new 
  products). Willing to tackle one more project, the authors—especially Nick Marsala, Ken’ Horner and Jason 
  Schmetzer, who are always waiting to write more when others are too jammed-up—deserve a giant thanks for 
  their dedication.
   
  To Doug Chaffee for taking on way more than he originally signed on for and taking his work to a whole  
  new level.
   
  To Brent Evans, whose love and dedication to BattleTech is so plain in this TRO. Not only did he tackle 
  innumerable revisions of the look for the “Celestials” and now the “Demons” and “Spectral” series to create a 
  unique, cohesive look, but he threw his all into the crafting of the “primitive” looks for the ’Mechs in the Age of War 
  section; again, often through many iterations. I’ve worked with a lot of artists over many, many years and the work 
  with Brent of crafting the “cutting edge” Word of Blake look while simultaneously going back to the beginning and 
  crafting the “first” ’Mechs has been one of the most enjoyable of my career...thanks Brent.
   
  To the ever solid Chris Wheeler and Mike Miller—as well as the entire fact checking group—that are so 
  critical to helping such products “slide into the schedule”, and who are constantly working with us (often pushing 
  us) to improve the quality of every product. 
   
  To the battle value crew that worked overtime, often through constant revisions, to provide complete battle 
  values for every unit in this TRO: Joel Bancroft-Connors, Jim Rapkins, Christopher K. Searls, Björn “Keiran” Schmidt, 
  Chris Wheeler.
   
  Mike Miller would like to thank Adam Smith for teaching him to respect the medium laser and the BattleMaster.
  ©2008 WizKids, Inc. All Rights Reserved. Classic BattleTech Technical Readout: 3075, Classic BattleTech, BattleTech, 
  ’Mech, BattleMech, MechWarrior and WK Games logo are registered trademarks and/or trademarks of WizKids, Inc 
  in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, 
  or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor 
  be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst 
  Game Labs logo are trademarks of InMediaRes Productions, LLC.”
   
  Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC
  PMB 202 • 303 91st Ave NE • G701 • Lake Stevens, WA 98258
  find us online:
   
  classicbattletech@catalystgamelabs.com
   
   
  (e-mail address for any Classic BattleTech questions)
   
  http://www.classicbattletech.com
   
   
  (official Classic BattleTech web pages)
   
  http://www.CatalystGameLabs.com
   
   
  (Catalyst web pages)
   
  http://www.wizkidsgames.com/mechwarrior/
   
   
  (official MechWarrior web pages)
   
  http://www.wizkidsgames.com
   
   
  (WizKids web pages)
   
  http://www.battlecorps.com/catalog
   
   
  (online ordering)
  
  4
  introduction
   
  Indolent. Decadent. Corpulent. Gluttonous. Ignominious. 
   
  These are but a few of the descriptions splashed with disdain upon my name. That the blood of the Dragon flows in my veins—while my 
  person seems so stained—has shamed many for long, long years. Yet there is irony, so ka. Irony in the very fabric of my existence.  
   
  Wheels within wheels within wheels. A perfect, never-ending symmetry of lines, circles, and whorls undulating across the Inner Sphere 
  in a skein few see and fewer comprehend. Not even the legendary cha-no-yu (and the perfection of that ceremony’s garden) performed by 
  the greatest tea master of the last century—Jiro Ishiyama—on Echo V might compare. Like the lost treasure of Jiro and his craft, I have spent 
  a lifetime honing my skills. Dissembling. Obfuscating. Falsifying. Most assume the media or my enemies branded me “Uncle Chandy,” yet the 
  decades-old moniker comes from my own hand. After all, one can never suspect the Smiling Buddha.  
   
  There are legion that practice this same craft, from astute businessman to the blackest SpecOps teams of the Houses’ intelligence agen-
  cies. Yet mine is a craft not of my own hand, but an apparatus gifted to me as a matriarchal legacy of blood across generations. Backed by 
  unlimited funds and beholden to no one but my own Honor to the Dragon, I am ensconced in a rather unique position. 
   
  Yet, even now, long committed to this course of action, revealing my hand is anathema. Painful. What should have taken mere moments 
  has consumed days as I struggle to overcome my obsession with standing in the shadows and emerge to the light.  
   
  But now it begins. 
   
  For long years I have hunted secrets in the dark. I have derived much enjoyment from puzzling over ancient mysteries and discovering 
  vanished tomes and treasures. Yet I have always striven to protect the Dragon. Even as the Federated Commonwealth was riven with civil war, 
  I doubted the authenticity of the Word of Blake. I saw how they practiced my own precious art of subterfuge, and I re-allocated vast resources 
  to discovering their Truth. As the Jihad began to unfold, I was forced to stand idle, my knowledge unused. Knowing that any stolen details 
  I provided, even to the Dragon, would expose inroads made against the Blakists. Infiltrations would be found and exterminated, a decade’s 
  work lost. Even with the crown of the Combine embattled and falling, my hands were tied. Many will decry my actions, branding me a traitor 
  worse than any usurping Von Rohrs. Yet I stayed the course, delving ever deeper to discover the secrets behind the Word of Blake.
   
  I have discovered and verified those secrets. The location of one of their Hidden Worlds. And more. Much more.  
   
  With such power in hand it is time to step forward. Time to entrust the power of those secrets to those who will use them with brutal effi-
  cacy, while I continue my own clandestine campaign. To accompany those Blake Documents, I am providing a comprehensive document in the 
  traditional Wolfnet (and ComStar before them) technical specification readout format. The Cutting Edge section documents the latest machines 
  of war marching off Inner Sphere and Clan assembly lines, while the Age of War section details information discovered within the Hegemony 
  Memory Core and the current rise of those designs following its comprehensive and rapid dissemination in the early years of the Jihad. 
   
  May fate smile upon all of us as we strive against the Word of Blake. As I stand in the light, eyes adjusting to its harshness, I know that I have 
  signed my own death warrant. And yet even one born to shadows knows giri and must stand against the darkness at the day of judgment. 
   
  Honor to the Dragon. 
   
  —Chandrasekhar Kurita
   
  31 January 3075
  
  5
  introduction
  BattleMechs: the aesthetic evolution
   
  For reasons only known to my master, Chandrasekhar Kurita has allowed inclusion in this document of a short dissertation concerning the 
  evolution of BattleMech visual aesthetics, which is perhaps quite fitting in a document covering both the latest, cutting-edge BattleMech designs 
  as well as the first, primitive designs from six hundred years ago. I’ve burned his ears into the early hours many a night with my fascination on the 
  subject. Yet I hope to be brief and avoid passing to you, the reader, the burden that my master so easily bears. Keep in mind I am not referring to the 
  development of technology, which is covered by a legion of experts and historians through endless text books and technical briefs, including this 
  very document. Instead I refer to how the armor is shaped and the weapons placed: the ’Mech’s appearance in its final form.  
   
  Vehicles most often embody the simplest, most effective way to mount armor upon a chassis. There is a balance at work, where bean 
  counters seek the cheapest form of production while soldiers strive to maintain appropriate combat protection. There are some exotic exam-
  ples, especially among the Clans, where the dominance of the warrior culture—especially seen in the slavish use of animalistic symbolism—
  has led to some unique vehicle armor configurations. Despite these exceptions, vehicles tend to fall into a rather straightforward template, 
  which has been copied with only subtle variations across millennia. 
   
  BattleMechs, however, are an altogether different category, somewhat akin to those odd Clan vehicles. When the uninitiated refer to 
  BattleMechs as “walking tanks,” they are missing the mark; no one who has stood at the foot of one of these titans ever employs such terminol-
  ogy. The sheer presence of a walking metal titan conjures subconscious, deeply embedded mythological (and cultural) symbols, imbuing the 
  ’Mech with power well beyond its battlefield capabilities. Psychological warfare at its finest. The Inner Sphere’s centuries-old culture that em-
  braces the MechWarrior elite—strengthened by the dominance of hereditary nobilities in Sphere government—only enhances these aspects.  
   
  When BattleMechs first walked off Terran Hegemony assembly lines, such thoughts were far from the minds of scientists and engineers. 
  Compared to the latest crop of designs, the first BattleMech, the Mackie, was ungainly, with disproportioned limbs, overly large feet, torso, and 
  head. It also tended toward curves and rounded lines; an extravagance of engineering for its time, but one that would vanish immediately as it 
  failed to be cost effective. Such ungainliness, along with the almost simplistic armor configuration, completely reflected the concept of a walk-
  ing tank—simple, direct, and ungainly. Just as the Mark I tank first rolled forth with ugly performance across the battlefield in 1916 on ancient 
  Terra, mounting primitive technologies1, the Mackie took its first stumbling steps and changed warfare for ever.
   
  As soon as additional prototype BattleMechs appeared, the curves and rounded lines gave way to blocky shapes and hard edges (once 
  again the bean counters flexed their clout, as it proved too expensive to mass-produce rounded armor at the time). However, with the tech-
  nology still in its infancy, many ’Mechs still sported disproportioned limbs. Though the “primitive stage” of BattleMech development would 
  only last from 2439 to approximately 25202, many “modern stage”3 BattleMechs designed during this same time period or shortly thereafter 
  sported the same lack of proportion. By 2500, however—whether through aesthetic dictate or maturing of design capabilities—most new 
  designs elimated that ungainly look. The Victor and Dervish are excellent examples of these early designs with their blocky, hard edges, yet 
  proportionate limbs.
   
  In the time of the Star League, a new aesthetic emerged. Harkening back to the era of the Mackie, the ’Mechs that would become the 
  workhorses of the Star League Defense Force—and would later be sold to the House Lords—sported simplistic armor designs. What’s more, 
  advances in technology allowed for the mass production of curved, crystal-aligned steel armor. A few of these designs even embraced the 
  disproportionate look, such as the Thug and Crockett. Some of the cutting-edge Star League designs, such as the Night Hawk and Lynx, would 
  take the smooth curves to a new extreme while embracing a stylized armor aesthetic. 
  
  6
  introduction
   
  The weight of socio-cultural anthropomorphism appeared in earnest during the Star League era. Examples of such forays are the Crab, 
  Black Knight, and King Crab, where engineers strove to work known images (whether taken from a historical or animalistic context) into the 
  ’Mech’s shape. General Aleksandr Kerensky himself knew well the power of such a psychological edge when he laid down the specifications 
  for the Atlas: “A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be 
  our ally.” An entire year would be spent crafting a “death’s head” that would strike fear into the enemy before a shot was fired.
   
  When the Clans swept aside the armies of the Inner Sphere in 3050, they brought ’Mechs often designed with the anthropomorphic 
  influence. While the modular needs of Omnitechnology somewhat blunted those attempts, the nomenclature attached to these new designs 
  by fearful Spheroids—such as Vulture and Mad Dog—is a testament to the power of their imagery. Digging further into the Clans shows that 
  they took that imagery to heart more so than almost any Spheroid designs, as with totem ’Mechs such as the Mandrill and Fire Scorpion. 
   
  Meanwhile the Inner Sphere had already taken steps in further embracing this unique aspect of BattleMech design. It is not surprising 
  that House Kurita—whose warriors closely associate BattleMechs with the katana blades they wield—would build a ’Mech that embraces their 
  cultural heritage: the Hatamoto-Chi. Just as the Clans’ appearance sparked a feverish technological advancement, their practice of physically 
  endowing ’Mechs with the icons they praise led to a similar revolution within the Inner Sphere. 
   
  While the earliest designs following the Clan invasion stayed firmly wedded to the blocky aesthetic—such as the Watchman, Snake, and 
  Rakshasa—toward the end of the 3050s the rounded curves of the Star League era were embraced again. By the dawn of the 3060s, designs 
  such as the Akuma, Men Shen, and Yu Huang exemplified the trend of smooth, rounded lines embracing cultural aesthetics; armor shape and 
  weaponry placement served as stark proclamations of a faction’s cultural influence. As a strange testiment to this power, Clan Diamond Shark, 
  ever perceptive of market trends, fashioned the Ha Otoko with Japanese aesthetics in an effort to increase sales to House Kurita. 
   
  With the next great Inner Sphere war well under way and a new crop of ’Mechs making an appearance, one can already see the socio-
  cultural influence once again coming to bear on scientists and engineers as they craft new machines of war. Despite the somewhat homog-
  enized look of the Word of Blake Celestial series (due to its Omnitechnology), the angelic and demonic influences are starkly apparent: angels 
  to the pilots who march them to war, demons to the enemies that face them. Just as fascinating, unlike the rounded appearance which has 
  dominated for so long, they embrace the blockier style of the past.
   
  As long as BattleMechs remain dominant in warfare, the desire—both conscious and subconscious—to craft a BattleMech that is more 
  than just a machine will hold sway. A walking tank is a fine machine of war. But a metal titan, whose image empowers its pilot while striking 
  fear into the heart of any enemy—that is an avatar of death.
   
  —Professor Col Hari
  1By comparison to the tanks that would debut just a short twenty years later.
  2Such construction began to phase out in 2500, but it would take another two decades until all primitive production stopped.
  3Referring to the basic level of technology of construction still in use today.
  
  7
  introduction
  gaMe notes
   
  Technical Readout: 3075 covers the widest breath of units and equipment of any previously published Technical Readout. As such, to 
  understand how these various units plug into the core Classic 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 Classic BattleTech (CBT), 
  otherwise referred to as the standard rules. 
   
  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: Tactical Operations (TO) is the first in the “staging” Advanced Rulebooks. Its focus is during game play, and applies 
  directly to a game as it unfolds on a world in the BattleTech universe.
   
  strategic operations: Strategic Operations (SO) is the second “staging” Advanced Rulebook. It stages a player up to the next logical area 
  of play, focusing on “in a solar system” and multi-game play.
   
  interstellar operations: 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, battle armor, fighters, and DropShips in Classic BattleTech game play can be found in Total 
  Warfare, while the rules for their construction can be found in TechManual; some of the equipment found on some units is detailed in Tactical 
  Operations. The rules for using JumpShips and WarShips, as well as their construction rules, can be found in Strategic Operations.
   
  Some of the variants mentioned in the Age of War section are “Primitive” designs, using Primitive Construction rules presented in 
  Interstellar Operations.
   
  The following three definitions are used to clarify the various types of equipment that appear in Technical Readout: 3075 and are pre-
  sented in the Standard and Advanced Rulebooks.
  standard:
  • 
   Any equipment mass produced “in universe”; can be used with Total Warfare rules alone. 
  advanced:
  • 
   Any equipment mass produced “in universe”; must have Tactical Operations and/or Strategic Operations, in addi-
  tion to Total Warfare, to use.
  experimental rules:
  • 
   Any equipment not mass produced “in universe” because it is prohibitively expensive, extraordinarily 
  sophisticated, exceedingly difficult to maintain or simply deemed too unreliable or restrictive for widespread deployment; 
  must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use.
   
  All Battle Values listed in this book for unit types appearing in Total Warfare were generated using the Battle Value system as it appears in 
  TechManual; if it mounts Advanced equipment, Battle Values were generated using the addendum rules from Tactical Operations. Battle Values 
  for those units appearing in Strategic Operations were generated using the addendum rules found in that rulebook. 
  
  8
  the cutting edge
   
  The last thirty years have seen a resurgence and advancement of technology unlike anything humanity has seen since the original industrial revolution. While impressive in its own right, 
  not even the advances of the first Star League could match the gains made since the Clan invasion. Though the Star League had begun the development of Ultra autocannons and Streak 
  missile systems, it was the Clans and the Inner Sphere who finished implementing the ideas and who are now bringing the next stage of military technology to fruition.
   
  Some of the advances are evolutionary, such as the Clans’ combination of Streak technology with long-range missiles, or the Inner Sphere’s advancements in new warheads for existing 
  missile classes. But there are also revolutionary advances in military technology. Not just advanced weapons, but new armors and components have come out of think tanks, universities, and 
  corporate research departments, increasing a battlefield unit’s life expectancy with compact gyroscopes, power plants, and cockpit systems. Each nation made advances in their own ways, 
  from the Federated Suns’ targeting systems and autocannon munitions to the Capellan Confederation’s stealth armor. The Clans duplicated (or in some cases independently developed) 
  many of these advanced construction techniques and further improved their Gauss-based weapons and missile systems. Even the Periphery was not left out of the technological advance-
  ment as the Marian Hegemony debuted the rocket launcher. Though hardly advancing technology forward, the rocket launcher pods were innovative enough to spread throughout the 
  Inner Sphere, especially among variants of designs geared toward a quick strike or ambush.
   
  The list of military technology developed and tested in the past decade may be impressive, but so is the hardware now undergoing field-testing. New types of lasers, electronic warfare 
  devices, and C3 systems are still considered experimental but are starting to see action in the scramble to continue the fight for survival. Even equipment once discarded as unfeasible is 
  being re-examined, though the list of that equipment is too extensive for the scope of this readout; the equipment will be discussed in a later briefing, and variants of designs listed here 
  utilizing such technology will be noted in the variants and upgrades sections.
   
  Humanity does not just persevere. Humanity does not just survive from day to day. Humanity advances. To do otherwise is to not be human.
  —Mirza Peter Abdulsattah
  
  9
  
  10
  the inner sphere
   
  While a significant number of BattleMech designs were introduced following the start of the FedCom Civil War, the wholesale capture, disruption, or destruction of manufacturing cen-
  ters around the Inner Sphere has stifled new BattleMech development among many Houses since the beginning of the Jihad. Instead of pursuing new BattleMech designs, Houses have been 
  setting up large supply depot and repair/refit centers to equip BattleMechs already in the field with the latest technology and weapons. Old designs once thought obsolete and mothballed 
  for backwater militias, such as the Chameleon and Jenner, have been brought out, upgraded, and sent into combat.
   
  New military designs are also appearing in conventional units, including new vehicles, new fighters, and new battle armor suits. With so many remaining BattleMech production lines 
  already operating at full capacity since the start of the Jihad, plants have been turning to alternative units to replace losses realized since the onset of the conflict.
   
  There is no denying that many of these new designs are coming out of Word of Blake manufacturing plants. Some are becoming staples for the combined-arms Protectorate militia, pro-
  tecting WoB conquests with a zeal not seen since Hegemony natives fought Successor State invasions, while other designs are appearing sporadically (but in increasing numbers) within the 
  Blakists’ frontline units. These new designs, dubbed the “Celestials,” seem to be sculpted for maximum psychological impact, with their appearance and frightening physical weapons some-
  times negatively impacting their combat capabilities. Word of Blake battle armor instills fear in even the most hardened soldiers, including those who dealt with the shock Clan Elementals 
  delivered over two decades ago. Blakist soldiers are discussed as if they have emerged from the ranks of a demonic army, and now they look the part.
   
  This is not to say the Blakists have a monopoly on advancements inside the Inner Sphere. No longer able to rely on their vast infrastructure, the nations fighting the zealots—and each 
  other—have looked into alternate avenues of advancements, such as WiGEs and other support vehicles to rebuild their devastated armies. Conventional military vehicles continue to see a 
  resurgence, being less expensive and easier to maintain for nobles and militias eager to prepare themselves for when the Blakist conflict comes to their world, while the formerly powerful 
  House Lords are nowhere to be found.
   
  Others have used copies of the newly released New Dallas Memory Core, which reaches back to a time when warfare was just as continuous as it is today. These groups look at the primi-
  tive machines with an eye towards updating them for modern mass production, though some of the original designs are being produced in limited numbers where local skill is not able to 
  handle modern military technology.
   
  The following designs have debuted in the last decade within the Inner Sphere.
  —Mirza Peter Abdulsattah
  
  11
  
  12
  nighthawk Mk. XXi pa(l)
   
  The first Star League witnessed advances in science 
  and technology unparalleled by any other time in his-
  tory, fueled in part by nightmares that plagued First Lord 
  Jonathan Cameron. Obsessed with preventing the de-
  struction of the League and the fall of Terra, the First Lord 
  launched an ambitious program to build up the Terran 
  Hegemony’s defenses. New BattleMechs, AeroSpace fight-
  ers, and WarShips were developed, and the Hegemony was 
  fortified with a formidable network of automated weapons 
  platforms and drones that came to be known as the Space 
  Defense System.
   
  Although commercial exoskeletons had been in use 
  since the early space age, they had never been successful 
  in a combat role. It took some of the best engineers in the 
  Hegemony (backed by generous funding) fifteen torturous 
  years to perfect the concept. After totally reworking their 
  prototype twenty times, the SLDF High Command was pre-
  sented with the Mk. XXI Nighthawk in 2718. Testing soon 
  proved that a Nighthawk-equipped trooper possessed un-
  paralleled mobility and protection. Sophisticated ECM and 
  stealth capabilities made the design ideal for reconnais-
  sance and covert missions. Though vulnerable to heavy 
  weapons, protection against small arms fire was excellent. 
  Armored gloves allowed the use of standard weapons 
  (usually the SLDF’s Mauser 960 Assault System) and equip-
  ment with no loss of dexterity—a highly useful feature, as 
  the Nighthawk lacked integral weapons.
   
  After successfully completing two years of field-test-
  ing, the new suit entered service with the Special Forces 
  Command, who equipped their elite Special Armed Services 
  troops (the Blackhearts) with the Nighthawk. The deploy-
  ment was never acknowledged publicly, and the men and 
  women of the SAS were so skilled that all the other Star 
  League Member States ever heard were vague rumors of 
  some kind of advanced sneak suit. Attempts to develop a 
  combat-orientated version for deployment in SLDF Royal 
  Divisions produced the Mk. XXII, but the Amaris Coup and 
  the fall of the Star League prevented that version entering 
  full production. With the outbreak of the Succession Wars 
  both versions were all but lost. But the Nighthawk research 
  went with the Star League Defense Force when they fol-
  lowed General Aleksandr Kerensky into exile, becoming the 
  seeds of what would become battle armor.
   
  ComStar retained a few Mk. XXIs, which were uncov-
  ered when Jerome Blake took control of Terra. Attempts to 
  duplicate the design produced the inferior Tornado PA(L). 
  More recently, the Grey Death Legion recovered several 
  suits on Karbala, but these were turned over to the NAIS for 
  study, their secrets providing Davion engineers data that 
  helped create the Infiltrator Mk. II suit. However, it was not 
  until 3065 that the Word of Blake finally overcame the tech-
  nical challenges of duplicating the Nighthawk. ComStar 
  quickly followed suit, establishing a modest manufacturing 
  plant on Tukayyid. Until the manufacturing facility was de-
  stroyed in 3067, ComStar shared the output with the SLDF, 
  who deployed the Mk. XXIs with several Fury Teams. Since 
  the collapse of the Second Star League, the Word of Blake 
  has been using the Nighthawk to build up the infantry 
  component of their Protectorate Militia, preserving the bulk 
  of their more advanced battle armor designs for frontline 
  operations. Handicapped by the loss of Tukayyid and the 
  casualties suffered during the disastrous Case White opera-
  tion, ComStar has restarted manufacturing the Nighthawk 
  only recently on Arc-Royal. With priority going to outfitting 
  personnel engaged in covert operations, deployment with 
  regular infantry has been spotty at best.
   
  Concerned with the belligerence of neighboring 
  Periphery states, the Niops Association dug into their First 
  Star League records and started production of both the 
  Nighthawk Mk. XXI and the combat-oriented Nighthawk Mk. 
  XXII. In 3071 the Marian Hegemony’s VI Legio Ripariensis at-
  tempted to raid Niops V, but they were totally unprepared 
  for their first encounter with power-armored infantry. When 
  Legatus Onufry Sopaczak’s Starslayer went down under a 
  swarm of Nighthawks, the invaders broke and ran.
   
  Small numbers of Nighthawks captured from the Word 
  of Blake have started to surface on the arms market. While the 
  House militaries continue to prefer their home-grown battle 
  armor designs, a number of mercenaries, private security 
  forces, and even militia have snapped up all they can get. 
   
  Unlike the Mk. XXI, the Nighthawk Mk. XXII sacrific-
  es the ECM system to carry an integral weapons system. 
  Perched on the left shoulder, an auto-loading grenade 
  launcher allows this variant to engage light armor and 
  even smaller BattleMechs.
  notable troopers
  captain John smith: Smith’s murky past may lie within the 
  Federated Suns’ Intelligence community, but the Captain 
  is extremely evasive when anyone inquires too closely 
  about his life before becoming a mercenary. While serving 
  with the Killer Bees he built up a small but talented recon-
  naissance and special operations team that executed the 
  successful boarding and capture of a Combine JumpShip 
  during the War of ’39. Working first with ComStar’s Explorer 
  Corps and then the Star League Intelligence Command’s 
  Special Circumstances division, Smith and his men gained 
  access to Nighthawks. Ideal for their modus operandi, the 
  power armor proved itself invaluable in operations against 
  the Word of Blake on Tukayyid.
   
  Following the Killer Bees’ merger with the Twenty-first 
  Centauri Lancers, Smith has been given command of the 
  Lancers’ conventional reconnaissance assets and is assist-
  ing in the training of Captain Furst’s infantry to use the 
  Nighthawk Mk XXII.
  
  13
  nighthawk Mk. XXi pa(l)
  type: Nighthawk Mk. XXI
  manufacturer: Arc-Royal ’Mech Works, Krupp Armament Works, 
   
  Niops Project Workshop III
   
  primary factory: Arc-Royal (ComStar), Terra (Word of Blake), 
   
   
  Niops V (Niops Association)
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Power Armor (Light)
  maximum Weight: 400 kg
  battle Value:
   
  11 (Mk. XXI)
   
  11* (Mk. XXII)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/No
  notes: Typically armed with a Mauser 960 Assault System.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  80 kg
  Motive System:
   
  Ground MP:  
  1 
   
   0 kg
   
  Jump MP:  
  3 
   
  75 kg
  Manipulators:
   
  Left Arm:  
  Armored Glove  
   
  0 kg
   
  Right Arm:  
  Armored Glove 
   
  0 kg
  Armor:  
  Standard Stealth 
  4 
  120 kg
  Armor Value: 2 + 1 (Trooper)
    
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Mk. XXI
  ECM Suite 
   
  Body 
  1 
  100 kg
  Extended Life Support 
   
  Body 
  1 
  25 kg
  Mk. XXII
  Extended Life Support 
   
  Body 
  1 
  25 kg
  Grenade Launcher  
   
  LA  
  1  
  100 kg
  * Without any AP Weapon.
  
  14
  tornado pa(l)
   
  Based on the Nighthawk, the P12 was one of a series of 
  PA(L) suits developed in the late 29th century by ComStar. 
  This expensive suit was intended for special-forces opera-
  tions and initially deployed exclusively with ROM. Since ev-
  idence indicates that ComStar’s “P” project was intended to 
  enhance its military advantage, we suspect the existence 
  of PA(L) suits with enhanced combat functionality, but to 
  our knowledge no such suits have been fielded.
   
  After the Schism, the Word modified the software of 
  its P12 suits to prevent infiltration by ComStar. This work 
  included software and user interface enhancements, in-
  cluding some meant to reduce the urge of some operators 
  to remove the helmet by enhancing the sound processing 
  and adding situational awareness aids. Otherwise identical 
  to the P12, the Word identifies suits modified in this manner 
  as the G12 Tornado. While ComStar has made similar adjust-
  ments after capturing a few intact G12 suits, they continue 
  to designate their suit as the P12 “Hurricane” series.
   
  Each G12 suit must be custom-fitted to its wearer, 
  which makes them almost unusable by any except the 
  designated wearer without major adjustment. The hel-
  met’s HUD system provides the wearer with information 
  on the battlefield and the suit’s status, though some troop-
  ers continue to wear the suit without its helmet, forsak-
  ing protection and electronic aids in favor of unimpeded 
  hearing and vision. While a trooper wearing G12 armor can 
  operate most conventional weapons while fully suited, 
  some choose to go without its armored gloves, increasing 
  manual dexterity at the expense of protection.
   
  The G12’s functionality is enhanced by two connec-
  tion ports at its waist, allowing external systems to draw 
  power from the suit’s military power pack. During brief en-
  gagements, some operators use modified energy weapons 
  that draw power from the suit’s pack rather than weapon-
  specific power packs; most do not compromise their suit’s 
  operational endurance or their weaponry’s reload ability 
  during extended deployments.
   
  The Tornado’s primary function is to drastically in-
  crease the protection and stealth of its wearer, and its armor 
  systems along with its advanced camouflage system allow 
  it to perform these tasks exceptionally well. Its nearly 400-
  kilogram mass is supported entirely by the suit itself, allow-
  ing operators to go on extended journeys to their target 
  site without additional fatigue. It is also common for op-
  erators to overload the suit with mission equipment, effec-
  tively carrying the burden as they would if unaugmented.
   
  ComStar employed its PA(L) suits numerous times in 
  the 30th and 31st centuries, including several missions 
  against the Combine, but the best-known use of the 
  Tornado occurred when the Word of Blake seized Terra in 
  3058. Blakist special forces captured the majority of the 
  Terran SDS in advance of the main landings, saving the in-
  vasion force from grievous damage. 
   
  The past years have seen a considerable increase in 
  PA(L) manufacture, despite the increased use of heavier bat-
  tle armor. Because the Nighthawk has largely supplanted the 
  Tornado as WoB ROM’s spec-op suit of choice, the majority 
  of G12 suits are now assigned to Word of Blake marines and 
  security troops, and sold to FWLM units. In most instances, 
  the new operators of the G12 rarely benefit from the suit’s 
  stealth capabilities, but they are happy to take advantage of 
  the suit’s electronics and defensive properties.
   
  With this adjustment in operational use, the Word has 
  redesigned the Tornado and now also produces a G13 on 
  Terra. The G13 model does not include the camouflage 
  system, instead offering a modular weapon mount ca-
  pable of deploying any appropriately adapted support-
  class weapon available to its operators. The G13 may 
  have been adapted from an earlier P-series prototype, but 
  analysis of an acquired specimen indicates it is based on  
  the Achileus.
   
  After several requests to produce a Tornado suit with 
  armored mission equipment space to support squads of 
  G12s, G13s, or regular infantry, the Word has begun pro-
  ducing the G14 at Terra.
   
  More recently we have begun to suspect a third man-
  ufacturing site of the G12/G13/G14 suits. Sporadic reports 
  from the last two decades suggest a flow of required parts 
  and materials to locations other than the two known fac-
  tories. While it remains very speculative, the margin of 
  error in this analysis continues to decrease. The prospect 
  of a mobile PA(L) factory certainly offers considerable 
  strategic flexibility to the Word and would help explain 
  the extent to which PA(L)s have found their way into the 
  hands of isolated but Word-sympathetic entities. If such 
  a factory vessel exists, it is most likely a modified large 
  merchant vessel. 
  notable troopers
  adept Xii michael lahiri: After insurgents against the 
  Word of Blake regime freed Fritz Donner on New Home, 
  the planet slipped into open revolt. When the local 
  Protectorate Militia found itself unable to deal with the 
  well-supplied rebels, the Word sent a special detachment 
  of ROM to the planet to help pacify it. They succeeded 
  in January 3072. Adept Lahiri is credited for the majority 
  of the effort, having killed every man and woman who 
  publicly announced themselves as a leader of the resis-
  tance. He was also critical in the effort to destroy rebel 
  P12 suits, and the Word now claims that it has destroyed 
  all of them.
  
  15
  tornado pa(l)
  type: Tornado PA(L)
  manufacturer: Krupp Armament Works, Free Worlds Defense Industries
   
  primary factory: Terra (Word of Blake), Gibson (FWL)
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: PA(L)
  maximum Weight: 400 kg
  battle Value:
   
  9  (G12/P12)
   
  14  (G13)
   
  8  (G14)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/Yes
  notes:  Tornados lack integral weapons but may use standard infantry weapons.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  80 kg
  Motive System:
   
  Ground MP:  
  1 
   
   0 kg
   
  Jump MP:  
  0  
   
   0 kg
  Manipulators:
   
  Left Arm:  
  Armored Glove  
   
  0 kg
   
  Right Arm:  
  Armored Glove 
   
  0 kg
  Armor:  
  Basic Stealth 
  3  
  110 kg
  Armor Value: 2 + 1 (Trooper)
    
   
  slots
  Weapons and equipment  
  location  
  (capacity)  
  mass
  G12 / P12
  Camo System 
   
  Body 
  2 
  200 kg
  G13
  Modular Weapon Mount 
   
  RA 
  1(1) 
  10 kg
   Flamer 
   
  —  
  1 
  150 kg
   Machine Gun 
   
  — 
  1 
  100 kg
   Small Laser 
   
  — 
  1 
  200 kg
   Grenade Launcher 
   
  — 
  1 
  100 kg
   David Light Gauss Rifle 
   
  — 
  1 
  100 kg
  G14
  Mission Equipment 
   
  Body 
  1 
  210 kg
  
  16
  djinn battle arMor
   
  To accompany the Celestial OmniMech series, the 
  Word of Blake debuted a series of six distinct battle armor 
  classes equally tailored to its elite ranks. Dubbed the 
  “Demon” series, these suits are another apparent brain-
  child of Doctor Devon Cortland (aka Precentor Vapula) 
  and come in a broad range of sizes and configurations. 
  First seen in action in 3070, though it would be another 
  year before significant numbers of these suits engaged in a 
  major action, the Demons have seen extensive use in vari-
  ous engagements, particularly in the more troubled worlds 
  of the Blake Protectorate, Word-occupied Galatea, and on 
  Gibson, where they have become synonymous with Manei 
  Domini oppression.
   
  Like the Celestials, the Demons use a unifying nomen-
  clature that distinguishes them from other battlesuits and 
  reinforces their conceptual origins as a cohesive force, with 
  each suit in the series intended to complement its sibling 
  designs. In this case, however, the names invoke the antith-
  esis of the Celestials’ angelic titles, a fitting concept consid-
  ering the relationship between ’Mechs and battle armor. 
  Of these, the Djinn—lightest of the series—was the first 
  to be identified and extensively documented by various 
  intelligence networks.
   
  Named for often-evil creatures of Islamic lore, the 
  Djinn are clearly engineered for the Manei Domini. With 
  cybernetic enhancements available to lessen their need 
  for larger physiques, Manei Domini of smaller frames can 
  pilot battlesuits as ably as the more robust soldiers of other 
  armies. The Djinn takes advantage of this to sport a sleeker 
  form, designed as much to inspire fear as to provide func-
  tion. The armor’s alien, dog-like legs and its dramatic adap-
  tation of the partial wing system particularly demonstrate 
  this effect while borrowing elements seen in other battle-
  suit designs.
   
  The standard Djinn carries a light weapon load that 
  consists of a machine gun and a light TAG system that en-
  ables its warrior to spot for friendly artillery while sweep-
  ing built-up areas clear of enemy infantry. Within a year of 
  the Djinn’s first appearance, however, scattered reports of a 
  new variant trickled in when observers began noting Djinn 
  squads paired with troops wearing mimetic Purifier armor. 
  These Djinns, it was said, could blend into their surroundings 
  in the same fashion as their Purifier comrades, but because 
  these “mimetic” Djinn appeared completely identical to the 
  original versions, many of these reports were dismissed as 
  “battlefield confusion.” Only later analysis confirmed that the 
  Word had indeed created a new Djinn variant.
   
  Once confirmed, the so-called Stealth Djinn was initial-
  ly presumed to be superior to the standard Djinn in every 
  way, but this myth was ultimately debunked after careful 
  study revealed its lack of mobility over the standard model. 
  Furthermore, the Stealth Djinn’s partial wing structure (un-
  doubtedly retained to confuse observers) actually cannot 
  achieve the glide distance of its sister design since it lacks 
  the required flight controls and avionics. The weight sav-
  ings from this alteration, coupled with the removal of the 
  standard Djinn’s machine gun and TAG, allowed the suit to 
  mount a David light Gauss rifle for greater reach, as well as a 
  sophisticated electronic camouflage system that roughly du-
  plicates the capabilities of the Purifier’s mimetic armor. The 
  Stealth Djinn also gains a twenty percent upgrade in armor 
  strength, making it harder to put down as it stalks its prey.
   
  Although it was the first of its line to appear in the 
  Word of Blake’s ranks, the Djinn (like all of the Demon se-
  ries) has yet to appear outside of the arsenals of the Manei 
  Domini Shadow Divisions. Whether this is due to a rumored 
  rift between the Precentor Martial Cameron St. Jamais and 
  Manei Domini Precentor Apollyon or whether it is simply 
  a consequence of the Demons’ tailored engineering to 
  Domini cybernetics is open to considerable debate.
  notable troopers
  ghost adept omega berit smitty: A battle armor squad 
  commander with the Forty-seventh Shadow Division, 
  Adept Smitty was identified only through intercepted com-
  munications transcripts provided by the few survivors of 
  the Galatean resistance who managed to get messages off-
  world. Tall, sleek, and graceful, with the fair skin and golden 
  blonde hair that speak of Scandinavian or Germanic heri-
  tage, Smitty might have passed herself off as a world-class 
  gymnast or dancer where it not for the jagged scars and 
  the metallic implants that have transformed her face into a 
  mask of gleaming metal and glowing optics.
   
  Smitty’s Manei Domini implants have made her into a 
  dedicated tracker, a task she takes to with unrelenting fer-
  vor. She has been personally linked to the deaths of over six 
  hundred mercenary warriors and support personnel during 
  the Forty-seventh’s year-long occupation, many claimed by 
  her squad of Stealth Djinn battlesuits in brutal ambushes 
  that often catch their hapless prey outside of their com-
  bat machines. A hallmark of these ambushes is the utterly 
  dispassionate manner in which Smitty herself often makes 
  her kills, often without so much as the heartfelt recitation 
  of Blake’s Will for which so many Domini are known. For this 
  reason, many of the denizens of Galatea have nicknamed 
  her the “Bionic Witch of Galaport.”
   
  Both the MRBC and the Allied Mercenary Command 
  have placed a bounty on Smitty’s cybernetics-enhanced 
  head, with a reward of 100,000 C-bills for the one who 
  takes out the “Witch.” Though many bounty hunters have 
  answered the call, none have yet succeeded in even injur-
  ing this Manei Domini trooper—and few have survived an 
  encounter against her.
  
  17
  djinn battle arMor
  type: djinn (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Light
  maximum Weight: 750 kg
  battle Value:
   
  26  (Standard)
   
  35  (Stealth) 
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/No
  notes: None
  equipment 
   
  slots 
  mass
  Chassis: 
    
   
  100 kg
  Motive System (Standard): 
   
   
   
  Ground MP:  
  1 
   
  0 kg
   
  Jumping MP:  
  3 (4: Standard only) 
   
  75 kg
  Manipulators: 
   
  Left Arm: 
  Battle Claw 
   
  15 kg
   
  Right Arm: 
  Battle Claw 
   
  15 kg
  Armor (Standard): 
  Advanced 
  5 
  200 kg
   
  Armor Value:  
  5 + 1 (Trooper)
  Armor (Stealth): 
  Advanced 
  5 
  240 kg
   
  Armor Value:  
  6 + 1 (Trooper)
    
   
  slots
  Weapons and equipment 
  location 
  (capacity) 
  mass
  Standard
  Partial Wing 
   
  Body 
  1 
  200 kg
  Machine Gun 
   
  RA 
  1 
  100 kg
  Light TAG 
   
  Body 
  1 
  35 kg
  Stealth
  David Light Gauss  
   
  RA 
  1 
  100 kg
  Camo System 
   
  Body 
  2 
  200 kg
  
  18
  kobold battle arMor
   
  The origins of the Kobold can be traced back to 
  3062, when the infantry of the Free Rasalhague Republic’s 
  Second Kavalleri were trying to acquire Kage battle armor. 
  With tensions rising on all fronts, however, the Draconis 
  Combine was unwilling to fulfill the Republic’s request. 
  Undeterred, Överste Jack Koslow continued to lobby his 
  commanders until given approval to approach the SLDF 
  and ComStar with a proposal to create a new battle armor 
  design. The Republic would supply raw materials while 
  ComStar and the SLDF would supply the technological 
  know-how for a development project that would be fund-
  ed equally by all three.
   
  Research and development was started on Grumium 
  while construction of a prototype manufacturing line was 
  rushed to completion. Originally aiming to copy the Kage’s 
  capabilities, the development team was soon proposing 
  changes to make the suit more effective as a frontline com-
  bat unit while retaining the reconnaissance capabilities of 
  the Combine design. The prototype entered testing on 
  schedule in 3065 with the Republic’s Second Kavalleri and 
  Com Guards 116th Division, but the SLDF was forced to 
  pull out of the project because ongoing conflicts amongst 
  League member states had cut into its funding. Early 
  teething problems with the suit’s stealth systems under 
  conditions of high humidity were quickly eliminated, and 
  Grumium Creations started full-scale production in 3069.
   
  Building on the Second Kavalleri’s experience, the 
  KungsArmé used the Kobold as the basis of new battle 
  armor battalions attached to the Third Drakøns, Second 
  Freemen, Third Hussars, and the Second and Fourth 
  Kavalleri. The First Tyr was reinforced with a battle armor 
  regiment, but with their emphasis on combat this forma-
  tion received proportionately fewer Kobolds in relation to 
  heavier suits. In battle with the Word of Blake, the Kobold 
  has performed well, holding its own against the Blakist 
  Purifiers and Phalanxes. Improving ties with Clan Ghost 
  Bear have provided the Republic with limited access to 
  Clan battle armor technology. The conservative Bears, on 
  the other hand, remain deeply suspicious of incorporat-
  ing stealth technology into their armored infantry, and 
  they have shown no interest whatsoever in “inferior” Inner 
  Sphere technology.
   
  Unlike the KungsArmé, the Com Guards have not 
  concentrated their Kobolds into large formations. Instead, 
  individual Level I’s of six troopers have been deployed in 
  an ad-hoc manner throughout the six armies of Precentor 
  Martial Davion’s reorganized forces. The Com Guards no 
  longer have access to new Kobolds from Grumium’s pro-
  duction lines due to the deterioration of relations between 
  Com Star and the Free Rasalhague Republic. Integrating 
  well with the Guard’s combined arms philosophy, Kobolds 
  serve as scouts and spotters for other elements in a Level 
  III. Elements of the First and Fourth armies deployed on 
  Coventry, Hesperus II, and Galatea grouped several pre-
  cious light OmniMechs with Kobold-equipped troopers 
  into Level IIs.
   
  Although sacrificing some of the Kage’s mobility, the 
  Kobold can carry heavier weaponry in the form of an in-
  tegral anti-Mech weapon—normally a support laser or an 
  auto grenade launcher—on a modular mount on the right 
  arm. Each Kobold squad also carries a support weapon, 
  usually a TAG unit with which they can operate closely 
  with units armed with Arrow IV artillery and rare Marik-
  manufactured semi-guided LRMs. Standard practice is to 
  have the squad leader carry the support weapon slung 
  under the suit’s left arm, leaving the hands free, while the 
  other squad members carry an anti-personnel weapon on 
  the same arm.
   
  Slightly better armored than the Kage, the Kobold can 
  withstand a direct hit from a medium laser. Its armor shares 
  the same stealth capabilities of the Kurita design, and an 
  important part of training troopers to use the suit is famil-
  iarization with the electronics.
  notable troopers
  Överste Jack Koslow: Commander of the Second 
  Kavalleri’s attached infantry regiments, for all intents and 
  purposes Koslow is the father of the Kobold design. A vet-
  eran of Rasalhague’s fight for freedom from the Draconis 
  Combine, Koslow has adapted to the use of battle armor 
  far batter than many of his contemporaries. Joking that 
  “you can teach an old dog-soldier new tricks”, the Överste 
  passed the necessary medical and physical exams and 
  went through battle armor training beside his men despite 
  being over sixty years old.
   
  Following his creation every step of the way, Koslow 
  is intimately familiar with the Kobold’s capabilities and 
  limitations. Currently his greatest challenge lies in per-
  suading the Republic’s new allies that stealthy battle 
  armor has a place on the battlefield. As the hidebound 
  Ghost Bears are just as stubborn as Koslow, his task will 
  take some time.
  demi-precentor anette dawn: Drawn to service with the 
  Com Guards after their heroic stand against the Clans on 
  Tukayyid, Dawn’s faith in ComStar was shaken severely 
  by the unmasking of Primus Sharilar Mori as a Draconis 
  Combine agent. Nevertheless, she chose to remain in 
  ComStar, and her aptitude for command and loyalty (taken 
  with the Com Guards’ mass desertions and heavy casual-
  ties) have ensured her rapid advancement to command of 
  a mixed Level III in the Fifty-Sixth Division.
   
  In late 3075 Dawn’s command was given the task 
  of securing Galatean City when the Fourth Army moved 
  to clear out the Blakists on Galatea. Supporting her con-
  ventional infantry with battle armor, her troops advanced 
  street by street, methodically eliminating pro-Blakist mer-
  cenaries and scattered cells of Manei Domini shock troops. 
  The stealth armor tactics that the Word of Blake had pio-
  neered were used to perfection against their creators by 
  Demi-Precentor Dawn.
  
  19
  kobold battle arMor
  type: Kobold
  manufacturer: Grumium Creations
   
  primary factory: Grumium
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Light
  maximum Weight: 750 kg
  battle Value: 34
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/Yes
  notes:  Support weapon carried by squad member 1. Other squad mem-
  bers carry an AP weapon.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  100 kg
  Motive System:
   
  Ground MP: 
  1 
   
   0 kg
   
  Jump MP: 
  3 
   
  75 kg
  Manipulators:
   
  Left Arm:  
  Armored Glove 
   
  0 kg
   
  Right Arm:  
  Armored Glove 
   
  0 kg
  Armor:  
  Basic Stealth 
  3 
  275 kg
  Armor Value: 5 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
  location  
  (capacity)  
  mass
  Modular Weapon Mount 
   
  RA 
  1(1) 
  10kg
   Small Laser 
   
  — 
  1 
  200kg
   Micro Grenade Launcher 
   
  — 
  1 
  75kg
  Support Weapon Mount 
   
  LA 
  1(1) 
  0kg
   Light TAG 
   
  — 
  1 
  18kg
   Flamer 
   
  — 
  1 
  75kg
   Small Pulse Laser 
   
  — 
  1 
  200kg
  
  20
  asura MediuM battle arMor
   
  While the Word of Blake’s Celestial-series OmniMechs 
  were well documented by 3072, their companion Demon 
  battle armor series remained a lesser-known quantity. 
  Doctor Cortland’s six Manei Domini-centric designs repre-
  sented an aggressive new program that set the Word’s elite 
  forces head and shoulders above their regular militia com-
  rades. Created both to fulfill a specific mission role while 
  also imposing an element of psychological warfare, each 
  suit did its best to live up to its infernal label.
   
  The Asura—named for demons of Hindu lore—is 
  one of the two medium-weight designs in this battle 
  armor series, and the one most clearly intended to act as 
  an all-aspect combatant. Although it is under-armored 
  compared to the Clan Elemental, the Asura has the same 
  overland mobility and jump capability. Its standard arma-
  ment boasts a greater reach against armored targets, with 
  a four-tube detachable rocket launcher and a medium 
  recoilless rifle providing roughly the same potential dam-
  age as the basic Elemental suit but at a noticeably greater 
  range. When used in full squads of six elite Manei Domini 
  shock troops, this extended range gives the Asura a sig-
  nificant edge over the Elemental “gold standard,” providing 
  the ability to deliver the same amount of damage with a 
  powerful first strike.
   
  Like the Djinn, the Asura does not make use of modu-
  lar components, but it has been witnessed in two addi-
  tional variants that visually differ as little as possible. In 
  addition to the standard “main battle” model, a stealthier 
  version has appeared that excels in anti-infantry opera-
  tions. This model trades the detachable rocket rack and 
  recoilless rifle for an electronic camouflage system, a ma-
  chine gun, and a Firedrake incendiary needler (likely “liber-
  ated” from Lyran stores and duplicated by Blakist factories 
  on Gibson). Although this weapons load sacrifices the reach 
  and armor-penetrating power of the standard Asura, these 
  suits are harder to track in combat and murderous against 
  soft targets such as conventional infantry—or the often ill-
  equipped rebels battling Blakist occupation forces.
   
  The second Asura variant known to exist in significant 
  numbers is the SRM model. Likely intended for ambush 
  tactics at close range, this version replaces the standard 
  Asura’s weaponry with a single-shot six-tube SRM launcher 
  and a heavy machine gun for a much more powerful strike 
  at a reduced range. While ideal against vehicles and light 
  ’Mechs where a single squad can conceivably deliver a 
  quick kill, this variant lacks the stealth capabilities of the 
  anti-infantry model and thus may encounter mixed success 
  if confronted by a more technologically sophisticated foe 
  before the trooper can strike.
   
  As with the other Demon-series battlesuits, the Asura 
  has not seen significant deployment beyond the ranks of 
  the Manei Domini. However, rumors from local resistance 
  sources have placed a few samples among the regular Blakist 
  Militia troops guarding Terra. While these reports remain un-
  confirmed, further analysis suggests that the non-Domini 
  Asuras may represent a first run of this battle armor that was 
  reportedly prone to minor glitches and discarded.
  notable troopers
  banshee (demi-)precentor tau Jaegar van ribkis: 
  Wounded during a Chaos March raid back in 3068, van 
  Ribkis—then a Tornado squad commander with the as-yet 
  unknown Forty-fourth Shadow Division—was further aug-
  mented as an infantry warfare specialist. Van Ribkis is a veri-
  table Frankenstein’s monster of metal parts, synthetic flesh, 
  and scar tissue, and intelligence on this troop commander 
  suggests that his implants include dermal plating, MASC-
  enhanced leg prosthetics, and a toxin effuser that allows 
  him to literally spit venom. These features have made van 
  Ribkis a fearsome enemy in any encounter—whether he 
  is in his armor or not. Just prior to the Third Battle of New 
  Avalon, van Ribkis was reassigned to one of the first Asura 
  battlesuits to be shipped beyond Terra, and he used it to 
  good effect in the fighting that pitted Avitue’s Avenging 
  Angels against the remaining Davion forces under Jackson 
  Davion’s command. Reliable reports credit van Ribkis with 
  three Davion BattleMech kills in as many hours, including 
  a 60-ton Davion Guards Argus.
  poltergeist adept omega lila anaru: A trooper with 
  the Forty-first Shadow Division (Uriel’s Blinding Fire), Lila 
  Anaru took part in numerous counter-insurgency opera-
  tions on Canopus during the Division’s brief stay there in 
  3071, excelling at the same incendiary tactics that gave her 
  unit its name. Although that first operation saw Anaru in 
  command of a standard Purifier battlesuit, by the end of 
  3072 this deadly warrior had upgraded to an anti-infantry 
  Asura, which she used to flush out and slaughter scores of 
  Canopian troops and local resistance forces.
   
  When Ebon Magistrate forces finally tracked the Forty-
  first back to Aspropirgos in June of 3073, Anaru led a bril-
  liant but desperate infantry strike against the Canopian 
  field commander’s BattleMech. Despite suffering mortal 
  wounds from experimental “catalytic munitions” employed 
  by the Canopians’ Capellan allies, Anaru managed to reach 
  and ascend the enemy ’Mech even though her battlesuit 
  was breached and the myomers in her implants continued 
  to self-combust. In a final act of defiance, Anaru triggered 
  her own self-destruct implants while clinging to the canopy 
  of the Ebon commander’s cockpit and critically wounded 
  the enemy commander.
  
  21
  asura MediuM battle arMor
  type: asura (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  technology base: Inner Sphere
  chassis type: Humanoid
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  30 (Standard)
   
  39 (Anti-Infantry)
   
  43 (SRM)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/No
  equipment 
   
  slots 
  mass
  Chassis: 
    
   
  175 kg
  Motive System (All): 
   
   
   
  Ground MP:  
  1 
   
  0 kg
   
  Jumping MP:  
  3 
   
  150 kg
  Manipulators (Standard/SRM): 
   
  Left Arm: 
  Battle Claw 
   
  15 kg
   
  Right Arm: 
  None 
   
  0 kg
  Manipulators (Anti-Infantry): 
   
  Left Arm: 
  Battle Claw 
   
  15 kg
   
  Right Arm: 
  Battle Claw 
   
  15 kg
  Armor (All): 
  Advanced 
  5 
  280 kg
   
  Armor Value:  
  7 + 1 (Trooper)
     
   
   
  slots
  Weapons and equipment 
   location (capacity) 
  mass
  Standard
  Medium Recoilless Rifle 
   
  RA 
  2 
  250 kg
  Rocket Launcher 4 (OS)
   Detachable Missile Pack 
   
  Body 
  1 
  110 kg
  Anti-Infantry
  Machine Gun 
   
  RA 
  1 
  100 kg
  Firedrake Support Needler 
   
  LA 
  1 
  50 kg
  Camo System 
   
  Body 
  2 
  200 kg
  SRM
  Heavy Machine Gun 
   
  RA 
  1 
  150 kg
  SRM 6 (OS)
   Detachable Missile Pack 
   
  Body 
  4 
  210 kg
  
  22
  rottweiler battle arMor
   
  On initial inception, quad battle armor was received 
  with skepticism among the commanders of the LAAF. 
  While useful when a fast punch is necessary, it still failed 
  to impress with its average speed and firepower. Lyran en-
  gineers took this as a challenge and saw the promise that 
  quad battle armor could bring with superior mobility. They 
  directed their efforts to create a suit that would outpace 
  any other battle armor in production by any House and be 
  so low to the ground that it would be nearly impossible 
  to hit. Pushing engineering limits and LAAF patience, the 
  engineers developed the Rottweiler quad battlesuit.
   
  Topping speeds of 54 kph, the Rottweiler can close 
  quickly to its target zone and withstand most attempts to 
  destroy it. Its survivability is due to a thicker hide of ad-
  vanced sensor-baffling armor that exceeds the parameters 
  of the Fenrir despite only weighing half as much. By leaving 
  off the vulnerable turret assemblage, the Rottweiler uses a 
  simple dorsal mount for its weapons array. The usual load-
  out consists of a standard support laser and a Firedrake 
  needler anti-personnel weapon. With this arrangement, 
  the pilot is able to lie inside the machine more comfortably 
  and thus endure longer missions with less fatigue. Because 
  the Rottweiler’s design capabilities are geared towards a 
  scouting and reconnaissance role, it also features an en-
  hanced sensor suite.
   
  The battlesuits came into their own as the Jihad swept 
  over the Lyran Alliance. Used as forward scouts during 
  the border war with the Free Worlds League, Rottweilers 
  performed admirably in the role, noting targets of inter-
  est and troop movements that often assisted artillery and 
  unit commanders in pinpointing FWL defenses. It became 
  common practice to drop off several squads of Rottweiler 
  and Fenrir armor in key strategic zones ahead of the main 
  assault force.
   
  As the war progressed, so did the need for variants 
  of the battlesuit. Critically short of standard Infiltrator Mk. 
  II and having lost the Gray Death Battle Armor factory 
  on Glengarry, the LAAF adapted the Rottweiler to close-
  quarters combat situations. The Firedrake needler was re-
  placed with a machine gun and the support laser removed 
  for a flamer. With the basic stealth armor still intact, the 
  battlesuit became a deadly urban fighter against hard-
  ened infantry positions. Its quick speed allowed it to move 
  swiftly through the mazes of city streets, affording it a fast 
  response time to a battle’s ebb and flow.
   
  To augment their defensive scout forces, some 
  Rottweilers underwent an intensive upgrade that saw the 
  enhanced sensor package replaced with a remote sensor 
  dispenser and both top-mounted weapons removed for 
  a long-range King David light Gauss rifle. The additional 
  range afforded by the Lyran clone of the King David gave 
  entrenched suits a longer defensive reach to hold off at-
  tackers for critical seconds before withdrawing. The remote 
  sensors would enhance the perimeter grids and help guide 
  reinforcements or even artillery fire, if preplanned.
   
  This newer defensive variant became critically impor-
  tant during the liberation of Donegal in 3071. After estab-
  lishing several beachhead sectors, General Adam Steiner 
  had several mixed Rottweiler squads deployed on both 
  flanks to guard against any Blakist counterattacks. Early in 
  the morning two days after landing, two separate squads of 
  Rottweilers managed to hold off a probing attack by a Blakist 
  Shadow Division, taking down at least one Nexus and a Firefly 
  that had tripped the early warning sensors placed the night 
  before. Using triangulation telemetry from the sensors, the 
  Rottweilers were able to pinpoint the location of the intrud-
  ers and managed to lay a fast ambush for the approaching 
  Word ’Mechs. Hitting from a distance, both squads kept the 
  two ’Mechs back as they bounded from one entrenched po-
  sition to another. While they took over fifty percent losses, 
  the two squads were successful in their actions as a lance of 
  Regulars arrived in time to push back the rest of the Blakist 
  scouts. The flank remained secure, and the force moved on 
  to capture the main spaceport.
  notable troopers
  sergeant brian “top” hustcarle: Commander of Fifth 
  Company, Third Donegal Infantry Brigade, Sergeant 
  Hustcarle led the successful defense of the Lyran flank on 
  Donegal during the initial landings. A Loyalist during the 
  Civil War, the sergeant occasionally feels the need to de-
  fend his devotion to the Lyran state with his fists.
  the dark dragos: A small, independent security force em-
  ployed by Coventry Metal Works, the Dark Dragos had to go 
  underground when the Word of Blake captured the facility 
  and occupied Coventry. Operating as a guerilla force in and 
  around the main facility complex, the unit maintained a 
  constant watch on the occupying Blakist force, supplying 
  the LAAF with much needed intelligence. The Dragos used 
  their small squads of Fenrir and Rottweilers to some effect, 
  setting off ambushes and laying sensors to gather data, 
  which became extremely useful when the Lyrans arrived 
  to liberate the facility.
  martius Jaguar: A former Smoke Jaguar Elemental who 
  had defiled himself by coming to Solaris VII to fight, Martius 
  found a tolerable existence with the Iron Men, a relatively 
  new stable located in New Brighton. Working his way up 
  from a battered Nighthawk PA(L) to a three-legged Fenrir, 
  Martius fought alongside Erik Gray’s SHDL and helped the 
  rebel force capture the International Zone in late 3070. 
  Discovering a warehouse that had several “confiscated” bat-
  tlesuits, Martius immediately took to the lone Rottweiler. 
  Even as Solaris continues to recover from the devastation, 
  he can be found winning matches in the Crankshaft and 
  the Scrapyard in his “Lone Jaguar.”
  
  23
  rottweiler battle arMor
  type: Rottweiler Battle Armor
  manufacturer: TharHes Industries
   
  primary factory: Eutin
  tech base: Inner Sphere
  chassis type: Quad
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  40 (Standard) 
   
  40 (Close Combat)
   
  35 (Upgrade)
  swarm/leg attack/mechanized/ap: No/No/No/No
  notes: None.
  equipment  
   
  slots  
  mass
  Chassis:  
  Medium Class Quad 
   
  175 kg
  Motive System:
   
  Ground MP:  
  5 
   
   120 kg
   
  Jump MP:  
  0  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  None  
   
  0 kg
   
  Right Arm:  
  None  
   
  0 kg
  Armor:  
  Basic Stealth 
  3  
  385 kg
  Armor Value: 7 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Small Laser 
   
  Body 
  1 
  200 kg
  Improved Sensors 
   
  Body 
  1 
  65 kg
  Mission Equipment 
   
  Body 
  1 
  5 kg
  Firedrake Support Needler 
   
  Body 
  1 
  50 kg
  Close Combat Variant
  Flamer 
   
  Body 
  1 
  150 kg
  Improved Sensors 
   
  Body 
  1 
  65 kg
  Mission Equipment 
   
  Body 
  1 
  5 kg
  Machine Gun 
   
  Body 
  1 
  100 kg
  Upgrade
  King David Light Gauss Rifle 
   
  Body 
  2 
  275 kg
  Remote Sensor Dispenser 
   
  Body 
  1 
  40 kg
  Mission Equipment 
   
  Body 
  1 
  5 kg
  
  24
  se’iriM MediuM battle arMor
   
  Demon-class battlesuits first appeared in 3070. 
  Clearly intended to complement the Word’s newly de-
  buted Celestial OmniMechs, this six-suit series—also the 
  brainchild of the Manei Domini’s engineering precentor, 
  Vapula—shares many of the same visual aesthetics as 
  its larger relations. Unlike the Celestials, Demon suits are 
  not fully modular, but many feature detachable weapon 
  mounts and have been deployed concurrently in variable 
  configuration. The Djinn and Asura, for instance, both en-
  tered service with a standard combat configuration and a 
  stealth-capable anti-infantry version specifically intended 
  to keep opponents guessing. This provides a range of capa-
  bilities that can prove particularly effective when combined 
  with the flexibility of the Celestials and the cybernetic im-
  plants favored by the Manei Domini elite who represent 
  the Demons’ primary (if not exclusive) operators.
   
  The second of two medium-weight battlesuits in the 
  Demon series (the other being the Asura), the Se’irim is 
  named for the satyr-like beings of ancient Hebrew lore. But 
  where the Asura was built mainly to be an up-front fight-
  er, the Se’irim is styled more for stealth, eschewing jump 
  jets for fast overland mobility and equipped with sensor-
  defeating armor to deter enemy ranged attacks. Se’irim 
  troopers thus tend to favor ambush tactics, hiding in local 
  cover until their prey draws close enough to guarantee a 
  solid first strike, followed by a devastating swarm attack. 
  For standard Se’irim squads, this first strike may deliver up 
  to thirty SRMs, backed by the explosive shells from a sextet 
  of light recoilless weapons, for a volley powerful enough to 
  lay waste to most conventional infantry, pummel enemy 
  battle armor, or even bring down a light ’Mech outright. 
  With their prey stunned, these troops may then close to 
  point-blank range, where their vibroclaws can tear into any 
  survivors or enable them to scale enemy vehicles for a coup 
  de grace.
   
  As devastating as this standard configuration is, how-
  ever, the Se’irim’s anti-infantry variation has been charac-
  terized as an attempt to create the perfect platform for 
  mass murder. This variant drops the missile rack in favor 
  of two shoulder-mounted machine guns and trades in the 
  recoilless rifle for a standard flamer with an extended fuel 
  supply. Already so deadly that even a single trooper can 
  wipe out a conventional platoon in seconds, this model’s 
  anti-personnel mount—slung under the right forearm—
  seems almost superfluous.
   
  In mid-3073, however, an even more devious form 
  of the Se’irim appeared, making use of the Word’s newly 
  developed detachable weapon pack (DWP) system. Used 
  exclusively by designated Manei Domini “capture teams,” 
  this Se’irim variant has two battle claws rather than the 
  vibro-enhanced single claw seen in earlier models and car-
  ries a light machine gun in each arm for anti-infantry work. 
  Its main feature, however, is the DWP-mounted ’Mech 
  taser it uses to disable or disrupt enemy vehicle and ’Mech 
  units. A successful attack by these troopers can quickly net 
  the Manei Domini not only some prime salvage, but also 
  a POW whose ultimate fate at the hands of the Master’s 
  troops can only be imagined.
   
  Although initial analysis speculated that the Word’s 
  Celestial and Demon series units were intended to eventu-
  ally phase out their current equipment across all Blakist line 
  forces, the Demon series battle armor has only appeared 
  in significant numbers among the ranks of the hyper-elite 
  Manei Domini, and the Se’irim is no exception. Whether 
  this is because the Demons are specially made for Manei 
  Domini troops—perhaps to interface with their cybernetics 
  on levels most modern battle armor cannot—or whether 
  this is further evidence of a rift between the Domini and 
  the regular forces commanded by Cameron St. Jamais re-
  mains uncertain.
  notable troopers
  Zombie (demi-)precentor tau Kona Jenkins: Although 
  a junior officer in the Forty-fifth Shadow Division, Jenkins 
  achieved notoriety throughout the Domini as a proponent 
  of what she called a “Choir” formation. Roughly analogous 
  to a Clan Nova, the Choir consists of two Level IIs—one of 
  battle armor and one of ’Mechs—organized as a single unit. 
  During the Word’s conquest of Benjamin in 3072, Jenkins 
  put her Choirs to good use, rapidly deploying her battle 
  armor in advance of DCMS formations, then allowing her 
  ’Mechs to fall back enough to place the enemy units in a 
  killing zone between them. Using this tactic, Jenkins’ Choir 
  destroyed over a company of Draconis BattleMechs and 
  vehicles, and captured several dozen warriors.
   
  In recognition of her efforts, Jenkins received a promo-
  tion to a Level III command and was seemingly on the fast 
  track to her ascension within the Manei Domini ranks when 
  Clan Nova Cat suddenly pounced on Benjamin in late 3072. 
  The innovator of the Choir formations never lived to see 
  her tactic employed against real Clan forces, as the Nova 
  Cat forces conducted a hot combat drop on her command 
  post as the very first part of their assault.
  the demon hounds: A special Level II of battle armor 
  attached to the Forty-third Shadow Division, the Demon 
  Hounds included at least one Level I of Se’irim battlesuits 
  during the Forthy-third’s ill-fated attack on Arc-Royal in 
  3072. Thought destroyed during the attack, the Hounds 
  actually went to ground on Arc-Royal, and its warriors 
  spent the next two years conducting reconnaissance 
  and espionage strikes aimed at weakening the planetary 
  defenses from within. In their most daring attack, the 
  Demon Hounds destroyed a Kell Hounds munitions stor-
  age compound outside of Old Connaught and caused 
  significant damage to the Arc-Royal MechWorks facilities 
  in New Hannover.
  
  25
  se’iriM MediuM battle arMor
  type: se’irim (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  49 (Standard)
   
  40 (Anti-Infantry)
   
  49 (Capture Team)
  swarm/leg attack/mechanized/ap:  Yes/Yes/Yes/No
  notes: The Anti-Infantry Se’irim may mount a single AP weapon weighing 
  up to 5 kg. Capture Team Se’irims may only move at 1 Ground MP while 
  carrying the ’Mech taser.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  175 kg
  Motive System (All):
   
  Ground MP:  
  3 
   
  80 kg
   
  Jump MP:  
  0 
   
  0 kg
  Manipulators (Standard/Anti-Infantry):
   
  Left Arm:  
  Battle Vibro-Claw 
   
  50 kg
   
  Right Arm:  
  None 
   
  0 kg
  Manipulators (Capture Team):
   
  Left Arm:  
  Battle Claw 
   
  15 kg
   
  Right Arm:  
  Battle Claw 
   
  15 kg
  Armor (All):  
  Basic Stealth 
  3 
  330 kg
   
  Armor Value: 6 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment 
   location (capacity) 
  mass
  Standard
  Light Recoilless Rifle 
   
  RA 
  2 
  175 kg
  Detachable SRM-5 (OS) 
   
  Body 
  3 
  185 kg
  Searchlight 
   
  Body 
  1 
  5 kg
  Anti-Infantry
  Flamer 
   
  RA 
  2 
  155 kg 
  Anti-Personnel Weapon 
   
  LA 
  1 
  5 kg
  Machine Gun 
   
  Body 
  1 
  100 kg
  Machine Gun 
   
  Body 
  1 
  100 kg
    
   
   
  slots
  Weapons and equipment 
   location (capacity) 
  mass
  Capture Team
  Light Machine Gun 
   
  RA 
  1 
  75 kg
  Light Machine Gun 
   
  LA 
  1 
  75 kg
  ’Mech Taser (Detachable
   Weapon Pack) 
   
  Body 
  1 
  225 kg
  Searchlight 
   
  Body 
  1 
  5 kg
  
  26
  trinity MediuM battle arMor
   
  Trinity battle armor is not one suit of battle armor, but 
  rather three armors built on a common frame. The actual 
  development history of the armor is somewhat suspect, as 
  the suit appeared with amazing speed at a very convenient 
  time. Capellan second-line commanders and the Capellan’s 
  allies spoke up after the preferential treatment that elite 
  and politically connected military units received when the 
  Fa Shih armor debuted. That the commanders were will-
  ing to put their jobs—and possibly their lives—on the line 
  by officially noting their displeasure spoke volumes of the 
  need for more battle armor. With Canopian and Taurian 
  promises to fund the R&D for the new battle armor, the 
  CCAF spared no expense and the Trinity moved from initial 
  development to standard production in less than 2 years.
   
  During the prototype stage, the Capellans worked 
  with designers from both realms to outfit designs that 
  would fit the operational and cosmetic needs of their 
  nations. The Capellan version, the Ying Long or “Shadow 
  Dragon,” is a bit shorter and harkens back to the Chinese 
  dragon, while the Taurian Asterion resembles the Taurian 
  Minotaur totem. The Canopians made a direct political 
  statement by naming their somewhat taller armor after 
  Theseus, the legendary slayer of the Minotaur. Once all 
  three designs were complete, the Capellans agreed to pro-
  duce them until the two realms could produce their own 
  models. After a few years filled with “communication errors” 
  and “misplaced parts,” Taurus Territorial Industries and Foxx 
  Infantry Systems finally reverse-engineered the design, 
  ending the two realms’ purchases, much to the surprise of 
  the Capellans who were then stuck with a few score of the 
  foreign designs.
   
  The Trinity is tougher and sleeker than its predecessor, 
  able to take a full large-laser impact and survive, while it is 
  capable of sustaining a 30 kph ground speed. They feature 
  battle claws to swarm enemy machines and also a modular 
  weapons mount on the back. The Capellans typically use 
  a plasma rifle, while the first Periphery versions mounted 
  a medium recoilless rifle. Since manufacturing moved to 
  the Periphery as well, the Taurians began tinkering with a 
  variant wielding a support PPC, while the Canopians have 
  been known to trade down to a lighter recoilless rifle to 
  add in a trio of rockets.
   
  Another gap between the armor used by the Periphery 
  powers and the Capellans has caused notice in not only 
  those realms, but also all their neighbors as well. The Ying 
  Long mounts the cutting-edge mimetic armor used on the 
  Purifier. The Word of Blake stopped just short of official ac-
  cusations of espionage while the Free Worlds League and 
  Federated Suns wondered if there was collaboration be-
  tween the Liaos and Blakists. Meanwhile, the Taurians and 
  Canopians rose above the snubbing and produced their 
  cheaper armor at greater rates.
   
  While the armor performed well in minor con-
  flicts and raids, it finally got a good test on the battle-
  field during Operation Sovereign Justice. The Trinity 
  managed to outperform the Fa Shih, using better 
  armor and longer combat range to overcome the lack 
  of jump jets. Even the Davion Cavalier battle armor 
  wasn’t ready for the range that the Trinity had, and 
  Trinity suits were able to defeat the Davion armor be-
  fore it could reach combat ranges. If the Capellans 
  and Canopian forces found a problem with the new 
  battle armor, it was the inability of the Trinity to mount  
  on non-OmniMechs.
  notable troopers
  ensign rodrigo chavez: While being a man in the MAF 
  can be a drawback at times, the physical demands of battle 
  armor make society take a back seat to practicality. Leading 
  a lance of battle armor for the Second Canopian Cuirassiers, 
  Chavez has made Canopian infantry a force to be reckoned 
  with.  When he was first assigned, his superiors thought him 
  too uneducated for the job and blamed his appointment on 
  his wealthy mother or her influential husband. After destroy-
  ing an entire Davion recon lance with his unit, however, he 
  has earned their respect in spades.
  Shia-ben-bing ming thompson: An average warrior in most 
  aspects, Thompson became a minor hero after a nearby 
  Swfitwind recorded her personal battle against a Federated 
  Suns Fireball. Unable to hit Thompson with ranged fire, the 
  Davion warrior foolishly moved in to try and step on her. In 
  response, the Shia-ben-bing clamored up the light ’Mech and 
  started tearing into the cockpit. The enemy MechWarrior 
  panicked and ejected, and the resulting blast knocked Ming 
  off the Fireball. The rough landing and burns kept her hos-
  pitalized for a month, but Thompson has since returned 
  to Syn’s Hussars with much fanfare from her fellow battle 
  armor troopers.
  section leader bill “bull” Williams: Commander of a 
  squad of Asterions, Bull Williams was at the forefront of the 
  fighting against the Federated Suns. His squad was the first 
  to receive the upgraded Asterion with the support PPC, a 
  surprise Davion forces weren’t ready for. After cutting up a 
  squad of Cavalier armor, Bull’s squad was forced to retreat 
  when a lance of BattleMechs was dispatched their way. Bull 
  has touted that as a victory, happy to make the “Feddies 
  waste resources on some Taurian good ol‘ boys,” as he is 
  fond of saying.
  
  27
  trinity MediuM battle arMor
  type: Trinity Medium Battle Armor
  manufacturer: Ceres Metals, Foxx Infantry Systems, Taurus Territorial Industries
   
  primary factory: Capella (Liao), Royal Foxx (Magistracy of Canopus),  
   
   
  Sterope (Taurian Concordat)
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  37 (Ying Long)
   
  40 (Asterion/Theseus)
   
  36 (PPC)
   
  39 (Rocket Launcher)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/No
  notes: None.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  175 kg
  Motive System:
   
  Ground MP:  
  3 
   
  80 kg
   
  Jump MP:  
  0  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  Battle Claw  
   
  15 kg
   
  Right Arm:  
  Battle Claw  
   
  15 kg
  Ying Long
  Armor:  
  Mimetic 
  7 
  400 kg
  Asterion/Theseus
  Armor:  
  Standard 
   
  400 kg
  Armor Value: 8 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Ying Long
  Modular Weapon Mount 
   
  Body 
  1 
  10 kg
   Man-Portable Plasma Rifle 
   
  Body 
  2 
  300 kg
  Asterion/Theseus
  Modular Weapon Mount 
   
  Body 
  1 
  10 kg
   Medium Recoilless Rifle 
   
  Body 
  2 
  250 kg
  Support PPC Variant
  Modular Weapon Mount 
   
  Body 
  1 
  10 kg
   Support PPC   
   
  Body 
  2 
  250 kg
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Rocket Launcher Variant
  Modular Weapon Mount 
   
  Body 
  1 
  10 kg
   Light Recoilless Rifle 
   
  Body 
  2 
  175 kg
  3 Rocket Launcher 1  
   
  Body 
  3 
  75 kg
  
  28
  Void MediuM battle arMor
   
  After the Combine’s early armor successes with the 
  Kage, Raiden, and Kanazuchi battle armor suits, the DCMS 
  oddly hedged on moving forward with their battle armor 
  programs. Fueled in part by the lingering traditional dis-
  like of non-’Mech units as well as slight opposition to the 
  Coordinator’s continuing reforms, the Combine lagged 
  farther behind the other Houses in creating mission-dedi-
  cated suits. Despite a flurry of adaptations and upgrades to 
  the current production models, it wasn’t enough to main-
  tain parity with most of the other Houses, especially the 
  Combine’s constant rival, the Federated Suns.
   
  With technology ramping up in order to build and 
  maintain battle armor on a large scale—as demonstrated 
  in Operation: Bulldog—the DCMS old guard acquiesced and 
  assigned more resources and larger budgets to the develop-
  ment of new models. The decision was an intelligent one, 
  as shown almost immediately during the Combine–Ghost 
  Bear War and the heightened hostilities and skirmishes with 
  Draconis March troops.
   
  Despite the increase in resources and budgets, the 
  DCMS battle armor program slipped promised dates con-
  sistently, with the first new design prototype being unveiled 
  in 3067, five full years after the go-ahead was given.
   
  Combine scientists decided to use the successful Kage 
  armor as a base template rather than start from scratch. 
  With an idea of their final design specs in mind, they con-
  tinually modified the Kage armor to the point of being 
  unrecognizable. The suit was unusually tall for mid-weight 
  battle armor; the reason became clear when a Nova Cat 
  Elemental suited up during a demonstration. This demon-
  stration of the Void’s versatility with respect to operator 
  sizes had a mixed reaction, as it also required explanations 
  to askance observers that the newly christened Void was 
  purely a Combine design that allowed for extreme chang-
  es in pilot size and did not include questionable technical 
  support from the Nova Cats. The Elemental’s superior skills 
  allowed the team to showcase the extremes of the Void’s 
  capabilities. The Void’s combat potential revealed, the 
  DCMS High Command enthusiastically authorized produc-
  tion, and trade possibilities opened up with the Nova Cats 
  soon after.
   
  The Void was in full production by the time of the 
  Black Dragon coup in December 3067. Most of the Otomo 
  and First Genyosha were equipped with a mixture of 
  Voids and Raiden suits, which performed well together 
  in fire teams that roamed the smoke- and rubble-choked 
  streets of Imperial City. Because Ishikawajima-Harima’s 
  main factory was located on the south polar continent of 
  Luthien, it was well out of the way of most of the fight-
  ing that raged on the planet for nearly five years. CEO 
  Jonas Tigiki declared his company’s support to the loyal-
  ists early on in the fighting and supplied repair parts and 
  new suits to the Genyosha and its allies as they became 
  available. With a moderately successful blockade of the 
  system by Word of Blake forces, Ishikawajima-Harima 
  had a difficult time attempting smuggling operations; 
  fortunately they had already begun building facilities on 
  Loysville and Agematsu in 3066 in anticipation of the 
  DCMS’s acceptance of the Void. 
   
  Void suits are now a common sight among most DCMS 
  elite commands; less so with regular DCMS line units and 
  Clan Nova Cat garrison forces, while being nearly non-ex-
  istent outside of the Combine. ISF and O5P operatives still 
  prefer the Kage armor.
   
  Most Void troopers retain the support particle cannon, 
  which gives them range and versatility along with decent 
  firepower. Nova Cat second-line troopers who utilize the 
  Void find the shoulder-mounted support PPC too bulky 
  and usually have it removed in favor of a left-arm mounted 
  MagShot Gauss rifle, which the Nova Cats have apparently 
  been able to copy or acquire from the Federated Suns since 
  the Void’s introduction. This version gives the Clan infan-
  try tremendous range and hitting power; the heavy vibro 
  battle claw in the right hand makes them vicious in close-
  quarters combat.
   
  Draconis Combine Admiralty Void troopers also es-
  chew the bulky PPC mount and utilize a small laser mount-
  ed on the left forearm over a heavy battle claw. The increase 
  in flexibility for the tighter confines of shipboard combat 
  makes the downgrade to the smaller weapon palatable; 
  most DCA marines back it up with a right-hand assault rifle 
  that utilizes accelerated energy transfer rounds in order to 
  minimize damage to critical systems.
  notable troopers
  star captain harris West: One of the most vocal of the 
  Nova Cat Delta Galaxy’s infantry members, West is in the 
  minority of voices that do not like the adamant direction 
  the Khans are taking the Clan. He insists that chasing after 
  an unproven Inner Sphere leader such as Devlin Stone will 
  only lead to the death of the Clan in the future.
  major byron montague: Rumored to be a twin to one 
  of the deadly members of the Opacus Venatori, Major 
  Montague tends to answer any questions surrounding his 
  brother by punching the questioner. Completely loyal to 
  ComStar when the Star League was formed, Montague 
  was the first volunteer to form up the SLDF’s Fury teams. 
  Recruited later by Captain Webb when the Jihad struck, 
  Montague has taken his XO role with the Star Seeds very 
  seriously. A specialist in marine engagements, Montague 
  has assisted the Seeds in many boarding actions, through 
  the classified events of 3074.
  
  29
  Void MediuM battle arMor
  type: Void battle armor
  manufacturer: Ishikawajima-Harima BAI
   
  primary factory: Luthien
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  34 (Standard) 
   
  36 (Nova Cat) 
   
  37 (DCA) 
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/No
  notes: none.
   
   
  equipment  
   
  slots  
  mass
  Chassis:  
  Medium Class Humanoid 
   
  175 kg
  Motive System:
   
  Ground MP:  
  1 
   
   0 kg
   
  Jump MP:  
  4  
   
  150 kg
  Manipulators:
   
  Left Arm:  
  Basic Manipulator  
   
  0 kg
  Standard and DCA Variants
   
  Right Arm:  
  Armored Gloves  
   
  0 kg
  Nova Cat Variant
   
  Right Arm:  
  Heavy Battle Vibro-Claw  
   
  60 kg
  Armor:  
  Improved Stealth 
  5  
  300 kg
  Armor Value: 5 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Jump Booster 
   
  Body 
  2 
  125 kg
  Support PPC 
   
  Body 
  2 
  250 kg
  Nova Cat Variant
  Jump Booster 
   
  Body 
  2 
  125 kg
  Magshot Gauss Rifle 
   
  Body 
  3 
  175 kg
  DCA Variant
  Jump Booster 
   
  Body 
  2 
  125 kg
  Small Laser  
   
  LA 
  1 
  200 kg
  
  30
  phalanX battle arMor
   
  Though starting later then the Federated 
  Commonwealth and Draconis Combine in Battlearmor re-
  search and development, the Free Worlds League quickly 
  surpassed the other houses, coming out with the ac-
  claimed and highly coveted Longinus and Achileus suits. 
  While some of this was from their own military industrial 
  complex completing advanced, compact weapons sys-
  tems, much of the armor composites in the advanced 
  stealth systems were developed with the assistance of 
  the Word of Blake, who had success with their Tornado 
  suits. What the Free Worlds League was lacking, though, 
  was a heavy support suit, such as the larger Fenrir and 
  Kanazuchi suits. These heavy suits had proven themselves 
  feasible despite their mobility and weight issues after the 
  Free Worlds League decided that lighter and more com-
  pact suits would be the trend.
   
  Wary of tying themselves further to the increasingly 
  ambitious Word of Blake, the FWLM, in contrast to past 
  practice, first made several attempts to complete the de-
  sign on their own. However, numerous design problems 
  appeared seemingly out of the blue, delaying the project. 
  Odd problems, ranging from processor suites constantly 
  breaking to the myomer musculature regularly failing dur-
  ing the initial trials plagued the program and threatened 
  its existence. Eventually the military allowed Word of Blake 
  technical teams to enter into the program to troubleshoot 
  the design. In record time, the assistance solved the issues, 
  resulting in a first-rate design by Inner Sphere standards.
   
  Despite lacking jump jets, the improved ground mobil-
  ity of the Phalanx, coupled with its battle claw that allows 
  it to mount OmniMechs, allows it to pace most forces. Its 
  firepower is just as impressive, with four shoulder-mounted 
  short-range missile tubes. Also carried is the deadly man-
  portable King David Gauss rifle, which, while not as formi-
  dable as the Federated Suns-developed Magshot, is not as 
  heavy. To mask its approach into firing range, the improved 
  stealth armor (the same mounted on the earlier Achileus 
  suit) hides the armor from many targeting systems and 
  also provides ample protection against all but the heaviest 
  BattleMech mounted weapons systems. An armored glove 
  on the right hand allows troopers to perform more precise 
  actions, from handling lighter anti-personnel weapons, to 
  keypads and external datapads, to even lockpicks when 
  trying to break into a locked installation.
   
  In exchange for all this help, Word of Blake would have 
  the right to use the new design, which worked well with 
  their other stealthy designs. Because of this, during the 
  development of the suit, the Blakists also created a “B” vari-
  ant of the design, swapping the Gauss out for their newly 
  developed ’Mech taser rifle and additional hardening of its 
  electronics for protection from the devastating feedback 
  of using taser rifles. With the exception of Free Worlds units 
  that have joined the Word of Blake Protectorate, very few 
  troops have tried to get their hands on this version. Part of 
  this is due to its very limited role, but it is mostly due to the 
  fact that while the Word of Blake first debuted it as a “field 
  variant,” seemingly overnight they were manufacturing it 
  on Gibson, obviously limiting the customer base.
   
  The Word of Blake is increasing its usage of the Phalanx 
  as the Jihad is progressing, using it as a heavy-support de-
  sign for its lighter Purifier and Nighthawk suits in combat 
  situations. Instead of simply fielding the Phalanx-A, the 
  Blakists have employed a new model sporting a heavy 
  mortar and a Word copy of the Magshot. The Phalanx-A can 
  supply long-range direct and indirect fire support for other 
  battle suits, while the Phalanx-B often focuses on captur-
  ing high-value battlefield targets, typically commanders of 
  units, and disabling the vehicles of key political personas. 
  Alys Rousset-Marik’s resistance movement has garnered a 
  limited number of –B models and much greater numbers of 
  the original, and the units have proven themselves useful 
  by providing missile fire support for unarmored guerillas, 
  firing from hidden plots at the last minute when fighting 
  protectorate militias.
  notable troopers
  demi-precentor glenda durham: One of Heart of Blake’s 
  more recent recruits, Glenda Durham brought her squad of 
  Phalanx-Bs with her to the unit, defecting when the merce-
  nary unit raided Epsilon Eridani in 3073 in search of war sup-
  plies and bounties. Part of a group regularly sent out to hunt 
  down traitors and high-profile opponents, Demi-Precentor 
  Durham and her soldiers became disillusioned over time 
  about their orders, as they were often sent to capture seem-
  ingly harmless protesters and political opponents with no 
  military value. On more than one occasion, her unit was or-
  dered to use their tasers on soldiers surrendering to make an 
  example for the other enemy combatants, which she credits 
  for making her rethink her allegiance.
   
  Using her unit’s tasers, Durham and her troopers have 
  helped the Heart of Blake capture many Blakists and Blakist 
  mercenaries, which has granted a huge boon of military 
  intelligence on Blakist operations to the various resistance 
  movements in the Inner Sphere. It has also earned Durham 
  a huge bounty on her own head, at a level the Blakists nor-
  mally reserve for the highest-ranking personnel in hostile 
  forces. Already wounded once during an attempted cap-
  ture by a mercenary bounty hunter team, she lost her left 
  arm (since replaced by a myomer prosthesis) during the 
  battle. It was her use of the taser against the last surviv-
  ing unarmored raider that prevented her from being taken 
  back to her former Blakist masters.
  
  31
  phalanX battle arMor
  type: Phalanx
  manufacturer: Free Worlds Defense Industries, Irian Technologies
   
  primary factory: Gibson, Irian
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Heavy
  maximum Weight: 1,500 kg
  battle Value:
   
  56 (Phalanx-A) 
   
  61 (Phalanx-B) 
   
  47 (Phalanx-C) 
  swarm/leg attack/mechanized/ap: No/No/Yes/Yes
  notes: May Jettison SRM (no effect in gameplay).
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  300 kg
  Motive System:
   
  Ground MP:  
  2 
   
  80 kg
   
  Jump MP:  
  0  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  Battle Claw  
   
  15 kg
   
  Right Arm:  
  Armored Glove  
   
  0 kg
  Armor:  
  Improved Stealth 
  5  
  420 kg
  Armor Value: 7 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Phalanx-A
  Detachable SRM 4 (2 shots) 
   
  Body 
  3 
  330 kg
  King David Lt Gauss Rifle 
   
  RA 
  2 
  275 kg
  Phalanx-B
  Detachable SRM 4 (2 shots) 
   
  Body 
  3 
  330 kg
  ’Mech Taser Rifle (OS) 
   
  RA 
  2 
  300 kg
  Phalanx-C
  Heavy Mortar 
   
  Body 
  3 
  480 kg
  Magshot Gauss Rifle 
   
  RA 
  3 
  175 kg
  
  32
  tengu heaVy battle arMor
   
  Of the six battle armor designs in the Demon series, 
  the Tengu appears to be the most experimental, featur-
  ing more modular technologies and what some observers 
  have characterized as “an overworked motive system ar-
  rangement.” Its name taken from demons of Japanese lore, 
  the Tengu first appeared soon after the Djinn—making 
  it the second Demon-series battlesuit to enter service. 
  Though readily recognized as part of the series thanks to 
  its winged appearance and snarling visage, it soon became 
  clear that the Tengu was one of the more unusual creations 
  conceived by Precentor Vapula. While the other Demons 
  quickly defined their various standard configurations, the 
  Tengu’s capabilities seemed to vary so wildly in the first 
  months after its debut that many military tech experts 
  could only speculate on the capabilities of the standard-
  model Tengu. In fact, a prevailing theory soon surfaced 
  that the Tengu represented Vapula’s first experiments in 
  creating a battle armor type with the same flexibility as the 
  Celestial OmniMech series—experiments that ultimately 
  were abandoned in favor of more hard-wired variants.
   
  Core to this presumption was the fact that the 
  Tengu—unlike virtually every battle armor design in exis-
  tence—boasts both a high ground speed (for its size) and 
  jump jets. Considered inefficient in the kilogram-conscious 
  economy of battlesuit design, this approach runs counter 
  to conventional wisdom, which emphasizes one movement 
  mode over all others (as exemplified by the Clan Elemental, 
  which barely outpaces conventional infantry on foot but 
  can leap forward in 90-meter hops). How such an arrange-
  ment might benefit the trooper in more than a select few 
  circumstances remains unclear, but the result is a design 
  that sacrifices hundreds of potential weapon and armor 
  kilograms to seemingly superfluous motive systems.
   
  Adding to the impression of the Tengu as a test-bed 
  design is its armament. To date, at least four general-use 
  configurations have been identified along with a score of 
  personalized variants. The standard and support versions, 
  which were the first models to appear, each employ a mod-
  ular left arm primary weapon mount and a secondary right 
  arm anti-personnel weapon mount. In the primary mount, 
  the standard Tengu carries a man-portable plasma rifle. 
  Its support counterpart, meanwhile, uses a light recoilless 
  rifle, saving enough weight for a detachable one-shot SRM 
  triple-tube launcher. Both of these suits leave ample space 
  for secondary weapons while still sporting enough armor 
  to survive most heavy weapon hits.
   
  Far more recently, two more Tengu configurations 
  have surfaced that employ the semi-external detachable 
  weapon mount. Taking advantage of the weight and space 
  savings made possible by this technology, these suits are 
  more sluggish in combat and lack roughly eight percent 
  of the original Tengu’s armor. Yet each one carries heavier 
  weapons than normally expected on such suits, including 
  the lightweight version of the Word’s new variable-speed 
  lasers or even a semi-external medium laser.
   
  Because all four primary configurations of the Tengu 
  use modular or detachable equipment, many field varia-
  tions have been reported as well, including a completely 
  weapons-free model (presumably used more as a guardian 
  in safer interior areas, though sporadic reports seem to sug-
  gest that these supposedly unarmed suits actually carry so-
  phisticated electronics intended to mimic the capabilities of 
  the Word’s powerful improved C3 computers). Other uncon-
  firmed reports claim that a custom Tengu exists that carries 
  twin torso-mounted five-tube rocket launchers, backed by a 
  machine gun and battle claws for anti-infantry work.
   
  During the first major action involving Demon bat-
  tle armor—the 3071 purge of the New Gibson Freedom 
  League from Gibson’s capital city of Portent—Tengus op-
  erated in close concert with Djinn and Purifier battlesuits to 
  cut down rebel infantry and vehicle support over a bloody, 
  two-day street battle. Since then, these battlesuits have be-
  come a fixture in most of the Shadow Divisions, but—like 
  all of the other Demons—they remain almost unheard of 
  beyond the ranks of the Manei Domini.
  notable troopers
  specter precentor sigma dantalion: Long-time dep-
  uty to the Forty-ninth Shadow Division’s commander, 
  Precentor Naamah, Dantalion is the ascended Manei 
  Domini who has led the Forty-ninth on all of its major 
  outings while Naamah herself operated covertly in 
  the Regulan Court (under the alias of “Sonja Amora”). 
  Under the command of this cross-trained MechWarrior 
  and battle armor trooper, the Forty-ninth—“Naamah’s 
  Nightwalkers”—destroyed both the Second Regulan 
  Hussars and a hefty portion of the First Regulan Hussars 
  in devastating attacks on Wallis and Regulus itself. During 
  the attack on Regulus, Dantalion eschewed his modified 
  Albatross and stormed Prince Cameron-Jones’ palace in his 
  Tengu battlesuit to personally extract his commander.
   
  Shortly before the inevitable Regulan assault on 
  Gibson in 3073, Dantalion found himself in full command 
  of the Nightwalkers when Naamah stood down as the divi-
  sion’s commander. When the Regulans attacked, Dantalion 
  once more chose to fight in his Tengu. Sketchy after-ac-
  tion reports claim that Dantalion’s squad eliminated the 
  Regulan force’s commander at the peak of the fighting, 
  resulting in the eventual rout of the surviving task force 
  troops. Following this victory, the warriors of the Forty-
  ninth honored their new commander by formally renaming 
  the division “Dantalion’s Dirge.”
  
  33
  tengu heaVy battle arMor
  type: tengu (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Heavy
  maximum Weight: 1,500 kg
  battle Value:
   
  48 (Standard)
   
  52 (Support)
   
  52 (Small VSP Laser)
   
  67 (Medium Laser)
  swarm/leg attack/mechanized/ap:  
  No/No/Yes/Yes
  notes: The Standard Tengu may mount a single AP weapon weighing up to 35 
  kg. The Support Tengu may mount a single AP weapon weighing up to 25 kg, but 
  may not jump until it jettisons its SRM-3. The Small VSP Laser Tengu may mount a 
  single AP weapon weighing up to 5 kg, but may only move at 1 Ground MP and 
  cannot jump while carrying the Small Variable-Speed Laser. The Medium Laser 
  Tengu may mount a single AP weapon weighing up to 10 kg but may only move 
  at 1 Ground MP and cannot jump while carrying the Medium Laser.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  300 kg
  Motive System (All):
   
  Ground MP:  
  2 
   
  80 kg
   
  Jump MP:  
  2 
   
  250 kg
  Manipulators (All):
   
  Left Arm:  
  Basic Manipulator  
   
  0 kg
   
  Right Arm:  
  Basic Manipulator 
   
  0 kg
  Armor:
  (Standard/Support): 
  Advanced 
  5  
  520 kg
   
  Armor Value: 13 + 1 (Trooper)
  (Small VSP/Medium Laser):  
  Advanced 
  5  
  480 kg
   
  Armor Value: 12 + 1 (Trooper)
   
   
   
  slots
  Weapons and equipment 
   
  location 
  (capacity) 
  mass
  Standard
  Modular Weapon Mount 
   
  LA 
  1 
  10 kg
   
  M-P Plasma Rifle 
   
  LA 
  2 
  300 kg
  Anti-Personnel Weapon 
   
  RA 
  1 
  5 kg
  Support
  Modular Weapon Mount 
   
  LA 
  1 
  10 kg
   
  Light Recoilless Rifle 
   
  LA 
  2 
  175 kg
  Anti-Personnel Weapon 
   
  RA 
  1 
  5 kg
  SRM 3 (OS)
   
  Detachable Missile Pack 
   
  Body 
  2 
  135 kg
   
   
   
  slots
  Weapons and equipment 
   
  location 
  (capacity) 
  mass
  Small VSP Laser
  Small Variable-Speed Laser
   
  (Detachable Weapon Mt.) 
   
  LA 
  1 
  380 kg
  Anti-Personnel Weapon 
   
  RA 
  1 
  5 kg
  Medium Laser
  Medium Laser
   
  (Detachable Weapon Mt.) 
   
  LA 
  1 
  375 kg
  Anti-Personnel Weapon 
   
  RA 
  1 
  5 kg
  
  34
  grenadier battle arMor
   
  Despite NAIS developing many of the battle armor 
  suits used by the Federated Suns, they were not the only 
  Suns R&D group working on what would become a staple 
  in future ground forces. The Hahm-Heinze Design Bureau, 
  a group with ties to various GM subsidiaries, used its con-
  nections and reputation to gain a foothold in the proposal 
  process when the then-Federated Commonwealth sent out 
  a request to its military-industrial complex for new battle 
  armor suits.
   
  Though involved in the process, Hahm-Heinze did not 
  submit a design, realizing just how massive the task would 
  be. It would be over a decade, in 3062, when the firm ap-
  proached the AFFC with their original Grenadier concept 
  and two prototypes.
   
  The initial design was more of a proof of concept 
  intended to see how much weaponry could be mount-
  ed on a battlesuit while retaining acceptable mobility. 
  Though impressive, the suit evolved into a support plat-
  form. The Grenadier has a uniquely high endurance for a 
  missile-equipped suit. Not content with just a quad rack 
  of short-range missiles, each suit carries seven reloads for 
  the rack, allowing it to stay at range for longer than most 
  fire-support battle armors. Even when this ammunition is 
  exhausted, the Grenadier retains a modularly mounted 
  support laser.
   
  But the timing was not right, and the Federated 
  Commonwealth rejected the Grenadier. Not until the 
  height of the FedCom Civil War did both sides realize the 
  suit’s potential as they scrambled for any new war materiel 
  to replenish its losses. Despite the renewed interest, very 
  few Grenadiers made it to combat, as the armors produced 
  on New Avalon for the loyalists were held back in storage 
  due to massive bureaucratic red tape, and the Talcott facil-
  ity at the time was only able to produce suits in limited 
  quality until after the end of the war.
   
  Sales for the Grenadier have remained steady but slow 
  due to the problems of secure transportation and commu-
  nication caused by the Jihad, resulting in many executives 
  calling for the shutdown of production at several points 
  in time. In response, supporters within GM (often allies of 
  the Hahm-Heinze group) initiated a massive military and 
  public relations campaign to advertise the effectiveness 
  of the armored suit called “Operation Parade,” recruiting 
  hundreds of retired armored infantrymen. Equipped with 
  Grenadiers and other prototype suits, these units are bat-
  talion and company size, and they travel to various systems 
  locked in combat to supplement and assist the Federated 
  Suns commands. The reinforcements are a welcome sight, 
  and Operation Parade is allowing GM to showcase just how 
  effective the heavy battlesuit can be in combat. Though 
  technically independent units, the formations follow the 
  local AFFS commander’s orders, often encouraging the use 
  of the Grenadier in ambushes and hunter-killer units.
   
  In the fighting for New Avalon City, a company of 
  Operation Parade Grenadiers deployed with mixed conven-
  tional and Inferno rounds, which the Grenadiers used to 
  successfully ambush and destroy a Level II unit of medium 
  Blakist BattleMechs. Unable to detect the suits before the 
  initial volley of infernos and with their mobility hampered 
  by the rubble of the mauled metropolis, the overheated 
  ’Mechs could only return fire and destroy a few suits be-
  fore the subsequent volleys of SRMs crippled or destroyed 
  the entire Blakist unit in little over a minute. Several other 
  successes of this sort, on New Avalon and elsewhere, have 
  prompted other Blakist units to assign small battle armor 
  squads to accompany BattleMech patrols in urban areas. 
   
  With new battle reports and debriefings from both 
  customers and Operation Parade coming in steadily, GM 
  has begun offering alternatives to the Grenadier’s standard 
  support laser. These have included standard flamers and 
  recoilless rifles, the advanced Magshots, and even a light 
  TAG to assist LRM-armed Hauberks. A much more extensive 
  variant known as the Hunter-Killer Grenadier has appeared, 
  designed to maximize the range and firepower strengths 
  of the original for ambushes. At the expense of some am-
  munition, this version removes the modular anti-personnel 
  mount for a Firedrake needler system and a larger SRM 
  launcher. This version’s arm mount may sport a missile sys-
  tem, including the Compact NARC system that has been 
  reverse-engineered from salvaged Purifier suits. This allows 
  further improvement in the Hunter-Killer Grenadier’s mis-
  sile damage, thanks to increased accuracy.
  notable troopers
  command sergeant-major douglas trum: Though 
  born in the Pleiades Cluster, Trum was nonetheless a loud 
  Federated Suns supporter and served in a loyalist unit 
  during the Federated Commonwealth Civil War using his 
  Cavalier suit, not willing to betray those he served with for 
  over almost two decades. Worried his career was shattered 
  due to his decision, he mustered out, only to have the Jihad 
  break out shortly thereafter. Recruited by GM for Operation 
  Parade, he was the one who suggested his battalion be as-
  signed to shore up the Taurian/Suns border by being at-
  tached to Hansen’s Roughriders to demonstrate the suit’s 
  ability in counterinsurgency operations. After the destruc-
  tive terrorist attack on Taurus and the subsequent rabid 
  surge of Taurian forces across the border and their vicious 
  assault on anything Davion, Trum and his men have inher-
  ited the cold and bitter hatred of the Periphery power that 
  the Roughriders have maintained for almost a decade.
  
  35
  grenadier battle arMor
  type: Grenadier
  manufacturer: NAIS, GM
   
  primary factory: New Avalon, Talcott
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Assault
  maximum Weight: 2,000 kg
  battle Value:
   
  63 (Standard) 
   
  73 (Hunter-Killer) 
  swarm/leg attack/mechanized/ap: No/No/No/Yes
  notes: none.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  550 kg
  Motive System:
   
  Ground MP:  
  2 
   
   160 kg
   
  Jump MP:  
  0  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  None  
   
  0 kg
   
  Right Arm:  
  Basic Manipulator  
   
  0 kg
  Armor:  
  Standard Stealth 
  4  
  540 kg
  Armor Value: 9 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  SRM 4 (7 shots) 
   
  Body 
  5 
  530 kg
  Modular Weapon Mount 
   
  LA 
  4(3) 
  10 kg
   Small Laser 
   
  — 
  2 
  200 kg
   Flamer 
   
  — 
  2 
  160 kg
   Magshot Gauss Rifle 
   
  — 
  3 
  185 kg
   Light Recoilless Rifle 
   
  — 
  3 
  175 kg
   Light Tag 
   
  — 
  3 
  50 kg
  Anti-Personnel Weapon Mount  
  RA 
  1 
  5 kg
  Hunter-Killer
  SRM 5 (4 shots) 
   
  Body 
  5 
  510 kg
  Missile-Capable 
  Modular Weapon Mount 
   
  LA 
  4(3) 
  10 kg
   Magshot Gauss Rifle 
   
  — 
  3 
  185 kg
   Compact Narc (3 shots) 
   
  — 
  2 
  180 kg
  Firedrake Support Needler 
   
  RA 
  1 
  50 kg
  
  36
  hauberk battle arMor 
   
  The Hauberk assault battle armor has its genesis in 
  Clan Goliath Scorpion’s aquatic Undine battle armor de-
  sign. With the Word of Blake attacking on all fronts, the 
  Great Houses desperately sought any and all means of in-
  creasing their military output in the hopes of stemming 
  the tide. As Clan Diamond Shark had already established a 
  reputation for being willing to sell Clan technology directly 
  to the Inner Sphere—as was the case with their Mad Cat 
  II—the Houses discreetly courted the Diamond Sharks in 
  the hopes they would funnel additional Clan war material 
  their way.
   
  In the case of the Undine, the Federated Suns made 
  significant concessions in trade for several suits of battle 
  armor. Hopes that this new suit could be deployed in the 
  field quickly were dashed—the Undine’s specialized nature 
  proved to be tactically limiting. Maintenance problems 
  (and the high price the Diamond Sharks were asking for 
  HarJel) also conspired to derail Davion plans. However, it 
  was felt that the basic chassis, which was more refined than 
  anything the Inner Sphere had been able to produce to 
  date, could provide a solid foundation on which to develop 
  a new assault battle armor that was capable of challeng-
  ing designs such as the Kanazuchi and Golem. With intense 
  fighting raging on New Avalon, and the destruction of 
  other key manufacturing centers by Word of Blake and the 
  Capellan Confederation forces, the AFFS turned to General 
  Motors on Salem to develop and build the new battle 
  armor. Armed with data spirited out of the NAIS before it 
  was destroyed, GM had the first prototypes in the field by 
  3069, and by 3070 the suit was in full-scale production.
   
  The Hauberk’s first taste of combat came just weeks 
  later on Demeter when the elite McKinnon’s Raiders (also 
  known as the Fox’s Teeth) raided the Blakist-held world. The 
  Blakists Ninth Division dispatched Call of the Faithful III-
  delta to deal with the smaller Davion force, but the Raiders 
  proved to be elusive quarry. When two Level IIs caught up 
  with the company, it turned out to be a carefully coordi-
  nated ambush when a company of Hauberks emerged 
  from hidden positions to pour missile fire into their rear. 
  Turning to deal with the battle armor, the Blakists found 
  the Hauberk to be a difficult target. Caught between the 
  anvil of battle armor and the hammer of an elite BattleMech 
  company, the Word of Blake troops were smashed.
   
  As the Federated Suns continues to gain experience 
  with the new battle armor, Hauberks are being deployed 
  beside Infiltrator Mk. IIs and standard battle armor suits. 
  The Hauberk is proving popular with the Crucis Lancers, 
  Avalon Hussars, and March Militia units lucky enough to 
  receive battle armor. Deployment of the suit has been lim-
  ited only by the rate at which GM can turn out new suits.
   
  At first glance the Hauberk looks almost identical to its 
  parent, the Undine. Although exceptionally slow and un-
  maneuverable, the battle armor mounts one of the most 
  potent weapon systems attached to battle armor to date: 
  a long-range five missile rack on the suit’s torso, just behind 
  the head. With six salvos of missiles, a squad of Hauberks 
  are effectively a waddling missile battery with the firepower 
  to cripple an unwary BattleMech or vehicle. A small laser in 
  a fixed mount on the right arm provides the Hauberk with 
  the weaponry to deal with threats at short range. Though 
  lacking anti-personnel weapons, the suit’s powerful battle-
  claw makes it dangerous at close quarters.
   
  Offsetting the lack of speed and jump jets, the 
  Hauberk’s advanced stealth armor allows it to spring devas-
  tating ambushes on its foe, while the solid combined arms 
  tactics of the AFFS enable the suit to escape retaliation. 
  Many Blakist BattleMechs have been felled by the massed 
  fire of several Hauberk squads smashing through their 
  weaker rear armor, while their comrades watched the 
  Hauberks then race away aboard fast hover APCs before 
  the surviving Blakists could react. When an opponent 
  manages to fire at a Hauberk, the value of the thick stealth 
  armor can be seen in the low accuracy of the hostile fire 
  and the survival rate of the Hauberks.
   
  Only one variant has surfaced to date, developed dur-
  ing the vicious street fighting in Avalon City. The Hauberk 
  II replaces the small laser with a small pulse laser, and the 
  LRM system—all but useless in the point blank urban com-
  bat—is replaced with twin Magshot Gauss weapons.
  notable troopers
  captain nicholas scott: Scott started his military career as 
  a MechWarrior with the First Kathil Uhlans, but injuries suf-
  fered during the campaign to eradicate Clan Smoke Jaguar 
  made it impossible for him to use a neurohelmet. Almost 
  any other man would have quit the military life, or at least 
  accepted a post in a non-combat arm of the AFFS, but Scott 
  chose to retrain as an infantryman.
   
  His previous career has given Scott a unique insight 
  into how to break BattleMechs, and this skill channeled him 
  into the armored infantry corps. Assigned to the team test-
  ing the prototype Hauberks, Scott has worked closely with 
  Ross McKinnon in finding new and unpleasant ways to use 
  the battle armor against the Word of Blake.
  
  37
  hauberk battle arMor
  type: Hauberk
  manufacturer: General Motors
   
  primary factory: Salem
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Assault
  maximum Weight: 2,000 kg
  battle Value:
   
  70 (Standard) 
   
  63 (Hauberk II) 
  swarm/leg attack/mechanized/ap: No/No/No/No
  notes: None.
  equipment  
   
  slots  
  mass
  Chassis:  
   
  0 
  550 kg
  Motive System:
   
  Ground MP:  
  1 
  0 
  0 kg
   
  Jump MP:  
  0 
  0 
  0 kg
  Manipulators:
   
  Left Arm:  
  Battle Claw 
  0 
  15 kg
   
  Right Arm:  
  None 
  0 
  0 kg
  Armor:  
  Improved Stealth 
  5 
  660 kg
  Armor Value: 11 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Small Laser 
   
  RA 
  1 
  200 kg
  Power Pack 
   
  RA 
  1 
  25 kg
  LRM 5 (6 shots) 
   
  Body 
  6 
  550 kg
  Hauberk II
  Small Pulse Laser 
   
  RA 
  1 
  400 kg
  Power Pack 
   
  RA 
  1 
  25 kg
  2 Magshot Gauss Riles 
   
  Body 
  6 
  350 kg
  
  38
  nephiliM assault battle arMor
   
  Alongside its counterpart, the Shedu, the Nephilim 
  rounds out the Demon-series with its entry into the assault 
  class. Debuting last in the entire line, the Nephilim’s first re-
  corded appearance was noted in the fighting on Gibson in 
  mid-3071. Even then, this battlesuit’s powerful build, thick 
  mimetic armor, and range of configurations quickly identi-
  fied it as perhaps the pinnacle of Precentor Vapula’s cre-
  ations. Stealthy, mobile, and well armored, the Nephilim’s 
  generous use of either modular or detachable weapons 
  emphasizes a flexibility many of the other Demons only 
  appear to dabble in. Meanwhile, even the very name for 
  this suit class—taken from Christian legends of half-angels 
  who lived amongst humanity—hints at their closer rela-
  tion to the Celestial OmniMechs and likely the engineering 
  goals Vapula aimed for when developing the entire series.
   
  The Nephilim appeared in three distinct configura-
  tions when this battlesuit first entered service, all of which 
  feature good overland capability (for an assault class de-
  sign) and enough mimetic armor to not only sneak up on 
  an unwary target but also sustain fire from some of today’s 
  heaviest conventional weapons. The standard-model 
  Nephilim focuses on the principal firepower of twin dual-
  tube SRM launchers mounted over the suit’s shoulders, 
  while its handless right arm houses a modular weapon 
  mount typically devoted to a man-portable plasma rifle. 
  This version is well suited for engaging enemy ground 
  forces of all types, relying on their mimetics to close in and 
  deliver a powerful missile and plasma barrage.
   
  The second, more distinctive Nephilim variant fea-
  tures two Blakist-made duplicates of the FedSuns’ Magshot 
  Gauss rifle in shoulder mounts, backed up by a David light 
  Gauss rifle in the suit’s right arm. Though it lacks the dam-
  age potential of the standard model’s SRM volleys, this 
  “Gauss Nephilim” weapons load offers more continuous 
  and accurate firepower, especially in the hands of the elite 
  Manei Domini warriors.
   
  The third version of the Nephilim was the most curi-
  ous of the original Nephilim variants. Dubbed the “Seeker” 
  configuration, this suit carries a detachable three-tube SRM 
  launcher with three volleys, while a standard machine gun 
  typically resides in its right arm modular mount. In addi-
  tion, this variant packs an enhanced sensor package and a 
  searchlight in a drum mount over the armor’s left shoulder, 
  which combine to enhance the trooper’s capabilities as a 
  hunter/killer.
   
  Additional Nephilim versions have emerged more 
  recently, including a support variant that carries two 
  detachable four-tube rocket launchers and a small 
  laser. The advent of the detachable weapon pack (DWP) 
  mount, which enables battlesuit designers to install 
  heavier weaponry in a semi-external fashion, also pro-
  vided for further variants that temporarily sacrifice mo-
  bility in favor of heavier firepower. The special “capture 
  team” model, for example, combines the Word’s anti-
  ’Mech taser with a two-tube LRM launcher and a modu-
  lar mount on the right arm capable of housing a heavy 
  machine gun. A Narc-based variant has also been iden-
  tified that employs both a detachable, two-shot light 
  Narc launcher and a support PPC with a semi-external 
  weapon mount, leaving enough weight free to add a 
  twin-tube rocket launcher for additional firepower.
   
  The flexibility of all six basic configurations identified 
  to date has opened the door to even more varied one-offs 
  that have been observed in battles all across the Inner 
  Sphere. As a result, many commanders expecting to face 
  Nephilim battle armor often tell their troops only that they 
  can expect a combination of missile or rocket fire from 
  suits that feature heavy mimetic armor. As these suits are 
  invariably too tough for most other battle armor to con-
  tend with quickly, medium-weight vehicles and ’Mechs are 
  often seen as the most effective way to counter these as-
  sault Demons in battle.
   
  Though it has a wide range of basic configurations, 
  the Nephilim remains one of the most recently introduced 
  of the Demon battlesuits and thus has one of the lowest 
  apparent distribution rates of the entire series. As with the 
  other Demons, Nephilims do not appear in the ranks of 
  the regular Word of Blake Militia forces or the Protectorate 
  Militia, but even the Shadow Divisions lack widespread ac-
  cess to these suits. Indeed, recent intelligence sources have 
  placed the largest significant concentrations of these suits 
  in the 44th, Forty-seventh, 49th, and 52nd Divisions only.
  notable troopers
  Zombie adept omega Joe “crymo” richmond: Once a 
  veteran battle armor trooper who took part in the 3058 
  Word of Blake conquest of Terra, Adept Richmond was 
  augmented by the Manei Domini after a freak accident 
  in 3062 cost him both legs. Returned to duty nearly three 
  years later with enhanced prosthetic replacements and 
  apparent cross-training as a MechWarrior, Richmond has 
  become a master in stealth and reconnaissance for his new 
  unit, the Forty-seventh Shadow Division. Though he has 
  been observed in command of a lightweight and ultra-
  fast Locust-6M, this warrior clearly favors the up-close and 
  personal combat style of battle armor over BattleMechs. 
  Particularly fond of the Seeker-configuration Nephilim 
  suit, Adept Richmond commanded a battle armor squad 
  on Galatea alongside that of the Ghost Adept Berit Smitty 
  (the so-called “Bionic Witch of Galaport”) and may have 
  been responsible for the deaths of approximately six 
  hundred mercenary warriors, support personnel, and ci-
  vilians, resulting in a bounty on his head worth 100,000 
  C-bills (just like Smitty).
   
  Since that time, Richmond’s activities with the Forty-
  seventh have claimed at least a company’s worth of  ’Mechs 
  and vehicles in various raids launched by the Word.
  
  39
  nephiliM assault battle arMor
  type: nephilim (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  tech base: Inner Sphere
  chassis type: Humanoid
  Weight class: Assault
  maximum Weight: 2,000 kg
  battle Value:
   
  70 (Standard)
   
  81 (Gauss)
   
  82 (Seeker)
   
  70 (Support)
   
  74 (Capture Team)
   
  79 (Narc)
  swarm/leg attack/mechanized/ap:  
  No/No/No/No
  notes: Capture Team and Narc Nephilims may only move at 1 Ground MP while car-
  rying any Detachable Weapon Pack weapons.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  550 kg
  Motive System (All):
   
  Ground MP:  
  2 
   
  160 kg
   
  Jump MP:  
  0 
   
  0 kg
  Manipulators (All):
   
  Left Arm:  
  Heavy Battle Claw  
   
  20 kg
   
  Right Arm:  
  None 
   
  0 kg
  Armor (All): 
  Mimetic 
  7 
  850 kg
   
  Armor Value: 16 + 1 (Trooper)
     
   
  slots
  Weapons and equipment 
   
  location 
  (capacity) 
  mass
  Standard
  Modular Weapon Mount 
   
  RA 
  1 
  10 kg
   
  M-P Plasma Rifle 
   
  RA 
  2 
  300 kg
  2 SRM 2 (OS) 
   
  Body 
  4 
  150 kg
  Gauss
  David Light Gauss Rifle 
   
  RA 
  1 
  100 kg
  2 MagShot Gauss Rifles 
   
  Body 
  6 
  350 kg
  Seeker
  Modular Weapon Mount 
   
  RA 
  1 
  10 kg
   
  Machine Gun 
   
  RA 
  1 
  100 kg
  Detachable SRM 3 (3 Shots) 
   
  Body 
  3 
  280 kg
  Improved Sensors 
   
  Body 
  1 
  65 kg
  Searchlight 
   
  Body 
  1 
  5 kg
  Support
  Small Laser 
   
  RA 
  1 
  200 kg
  2 Detachable Rocket Launcher 4 
   
  Body 
  6 
  220 kg
   
   
   
  slots
  Weapons and equipment 
   
  location 
  (capacity) 
  mass
  Capture Team
  Modular Weapon Mount 
   
  RA 
  1 
  10 kg
   
  Heavy Machine Gun 
   
  RA 
  1 
  150 kg
  LRM 2 (OS) 
   
  Body 
  3 
  80 kg
  ’Mech Taser (Detachable
   
  Weapon Pack) 
   
  Body 
  1 
  225 kg
  Narc 
  Support PPC (Detachable
   
  Weapon Pack) 
   
  RA 
  1 
  195 kg
  Detachable Compact Narc
   
  (2 shots) 
   
  Body 
  2 
  180 kg
  Rocket Launcher 2 
   
  Body 
  2 
  50 kg
  
  40
  shedu assault battle arMor
   
  Arguably the most radical and experimental depar-
  ture from the rest of the Demon battle armor series, the 
  Shedu assault armor is the only four-legged design in the 
  lot. Named for bull-human hybrid demons of ancient my-
  thologies, this battle armor, with its animalistic appear-
  ance and “folded wing” armor plates, conjures the same 
  otherworldly imagery established by the rest of Precentor 
  Vapula’s designs.
   
  As experimental as the Shedu looks, its quadru-
  ped engineering offers excellent ground speed for an 
  assault-class battlesuit—undoubtedly the primary rea-
  son Vapula chose such an approach when devising the 
  slower Nephilim’s companion. However, rather than give 
  in to the temptation to emphasize speed over armor and 
  weapons (as the designers responsible for the Fenrir and 
  Rottweiler had done), Vapula and his engineers ensured 
  that the Shedu carried enough armor to withstand hits 
  from some of the heaviest weapons in common use be-
  fore establishing the suit’s motive systems. This decision 
  left the Shedu with far less weight and space for weap-
  ons than the Lyran Fenrir, but this effect is easily offset by 
  the tactical doctrine that drives the Demons in the same 
  manner as their Celestial counterparts—these battlesuits 
  are designed to operate in groups.
   
  Upon its debut, the Shedu appeared in three primary 
  variations focused on mission-specific goals. The standard 
  “main battle” model, like most Demons, carries a weapons 
  array well suited to both infantry and vehicular targets. 
  Twin heavy machine guns, protruding from the suit’s head 
  like horns, pack a devastating punch against most conven-
  tional infantry, while a turreted recoilless rifle follows up 
  with armor-defeating blasts.
   
  In the support Shedu variant, two single-volley 
  SRM-3 packs provide a greater volume of anti-’Mech fire 
  than the standard Shedu, with support from a pair of 
  small lasers to boot. This powerful but single-shot vol-
  ley may deliver enough damage to endanger almost 
  any light ’Mech or even eradicate entire squads of other 
  battle-armored troops.
   
  The most unusual of the original Shedu models, how-
  ever, was the recon model. Equipped with an electronic 
  camouflage system, a light ECM suite, and even improved 
  sensors, this quad becomes a demonic bloodhound, sniff-
  ing out enemy forces while remaining effectively invisible 
  and almost impossible to hit. Once a squad of these Shedu 
  variants finds its prey, a light mortar weapon on the battle-
  suits’ backs can deliver a concentrated indirect attack pow-
  erful enough to scatter a conventional infantry platoon or 
  crumple a light structure.
   
  More recent developments—such as the Blakists’ new 
  detachable weapon pack (DWP) system—have prompted 
  the emergence of another wave of stock Shedu variants, 
  such as the PPC variant that carries twin support PPCs 
  on a modular turret, backed up by a semi-external DWP-
  mounted heavy machine gun for close-in work. Slow when 
  operating at a full load, this variant is better suited to de-
  fensive operations than an attack role, but as with all suits 
  equipped with DWP weapons, this mobility handicap can 
  be easily overcome.
   
  A more radical use of the DWP appears in the so-called 
  “capture team” variant. Designed specifically to disable 
  enemy ’Mechs, this variant features two DWP-mounted 
  ’Mech tasers. Given the high risk of taser feedback even 
  under ideal conditions, this design choice would seem to 
  be a risky proposition in battle, but a fully staffed (and very 
  fortunate) Shedu capture team may well manage to disable 
  or disrupt up to a dozen enemy units single-handedly with 
  such an arrangement. Even so, the addition of a Magshot 
  Gauss rifle in a modular turret mount adds a little extra 
  damage potential to this variant, allowing these suits to 
  contribute even after all taser lines have been expended.
   
  Thanks to the Shedu’s unusual design and the fact 
  that it was one of the last of the Demons to enter service, 
  this battle armor is a fairly rare sight compared to its fellow 
  Demons. Still, it is more widely deployed among the Word 
  of Blake’s elite Shadow Divisions than its Nephilim compan-
  ion design. Like the other Demons, of course, the Shedu 
  remains firmly in the hands of the Manei Domini and has 
  yet to appear in the colors of even the most prestigious and 
  trustworthy Word of Blake Militia commands.
  notable troopers
  poltergeist adept tau Jack “lucky” Kingslay: A loyal 
  follower of the Word of Blake since the 3052 Schism 
  that spawned it, Kingslay was a devoted Toyama sect 
  MechWarrior who was severely wounded when his 
  Archer was destroyed in an ammunition explosion dur-
  ing the Word’s second Outreach assault in 3067. After 
  intense retraining as a battle armor trooper and rehabili-
  tation that included cybernetic replacements, Kingslay 
  was adopted by the Manei Domini and eventually trans-
  ferred to the Forty-third Shadow Division (Haborym’s 
  Legion) after the unit’s mauling over Arc-Royal in 3072. 
  Assigned to a Shedu battlesuit during the Forty-third’s 
  covert mission on Radstadt, Kingslay fought alongside 
  his fellow Manei Domini when the Ghost Bears came to 
  destroy the serpent in their midst. At the peak of the 
  battle, Kingslay used his capture-team Shedu to disable 
  a Ghost Bear Ursus and—despite suffering serious burns 
  from his taser’s feedback—managed to doff his armor 
  and take control of the Clan ’Mech. Using the captured 
  Ursus to rally his fellow squad mates, Kingslay managed 
  to account for two more Ghost Bear kills while cover-
  ing his squad’s retreat before falling back himself. Since 
  Kingslay was unaccounted for after the Forty-third’s rout, 
  it is unclear if he survived the battle for Radstadt or suc-
  cumbed to his injuries.
  
  41
  shedu assault battle arMor
  type: shedu (demon) 
  manufacturer: Gibson Federated BattleMechs
   
  primary factory: Gibson
  tech base: Inner Sphere
  chassis type: Quad
  Weight class: Assault
  maximum Weight: 2,000 kg
  battle Value:
   
  72 (Standard) 
   
  69 (Support) 
   
  64 (Recon)
   
  72 (PPC)
   
  81 (Capture Team)
  swarm/leg attack/mechanized/ap:  No/No/No/No
  notes: PPC and Capture Team Shedus may only move at 1 Ground MP 
  while carrying any Detachable Weapon Pack weapons.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  550 kg
  Motive System (All):
   
  Ground MP:  
  3 
   
  160 kg
   
  Jump MP:  
  NA 
   
  0 kg
  Manipulators (All):
   
  Left Arm:  
  NA  
   
  0 kg
   
  Right Arm:  
  NA 
   
  0 kg
  Armor (All): 
  Advanced 
  5 
  600 kg
   
  Armor Value: 15 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment 
   location (capacity) 
  mass
  Standard
  Modular Turret Mount 
   
  Body 
  4 (3) 
  40 kg
   Heavy Recoilless Rifle 
   
  Body 
  3 
  325 kg
  2 Heavy Machine Guns 
   
  Body 
  2 
  300 kg
  Support
  2 SRM 3 (OS) 
   
  Body 
  4 
  250 kg
  2 Small Lasers 
   
  Body 
  2 
  400 kg
  Recon
  Light Mortar 
   
  Body 
  2 
  300 kg
  Camo System 
   
  Body 
  2 
  200 kg
  ECM Suite 
   
  Body 
  1 
  100 kg
  Improved Sensors 
   
  Body 
  1 
  65 kg
    
   
   
  slots
  Weapons and equipment 
   location (capacity) 
  mass
  PPC
  Modular Turret Mount 
   
  Body 
  5 (4) 
  70 kg
   2 Support PPC 
   
  Body 
  4 
  500 kg
  Heavy Machine Gun
   (Detachable Weapon Pack)  
  Body 
  1 
  115 kg
  Capture Team
  Modular Turret Mount 
   
  Body 
  4 (3) 
  60 kg
   Magshot Gauss Rifle 
   
  Body 
  3 
  175 kg
  2 ’Mech Tasers (Detachable
   Weapon Pack) 
   
  Body 
  2 
  450 kg
  
  42
  crow scout helicopter
  mass: 15 tons
  movement type: VTOL
  power plant: DAV 100 Fusion
  cruising speed: 140 kph
  flank speed: 216 kph
  armor: StarSlab/3
  armament:
   
  2 Exostar ER Small Lasers
  manufacturer: Yan Manufacturing
   
  primary factory: New Samarkand
  communications system: Scuti Dualcom w/  
   
  Apple-Churchill Guardian ECM
  targeting and tracking system: Skyhunter IV w/ 
  Forward-1 TAG and Wunderland Beagle Active Probe
  overview
   
  The Crow Scout Helicopter is based largely on the 
  civilian Soar search-and-rescue craft, although significant 
  modifications had to be made to bring the Crow into line 
  with military specifications. Yan Manufacturing, a civilian 
  aircraft manufacturing subsidiary of Luthien Armor Works, 
  modified the Crow to perform airborne electronic intelli-
  gence and RF suppression duties after the DCMS suffered 
  significant losses to its light BattleMech forces during the 
  Ghost Bear Dominion War.
   
  The Soar is one of the most effective SAR craft ever 
  manufactured, and Yan wisely kept most of the craft’s 
  strengths when they converted the airframe to combat 
  uses. A larger fusion engine gives the Crow the capacity 
  for heavier equipment and a more capable airframe, and 
  a full payload of top-shelf electronics gives the Crow top-
  notch eyes in the sky.
   
  Despite the Crow’s obvious qualifications, the hefty 
  price tag of the high-end electronics made the DCMS pro-
  curement officers wary of investing too much of the still-
  fragile military budget in an unknown craft. It wasn’t until 
  the financial ruin of the attack on Luthien that Yan man-
  aged to strike a deal with Warlord Minamoto’s staff: in re-
  turn for supplying the electronics, the DCMS would receive 
  eighty percent of all Crows produced without charge, while 
  the remainder would be sold on the open market to gener-
  ate much-needed capital to keep the former juggernaut of 
  LAW operational. Although the Warlord himself could not 
  be involved in such a mundane matter as a contract nego-
  tiation, the tacit approval granted by his obvious lack of 
  sanction provided the impetus to move the deal forward. 
  The first production Crow entered service a little over six 
  months after the start of negotiations.
  capabilities
   
  With a top speed over 215 kilometers per hour, the 
  Crow is one of the fastest combat VTOLs in production. It 
  compares favorably with the popular Michaelson Heavy 
  Industries designs that have gained prominence in recent 
  years, and most Combine technicians are already familiar 
  with the way Yan airframes are put together since the Soar 
  appears on almost every Combine world.
   
  When the Yan engineers added the DAV fusion engine, 
  they knew that military pilots would be pushing the frame 
  of the vehicle much more strenuously than civilian opera-
  tors ever did, so they added strategic reinforcements to the 
  proven Soar frame. The rotors of the Crow, for example, use 
  advanced composites that are virtually as strong as con-
  ventional military armor but retain the requisite flexibility 
  and fatigue tolerance of VTOL rotors. This has, sadly, led to a 
  recognized flaw in the Crow’s design, especially among the 
  horde of mercenary buyers that snapped up the helicopter 
  when it first reached the market. Because the Crow’s blades 
  are built solely on New Samarkand, mercenaries outside 
  the Combine are forced to replace worn equipment with 
  locally made, lower-quality components that often fail 
  when subjected to the same level of stresses at which the 
  Crow’s pilots trained. Efforts to get the spare parts pack-
  ages shipped outside the Combine have been stymied by 
  the travel and communication disruptions of the Jihad, but 
  Yan promises it is doing everything in its power to rectify 
  the situation.
   
  As the Crow is designed as a reconnaissance craft, 
  it mounts only a pair of extended-range small lasers. 
  Although these weapons provide respectable reach and 
  damage for such a light craft, the Crow’s primary defense is 
  still its phenomenal speed—the Crow’s armor simply can-
  not face modern opponents.
  Deployment
   
  Although production delays related to the delicate 
  electronics continue to plague the Crow’s manufacture, a 
  number of production runs have been shipped to many of 
  the premier units of the DCMS, including the Genyosha and 
  the Ryuken, as well as the regular line regiments. Among 
  mercenary circles, the export-built model of the Crow con-
  tinues to sell well despite the repair problems, and the next 
  three runs are already spoken for.
  variants
   
  Shortages of TAG equipment have led to Yan mount-
  ing a C3 slave unit in its place on a number of production 
  runs of DCMS-exclusive units.
   
  An export version, a dedicated strike and harasser 
  craft, is built and marketed to mercenaries. This Crow re-
  moves the electronics and adds more weaponry and armor, 
  including a pair of machine guns and a bank of one-shot 
  rocket launchers. With a price tag of approximately one-
  third of the original Crow, this attack craft is very popular.
  notable crews
  dragonfly: The first Crow to fly with the Genyosha, 
  Dragonfly has already claimed four kills with its TAG desig-
  nator, and its crew is already lobbying to have its ineffective 
  lasers replaced with a C3 slave module.
  
  43
  crow scout helicopter
  Type: crow scout Vtol
  Technology Base: Inner Sphere
  Movement Type: VTOL
  Tonnage: 15
  Battle Value: 288
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  1.5
  Engine:  
  100 
   
  4.5
   
  Type: 
  Fusion 
   
   
  Cruising MP:  
  13
   
  Flank MP:  
  20
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  1
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  1.5
  Armor Factor:  
  24 
   
  1.5
   
   
  Armor
   
   
  Value
   
  Front 
  8
   
  R/L Side 
  5/5
   
  Rear 
  4
   
  Rotors 
  2
  Weapons and ammo 
  location 
  tonnage
  2 ER Small Lasers 
  Front 
  1
  TAG 
  Front 
  1
  Guardian ECM Suite 
  Body 
  1.5
  Beagle Active Probe 
  Body 
  1.5
  
  44
  Mit 23 Mash Vehicle
  mass: 20 tons
  movement type: Wheeled
  power plant: Hermes 80 Fusion
  cruising speed: 54 kph
  flank speed: 86 kph
  armor: StarSlab/Sheet
  armament:
   
  None
  manufacturer: ComTech
   
  primary factory: Arc-Royal
  communications system: Angst WideCom
  targeting and tracking system: None
  overview
   
  A half-decade into their overt war against the Word of 
  Blake, ComStar was quickly losing one vital resource faster 
  than it could replenish it: trained soldiers. Analysts pointed 
  out that they could cut their losses by over a third if medi-
  cal treatment could be administered as little as fifteen min-
  utes earlier. To this end, they worked to update the Star 
  League-era MASH units that remained in the Inner Sphere. 
  A quick answer was found in the MIT 23, a MASH unit that 
  had recently entered service with the second Star League. 
  By 3073, the MIT 23 had decreased ComStar’s death toll by 
  over ten percent.
  capabilities
   
  The MASH is not designed to be a combat vehicle. 
  Designers knew that the MIT 23’s primary focus would be 
  in major battles where the combatants would respect the 
  sanctity of medical units. If not, the miniscule armament of 
  other MASH units was unlikely to be much of a deterrent. 
  The MIT 23 was designed with a top speed of 86 kph, a fast 
  speed for a unit primarily serving infantry units. A special 
  gyro-stabilized compartment was installed in the back of 
  the unit, allowing the surgical area to remain steady and 
  usable, even in the worst of terrain. To protect the vehicle, 
  three-and-a-half tons of StarSlab armor prevents all but the 
  most powerful battlefield weapons from damaging the sur-
  gery theaters. While not enough to stop a determined as-
  sault, it will endure an errant shot.
   
  The theaters themselves are a work of medical and 
  technological art. Utilizing some equipment and tech-
  niques adapted from the Clans, the MASH matches the ca-
  pabilities of all but the best Inner Sphere hospitals. With an 
  eye towards an eventual peace, the theaters are designed 
  so they can be reconfigured for specific purposes, though 
  most are currently outfitted as trauma centers. Two of the 
  operating rooms can remove the wall in between them to 
  allow for the most invasive of surgical operations. Doctors 
  can even perform transplants and prosthetic attachments 
  in most MASH theaters. One of the most innovative ideas 
  in the MIT 23 is the common storage area. Fully automated, 
  this allows sterile implements and supplies to be kept in 
  one area, reducing shortages and wasteful redundancy.
  Deployment
   
  The MIT 23 had been widely dispersed, with each 
  division having been assigned at least one. Many Level 
  IIIs—particularly those units with a greater number of 
  soldiers—have been assigned them, and demand is still 
  high throughout the Com Guards. Infantry moral is much 
  higher when they know there is a MASH vehicle in the vi-
  cinity, while MechWarriors pay little attention as a whole; 
  armor crews rest somewhere between the two extremes.
  variants
   
  Since the MIT 23 is a new vehicle, there are no variants as 
  of yet. Preliminary discussions of tracked and hover versions 
  have occurred, but nothing is expected in the near future. 
  Unlike some other support units such as the mobile head-
  quarters or ammo transports, there will be no “trick units” of 
  the MIT 23 made. There is no wish to invite attacks on MASH 
  vehicles, no matter what slight edge could be gained.
  notable crews
  dr. Josh hemmingway: Commander of the Nightingale, 
  Dr. Hemmingway has overseen the most active crew in 
  3074. Traveling independently of any military unit, the 
  Nightingale saw action in three major campaigns. While 
  designed more for infantry units, this crew found them-
  selves with an abnormally high number of vehicle crews 
  and have established new battlefield surgery techniques 
  to increase the survival rates for burn victims. Perhaps the 
  most noteworthy of all their accomplishments is the es-
  tablishment of a truce between Blakist and ComStar forces 
  outside the town of Obsterfern. While operating on a be-
  draggled ComStar Level II, half a Level III from the Word of 
  Blake surrounded their position. After the initial engage-
  ment, Dr. Hemmingway convinced the Blakists to pull back 
  if the MASH treated their wounded. For the next day the air 
  was tense as soldiers from both sides were being worked 
  on, but in the end, this Blakist unit was true to its word and 
  retreated with their recovering wounded.
  chop shop: The nickname applied to an MIT 23 captured 
  by Blakist forces, the Chop Shop is a white vehicle painted 
  with teal circled crosses and a red hand on the back. It 
  seems to have been modified to specifically work on the 
  Manei Domini. Wild rumors of surgical experiments on pris-
  oners are likely just that, but there is a reward for the return 
  of this MIT 23 to ComStar.
  
  45
  Mit 23 Mash Vehicle
  Type: mit 23 mash Vehicle
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 20
  Battle Value: 172
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  2
  Engine:  
  80 
   
  4
   
  Type: 
  Fusion
   
  Cruising MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  0 
   
  0
  Control Equipment: 
   
   
  1
  Lift Equipment: 
   
   
  0
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor:  
  56 
   
  3.5
   
   
  Armor
   
   
  Value
   
  Front 
  20
   
  R/L Side 
  13/13
   
  Rear 
  10
   
  Weapons and ammo 
  location 
  tonnage
  MASH Unit (7 Theaters) 
  Body 
  9.5
  
  46
  taMerlane strike sled
  mass: 20 tons
  movement type: Hover
  power plant: Magna 155 Fusion
  cruising speed: 129 kph
  flank speed: 194 kph
  armor: Maximillian 43
  armament:
   
  1 Diverse Optics Extended Range Medium Laser
   
  1 Marklin Mini SRM 2-pack
  manufacturer: Novis AT-H, Inc
   
  primary factory: Detroit
  communications system: Marconi M-Pulse VI
  targeting and tracking system: Marconi TTS series II
  overview
   
  Built on the same principles as the “flying gun” designs 
  such as the Savannah Master and SM1, the Tamerlane Strike 
  Sled was born of the Canopian military’s desperation for a 
  cheap and fast harasser. With some success under its belt, 
  Novis executives then shopped the small scout vehicle to 
  the Strategios of the CCAF. Though hesitant to accept a 
  “Periphery-made rocket pile,” the Confederation placed a 
  few small orders to bolster local militias. As the Tamerlane 
  began to garner feedback—especially in regards to its sim-
  ple maintenance—the CCAF enlarged its order and soon 
  outpaced Novis’s single factory capacity. By 3075, Novis 
  had built and put online two other factories on Krimari 
  and Palladix. Orders for the Tamerlane remain brisk, and 
  the company has begun selling the sleds to Magistracy-
  employed mercenary units at below-market pricing.
  capabilities
   
  Built for speed and handling, the Tamerlane mounts 
  a powerful Magna 155 fusion engine near the back. To 
  give the two-man crew extra visibility, Novis duplicated 
  the bubble cockpit of Luthien Armor Work’s SM1 from a 
  stray SM1 that had been carried by the vagaries of war all 
  the way across the Inner Sphere to the Magistracy. The 
  Tamerlane’s control systems were adapted to the LAW as-
  semblage (which allows for easy replacement during main-
  tenance and repair).
   
  Easy access to the ammunition bay, which is mount-
  ed underneath the vehicle, allows crews to quickly swap 
  out between standard SRM warheads and Inferno rounds. 
  Because of the speed of the sled, long-range weaponry isn’t 
  necessary as the sled can rocket in and out of an engage-
  ment quickly.
   
  The only complaint many crews have is the abysmally 
  cramped confines of the bubble cockpit. Seated in tan-
  dem, the pilot and gunner are limited in their movement 
  options, and many of the initial crews suffered severe back 
  and leg pain. A subsequent modification to the interior of 
  the cockpit has alleviated the problems, though taller crew 
  members still have problems after long sorties.
   
  Because the sled uses a “hard” cushion, side-slipping 
  can be a problem for inexperienced pilots. When operating 
  at full velocity and power, pilots have to be prepared for 
  any alterations in the underlying terrain or they could find 
  themselves sliding out of control in the blink of an eye.
  Deployment
   
  Tamerlane Strike Sleds are fielded mainly in MAF and 
  CCAF militaries. Only recently have some mercenary units 
  taken Novis up on their generous pricing offer, which also 
  includes a five-year exclusivity contract with regards to 
  parts and repairs.
  variants
   
  Novis has made a few new variants from the baseline 
  model for the Tamerlane. The most common is more of 
  a downgrade, as it only swaps out the ER version of the 
  laser for a standard one. This was due to a brief shortage of 
  Diverse Optics lasers to the Magistracy between 3073-74; 
  though production on the original version has resumed, 
  the extended-range versions are still uncommon, and for 
  the time being only MAF units receive them.
   
  Two newer variants have surfaced in the last two years. 
  One removes the SRM-2 launcher for four one-shot 10-pack 
  rocket launchers. Two are mounted on the front of the sled 
  and two to the rear, giving the Tamerlane a solid one-two 
  punch during a slashing attack. Usually found with troops 
  who specialize in fast recon or striking attacks, it has be-
  come a favorite slasher for the more reckless male pilots 
  in the MAF. The size of the launchers, however, crowds 
  out some of the cockpit bubble view, which is partially to 
  blame for the recent accident that involved a Tamerlane 
  and the governor of Booker’s Avanti hoverlimo.
   
  The fourth variant is a recent addition to Novis’ offer 
  sheet. Rigged for longer duty sorties, this version of the 
  sled mounts two medium lasers in the turret and a flamer 
  in the front. The bubble cockpit is specially treated with a 
  darker optical coating, giving it a tinted look. The treatment 
  is necessary, since the excessive brilliance of the flamer 
  could dazzle crews to the point of near-blindness.
  notable crews
  corporal seth cuvala: Son to Major Paul Cuvala in the 
  Raventhir Cuirassiers, Seth remains a dark shadow over 
  his father’s successes. Frequently finding himself in posi-
  tions that his father has to bribe him out of, he was busted 
  back to corporal three times over the last ten years. Posted 
  with the Second Raventhir Infantry Guard, Cuvala was as-
  signed one of the unit’s four new Tamerlanes in 3073 when 
  Colonel Hill decided to augment his infantry battalion with 
  some light vehicle support.
  
  47
  taMerlane strike sled
  Type: tamerlane strike sled
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 20
  Battle Value: 403
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  2
  Engine:  
  155 
   
  8.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  12
   
  Flank MP:  
  18
  Heat Sinks:  
  0 
   
  0
  Control Equipment: 
   
   
  1
  Lift Equipment: 
   
   
  2
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  48 
   
  3
   
   
  Armor
   
   
  Value
   
  Front 
  10
   
  R/L Side 
  10/10
   
  Rear 
  8
   
  Turret 
  10
  Weapons and ammo 
  location 
  tonnage
  ER Medium Laser 
  Turret 
  1
  SRM 2 
  Front 
  1
  Ammo (SRM) 50 
  Body 
  1
  
  48
  saXon apc
  mass: 35 tons
  movement type: Hover
  power plant: GM 175 Fusion
  cruising speed: 108 kph
  flank speed: 162 kph
  armor: ArcShield Heavy II
  armament:
   
  1 Kicker-2 Machine Gun
  manufacturer: Cyclops Incorporated,  
   
  Defiance Industries, Quikscell Company
   
  primary factory: Skye, Hesperus II, Richvale
  communications system: TharHes KR-A P/Com
  targeting and tracking system: TharHes Mars 1
  overview
   
  In the face of improvements in battlefield weaponry, 
  existing APC designs were demonstrating a worrying vul-
  nerability. To address its ever-increasing commitments, 
  the LAAF called for upgraded vehicles to improve the ef-
  fectiveness and survivability of its infantry forces. Cyclops 
  Incorporated on Skye rose to the challenge, delivering a 
  company of Saxon prototypes to the Second Skye Guards 
  in early 3070.
   
  Having proved itself in the fighting throughout the 
  Isle of Skye, the APC earned deployment by the LAAF. 
  Reports that Cyclops could not meet demand prompted 
  other manufacturers to express an interest in the design. 
  Both Defiance Industries and Quikscell have acquired li-
  censes to manufacture the Saxon.
  capabilities
   
  Blindingly fast, the Saxon sacrifices weaponry for 
  speed, capacity, and, most critically, armor protection. The 
  roomy fighting compartment is spacious enough to accom-
  modate a foot infantry platoon or a battle armor squad in 
  what Succession Wars veterans would consider shameless 
  luxury. The compartment allows the APC to be used in ex-
  tended deployments with provisions for additional stores. 
  The fusion-powered Saxon is free from the supply lines to 
  which designs such as the Maxim remain tied.
   
  Mounting a single Kicker-2 machine gun, the Saxon’s 
  ability to support the troops it carries is limited. The lives of 
  the three-man crew (driver, gunner, and cargo master) are 
  extremely dependent on the skill of their passengers. Well-
  trained troops can disembark or embark through the large 
  rear hatch in seconds. However, the APC’s heavy armor can 
  be sorely tested when greener troops force the vehicle to 
  remain stationary under enemy fire.
  Deployment
   
  The first Saxons were evaluated by the newly formed 
  Second and Third Skye Guards. Still deficient in BattleMechs, 
  these regiments incorporate powerful infantry forma-
  tions—to which the Saxon has been a perfect compliment. 
  Following the Skye Guards’ success with the vehicle, the 
  LAAF placed a large order. Deployed to infantry formations 
  engaged on the Marik and Jade Falcon fronts, the Saxon 
  has been an unqualified success. Duchess Hermione Aten 
  began offering a discount to mercenaries interested in 
  taking on contracts bolstering Skye’s defenses. The Raging 
  Horde was the first to accept such an offer, and other small 
  mercenary commands quickly followed.
   
  During the Word of Blake’s attack on Skye in 3074 the 
  Second Skye Guard’s infantry were thrown into the line 
  against the Blakist Third Division. The Saxon’s speed and 
  durability proved a decisive factor in the battle, allowing 
  coalition forces to hold the attackers in place long enough 
  for a flanking attack to land the finishing blow.
   
  After the Hesperus II factories were liberated from 
  Blakist control in late 3074, Defiance Industries produced 
  a number of Saxons for the reinforced security contingent. 
  Used to perform regular security sweeps, the Saxons have 
  helped to defeat several attempts by Blakist insurgents to 
  disrupt production of arms for coalition forces.
  variants
   
  In a bid to improve firepower, some crews have re-
  placed the Kicker 2 machine gun and ammunition with an 
  extended-range medium laser.
   
  Both Quikscell and Defiance Industries have used the 
  Saxon’s chassis as the basis for specialized support vehicles. 
  Defiance has outfitted it as a basic mobile headquarters, a 
  role for which the Saxon’s speed and armor is well suited. 
  Armed with two extended-range medium lasers and TAG in 
  the turret, this model can fend off the attentions of lighter 
  units and outrun heavier ones, and its three tons of commu-
  nications gear aid a commander’s control of the battlefield.
   
  Quikscell has converted the Saxon into a battlefield 
  ambulance equipped with two basic surgical operating 
  theaters. The machine gun has been retained, and its 
  magazine has been expanded to a full ton. Quikscell’s less-
  than-sterling reputation for quality control is well known, 
  and on several occasions wounded soldiers have refused to 
  undergo treatment aboard these vehicles.
  notable crews
  stanley connely, richard baxter, and William fulton: This 
  trio of notorious pranksters serves in the Second Sky Guards 
  as a Saxon crew. When on training maneuvers, the Second’s 
  infantry have learned to be on the lookout for seemingly 
  innocuous items of equipment that turn out to be replicas. 
  These are programmed to broadcast insulting and/or embar-
  rassing  phrases and noises or (in the more extreme cases) 
  explode to coat everyone with flour, cream, or worse. The 
  most famous prank for which the trio was allegedly respon-
  sible (nothing was ever proven) was smuggling a Tharkan 
  gazelle into their commander’s office one night.
   
  If it were not for the skill and dedication the three dis-
  plays when under live combat conditions, General Ferguson 
  (the Second Skye Guard’s long-suffering commander) would 
  have bounced them from the regiment long ago.
  
  49
  saXon apc
  Type: saxon apc
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 35
  Battle Value: 435
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3.5
  Engine:  
  175 
   
  10.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  10
   
  Flank MP:  
  15
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  3.5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  144 
   
  9
   
   
  Armor
   
   
  Value
   
  Front 
  33
   
  R/L Side 
  26/26
   
  Rear 
  24
   
  Turret 
  35
  Weapons and ammo 
  location 
  tonnage
  Machine Gun 
  Turret 
  5
  Ammo (MG) 100 
  Body 
  .5
  Infantry Bay 
  Body 
  5
  
  50
  hiryo arMored infantry transport
  mass: 40 tons
  movement type: WiGE
  power plant: GM 205 Light
  cruising speed: 86 kph
  flank speed: 129 kph
  armor: New Samarkand Heavy Ferro-Fibrous
  armament:
   
  1 Lords Light 2b Snub-Nose PPC
  manufacturer: Pesht Motors
   
  primary factory: Unity
  communications system: Neil 400
  targeting and tracking system: Chichester ASR 26
  overview
   
  Deploying an ever-increasing number of armored 
  infantry units, the DCMS found itself critically short of 
  suitable transports during the brief Combine-Ghost Bear 
  War. Seeking to rectify this, the Procurement Department 
  called on the Combine’s vehicle manufacturers. Many of-
  fered variants of existing hovercraft or VTOL designs, but it 
  was Pesht Motors’ wing-in-ground-effect (WiGE) craft that 
  captured Procurement’s attention.
   
  Better known in the domestic market for civilian ve-
  hicles, Pesht Motors was embroiled in competition with 
  Wakazashi Enterprises. By introducing their Kio transport 
  WiGE, Wakazashi (a military aerospace manufacturer) was 
  poaching on what Pesht Motors had long considered 
  their private preserve. In response, Pesht had started to 
  develop WiGE designs at their Unity production plant 
  even before the call for a new transport came. In trials, 
  the Hiryo (Flying Dragon) made an impressive showing, 
  prompting the Procurement Department (despite aggres-
  sive lobbying by Wakazashi executives) to order fifty units 
  for field evaluation.
  capabilities
   
  Powered by one of GM’s new light fusion plants, the 
  Hiryo’s range and endurance is limited only by its crew. 
  Meanwhile, the New Samarkand heavy ferro-fibrous 
  armor is the strongest produced in the Inner Sphere to 
  date. Outperforming the best the first Star League could 
  offer, this armor was “acquired” from the Lyran Alliance by 
  covert means.
   
  Well protected within the vehicle’s core is a compart-
  ment large enough to transport eight troopers in full battle 
  armor. While on board, the suits can charge off the Hiryo’s 
  fusion engine, and the compartment provides storage for 
  additional ammunition and supplies. It even includes a 
  limited maintenance facility where minor repairs and basic 
  maintenance can be performed in the field. While ground-
  ed, troops use a rear ramp to enter and exit the craft, but 
  eight extra hatches located along the Hiryo’s underside 
  allow for rapid airborne deployment of jump-capable suits 
  in combat.
  Deployment
   
  The Hiryo’s first live combat came when defending 
  Pesht against the Word of Blake in 3069. Operating in sup-
  port of the Fourth Pesht Regulars, a squadron of prototype 
  Hiryos deployed Pesht security forces to meet Blakist raid-
  ers. Though suffering heavy losses, they successfully de-
  fended the Pesht Motors production lines. When the Blakists’ 
  Twenty-ninth Militia and Forty-second Shadow Divisions re-
  turned in 3071, fighters from the Forty-second encountered 
  the vehicles in greater numbers. Heavily armored and more 
  agile at lower altitudes, the Hiryos damaged several low-fly-
  ing Defiance and Shiva OmniFighters. Meanwhile the Hiryo’s 
  battle armor stalled the Twenty-ninth’s drive on the District 
  headquarters, forcing the invaders to deploy tactical nuclear 
  weapons in order to carry the day.
   
  Despite the loss of Pesht, production of the Hiryo 
  continues on Unity. Battle armor units attached to the 
  Pesht Regulars and the Ryuken were the first to receive 
  these craft, and the Procurement Department expanded 
  its original order to equip the Legion of Vega and the 
  Ghost Regiments. The design has finally started to trickle 
  down to planetary militia as they receive first-generation 
  battle armor cast-offs from frontline troops who are being 
  equipped with more advanced designs.
   
  With Luthien and Pesht once more under Combine 
  control, Hiryo-equipped battle armor formations have 
  been rushed to reinforce the troops garrisoning these  
  key worlds.
  variants
   
  Since the Hiryo’s introduction, Pesht has experi-
  mented with limited production runs of modified WiGEs. 
  The first replaces the snub-nose PPC with a pair of light 
  PPCs, making the vehicle slightly more effective at longer 
  range. A second variant mounts an MRM-20 system and 
  three tons of ammunition. Although this weapon is more 
  effective than a PPC against soft targets, the loss of half 
  the WiGE’s transport capacity has limited deployment of 
  this “gunship” version.
   
  A number of field refits have experimented with re-
  placing some or all of the battle armor compartment ca-
  pacity with other weapons and equipment, but to date 
  none have found favor with the DCMS.
  notable crews
  peter masoru, bert pentedemos, and sasaki Kenta: 
  Attached to the under-strength Tenth Pesht Regulars on 
  Nowhere, the Eleventh “Nowhere Men” have received an 
  influx of modern equipment. Formerly crew for a Warrior 
  VTOL, pilot Peter Masoru and gunner Bert Pentedemos 
  are survivors of the DCMS’s “Thirty-day Wonder WiGE 
  Conversion Crash Course”. Joined by Sasaki Kenta, a bear 
  of a man who serves as their Cargo Master, the trio operate 
  the Hiryo they have christened “Crash Course” in anti-piracy 
  sweeps along the Periphery frontier.
  
  51
  hiryo arMored infantry transport
  Type: hiryo armored infantry transport
  Technology Base: Inner Sphere
  Movement Type: WiGE
  Tonnage: 40
  Battle Value: 665
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  4
  Engine:  
  205 
   
  10
   
  Type: 
  Light Fusion 
   
  Cruising MP:  
  8
   
  Flank MP:  
  12
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2
  Lift Equipment: 
   
   
  4
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor:  
  119 
   
  6
   
   
  Armor
   
   
  Value
   
  Front 
  34
   
  R/L Side 
  30/30
   
  Rear 
  25
   
  Weapons and ammo 
  location 
  tonnage
  Snub-nose PPC 
  Front 
  6
  Battle Armor Compartment 
  Body 
  8
  
  52
  danai support Vehicle
  mass: 45 tons
  movement type: Wheeled
  power plant: GM 205 Fusion
  cruising speed: 54 kph
  flank speed: 86 kph
  armor: Maximillian 43
  armament:
   
  1 Bithinian Ballistics Thumper Artillery Piece
   
  2 Firmir Improved Extended-Range Medium Lasers
  manufacturer: Detroit Consolidated Vehicle Works
   
  primary factory: Detroit
  communications system: Magestrix Alpha
  targeting and tracking system: Magestrix Gamma
  overview
   
  For the Magistracy, the Trinity Alliance has been a 
  double-edged sword since it was first signed. Although 
  the Capellans have provided Canopus with more than its 
  share of educators and economic aid, the construction 
  of the factories on Detroit—rather than a Magistracy 
  world—was a hard pill to swallow, coupled with the con-
  tinuing losses suffered by the Canopian units deployed in 
  the Confederation under the military terms of the Trinity 
  Alliance. As a salve to the damaged Canopian pride, 
  Capellan administrators helped the MAF design and build 
  a new mobile artillery vehicle. Although the design ef-
  fort dragged on for years, in 3073 a production vehicle 
  was finally released and named for the fallen heir to the 
  Canopian throne, Danai Centrella. With its combination of 
  speed and firepower, most believe the late officer would 
  be proud of her namesake vehicle.
  capabilities
   
  The core of the Danai is of course the Bithinian Ballistics 
  Thumper Artillery piece, which is in a fixed mount on the 
  forward hull. With the Jihad raging and Canopus quiet 
  under the Word of Blake blanket, Capellan planners took 
  no chances; two hundred artillery pieces were shipped to 
  Detroit under heavy guard to ensure a steady initial pro-
  duction run. With those artillery pieces came the Danai’s 
  defensive weapons, a pair of advanced extended-range 
  medium lasers from the Capellans’ premier laser weaponry 
  provider. Even the staunchest Magistracy detractor could 
  find no fault with the Confederation’s commitment to the 
  Danai’s success.
   
  The rest of the vehicle is tried and true Magistracy 
  equipment. The Maximilian 43 armor has been used for cen-
  turies and provides a solid base of protection for the support 
  vehicle. As the Danai is not intended for direct combat, the 
  six-and-a-half tons allocated is more than enough. With the 
  extra range the Firmir lasers provide and excellent speed 
  from a powerful 205-rated GM fusion engine, the Danai has 
  little trouble getting itself out of trouble.
  Deployment
   
  In full production since 3073 the Danai has spread to 
  nearly every Canopian combat unit and many Capellan 
  ones. The design is routinely shipped as cargo among 
  the heavy convoys that move combat units between the 
  Confederation and the Magistracy, and mercenary units in 
  Canopian and Capellan employ have been clamoring for 
  access to the tank. To date the MAF has not allowed sales 
  to non state-sponsored units, but with the recent policy 
  changes from Canopus, sales to mercenaries may be al-
  lowed at last.
   
  The largest single concentration of these tanks is the 
  security force of the factory itself, where two full companies 
  of Danais help protect the complex. With the heavy raiding 
  that has plagued the Magistracy during the Jihad, these 
  crews have become some of the most adept in the use of 
  their big guns.
  variants
   
  With the tank’s current successes there are no known 
  variants in production, although there are surely small 
  modifications being made to individual vehicles as bat-
  tle damage accrues. There are rumors that the Detroit 
  Consolidated Vehicle Works is testing a heavier vehicle, 
  mounting a formidable Long Tom cannon, but sheer mass 
  precludes that weapon’s inclusion on a Danai hull.
  notable crews
  commander erin bowker: Commander Bowker is the 
  senior Danai commander in the security battalions of 
  the Detroit plants. She came to prominence in 3073 
  when a surprise Blakist raid fell upon the world before 
  the defenders could react properly. The Blakist raiders, in-
  tent on either raiding or destroying the Detroit facilities, 
  grounded outside the range of the defenders’ artillery 
  positions. Commander Bowker, taking command of all of 
  the Danais on scene, came up with a simple solution. With 
  MAF ’Mechs ordered to slow the advancing Blakists, the 
  Danais sortied—away from the advancing Blakists.
   
  As the Word of Blake unit closed on the facility, en-
  gaging the fixed defenses and the light MAF BattleMech 
  units in their path, the Danais ignored them and used 
  their mobility to move into a firing position on the Blakists 
  Seeker-class DropShip. Taking a page from ancient Terran 
  warfare, Bowker orchestrated a time-on-target barrage on 
  the Seeker. With continuous fire following the initial volley, 
  the DropShip was unable to lift before being pounded to 
  scrap. Commander Bowker then masterfully trapped the 
  stranded Word of Blake raiders between a sally of MAF 
  BattleMechs and Danai artillery fire.
  
  53
  danai support Vehicle
  Type: danai support Vehicle
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 45
  Battle Value: 648
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  4.5
  Engine:  
  205 
   
  8.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  2.5
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  104 
   
  6.5
   
   
  Armor
   
   
  Value
   
  Front 
  29
   
  R/L Side 
  17/17
   
  Rear 
  15
   
  Turret 
  26
  Weapons and ammo 
  location 
  tonnage
  Thumper Artillery 
  Front 
  15
  Ammo (Thumper) 20 
  Body 
  1
  2 ER Medium Lasers 
  Turret 
  2
  
  54
  condor hoVer tank (upgrade)
  mass: 50 tons
  movement type: Hover
  power plant: CoreTek 215 XL
  cruising speed: 97 kph
  flank speed: 151 kph
  armor: StarSlab/9.5 Ferro-Fibrous Mk II
  armament:
   
  2 SureFire MiniGuns
   
  1 Valiant Abalest LRM 15-pack
   
  1 Mydron Excel 5SG LB-X AC
  manufacturer: Quikscell Company
   
  primary factory: Richvale
  communications system: TharHes KR-A P/Comm
  targeting and tracking system: TharHes Mars 1
  overview
   
  Red Devil Industries’ manufacturing plant on Pandora 
  was lost when the Jade Falcons overran the world in 
  3064. However, just before the Clan assault, the Quikscell 
  Company (another Pandora-based manufacturer) ac-
  quired the rights for several of Red Devil’s products – the 
  Condor Hover Tank among them. Quikscell had already 
  been in the process of relocating, and one of their manu-
  facturing lines had been moved to Richvale (at some cost 
  to the Lyran taxpayer).
   
  With the FedCom Civil War finally over, Quikscell sales-
  men targeted both local militia who had been stripped 
  of equipment during or after the war, and regular forces 
  who were desperate enough to buy almost anything, even 
  products with Quikscell’s reputation. Quikscell’s engineers 
  then faced the challenge of matching the hype generated 
  by the company’s marketing department.
  capabilities
   
  Taking the original Condor design, Quikscell’s engi-
  neers had the luxury of choosing from a smorgasbord of 
  advanced technology—technology that before the Civil 
  War had been available in limited quantities and to the 
  most favored of manufacturers. By replacing the 165 Jones 
  ICE with a powerful 215-rated XL fusion engine, the new 
  Condor has even greater speed and agility. The lasers and 
  power amplifiers have been replaced with a turret-mount-
  ed LRM-15 launcher that gives the kind of long-range strik-
  ing power needed on the modern battlefield, and the LB-X 
  autocannon (with magazine space for a variety of ammuni-
  tion types) is effective against both infantry and vehicles. 
  The experiences of the Civil War prompted the addition of 
  an extra machine gun. Conventional infantry are now often 
  better equipped and trained than in the Succession Wars 
  era, and they represent a significant threat.
   
  The final result (now sporting ferro-fibrous armor) is a 
  vehicle that bears little resemblance to Red Devil Industries’ 
  design from decades earlier.
  Deployment
   
  Even the most optimistic projections fell short of the 
  level of demand that has been generated by the aggressive 
  marketing campaign. With commands like the Fourth Skye 
  Rangers and Sixth Lyran Guards leading the way, orders soon 
  outstripped the capacity of the Richvale production line.
   
  While hurrying to commission a second production 
  line, Burton Richards (a Quikscell executive) hit upon the 
  idea of packaging the unassembled components and sell-
  ing them in kit form (at a small discount) to the growing list 
  of impatient customers. Surprisingly, the concept proved 
  remarkably popular, although the resulting vehicles had 
  some reliability issues, often in direct proportion to the 
  competence of the tech crews given the task of assembling 
  these “Flat-Pack” tanks. On more than one occasion worried 
  customers found themselves with a completed Condor and 
  a pile of unidentifiable components for which there was no 
  apparent use.
   
  In the wake of the surprise attacks by the Word of 
  Blake following the dissolution of the Star League, de-
  mand for the Condor continued to soar. Duke Robert 
  Kelswa-Steiner personally purchased two companies 
  of the vehicle to help outfit the newly formed Second 
  and Third Skye Guard. Success on the battlefield en-
  couraged the Guards to purchase more of the vehicles, 
  resulting in a preponderance of hover vehicles in the 
  Skye Guards’ armor component. Fending off the Word 
  of Blake’s assault on Skye in 3073, the Second Guards 
  used their Condors to repeatedly sting the Blakists’ Third 
  Division, slowing their advance long enough for the 
  BattleMechs and infantry to get into position to defend 
  New Glasgow.
   
  Both mercenaries and regular Lyran Alliance troops 
  used the speedy Condor to great effect on Coventry as 
  they hunted down the remnants of Word of Blake troops 
  trapped on the surface.
   
  In the Free Worlds League, sales of the Condor have 
  picked up dramatically as different factions look to their 
  own defenses. The Andurien Rangers now field at least two 
  companies, and the design is also becoming a common 
  sight in Regulan and Orloff armor commands.
  variants
   
  In a bid to reduce the Condor’s dependence on am-
  munition, Quikscell has produced a variant that replaces 
  the autocannon with a Cyclops extended-range large 
  laser. The vehicles have been augmented by adding a 
  turret-mounted anti-missile system, a ton of armor, and 
  an ECM unit.
  notable crews
  miranda lee, boris Kutstov, frya mcclintoch, and 
  freddie Von: Amongst the few members of the Twenty-first 
  Centauri Lancers to survive the devastation of Tukayyid, the 
  four were forced to abandon their old Scimitar when the 
  Killer Bees ran the Blakist blockade to rescue the Lancers. 
  Presented with an upgraded Condor as their new ride, the 
  crew has worked hard to resurrect the mercenary com-
  mand from the ashes.
  
  55
  condor hoVer tank (upgrade)
  Type: condor hover tank (upgrade)
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 50
  Battle Value: 965
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  215 
   
  10
   
  Type: 
  XL Fusion 
   
  Cruising MP:  
  9
   
  Flank MP:  
  14
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  5
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1
  Armor Factor:  
  107 
   
  6
   
   
  Armor
   
   
  Value
   
  Front 
  31
   
  R/L Side 
  21/21
   
  Rear 
  14
   
  Turret 
  20
  Weapons and ammo 
  location 
  tonnage
  LB 5-X AC 
  Front 
  8
  Ammo (LB-X) 40 
  Body 
  2
  2 Machine Guns 
  Front 
  1
  Ammo (MG) 100 
  Body 
  .5
  LRM 15 
  Turret 
  7
  Ammo (LRM) 16 
  Body 
  2
  
  56
  jes i tactical Missile carrier
  mass: 50 tons
  movement type: Hover
  power plant: JES 15 Fusion
  cruising speed: 54 kph
  flank speed: 86 kph
  armor: Lexington Ltd. High Grade
  armament:
   
  3 Holly SRM 6
   
  4 Holly SRM 4
   
  2 22mm Gatling Guns
  manufacturer: Joint Equipment Systems
   
  primary factory: Panpour
  communications system: Communicator
  targeting and tracking system: FireScan with IndirecTrack
  overview
   
  Missile carriers have been a staple of the modern 
  battlefield for centuries, and for most of that time Joint 
  Equipment Systems (JES) has been a provider of those 
  vehicles. The Ghost Bear conquest of Alshain and the loss 
  of their main production facility, combined with the loss 
  of the contracts for the upgraded SRM/LRM Carriers in 
  the mid 3050s, nearly killed the remaining Inner Sphere 
  branches of the company. It was only after JES’ commercial 
  engine facilities on Panpour were expanded into full pro-
  duction lines that JES was able to reintroduce themselves 
  to the Inner Sphere arms markets. Of course, by that time, 
  the influx of new technologies had pushed the concept of 
  the missile carrier well past where JES had left it, and a long 
  road of rebuilding was in store.
   
  The JES I Tactical Missile Carrier is the Federated 
  Suns-based company’s first new offering, and while 
  it mounts an impressive number of missile batter-
  ies, many believe that the JES engineers did so at the 
  expense of nearly every rational design philosophy. 
  Strong proponents of thinking outside the box, the 
  Panpour-based JES engineering team is hoping the 
  vehicle will stimulate new sales with its unorthodox 
  design and construction.
  capabilities
   
  The JES I is a short-range attack vehicle, designed to 
  bombard enemies during an ambush and then slip away. 
  With an initial barrage capability of more than thirty mis-
  siles, the fifty-ton JES is a powerful foe. Many MechWarriors, 
  when faced with such a cloud of missiles, have felt the icy 
  hand of death upon them and feared the worst.
   
  But then most of them look again, and the JES I’s faults 
  come to light.
   
  A series of simulations run at the New Syrtis University 
  of Saso highlighted the craft’s fatal flaw. “What kind of an 
  idiot,” one student remarked, “builds such a slow hover-
  craft?” JES’ designers are quick to compare the JES I’s speed 
  to other tracked and wheeled missiles carriers, but detrac-
  tors simply wave their hands and point to the JES I’s slow 
  speed compared to other hovercraft.
   
  The reason behind JES’s design choice was quite 
  simple; lacking the capital to invest in military-grade fu-
  sion engine facilities and with interstellar shipping heavily 
  disrupted, JES adapted one of their civilian engine lines to 
  produce the tiny 15-rated fusion engine used on the JES 
  I. Although hugely inefficient, the designers felt that the 
  ready supply of engines and their reduced cost would at-
  tract buyers.
   
  With all but one of the missile launchers facing for-
  ward, the JES I seems designed with a charging attack 
  in mind. However, the vehicle’s slow speed in relation to 
  most other combat vehicles—especially light ’Mechs that 
  are vulnerable to massed SRM fire—combined with weak 
  armor make such a charge almost suicidal.
  Deployment
   
  Although JES has been producing the JES I nonstop 
  since the initial carrier floated off the assembly line, few 
  buyers are lining up to purchase them. A number of mer-
  cenary purchasing agents, desperate to find military sup-
  pliers when all the major manufacturers are overbought 
  by the state governments, have visited the Panpour facility 
  and left in disgust. The only shipments purchased so far are 
  headed to the Periphery: both the Taurian Concordat and 
  its breakaway state, the Calderon Protectorate, have taken 
  advantage of JES’s need for buyers and have purchased 
  large numbers at cut-rate prices. Whether these vehicles 
  will be turned against AFFS forces in the Pleiades region is 
  a subject of much debate.
  variants
   
  The JES I is too new to have any notable variants, 
  but already rumors are suggesting that JES is listening 
  to customer complaints and are contemplating a swifter 
  version of the hover missile carrier. The few JES in service 
  have not been fiddled with, most likely because their 
  owners are too afraid of the balky and fragile vehicle to 
  disturb it.
  notable crews
  Jose consuelo, marcus digby, sasha Jacobs, and sandra 
  macdougal: These four crewmen control the only JES 
  I currently in active Davion service, named “Nonesuch.” 
  Nonesuch is the fourth vehicle of a missile carrier lance—
  the other three are Heavy LRM carriers, tracked monstrosi-
  ties that crawl across the ground even more slowly than 
  the JES. As part of the Firgrove planetary militia, Nonesuch 
  sees very little action, but in exercises it has successfully 
  defended the Heavy LRM Carriers from destruction at the 
  hands of short-ranged opponents. JES has seized on these 
  successes as a marketing point, but they fail to point out 
  that, despite its performance issues, the Heavy Carriers in 
  the platoon rarely have to protect the JES I.
  
  57
  jes i tactical Missile carrier
  Type: Jes i tactical missile carrier
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 50
  Battle Value: 736
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  15 
   
  10
   
  Type: 
  Fusion 
   
   
  Cruising MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  3
  Lift Equipment: 
   
   
  5
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  72 
   
  4.5
   
   
  Armor
   
   
  Value
   
  Front 
  22
   
  R/L Side 
  14/14
   
  Rear 
  10
   
  Turret 
  12
  Weapons and ammo 
  location 
  tonnage
  SRM 6 
  Turret 
  3
  2 SRM 6 
  Front 
  6
  Ammo (SRM 6) 30 
  Body 
  2
  4 SRM 4 
  Front 
  8
  Ammo (SRM 4) 50 
  Body 
  2
  ER Small Laser 
  Front 
  .5
  Machine Gun 
  Front 
  .5
  Ammo (MG) 100 
  Body 
  .5
  
  58
  thuMper artillery Vehicle
  mass: 60 tons
  movement type: Wheeled
  power plant: Strand 220 Fusion
  cruising speed: 43 kph
  flank speed: 64 kph
  armor: Durallex Heavy
  armament:
   
  1 Edward Industries Thumper Artillery Piece
   
  2 Hellion c-II ER Small Lasers
   
  4 Voelkers 200 Machine Guns
  manufacturer: Brooks Incorporated
   
  primary factory: Irian, Andurien
  communications system: Irian E.A.R. 5
  targeting and tracking system: Irian FFE-9
  overview
   
  Artillery is a boon to a large, well-coordinated military. 
  Often referred to as a force multiplier, artillery allows al-
  lows other military units to be more efficient by pinning 
  the enemy, inflicting damage upon them, or both. It even 
  has more varied uses, such as dispensing or eliminating 
  minefields. The success of the Star League’s Thor artillery 
  vehicle led to a knock-off design, the Thumper, by Brooks 
  Incorporated. Mass produced and sold to just about every-
  one, the Thumper is probably the most common mobile 
  support platform to date. The Thumper was produced from 
  2734 to 3046, but sales finally dropped off in the years fol-
  lowing the Fourth Succession War, leading to the eventual 
  shutdown of the line. The recent surge in defense spending, 
  however, encouraged Brooks to revitalize the line, and the 
  sudden reappearance of the Thumper combined with its 
  use of new technology has given rise to rumors of Brooks 
  conspiring with the Word of Blake.
  capabilities
   
  The Thumper artillery vehicle is a capable war ma-
  chine. While lacking the speed of the Thor, the Thumper 
  has good mobility for an artillery piece. The wheeled loco-
  motion limits the terrain it can transverse, but this rarely 
  hinders the Thumper on a strategic level, as its weapon has 
  a radius of effectiveness of multiple kilometers. The area 
  effect of the shell is far more useful than its raw damage, 
  capable of damaging multiple enemy units. If the enemy 
  finds the Thumper, six small guns help to deter recon units 
  and can devastate infantry formations. Twelve-and-a-half 
  tons of armor allow the Thumper to endure some punish-
  ment before retreating, and a CASE unit saves the vital crew 
  and key systems from ammunition explosions. Finally, an 
  ECM system further protects the Thumper and any escorts 
  it may have.
   
  With the four-man crew often in the field for a long 
  period of time, the Thumper is designed to give the crew 
  some comfort, carrying a mini-kitchen and a spacious in-
  terior. The interior is also soundproofed, but microphones 
  allow the crew to hear what is going on outside the vehicle. 
  During battle, the communications computer filters out the 
  sound of the gun firing, so the crew will be aware of any 
  noises that would normally be covered up by the massive 
  thunder of the cannon.
  Deployment
   
  Brooks is trying to avoid the chaos in the Free World 
  League by selling to all authorized parties, including the 
  Word of Blake. The need for artillery units is steady if un-
  spectacular, so there is a reasonable chance of a regiment 
  having a Thumper unit as one of its artillery pieces. Brooks’ 
  Periphery sales department has tried to find buyers for the 
  unit, but with the Marian Hegemony trying to consolidate 
  its position, most of the other Periphery realms find artil-
  lery next to useless in the sporadic, mobile raids they usu-
  ally experience.
  variants
   
  The current model of Thumper is far too new and spe-
  cialized to have any variants. A few executives have floated 
  the idea of a variant with an active probe replacing the ECM 
  to drive up sales, but no one in sales can imagine an artil-
  lery piece being used as a recon unit. The older Thumpers 
  lacked the pair of lasers in the turret, the electronics and 
  the CASE unit, mounted less armor, and were powered by 
  an internal combustion engine.
  notable crews
  rich, Jake, luke, and terry Jones: Father Rich and his 
  sons operate a Thumper Artillery Vehicle attached to the 
  Ninth Regular Hussars. A tight-knit team, the Joneses 
  have been known to unload their ammo bins in half the 
  time of other Thumper units, then race back to the sup-
  ply lines to re-arm themselves and return to combat as 
  quickly as possible. Their superiors have scolded them 
  for wasting ammunition, but the troops they support 
  have yet to complain about the coverage the Jones fam-
  ily delivers.
  adept lambda-X carlos “stinky” taos: Seen supporting 
  the Forty-seventh Shadow Division, Adept Taos is known 
  for his use of chemical artillery shells to incapacitate the 
  enemy. Much like the Word of Blake’s reputation, Taos’ 
  standing is based upon a few incidents and a lot of unin-
  formed rumors. On Galatea in 3072, the Forty-seventh were 
  impersonating the Northwind Highlanders and faced a 
  stubborn defense in the town of Naperland. Taos’ Thumper 
  used rounds filled with mercaptans to clear out the town of 
  infantry and any armored units with “unbuttoned” hatches. 
  Such units were crippled by the stench of the sulfur com-
  pounds to the point of incapacitating nausea when the 
  Blakist forces hit.
  
  59
  thuMper artillery Vehicle
  Type: thumper artillery Vehicle
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 60
  Battle Value: 797
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  6
  Engine:  
  220 
   
  15
   
  Type: 
  Fusion 
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  3
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  5
  Armor Factor:  
  200 
   
  12.5
   
   
  Armor
   
   
  Value
   
  Front 
  60
   
  R/L Side 
  40/40
   
  Rear 
  27
   
  Turret 
  33
  Weapons and ammo 
  location 
  tonnage
  Thumper Artillery 
  Front 
  15
  Ammo (Thumper) 40 
  Body 
  2
  2 Machine Guns 
  Front 
  1
  2 Machine Guns 
  Rear 
  1
  Ammo (MG) 200 
  Body 
  1
  2 ER Small Lasers 
  Turret 
  1
  Guardian ECM Suite 
  Body 
  1.5
  CASE 
  Body 
  .5
  
  60
  di Morgan assault tank
  mass: 100 tons
  movement type: Tracked
  power plant: GM 300 XL Fusion
  cruising speed: 32 kph
  flank speed: 54 kph
  armor: Durallex Super Ferro-Fibrous
  armament:
   
  3 Defiance 1001 ER PPCs
   
  2 Coventry Light Autogun Machine Guns
  manufacturer: Defiance Motors, Defiance Industries
   
  primary factory: Tharkad, Hesperus II
  communications system: Neil 6000V
  targeting and tracking system: Angst Clear View 2AV
  overview
   
  Morgan Hasek-Davion has the distinction of being 
  one of the few individuals from the Federated Suns side 
  of the former Federated Commonwealth who is still highly 
  regarded by the Lyran Alliance. Killed while on a mission to 
  take the fight to the Clans’ own Homeworlds, Morgan’s lega-
  cy was unsullied by the vicious civil war. This was especially 
  true of systems close to the Jade Falcon Occupation Zone, 
  who appreciated his efforts to defend their homeworlds.
   
  Based on a partial set of schematics for an upcoming 
  Word of Blake heavy tank that were smuggled off Hesperus 
  II, Defiance assigned some its remaining development 
  personnel to quickly finish it. Several prototypes were pro-
  duced by the Defiance Motors division on Tharkad in late 
  3073. The Defiance program manager, born on and rescued 
  from Blair Atholl, idolized Morgan Hasek-Davion and decid-
  ed to name the design after him. Though some designers 
  protested, desiring “a more Lyran-centric” name, they could 
  not form a coherent argument to oppose it, and the name 
  was officially adopted.
  capabilities
   
  Intended to replace the aging Schrek design, the DI 
  Morgan was heavier, weighing one hundred tons and car-
  rying an extra-light fusion engine for adequate mobility. 
  Three extended-range particle projection cannons mount-
  ed in the turret give the Morgan impressive firepower at 
  long range in every arc, something desperately needed 
  during the Jihad.
   
  Unfortunately, due to the heat requirements of the 
  main guns, over a third of the DI Morgan’s weight is de-
  voted to heat sinks. This forced Defiance Industries to put 
  a limited amount of armor on the design, partially compen-
  sating for the thin hull by using ferro-fibrous composites.
  Deployment
   
  Unlike many of the BattleMech lines of the recently 
  liberated Hesperus II, which were heavily damaged in the 
  fighting and saw the associated models licensed to other 
  manufacturers to sustain production, several of the conven-
  tional vehicle line installations were untouched. Defiance 
  Industries exploited this luck by churning out DI Morgans 
  as quickly as possible to replenish the horrific losses suf-
  fered in the past several years.
   
  DI Morgan Assault tanks, in the original configura-
  tion and two variants, are replacing destroyed Alacorns, 
  Schreks, and Sturmfeurs. Crews have been generally en-
  thusiastic about the new tank, though this is mostly due to 
  the fact that they believe the appearance of a new design, 
  conventional or otherwise, is a signal that the tide of war 
  has finally turned in their favor.
   
  Unfortunately, all the advanced technology mounted 
  on the tank has made this design quite expensive, pre-
  cluding smaller commands and militias from being able 
  to afford the effective design. In response, Defiance has 
  offered low-interest financing to many of these units, al-
  lowing them to access a market that otherwise would be 
  inaccessible. However, those that have taken this option 
  seem hesitant about putting their DI Morgans in harm’s 
  way, fearing having to make payments on something years 
  after it has been destroyed.
  variants
   
  Defiance Industries has recently begun offering up 
  two new variants of the DI Morgan Assault Tank. The LRM 
  variant is meant for customers who prefer more tradi-
  tional missile carriers. This variant strips out the PPCs and 
  heat sinks to mount four Artemis-enhanced 20-tube LRM 
  launchers in a turret, supported by a pair of ER medium 
  lasers. CASE is mounted to protect the crew, and a C3 
  slave allows it to connect to any C3 networks that might 
  be available. Obviously intended to be a replacement for 
  the Sturmfeur, the DI Morgan presents a significant loss in 
  armor protection, despite its heavy ferro-fibrous armor.
   
  Another version forgoes the particle projection can-
  nons for a trio of Gauss rifles, a C3 slave, and a targeting 
  computer. The engine is reduced to a smaller 200-rated XL 
  Fusion, and two-and-a-half tons of armor are also removed 
  to make a deadly, if fragile, sniper.
  notable crews
  eisenJäger: Best known for the killing of a particu-
  larly ruthless Blakist Precentor during the occupation 
  of Tharkad, this ad hoc tank formation assigned to kill 
  prominent Blakist targets took heavy casualties during 
  that fight, forcing them to dissolve. Noting the need for 
  prominent successful commands for propaganda purpos-
  es, Archon Adam Steiner has recently reformed the unit 
  as an independent company using the survivors from the 
  unit’s climatic last battle. The unit has recently shipped 
  out of Hesperus II to aid in Devlin Stone’s burgeoning 
  anti-Blakist coalition after the Archon gifted it with a pair 
  of Gauss-variant DI Morgans.
  
  61
  di Morgan assault tank
  Type: di morgan assault tank
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 100
  Battle Value: 1,390
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  10
  Engine:  
  300 
   
  14.5
   
  Type: 
  XL Fusion 
   
  Cruising MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  45 
   
  35
  Control Equipment: 
   
   
  5
  Lift Equipment: 
   
   
  0
  equipment 
   
   
  mass
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  2.5
  Armor Factor:  
  208 
   
  10.5
   
   
  Armor
   
   
  Value
   
  Front 
  57
   
  R/L Side 
  41/41
   
  Rear 
  28
   
  Turret 
  41
  Weapons and ammo 
  location 
  tonnage
  3 ER PPC 
  Turret 
  21
  2 Machine Guns 
  Front 
  1
  Ammo (MG) 100 
  Body 
  .5
  
  62
  ji-50 “jifty” transportable field repair unit
   
  For as long as military vehicles have been fighting 
  away from prepared positions there has been a need for 
  repairing them where they are damaged. Although thou-
  sands of recovery vehicles have been created over the last 
  millennia of armored warfare, most of them are devoted to 
  bringing the damaged vehicle back to a repair base and all 
  the attendant tools. Very few of those vehicles bring the re-
  pair base to the damaged vehicle, but that is exactly what 
  Johnston Industries’ JI-50 does.
   
   Utilizing many of the design features of the FWL’s 
  Paramour MRV, the 60-ton “Jifty” (as it’s called) is designed 
  around a fusion engine that frees the vehicle from its own 
  logistical tail and has a top speed of 64 kph. Almost a third 
  of the vehicle is dedicated to cargo capacity, and a pair of 
  lift hoists makes deploying this cargo a self-contained op-
  eration. Because it is expected to bring logistical support 
  to units in the field, a tracked motive system was used to 
  allow the Jifty to handle as many terrain types as possible. 
  Although it is not a combat unit, the vehicle mounts a pair 
  of light machine guns for self-defense against enemy sap-
  pers and snipers, and three-and-a-half tons of industrial-
  grade armor protect the crew and frame from damage.
   
  Although the main factory for the JI-50 is in one of the 
  auxiliary wings of the main Johnston Industries complex on 
  New Syrtis, since 3069 a limited number of licenses have 
  been granted to small manufacturers outside the Capellan 
  March. The Jifty is still most commonly deployed with 
  Davion units and Davion-sponsored mercenaries, but the 
  Capellans captured a great number of them during their 
  invasion of the Capellan March, and the Taurian Concordat 
  has recovered almost a dozen from Davion forces in and 
  around the Pleiades Cluster. With the Jihad raging out of 
  control, it is not known if these realms will be able to re-
  verse-engineer enough of the JI-50 to keep them running 
  once their parts begin to fail, but it is certain that every 
  military recognizes the usefulness of this machine.
   
  With the continuing violence of the Jihad, JI-50s have 
  seen much modification, with the most common alteration 
  being the replacement of the light miniguns with heavier-
  caliber machine guns. A number of JI-50s have had their 
  cargo capacity reduced in order to add a third lift hoist to 
  increase their cargo lifting capabilities. Some even mount 
  a pair of medium lasers, and there are rumors of a Taurian 
  Q-vehicle on Merope that has been turned into an ambush-
  buster. Evidently almost all of the cargo capacity has been 
  filled by short-range missile launchers, although the target-
  ing systems have not been similarly upgraded.
   
  Legal proceedings have been brought against Blue 
  Bull, Inc. for the supposed patent violations used in the 
  production of the I.C.E.-powered “Nifty” support vehicle, 
  but with the ongoing war against the Blakists distracting 
  most of the involved parties, very little progress is being 
  made in the lawsuit.
  Type: Ji-50 “Jifty” transportable field repair unit
  Chassis Type: Tracked (Medium)
  Mass: 60 tons
  Equipment Rating: D/X-X-D/E
  Battle Value: 231
  equipment 
   
   
  mass
  Chassis/Controls: 
   
   
  13.5
  Engine/Trans:  
  Fusion 
   
  16
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  0 
   
  0
  Fuel:  
  N/A  
   
  0
  Turret:  
   
   
  0
  Armor Factor (BAR 6):  
  92 
   
  3.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Front 
  6 
  27
   
  R/L Side 
  6 
  20/20
   
  Rear 
  6 
  25
  Weapons and ammo 
  location 
  tonnage
  2 Light Machine Guns 
  Front 
  1
  Ammo (Light MG) 100 
  Body 
  .5
  crew: 4 (2 enlisted/non-rated, 2 gunners)
  cargo
   
  19.5 tons standard 
  1 Door (Rear)
  notes: Features Armored Chassis and Controls Modification 
  and 2 Lift Hoists (6 tons, rear).
  
  63
  ji-50 “jifty” transportable field repair unit
  
  64
  o-66 hMrV “oppie”
   
  The devastating usage of thermonuclear, chemi-
  cal, and biological weapons during the First Succession 
  War created a need for a tool to help salvage and re-
  covery teams safely extract materials from targeted hot 
  zones. Designated the Oppenheimer—later shortened 
  to “Oppie”—the Hazardous Material Recovery Vehicle 
  (HMRV) was created by Brown-Corning, Limited to fill that 
  roll. Unfortunately, the primary Brown-Corning plant was 
  destroyed on Caph after Combine raiders mistook the in-
  dustrial complex for a BattleMech line assembly facility.
   
  With vast sums of C-bills infused into its economy 
  after the local government voluntarily signed a defense 
  pact with the Word in the mid-3060s, Caph began to re-
  bound from its depression. The Blakists arrived, and after 
  two years of intense labor announced the reopening of 
  the B-C assembly plant along with newly built Martinson 
  Armaments and Skobel MechWorks plants. With some 
  minor upgrades and the addition of a fully sealed infantry 
  bay, the first new Oppie in centuries rolled off the rebuilt 
  assembly lines in 3068.
   
  Oppies are after-the-fact support vehicles used in clean-
  up operations with salvage teams, who are themselves usu-
  ally suited up in full environmental gear. Rare is it to find 
  these massive tractor crawlers and their attendant trailers 
  in the middle of a firefight, though reports from Outreach in 
  3070 tell of a few Oppies escaping a raging firefight between 
  Dragoon rebels and Widowmaker mercenary forces.
   
  Brown-Corning can barely keep up with the demand 
  for their HMRV Salvage Beds, which utilize a universal trail-
  er hook-up, allowing it to be attached to a wide variety of 
  construction equipment and even heavy tanks.
   
  The DeConAid trailers are now a common sight among 
  many medical units on Protectorate worlds. Buoyed with 
  their successes with the O-66 line, B-C has been consider-
  ing plans to produce larger salvage beds and other special-
  ized equipment in the near future.
   
  Type: o-66 hmrV “oppie”
  Chassis Type: Tracked (Large, Environmentally Sealed, Tractor) 
  Tonnage: 150
  Battle Value: 903
  Equipment Rating: E/D-X-E/E 
  equipment 
   
   
  mass
  Chassis/Controls: 
  Tracked 
   
  76.5
  Engine/Trans:  
  Fusion 
   
  22.5 
   
  Cruise MP:  
  2
   
  Flank MP:  
  3
  Heat Sinks:  
  0 
   
  0
  Fuel:   
  N/A 
   
  0
  Turret:  
   
   
  0
  Armor Factor (BAR 8):  
  300 
   
  13.5
   
   
  Armor
   
   
  Value
   
  Front 
  100
   
  Front R/L Side 
  40/40
   
  Rear R/L Side 
  40/40
   
  Rear 
  40
  Weapons and ammo 
  location 
  tonnage
  None 
  — 
  —
  crew: 4 
  cargo
   
  Infantry Bay (Foot) 
  1 Door (FRS) 
  5 tons
   
  Liquid Storage (18 ton capacity) 
  20 tons
  notes: Features Environmental Sealing and Tractor Chassis Modification, 
  Minesweeper (Front, 3 tons), Bulldozer (Front, 2 tons), Backhoe (Rear,5 
  tons), 4 Manipulator Arms (FRS, FLS, RRS, RL—40 kg), 2 Sprayers (RRS, 
  RLS—30kg), 4 Mounted Searchlights (Front, FRS, FLS, Rear—2 tons); 
  and Paramedic Equipment (Body, 250 kg).
  Type: hmrV salvage bed
  Chassis Type: Tracked (Large, Trailer)
  Tonnage: 150
  Battle Value: 594
  Equipment Rating:  E/D-X-E/D 
  equipment 
   
   
  mass
  Chassis/Controls: 
  Tracked 
   
  25.5
  Engine/Trans:  
  NA 
   
  NA
   
  Cruise MP:  
  NA
   
  Flank MP:  
  NA
  Heat Sinks:  
  0 
   
  0
  Fuel:   
  N/A 
   
  0
  Turret:  
   
   
  0
  Armor Factor (BAR 8):  
  244 
   
  11
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  Front R/L Side 
  40/40
   
  Rear R/L Side 
  40/40
   
  Rear 
  54
  Weapons and ammo 
  location 
  tonnage 
  None 
  — 
  — 
  crew: 3
  cargo
   
  Standard Cargo Bed (100 tons)
  notes: Features Trailer Chassis Modification, 2 Lift Hoists (FRS, FLS—6 tons), 
  Backhoe (Rear,5 tons), and 5 Mounted Searchlights (Front, FRS, FLS, 2 
  Rear—2.5 tons)
  Type: hmrV deconaid trailer
  Chassis Type: Tracked (Medium, Environmentally Sealed, Trailer)
  Tonnage: 60
  Battle Value: 354
  Equipment Rating:  E/D-X-E/D 
  equipment 
   
   
  mass
  Chassis/Controls: 
  Tracked 
   
  12.5
  Engine/Trans:  
  NA 
   
  NA
   
  Cruise MP:  
  NA
   
  Flank MP:  
  NA
  Heat Sinks:  
  0 
   
  0
  Fuel:   
  N/A 
   
  0
  Turret:  
   
   
  0
  Armor Factor (BAR 8):  
  122 
   
  5.5
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  R/L Side 
  31/31
   
  Rear 
  30
  Weapons and ammo 
  location 
  tonnage
  None 
  — 
  —
  crew: 57
  cargo
   
  Liquid Storage (18-ton capacity) 
  20 tons
  notes: Features Environmental Sealing and Trailer Chassis Modification, 6 
  Mounted Searchlights (2 Front, Right, Left, 2 Rear—3 tons), 2 Sprayers 
  (Right, Left—30 kg), MASH Unit with 11 Theaters (Body, 13.5 tons), and 
  an Infantry Bay (Body, 5 tons).
  
  65
  o-66 hMrV “oppie”
  
  66
  c-Mk-o Malak
  mass: 30 tons
  chassis: Celestial Series MK1E
  power plant: DefHes 210 Light Fusion
  cruising speed: 75 kph
  maximum speed: 118 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Divine Shield Light Ferro
  armament:
   
  9 5 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha with 
   
  C3i Computer
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  The entire Celestial series is a masterstroke of Word of 
  Blake military engineering and propaganda. The Blakists 
  had previously been seen as lacking in OmniMech devel-
  opment since the floundering of the Grand Crusader Omni 
  Project, so it came as a complete shock to many observers 
  to see not one, but six new designs emerge with similar 
  core elements and a distinctive supernatural flair. Clearly 
  tailored to the elite Manei Domini, each ’Mech in the 
  Celestial series is named for angelic beings from a variety 
  of classical religions—notably Christianity, Judaism, Islam, 
  and Hindi.
  capabilities
   
  The lightest of the Celestials at 30 tons, the Malak—
  Arabic for “angel”—is a dedicated recon unit, fast and well 
  armored. Using an endo-steel chassis, light fusion engine, 
  a small cockpit, an extralight gyro, and light ferro-fibrous 
  armor, the Malak saves as much tonnage as possible with-
  out using the bulkiest components available. An integrat-
  ed improved C3 computer—hard-mounted on all of the 
  Celestial OmniMechs—offers improved combat coordina-
  tion as well, ensuring that this scout can maximize its capa-
  bilities as part of an effective Level II formation.
  Deployment
   
  Since their 3069 debut on Terra, the Celestial 
  OmniMechs have appeared in gradually increasing num-
  bers (and configurations) among the ranks of most of the 
  Word’s known elite cadres, especially the cybernetically en-
  hanced Shadow Division forces, for whom these machines 
  may have been intended. Indeed, beyond the Martinson 
  factories and production sites on Terra and Mars, reliable 
  reports from Gibson indicate that the Word has begun 
  production of all six OmniMechs there as well, and there 
  have been changes to a number of subsystems. However, 
  the Gibson-built machines—earmarked only for Precentor 
  Apollyon’s cyber-minions—allegedly use more extensive 
  modifications that enhance their use by the Manei Domini 
  alone, such as cockpits that employ vehicular direct neural 
  interface (VDNI) technology.
  notable MechWarriors
  ghost adept omega anaku: Like many of his fellow 
  Manei Domini, Anaku’s background—including his previ-
  ous name—before he joined the Word of Blake and rose to 
  the ranks of the Domini remain shrouded in mystery. First 
  observed on Blakist propaganda vids out of Terra, where he 
  appeared as part of the Fifty-first Shadow Division, his right 
  eye sensory implant and accelerated prosthetic legs marked 
  him as a one-time foot trooper specialized for reconnais-
  sance. A more recent vehicular direct-neural interface (VDNI) 
  implant, however, has enabled him to virtually fuse his skills 
  and instincts as a trained scout with the electronic suites 
  on his Malak Comminus. As a result, Anaku has become a 
  superb tracker for the ongoing counter-insurgency effort 
  on Terra, where he has been credited with the “reclamation” 
  of no fewer than four hundred rebel operatives.
  Type: malak
  Technology Base: Inner Sphere OmniMech
  Tonnage: 30
  Battle Value: 792
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  1.5
  Engine:  
  210 Light 
   
  7
   
  Walking MP:  
  7
   
  Running MP:  
  11
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (XL): 
   
   
  1.5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  101 
   
  6
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  10 
  14
   
  Center Torso (rear) 
   
  4
   
  R/L Torso 
  7 
  11
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  5 
  10
   
  R/L Leg 
  7 
  13
  Weapon and space allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  2
  Center Torso 
  None 
  0
  Right Torso  
  2 Light Fusion Engine 
  5
   
   
  4 Endo Steel
   
   
  Light Ferro-Fibrous
  Left Torso 
  2 Light Fusion Engine 
  1
   
   
  2 Improved C3 Computer
   
   
  3 Double Heat Sinks
   
   
  4 Endo Steel
  Right Arm 
  6 Endo Steel 
  2
  Left Arm 
  3 Double Heat Sinks 
  3
   
   
  2 Light Ferro-Fibrous
  Right Leg 
  2 Light Ferro-Fibrous 
  0
  Left Leg 
  2 Light Ferro-Fibrous 
  0
  Weapons and ammo 
  location 
  critical 
  tonnage
  Invictus (Primary) Weapons Configuration
  Flamer 
  RA 
  1 
  1
  Light PPC 
  RT 
  2 
  3
  Ammo (SRM) 50 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  Retractable Blade 
  LA 
  3 
  2
  SRM 2 
  LT 
  1 
  1
  ER Medium Laser 
  H 
  1 
  1
  
  67
  c-Mk-o Malak
  Dominus (Alternate A) Weapons Configuration
  3 Light Machine Guns 
  RA 
  3 
  1.5
  Light MG Array 
  RA 
  1 
  .5
  Ammo (Light MG) 100 
  RT 
  1 
  .5
  CASE 
  RT 
  1 
  .5
  ER Small Laser 
  RT 
  1 
  .5
  Flamer 
  RT 
  1 
  1
  3 Light Machine Guns 
  LA 
  3 
  1.5
  Light MG Array 
  LA 
  1 
  .5
  ER Medium Laser 
  LA 
  1 
  1
  Flamer 
  LT 
  1 
  1
  ER Medium Laser 
  H 
  1 
  1
   
  Battle Value: 794
  Infernus (Alternate B) Weapons Configuration
  ER Medium Laser 
  RA 
  1 
  1
  Guardian ECM Suite 
  RT 
  2 
  1.5
  ER Medium Laser 
  LA 
  1 
  1
  Snub-Nose PPC 
  H 
  2 
  6
   
  Battle Value: 1,047
  Comminus (Alternate C) Weapons Configuration
  3 ER Small Lasers         
  RA 
  3 
  1.5
  Guardian ECM Suite 
  RT 
  2 
  1.5
  ER Medium Laser 
  RT 
  1 
  1
  Targeting Computer 
  RT 
  1 
  1
  B-Pod 
  RT 
  1 
  1
  Beagle Active Probe 
  LA 
  2 
  1.5
  ER Medium Laser 
  LT 
  1 
  1
  TAG  
  H 
  1 
  1
   
  Battle Value: 979
  Luminos (Alternate D) Configuration
  Light PPC 
  RA 
  2 
  3
  ER Medium Laser 
  RA 
  1 
  1
  ER Small Laser 
  RT 
  1 
  .5
  Light PPC 
  LA 
  2 
  3
  ER Medium Laser 
  LA 
  1 
  1
  ER Small Laser 
  LT 
  1 
  .5
  ER Small Laser 
  H 
  1 
  .5
   
  Battle Vale: 1,055
  Eminus (Alternate E) Weapons Configuration
  Thunderbolt 5 
  RA 
  1 
  3
  Ammo (Thunderbolt) 12 
  RA 
  1 
  1
  ER Medium Laser 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  ER Medium Laser 
  LT 
  1 
  1
  Light PPC 
  H 
  2 
  3
   
  Battle Vale: 957
  
  68
  V4-lnt-k7 Valiant
  mass: 30 tons
  chassis: Small Bug-B Modified
  power plant: GM 210
  cruising speed: 75 kph
  maximum speed: 118 kph, 151 kph with MASC
  Jump Jets: None
   
  Jump capacity: None
  armor: Valiant Gauntlet
  armament:
   
  3 Diverse Optics ER Medium Lasers
   
  1 BSW Light Hatchet
  manufacturer: VEST, Wakazashi Enterprises,
   
   Johnston Industries
   
  primary factory: Solaris VII (VEST), 
   
   
  Dover (Wakazashi), Benet III (Johnston)
  communications system: Olmstead 37
  targeting and tracking system: Irian 511
  overview
   
  Designed originally on a grant given to the Vining 
  Engineering and Salvage Team (VEST) from Irian 
  BattleMechs, the Valiant had just finished undergoing 
  field-testing when the Jihad came to Solaris VII. VEST 
  managed to save all five original prototypes before los-
  ing their Xolaran facilities, dedicating themselves to the 
  support of Erik Gray’s Solaran Home Defense League re-
  sistance movement. However, knowing they still had to 
  pay the bills somehow, VEST managed to smuggle two 
  Valiants off-world in hopes to sell the design to a larger 
  manufacturing firm.
   
  After an adventure worthy of an action holovid, the 
  VEST team found themselves indebted to the Combine and 
  finalizing a multi-year contract to produce Valiants for the 
  SHDL and the DCMS. After Solaris VII liberated itself in 3071, 
  VEST renegotiated their contract with Wakazashi to include 
  building a new factory on the continent of Greyland to re-
  place the loss of VEST’s Xolaran and Tangerine facilities.
   
  In 3074, Margaret Florence—CFO of the VEST/
  Wakazashi factory and co-designer of the Valiant—stepped 
  down from her position after a bitter power struggle. In 
  November 3074, she resurfaced as Chief Design Operator 
  of Johnston Industries in the Federated Suns. Her unveiling 
  of a new variant of the Valiant, the VAL-NT-J3, sparked a vi-
  cious legal battle over the Valiant’s ownership that looks to 
  remain locked in Combine, Lyran, and FedSuns courts for 
  possibly decades to come, while the factories continue to 
  ignore the lawsuits to supply their demanding customers.
  capabilities
   
  Utilizing a basic GM engine and myomer accelerator 
  circuitry, the Valiant has a high land speed but lacks jump 
  jets. Built for harassing rather than stand-up fighting, the 
  Valiant is more suited to heavy urban warfare, using its tre-
  mendous speed to surprise its opponent—often by bury-
  ing its two-ton hatchet in their back.
   
  Much has been made in recent years regarding VEST’s 
  decision to place a large armor flange over the right wrist and 
  forearm. Though the flange looks very much like a shield, it 
  lacks the structural support mechanism necessary to function 
  as one. The original test pilots of the Valiant knew not to use 
  the cosmetic shield as such, but the confusion was very evi-
  dent among the first generation of DCMS pilots. Subsequent 
  Wakazashi production runs discarded the cosmetic piece after 
  several complaints by Combine warriors. The company’s deci-
  sion may have been a catalyst for Florence’s subsequent ac-
  tions; the Johnston Industries version mounts a shield along 
  with some other design modifications.
  Deployment
   
  Despite the current legal battles raging in three differ-
  ent House courts, the Valiant can be found with some regu-
  larity among line units in both the Combine and Federated 
  Suns. Curiously, the Valiants produced on Solaris VII are 
  not shipped to Lyran units but are mainly sold on-planet 
  to lower-tier fighters, SHDL veterans, and the blossoming 
  mercenary market. A few Valiants have been found in Word 
  of Blake Militia units, but they appear to be battlefield sal-
  vage acquisitions.
  variants
   
  The Johnston Industries Valiant has the same de-
  sign ethos as the original VEST version, but with several 
  core changes. The J3 mounts a 210 GM Light Fusion en-
  gine, imported from the Lyran Alliance. The right forearm 
  was redesigned to support a small shield. Additionally, 
  a FireTech F6 Infernus flamer has been worked into the 
  cavity right below the wrist to give opponents a surprise 
  in close combat.
   
  New Terminal heavy ferro-fibrous armor replaces the 
  original Valiant Gauntlet to provide additional protection. 
  The MASC was removed for a loss of speed, but the addition 
  of three Diverse Optics ER small lasers gives the J3 additional 
  punch for anti-vehicle and infantry hunting operations.
   
  VEST hasn’t been idle, however. Though not a com-
  plete redesign of the Valiant, the VEST Solaris VII version 
  debuted in Hartford Gardens to some critical acclaim. The 
  VLN-3T improves the right forearm to mount a light shield 
  at the reduction of armor in the torso and legs. VEST pro-
  duces the new 3T on a limited basis and only for Solaris 
  stables, since the design is considered under-armored for 
  real warfare.
  notable MechWarriors
  Chu-i taylor ding-wa: One of the first recipients of a 
  K7 Valiant on Luthien, the Chu-i led his truncated lance 
  through grueling missions across Imperial City for over a 
  year. Working with his two lancemates—one in a Scarabus 
  and one using a salvaged Nightsky, the “axe pack” became 
  extremely adept in night fighting, often head hunting 
  Blakists separated from the main body. The three Genyosha 
  MechWarriors went missing in late 3071 near the Budan 
  complex and were found barely alive in a liberated Black 
  Dragon prison camp in 3073. 
  
  69
  V4-lnt-k7 Valiant
  Type: Valiant
  Technology Base: Inner Sphere
  Tonnage: 30
  Battle Value: 833
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3
  Engine:  
  210 
   
  9
   
  Walking MP:  
  7
   
  Running MP:  
  11 (14)
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  80 
   
  5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  10 
  9
   
  Center Torso (rear) 
   
  3
   
  R/L Torso 
  7 
  8
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  5 
  8
   
  R/L Leg 
  7 
  11
  Weapons and ammo location 
  critical 
  tonnage
  ER Medium Laser 
  RT 
  1 
  1
  ER Medium Laser 
  LT 
  1 
  1
  ER Medium Laser 
  H 
  1 
  1
  Hatchet 
  LA 
  2 
  2
  MASC 
  CT 
  2 
  2
  
  70
  wgt-1law/sc wight
  mass: 35 tons
  chassis: Alshain 560-Carrier Endo Steel
  power plant: Omni 175 Compact
  cruising speed: 54 kph
  maximum speed: 84 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: New Samarkand Royal Heavy Ferro-Fibrous
  armament:
   
  1 Lord’s Light Heavy Particle Projector Cannon
   
  2 Diverse Optics Extended Range Medium Lasers
  manufacturer: Luthien Armor Works, StarCorps Industries
   
  primary factory: Mobile Factory (LAW), 
   
   
  Son Hoa (StarCorps) 
  communications system: Sipher CommCon SCU-4
  targeting and tracking system: Cat’s Eyes 5
  overview
   
  Given a directive from the Coordinator to “demon-
  strate to the universe the Dragon is still strong,” Luthien 
  Armor Works was put into an untenable position. The loss 
  of their primary production facility on Luthien in early 3068 
  steeply reduced the company’s ability to accomplish such 
  a mandate. However, LAW knew they could not shy away 
  from such a critical aide in the defense of the Draconis 
  Combine against the Blakist and Black Dragon assaults. 
  While many outside the Combine might fail to grasp the 
  significance of a single new light ’Mech design against the 
  awesome onslaught of the Jihad, symbols are a powerful 
  weapon within the Japanese-centric culture of House 
  Kurita. LAW’s commitment to continue its duty and pro-
  duce new war materials after suffering such devastating 
  losses served as one more beacon for the people of the 
  Draconis Combine to rally around.
   
  LAW implemented several radical programs in an ef-
  fort to meet the call of the Dragon. First, LAW took the un-
  usual step of contracting with Wakazashi Enterprises. The 
  company purchased a large stock of Panthers due for refur-
  bishment. These would be stripped down to the bare endo-
  steel skeletons, comms, and T&T systems. Next, LAW took 
  a page from Alshain’s joint venture with Irian Technologies 
  in building the AWS-10KM Awesome and contracted with 
  StarCorps Industries. StarCorps would provide much need-
  ed capital to expand Luthien Armor Works’ mobile factories 
  concept, and in return StarCorps would receive shipments 
  of the base design, including dual extended-range medium 
  lasers in the left torso but without the primary weaponry 
  and armor, allowing StarCorps to tailor the design to their 
  own markets.
   
  A daring and innovative concept, the Wight has re-
  cently seen combat and appears to hold up to its initial 
  specifications despite being designed by committee.
  capabilities
   
  The Wight is built around one of the most tried-and-
  true chasses in the Combine: the Alshain 560-Carrier Endo 
  Steel. This is the same chassis as the PTN-10K Panther, 
  a light ’Mech that is a hallmark Combine design and fills 
  recon roles within every House Kurita regiment.
   
  Using the cash influx from StarCorps, LAW then utilized 
  a slightly more expensive and daring new technology—a 
  compact engine—in an effort to increase its battlefield lon-
  gevity. The Diverse Optics extended-range medium lasers 
  round out the core chassis that LAW shipped, per contract, 
  to StarCorps.
   
  To finalize the initial 1LAW/SC, Luthien Armor Works 
  then mounted 5.5 tons of the newly developed heavy ferro-
  fibrous armor, as well as giving the Wight one of the most 
  powerful punches mounted on a light ’Mech with the inclu-
  sion of the newly fielded heavy particle projector canon.
  Deployment
   
  The Wight is filling the ranks of Combine regiments 
  as quickly as it can be produced. Unlike so many designs 
  before it—such as the Akuma, No-Dachi, Hatamoto-Chi and 
  others—that were first deployed with House Kurita’s elite 
  regiments, the Wight is placed with those units in the most 
  desperate need of ’Mechs, whether the elite of the Pillar of 
  Steel or the dregs.
   
  Strangely enough, though StarCorps is known to be 
  manufacturing the Wight in significant numbers, it cannot 
  be verified whether any have been sold to date. Whether 
  StarCorps is selling to a hidden party, stockpiling the de-
  signs for mass sales at a later date, or building its own per-
  sonal army is unknown at this time.
  variants
   
  Though the 1LAW/SC also bears the StarCorps manu-
  facturer designation, StarCorps engineers blasted the origi-
  nal configuration fielded by LAW, citing the low mobility for 
  a light ’Mech. The 2SC mounts standard ferro-fibrous armor, 
  a snub-nose PPC and jump jets; StarCorps felt the trade-off 
  of firepower for enhanced mobility on a light ’Mech was 
  well worth the design choice.
   
  In response to the scathing review of the 1LAW/SC’s 
  mobility by StarCorps, LAW apparently went overboard with 
  a brand-new variant currently in testing, which switches to 
  5.5 tons of light ferro-fibrous armor and trades the heavy 
  PPC for a light particle projector canon and improved jump 
  jets. While extremely mobile, only live-fire testing of the 
  2LAW variant will determine whether the significant losses 
  of firepower and armor were worthwhile.
   
  LAW has also offered a C3 slave in a field refit kit for 
  both of its models, which replaces one of the medium la-
  sers with the slave.
   
  Rumors are circulating of a 3SC in development by 
  StarCorps that trades the jump jets for a plasma rifle. The 
  rumors remain unsubstantiated at this time, though it is an 
  obvious choice for StarCorps if they wish to try and sell a 
  new light ’Mech to the Capellan market.
  
  71
  wgt-1law/sc wight
  Type: Wight
  Technology Base: Inner Sphere
  Tonnage: 35
  Battle Value: 1,142
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  2
  Engine:  
  175 Compact 
   
  10.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  109 
   
  5.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  11 
  14
   
  Center Torso (rear) 
   
  4
   
  R/L Torso 
  8 
  11
   
  R/L Torso (rear) 
   
  4
   
  R/L Arm 
  3 
  11
   
  R/L Leg 
  8 
  15
  Weapons and ammo location 
  critical 
  tonnage
  2 ER Medium Lasers 
  LT 
  2 
  2
  Heavy PPC 
  RT 
  4 
  10
  
  72
  Mon-266 Mongoose ii
  mass: 40 tons
  chassis: Alshain Type 69-40S
  power plant: Pitban 320 XL
  cruising speed: 86 kph
  maximum speed: 129 kph, 172 kph with MASC
  Jump Jets: None
   
  Jump capacity: None
  armor: Starshield
  armament:
   
  1 Diverse Optics Sunbeam Extended Range Large Laser
  manufacturer: Arc-Royal MechWorks, 
   
  Defiance Manufacturing Annex
   
  primary factory: Arc-Royal, (Arc-Royal MechWorks), 
   
   
  Kwangjong-ni (Defiance)
  communications system: Nashan Comm-i U-284
  targeting and tracking system: Nashan Trac V-102 
   
  with Active Probe
  overview
   
  Part of the fallout of the near collapse of Luthien 
  Armor Works was the dispersion of many ongoing proj-
  ects. One of those was the Mongoose II, meant to help 
  replace the grievous losses that ComStar had recently suf-
  fered. While it seemed to be a setback for ComStar, they 
  found willing partners in both Arc-Royal MechWorks and 
  Defiance Industries. Defiance was altering its business 
  plan; the factories on Hesperus II could churn out ’Mechs 
  faster than almost any facility except Terra, but retooling 
  the lines while they tinkered with their designs was cutting 
  into production. By refitting an old Rim Worlds Republic 
  factory on Kwangjong-ni, they could make a multitude of 
  designs in smaller numbers which could then be tested in 
  the field. The first projects were the new Zeus and Banshee 
  designs. The success of the 8S Banshee over the slower 
  9S was a surprise to the executives, but not to the pilots. 
  The loss of Hesperus II to the Word of Blake accelerated 
  these plans, bringing Defiance together with ComStar. In 
  exchange for the plans and financial backing, Defiance 
  agreed to sell two-thirds of the output to ComStar for the 
  first two years.
  capabilities
   
  The Mongoose II can keep pace with the original at 129 
  kph but also sprint yet faster with a boost from a MASC sys-
  tem to 172 kph. To guard the vulnerable XL engine, seven 
  tons of Starshield armor provide good protection; Defiance 
  offered to use ferro-fibrous or even the more exotic stealth 
  armor, but ComStar staff declined, not wanting to overbur-
  den their fragile supply lines.
   
  For offense, the Sunbeam extended-range large laser 
  offers a long-ranged, ammunition-independent punch. The 
  Alshain-designed frame was a challenge to adapt to the Lyran 
  manufacturing systems at first, but it has proven reliable.
   
  It is the electronics suite that makes the Mongoose II 
  shine, though. Turning to computer giant Nashan, Defiance 
  was able to outfit the unit with a Beagle Probe, Guardian 
  ECM, and a C3i system. The probe and C3i system allow the 
  Mongoose II to act as an advanced scout and spotter, while 
  the ECM protects it and its comrades. Nashan based their 
  probe on the venerable TransComm Beta, incorporating 
  not only gun and cockpit cameras but additional video and 
  audio receivers placed throughout the ’Mech. The data is re-
  corded in both the cockpit sensor system and also the torso-
  mounted probe system, allowing recovery of the data unless 
  the ’Mech is nearly obliterated. It can then be reviewed in the 
  ’Mech or transferred to another computer system.
  Deployment
   
  The Mongoose II has been used to rebuild the Com 
  Guard’s First Army and to upgrade the Forth. If the design 
  does well, it will no doubt be distributed to all the Com 
  Guards. The Lyran Alliance has also sent a few of the ’Mechs 
  to their elite units. The -267 variant has been more widely 
  dispersed to Alliance units, especially units with Firestarter 
  Omnis, allowing for scout lances with C3 networks.
  variants
   
  With current Lyran units being equipped for the 
  original C3 system, the Mongoose II sold to Alliance forces 
  replaced the C3i with a C3 slave unit. Six-and-a-half tons 
  of stealth armor, the first to be made domestically in the 
  Lyran Alliance, makes the MON-267 a difficult target while 
  an advanced targeting computer improves the Mongoose 
  II’s accuracy.
   
  Still in the testing stage is the MON-268, which is in-
  tended as command ’Mech for recon units. The armor is 
  upgraded to ferro-fibrous, the ECM and C3i computer are 
  replaced with a C3 master unit, while the large laser is re-
  placed by three Ramtech ER medium lasers tied into a tar-
  geting computer.
  notable MechWarriors
  leutnant steven menken: Commander of a recon lance, 
  Menken’s performance has always been praised. His gun 
  camera footage was often sent to Lyran academies but in-
  structors are eager to get the increased data from his new 
  Mongoose II’s active probe. Menken himself is excited to be 
  getting a faster ’Mech with a longer reach. When off-duty, 
  Menken likes to share his collection of photos taken while 
  reconnoitering the enemy. A keen amateur photographer, 
  he has placeholders for the few ’Mechs he hasn’t photo-
  graphed in combat.
  adept epsilon-V shepard tremayne: Pilot of the only 
  Mongoose II to see combat so far, Tremayne clashed with a 
  Blakist Hussar on Coventry. They tangled for a minute be-
  fore their Level IIs arrived, but Tremayne’s comrades were 
  able to take advantage of the C3i network to finish off the 
  Hussar while his ECM prevented his opponents from doing 
  the same.
  
  73
  Mon-266 Mongoose ii
  Type: mongoose ii
  Technology Base: Inner Sphere
  Tonnage: 40
  Battle Value: 1,000
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  2
  Engine:  
  320 XL 
   
  11.5
   
  Walking MP:  
  8
   
  Running MP:  
  12 (16)
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  112 
   
  7
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  12 
  14
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  10 
  12
   
  R/L Torso (rear) 
   
  4
   
  R/L Arm 
  6 
  10
   
  R/L Leg 
  10 
  16
  Weapons and ammo location 
  critical 
  tonnage
  ER Large Laser 
  CT 
  2 
  5
  Improved C3 Computer 
  RT 
  2 
  2.5
  Guardian ECM Suite 
  RT 
  2 
  1.5
  MASC 
  LT 
  2 
  2
  Beagle Active Probe 
  LT 
  2 
  1.5
  
  74
  c-prt-o preta
  mass: 45 tons
  chassis: Celestial Series PR1E
  power plant: GM 270 Light Fusion
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Divine Protector 
  armament:
   
  15 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  Reports lay the design of the entire Celestial series 
  on one Doctor Devon Cortland, a military engineer who 
  came into contact with the Word of Blake while devel-
  oping the Toyama and—over the years since—somehow 
  gained notoriety with the Manei Domini (likely through 
  the implementation of numerous upgrade packages 
  tailored for their unique combat style and capabilities). 
  Cortland reportedly pitched the Celestials to Precentor 
  Apollyon himself early in the Jihad and was commis-
  sioned to begin design work on Terra immediately after 
  Case White. Cortland’s medium-class Celestial—the 
  Preta—debuted on Terra in late 3069.
  capabilities
   
  The 45-ton Preta (a Hindu term for “ghost”) is more of 
  a raider and skirmisher than the lighter Malak. Not as fast 
  but better armored and using more compact technologies 
  (such as standard armor and gyros), it reserves fifteen tons 
  of pod space for weapons.
   
  The Preta is best used to harass heavier prey while 
  sweeping away lighter forces. Indeed, with a third of its 
  overall weight devoted to pod space and half of its six 
  known standard variations configured for jumping, this 
  OmniMech often acts as the “hound” for its comrades, 
  moving quickly through difficult terrain to flush out enemy 
  units into the killing zones of open ground.
  Deployment
   
  As with the other Celestials, the Preta is seen almost 
  exclusively amongst the Word’s most elite troops, with the 
  Manei Domini definitely the biggest users of this machine. 
  Rumors persist that the Word’s long-term goals for the 
  Celestials may include extending them throughout the Word 
  of Blake militia. This would, of course, relegate all “obsolete” 
  non-Omnis to second-line status and likely service in the 
  Protectorate Militia, and the move is understandable given 
  how many dozens of designs the Word fields amongst its 
  relatively small forces. But with the current tumultuous state 
  of the war, it is unlikely that such a program, entailing replac-
  ing the output of many critical factories already running at 
  full speed, would be launched immediately.
  notable MechWarriors
  phantom (demi-)precentor tau shannadah: A Mech-
  Warrior of indeterminate age and exotic features, Aria 
  Shannadah of the Forty-first Shadow Division might have 
  been beautiful once (or at least pretty) had she not chosen 
  the life of the Manei Domini. Now sporting a bald scalp 
  lined with scars and metal, optical sensors in place of her 
  natural eyes, and a myomer-laced prosthetic arm known to 
  house a toxic dart gun, the only remnant of Shannadah’s 
  humanity is her curious accent and a dancer-like grace that 
  translates directly into every gesture her OmniMech makes 
  at her command. While quick with a smile on the few vids 
  capturing her outside of battle, Shannadah’s demeanor as a 
  Domini is icy cold. This is perhaps best demonstrated in the 
  dispassionate way she and her personalized Preta inciner-
  ated both fellow Domini and Ebon Magistrate forces alike 
  in 3073, when the Forty-first defended Aspropirgos against 
  a combined Capellan/Canopian raid.
  Type: preta
  Technology Base: Inner Sphere OmniMech
  Tonnage: 45
  Battle Value: 1,067
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel  
   
  2.5
  Engine:  
  270 Light 
   
  11
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro:  
   
   
  3
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  144 
   
  9
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  14 
  20
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  11 
  16
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  7 
  13
   
  R/L Leg 
  11 
  20
  Weapon and space allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  2
  Center Torso 
  2 Improved C3 Computer 
  0
  Right Torso  
  2 Light Fusion Engine 
  8
   
   
  2 Endo Steel
  Left Torso 
  2 Light Fusion Engine 
  8
   
   
  2 Endo Steel
  Right Arm 
  3 Endo Steel 
  5
  Left Arm 
  3 Endo Steel 
  5
  Right Leg 
  2 Endo Steel 
  0
  Left Leg 
  2 Endo Steel 
  0
  Weapons and ammo 
  location 
  critical 
  tonnage 
  Invictus (Primary) Weapons Configuration
  Snub-Nose PPC 
  RA 
  2 
  6
  Double Heat Sink 
  RT 
  3 
  1
  Retractable Blade 
  LA 
  4 
  3
  Anti-Missile System 
  LT 
  1 
  .5
  Ammo (AMS) 12 
  LT 
  1 
  1
  CASE 
  LT 
  1 
  .5
  Light PPC 
  H 
  2 
  3
  
  75
  c-prt-o preta
  Dominus (Alternate A) Configuration
  Double Heat Sink 
  RA 
  3 
  1
  2 ER Medium Lasers 
  RA 
  2 
  2
  4 Improved Jump Jets 
  RT 
  8 
  4
  Double Heat Sink 
  LA 
  3 
  1
  2 ER Medium Lasers 
  LA 
  2 
  2
  4 Improved Jump Jets 
  LT 
  8 
  4
  Targeting Computer 
  H 
  1 
  1
   
  Battle Value: 1,302
  Infernus (Alternate B) Configuration
  Heavy PPC  
  RA 
  3 
  10
  Double Heat Sink 
  RA 
  3 
  1
  3 Jump Jets 
  RT 
  3 
  1.5
  3 Jump Jets 
  LT 
  3 
  1.5
  ER Medium Laser 
  H 
  1 
  1
   
  Battle Value: 1,338
  Comminus (Alternate C) Weapons Configuration
  Plasma Rifle 
  RA 
  2 
  6
  Ammo (Plasma) 20 
  RA 
  2 
  2
  ER Small Laser 
  RT 
  1 
  .5
  2 Medium Pulse Lasers 
  LA 
  2 
  4
  TAG  
  LT 
  1 
  1
  Beagle Active Probe 
  H 
  2 
  1.5
   
  Battle Value: 1,187
  Luminos (Alternate D) Weapons Configuration
  Medium Pulse Laser 
  RT 
  1 
  2
  Small Pulse Laser 
  RT 
  1 
  1
  3 Jump Jets 
  RT 
  3 
  1.5
  Medium Pulse Laser 
  LT 
  1 
  2
  Small Pulse Laser 
  LT 
  1 
  1
  3 Jump Jets 
  LT 
  3 
  1.5
  Snub-nosed PPC 
  H 
  2 
  6
   
  Battle Value: 1,158
  Eminus (Alternate E) Weapons Configuration
  Thunderbolt 15 
  RA 
  3 
  11
  Ammo (Thunderbolt) 4 
  RA 
  1 
  1
  ER Medium Laser 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  ER Medium Laser 
  LT 
  1 
  1
  Rocket Launcher 10 
  H 
  1 
  .5
   
  Battle Value:1,211
  
  76
  lgn-2d legionnaire
  mass: 50 tons
  chassis: 2A Type 15 Endo Steel
  power plant: Magna 350 XL
  cruising speed: 75 kph
  maximum speed: 118 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: StarGuard II
  armament:
   
  1 Mydron Model RC Rotary Autocannon 5
  manufacturer: Corean Enterprises, Achernar BattleMechs
   
  primary factory: Augusta (Corean), Cahokia (Achernar)
  communications system: PCE-4X “Blaster”
  targeting and tracking system: Reginald Systems TC-A
  overview
   
  In the mid-3060s, just as the FedCom Civil War was 
  breaking out, Corean Enterprises formulated a new 
  BattleMech research project. Desiring a heavier version 
  of the venerable Centurion since the late 3040s, the AFFS 
  command had never pursued the matter after the Clan 
  Invasion of the ‘50s. The project was reopened once Prince 
  Victor returned from the Clan Homeworlds.
   
  After two years of intense testing of a new structural 
  skeleton, the Legion Project team finally concluded that 
  a heavier Centurion would not be feasible according to 
  the parameters set by the AFFS. Rather than discard the 
  prototype skeleton, the project changed focus to make a 
  light, fast, effective flanker with the permission of Jackson 
  Davion and the First Princess.
   
  When the Word of Blake struck New Avalon in 3068, 
  the team redoubled their efforts. Because research and 
  testing facility 44-J2A was a well-kept DMI secret, the Word 
  was unaware of its existence. The four prototypes were fin-
  ished quickly and then field-tested in a series of local at-
  tacks against the Word of Blake Militia and attendant Forty-
  fourth Shadow Division. The newly-named Legionnaire 
  made a name for itself in the critical defense of the Thames 
  River, turning the tide of the battle against the Word.
   
  One prototype and several data chips of intelligence 
  were successfully smuggled off world in 3073 and deliv-
  ered to the Corean facility on Augusta. Only one of the 
  remaining prototypes survived the siege of New Avalon; 
  the last one fell during the collapse of Mount Davion and 
  the Inferno bombings of the Davion Palace that covered 
  the Forty-fourth Shadow Division’s retreat from the world 
  in 3074. Two Legionnaires are reported to be undergoing 
  a complete rebuild and have become icons to the Davion 
  units remaining on-planet.
   
  Impressed with the battlefield performance and easy 
  construction of the medium ’Mech, newly promoted CEO 
  Christopher Thompson immediately saw the value of hav-
  ing such a fast, quick-striking flanker available to belea-
  guered AFFS forces. However, because Corean had lost sev-
  eral facilities to the Jihad, Thompson struck a partnership 
  deal with Achernar BattleMechs. Quickly working out the 
  legalities, Legionnaires were soon walking off the assembly 
  lines from several Achernar facilities.
  capabilities
   
  Similar in capability and concept to the Steiner 
  Blitzkrieg, the Legionnaire is the Davion equivalent of a 
  ’Mech centered around a single deadly weapon. By com-
  bining the new high-speed rotary cannon with a target-
  ing computer, the Legionnaire is a deadly strike and scout 
  ’Mech. Originally designed to utilize a Beagle probe system 
  to augment the scouting role, the idea was scrapped after 
  the LGN-1X prototypes suffered numerous catastrophic 
  systems failures. A cascade effect in the wiring between the 
  targeting computer and the probe would crash the combat 
  computer for critical seconds; one prototype went down 
  due to an ill-opportune cascade and was subsequently de-
  stroyed by a Blakist Toyama.
  Deployment
   
  The Legionnaire can be found among the most heavily 
  damaged of the AFFS line forces. Though not considered a 
  versatile ’Mech, it is nevertheless well-received by Davion 
  troops because of the inspiration it provides as a survival 
  story from the Siege of New Avalon.
  variants
   
  The initial prototype was intended as a scout unit 
  and mounted a smaller rotary cannon, a Beagle probe, 
  two extended-range medium lasers, and an additional 
  half-ton of armor. Corean ultimately selected the LGN-
  2X, the prototype version of Achernar’s official LGN-2D. 
  There is little difference between the LGN-2X and -LGN-
  2D other than cockpit display placement and slightly 
  different internal systems.
   
  Corean is pondering other “big gun” variants, especially 
  the possibility of a larger-bore ultra autocannon paired with 
  a targeting computer, but has not even built test units yet.
  notable MechWarriors
  leftenant robert doucette: A technician and retired 
  MechWarrior intimately familiar with the Legionnaire and 
  its capabilities, Doucette is one of the only surviving mem-
  bers originally assigned to Facility 44-J2A. He managed to 
  escape from Precentor Avitue’s command base, rescuing 
  another pilot in the process. His inspired defense of the 
  Corean facility with his LGN-2X earned him the respect of 
  the late Jackson Davion, who submitted Doucette’s name 
  for the Sunburst Medal as one of his final actions before the 
  Field Marshall’s death.
  private davis pendelton: Responsible for the last-minute 
  evacuation of a small forestry camp caught in the path 
  of the onrushing Forty-fourth Shadow Division during 
  the final days of the Blakist occupation of New Avalon, 
  Pendelton managed to delay a Toyama from hitting the 
  fleeing civilians. Though his Legionnaire was effectively 
  combat destroyed, AFFS High Command has made it a 
  priority to repair it from the ground up as a symbol of 
  Davion perseverance.
  
  77
  lgn-2d legionnaire
  Type: legionnaire
  Technology Base: Inner Sphere
  Tonnage: 50
  Battle Value: 1,386
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  2.5
  Engine:  
  350 XL 
   
  15
   
  Walking MP:  
  7
   
  Running MP:  
  11
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  152 
   
  9.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  16 
  20
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  12 
  16
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  8 
  14
   
  R/L Leg 
  12 
  22
  Weapons and ammo location 
  critical 
  tonnage
  Rotary AC/5 
  RT 
  6 
  10
  Ammo (RAC) 60 
  RT 
  3 
  3
  Targeting Computer 
  LT 
  3 
  3
  
  78
  eyk-45a eyleuka
  mass: 55 tons
  chassis: Dynastic 55-E
  power plant: ER Motors 275 Extra Light
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: Nike Doublejet 9s
   
  Jump capacity: 210 meters
  armor: Hellespont Lite Stealth
  armament:
   
  1 Diverse Optics Sunbeam ER Large Laser
   
  2 Diverse Optics Type II ER Medium Lasers
   
  1 Spencer Selectable 9 Tube
   
  1 Diverse Optics TAG
  manufacturer: Detroit Consolidated MechWorks
   
  primary factory: Detroit
  communications system: FoxxCom 75
  targeting and tracking system: FoxxFire 180
  overview
   
  While the Trinity Alliance had served the Magistracy 
  of Canopus well, most of their BattleMech designs were 
  secondhand units from the Confederation. In response, a 
  group of Canopian design teams began work on a new me-
  dium ’Mech. After a half decade of work, they had barely 
  managed to get beyond the prototype stage for a design 
  named after a legendary Ethiopian Queen. Meanwhile, the 
  Confederation was in need of a ’Mech for its special op-
  erations units. The Trinity Alliance brought the two groups 
  together and got the Eyleuka to production status, but the 
  Canopians were not happy with the weapons load. Revised 
  again, the ’Mech finally emerged as an obvious result of 
  design by committee and compromise.
  capabilities
   
  The Eyleuka has good ground speed for its size, but 
  with seven improved jump jets it is superior in the air. 
  Almost ten tons of stealth armor protect the ’Mech well, 
  especially at long range, but it is not enough to make it 
  a brawler. The weapons payload is where the Eyleuka can 
  shine; based around an ER large laser and MML-9, it has 
  good long-ranged firepower and can keep up the bar-
  rage with the launcher at short range while switching to 
  a pair of ER medium lasers. Three tons of ammunition for 
  the launcher allows for a lot of flexibility, such as mine or 
  Inferno rounds, while a TAG unit can be used to bring artil-
  lery to bear.
   
  The Eyleuka has many critics, though. While damage to 
  head-mounted systems (without the entire head being de-
  stroyed) is rather rare, the dual ammo bins and small cock-
  pit make many pilots cramped and nervous. Additionally, 
  the ten double heat sinks are inadequate. Finally, the XL 
  engine can be vulnerable, though the odd placement of 
  the ammunition offers no more risk than ’Mechs with CASE 
  equipment and XL engines.
  Deployment
   
  In the Magistracy the Eyleuka has seen wide deploy-
  ment, starting with the Light Horse and Fusilier units. 
  The Eyleuka first saw combat during Operation Sovereign 
  Justice, used as a secret raider and guerrilla fighter. The 
  Death Commandos, Red Lancers, and House Imarra were 
  the first Confederation units to receive the Eyleuka.
  variants
   
  The original Canopian-designed Eyleuka, the 4A, was 
  very different. With only a dozen prototypes existing, it was 
  twenty percent faster and had a MASC system, but it only 
  jumped 180 meters. While it lacked stealth armor, it com-
  pensated with an additional two tons of armor. The weap-
  ons load was somewhat different as well, mounting one ER 
  large and medium lasers and eight machine guns in two 
  arrays, while the electronics originally included an active 
  probe. The 35A, the heavily Capellan influenced design, 
  lacked the compact gyro and featured dual arm-mounted 
  LRM-10 launchers and a pair of ER medium lasers.
   
  Detroit has recently begun offering the 45B, which 
  replaces the MML launcher with a head-mounted snub-
  nosed PPC and three more heat sinks. The production of 
  this variant has been very limited due to the small number 
  of PPCs imported from the distant Draconis Combine.
  notable MechWarriors
  mechWarrior carol trevaline: Rumored to be the estranged 
  daughter of the legendary Paula Trevaline, Carol bounced 
  around the MAF until finding a home in the First Canopian Light 
  Horse. In the past few years she has begun to show consider-
  able ruthlessness on the battlefield while being amenable 
  and friendly with her fellow soldiers. There were complaints 
  in other units when she was assigned an Eyleuka to replace 
  her ancient Dervish, but Colonel deSummersVille has shown 
  he is far more interested in results than scuttlebutt.
  mechWarrior John “tiger” hudek: Assigned to long pa-
  trols for the Third Canopian Light Horse, “Tiger” Hudek set 
  up ambushes during Operation Sovereign Justice using 
  his missiles to lay down minefields and Infernos to cripple 
  larger enemy ’Mechs. He complains about being assigned 
  to the “death-by-head-explosion ’Mech,” but Hudek has 
  managed to be effective despite his trepidation. Canopian 
  leaders were shocked when he managed to return from 
  missions with an intact ’Mech but having used up all of 
  his ammunition, starting with the bins near the cockpit. 
  Reviews of his BattleROM footage have shown that he 
  rarely wastes any missiles.
  Sao-wei Janice abermann: After being cashiered out of 
  McCarron’s Armored Cavalry for her poor attitude, Sao-wei 
  Abermann was able to catch on with St. Cyr’s Armored 
  Hussars who were desperate for quality ’MechWarriors. 
  While her past failure has blunted her antagonistic person-
  ality, humility still isn’t her strong suit; she has managed to 
  wear out her Catapult fighting pirates and Blakists, leading 
  to her replacement Eyleuka.
  
  79
  eyk-45a eyleuka
  Type: eyleuka
  Technology Base: Inner Sphere
  Tonnage: 55
  Battle Value: 1,600
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5.5
  Engine:  
  275 XL 
   
  8
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  7
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (Compact): 
   
   
  4.5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  152 
   
  9.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  18 
  22
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  13 
  16
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  9 
  15
   
  R/L Leg 
  13 
  21
  Weapons and ammo location 
  critical 
  tonnage
  ER Large Laser 
  RA 
  2 
  5
  ER Medium Laser 
  RA 
  1 
  1
  ER Medium Laser 
  RT 
  1 
  1
  MML 9 
  LA 
  5 
  6
  Ammo (MML) 13/11 
  LA 
  1 
  1
  Ammo (MML) 26/22 
  H 
  2 
  2
  TAG 
  LT 
  1 
  1
  Guardian ECM Suite 
  CT 
  2 
  1.5
  Improved Jump Jets 
  RT 
  6 
  3
  Improved Jump Jets 
  LT 
  6 
  3
  Improved Jump Jet 
  CT 
  2 
  1
  
  80
  c-grg-o grigori
  mass: 60 tons
  chassis: Celestial Series GG1
  power plant: GM 240 Light Fusion
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Divine Shield-B Light Ferro
  armament:
   
  28 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  Although developed to span the entire range of 
  weight classes and design roles, Doctor Cortland’s Celestial 
  series clearly favors the heavier weight ranges, presumably 
  due to these OmniMechs’ intended role as a main battle 
  force. Although it likely would have been easier for the 
  Word to simply develop one Celestial for each weight class, 
  Doctor Cortland apparently saw six as a sacred number—
  not to mention the basic element size of Word of Blake 
  formations—and pushed hard to ensure that there would 
  be six Celestial OmniMech classes in all, allowing him to 
  double up on the heavy and assault weight ranges.
   
  The Grigori entered service with the Blakist forces sta-
  tioned on Terra in late 3069. However, while its schematics 
  and development were initiated at the same time as its five 
  fellow Celestials, this OmniMech was one of the last designs 
  to be introduced out of the Martinson factory in Australia, 
  allegedly because Cortland himself took a personal hand in 
  the final touches of production.
  capabilities
   
  The 60-ton Grigori is named for a class of fallen 
  Christian angels. Designed to play a complementary role 
  with the 70-ton Deva as a main brawler, most of the Grigori’s 
  main configurations are primarily set up for missile support, 
  dispersing the majority of their damage at range to wear 
  down armor and morale while other units work their way 
  in close to deliver the killing blows. Though nearly half the 
  Grigori’s total tonnage is devoted to pod space, each main 
  configuration includes secondary weapons—typically 
  lasers—to discourage enemies from engaging a Grigori in 
  close-quarters combat.
  Deployment
   
  As with all of the other Celestials, the Grigori is domi-
  nantly used by the Word of Blake’s most elite troops, with 
  the Manei Domini and the Word’s most trusted Terran de-
  fense forces taking up the lion’s share. Despite its slight 
  delay in entering production, this OmniMech has become 
  one of the Word’s most prolific; in any given Level III that 
  employs Celestials, Grigoris tend to outnumber every other 
  Celestial class.
  notable MechWarriors
  poltergeist precentor sigma tamiel: An “ascended” Manei 
  Domini of unknown origins, Tamiel was identified as one 
  of the Level III commanders assigned to the Forty-seventh 
  Shadow Division (Azazel’s Watchers), during its 3072 assault 
  on Galatea. His personalized Grigori—which combines 
  two Thunderbolt-10 launchers, a snub-nosed PPC, and a 
  Guardian ECM suite—led his Level III (the Watching Hands 
  III-Gamma) on several combat drops and surprise ambush-
  es against the scattered mercenary resistance. Favoring 
  the “choir” formations first championed by Precentor Kona 
  Jenkins, Tamiel and his warriors often work in close con-
  cert with Demon battle armor. During the Forty-seventh’s 
  year-long stint on Galatea, Tamiel’s III worked closely with 
  the anti-insurgent actions of both Adept Berit Smitty (the 
  “Bionic Witch of Galaport”) and her Djinn battlesuits, as well 
  as Adept Joe “Crymo” Richmond and his Seeker Nephilim 
  assault troops.
  Type: grigori
  Technology Base: Inner Sphere OmniMech
  Tonnage: 60
  Battle Value: 1,245
  equipment 
   
   
  mass
  Internal Structure: 
    
   
  6
  Engine:  
  240 Light 
   
  9
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (XL): 
   
   
  1.5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  186 
   
  11
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  20 
  26
   
  Center Torso (rear) 
   
  9
   
  R/L Torso 
  14 
  20
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  10 
  19
   
  R/L Leg 
  14 
  26
  Weapon and space allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  2
  Center Torso 
  None 
  0
  Right Torso  
  2 Light Fusion Engine 
  10
  Left Torso 
  2 Light Fusion Engine 
  8
   
   
  2 Improved C3 Computer
  Right Arm 
  3 Light Ferro-Fibrous 
  5
  Left Arm 
  3 Double Heat Sink 
  5
  Right Leg 
  2 Light Ferro-Fibrous 
  0
  Left Leg 
  2 Light Ferro-Fibrous 
  0
  Weapons and ammo 
  location 
  critical 
  tonnage
  Invictus (Primary) Weapons Configuration
  MRM 20 
  RA 
  3 
  7
  Ammo (MRM) 12 
  RT 
  1 
  1
  Ammo (LRM) 16 
  RT 
  2 
  2
  Ammo (Streak) 25 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  Retractable Blade 
  LA 
  4 
  3.5
  LRM 15 
  LT 
  3 
  7
  Streak SRM 4 
  LT 
  1 
  3
  Light PPC 
  H 
  2 
  3
  
  81
  c-grg-o grigori
  Dominus (Alternate A) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  2 Jump Jets 
  RT 
  2 
  2
  ER Medium Laser 
  RT 
  1 
  1
  Medium Pulse Laser 
  RT 
  1 
  2
  Double Heat Sink 
  RT 
  3 
  1
  Ammo (Streak) 15 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  2 Jump Jets 
  LT 
  2 
  2
  ER Medium Laser 
  LT 
  1 
  1
  Medium Pulse Laser 
  LT 
  1 
  2
  Double Heat Sink 
  LT 
  3 
  1
  Streak SRM 6 
  H 
  2 
  4.5
   
  Battle Value: 1,536
  Infernus (Alternate B) Weapons Configuration
  MML 7 
  RA 
  4 
  4.5
  Artemis IV FCS 
  RA 
  1 
  1
  2 Jump Jets 
  RT 
  2 
  2
  Plasma Rifle 
  RT 
  2 
  6
  Ammo (Plasma) 20 
  RT 
  2 
  2
  MML 7 
  LA 
  4 
  4.5
  Artemis IV FCS 
  LA 
  1 
  1
  2 Jump Jets 
  LT 
  2 
  2
  Ammo (MML) 28/34 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  ER Small Laser 
  LT (R) 
  1 
  .5
  Medium Pulse Laser 
  H 
  1 
  2
   
  BV: 1,408
  Comminus (Alternate C) Weapons Configuration
  2 Streak SRM 6 
  RA 
  4 
  9
  ER Medium Laser 
  RT 
  1 
  1
  2 Jump Jets 
  RT 
  2 
  2
  3 MRM 10 
  LA 
  4 
  9
  ER Medium Laser 
  LT 
  1 
  1
  Ammo (Streak) 15 
  LT 
  1 
  1
  Ammo (MRM) 24 
  LT 
  1 
  1
  2 Jump Jets 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  Guardian ECM Suite 
  H 
  2 
  1.5
   
  BV: 1,438
  Luminos (Alternate D) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  ER Medium Laser 
  RT 
  1 
  1
  3 Improved Jump Jets 
  RT 
  6 
  6
  2 ER Small Lasers 
  LA 
  2 
  1
  ER Medium Laser 
  LT 
  1 
  1
  3 Improved Jump Jets 
  LT 
  6 
  6
  Light PPC 
  H 
  2 
  3
   
  BV: 1,568
  Eminus (Alternate E) Weapons Configuration
  Thunderbolt 15 
  RA 
  3 
  11
  Ammo (Thunderbolt) 8 
  RA 
  2 
  2
  2 ER Medium Lasers 
  RT 
  2 
  2
  CASE 
  RT 
  1 
  .5
  Double Heat Sink 
  RT 
  3 
  1
  ER PPC 
  LA 
  3 
  7
  2 ER Medium Lasers 
  LT 
  2 
  2
  Double Heat Sink 
  LT 
  3 
  1
  ER Medium Laser 
  H 
  1 
  1
  ER Small Laser 
  H 
  1 
  .5
   
  BV: 1,544
  
  82
  pkM-2c patriot
  mass: 65 tons
  chassis: RI-12b Pikeman
  power plant: Hermes 260 XL
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Heavy
  armament:
   
  1 Magna Starflare HPPC
   
  1 Holly Arrow IV Missile System
   
  1 LFN Lindblad Shotgun Anti-Missile System
  manufacturer: Ronin Incorporated
   
  primary factory: Wallis
  communications system: Garrett C22A
  targeting and tracking system: Wasat Watchdog W120 
   
  with A-Trac
  overview
   
  When Kirc Cameron-Jones declared himself the 
  Captain-General of the Free Worlds League in 3069, one 
  of his first priorities was the consolidation of his military 
  and economic power. Once he turned his attention to 
  the League’s industrial capabilities, he focused on Ronin 
  Incorporated on Wallis. Ronin had been expanding its 
  portfolio by designing a ’Mech it called the Pikeman after 
  producing the Warhammer and Marauder for several cen-
  turies. The Prince demanded several changes when he was 
  shown the design and explained its planned battlefield 
  role. The new design, which he called the Patriot, would 
  be a commander’s ’Mech, with the capabilities to control a 
  ’Mech regiment and support groups. It would rely on long-
  range weaponry, bodyguard units, and other support to 
  keep itself out of the thick of the fray. Cameron-Jones spe-
  cifically requested artillery capability to ensure the com-
  mander could be relevant at range, without an urgent need 
  to close with the enemy.
  capabilities
   
  Ronin’s original design called for a massive LB 20-X 
  autocannon, which allowed them to adjust the design to 
  the equally large Arrow-IV missile launcher with only lim-
  ited difficulties. The electronics package was drastically 
  improved, and a TAG unit was added. An ECM suite and an 
  AMS were also installed to improve the Patriot’s defensive 
  capabilities, all at the expense of the original design’s brace 
  of ER medium lasers. The Pikeman’s HPPC was retained, pro-
  viding the Patriot with a very powerful long-range punch. 
  Up close, the Patriot has no offensive tools at its disposal, 
  making independent operation ill advised.
  Deployment
   
  The redesign necessary to meet Kirc Cameron-Jones’ 
  mandates delayed completion of the Patriot’s first proto-
  type until the last months of 3070. Some of the first were 
  included with the Ninth Regulan Hussars when they at-
  tacked Oriente in 3071. Several models were used by the 
  Second Hussars in the defense of Wallis, but they did not 
  exist in large enough numbers to have a significant impact 
  on the battle, and the Hussars were slaughtered to the last 
  man. The First Regulan Hussars lost most of their Patriots 
  during the Night of Fire, but they performed well against 
  the Blakists. In its most ironic deployment, the Patriot was 
  used to maintain security during Kirc’s Purge, its massive 
  weapons keeping resistance to a minimum.
  variants
   
  The PKM-2D model is almost identical to Ronin’s original 
  Pikeman. It replaces the Holly Arrow IV with an Imperator LB 
  20-X autocannon and a pair of torso-mounted ER medium 
  lasers but retains the electronics package of the 2C model. 
  This model is popular with the First Regulan Hussars.
   
  Taking a more generalist approach, the PKM-2E is a 
  new model produced by Ronin that has yet to make it to 
  any frontline units. There is broad interest in the BattleMech 
  and the amount of firepower it can project from three 
  Artemis-enhanced MML-7 launchers.
   
  As the 2C model is geared specifically to a relatively 
  limited group, Ronin intends to reduce its production to 
  cover regular attrition once it has completed sufficient to 
  equip all company commanders and higher, switching to 
  alternating runs of the 2D and 2E model, which have more 
  traditional battlefield roles.
  notable MechWarriors
  colonel mark brandhauber: Leading the defense of 
  Regulus City in 3072, Colonel Brandhauber’s Patriot was one 
  of the few 2C models made available to the First Regulan 
  Hussars. The majority of the unit’s commanders preferred 
  the 2D model and its massive autocannon. Brandhauber 
  managed to facilitate the destruction of numerous Blakist 
  ’Mechs using homing Arrow IV missiles but was ultimately 
  killed outside his ’Mech at the palace.
  force commander noel Joliceur: Starting his career as 
  a MechWarrior, Lieutenant Joliceur was forced to take 
  command of an armor company by a political enemy. 
  He excelled at this new task and rose to command the 
  Eleventh Chertan Heavy Armor regiment of the Fifth 
  Hussars. Recently he exchanged his Partisan tank for a 
  brand new PKM-2C, as he believes it will allow him to 
  better lead and support his regiment. While he has been 
  able to prove this with significantly improved scores in 
  exercises with the other elements of the Fifth Hussars, a 
  small but vocal number of his command resent his prefer-
  ence of a BattleMech.
  
  83
  pkM-2c patriot
  Type: patriot
  Technology Base: Inner Sphere
  Tonnage: 65
  Battle Value: 1492
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  3.5
  Engine:  
  260 XL 
   
  7
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro (Heavy-Duty): 
   
   
  6
  Cockpit: 
   
   
  3
  Armor Factor:  
  192 
   
  12
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  21 
  31
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  15 
  22
   
  R/L Torso (rear) 
   
  7
   
  R/L Arm 
  10 
  15
   
  R/L Leg 
  15 
  27
  Weapons and ammo location 
  critical 
  tonnage
  Heavy PPC 
  RA 
  4 
  10
  Arrow IV System 
  LA/LT 
  9/6 
  15
  Ammo (Arrow) 20 
  RT 
  4 
  4
  TAG 
  RT 
  1 
  1
  Guardian ECM Suite 
  CT 
  2 
  1.5
  Anti-Missile System 
  H 
  1 
  5
  Ammo (AMS) 12 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  5
  
  84
  c-dVa-o deVa
  mass: 70 tons
  chassis: Celestial Series DV1E
  power plant: Inspiration 280 Light Fusion
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Divine Protector
  armament:
   
  29.5 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  The Deva OmniMech—its name derived from Hindu 
  and Buddhist mythologies, a reference to minor angels or 
  divinities—is strikingly similar to its fellow heavyweight 
  Celestial, the Grigori, so much so that the reason for its 
  design is questionable. The dominant theory, supported 
  by this unit’s constant deployment in close concert with 
  Grigoris, maintains that the two models were deliberately 
  built to function in pairs—akin to the design philosophies 
  that produced the Hammer and Anvil ’Mechs. One observer 
  likened the coordination between these two machines to 
  that of identical twins, joined together by some intangible 
  spiritual link.
  capabilities
   
  Matching its lighter brother in mobility but sporting 
  thicker armor and a heavy-duty gyro, the 70-ton Deva has 
  the ruggedness to act as the close-combat fighter, while 
  the Grigori provides standoff support. With little more than 
  a ton of extra pod space for weapons than the Grigori, the 
  Deva focuses more on direct-fire weapons over missiles in 
  all six of its known standard configurations. As a result, this 
  machine makes for an excellent brawler, but its firepower 
  can be felt at almost any range, enabling its MechWarrior 
  to pick and choose where and how close the Deva needs 
  to get to deliver its attacks.
  Deployment
   
  As mentioned above, the Deva is particularly com-
  mon in any formation that also includes a Grigori, and so 
  it is dominantly seen among the Word of Blake’s most elite 
  troops, including the Manei Domini. Even though Grigoris 
  tend to appear in greater numbers, it is rare to see any 
  operating in a formation that does not include at least 
  one Deva.
  notable MechWarriors
  precentor Vii seth smith-solomon: Commander of the 
  Word of Blake Seventh Division’s Bells of Faith III-lambda, 
  which fought to defend Mars against the Wolf’s Dragoons’ 
  incursion in 3067, Smith-Solomon was badly wounded try-
  ing to hold back the remnants of Zeta Battalion near Koryo. 
  Returning to active duty after a full year of reconstructive 
  surgery and rehabilitation, he was reportedly approached 
  by representatives of the Manei Domini but declined an 
  offer to join their ranks while his Division remained in des-
  perate need of troops. In 3073, Cameron St. Jamais per-
  sonally rewarded him for his devotion to the Word with a 
  commission to command the Seventh Division. His fresh-
  from-the-factory Deva OmniMech, also awarded by the 
  Word’s Precentor Martial, has been featured prominently 
  in many Blakist propaganda vids, showing Smith-Solomon 
  leading his troops on a “goodwill tour” of several recently 
  fortified Blake Protectorate border worlds, including Ko, 
  Zollikofen, and Lipton.
  Type: deva
  Technology Base: Inner Sphere OmniMech
  Tonnage: 70
  Battle Value: 1,584
  Pod Space: 29.5 tons
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  3.5
  Engine:  
  280 Light 
   
  12
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  11 [22] 
   
  1
  Gyro (Heavy-Duty): 
   
   
  6
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  216 
   
  13.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  22 
  33
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  15 
  20
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  11 
  22
   
  R/L Leg 
  15 
  30
  Weapon and space allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  2
  Center Torso 
  None 
  2
  Right Torso  
  2 Light Fusion Engine 
  6
   
   
  2 Endo Steel
   
   
  2 Improved C3 Computer
  Left Torso 
  2 Light Fusion Engine 
  6
   
   
  4 Endo Steel
  Right Arm 
  2 Endo Steel 
  6
  Left Arm 
  2 Endo Steel 
  6
  Right Leg 
  2 Endo Steel 
  0
  Left Leg 
  2 Endo Steel 
  0
  Weapons and ammo 
  location 
  critical 
  tonnage
  Invictus (Primary) Weapons Configuration
  Gauss Rifle 
  RA 
  7 
  15
  Ammo (Gauss) 8 
  RA 
  1 
  1
  Light PPC 
  RT 
  2 
  3
  CASE 
  RT 
  1 
  .5
  Retractable Blade 
  LA 
  5 
  4
  Light PPC 
  LT 
  2 
  3
  Light PPC 
  H 
  2 
  3
  
  85
  c-dVa-o deVa
  Dominus (Alternate A) Weapons Configuration
  MML 7 
  RA 
  4 
  4.5
  Targeting Computer 
  RT 
  4 
  4
  2 ER Medium Lasers 
  RT 
  2 
  2
  Rotary AC/5 
  LA 
  6 
  10
  ER Small Laser 
  LA 
  1 
  .5
  Ammo (RAC) 60 
  LT 
  3 
  3
  Ammo (MML) 34/28 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  Light PPC 
  H 
  2 
  3
   
  Battle Value: 1,727
  Infernus (Alternate B) Weapons Configuration
  ER PPC 
  RA 
  3 
  7
  Double Heat Sink 
  RA 
  3 
  1
  2 Double Heat Sink 
  RT 
  6 
  2
  ER PPC 
  LA 
  3 
  7
  Targeting Computer 
  LA 
  5 
  5
  2 Double Heat Sinks 
  LT 
  6 
  2
  2 Medium Pulse Lasers 
  H 
  2 
  4
  Guardian ECM Suite 
  CT 
  2 
  1.5
   
  Battle Value: 1,713
  Comminus (Alternate C) Weapons Configuration
  Ultra AC/20 
  RA/RT 
  10 
  15
  Jump Jet 
  RT 
  1 
  1
  Double Heat Sink 
  RT 
  3 
  1
  Double Heat Sink 
  LA 
  3 
  1
  3 ER Medium Lasers 
  LA 
  3 
  3
  Jump Jet 
  LT 
  1 
  1
  Ammo (Ultra) 15 
  LT 
  3 
  3
  CASE 
  LT 
  1 
  .5
  ER Small Laser 
  LT (R) 
  1 
  .5
  Guardian ECM Suite 
  H 
  2 
  1.5
  2 Jump Jets 
  CT 
  2 
  2
   
  Battle Value: 1,749
  Luminos (Alternate D) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  Double Heat Sink 
  RA 
  3 
  1 
  2 Jump Jets 
  RT 
  2 
  2
  Medium Pulse Laser 
  RT 
  1 
  2
  Double Heat Sink 
  RT 
  3 
  1
  Double Heat Sink 
  LA 
  3 
  1
  2 ER Medium Lasers 
  LA 
  2 
  2
  Double Heat Sink 
  LT 
  3 
  1
  Medium Pulse Laser 
  LT 
  1 
  2
  2 Jump Jets 
  LT 
  2 
  2
  2 Medium Pulse Lasers 
  H 
  2 
  4
  ER Medium Laser 
  CT (R) 
  1 
  1
  ER Small Laser 
  CT (R) 
  1 
  .5
   
  Battle Value: 1,711
  Eminus (Alternate E) Weapons Configuration
  Double Heat Sink 
  RA 
  3 
  1
  2 ER Medium Lasers 
  RT 
  2 
  2
  Light PPC 
  RT 
  2 
  3
  Thunderbolt 15 
  LA 
  3 
  11
  Ammo (Thunderbolt) 8 
  LA 
  2 
  2 
  Light PPC 
  LT 
  2 
  3
  Double Heat Sink 
  LT 
  3 
  1
  CASE 
  LT 
  1 
  .5
  Light PPC 
  H 
  2 
  3
  Light PPC 
  CT 
  2 
  3
   
  Battle Value: 1,686
  
  86
  dfn-3s defiance
  mass: 75 tons
  chassis: Defiant V Endo Steel
  power plant: Edasich 300 Light
  cruising speed: 43 kph, 54 kph with TSM
  maximum speed: 64 kph, 86 kph with TSM
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Heavy
  armament:
   
  2 Defiance 1001 ER PPCs
   
  1 Defiance Disintegrator LB 10-X Autocannon
   
  2 Diverse Optics Type ER Medium Lasers
   
  2 Diverse Optics Type ER Small Lasers
   
  1 Coventry 90mm Six Rack SRM Launcher
   
  1 Trellshire MiniGun
  manufacturer: Defiance Industries
   
  primary factory: Furillo
  communications system: Angst Discom
  targeting and tracking system: Angst Accuracy
  overview
   
  Intended to be Defiance Industries’ flagship, the pro-
  totype DFN-3C Defiance demonstrated a number of design 
  flaws during Field Marshal Brandel Gareth’s abortive revolt 
  in 3057, and development was suspended in favor of the 
  successful Fafnir. But with the loss of Hesperus II and with 
  other key weapons manufacturers on Tharkad and Coventry 
  out of commission, the LAAF found itself facing shortages 
  in supplies and equipment. However, Defiance still had a 
  BattleMech factory on Furillo that had underutilized lines for 
  light and medium ’Mechs. While it would take too long to 
  convert those production lines to produce additional assault 
  ’Mechs, Furillo’s light and medium lines could be modified to 
  handle further production of heavy BattleMechs with mini-
  mal disruption.
   
  Casting about for heavy BattleMech designs, the 
  Furillo engineers stumbled over the abandoned Defiance. 
  Reworked to correct some of the original prototype’s flaws 
  and to use readily available components, the DFN-3S 
  Defiance was rushed into production in 3074.
  capabilities
   
  Once described as “a Warhammer on steroids,” the 
  Defiance indeed shares characteristics with that older de-
  sign. Lacking hand actuators, its primary armaments are two 
  arm-mounted particle weapons that have been augmented 
  with a Defiance Disintegrator autocannon. The secondary 
  armament is also similar to the classic Warhammer, with a 
  six-tube SRM launcher and two extended-range medium 
  lasers supported by two extended-range small lasers and a 
  machine gun. All this weaponry imposes a massive load on 
  the Defiance’s cooling system, and it is very easy for a rookie 
  MechWarrior to overload its twelve double heat sinks.
   
  The large searchlight perched on the BattleMech’s left 
  shoulder is another feature that the Defiance Industries en-
  gineers copied from the Warhammer. Tied into the Angst 
  Accuracy targeting system, this installation can be tuned to 
  emit light from across the infrared, visible, and ultraviolet 
  spectrum. With it, the Defiance is a formidable night fighter 
  that can also “see” through smoke and dust.
   
  Standing on digitgrade legs, the Defiance’s mode of 
  locomotion is markedly different from many humanoid 
  designs. The ’Mech can put on bursts of speed over eighty 
  kilometers per hour when its triple-strength myomers heat 
  up. Few opponents are prepared for such a maneuver, and 
  even fewer survive when the Defiance opens up with its 
  formidable close-range firepower.
  Deployment
   
  Priority for Defiance shipments has been given to LAAF 
  commands that have lost heavy BattleMechs fighting the 
  Word of Blake or the Jade Falcons. The design has proven 
  especially popular with the Arcturan Guards.
   
  Several mercenary commands have also acquired the 
  design in limited numbers. Curiously, one of the original 
  prototypes has been sighted on the far side of the Inner 
  Sphere. Battling elements of the Word of Blake’s Forty-
  fourth Shadow Division in the rubble of Avalon City, DFN-
  3C-002 is serving as the command unit for the mercenary 
  Covenant’s Commandos.
  variants
   
  The original DFN-3C prototype was powered by an 
  Edasich 300 XL engine and used an experimental compact 
  gyro that allowed a second Coventry SRM-6 to be mounted 
  in the center torso. Extended-range medium and small la-
  sers were not available in the Commonwealth at that time, 
  and so secondary energy armament consisted of two 
  Defiance P5M medium pulse lasers and two Defiance B3S 
  small lasers. The prototype was less well protected, carry-
  ing only twelve tons of Durallex Heavy armor.
   
  Suffering from shortages of all kinds, technicians 
  with the Arcturan Guards replaced the damaged ER PPCs 
  of one Defiance with old Magna Hellstar PPCs. Although 
  this reduces the BattleMech’s maximum range, it helps 
  significantly in dealing with the Defiance’s heat problems. 
  Defiance Industries is now considering offering the DFN-3T 
  configuration as a factory option.
  notable MechWarriors
  colonel thomas hogarth: Formerly commander of the 
  Furillo Bolan Province Militia, Colonel Hogarth was “pro-
  moted” to the position of LAAF liaison with Defiance 
  Industries at the end of the FedCom Civil War.
   
  In April 3074 Blakist raiders attacked Furillo in a bid 
  to destroy the vital BattleMech factory. Three OmniMechs 
  broke through the Furillo BPM, only to run into Hogarth’s 
  Atlas. The Colonel crippled one attacker with a lucky shot, 
  and the other two wasted time demolishing his BattleMech, 
  allowing battle armor from Defiance Industries security to 
  arrive and swarm them.
   
  Hailed as a “Hero of the Alliance,” Hogarth was pre-
  sented with a new Defiance to replace his wrecked Atlas. 
  He accepted the gift graciously, but he secretly yearns for 
  a heavier “proper” BattleMech.
  captain matthew covenant: A veteran with twenty years 
  of experience of the mercenary life, Covenant has formed 
  his Commandos from orphans of other shattered merce-
  nary units. The Captain claims that he discovered his unique 
  DFN-3C aboard a derelict DropShip on New Valencia.
  
  87
  dfn-3s defiance
  Type: defiance
  Technology Base: Inner Sphere
  Tonnage: 75
  Battle Value: 1,836
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  4
  Engine:  
  300 Light 
   
  14.5
   
  Walking MP:  
  4 (5)
   
  Running MP:  
  6 (8)
   
  Jumping MP:  
  0
  Heat Sinks:  
  12 [24] 
   
  2
  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 
  21
   
  R/L Torso (rear) 
   
  7
   
  R/L Arm 
  12 
  22
   
  R/L Leg 
  16 
  31
  Weapons and ammo location 
  critical 
  tonnage
  ER PPC 
  RA 
  3 
  7
  LB 10-X AC 
  RT 
  6 
  11
  Ammo (LB-X) 20 
  RT 
  2 
  2
  Machine Gun 
  H 
  1 
  5
  Ammo (MG) 100 
  RT 
  1 
  5
  SRM 6 
  CT 
  2 
  3
  Ammo (SRM) 15 
  RT 
  1 
  1
  2 ER Medium Lasers 
  LT 
  2 
  2
  2 ER Small Lasers 
  LT 
  2 
  1
  ER PPC 
  LA 
  3 
  7
  
  88
  blr-2d warlord
  mass: 80 tons
  chassis: Hollis Mark XII Endosteel
  power plant: Pitban 320
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Starshield Special Heavy
  armament:
   
  2 Magna Hellfire Heavy PPCs
   
  6 Martell ER Medium Lasers
  manufacturer: General Motors
   
  primary factory: El Dorado
  communications system: Sony MSF-31
  targeting and tracking system: Federated Stalker
  overview
   
  The BLR-2D Warlord is a streamlined model of the 
  BattleMaster. As seen in the strong family resemblance, the 
  Warlord is based on the original BLR-1 chassis rather than 
  one of the more recent BLR models. However, after some 
  weight reduction to use locally built Pitban 320 engines 
  and new weaponry, GM’s intellectual property lawyers 
  deemed a new name was appropriate. To match the in-
  crease in firepower, the BLR-2D was renamed the Warlord.
   
  Oddly, GM went to pains to avoid its existing as-
  sault ’Mech assets by using a new facility (the Camino 
  IndustrialMech facility on El Dorado), a new engineering 
  team (GM’s military branches had no personnel to spare in 
  3068-3070), and a new design (the BattleMaster, which was 
  not previously a GM product).
   
  Despite the hurdles, there were good reasons behind 
  most of the decision: El Dorado is one of the Federated Suns’ 
  “Golden Five” worlds and, if it’s not known for its military 
  production, it was virtually untouched by the Succession 
  Wars and the recent Civil War. Its powerful civilian industry 
  has been reaping the benefits of the Helm Memory Core for 
  decades. The most important reason, though, was that the 
  Sanromea-Davions wanted BattleMechs.
   
  The Sanromea-Davions might not have much po-
  litical clout, but they are extremely wealthy bankers 
  with El Dorado in their hip pocket and access to BLR-1G 
  BattleMaster plans through a now-defunct investment in 
  Trellshire Heavy Industries’ Twycross facility. Diversified 
  GM could bring all aspects of BattleMech production to 
  one planet, free of the disruptions of the Jihad. It was a 
  perfect match.
  capabilities
   
  The Warlord is meant to be independent for wars 
  where supply is rare. Heavy armor keeps it on the battle-
  field after lesser ’Mechs have fallen, while a standard 
  engine and moderate center torso weaponry gives the 
  Warlord battlefield utility when those lesser ’Mechs would 
  have retreated with incapacitating damage. An entirely en-
  ergy-based weapons array spares the Warlord dependence 
  on conventional supply trains and also “out-penetrates the 
  Penetrator” by pairing a massive primary battery of Magna 
  Hellfire Heavy PPCs with a potent short-range battery of six 
  Martell extended-range medium lasers. The cooling system 
  is sufficient to keep the Warlord firing either battery con-
  tinuously, or in a half-and-half firing pattern, all the while 
  moving at top speed.
   
  More than battlefield thriftiness, the Warlord was 
  streamlined industrially. Its single imported extrava-
  gance during the deprivations of the Jihad is the endo-
  steel for its chassis. The remainder of the ’Mech, except 
  the focusing system of the lasers, is made of convention-
  al materials and components that El Dorado’s advanced 
  industry ably retooled to produce. Even the powerful 
  Hellfires simply use more of the common components 
  of the Magna Hellstars. The overdeveloped BattleMaster 
  second cockpit position, normally a wiring harness 
  nightmare for production, is left vacant as elbowroom 
  for the pilot.
  Deployment
   
  The Warlord entered full production in 3070 after 
  live field trials in 3069. Warlords first went into El Dorado’s 
  Planetary Guards unit, eventually forming several heavy 
  cavalry battalions that are the spine of the planet’s 
  BattleMech forces. After 3073, some of the production is 
  being used to rebuild the Davion Brigade of Guards.
  variants
   
  Disruptions in interstellar commerce made endo-
  steel supplies spotty for the BLR-2D, but the crystalline 
  polymers used in double heat sinks—and XL engines—
  were readily available from El Dorado’s chemical indus-
  try. The BLR-2G Warlord exploits this by using a standard 
  chassis and changing the Pitban’s engine shielding to XL 
  shielding. The BLR-2G is distinctive for its two quintuple 
  torso laser bays, consisting of standard medium lasers in a 
  two-over-and-three-under format, but is named for its -1G 
  configuration of twin, rear-mounted lasers. An additional 
  ton of armor attempts to compensate for the vulnerable 
  XL engine.
  notable MechWarriors
  leftenant melissa sanromea-davion: A young, com-
  petent MechWarrior of the El Dorado Planetary Guards, 
  Leftenant Sanromea-Davion led a test lance of proto-
  type Warlords on New Syrtis. Sanromea-Davion secured 
  fame by destroying nine of the Third McCarron’s Armored 
  Cavalry BattleMechs at the Battle of Saso City, which she 
  modestly attributes to improbable luck (though other wit-
  nesses also note grievous tactical mistakes by her oppo-
  nents). While showered with well-earned accolades, the 
  leftenant has not been promoted since Saso City—her 
  performance reports, with input from her commander 
  and subordinates, indicate that she handles her ’Mech 
  well but seems to have trouble coordinating her lance in 
  battle. Subordinates also report a poor managerial style. 
  Sanromea-Davion tries to be friends with members of her 
  command rather than leading them. A larger command 
  would be a disaster until Sanromea-Davion can have her 
  bad habits ground out.
  
  89
  blr-2d warlord
  Type: Warlord
  Technology Base: Inner Sphere
  Tonnage: 80
  Battle Value: 2,041
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  4
  Engine:  
  320 
   
  22.5
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  16 [32] 
   
  6
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  232 
   
  14.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  25 
  38
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  17 
  26
   
  R/L Torso (rear) 
   
  7
   
  R/L Arm 
  13 
  26
   
  R/L Leg 
  17 
  30
  Weapons and ammo location 
  critical 
  tonnage
  Heavy PPC 
  LA 
  4 
  10
  2 ER Medium Lasers 
  LT 
  2 
  2
  2 ER Medium Lasers 
  CT 
  2 
  2
  2 ER Medium Lasers 
  RT 
  2 
  2
  Heavy PPC 
  RA 
  4 
  10
  
  90
  c-srp-o seraph
  mass: 85 tons
  chassis: Celestial Series SP1
  power plant: GM 255 Light Fusion with Triple-Strength 
  Myomer
  cruising speed: 32 kph, 43 kph with TSM
  maximum speed: 54 kph, 64 kph with TSM
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Divine Guardian
  armament:
   
  43 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  One of the most widely recognized Celestial 
  OmniMechs, the Seraph is also the light assault unit of 
  the bunch. Like the other Celestials, it takes its name 
  from supernatural beings associated with the afterlife, 
  mostly of the heavenly variety, and shares the stan-
  dard of trading out the usual utilitarian terms for its 
  configurations (such as “Primary”, “A”, “B”, and so forth) 
  for Latinesque “High Dominus” terms such as Invictus, 
  Dominus, and so on. In this fashion, Doctor Cortland en-
  sured that the Celestials would forever stand apart from 
  other OmniMech designs, with nomenclature as unique 
  as their appearance.
  capabilities
   
  At 85 tons, the Seraph is the lighter of the two assault-
  class Celestials, and is arguably the one that is more of a 
  generalist. With a light fusion engine, small cockpit, and 
  thick armor, it is harder to kill than many modern ’Mechs of 
  its tonnage. Meanwhile, triple-strength myomers provide 
  it a speed boost and devastating physical attack potential 
  in high-intensity combat. To maximize this potential, virtu-
  ally all of the known Seraph configurations are optimized 
  to produce sufficient heat for the myomers’ activation, en-
  couraging the kind of brutal, fanatical fighting many of the 
  Word’s elite appear to enjoy.
  Deployment
   
  Of the two assault-class Celestials, the Seraph is far more 
  common than the heavier Archangel, but still seen only among 
  the Word of Blake’s most elite forces, such as the Word of Blake 
  Militia divisions in the Blake Protectorate, the defense forces on 
  Terra, and the Manei Domini. Some sketchy reports, however, 
  placed Seraphs in significant numbers among the so-called 
  “Warrior Houses” Kali Liao fielded a few years back. However, 
  as these ’Mechs appeared (and were largely destroyed) during 
  the failed assault on Sian in 3074, it remains unclear if they 
  were actually part of Kali Liao’s Thuggee-Domini hybrid forces 
  or the Word’s supporting troops.
  notable MechWarriors
  phantom precentor sigma sabnock: A recently ascended 
  Manei Domini from the Fiftieth Shadow Division (originally 
  known as Precentor Beran Kiel), Sabnock was a native of 
  Donegal in the Lyran Alliance before joining the Word of Blake 
  some time in the 3050s. Before his induction into the Domini, 
  Kiel had a master’s in biochemistry and was evidently working 
  on some kind of bio-weapons research for the Toyama before 
  the Jihad. It is unclear how Kiel came to join the ranks of the 
  Domini per se, but he was an accomplished MechWarrior for 
  the Word of Blake Militia in the years prior to the Jihad and may 
  have suffered severe wounds in battle against Chaos March in-
  surgents during some undocumented battle there. Second in 
  command of the Fiftieth Shadow Division, Kiel—now known 
  simply as Sabnock—prefers to lead from the cramped cockpit 
  of his Seraph Luminos and is as fond of wading into the thick 
  of a chaotic battle as he is unleashing bio-chemical weapons 
  on unsuspecting opponents.
  Type: seraph
  Technology Base: Inner Sphere OmniMech
  Tonnage: 85
  Battle Value: 1,794
  Pod Space: 43 tons
  equipment 
   
   
  mass
  Internal Structure: 
    
   
  8.5
  Engine:  
  255 Light 
   
  10
   
  Walking MP:  
  3 (4)
   
  Running MP:  
  5 (6)
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro:  
   
   
  3
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  256 
   
  16
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  27 
  40
   
  Center Torso (rear) 
   
  13
   
  R/L Torso 
  18 
  26
   
  R/L Torso (rear) 
   
  9
   
  R/L Arm 
  14 
  27
   
  R/L Leg 
  18 
  35
  Weapon and space allocation
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  2
  Center Torso 
  None 
  2
  Right Torso  
  2 Light Fusion Engine 
  10
  Left Torso 
  2 Light Fusion Engine 
  8
   
   
  2 Improved C3 Computer
  Right Arm 
  None 
  8
  Left Arm 
  2 Triple-Strength Myomer 
  6
  Right Leg 
  2 Triple-Strength Myomer 
  0
  Left Leg 
  2 Triple-Strength Myomer 
  0
  Weapons and ammo 
  location 
  critical 
  tonnage
  Invictus (Primary) Weapons Configuration
  Double Heat Sink 
  RA 
  3 
  1
  Ultra AC/10 
  RA 
  7 
  13
  MML 5 
  RT 
  3 
  3
  Ammo (Ultra) 30 
  RT 
  3 
  3
  Ammo (MML) 48 / 40 
  RT 
  2 
  2
  Ammo (Streak) 15 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  Retractable Blade 
  LA 
  6 
  5
  Double Heat Sink 
  LT 
  3 
  1
  MML 5 
  LT 
  3 
  3
  Streak SRM 6 
  LT 
  2 
  4.5
  Snub-Nose PPC 
  H 
  2 
  6
  
  91
  c-srp-o seraph
  Dominus (Alternate A) Configuration
  Double Heat Sink 
  RA 
  3 
  1
  Heavy PPC 
  RA 
  4 
  10
  2 Improved Jump Jets 
  RT 
  4 
  4
  Targeting Computer 
  RT 
  5 
  5
  Ammo (Plasma) 10 
  RT 
  1 
  1
  Improved Jump Jet 
  CT 
  2 
  2
  Retractable Blade 
  LA 
  6 
  5
  2 Improved Jump Jets 
  LT 
  4 
  4
  Medium Pulse Laser 
  LT 
  1 
  2
  ER Medium Laser 
  LT 
  1 
  1
  TAG  
  LT 
  1 
  1
  Ammo (Plasma) 10 
  LT 
  1 
  1
  Plasma Rifle 
  H 
  2 
  6
   
  Battle Value: 2,324
  Infernus (Alternate B) Configuration
  LB 20-X AC 
  RA/RT 
  10/1 
  14
  Ammo (LB-X) 15 
  RT 
  3 
  3
  Anti-Missile System 
  RT 
  1 
  1.5
  Ammo (AMS) 12 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  Heavy PPC 
  LA 
  4 
  10
  Targeting Computer 
  LT 
  8 
  8
  Snub-nose PPC 
  H 
  2 
  6
   
  Battle Value: 2,181
  Comminus (Alternate C) Weapons Configuration
  2 Double Heat Sinks 
  RA 
  6 
  2
  Plasma Rifle 
  RA 
  2 
  6
  2 ER Medium Lasers 
  RA 
  2 
  2
  MRM 40 
  RT 
  7 
  12
  Ammo (MRM) 12 
  RT 
  2 
  2
  CASE 
  RT 
  1 
  .5
  Double Heat Sink 
  LA 
  3 
  1
  Heavy PPC 
  LA 
  4 
  10
  2 Double Heat Sinks 
  LT 
  6 
  2
  Ammo (Plasma) 20 
  LT 
  2 
  2
  2 Flamers 
  H 
  2 
  2
  Guardian ECM Suite 
  CT 
  2 
  1.5
   
  Battle Value: 2,136
  Luminos (Alternate D) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  Double Heat Sink 
  RA 
  3 
  1
  2 Improved Jump Jets 
  RT 
  4 
  4
  Light PPC 
  RT 
  2 
  3
  Small Laser 
  RT 
  1 
  .5
  Medium Pulse Laser 
  RT 
  1 
  2
  Heavy PPC 
  LA 
  4 
  10
  Double Heat Sink 
  LA 
  3 
  1
  2 Improved Jump Jets 
  LT 
  4 
  4
  Small Laser 
  LT 
  1 
  .5
  Medium Pulse Laser 
  LT 
  1 
  2
  Flamer  
  H 
  1 
  1
  Medium Pulse Laser 
  H 
  1 
  2
  Improved Jump Jet 
  CT 
  2 
  2
   
  Battle Value: 2,291
  Eminus (Alternate E) Weapons Configuration
  Thunderbolt 20 
  RT 
  5 
  15
  Ammo (Thunderbolt) 12 
  RT 
  4 
  4
  CASE 
  RT 
  1 
  .5
  Thunderbolt 20 
  LT 
  5 
  15
  Ammo (Thunderbolt) 6 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  Snub-nose PPC 
  H 
  2 
  6
   
  Battle Value: 2,157
  
  92
  c-ang-o archangel
  mass: 100 tons
  chassis: Celestial Series AA1E
  power plant: Immortus 300 Compact Fusion
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Heavy Gold
  armament:
   
  36 tons of pod space available
  manufacturer: Gibson Federated BattleMechs, 
   
  Martinson Armaments
   
  primary factory: Gibson (Gibson Federated), 
   
   
  Terra (Martinson)
  communications system: Master’s Voice Cel-Alpha
  targeting and tracking system: Master’s Sight 1-Omega
  overview
   
  With the completion of the Celestials project (and its con-
  current battle armor series, the Demons), the Word—and in 
  particular the Manei Domini—received a line of weapons that 
  underscored the industrial might of the Word, infused their 
  military with bold new units, and filled the ranks of the elite 
  with machines that can strike fear into an enemy’s heart while 
  providing a symbol the fanatics can rally behind. Cortland, 
  having accomplished everything he set out to do for the Word 
  and his Lord Apollyon, was rewarded for his efforts with a rare 
  non-combatant entry into the Manei Domini and even earned 
  his own ascended name in the Domini’s hierarchy: Vapula.
  capabilities
   
  The 100-ton Archangel represents the pinnacle of 
  Cortland/Vapula’s Celestial series, yet its design departs quite 
  radically from others in the line. Intended as a command unit or 
  an anchor for assault and defense formations, this beast sports 
  a compact engine, gyro, and cockpit—sacrificing tonnage for 
  sheer survivability. An endo-steel chassis helps alleviate the 
  weight costs, but only slightly, leaving this machine with only 
  36 tons of pod space for weapons—a pittance compared to 
  most OmniMechs in its tonnage. However, with this design ap-
  proach, the Archangel becomes a virtual zombie on the battle-
  field, often standing through withering fire that would crush or 
  cripple any other assault ’Mech in production today.
  Deployment
   
  As the heaviest and most expensive of all the Celestials, 
  the Archangel is, unsurprisingly, the rarest of them all. Largely 
  limited to command Level IIs in the Word’s most elite forma-
  tions, even Manei Domini formations rarely field more than 
  one in a single six-unit group.
  notable MechWarriors
  specter precentor omicron berith: Originally born Benjamin 
  Emory, Berith—the ascended Manei Domini who commands 
  the elite Opacus Venatori independent command—began his 
  career in the hellish fires of Devil’s Bath during the Battle of 
  Tukayyid. Possessing incredible natural combat skills, his career 
  was on the rise even after his defection to the Word of Blake, 
  where he became an instructor for the Light of Mankind (the 
  Blakist version of Blake’s Wrath). [EDITOR’S NOTE: It is worth 
  pointing out that Emory saw his loyalties to Terra first and 
  didn’t initially seem to buy into the Word’s unique interpreta-
  tion of Blake’s teachings, so his defection may have been more 
  about keeping his feet on Terran soil than anything else.]
   
  Early in the Jihad, Emory’s prowess attracted the atten-
  tion of Precentor Apollyon, leader of the Manei Domini, who 
  evidently gained the ROM instructor’s loyalties over the years 
  since, eventually inducting him into the Word’s cybernetic 
  elite after Emory suffered grievous injuries in the name of the 
  Word. As a Domini, Emory continued to skyrocket through 
  the ranks, and many believe him to be Apollyon’s handpicked 
  protégé and possible successor as leader of the Domini, a fact 
  evidenced by Apollyon’s uncharacteristically affectionate refer-
  ence to him as his “spiritual son.”
   
  Berith is equipped with an enhanced VDNI implant and 
  other top-of-the-line cyberware, so it comes as little shock that 
  his preferred ride is a personalized red-and-white Archangel 
  that he nicknamed “Guardian.”
  Type: archangel
  Technology Base: Inner Sphere OmniMech
  Tonnage: 100
  Battle Value: 2,237
  Pod Space: 36 tons
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  5
  Engine:  
  300 Compact 
   
  28.5
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  12 [24] 
   
  2
  Gyro (Compact): 
   
   
  4.5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  307 
   
  19.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  47
   
  Center Torso (rear) 
   
  15
   
  R/L Torso 
  21 
  32
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  17 
  34
   
  R/L Leg 
  21 
  42
  Weight and space allocation  
   
  Location 
  Fixed 
   
  Spaces 
  Remaining
  Head 
  None 
   
  2
  Center Torso  
  2 Improved C3 Computer 
   
  5
  Right Torso  
  5 Endo Steel 
   
  7
  Left Torso  
  5 Endo Steel 
   
  7
  Left Arm  
  None 
   
  8
  Right Arm 
  None 
   
  8
  Right Leg 
  2 Endo Steel 
   
  0
  Left Leg  
  2 Endo Steel 
   
  0
  Invictus (Primary) Weapons Configuration
  Weapons and ammo 
  location 
  critical 
  tonnage
  Heavy PPC 
  RA 
  4 
  10
  Jump Jet 
  RT 
  1 
  2 
  Double Heat Sink 
  RT 
  3 
  1
  Retractable Blade 
  LA 
  6 
  5.5
  Jump Jet 
  LT 
  1 
  2
  Targeting Computer 
  LT 
  4 
  4
  Plasma Rifle 
  H 
  2 
  6 
  Jump Jet 
  CT 
  1 
  2
  Guardian ECM Suite 
  CT 
  2 
  1.5
  Ammo (Plasma) 20 
  CT 
  2 
  2
  
  93
  c-ang-o archangel
  Dominus (Alternate A) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  2 Double Heat Sinks 
  RA 
  6 
  2
  Double Heat Sink 
  RT 
  3 
  1
  Heavy PPC 
  LA 
  4 
  10
  2 Double Heat Sinks 
  LA 
  6 
  2
  2 Double Heat Sinks 
  LT 
  6 
  2
  Snub-nose PPC 
  H 
  2 
  6
  2 ER Medium Lasers 
  CT 
  2 
  2
  Double Heat Sink 
  CT 
  3 
  1
   
  Battle Value: 2,134
  Infernus (Alternate B) Weapons Configuration
  Heavy PPC 
  RA 
  4 
  10
  2 Double Heat Sinks 
  RA 
  6 
  2
  2 Double Heat Sinks 
  RT 
  6 
  2
  2 Light PPC 
  LA 
  4 
  6
  2 Double Heat Sinks 
  LA 
  6 
  2
  2 Double Heat Sinks 
  LT 
  6 
  2
  Snub-nose PPC 
  H 
  2 
  6
  Snub-nose PPC 
  CT 
  2 
  6
  Double Heat Sink 
  CT 
  3 
  1
   
  Battle Value: 2,069
  Comminus (Alternate C) Weapons Configuration
  MRM 40 
  RA 
  7 
  12
  Double Heat Sink 
  RT 
  3 
  1
  ER Medium Laser 
  RT 
  1 
  1
  Ammo (MRM) 12 
  RT 
  2 
  2
  CASE 
  RT 
  1 
  .5
  MRM 40 
  LA 
  7 
  12
  Double Heat Sink 
  LT 
  3 
  1
  ER Medium Laser 
  LT 
  1 
  1
  Ammo (MRM) 12 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  Guardian ECM Suite 
  H 
  2 
  1.5
  Double Heat Sink 
  CT 
  3 
  1
  ER Small Laser 
  CT (R) 
  1 
  .5
   
  Battle Value: 2,010
  Luminos (Alternate D) Weapons Configuration
  ER PPC 
  RA 
  3 
  7
  2 Double Heat Sinks 
  RA 
  6 
  2
  Jump Jet 
  RT 
  1 
  2
  2 Medium Pulse Lasers 
  RT 
  2 
  4
  ER PPC 
  LA 
  3 
  7
  2 Double Heat Sinks 
  LA 
  6 
  2
  Jump Jet 
  LT 
  1 
  2
  Guardian ECM Suite 
  LT 
  2 
  1.5
  Medium Pulse Laser 
  LT 
  1 
  2
  Medium Pulse Laser 
  H 
  1 
  2
  ER Small Laser 
  H 
  1 
  .5
  Double Heat Sink 
  CT 
  3 
  1
  Jump Jet 
  CT 
  1 
  2
  Small Pulse Laser 
  CT 
  1 
  1
   
  Battle Value: 2,105
  Eminus (Alternate E) Weapons Configuration
  ER PPC 
  RA 
  3 
  7
  2 Double Heat Sinks 
  RA 
  6 
  2
  ER Small Laser 
  RT 
  1 
  .5
  2 Double Heat Sinks 
  RT 
  6 
  2
  ER PPC 
  LA 
  3 
  7
  2 Double Heat Sinks 
  LA 
  6 
  2
  ER Small Laser 
  LT 
  1 
  .5
  Targeting Computer 
  LT 
  6 
  6
  ER Large Laser 
  H 
  2 
  5
  Double Heat Sink 
  CT 
  3 
  1
  Light PPC 
  CT 
  2 
  3
   
  Battle Value: 2,097
  
  94
  ti-2p titan ii
  mass: 100 tons
  chassis: Kressly TIA-Infused
  power plant: Vlar 300
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Kressly Stoneskin 50
  armament:
   
  1 Blankenburg “Divine Wrath” Heavy PPC
   
  4 Diplan M3-XR Extended-Range Medium Lasers
   
  1 ZT Triple Fire Streak SRM-6
   
  2 Helga Series 9-Tube Multi-Missile Launchers
   
  1 Kressly Premiere Optics Extended-Range Small Laser
  manufacturer: Kressly WarWorks
   
  primary factory: Epsilon Eridani
  communications system: Kressly-Lantern Allet C500
  targeting and tracking system: Kressly-Lantern Allet T101
  overview
   
  Although it shares a certain lineage with the Vining 
  Engineering and Salvage Team design, the Titan II is not 
  to be confused with the Grand Titan. Indeed, the assault 
  ’Mech ultimately created by VEST—and produced by 
  Earthwerks—drifted so far away from its own (unpubli-
  cized) origins as a modern remake of a pre-Exodus SLDF 
  prototype that it effectively became its own machine.
   
  The Titan II, on the other hand, essentially resurrected 
  the specs for the original TI-1A Titan, which was initially 
  prototyped for General Kerensky in 2765, only to be later 
  abandoned with the onset of the Amaris Civil War. The for-
  gotten design was eventually recovered by FedSuns forces 
  centuries later in 3023, but by then FedSuns production ca-
  pabilities lacked the means (or the will) to produce the de-
  sign. Rumors of experimental models circulated for years, 
  but when VEST’s Grand Titan debuted, it became clear that 
  Vining’s tinkerers had been given access to the recovered 
  specs and allowed to run wild with them.
   
  As early as 3071, rumors of a new assault ’Mech oper-
  ating among the garrison forces of the Blake Protectorate 
  soon confirmed that the Word of Blake had brought the 
  Titan back, but with significant modifications meant to 
  take advantage of the military production facilities at 
  hand. Dubbed the Titan II, this BattleMech has already 
  made its presence felt in numerous engagements against 
  allied insurgents.
  capabilities
   
  The TI-2P outwardly resembles the original TI-1A 
  model Titan and employs the same frame, engine, gyro, 
  and control systems as its progenitor. Also, like the 1A, the 
  2P sports nineteen tons of standard armor, but similarities 
  largely end there. A different arrangement of armor protec-
  tion, coupled with a much more modern weapon load and 
  double heat sinks, offers this machine improved heat man-
  agement capabilities and greater punch in combat. Indeed, 
  with a heavy PPC and four extended-range medium lasers, 
  backed by a Streak-6 launcher and twin nine-tube multi-
  missile launchers, the 2P is far less a brawler than its pre-
  decessor and more of an all-around support ’Mech able to 
  engage enemy units at any range.
   
  However, the most curious thing about the Titan II’s 
  development as a Protectorate Militia unit is not so much 
  what this ’Mech carries as what it lacks. While much of the 
  arrangement suggests cost-saving measures—such as 
  the use of standard engines, gyros, control systems and 
  structure—the Titan II carries enough modern firepower 
  to make the lack of advanced electronics like the Word’s 
  ubiquitous C3 computer most conspicuous. This general 
  lack of such technologies among many Protectorate units, 
  combined with this deliberate omission, reinforces the 
  theory that the Word is restricting its best equipment for 
  its more dedicated commands, rather than risking them on 
  the “less devoted” (or simply less capable) warriors of their 
  second-line forces.
  Deployment
   
  The Titan II is a rare sight outside the Protectorate 
  Militia forces Cameron St. Jamais has arrayed on the worlds 
  around Terra. Indeed, while a few have appeared among 
  the Word of Blake Militia forces engaging allied troops 
  Sphere-wide, and even a few of the Word’s more trusted 
  mercenary forces, none have appeared at all among the 
  elite Manei Domini Shadow Divisions. This development—
  more than anything else—seems to confirm the possibil-
  ity that the Titan II is made exclusively for the Protectorate, 
  and may even lend credence to reports that the Word’s 
  Precentor Martial and the leader of the Manei Domini are 
  engaged in some sort of personal conflict.
  variants
   
  The original TI-1A Titan, presumed to be extinct, used 
  a different armor arrangement as well as a mere twenty-
  two single heat sinks, and a weapon load that included 
  two PPCs, six medium lasers, four SRM-4 launchers, and an 
  SRM-6. Rumors that the AFFS tested several upgraded vari-
  ants have never been confirmed.
   
  The Word, meanwhile, has been experimenting with 
  at least one new configuration of their own, in which the 
  2P’s weapons are swapped for a pair of plasma rifles, four 
  standard medium lasers, a Streak-6 launcher, and 8 ma-
  chine guns in two four-gun arrays. Clearly intended as an 
  anti-insurgent and urban combat unit, the TI-2PA variant 
  also mounts a Beagle active probe system to sniff out hid-
  den vehicles and ’Mechs.
  
  95
  ti-2p titan ii
  Type: titan ii
  Technology Base: Inner Sphere
  Tonnage: 100
  Battle Value: 2,143
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  10
  Engine:  
  300 
   
  19
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  18 [36] 
   
  8
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  304 
   
  19
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  41
   
  Center Torso (rear) 
   
  20
   
  R/L Torso 
  21 
  27
   
  R/L Torso (rear) 
   
  15
   
  R/L Arm 
  17 
  33
   
  R/L Leg 
  21 
  42
  Weapons and ammo location 
  critical 
  tonnage
  Heavy PPC 
  RA 
  4 
  10
  ER Medium Laser 
  RA 
  1 
  1 
  MML 9 
  RT 
  5 
  6
  CASE 
  RT 
  1 
  5
  Ammo (MML) 26/22 
  RL 
  2 
  2
  2 ER Medium Lasers 
  CT 
  2 
  2
  Streak SRM 6 
  LA 
  2 
  4.5
  Ammo (Streak) 30 
  LA 
  2 
  2
  ER Medium Laser 
  LA 
  1 
  1
  MML 9 
  LT 
  5 
  6
  CASE 
  LT 
  1 
  5
  Ammo (MML) 26/22 
  LL 
  2 
  2
  ER Small Laser 
  H 
  1 
  5
  
  96
  hyn-4a hyena salVageMech
  mass: 55 tons
  chassis: Technicron-1a
  power plant: CoreTek 275
  cruising speed: 56 kph
  maximum speed: 84 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Corning 84 (Industrial)
  armament:
   
  Defiance B3S Small Laser
  manufacturer: Vining Engineering and Salvage Team (VEST)
   
  primary factory: Solaris VII
  communications system: Sipher WideCom
  targeting and tracking system: Hartford T100M
  overview
   
  Although VEST lost most of its production facilities 
  on Solaris VII when the Word of Blake invaded, the short 
  availability window of the Hyena cemented their already-
  competent reputation as masters of BattleMech innova-
  tion and know-how. The converted SalvageMech has al-
  ready become the standard by which most other salvage 
  vehicles are measured, and several major corporations 
  are rumored to be in negotiations with VEST to bring the 
  Hyena to full production.
  capabilities
   
  One of the most difficult problems facing salvage 
  teams is usually access to the wreck; the superior mobil-
  ity of the BattleMech often means that they fight and are 
  lost in terrain that is inaccessible to conventional vehicles, 
  sometimes even airborne vehicles. The Hyena, being al-
  most a BattleMech itself, can go nearly anywhere. Its im-
  proved musculature and environmental sealing means it 
  can reach even the most hazardous climes, and with the 
  capacity to carry even the heaviest BattleMech unassisted, 
  the Hyena is a fantastic recovery vehicle.
   
  A pair of lift hoists mounted on the back of the 
  Hyena’s shoulders aid recovery operations, as does the 
  sophisticated right salvage arm. With a top speed com-
  parable to regular medium-class BattleMechs, the Hyena 
  is fast enough that it doesn’t need support to keep pace 
  with the combat elements. Many times during the Jihad 
  a Hyena-equipped salvage team has beaten competing 
  teams to the site of a battle and made off with the salvage 
  before the more cumbersome recovery vehicles have 
  even reached the site.
   
  Although it is a salvage vehicle, its role as a combat-
  support unit means that it may enter hostile zones, and so 
  VEST protected the ’Mech with seven-and-a-half tons of 
  industrial-grade armor, while a center-mounted small laser 
  provides some discouragement against attack.
  Deployment
   
  Only a single production run was completed before 
  the Word of Blake struck Solaris VII, but every single ma-
  chine in that run was immediately sold. Pre-orders on the 
  second run were taken, but with the destruction of VEST’s 
  production facilities in Xolara, it is unlikely they will be able 
  to meet those sales.
   
  Rumors abound that outside manufacturers such as 
  Earthwerks have offered to begin production of the Hyena, 
  in much the same way that they constructed the VEST-
  designed Jackal, but so far Dr. Vining and his team have 
  balked at the offers. With the success of the Hyena so cer-
  tain, it is likely they’re biding their time until they can begin 
  production again themselves.
  variants
   
  Although both of the prototype Hyenas (built from 
  converted Kintaro BattleMechs) on Solaris VII were de-
  stroyed in 3072, VEST designers working in makeshift fa-
  cilities were able to bring three ICE-powered models online 
  to support the Solaris Home Defense League.
  notable MechWarriors
  hermann cachet: Cachet’s Hyena was one of the original 
  prototypes operating on Solaris VII until their destruction 
  (and Hermann’s death) in 3072. Involved in the salvage 
  of an ambushed Blakist Legacy, Cachet and his team had 
  just removed the valuable engine from the carcass when a 
  full Level II attacked them. Although he attempted to flee, 
  Cachet and his Hyena were caught and destroyed.
  Type: hyena
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 55
  Battle Value: 513
  Equipment Rating: E/X-X-E/E
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  11
  Engine:  
  275 Fusion 
   
  15.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor:  
  80 
   
  7.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  18 
  11
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  13 
  8
   
  R/L Torso (rear) 
   
  4
   
  R/L Arm 
  9 
  7
   
  R/L Leg 
  13 
  9
  Weapons and ammo location 
  critical 
  tonnage
  Industrial TSM 
  — 
  12 
  0
  Salvage Arm 
  RA 
  2 
  3
  Small Laser 
  CT 
  1 
  .5
  Lift Hoist 
  LT (R) 
  3 
  3
  Lift Hoist 
  RT (R) 
  3 
  3
  Environmental Sealing 
  — 
  8 
  5.5
  
  97
  hyn-4a hyena salVageMech
  
  98
  s-ha-o shade
  mass: 35 tons
  chassis: Spectral Series SH1F
  power plant: Hermes 245 Extralight
  armor: Divine Shield-D Ferro Aluminum
  armament:
   
  15.5 tons of pod space available
  manufacturer: Master’s Wings Aerospace 
   
  (formerly Brigadier Corp.)
   
  primary factory: Gibson
  communications system: Master’s Voice Cel-Beta
  targeting and tracking system: Master’s Sight 2-Psi
  overview
   
  The Shade is the lightest, fastest, and most recently de-
  ployed of the Word of Blake’s Spectral-series OmniFighters, 
  a group of aerospace craft specially designed for the Manei 
  Domini. Commissioned by Precentor Apollyon himself 
  and designed by Precentor Vapula (who developed the 
  Celestial series of OmniMechs), the first Spectrals rolled 
  off the refurbished assembly lines at Master’s Wings 
  Aerospace—formerly known as the Monarch DropShip line 
  of Brigadier Corporation’s Portent factory on Gibson—in 
  late 3071 with the debut of the Striga heavy OmniFighter. 
  The Shade, named for a ghostly apparition in keeping with 
  the Spectrals’ motif, flew roughly a year later.
  capabilities
   
  The Shade’s overall design appears to represent the 
  apex of Vapula’s unique approach to high-powered vector-
  thrust design. Coupled with a unique collapsible wing, the 
  Shade can fold its wings close to its fuselage in space, drasti-
  cally reducing its silhouette to the point where it resembles 
  a small shuttle or escape pod more than a proper fighter. 
  Surprise, however, was not Vapula’s apparent aim, as much 
  as it was a means to rapidly vector the craft’s thrusters to 
  provide greater maneuverability and tighter turns than 
  most other comparable fighters. While less noticeable in 
  atmosphere (where the craft’s wings must be extended 
  to provide lift), the Shade’s unique capabilities provide an 
  edge that its Manei Domini pilots seem ideally suited to 
  exploit.
  Deployment
   
  As the newest of the Spectral OmniFighters, the Shade 
  has only been confirmed among the aerospace assets of 
  the Fifty-second and Forty-ninth Shadow Divisions so 
  far. Uncorroborated reports from local resistance groups, 
  however, have placed a few of these fighters among the 
  Forty-fourth and Fifty-first Divisions as well, with the for-
  mer evidently replacing combat losses on New Avalon, and 
  the latter used to bolster the Terran defense forces. As is 
  the case with most of the Spectrals, none of these fighters 
  to date has turned up in the hands of the Word’s regular 
  Militia or Protectorate planetary defense forces.
  notable Pilots
  phantom (demi)-precentor delta rainer hill: Believed 
  to be a native of one of the Word’s hidden worlds, Hill is 
  a first-generation Manei Domini. First witnessed flying a 
  Tomahawk with the Forty-second Shadow over Luthien, 
  Hill later turned up in the Fifty-second Shadow Division, 
  commanding an aerospace Level III from the cockpit of 
  a new Shade OmniFighter. During the raids on Hall and 
  Alphard, as well as during the defense of Gibson in 3073, 
  Hill made good use of the fighter’s speed and manageabil-
  ity, accumulating at least fourteen confirmed kills during 
  numerous air-to-ground sorties. When the Fifty-second as-
  saulted Caledonia in late 3073, Hill’s fighter was reportedly 
  shot down while engaging a Twenty-second Skye Rangers’ 
  DropShip. Reports suggest, however, that he not only sur-
  vived the battle but also underwent further augmentation 
  during his recovery and is slated for ascension.
  Type: shade
  Technology Base: Inner Sphere OmniFighter
  Tonnage: 35
  Battle Value: 1,268
  equipment 
   
   
  mass
  Engine:  
  245 XL 
   
  6
   
  Safe Thrust:  
  9
   
  Maximum Thrust:  
  14
  Structural Integrity: 
  9
  Heat Sinks:  
  10 [20] 
   
  0
  Fuel:  
  400 
   
  5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  116 
   
  6.5
   
   
  Armor 
  Free
   
   
  Value 
  Space
   
  Nose 
  40 
  5
   
  Wings 
  28/28 
  4/4
   
  Aft 
  20 
  5
   
  
  99
  s-ha-o shade
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Invictus (Primary) Configuration
  Heavy PPC 
  Nose 
  10 
  15 
  15 
  15 
  — 
  —
  2 Medium Pulse Lasers 
  Nose 
  4 
  4 
  6 
  — 
  — 
  —
  Guardian ECM Suite 
  — 
  1.5
  Dominus (Alternate A) Configuration
  LRM15 with Artemis 
  Nose 
  8 
  5 
  12 
  12 
  12 
  —
  Ammo (LRM) 16 
  — 
  2
  2 ER Medium Lasers 
  LW 
  2 
  5 
  5 
  5 
  — 
  —
  2 ER Medium Lasers 
  RW 
  2 
  5 
  5 
  5 
  — 
  —
  Double Heat Sink 
  — 
  1
  CASE 
  — 
  .5
   
  BV: 1,265
  Infernus (Alternate B) Configuration
  2 ER Large Lasers 
  Nose 
  10 
  12 
  8 
  8 
  8 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
  Targeting Computer 
  — 
  3
  2 Double Heat Sinks 
  — 
  2
   
  BV: 1,209
  Comminus (Alternate C) Configuration
  Thunderbolt 10 
  Nose 
  7 
  5 
  10 
  10 
  — 
  —
  Ammo (Thunderbolt) 12 
  — 
  2
  2 ER Medium Lasers 
  LW 
  2 
  5 
  5 
  5 
  — 
  —
  2 ER Medium Lasers  
  RW 
  2 
  5 
  5 
  5 
  — 
  —
  2 Double Heat Sinks 
  — 
  2
  CASE 
  — 
  .5
   
  BV: 1,186
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Luminos (Alternate D) Configuration
  2 Large Pulse Lasers 
  Nose 
  14 
  10 
  9 
  9 
  — 
  —
  ER Small Laser 
  LW 
  .5 
  2 
  3 
  — 
  — 
  — 
  ER Small Laser 
  RW 
  .5 
  2 
  3 
  — 
  — 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
   
  BV: 927
  Eminus (Alternate E) Configuration
  Light Gauss Rifle 
  Nose 
  12 
  1 
  8 
  8 
  8 
  8
  Ammo (Gauss) 16 
  — 
  1
  ER Medium Laser 
  LW 
  1 
  5 
  5 
  5 
  — 
  —
  ER Medium Laser 
  RW 
  1 
  5 
  5 
  5 
  — 
  —
  CASE 
  — 
  .5
   
  BV: 973
  
  100
  s-rsl-o rusalka
  mass: 65 tons
  chassis: Spectral Series RS1F
  power plant: Hermes 325 Extralight
  armor: Divine Shield-D Ferro Aluminum
  armament:
   
  33 tons of pod space available
  manufacturer: Master’s Wings Aerospace 
   
  (formerly Brigadier Corp.)
   
  primary factory: Gibson
  communications system: Master’s Voice Cel-Beta
  targeting and tracking system: Master’s Sight 2-Psi
  overview
   
  The second Spectral-series OmniFighter to enter ser-
  vice, the medium-weight Rusalka demonstrates the rapid 
  evolution of Precentor Vapula’s efforts to empower the 
  Manei Domini’s aerospace arm. Featuring the same high-
  powered multi-directional thrust vectoring engines, this 
  craft also incorporates a collapsible wing structure that 
  reduces its profile in space combat, where wing structures 
  can be more a hindrance than a help. As with the Striga 
  OmniFighter, this lends the Rusalka a distinctly alien ap-
  pearance, particularly in airless combat zones, and some 
  pilots facing these fighters mistook them for shuttles or 
  landing craft.
  capabilities
   
  The Rusalka—named for vengeful spirits in ancient 
  Slavic lore—is a dedicated dogfighter with excellent speed 
  and armor for dueling other fighters. Capable of sustained 
  bursts of up to five-and-a-half gees, one of these fighters 
  can be more than enough for an enemy to handle when 
  flown by an elite Domini pilot. As with the Striga, roughly 
  half of the Rusalka’s mass is devoted to firepower. Most 
  identified configurations focus on energy weapons for 
  maximum combat endurance, enabling this agile fighter 
  to hang in the fight longer.
  Deployment
   
  The Rusalka is fast becoming a common sight in the 
  air-support formations of every Shadow Division, though 
  its fairly recent introduction and the constant movement 
  of the Shadow Divisions has prevented most of the Manei 
  Domini forces from fielding much more than a squadron 
  of these craft. Rather than immediately replacing existing 
  designs with the same mission role, the first Rusalkas went 
  to those Shadow Divisions that suffered heavy losses in 
  combat. The Forty-fifth Division received the lion’s share 
  of the initial production run shortly after its retreat from 
  Benjamin, while the majority of later runs have gone to the 
  two units stationed on Gibson, the Forty-ninth and Fifty-
  second Divisions. The WoBS Beneficence (formerly the FSS 
  Melissa Davion) also received at least two Level IIs of this 
  OmniFighter, replacing most of that Avalon-class WarShip’s 
  existing fighter complement.
  notable Pilots
  poltergeist adept omega noelani amisal: Like many of 
  the Manei Domini, Noelani Amisal is a complete mystery, 
  but given her exotic features and accent, the best guess is 
  that this ace fighter pilot for the Fortieth Shadow Division is 
  a native to one of the Word’s hidden worlds. Expertly cross-
  trained as a special operations warrior, Amisal was initially 
  observed at the controls of a Bloodhound BattleMech dur-
  ing the Word’s assault on Hesperus II and was later seen 
  in command of a Gotha aerospace fighter before receiving 
  her current Rusalka. It was in this new OmniFighter that 
  Amisal took part in a raid against Arcturus, single-handedly 
  shooting down at least five allied fighters, including two 
  belonging to McFadden’s Sky Raiders.
  Type: rusalka
  Technology Base: Inner Sphere OmniFighter
  Tonnage: 65
  Battle Value: 1,883
  equipment 
   
   
  mass
  Engine:  
  325 XL 
   
  12
   
  Safe Thrust:  
  7
   
  Maximum Thrust:  
  11
  Structural Integrity: 
  7
  Heat Sinks:  
  11 [22] 
   
  1
  Fuel:  
  400 
   
  5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  215 
   
  12
   
   
  Armor 
  Free
   
   
  Value 
  Space
   
  Nose 
  70 
  5
   
  Wings 
  50/50 
  4/4
   
  Aft 
  45 
  5
  
  101
  s-rsl-o rusalka
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Invictus (Primary) Configuration
  ER PPC 
  Nose 
  7 
  15 
  10 
  10 
  10 
  —
  LRM 15 with Artemis 
  Nose 
  8 
  5 
  12 
  12 
  12 
  —
  Ammo (LRM) 16 
  — 
  2
  2 ER Medium Lasers 
  LW 
  2 
  5 
  5 
  5 
  — 
  —
  Medium Pulse Laser 
  LW 
  2 
  4 
  6 
  — 
  — 
  —
  2 ER Medium Lasers 
  RW 
  2 
  5 
  5 
  5 
  — 
  —
  Medium Pulse Laser 
  RW 
  2 
  4 
  6 
  — 
  — 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
  7 Double Heat Sinks 
  — 
  7
  CASE 
  — 
  .5
  Dominus (Alternate A) Configuration
  Large Pulse Laser 
  Nose 
  7 
  10 
  9 
  9 
  —  
  —
  2 Medium Pulse Lasers 
  Nose 
  4 
  4 
  6 
  — 
  — 
  —
  ER Small Laser 
  Nose 
  .5 
  2 
  3 
  — 
  — 
  —
  MML 9 with Artemis 
  LW 
  7 
  5 
  7 
  7 
  7  
  —
  Ammo (MML) 26/22 
  — 
  2
  MML 9 with Artemis 
  RW 
  7 
  5 
  7 
  7 
  7 
  —
  Ammo (MML) 26/22 
  — 
  2
  2 Medium Lasers 
  Aft 
  2 
  3 
  5 
  — 
  — 
  —
  Double Heat Sink 
  — 
  1
  CASE 
  — 
  .5
   
  BV: 1,407
  Infernus (Alternate B) Configuration
  Large Variable-Speed Laser 
  Nose 
  9 
  10 
  10 
  7 
  —  
  —
  2 ER Medium Lasers 
  Nose 
  2 
  5 
  5 
  5 
  — 
  —
  2 Medium Variable-Speed Lasers 
  LW 
  4 
  7 
  7 
  — 
  —  
  —
  2 Medium Variable-Speed Lasers 
  RW 
  4 
  7 
  7 
  — 
  —  
  —
  6 Double Heat Sinks 
  —  
  6
   
  BV: 1,369
  Comminus (Alternate C) Configuration
  MRM 40 
  Nose 
  12 
  12 
  24 
  24 
  — 
  —
  Ammo (MRM) 18 
  — 
  3
  2 Medium Pulse Lasers 
  Nose 
  4 
  4 
  6 
  — 
  — 
  —
  2 Medium Pulse Lasers 
  LW 
  4 
  4 
  6 
  — 
  — 
  —
  2 Medium Pulse Lasers 
  RW 
  4 
  4 
  6 
  — 
  — 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
  5 Double Heat Sinks 
  — 
  5
  CASE 
  — 
  .5
   
  BV: 1,639
  Luminos (Alternate D) Configuration
  Heavy PPC 
  Nose 
  10 
  15 
  15 
  15 
  — 
  —
  2 ER Medium Lasers 
  Nose 
  2 
  5 
  5 
  5 
  — 
  —
  Large Pulse Laser 
  LW 
  7 
  10 
  9 
  9 
  — 
  —
  Large Pulse Laser 
  RW 
  7 
  10 
  9 
  9 
  — 
  —
  6 Double Heat Sinks 
  — 
  6
  1 ton Additional Fuel (80 points) 
  — 
  1
   
  BV: 1,712
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Eminus (Alternate E) Configuration
  Light Gauss Rifle 
  Nose 
  12 
  1 
  8 
  8 
  8 
  8
  Ammo (Gauss) 32 
  — 
  2
  ER Large Laser 
  LW 
  5 
  12 
  8 
  8 
  8 
  —
  ER Medium Laser 
  LW 
  1 
  5 
  5 
  5 
  — 
  —
  ER Large Laser 
  RW 
  5 
  12 
  8 
  8 
  8 
  —
  ER Medium Laser 
  RW 
  1 
  5 
  5 
  5 
  — 
  —
  Small Laser 
  Aft 
  .5 
  1 
  3 
  — 
  — 
  —
  6 Double Heat Sinks 
  — 
  6
  CASE 
  — 
  .5
   
  BV: 1,721
  
  102
  s-str-o striga
  mass: 85 tons
  chassis: Spectral Series ST1F
  power plant: Perdition 340 Extralight
  armor: Divine Shield-D Ferro Aluminum
  armament:
   
  43.5 tons of pod space available
  manufacturer: Master’s Wings Aerospace  
   
  (formerly Brigadier Corp.)
   
  primary factory: Gibson
  communications system: Master’s Voice Cel-Beta
  targeting and tracking system: Master’s Sight 2-Psi
  overview
   
  The heaviest of the Blakists’ new Spectral series 
  OmniFighters, the Striga represents Precentor Vapula’s first 
  foray into aerospace fighter technology. Its engineering 
  seemingly derives from that of the FWLM’s Shiva, but with 
  its ultra-compact cockpit and multi-directional “swing-
  wing” vectored thrust engine systems, the Striga is clearly 
  tailored exclusively to Manei Domini pilots. The Rusalka and 
  Shade fighters that followed this craft’s late-3071 debut 
  would further refine the unique silhouette-changing fea-
  tures that have become the Spectrals’ hallmark, adding col-
  lapsible wing structures that can almost halve the fighter’s 
  profile in space combat.
  capabilities
   
  Named for vampiric, transformed spirits of ancient 
  lore, the Striga features multi-positional thrusters that lend 
  this heavy fighter a bizarre, almost alien look. Drawing 
  power from a massive 340-XL fusion plant, these thrusters 
  can achieve almost five Gs in space—a rare feat for even 
  Clan-made heavy fighters—but with unparalleled ma-
  neuverability only elite pilots can handle. Matching this 
  performance is an airframe that supports eighteen tons of 
  ferro-aluminum armor, providing a near-record level of pro-
  tection while still leaving over half of the fighter’s weight to 
  weapon pod space.
  Deployment
   
  Unlike their ’Mech companions in the Celestial series, 
  all Spectrals are virtually unseen beyond the ranks of the 
  Word’s hyper-elite Shadow Divisions. However, as the first 
  Spectral to reach widespread production, the Striga has 
  appeared outside the normal Shadow Division usage, first 
  while undergoing field trials with the Opacus Venatori, and 
  later in limited numbers among the Word of Blake Militia 
  forces operating on and near Terra. Precentor Apollyon 
  himself has apparently refused several requests for the 
  fighter from Cameron St. Jamais, further fueling specula-
  tions of a growing rift between the Word’s highest ranking 
  military leaders.
  notable Pilots
  phantom adept beta bryan morgan: Growing up in the 
  Circinus Federation, Morgan spent his childhood as a close 
  friend and confidant of Calvin McIntyre. When McIntyre 
  joined the Word of Blake, Morgan was forced to stay behind 
  in the Federation where he was “encouraged” to join the 
  McIntyre House Guards. Taking part in the defense of the 
  Federation when the Marian Hegemony attacked, he was 
  shot down in his aging Transgressor fighter and paralyzed 
  from the waist down. Cast aside by the Guards, Morgan 
  was facing a life of hardship and poverty when McIntyre 
  returned to Circinus. Hearing about his friend’s plight, 
  McIntyre (now a precentor) organized Morgan to meet 
  with “some friends of his.” The next time Bryan Morgan sur-
  faced, it was at the controls of a Fifty-second Division Striga 
  OmniFighter, chasing down the remnants of the Fourth 
  Regulan Hussars as they fled from “impregnable” Gibson.
  Type: striga
  Technology Base: Inner Sphere OmniFighter
  Tonnage: 85
  Battle Value: 2,586
  equipment 
   
   
  mass
  Engine:  
  340 XL 
   
  13.5
   
  Safe Thrust:  
  6
   
  Maximum Thrust:  
  9
  Structural Integrity: 
  8
  Heat Sinks:  
  13 [26] 
   
  3
  Fuel:  
  400 
   
  5
  Cockpit (Small): 
   
   
  2
  Armor Factor:  
  322 
   
  18
   
   
  Armor 
  Free
   
   
  Value 
  Space
   
  Nose 
  100 
  5
   
  Wings 
  76/76 
  4/4
   
  Aft 
  70 
  5
  
  103
  s-str-o striga
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Primary (Invictus) Weapons Configuration
  Gauss Rifle 
  Nose 
  15 
  1 
  15 
  15 
  15 
  —
  Ammo (Gauss) 16 
  — 
  2
  2 ER Medium Lasers 
  Nose 
  2 
  5 
  5 
  5 
  — 
  —
  Heavy PPC 
  LW 
  10 
  15 
  15 
  15 
  — 
  —
  Heavy PPC 
  RW 
  10 
  15 
  15 
  15 
  — 
  —
  2 ER Medium Lasers 
  Aft 
  2 
  5 
  5 
  5 
  — 
  —
  2 Double Heat Sinks 
  — 
  2
  CASE 
  — 
  .5
  Dominus (Alternate-A) Configuration 
  Heavy PPC 
  Nose 
  10 
  15 
  15 
  15 
  — 
  —
  Rotary AC/5 
  LW 
  10 
  6 
  20 
  20 
  — 
  —
  Ammo (RAC) 60 
  — 
  3
  Streak SRM 4 
  LW 
  3 
  3 
  8 
  — 
  — 
  —
  Ammo (Streak) 25 
  — 
  1
  Rotary AC/5 
  RW 
  10 
  6 
  20 
  20 
  — 
  —
  Ammo (RAC) 60 
  — 
  3
  Streak SRM 4 
  RW 
  3 
  3 
  8 
  — 
  — 
  —
  CASE 
  — 
  .5
   
  BV: 2,535
  Infernus (Alternate B) Configuration 
  2 Large VSP Lasers 
  Nose 
  18 
  10 
  10 
  7 
  — 
  —
  Medium VSP Laser 
  Nose 
  4 
  7 
  7 
  — 
  — 
  —
  ER Large Laser 
  LW 
  5 
  12 
  8 
  8 
  8 
  —
  ER Large Laser 
  RW 
  5 
  12 
  8 
  8 
  8 
  —
  2 Medium Pulse Lasers 
  Aft 
  4 
  4 
  6 
  — 
  — 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
  7 Double Heat Sinks 
  — 
  3
   
  BV: 1,871
  Comminus (Alternate C) Configuration 
  4 ER Medium Lasers 
  Nose 
  4 
  5 
  5 
  5 
  — 
  —
  3 Streak SRM 6 
  LW 
  13.5 
  4 
  12 
  — 
  — 
  —
  Ammo (Streak) 30 
  — 
  2
  3 Streak SRM 6 
  RW 
  13.5 
  4 
  12 
  — 
  — 
  —
  Ammo (Streak) 30 
  — 
  2
  2 ER Medium Lasers 
  Aft 
  2 
  5 
  5 
  5 
  — 
  —
  6 Double Heat Sinks 
  — 
  6
  CASE 
  — 
  .5
   
  BV: 2,201
  Weapons and ammo 
  location 
  tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Luminos (Alternate D) Configuration
  ER PPC 
  Nose 
  7 
  15 
  10 
  10 
  10 
  —
  2 ER Medium Lasers 
  Nose 
  2 
  5 
  5 
  5 
  — 
  —
  ER PPC 
  LW 
  7 
  15 
  10 
  10 
  10 
  —
  ER PPC 
  RW 
  7 
  15 
  10 
  10 
  10 
  —
  2 ER Medium Lasers 
  Aft 
  2 
  5 
  5 
  5 
  — 
  —
  ER Small Laser 
  Aft 
  .5 
  2 
  3 
  — 
  — 
  —
  Targeting Computer 
  — 
  7 
  11 Double Heat Sinks 
  — 
  11
   
  BV: 2,388
  Eminus (Alternate E) Configuration
  3 Light Gauss Rifles 
  Nose 
  36 
  1 
  8 
  8 
  8 
  8
  Ammo (Light Gauss) 48 
  — 
  3
  2 ER Medium Lasers 
  LW 
  2 
  5 
  5 
  5 
  — 
  —
  2 ER Medium Lasers 
  RW 
  2 
  5 
  5 
  5 
  — 
  —
  CASE 
  — 
  .5
   
  BV: 2,055
  
  104
  aurora
   
  First conceived of as an inexpensive civilian trans-
  port, the Aurora-class DropShip began as a joint project 
  between Dynamico, Ltd. of Delavan and Shipil Company 
  of Skye in 3056. The secession of the Lyran half of the 
  Federated Commonwealth brought progress to an abrupt 
  halt. However, after-action reports from Operation Bulldog 
  showed that the venerable Leopard lacked the flexibility 
  needed in a modern light military transport, prompting the 
  LAAF and AFFC to call for new DropShip designs. Dusting 
  off the Aurora’s blueprints, Dynamico and Shipil modified 
  the design into such a vessel.
   
  Initial orders for evaluation prototypes were placed in 
  3061. Dynamico delivered the first vessels just before the 
  outbreak of the FedCom Civil War—a conflict in which the 
  Aurora proved its worth during the fighting on Kentares 
  IV and New Avalon. The launch of Shipil Yards’ prototypes 
  was delayed repeatedly—first by a host of minor technical 
  problems, and then by the Civil War—until late 3067.
   
  Though the craft is smaller than the Leopard, the 
  Aurora’s larger cargo capacity allows it to operate longer 
  independently. The Aurora’s flexibility comes from a fea-
  ture that is actually a holdover from the craft’s genesis as 
  a civilian transport. Four modular bays are attached to the 
  vessel’s spine—two on each side. Although the necessi-
  ties of structural integrity do not allow these bays to be 
  quickly attached or released, an Aurora can be reconfig-
  ured for specific roles in a matter of days with only limited 
  ground support.
   
  Each module can mount up to one hundred and fifty 
  tons of equipment. Standard modules for transporting indi-
  vidual BattleMechs, aerospace fighters, three light vehicles, 
  cargo, or fuel are available. Additionally, custom modules 
  can be produced on demand. The most common configu-
  ration is that of a BattleMech lance transport, but light ve-
  hicle or combined arms company transports are also quite 
  common. Dedicated tankers, armored merchants, fighter 
  carriers, and even heavily armed gunship variants have 
  been created. It has been this extraordinary flexibility that 
  has made the Aurora a success, even if critics have derided 
  its boxy silhouette. In the Aurora, many small mercenary 
  commands have found the perfect transport.
   
  Production at major yards has been disrupted by 
  Blakist operations, but because of its humble origins, the 
  Aurora can be produced by merchant yards and upgraded 
  repair facilities more easily than other military designs.
  auRoRa-class DRoPshiP
  type: Military Aerodyne
  use: Troop Transport
  tech: Inner Sphere
  introduced: 3069
  mass: 1,600 tons
  battle Value: 3,745
  dimensions
   
  length: 116 meters
   
  Width: 72 meters
   
  height: 32.5 meters
  fuel: 100 tons (5,000)
  tons/burn-day: 1.84
  safe thrust: 4
  maximum thrust: 6
  heat sinks: 50 [100]
  structural integrity: 8
  armor
   
  nose: 180
   
  sides: 150
   
  aft: 125
  cargo
   
  Bay 1: BattleMech (1) 
   
  1 Door
   
  Bay 2: BattleMech (1) 
   
  1 Door
   
  Bay 3: BattleMech (1) 
   
  1 Door
   
  Bay 4: BattleMech (1) 
   
  1 Door
   
  Bay 5: Cargo (164 tons) 
   
  0 Door
  escape pods: 3
  life boats: 0
  crew: 1 officer, 3 enlisted/non-rated, 2 gunners, 8 bay 
  personnel
  ammunition: 80 rounds Gauss ammunition (10 tons)
  notes: Equipped with 32 tons of ferro-aluminum armor. 
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (12 heat) 
   2 Gauss Rifles 
   
  3 (30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (40 rounds)
   2 ER Medium Lasers  
  1 (10) 
  1 (10) 
  — 
  — 
  Laser
  fW/rW (30 heat) 
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
  aft (22 heat) 
   2 Gauss Rifles  
   
  3 (30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (40 rounds)
   2 Large Pulse Lasers  
  2 (18) 
  2 (18) 
  — 
  — Pulse Laser
  
  105
  aurora
  
  106
  leopard “pocket warship”
   
  When the Ghost Bears moved on Luthien and Pesht, 
  it was a group of Leopards that gave the invasion force the 
  most trouble. The pocket warships would fire a missile way 
  off course, only to have it turn and strike the targeted craft 
  in its weakest spot. After losing several ships to these at-
  tacks, the Ghost Bears concentrated heavily on the other-
  wise unimportant-looking vessels, though the Leopards’ 
  heavier armor allowed several more volleys to be fired be-
  fore the last one was destroyed. 
   
  Recently, Rousset-Marik’s resistance movement won 
  a stunning victory when they infiltrated the Clipperton 
  shipyards and hijacked nearly half a dozen of these 
  pocket warships, which were getting ready to be sent to 
  Protectorate militia. Still painted in Word of Blake colors, 
  these ships are being used to harass Blakist-affiliated mer-
  chant convoys dealing with the supply and fortification of 
  the Protectorate defenses.
  leoPaRD class  
  “Pocket WaRshiP” DRoPshiP
  type: Military Aerodyne
  use: Pocket Warship
  tech: Star League
  introduced: 3073
  mass: 1,900
  battle Value: 6,607
  dimensions
   
  length: 70.2 meters
   
  Width: 53 meters
   
  height: 24.5 meters
  fuel: 100 tons (4,000 points)
  tons/burn-day: 1.84
  safe thrust: 5
  maximum thrust: 8
  heat sinks: 70 [140]
  structural integrity: 12
   
  During the Fifty-second Shadow Division’s raid on 
  Caledonia in 3073, the newly unveiled Leopard Pocket 
  WarShip made a lasting impression, breaching the hulls 
  of the defending Avengers in single salvos. Though the 
  model was originally thought to be a brand-new design, 
  intelligence bulletins sent out by Alys Rousset-Marik’s resis-
  tance network conclusively proved that these were in fact 
  a new modification of the Leopard being manufactured 
  on Clipperton by Irian Technologies. Word of Blake forces 
  have made no attempt to hide or disguise these vessels 
  in any shape or form, preferring to use intimidation tac-
  tics against civilian transports with these, keeping them in 
  line while they are stormed by marines. [EDITOR’S NOTE: 
  Originally based on the Leopard CV, Leopard PWs are now 
  most frequently based on the standard Leopard, which is 
  much more numerous than the valuable fighter carrier.]
   
  Unlike most other pocket warships appearing within 
  the Word of Blake’s ranks, the Leopard is noticeably differ-
  ent than its original configuration. Its stern engine exhaust 
  ports are slightly larger, the visible result of an enlarged 
  drive, and an extra two dozen tons of ferro-aluminum 
  armor have thickened portions of the hull. The most no-
  ticeable difference is the large ventral bulge housing the 
  tele-operated Killer Whale missile launcher, which was sim-
  ply attached to the belly of the DropShip. The associated 
  changes to the transit drive’s exhaust port arrangement 
  to accommodate the launcher are also distinctive to the 
  trained eye. Due to the ship’s small size, removing all the 
  ’Mech and fighter bays merely provides an eleven-missile 
  magazine and an elaborate rotary feed mechanism.
  armor
   
  nose: 339 
   
  sides: 254 
   
  aft: 169
  cargo 
  Bay 1: Cargo (65.5 tons) 
  1 Door
  life boats: 0
  escape pods: 2
  crew: 2 Officers, 4 Enlisted/non-rated, 4 Gunners
  ammunition: 36 rounds LRM ammunition (6 tons), 11 
  Killer Whale-T Missiles (550 tons)
  notes: Equipped with 54 tons of ferro-aluminum armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat)  type 
   
  short medium long extreme class  
  nose (68 heat) 
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
   LRM 20+Artemis IV  
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  LRM
      (12 rounds)
   3 Medium Pulse Lasers 
  2 (18) 
  — 
  — 
  — 
  Pulse
   1 Killer Whale-T  
   
  4 
  4 
  4 
  4 Capital Missile
      (11 Missiles) 
  fl/fr (32 heat) 
   LRM 20+Artemis IV   
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  LRM
      (12 rounds)
   2 ER Large Lasers 
   
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  Laser
   Medium Pulse Laser  
  1 (6) 
  — 
  — 
  — 
  Pulse
  aft (20 heat) 
   ER Large Laser 
   
  1 (8) 
  1 (8) 
  1(8) 
  — 
  Laser 
   2 Medium Pulse Lasers 
  1 (12) 
  — 
  — 
  — 
  Pulse
  
  107
  leopard “pocket warship”
  
  108
  union “pocket warship”
   
  First spotted over Dante in 3071 using nuclear war-
  heads to destroy a Snow Raven WarShip, the Union-class 
  Pocket WarShip has been added to the Word of Blake’s ex-
  panding naval arsenal as another ship profile to suspect of 
  a possible clandestine attack, alongside the Mule.
   
  Shortly after the attack that disrupted the mighty 
  space navy Clan’s conclave, the ships, which are nearly 
  four thousand tons each, have been spotted in increasing 
  numbers defending Protectorate jump points and space 
  stations in addition to the Word of Blake’s more typical of-
  fensive operations.
   
  Analysts reviewing testimonies and intercepted trans-
  missions confirm the near gutting of the Union’s interior 
  for a magazine of various capital missiles. These are pri-
  marily Barracuda missiles but also the larger Killer Whale 
  and White Shark classes. The magazine feeds a pair of 
  bow AR10 launchers, one mounted in each of the ships 
  fore-arcs, for an impressive arc of coverage. Its medium 
  lasers have also been seen with better range, evident of 
  the standard versions being swapped for extended-range 
  models. While the original’s fighter contingent is retained, 
  a pair of small craft was added along with four squads of 
  battle armor troopers. On several occasions a Union Pocket 
  WarShip has fired a warning shot over a merchant ship’s 
  bow and stormed the ship with its marines to search and 
  confiscate any smuggled contraband.
   
  The bays themselves have been moved to where the 
  BattleMech bay doors were originally located, allowing 
  the AR10 launchers to be concealed until it is time for 
  them to fire. Like their Mule-Q ship, the Union Pocket 
  WarShip is indistinguishable from its other typical coun-
  terparts until the first volleys of capital missiles are fired, 
  despite the armor on the hull being more advanced ferro-
  aluminum composites.
   
  The Word of Blake has been using groups of these on 
  offensive missions with frightening success. Pretending to 
  be typical troop carriers, the ships will be approached by 
  intercepting assault DropShips, only to let loose with their 
  powerful capital missiles. These “naval Thunder Runs” have 
  become common as a prelude to the real attack, eliminat-
  ing most if not all, of the space defenses that might threat-
  en the troop ships. Afterwards, the Unions will remain in 
  orbit, using their remaining missiles (sometimes equipped 
  with nuclear-tipped warheads) to provide support to the 
  ground force or interdicting retreating defenders.
  union class  
  “Pocket WaRshiP” DRoPshiP
  type: Military Spheroid 
  use: Pocket Warship
  tech: Star League
  introduced: 3071
  mass: 3,600
  battle Value: 7,935
  dimensions
   
  length: 81.5 meters
   
  Width: 82 meters
   
  height: 78 meters
  fuel: 215 tons (6,450 points)
  tons/burn-day: 1.84
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 100 [200]
  structural integrity: 11
  armor
   
  nose: 182 
   
  sides: 171
   
  aft: 120
  cargo
   
  Bay 1: Cargo (167 tons)/ 
   
  4 Doors
   
    Battle Armor (4 Squads)
   
  Bay 2: Small Craft (2) 
   
  2 Doors
   
  Bay 3: Fighters (2) 
   
  2 Doors
  life boats: 0
  escape pods: 7
  crew: 3 Officers, 6 Enlisted/Non-rated, 7 Gunners, 38 Bay 
  personnel
  ammunition: 72 rounds Gauss ammunition (9 tons), 72 rounds 
  LRM 20 Ammunition (12 tons), 4 rounds Killer Whale 
  Ammunition (200 tons), 6 rounds White Shark ammunition 
  (240 tons), 10 rounds Barracuda ammunition (300 tons)
  notes: Carries 33.5 tons Ferro Aluminum armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (38 heat) 
   1 ER PPC  
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   1 Gauss Rifle (24 rounds) 2 (15) 
  2 (15) 
  2 (15) 
  — 
  AC
    
  (24 rounds)
   2 LRM 20+ Artemis IV 
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
    
  (24 rounds) 
   2 ER Medium lasers  
  1 (10) 
  1 (10) 
  — 
  — 
  Laser
  fl/fr (70 heat) 
   1 ER PPC  
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   1 Gauss Rifle (24 rounds) 2 (15) 
  2 (15) 
  2 (15) 
  — 
  AC
   2 LRM 20+ Artemis IV  
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
    
  (24 rounds)
   1 ER Large Laser, 
   
  2 (18) 
  2 (18) 
  1 (8) 
  — 
  Laser
    
  2 ER Medium lasers 
   1 AR10 
    
  (2 KW, 3 WS, 5B)  
  * 
  * 
  * 
  * Capital Missile
  al/ar (22 heat) 
   1 ER Large Laser, 
   
  2 (18) 
  2 (18) 
  1 (8) 
  — 
  Laser
    
  2 ER Medium lasers 
  aft (22 heat) 
   1 ER Large Laser, 
   
  2 (18) 
  2 (18) 
  1 (8) 
  — 
  Laser
    
  2 ER Medium lasers
   
  *By Missile Type (heat factored as for Killer Whale).
  
  109
  union “pocket warship”
  
  110
  Mule “pocket warship”
   
  Deception has always been a component of warfare. 
  An ancient deception in naval warfare is to disguise an 
  armed vessel as a merchant ship or to arm a regular mer-
  chant vessel with concealed weaponry. Such vessels are 
  known as Q-Ships. The conventions of the Succession Wars 
  ensured that only pirates would make use of the tactic, but 
  the Word has left few proven tactics unused in their Jihad.
   
  Blakist Q-ships continue to be used to raid merchant 
  shipping, but they are increasingly employed in escorting 
  WarShips and providing orbital bombardment. The Blakist 
  Mules, based on an obscure Star League Mule Q-Ship, are 
  utilized the same way, although the frequency with which 
  they attack merchant vessels appears to be decreasing. 
  When combined with the recent deployment of Mule 
  Q-ships at Arc-Royal and Benjamin, this may be an indi-
  cation that the Blakist naval assets are stretched thin, or 
  that Mule attrition exceeds their production and conver-
  sion capabilities. The recent sighting of a Star League-era 
  Mule, along with its Barracuda and White Shark launchers, 
  seems to support this theory. Its drive system and maneu-
  vering thrusters were in obvious disrepair, and the vessel 
  performed poorly when challenged.
   
  The adjusted deployment of the Mule Q-ships could also 
  be a deliberate strategic choice, now that security measures 
  to severely inhibit sneak-attacks by Mules have become wide-
  spread. These measures continue to place an Inner Sphere-
  wide strain on trade, and the reduced number of attacks is still 
  sufficient to maintain the asymmetrical effect.
   
  The vessel’s eight AR10 launchers are installed in the 
  upper cargo bays, with each cargo door hiding two. The 
  lower cargo bay contains most of the missile magazines 
  and also provides berths and quarters for a squadron of 
  fighters and support staff. The squadron uses one of the 
  lower cargo doors, properly modified for fighter launch and 
  recovery, while the other door provides access to the ves-
  sel’s remaining cargo hold. The vessel’s armor is more than 
  doubled in mass, providing protection on par with that of 
  other combat DropShips. The increased armor is difficult to 
  detect at range, and when the vessel’s AR10 launchers are 
  undeployed, the modified Mule is nearly indistinguishable 
  from a regular one. While the majority of converted Blakist 
  Mules continue to lack the armor upgrade, nearly all Mules 
  on long-term deployment at a hostile planet or that escort 
  WarShips are fully upgraded.
  Mule class  
  “Pocket WaRshiP” DRoPshiP
  type: Military Spheroid 
  use: Q-Ship
  tech: Star League
  introduced: 3068
  mass: 11,200
  battle Value: 14,123
  dimensions
   
  length: 158 meters
   
  Width: 158 meters
   
  height: 100.4 meters
  fuel: 319 tons (9,570)
  tons/burn-day: 4.22
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 160 (320)
  structural integrity: 10
  armor
   
  nose: 176 
   
  sides: 154
   
  aft: 132
  cargo
   
  Bay 1: Cargo (354 tons) 
   
  1 Door
   
  Bay 2: Fighters (6) 
   
  1 Door
  life boats: 2
  escape pods: 2
  crew: 3 officers, 4 enlisted/non-rated, 11 gunners, 12 bay 
  personnel
  ammunition: 40 Killer Whale missiles (2,000 tons), 40 
  White Shark missiles (1,600 tons), 40 Barracuda mis-
  siles (1,200 tons), 40 rounds AC/5 ammunition (2 tons), 
  30 rounds SRM 6 ammunition (2 tons)
  notes: Equipped with 36 tons of standard armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (6 heat) 
   1 AC/5 (40 rounds)  
  1 (5) 
  1 (5) 
  — 
  — Autocannon
   1 Medium Laser  
   
  1 (5) 
  — 
  — 
  — 
  Laser
   2 Small Lasers  
   
  1 (6) 
  — 
  — 
  — Point Defense
  fl/fr (90 heat) 
   4 AR/10  
   
  * 
  * 
  * 
  * Capital Missile
    
  (20 KW, 20 WS, 20 B)
   1 SRM 6 (15 rounds)  
  1 (8) 
  — 
  — 
  — 
  SRM
   2 Medium Lasers  
   
  1 (10) 
  — 
  — 
  — 
  Laser
  al/ar (13 heat) 
   1 Large Laser,  
   
  1 (13) 
  1 (8) 
  — 
  — 
  Laser
    
  1 Medium Laser
  aft (13 heat) 
   1 Large Laser, 
   
  1 (13) 
  1 (8) 
  — 
  — 
  Laser
    
  1 Medium Laser
  * By missile type (heat factored as for Killer Whale)
  
  111
  Mule “pocket warship”
  
  112
  eXcalibur “pocket warship”
   
  The Excalibur Pocket WarShip project came into 
  being when the Steffelbus family approved a venture by 
  Interconnectedness Unlimited to pursue a refit program for 
  Excalibur-class DropShips. IU reached a deal with Federated-
  Boeing to modify the vessels at the Galax Megaplex. The first 
  modified vessel from this program became operational in 
  3059, and six more followed quickly.
   
  Why the AFFS Quartermaster Department backed the 
  vessels was unclear beyond “lobbying pressure,” given the 
  enormous spending on WarShip, Conquistador, and Overlord-
  A3 projects and the relatively few Excaliburs that the AFFS pos-
  sessed. In any case, seven ships seemed to be the limit of the 
  quartermaster’s tolerance, at least until successes of other as-
  sault DropShips and the threat of the Word of Blake’s WarShip 
  fleet made the AFFS return to the “pocket WarShip” concept.
   
  New evidence offers an odd explanation for the origins of an 
  odd program: It was a covert operation by the Combine to gain 
  additional pocket WarShips, and following the program’s logic re-
  quires a look at some basic facts. First and foremost, the Draconis 
  Combine had the most Excaliburs of any Inner Sphere nation. The 
  original Excalibur lacks the operational flexibility of other troop 
  carriers, and its long unloading times relegate it to second-line 
  duties, but it was a large military DropShip—in summary, it was 
  a class of ship the Combine could spare for conversion. On top of 
  that, the Combine’s aerospace industry was overwhelmed with 
  WarShip programs. The Combine had a neighbor apply its consid-
  erable aerospace expertise by blackmailing the Steffelbus family 
  into lobbying for the conversion program, making it look like an 
  AFFS operation. Why the Combine did so covertly when it was 
  overtly cooperating with the Federated Suns on other develop-
  ment projects remains unclear—the reason might be as simple as 
  seizing an opportunity to avoid the enormous development costs 
  of the program. The program ended with plans for a functional 
  pocket WarShip sitting in foreign hands, but the Suns only had 
  a few Excaliburs they could convert. To date, the Combine’s only 
  benefit from this operation is the plans for the Excalibur Pocket 
  WarShip, but that is still an enormous return on investment.
   
  The Excalibur Pocket WarShip mounts eight AR/10 and two 
  Kraken-T launchers, and the lowest vehicle deck now contains 
  an aerospace fighter squadron bay. An infantry deck was con-
  verted to house a flag deck, allowing the Excalibur to function 
  as the flagship for independent flotillas. Compared to purpose-
  built assault DropShips, the Excalibur’s unmodified internal 
  structure and armor is inferior, but when deployed in a task 
  force containing assault DropShips and fighter carriers, the 
  Excalibur’s capital missiles allow it to provide heavy support 
  from a safe distance. An extensive array of AMSs and several 
  screen launchers help reduce the design’s vulnerability.
   
  Three of the Federated Suns’ five Excaliburs that survived 
  the Civil War have been destroyed as a result of combat, and 
  the two surviving vessels are now owned by the Medusans 
  mercenary unit. In 3068, Admiral Petain ordered the refit of 
  ten AFFS Excaliburs to shore up the Suns’ navy. The Word of 
  Blake succeeded in capturing these half-finished vessels when 
  the Galax Yards fell in April of 3069. Several Excalibur Pocket 
  WarShip vessels have been seen with the Blakists since then.
  excaliBuR class 
  “Pocket WaRshiP” DRoPshiP
  type: Military Spheroid
  use: Pocket WarShip
  tech: Star League
  introduced: 3059
  mass: 16,000
  battle Value: 24,609
  dimensions
   
  length: 113 meters
   
  Width: 113 meters
   
  height: 124.9 meters
  fuel: 300 tons (9,000)
  tons/burn-day: 1.84
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 445
  structural integrity: 14
  armor
   
  nose: 200
   
  sides: 180
   
  aft: 150
  cargo
   
  Bay 1: Cargo (420 tons) 
   
  1 Door
   
  Bay 2: Fighters (6) 
   
  2 Doors
  life boats: 4
  escape pods: 25
  crew: 9 officers, 21 enlisted/non-rated, 20 gunners, 28 marines, 
  12 bay personnel
  ammunition: 32 rounds Gauss ammunition (4 tons), 72 rounds LRM 
  10 ammunition (6 tons), 432 rounds AMS ammunition (36 tons), 
  60 rounds screen ammunition (60 tons), 20 Kraken-T missiles 
  (2,000 tons), 32 Killer Whale missiles (1,600 tons), 32 White Shark 
  missiles (1,280 tons), and 48 Barracuda missiles (1,440 tons).
  notes: Equipped with 47 tons of standard armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (113 heat) 
   2 Kraken-T (20 missiles) 
  20 
  20 
  20 
  20 Capital Missile
   1 Gauss Rifle (32 rounds) 2 (15) 
  2 (15) 
  2 (15) 
  — Autocannon
   1 LRM-10+Artemis  
  1 (8) 
  1 (8) 
  1 (8) 
  — 
  LRM
    
  (24 rounds)
   1 ER Medium Laser  
  1 (5) 
  1 (5) 
  — 
  — 
  Laser
   3 AMS (72 rounds)  
  1 (9)† 
  — 
  — 
  — 
  AMS
  fl/fr (86 heat) 
   2 AR/10 (8 KW, 8 WS, 12 B) * 
  * 
  * 
  * Capital Missile
   1 ER PPC  
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   2 LRM 10+Artemis  
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  LRM
    
  (24 rounds)
   2 ER Medium Lasers  
  1 (10) 
  1 (10) 
  — 
  — 
  Laser
   3 AMS (72 rounds)  
  1 (9)† 
  — 
  — 
  — 
  AMS
   1 Screen Launcher  
  — 
  — 
  — 
  — 
  Screen
    
  (20 screens)
  al/ar (65 heat) 
   2 AR/10 (8 KW, 8 WS, 12 B) * 
  * 
  * 
  * Capital Missile
   1 ER Large Laser, 
   
  2 (18) 
  2 (18) 
  1 (8) 
  — 
  Laser
    
  2 ER Medium Lasers
   3 AMS (72 rounds)  
  1 (9)† 
  — 
  — 
  — 
  AMS
  aft (30 heat) 
   1 ER Large Laser, 
   
  2 (18) 
  2 (18) 
  1 (8) 
  — 
  Laser
    
  2 ER Medium Laser
   3 AMS (72 rounds)  
  1 (9)† 
  — 
  — 
  — 
  AMS
   1 Screen Launcher  
  — 
  — 
  — 
  — 
  Screen
    
  (20 screens)
  † Only against missiles.
  * By missile type (heat factored as for Killer Whale)
  
  113
  eXcalibur “pocket warship”
  
  114
  the clans
   
  Once thought stagnant and inflexible, the Clans have shown the Inner Sphere that they are capable of learning and advancing just as well as us. With the Great Refusal in effect, the Clans 
  finally realized the potential missed by not developing their once overwhelmingly superior military technology. Taking a page from the Inner Sphere, the Clans have introduced new battle armor, 
  mounted new weapons, and built acceptance for the once-experimental ProtoMechs as effective tools of war. 
   
  One can see a distinct divergence in design philosophy for new designs depending on each Clan’s size and location in space. Isolated Clans restricted to a single world or two—such as the 
  Blood Spirits in the Homeworlds or the Wolves-in-Exile and the Nova Cats outside of the Occupation Zones—tend to favor cheap, easily produced designs that they can mass-produce with their limited 
  resources, or lower-quality technology they can distribute or acquire from sympathetic factions (such as the Draconis Combine in the case of the Nova Cats, or the Snow Ravens and Diamond Sharks 
  with the Blood Spirits). These same Clans have also begun to rely on more traditional, less costly, or formerly shunned arms such as conventional vehicles or the relatively new ProtoMechs.
   
  The other Clans, however, have not followed the same frugal practices. Previously, most second-line BattleMechs were refitted from the original Star League designs or designs that ap-
  peared right before the introduction of the OmniMech; now these archaic and inferior designs are surging forward to frontlines, re-energized by the recognition that the carnage spreading 
  across known space makes them a valued part of a Touman.
   
  Unfortunately, our intelligence assets have not been able to determine what is occurring in the Clan Homeworlds in recent years. While operatives have been able to flesh out and detail 
  military technology that appeared in the Homeworlds before the Blakist white-out as well as technologies that appeared in Inner Sphere space, recent developments remain unknown. Even 
  with snippets taken from Clan communications, all we can determine is that whatever is happening may be as bad or worse than what the Inner Sphere is experiencing. If that is imaginable.
   
  That may be a blessing in disguise for the Inner Sphere. If the Crusader Homeworld Clans did not have such distractions around them, they may have felt the time was ripe for a new 
  invasion, one that could just as easily brush aside our currently disorganized defenses. As it is, Clans such as the Ice Hellions and the Hell’s Horses have appeared en masse, fortunately cut-
  ting into other invading Clans’ territories rather than the Houses. Only the Snow Ravens and Ghost Bears have made their presence felt within the Successor States’ space, with the purpose of 
  pursuing personal vendettas and goals rather than making any sort of real push toward Terra.
   
  But it may be just a matter of time before that nightmare scenario becomes a reality.
  —Mirza Peter Abdulsattah
  
  115
  
  116
  aerie pa(l)
   
  Although Clan Snow Raven has developed numer-
  ous zero-g and space variants of battle armor suits since 
  first employing them in the Golden Century, none of these 
  designs had been built expressly for space-borne opera-
  tions, either in free-flight or aboard larger vessels. In the 
  3060s, as the Clan began to expand out of its homeworld 
  holdings and into the Deep Periphery, the Ravens gained 
  access to new resources and areas of expertise from lead-
  ing scientists in the Outworlds Alliance, which progressed 
  to the development of wholly new battle suits.
   
  Although Raven scientists have pursued numerous 
  avenues of investigation, only the lightweight Aerie has 
  entered widespread use. Built with Clan technology and 
  drawing on marine combat experience by both Snow Raven 
  troops and their Alliance counterparts, the suit masses just 
  under 400 kg and is extremely swift and agile, as comfort-
  able in free-flight between orbiting vessels as it is on the 
  ground. Its 35 kilograms of advanced armor composites 
  provide some protection against the hazards of space and 
  small-arms fire, though this protection is minimal com-
  pared to that available on more combat-dedicated battle 
  suits. The suit’s exoskeleton boosts the wearer’s strength, 
  enhancing their load-shifting abilities and melee combat 
  capabilities, but the lightweight design does not hamper 
  freedom of movement. As such, it is ideal for close-quarters 
  fighting aboard spacecraft (as when making or defending 
  against boarding operations).
   
  The Aerie has no integral weapons, but its armored 
  gloves allow the user to wield standard weapons like a 
  regular infantryman. Raven armored infantry equipped 
  with the Aerie generally wield laser systems, avoiding the 
  recoil that might otherwise plague null-g operations, but 
  troopers also employ ballistic and missile weapons when 
  necessary.
   
  Initially, Aeries were deployed with the Raven’s Alpha 
  Galaxy. Reports that the suit was in service with the Alliance 
  proved false at the time, but as of 3075 nearly all dedicated 
  Alliance military vessels have their marines outfitted with 
  the Aerie. The move is more precautionary in nature since 
  the Alliance has seen very little pirate activity, and any 
  Word of Blake attacks have been through suicide moves 
  and not traditional boarding actions.
   
  The most common use of the Aerie now by the Ravens 
  is as a high-grade salvage suit. By removing the extended-
  life support adaptation and installing a dedicated salvage 
  arm in the right forearm, the Aerie becomes a powerful 
  tool for Raven technicians to utilize in repair operations. 
  Originally a quick-fix modification after the initial loss of 
  the Swift Wing Naval Assault Star, Chief Technician Rourke 
  managed to convince the Clan Council to allocate resources 
  to produce several new Aeries of this variant. The fact that 
  the Ravens did so during a period when resources were ex-
  tremely tight shows how persuasive Rourke was.
   
  The Chief Technician proved to be prescient as well. 
  Shortly after the new upgrades started, the Lum yards 
  were destroyed, the Ravens lost several resource facilities 
  in the homeworlds, and two more naval Stars suffered tre-
  mendous damage. Cut off from the Clan homeworlds and 
  piling into an overstretched Alliance, the Clan suddenly 
  found themselves in dire need of repair and salvage fa-
  cilities. After years of political stalling and multiple acts of 
  sabotage, the Clan will finally see some dedicated facilities 
  orbiting Ramora (by 3077) and Quatre Belle (reportedly by 
  3081). Until then, however, the Clan’s naval might is more 
  a paper tiger, as most of the Clan’s vessels have been tem-
  porarily transformed into orbiting barracks, transports, or 
  mobile salvage units. Despite recovering one of the three 
  destroyed “Galedon Plague ships,” the Clan refuses to press 
  the battered Storm Crow into service as a mobile fleet re-
  pair base until the scientists have scrubbed every rivet and 
  wire of possible plague virus.
   
  A typical Raven Salvage Binary consists of a large-
  bay DropShip such as a Mule (or in at least two instances, 
  Behemoths), several small craft to serve as makeshift tugs 
  and transports, two Points of aerospace fighters for Combat 
  Air Patrol, and at least a Star of Aeries—usually a mix of 
  standard and salvage variants. Intel reports count at least 
  twenty of these Salvage Binaries in service to the Clan and 
  at least two unverified reports indicate the Alliance is form-
  ing their own salvage teams—though their purpose has 
  yet to be determined.
  notable troopers
  star captain Jonas: Overlooked for a Bloodname due to his 
  age, Raven Star Captain Jonas is the current leader of the sal-
  vage team responsible for not only locating the Storm Crow 
  in an unnamed system in Combine space but also cleaning 
  and repairing it. After working closely with the scientist and 
  technician castes for nearly a year on developing proper bio-
  hazard and salvage procedures, Jonas is confident his Binary 
  and attendant crew will be able to get the critically damaged 
  WarShip functional. The reclamation of the Sovetskii-Soyuz 
  has taken on incredible importance to the battered Snow 
  Ravens as a symbol of the Clan’s inner strength and desire 
  to survive. Jonas has taken this passion to rebuild the Storm 
  Crow to new heights, rivaling the dedication most Ghost 
  Bears put into their Great Work.
   
  Jonas requires all of his Aerie troopers to carry at 
  least one combat weapon at all times. Because the sal-
  vage operation is deep within Combine territory, the 
  Star Captain refuses to be caught unaware by anyone. 
  The order has hampered operations somewhat; the ex-
  pected return of the Storm Crow to Ramora has been 
  pushed back to 3076.
  
  117
  aerie pa(l)
  type: Aerie PA(L)
  manufacturer: CSR Battle Armor Facility Alpha
   
  primary factory: Ramora
  tech base: Clan
  chassis type: Humanoid
  Weight class: PA(L)/Exoskeleton
  maximum Weight: 400 kg
  battle Value:
   
  5* (Standard)
   
  5* (Salvage)
  swarm/leg attack/mechanized/ap: N/N/N/Y
  notes: Aeries include stealth abilities that increase the to-hit modifier 
  against Aerie units by +1 at short and medium range, and +2 at long. Beagle 
  Active Probes and their Clan equivalents cannot locate hidden Aerie units.
   
  Though Aeries lack integral weapons, they may use standard infantry 
  weapons. Attacks by an Aerie Point are resolved as a conventional direct 
  fire attack, with ranges and damage as appropriate to the infantry weapons 
  being used.
  equipment  
   
  slots  
  mass
  Chassis: PA(L) Class Humanoid w/HarJel 
   
  130 kg
  Motive System:
   
  Ground MP:  
  2 
   
  25 kg
   
  Jump MP:  
  3  
   
  75 kg
  Manipulators:
   
  Left Arm:  
  Armored Glove  
   
  0 kg
   
  Right Arm:  
  Armored Glove† 
   
  0 kg
  Armor:  
  Standard Stealth 
  4  
  35 kg
  Armor Value: 1 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Space Operations Adaptation  
  Body 
  1 
  100 kg
  Extended Life Support 
   
  Body 
  1 
  25‡
  *Dependant on what AP weapons it’s armed with.
  †Salvage Manipulator Arm on the Salvage Aerie.
  ‡On the Standard Aerie only.
  
  118
  afreet
   
  Looking to rebuild the battered Ice Hellion morale, 
  Khan Montose charged her scientists with producing new 
  designs of all types as both a symbolic and military gesture 
  to her Clan.
   
  Following in the footsteps of the new generation 
  of battle armor that appeared over the previous decade, 
  the various design teams began creating several rather 
  mission-optimized designs. One was a reconnaissance 
  design with superior ground speed and VTOL capability 
  that lacked any integral weapons or defensive measures, 
  while another encompassed impressive anti-infantry ca-
  pabilities but looked to be pointless with the Ice Hellions 
  apparently intent on remaining in the Clan homeworlds. 
  Khan Montose combined the two projects and teams in 
  an effort to create a design that, in her words, “Embodies 
  the beliefs and traits of our totem.” The two staffs deliber-
  ated and debated, and in some instances the test pilots 
  engaged in a Circle of Equals when an agreement could 
  not be reached. Finally, just as the deadline was about to 
  pass, the two teams debuted the Afreet to Khan Montose, 
  and the design impressed her during its demonstrations.
   
  Like the typical Ice Hellion battle doctrine, the Afreet 
  emphasizes raw speed over everything else. Not only does 
  it have full jump capacity, but a relatively recent acquisition 
  of jump booster technology allowed the Afreet to become 
  the fastest home-clan-designed suit (short of the much-
  maligned Sylph suit). Taking advantage of its speed, the 
  improved sensors give the suit the ability to perform low-
  key reconnaissance when commanders deem BattleMechs 
  insufficiently stealthy. Taken from the alternate suit’s anti-
  infantry capability, a light recoilless rifle and a pair of vibro-
  claw adaptations have an impressive psychological impact 
  against conventional infantry forces while increasing the 
  suit’s effectiveness against BattleMechs when performing 
  swarm or leg attacks.
   
  For years the Ice Hellions guarded their battlesuit with 
  zeal, going to great length to prevent any from falling into 
  the hands of other Clans. Though rumors of Afreet points 
  being used during the Jade Falcon attacks on various Lyran 
  systems persisted, it was not until a point of Afreet-clad 
  Elementals arrived with the Falcon delegation on Arc-Royal 
  that non-Hellion Afreet use was confirmed. Its use by the 
  Falcons against Inner Sphere forces proved it was a potent 
  suit against conventional forces, as the few innovative 
  Elementals in the Falcon forces were seen loading their re-
  coilless rifles with different kinds of ordnance, ranging from 
  anti-vehicle to incendiary to even flares, depending on  
  the mission.
   
  Since then, both the Jade Falcons and the Hell’s Horses 
  have captured large quantities of Afreet suits during the 
  fighting in the Occupation Zones, enough to make them a 
  common sight in the two Clans’ forces in the Inner Sphere. 
  In addition to fielding the original configuration, both 
  Clans modify their suits extensively to match their needs 
  and equipment availability, but so far only the Jade Falcons 
  have been shown to now produce the design, though the 
  Hell’s Horses may be doing so back in Clan Space.
  notable troopers
  point commander Jeremiah icaza: Sent along with the 
  small delegation to Arc-Royal and later on to Tharkad to as-
  sist in liberating the planet from the Word of Blake’s grasp, 
  Point Commander Icaza and his unit have used their Afreet 
  suits in ways nobody, not even the designers, expected. 
  While on nighttime patrols looking for Blakist ambushes, 
  Icaza has used flash rounds to temporarily blind enemies 
  before rushing in with his vibro-claws, or for heavier oppo-
  nents, used a Narc round before calling in heavy missile fire 
  from supporting units. While questioned by Lyran liaisons 
  on his rather un-Clanlike actions, Icaza has claimed that 
  the Blakists do not deserve zellbrigen or any other sort of 
  honorable combat, allowing him to use many of the dirty 
  tricks once used on his comrades by Inner Sphere forces 
  during the initial Clan Invasion. It is these innovative acts 
  that have made many Inner Sphere observers take notice 
  of the Afreet Battlesuit and look toward duplicating it for 
  their own use.
  point commander duncan: Duncan was inducted into 
  the ranks of the Jade Falcon Touman during Khan Marthe 
  Pryde’s drive to Coventry in the late 3050s. While having 
  an impressive record early in his career, Duncan failed to 
  secure a Bloodname several times since, and his career had 
  spiraled downward until he was reassigned to a second-
  line unit at the start at the Jihad. Duncan seemed inclined 
  to sink into memories of the “good times,” like the brutal 
  Coventry campaign where he won a successful Trial of 
  Possession for the then-newly debuted Jade Falcon ver-
  sion of the Afreet suit. However, Duncan fought and won a 
  trial for a spot on the “Trial Run” of Jade Falcon forces being 
  sent to fight alongside Devlin Stone’s Coalition forces retak-
  ing Coventry, believing it a good omen for him to return to 
  where his career started.
   
   Unfortunately, Point Commander Duncan died from 
  the devastating wounds inflicted when his point engaged 
  in hand-to-hand combat with a squad of Djinn-equipped 
  Manei Domini. Appearing out of nowhere (as it was previ-
  ously determined no Domini units were present in-system), 
  the Domini attempted to assassinate the Jade Falcon com-
  mander. Though the Domini unit was able to withdraw, 
  Duncan was credited in holding off the unit, allowing the 
  Falcon commander to avoid this “headhunter” attack.
  
  119
  afreet
  type: Afreet
  manufacturer: Hector MechWorks Facility Beta,  Olivetti Weapons
   
  primary factory: Hector (Ice Hellions), Sudeten (Jade Falcons)
  tech base: Clan
  chassis type: Humanoid
  Weight class: Medium
  maximum Weight: 1,000 kg
  battle Value:
   
  43 (Standard)
   
  63 (Jade Falcon Variant) 
   
  32 (Hell’s Horses Variant)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/Yes
  notes: None.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  250 kg
  Motive System:
   
  Ground MP:  
  1 
   
   0 kg
   
  Jump MP:  
  4  
  2 
  275 kg
  Manipulators:
   
  Right Arm:  
  Battle Vibro-Claw  
   
  50 kg
   
  Left Arm:  
  Battle Vibro-Claw  
   
  50 kg
  Standard and HH
  Armor:  
  Standard 
    
  125 kg
  Jade Falcon
  Armor:  
  Fire-Resistant 
  5  
  150 kg
  Armor Value: 5 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Improved Sensors 
   
  Body 
  1 
  45 kg
  Light Recoilless Rifle (40 shots)  
  RA 
  3 
  195 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
  Jade Falcon Variant
  AP Gauss (40 shots) 
   
  RA 
  3 
  225 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
  Hell’s Horses Variant
  SRM 3 (OS) 
   
  Body 
  2 
  60 kg
  Bear Hunter AC (40 shots) 
   
  RA 
  3 
  180 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
  
  120
  clan MediuM battle arMor
   
  Following its forced relocation to the Inner Sphere, 
  Clan Nova Cat faced a daunting task replacing equipment 
  lost in the withdrawal from Clan Space. As an Elemental, 
  Khan Santin West took a special interest in rebuilding his 
  battle armor forces. With many new designs from both the 
  Inner Sphere and the Clans starting to reach the battlefield 
  in numbers, Khan West charged his Scientist Caste with de-
  veloping a new Nova Cat design to match them.
   
  Starting with the basic Elemental suit, the scientists 
  improved mobility by increasing jump performance using 
  the “Jump Booster” pioneered by the Gray Death Legion in 
  their Scout battle armor. The modification and installation 
  of the newer Clan equivalent required some changes to the 
  Elemental suit design. Armor protection was reduced, and 
  the shoulder-mounted short-range missile launchers were 
  replaced with a detachable multi-shot short-range missile 
  launcher. A fixed heavy flamer was substituted for the right 
  arm modular weapon system; the left arm anti-personnel 
  weapon was removed. The inclusion of a powerful search-
  light has proven to be a useful addition both on and off  
  the battlefield.
   
  The final styling was influenced by the Nova Cat’s new 
  home in the Draconis Combine; the addition of the styl-
  ized samurai armor was done as a gesture of respect to the 
  Dragon for their gracious gift of their new homes as well 
  as the subsidizing of the new battle armor factory built 
   at New Barcella.
   
  In 3062, development was interrupted as the Nova 
  Cats were caught up in hostilities between the Ghost Bears 
  and House Kurita. The few operational prototypes proved 
  successful against the Bears, and full-scale production fi-
  nally started in 3067.
   
  Clan Diamond Shark (now established on a handful 
  of Inner Sphere worlds) was quick to smell profit. By offer-
  ing the Nova Cats discount prices on weapons and supplies 
  from the homeworlds in exchange for the blueprints and 
  schematics, the Sharks merchants were soon trading Clan 
  battle armor (nicknamed “Rabids” among Cat Elementals) 
  manufactured in factories on Twycross, Trondheim, and 
  Itabiana to the Ghost Bears and Wolves. Unsubstantiated 
  reports have it that the design was marketed to the Inner 
  Sphere and Clan Wolf (In Exile), a move that apparently 
  sparked a confrontation between the Sharks and the Clan 
  Council that escalated out of control and spread to orbit 
  around Strana Mechty.
   
  With resources remaining tight on the Nova Cat 
  worlds, the Rabid has replaced the standard Clan Elemental 
  suit among the Clan Touman. It has been noted that now 
  only high-ranking Elemental commanders utilize the “Toad” 
  suit, in order to reduce the rate of equipment losses.
   
  The Sharks are reported to be examining the potential 
  of the suit as a basis for new variants. The Wolves developed 
  a laser variant (called the “Volk” among Wolf Elementals) for 
  their faster flanking units, which replace the dual one-shot 
  SRM-2 missile packs with a one-shot SRM-3. The flamer is 
  replaced with a heavier ER semi-portable support laser; a 
  heavy battle claw is mounted in the left arm. Still regarded 
  as a poor-Elemental’s armor, the suit has received acclaim 
  among Wolf solahma units, which frees up the Clan’s dwin-
  dling supply of Elemental armor for frontline troops. The 
  shortage appears to be short-lived as two new factories are 
  scheduled to go online in the next year; whether the Clan 
  will continue to use the lesser medium suit is unknown.
   
  The Bears also utilize the Cat-designed armor, but 
  the merchant caste only deals for theirs directly from 
  the Sharks. The Clan, however, rarely fields these in their 
  ground-based forces but instead have a special naval ver-
  sion built, which they nicknamed the “Bär.” Fielded on every 
  Ghost Bear WarShip, this version does away with the mis-
  sile pack, replaces the heavy flamer with a semi-portable 
  support pulse laser, and mounts an extended life-support 
  system throughout the suit for space operations. The basic 
  manipulator in the left hand is replaced with a heavy vibro 
  battle claw, suitable for tearing through bulkheads and 
  outside hatches.
  notable troopers
  point commander dru: A Shark Elemental of aver-
  age skill, Dru travels alone with a small group of Shark 
  merchants, nominally assigned as the warrior liaison. 
  However, the merchants utilize the hapless, aging 
  Elemental as their showpiece model, having Dru suit up 
  in the Clan armor to demonstrate its capabilities for other 
  representatives. Surprisingly, Dru is rather tight-lipped to 
  his commanding officer regarding some of the merchant 
  team’s exploits and destinations. However, as long as the 
  merchants are successful and not starting any wars, the 
  warriors are satisfied.
  star captain piers tseng: Head of the marine detach-
  ment stationed on the White Tornado (a converted “as-
  sault” JumpShip) and rumored to be one of the few sur-
  viving Tseng Bloodname holders, Piers successfully led 
  the boarding team that captured the Danika’s Run over 
  Luthien. The fleeing DropShip housed several Word of 
  Blake commanders, including a Manei Domini whom 
  Tseng managed to kill in savage combat. The Manei 
  Domini’s suicide explosion took Piers’ left arm off at 
  the elbow. Unwilling to wait for a new replacement to 
  be grown, Piers also eschewed a cybernetic replace-
  ment. Technicians have managed to modify his suit to 
  account for the loss of his hand; his reaction time with 
  the battle claw is only a few milliseconds slower than 
  before the accident.
  
  121
  clan MediuM battle arMor
  type: Clan Medium Battle Armor
  manufacturer: Barcella Battlearmor Facility /  
   
  Clan Diamond Shark IndustriPlex-C
   
  primary factory: Irece (Nova Cats), Itabiana (Diamond Sharks)
  tech base: Clan
  chassis type: humanoid
  Weight class: medium
  maximum Weight: 1,000 kg
  battle Value:
   
  48 (Standard)
   
  48 (Volk)
   
  53 (Bär)
  swarm/leg attack/mechanized/ap: Yes/Yes/Yes/Yes
  notes: If using a Clan Battle Armor Point’s searchlights in CBT games, note 
  that the searchlight has a range of 9 hexes, and a facing for the squad must 
  be designated during the weapon attack phase.
  equipment  
   
  slots  
  mass
  Chassis:  
  Medium Class Humanoid w/ HarJel 
  250 kg
  Motive System:
   
  Ground MP:  
  1 
   
  150 kg
   
  Jump MP:  
  3 (4)  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  Basic Manipulator*  
   
  0 kg
   
  Right Arm:  
  Basic Manipulator 
   
  0 kg
  Armor:  
  Standard 
   
  225 kg
  Armor Value: 9 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  SRM 2 Launcher (OS) 
   
  Body 
  2 
  40 kg
  SRM 2 Launcher (OS) 
   
  LA 
  2 
  40 kg
  Heavy Flamer (10 shots) 
   
  RA 
  1 
  150 kg
  Searchlight 
   
  LA 
  1 
  5 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
  Volk
  SRM 3 Launcher (OS) 
   
  Body 
  2 
  75 kg
  ER Micro Laser (30 shots) 
   
  RA 
  1 
  150 kg
  Heavy Battle Claw 
   
  LA 
  0 
  20 kg
  Searchlight 
   
  LA 
  1 
  5 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Bär
  Micro Pulse Laser (17 shots) 
   
  RA 
  1 
  160 kg
  Heavy Battle Claw (Vibro) 
   
  LA 
  0 
  60 kg
  Extended Life Support 
   
  Body 
  1 
  25 kg
  Searchlight 
   
  LA 
  1 
  5 kg
  Jump Booster 
   
  Body 
  2 
  125 kg
  *Heavy Battle Claw on the Volk, Heavy Vibro-Claw on the Bär.
  
  122
  corona
   
  By many accounts, Clan Star Adder is one of the 
  largest and most progressive Clans remaining in the 
  Homeworlds. After the combat trials that decided which 
  Clans would invade the Inner Sphere, Khan Cassius N’Buta 
  knew that some of the paradigms that had come to define 
  the Clan way of life would change considerably once mixed 
  into the cauldron that is the Inner Sphere. He assigned a 
  select group of warriors to develop new concepts and 
  tactics while charging his senior scientists with designing 
  new technologies that would help the Star Adders retain 
  their combat superiority. One of the products of this think-
  tank would eventually be the heavy laser. Another was the 
  Corona battle armor.
   
  The Corona represents a departure from the well-de-
  fined battlefield tactics and customs of the Clans that, while 
  not significant, was still radical enough to keep this battle 
  armor from wide production for several years. The Adders 
  had long ago defined their need for mechanized battle 
  armor cavalry, but what they did not have was a heavy caval-
  ry—heavily armed ground troops able to seriously threaten 
  even assault-class BattleMechs from a distance.
   
  That was the problem with the standard Clan battle 
  armor—once its missiles were expended, it had an ex-
  tremely limited range. The Corona is not so limited.
   
  The Corona’s firepower is centered on a heavy sup-
  port pulse laser, allowing it to reach ranges that no other 
  Clan battle armor could, and with greater punch. Of course, 
  there was a price for this significant increase in firepower. 
  The Corona’s designers had to drop the jump pack, signifi-
  cantly limiting its maneuverability. This was considered a 
  secondary concern, however, as Corona Points could still 
  be delivered to a battlefield by OmniMechs. Once on the 
  ground, they pack a greater punch at a longer range than 
  their cousins. Their limited maneuverability and unique 
  characteristics, however, required new tactical thinking, 
  stalling widespread deployment and acceptance within 
  the Adders.
   
  After the Burrock Absorption, the Corona was finally 
  put into production. It didn’t make its first true appearance 
  in Clan Space for several years; apparently Clan Star Adder’s 
  leadership didn’t want knowledge of their new battle 
  armor leaking out until it could field it in great numbers. 
  Surprisingly, Xi, Rho, and Tau Provisional Galaxies were the 
  first to be assigned full Binaries and Trinaries of Coronas, 
  followed by Beta and Alpha Galaxies, where they are con-
  centrated in the Assault and Armored Cavalry Clusters.
   
  The first true tests of the battlesuit came on York, 
  where several Binaries and Trinaries were used to try sev-
  eral different tactical and strategic approaches against the 
  dug-in Blood Spirits. York had already become a system-
  wide training center for every facet of the Adder Touman; 
  it only stood to reason that the Clan would try their newest 
  armor against their oldest foe.
   
  The trials by fire were beneficial. Though initial losses 
  were heavy, continued application of the Corona and its 
  necessary support OmniMechs began turning the tide in 
  several engagements as Adder commanders learned and 
  adapted to their newest assets. Even with the Blood Spirits 
  fielding more and more ProtoMechs due to dwindling 
  BattleMech resources, the Adders adapted.
   
  According to a few (admittedly outdated) intelligence re-
  ports, the Adders were extremely reluctant to disseminate the 
  Corona suit to other Clans, including their allies. Clan Cloud 
  Cobra is one of the few confirmed Clans to field the Corona, 
  but whether or not the Cobras have the ability to produce the 
  suit is unknown. What armor they do have is mostly within 
  their Beta and Epsilon Galaxies. The Vipers and Coyotes are 
  also rumored to have a few Coronas in their Clan Keshiks.
   
  Only one possible variant might exist of the Corona; 
  the information comes from a spotty Mimir report regard-
  ing the fighting that occurred on Thule back in August 
  3073. An unidentified group of Star Adders hit a Cluster of 
  Hell’s Horses that was apparently raiding the main space-
  port. The three-way fighting was particularly brutal, and 
  Dominion officials have refused to talk about it; however, a 
  two-minute holocam recording managed to make its way 
  into the hands of the Mimir. Among the footage, a Star of 
  Adder Coronas can be seen attacking a Horse Burrock and 
  ripping it to shreds. What is significant is that this version 
  of the battle armor can be seen sporting a massive SRM-5 
  launcher that fired repeatedly. As the Burrock closed, the 
  Coronas unleashed a wall of flame from their heavy flam-
  ers; in one brief close-up shot, what looked to be a heavy 
  recoilless rifle could be seen mounted underneath the 
  suit’s battle claw.
  notable troopers
  star colonel grissom opriq: Racking up an impressive 
  codex during four different “training tours” on York, Opriq 
  is one of several battle armor commanders who has fully 
  embraced the power and strategic concepts of the Corona. 
  Utilizing the mix of light and medium Omnis at his com-
  mand, he is able to operate his 15th Armored Cavalry 
  Squadron as a true cavalry, often arriving at a key point 
  and position in battle to quickly turn the engagement into 
  a Star Adder victory. His legacy assured, he continues to 
  advise new troops rotating to York on the capabilities of 
  the Corona and how to use them to deadly effect.
  
  123
  corona
  type: Corona Heavy Battle Armor
  manufacturer: Facility C-BA-32
   
  primary factory: Sheridan
  tech base: Clan
  chassis type: Humanoid
  Weight class: Heavy
  maximum Weight: 1,500 kg
  battle Value: 
   
  95 (Standard)
   
  80 (SRM Variant)
  swarm/leg attack/mechanized/ap: No/No/Yes/No
  notes: 
  Each Corona carries one Clan medium pulse laser, which is re-
  solved as per standard battle armor direct fire attacks, with the usual –2 
  to-hit bonus for pulse lasers.
  equipment  
   
  slots  
  mass
  Chassis:  
  Heavy Humanoid w/ HarJel  
  400 kg
  Motive System:
   
  Ground MP:  
  2 
   
  80 kg
   
  Jump MP:  
  0  
   
  0 kg
  Manipulators:
   
  Left Arm:  
  Battle Claw  
   
  15 kg
   
  Right Arm:  
  Basic Manipulator  
   
  0 kg
  Armor:  
  Standard 
    
  200 kg
  Armor Value: 8 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Medium Pulse Laser (12 shots)  
  Body 
  3 
  800 kg
  Anti-Personnel Weapon Mount  
  RA 
  1 
  5 kg
  SRM Variant
  Heavy Recoilless Rifle (20 shots)  
  LA 
  3 
  325 kg
  Anti-Personnel Weapon Mount  
  RA 
  1 
  5 kg
  Heavy Flamer (10 shots) 
   
  RA 
  1 
  150 kg
  SRM 5 Launcher (3 shots) 
   
  Body 
  4 
  325 kg
  
  124
  rogue bear heaVy arMor
   
  In 3074, following a devastating Word of Blake attack 
  on Radstadt, the Ghost Bear Clan suddenly and overwhelm-
  ingly launched a no-holds-barred assault against the Word 
  of Blake forces operating within the Draconis Combine, hit-
  ting the Word-occupied worlds of Luthien and Pesht with a 
  Galaxy of troops each. Demonstrating a brutality in combat 
  scarcely matched by the Word itself, the Bear forces have 
  left few survivors in their wake, going so far as to execute 
  warriors trapped in their own downed cockpits. The sheer 
  volume of troops committed to this new campaign has 
  been massive, with intelligence agencies and observers in 
  the Combine and elsewhere estimating that no less than 
  fifty percent of the Bears’ entire Touman is on the move.
   
  Given the further evidence that the Clan Occupation 
  Zones have experienced a major upheaval, expert analysis 
  has suggested that this extreme deployment has left the 
  Bears’ Dominion even more vulnerable to attack. However, 
  recent findings—including revelations of several new 
  ’Mech and battle armor designs currently undergoing 
  widespread deployment—have shown that not only have 
  the Bears seen to the security of their hard-won worlds, 
  they have ensured that the defenders are well equipped.
   
  The Rogue Bear heavy battlesuit was first spotted in 
  Ghost Bear garrisons in December 3073. Though it is light-
  er than the Golem, the Rogue Bear, with its torso-mounted 
  missiles and twin arm-mounted machine guns, is clearly 
  patterned on the Golem—so much so that initial reports 
  confused the two designs, especially after the Hell’s Horses’ 
  recent debut of a more mobile Fast Assault Golem variant. 
  Careful analysis, however, soon revealed that the Rogue Bear 
  was a completely new model, engineered along similar lines, 
  but built lighter and with a different focus in mind.
   
  Where the Golem is a hulking monster best suited 
  to heavy assault formations or defensive operations, the 
  Rogue Bear is a rapid responder for a battlesuit its size. At 
  the same time, its weapons load and armor design appear 
  far less sophisticated than those of the Golem, underscor-
  ing the notion that this suit is not meant so much to serve 
  as a shock troop as it is a secondary, supporting element. 
  Slow overland but capable of sixty-meter jumps under ter-
  restrial gravity, the Rogue Bear carries only three hundred 
  kilograms of standard armor—merely twenty percent more 
  than a standard Elemental. Its primary weapons consist of 
  a four-shot, three-tube SRM launcher hardwired to its back 
  and an antipersonnel machine gun in each arm. The mis-
  sile launcher’s hard-mounted nature makes this suit bulky 
  even under optimum conditions, but this feature suggests a 
  pressing need to discard as little as possible, even in combat. 
  Meanwhile, for ultra-close combat (as well as the ability to 
  mount up on Omni units for fast transport), the Rogue Bear 
  uses vibro-blade-enhanced battle claw manipulators.
   
  Unlike other newly developed units joining the Ghost 
  Bears’ Touman, the Rogue Bear has not appeared among 
  the commands engaging the Word of Blake. Instead, this 
  armor—still in limited numbers—has turned up among 
  a few second-line Clusters staged across the Ghost Bear 
  Dominion, including the recently activated First Tyr Assault 
  Cluster stationed on the former Free Rasalhague Republic 
  capital of Orestes. This is particularly striking considering 
  that the First Tyr is primary manned by ethnic Rasalhagians 
  and was formerly known as the First Tyr Regiment before 
  the Ghost Bears annexed the remains of the Republic. 
  After the former KungsArmé command—then undergo-
  ing retraining in Clan-style organization and tactics—
  narrowly avoided destruction during the brutal fighting 
  on Radstadt in 3074, the Bears apparently chose to reward 
  these abtakha troops with the first run of Rogue Bear suits 
  and other Clan equipment.
  notable troopers
  point commander igmar: Born on Tukayyid in 3051, 
  Igmar Ohlson lived under the specter of the Clan invasion 
  and ComStar overwatch for practically his entire life. Raised 
  in the shattered, post-Invasion Republic, Ohlson adopted 
  many of the common Rasalhagian attitudes towards mer-
  cenaries and the Clan invaders, as well as a general dis-
  trust toward all outsiders. Coming of age at the onset of 
  the Jihad, Ohlson quickly developed a new hatred for the 
  Word of Blake after Blakist troops sacked his homeworld, 
  and he laid some of that blame on ComStar as well. In 3068, 
  he joined the KungsArmé with dreams of driving the Word 
  and ComStar out of his realm forever, and his raw physical 
  strength and aptitudes won him a place in the battle armor 
  corps and an eventual assignment to the First Tyr.
   
  When the Ghost Bears later came to “liberate” Tukayyid 
  and simultaneously presented an offer of alliance with 
  the Rasalhague Republic, Ohlson was one of many 
  Rasalhagians who found themselves conflicted and angry. 
  Despite this, he swore his loyalty to the Republic and its 
  people, which—to him—included those living under the 
  Bears’ Dominion. In early 3074, the First Tyr was called upon 
  to help purge a Blakist terror cell on Radstadt that turned 
  out to be the 43rd Shadow Division. As one of the few sur-
  vivors of the devastating battle, Ohlson’s heroic actions in 
  covering a fighting withdrawal by Rasalhagian and Ghost 
  Bear troops won him a Trial of Position for the rank of Point 
  Commander and a Rogue Bear battlesuit—fresh from the 
  factory—to replace the Kobold he lost on Radstadt.
  
  125
  rogue bear heaVy arMor
  type: Rogue Bear
  manufacturer: BA Facility Gamma
   
  primary factory: Mannendorf
  tech base: Clan
  chassis type: Humanoid
  Weight class: Heavy
  maximum Weight: 1,500 kg
  battle Value: 67
  swarm/leg attack/mechanized/ap: No/No/Yes/No
  notes: None.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  400 kg
  Motive System:
   
  Ground MP:  
  1 
   
  0 kg
   
  Jump MP:  
  2  
   
  250 kg
  Manipulators:
   
  Left Arm:  
  Battle Claw (Vibro) 
   
  50 kg
   
  Right Arm:  
  Battle Claw (Vibro) 
   
  50 kg
  Armor:  
  Standard 
   
  325 kg
  Armor Value: 13 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Machine Gun (50 shots) 
   
  LA 
  1 
  100 kg
  Machine Gun (50 shots) 
   
  RA 
  1 
  100 kg
  SRM 3 (4 shots) 
   
  Body 
  3 
  225 kg
  
  126
  goleM assault arMor
   
  Clan Ghost Bear began development of the Golem-
  class assault battlesuit in 3064. Inspired by the Hell’s Horses’ 
  Gnome and the Draconis Combine’s Kanazuchi—two newer 
  battle armor designs debuted by enemies who attacked the 
  Ghost Bears’ Dominion in the early 3060s—the Golem was 
  designed to be the last word in assault battle armor. Though 
  it took the Bears a long time to produce, this battle armor 
  has become almost ubiquitous among frontline forces and 
  many Elemental-heavy Clusters since 3070.
   
  When the Golem finally debuted in September of 
  3067, the massive battlesuit demonstrated that the Bears 
  had indeed learned well from their longtime foes in Clan 
  Hell’s Horses. Weighing in at a massive two tons and lay-
  ered with enough flame-resistant armor to survive virtually 
  any conventional weapon (short of an assault-class auto-
  cannon or artillery missile), the Golem may be slow, but it 
  can weather some of the thickest fighting an infantryman 
  can expect in modern warfare. In close quarters, a pair of 
  Ghost Bear-made superheavy infantry autocannons (the 
  Clan’s equivalent to the Hell’s Horses’ “Bearhunter”) makes 
  it possible for even a lone trooper to make quick work of 
  conventional infantry by platoon-fulls. Backing up these 
  arm-mounted guns is a five-tube, detachable advanced 
  SRM launch system with two shots, ideal for scouring 
  armor off vehicles, ’Mechs, or even other battle armor.
   
  The Ghost Bears’ efforts to recover from the double-
  impact of the Horses and Combine invasions slowed the 
  development and eventual widespread production of the 
  Golem for several years while ’Mech and aerospace forces 
  took temporary priority. Battle armor recovery—largely 
  dominated by proven “standard” Elemental designs—took 
  slightly longer, but eventually the Golem found its niche.
   
  The Golem’s proven performance eventually inspired 
  the Hell’s Horses’ variants, the Rock Golem and the Fast 
  Assault Golem. The Rock Golem, first appearing in 3072, 
  uses the same basic chassis and armor design as the stan-
  dard model but drops the “Bearhunter” autocannons and 
  downgrades the torso launcher to a detachable one-shot 
  standard SRM-5 system. The arm weapons, replaced now 
  with heavy recoilless rifles, use the Horses’ new detachable 
  weapon pack (DWP) system to offset their load on the suit’s 
  design, producing a significant loss in the armor’s mobility 
  as a result. The increased range and hitting power of the 
  rifles against armored targets, however, makes the Rock 
  Golem a challenge few can ignore.
   
  The Fast Assault Golem, also developed by the Horses, 
  is an even more radical design in which the fire-resistant 
  armor is swapped out for standard battlesuit plates, and the 
  ground motive systems have been lightened in favor of a 
  boosted jump jet system. This Golem variant uses the same 
  detachable missile pack used on the Rock Golem but carries 
  only a single standard machine gun in its right arm, while the 
  left sports a generic anti-personnel weapon mount.
   
  For their part, the Ghost Bears have not introduced 
  any new variants of their own Golems. Instead, a com-
  pletely separate design—apparently intended for second-
  line deployment—dubbed the Rogue Bear clearly uses the 
  Golem’s basic chassis as a template.
  notable troopers
  Jaszko: Star Commander Jaszko (of the Vong Bloodhouse) 
  has had a checkered career in Clan Ghost Bear. Once seen 
  as something of a ristar, Jaszko was assigned to the Third 
  Claw Cluster of Zeta Galaxy (the Claws of the Ghost Galaxy) 
  after the war between the Dominion and the Draconis 
  Combine. A Point Commander whose Dominion-Combine 
  war record included two ’Mech kills and over a dozen battle 
  armor kills, Jaszko earned a place in the same Trinary as a 
  fellow war hero, Star Captain Jake Kabrinsky.
   
  The two warriors, according to sketchy reports, took 
  an instant dislike to each other and clashed often both 
  on and off the field. During the 3068 Hell’s Horses raid on 
  Rasalhague, Jaszko’s Point was noticeably and inexcusably 
  late in lending vital support that might have prevented a 
  great deal of damage and the Horses’ capture of Kabrinsky 
  himself (who, it turns out, was the primary objective of the 
  attack). His career stained by this act, Jaszko was reassigned 
  to the Ghost Bear Watch.
   
  In 3074, Jaszko’s sector of the Ghost Bear Watch was 
  called upon to investigate a possible Word of Blake terror 
  cell operating among Radstadt’s weak anti-Dominion resis-
  tance. But when the “terror cell” turned out to be a Word of 
  Blake Shadow Division, the simple investigation quickly be-
  came a war for the planet. It was during this brutal fighting 
  that Jaszko managed to obtain access to a Golem battlesuit 
  and fought with several Manei Domini ground troops.
   
  Critically wounded when enemy forces ultimately 
  overran him, Jaszko barely survived to be evacuated from 
  Radstadt, and he required extensive reconstructive sur-
  gery that included prosthetic implants. In the course of his 
  recovery, Jaszko—burning with a newfound thirst for re-
  venge—also demanded to take on EI neural implants and 
  successfully lobbied to return to the field as a warrior again. 
  As of this writing, he reportedly serves with the Ghost Bear 
  forces currently assailing Word of Blake positions across the 
  Draconis Combine and has personally claimed the lives of 
  over a hundred known Blakist troops and their supporting 
  mercenaries—but some of his superiors have voiced alarm 
  about what appears to be growing signs of early mental 
  breakdown attributed to Jaszko’s implants.
  
  127
  goleM assault arMor
  type: golem
  manufacturer: Bergan Industries BA Annex, Transitional Facility A-4
   
  primary factory: Alshain (Ghost Bear), Mobile (Hell’s Horses)
  tech base: Clan
  chassis type: Humanoid
  Weight class: Assault
  maximum Weight: 2,000 kg
  battle Value:
   
  125 (Standard)
   
  113 (“Rock Golem”)
   
  73 (Fast Assault)
  swarm/leg attack/mechanized/ap: No/No/No/No
  notes: The Fast Assault Golem may mount a single AP weapon weighing up to 10 
  kg. The Rock Golem  has 1 Ground MP when carrying detachable weapon packs, 
  and returns to 2 Ground MP when the weapons are dropped.
  equipment  
   
  slots  
  mass
  Chassis:  
   
   
  700 kg
  Motive System (Standard/”Rock”):
   
  Ground MP:  
  2 
   
  160 kg
   
  Jump MP:  
  0 
   
  0 kg
  Motive System (Fast Assault):
   
  Ground MP:  
  1 
   
  0 kg
   
  Jump MP:  
  2 (3) 
   
  625 kg
  Manipulators (All):
   
  Left Arm:  
  Basic Manipulator 
   
  0 kg
   
  Right Arm:  
  Basic Manipulator 
   
  0 kg
  Armor (Standard/”Rock”):  
  Fire Resistant 
  5  
  540 kg
  Armor Value: 18 + 1 (Trooper)
  Armor (Fast Assault):  
  Standard 
   
  450 kg
  Armor Value: 18 + 1 (Trooper)
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Standard
  Bearhunter Superheavy AC 
   
  LA 
  2 
  150 kg
  Bearhunter Superheavy AC 
   
  RA 
  2 
  150 kg
  Detachable Advanced SRM-5
   (2 shots) 
   
  Body 
  5 
  290 kg
  Rock Golem
  Heavy Recoilless Rifle
   (Detachable Weapon Mount)  
  LA 
  1 
  245 kg
  Heavy Recoilless Rifle
   (Detachable Weapon Mount)  
  RA 
  1 
  245 kg
  Detachable SRM-5 (One-Shot)  
  Body 
  3 
  110 kg
    
   
   
  slots
  Weapons and equipment  
   location  (capacity)  
  mass
  Fast Assault
  Machine Gun 
   
  RA 
  1 
  100 kg
  Detachable SRM-5 (One-Shot)  
  Body 
  3 
  110 kg
  AP Weapon Mount 
   
  LA 
  1 
  5 kg
  
  128
  bellona hoVer tank
  mass: 45 tons
  movement type: Hover
  power plant: Fusion Type 170
  cruising speed: 97 kph
  flank speed: 151 kph
  armor: Forging HTT05
  armament:
   
  1 Type 9 Ultra Autocannon/10
   
  4 Series HL-II Light Machine Guns
   
  2 Type 14b Flamers
  manufacturer: HH Complex Beta
   
  primary factory: Tiber
  communications system: Series XII ComSys
  targeting and tracking system: Build IX TTS
  overview
   
  As the Hell’s Horses under Khan James Cobb prepared 
  for their renewed assault on the Inner Sphere Clans, cer-
  tain elements of the scientist caste saw an opportunity to 
  field a new cavalry vehicle, which they christened Bellona. 
  Designed as a strike and flanker, the Bellona carries enough 
  firepower on a nimble enough frame to keep up with 
  even the fastest Clan advance. Although the long chain of 
  JumpShips needed to ferry the tanks to the Inner Sphere 
  makes it difficult to place large numbers of this exciting 
  new tank in the frontline Clusters, those that have arrived 
  are wreaking great havoc in the Trials against the Wolf Clan.
  capabilities
   
  The design parameters called for a swift tank with 
  heavy firepower and the ability to withstand the return fire 
  of heavy opponents. The original draft called for a tracked 
  vehicle, but the head Hell’s Horses test pilot—a longtime 
  cavalry solahma—testified to the cavalry warrior’s love of 
  speed. “Velocity,” he argued, “is the best armor.” The plans 
  were modified to place the hull on a hover chassis, giv-
  ing the fusion-powered vehicle a top speed of more than  
  150 kph.
   
  The Bellona’s main firepower is a class ten Ultra auto-
  cannon, with sufficient ammunition for a lightning engage-
  ment. Mounted in an armored turret, the autocannon’s 
  long range allows the crew to bring this powerful weapon 
  to bear whether it is advancing or withdrawing. The vehicle 
  drivers of Clan Hell’s Horses have never been ones to stay 
  at the periphery of an engagement, however, and so a bat-
  tery of light machine guns and flamers is provided to keep 
  opportunistic Elementals and other infantry threats at bay. 
  While the light machine gun is a weapon more suited to 
  unarmored infantry, Watch analysts are positing that the 
  Bellona’s designers are planning for a time when the Hell’s 
  Horses have eliminated the Wolves as a threat and moved 
  on to face the rest of the Inner Sphere.
   
  Eight tons of armor protect the hull and motive sys-
  tem of the Bellona, which is the most the designers could 
  mount and keep the necessary speed. As most Clan war-
  riors—even vehicle drivers—tend to charge into battle, 
  the majority of the armor is mounted on the forward hull, 
  although the turret is not neglected.
  Deployment
   
  Barely six Stars of Bellonas have arrived from the 
  Homeworlds and have been scattered throughout the 
  frontline Clusters currently engaged in operations against 
  the Wolves and Ice Hellions. Almost that number of vehicles 
  again are currently estimated to be in transit, but so far the 
  trickle of resupply has barely kept up with combat losses.
  variants
   
  With the long supply lines tracing their way back 
  to the Homeworlds, a new variant of the Bellona is al-
  ready planned. By dropping one flamer, enough mass is 
  freed to replace the autocannon with an extended-range 
  large laser and an LRM-10 battery. Although the missile 
  launcher is still dependent on ammunition, the laser is 
  the Bellona’s primary weapon, and not even conventional 
  troops will complain much if their “harassment weapon” 
  sometimes runs dry of ammunition. While none of these 
  new Bellonas have yet reached the Inner Sphere, it is only 
  a matter of time.
  notable crews
  star commander dylan: Dylan chafes as a vehicle com-
  mander, although he acknowledges that he cannot fight 
  his Bellona alone. His tank and crew have been involved 
  in more Trials of Grievance than any other warriors in their 
  Cluster, and the majority of those have been fought 
  against their fellow Hell’s Horses for slights against their 
  “inferior” vehicle. The most recent of these was on Nyserta, 
  against a Star Captain in his Ice Ferret. The MechWarrior at-
  tempted to keep the tank at range and use his PPC, but 
  after six minutes of maneuvering, he realized that the 
  slight advantage he held in speed over the Bellona was 
  not enough to force the confrontation he wanted. Dylan 
  and his crew took advantage of the Star Captain’s frustra-
  tion and managed to force him into a small canyon, where 
  the ranges were too close for him to avoid the Bellona’s 
  fire. Although the crew managed to fire off all its cannon 
  ammo, it was when they closed on the disabled Ice Ferret 
  and roasted the paint off of the Star Captain’s cockpit with 
  their flamers that he finally acquiesced.
  
  129
  bellona hoVer tank
  Type: bellona hover tank
  Technology Base: Clan
  Movement Type: Hover
  Tonnage: 45
  Battle Value: 1,018
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  4.5
  Engine:  
  170 
   
  9
   
  Type: 
  Fusion 
   
   
  Cruising MP:  
  9
   
  Flank MP:  
  14
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  4.5
  Power Amplifier: 
   
   
  0
  equipment 
   
   
  mass
  Turret: 
   
   
  1.5
  Armor Factor:  
  120 
   
  7.5
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  R/L Side 
  21/21
   
  Rear 
  21
   
  Turret 
  27
  Weapons and ammo 
  location 
  tonnage
  Ultra AC/10 
  Turret 
  10
  Ammo (Ultra) 20 
  Body 
  2
  2 Light Machine Guns 
  Front 
  5
  Ammo (LMG) 300 
  Body 
  1.5
  2 Flamers 
  Turret 
  1
  Light Machine Gun 
  Right Side 
  .25
  Light Machine Gun 
  Left Side 
  .25
  
  130
  sM1 tank destroyer
  mass: 50 tons
  movement type: Hover
  power plant: 165 Standard Fusion
  cruising speed: 86 kph
  flank speed: 129 kph
  armor: Advanced Compound Beta
  armament:
   
  4 Series 2C Light Machine Guns
   
  1 Type 10 Ultra Autocannon/20
  manufacturer: LAW-Barcella
   
  primary factory: Irece
  communications system: Unit 2J2 “Basher”
  targeting and tracking system: Able-Seven Sensor Suite
  overview
   
  With their immersion in the Inner Sphere, the Nova Cats 
  were forced into the harsh realities of Sphere life far faster 
  than the other invading clans who isolated themselves in 
  their captured lands. The Nova Cats, however, found that 
  their advanced BattleMech manufacturing capacity was 
  lacking and they did not have the time or money to build up 
  as they had done in the past. Instead, they slowly embraced 
  the combined-arms approach that is far more popular in the 
  Inner Sphere than the Clan homeworlds.
   
  After the success of their Shoden experiment, the 
  Nova Cats looked to build on this accomplishment with a 
  fast-strike vehicle. The Nova Cats worked with LAW to de-
  sign an inexpensive but effective hovertank to address the 
  Clan’s limited construction capacity. At the same time, they 
  agreed to retool LAW’s Irece plant in exchange for a share 
  of ownership in that facility and exclusive purchasing rights 
  of the SM1 for the first five years of production. To maintain 
  control over the plant’s operations and avoid the cost of 
  upgrading the plant to the technological level of the Clans, 
  the Nova Cats are supplying the weaponry from their own 
  Irece facilities rather than on-site. [EDITOR’s NOTE: The Nova 
  Cats renamed Irece’s planetary capital “New Barcella,” after 
  the Clan homeworld, which sometimes creates confusion 
  about the SM1’s production site.]
  capabilities
   
  The SM1 is easy to manufacture. The chassis of either 
  side is a mirror image of the other while the dual “bubble” 
  cockpits are identical and redundant. The two halves are 
  then sandwiched around the power plant and a large bal-
  listic weapon, while the turret is added on top and the mo-
  tive system below. Unsure how the final testing would go, 
  designers started out with the intimidating Ultra class-20 
  autocannon to maximize its chances for success. There was 
  some in-house humor that they had out-blitzkrieged the 
  Blitzkrieg. For anti-infantry and back-up functions, quad 
  light machine guns were mounted in the turret.
   
  The top speed of 129 kph is a feature admired by all 
  SM1 crews, since it allows them to escape anything that 
  they can’t deal with and catch many things they can. To 
  new crews, the glass-like appearance of the cockpits can 
  be worrisome, but once they have been through a few 
  battles and seen how resilient the armored transparencies 
  are, they tend to appreciate the excellent visibility. The rest 
  of the hovercraft is well protected, with seven-and-a-half 
  tons of armor allowing it to absorb some punishment and 
  escape when the battlefield gets too hot.
  Deployment
   
  Since the beginning of the Jihad, LAW has tripled 
  production at the request of the Nova Cats. Once a widely 
  distained vehicle slowly filling the ranks, the SM1’s success 
  on the battlefield has made the vehicle an accepted and 
  common sight in Nova Cat formations. Additionally, the 
  Ryuken have been seen using a few SM1s, presumably 
  taken in honor battles with their neighbors. LAW has man-
  aged to turn a profit on parts to the Combine, as the agree-
  ment with the Nova Cats only specified complete tanks in 
  the exclusivity agreement.
  variants
   
  Somewhat shocked with the success of the original 
  configuration, LAW went on to develop the SM1A and SM3 
  variants. The SM1A uses a class-20 LB-X autocannon and 
  eliminates a ton of ammunition to add a light active 
  probe and an array for the machine guns. The SM3 mounts 
  a Gauss rifle and a medium pulse laser, but test runs have 
  shown this model to be rather ineffective on the mod-
  ern battlefield. Engineers have noted that the tonnage 
  of the weaponry would allow the installation of an Arrow 
  IV launcher on the hovercraft as well, but the reworking 
  would be significant, and this concept has not moved past 
  the speculation stage.
  notable crews
  Warriors phyllis and gaye: Former bondswomen and 
  MechWarriors from the Jade Falcons, Warriors Phyllis and 
  Gaye were assigned to pilot one of the first SM1s. They have 
  racked up over a dozen kills in it so far, mostly by sluing 
  around the back of an opponent and unleashing a torrent 
  of firepower. With a King Crab and Grand Titan among Phyllis 
  and Gaye’s victims, some in the Touman wonder whether 
  they would return to a ’Mech if given the opportunity.
  star captain Joshi: After a Nova Cat Star Captain had a 
  “vision” of Joshi’s future following a bar fight where he 
  managed to defeat two MechWarriors he was accepted 
  as a bondsman. He has risen quickly in the Nova Cat 
  Touman, bringing excellent vehicle command skills to 
  the Clan.
  
  131
  sM1 tank destroyer
  Type: sm1 tank destroyer
  Technology Base: Clan
  Movement Type: Hover
  Tonnage: 50
  Battle Value: 1,585
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  165 
   
  10
   
  Type: 
  Fusion 
   
  Cruising MP:  
  8
   
  Flank MP:  
  12
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  5
  Turret: 
   
   
  .5
  Armor Factor:  
  144 
   
  7.5
   
   
  Armor
   
   
  Value
   
  Front 
  43
   
  R/L Side 
  29/29
   
  Rear 
  19
   
  Turret 
  24
  Weapons and ammo 
  location 
  tonnage
  Ultra AC/20 
  Front 
  12
  Ammo (Ultra) 30 
  Body 
  6
  4 Light Machine Guns 
  Turret 
  1
  Ammo (LMG) 100 
  Body 
  .5
  
  132
  bear cub
  mass: 25 tons
  chassis: Coriolis Class XXV
  power plant: Firebox 200 XL
  cruising speed: 86 kph
  maximum speed: 129 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Compound A-4
  armament:
   
  2 Series 2f ER Medium Lasers
   
  1 Type 1 Cross-Pattern SRM 4
   
  1 Type V LRM 5 Launcher
   
  1 Series 1s ER Small Laser
  manufacturer: Bergan Industries
   
  primary factory: Alshain
  communications system: CH2 Series Integrated
  targeting and tracking system: Able-Seven Sensor Suite
  overview
   
  Intended to be a simple and inexpensive second-line 
  unit capable of filling a variety of roles, the Bear Cub de-
  sign has existed on the drawing boards for the last seventy 
  years. Originally conceived when Khan Nadia Winson of the 
  Ghost Bears ordered new equipment designed in anticipa-
  tion of the end of the Great Debate and the Clans’ return to 
  the Inner Sphere, development on the Bear Cub was halted 
  when the Warden faction derailed the Crusaders’ plans by 
  proposing the Dragoon Compromise.
   
  The brief conflict with the Draconis Combine and the 
  belligerence of other Clans has prompted the Ghost Bears to 
  resurrect the Bear Cub and put it into production alongside 
  the Ursus at the Bergan Industries facilities on Alshain.
  capabilities
   
  For such a light ’Mech, the Bear Cub is reasonably well 
  armed, with a mixed array of weapons that make it suitable 
  for a variety of combat roles. The LRM-5 provides limited 
  long-range firepower, and the arm-mounted extended-
  range medium lasers add extra firepower at intermediate 
  distances. The four-tube SRM system provides additional 
  weapons support for close-in work, and an extended-range 
  small laser adds a limited anti-infantry capability. A rela-
  tively speedy BattleMech, the Bear Cub can usually dictate 
  the range of an engagement.
   
  As it is not intended for front-line service, the Ghost 
  Bear scientists and technicians who created the design cut 
  some corners. The armor is not the advanced ferro-fibrous 
  material found on many Clan BattleMechs, and the internal 
  structure uses no advanced materials. Most significantly, 
  the twelve heat sinks are not the double-strength variety 
  used almost exclusively by the Clans, but instead are the 
  far less effective single-efficiency models available from 
  Inner Sphere facilities. Although this allows the Bear Cub 
  to be built and repaired easily using materials captured or 
  constructed in the Inner Sphere, the lack of advanced heat 
  sinks can cause critical heat problems.
   
  While functionally adequate, the cockpit is reportedly 
  cramped and uncomfortable over extended periods of op-
  eration, even by Clan standards.
  Deployment
   
  The thrifty Bear Cub has been deployed throughout 
  the Ghost Bear Dominion with Provisional Garrison Clusters 
  and other second-line formations, where it serves as an ef-
  fective defensive unit and allows the Ghost Bears to deploy 
  their more advanced equipment in offensive operations. 
  The Bear Cub has also proven itself to be well suited to a 
  BattleMech trainer role and is the first BattleMech that a 
  new generation of Ghost Bear warriors will pilot.
   
  In 3070 Periphery raiders known as Barllow’s Boys 
  made a bold assault on Thule, doubtless hoping to grab 
  some ClanTech. Unexpectedly encountering the Hind Paw 
  Sibko—who were on field maneuvers with two Stars of Bear 
  Cubs—Barllow attempted to break contact. Unfortunately 
  for the bandits, the Bear Cubs easily outpaced their heavier 
  (but antiquated) machines, and in raw firepower the two 
  sides were almost evenly matched. Several hours later 
  elements of the Fifty-fourth Provisional Garrison Cluster 
  arrived to find two surviving Bear Cubs standing over the 
  wreckage of the battlefield. The fifteen-year-old cadets had 
  hanged the four bandits who had survived the destruction 
  of their BattleMechs.
  variants
   
  The Ghost Bears have produced two minor variations 
  on the basic Bear Cub model. In the first, a second SRM-4 
  launcher is installed in place of the LRM-5, but this has 
  proven less popular because it sacrifices the ability to en-
  gage an opponent at long range. The second version does 
  the opposite, substituting a second LRM-5 for the SRM-4. 
  Both variants still have problems dealing with the heat 
  generated by the weapons array.
  notable MechWarriors
  mechWarrior cardine: Once a Star Commander in the 
  Seventh Bear Guards, the Trueborn Cardine was badly 
  wounded during the short war with the Draconis Combine. 
  He lost an arm and was in a coma for several months after 
  being pulled out of the wreckage of his Vulture. Finally pro-
  nounced fit for duty, he underwent a Trial of Position to 
  regain command of his Star. He was still adjusting to his 
  artificial limb, however, and performed poorly, earning rel-
  egation to the Fifty-fourth Provisional Garrison Cluster.
  star commander scott: The only surviving member of 
  the Hind Paw Sibko to pass the Trial of Position, Scott’s two 
  kills have earned him the rank of Star Commander and 
  acknowledgment as Clan Ghost Bear’s latest ristar. Scott 
  sees his posting with the Fifty-fourth Provisional Garrison 
  Cluster as a temporary assignment.
  
  133
  bear cub
  Type: bear cub
  Technology Base: Clan
  Tonnage: 25
  Battle Value: 1,052
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  2.5
  Engine:  
  200 XL 
   
  4.5
   
  Walking MP:  
  8
   
  Running MP:  
  12
   
  Jumping MP:  
  0
  Heat Sinks:  
  12 
   
  2
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  72 
   
  4.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  7
   
  Center Torso 
  8 
  10
   
  Center Torso (rear) 
   
  3
   
  R/L Torso 
  6 
  7
   
  R/L Torso (rear) 
   
  2
   
  R/L Arm 
  4 
  7
   
  R/L Leg 
  6 
  10
  Weapons and ammo location 
  critical 
  tonnage
  ER Medium Laser 
  RA 
  1 
  1
  SRM 4 
  RT 
  1 
  2
  Ammo (SRM) 25 
  RT 
  1 
  1
  ER Small Laser 
  CT 
  1 
  .5
  LRM 5 
  LT 
  1 
  2
  Ammo (LRM) 24 
  LT 
  1 
  1
  ER Medium Laser 
  LA 
  1 
  1
  
  134
  criMson hawk
  mass: 25 tons
  chassis: York II XT
  power plant: 125 York XL
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: Clan Series Type I Light
   
  Jump capacity: 150 meters
  armor: Compound 6A
  armament:
   
  1 Series 7J Extended Range Large Laser
   
  1 Series 7K Extended Range Large Laser
  manufacturer: Manufacturing Plant DSF-IT1
   
  primary factory: Itabiana
  communications system: Able-Seven Sensor Suite
  targeting and tracking system: Multi-Spread 9
  overview
   
  Initially conceived and designed by Blood Spirit sci-
  entists, the Crimson Hawk was plagued incessantly with 
  internal problems, system malfunctions, and a decided 
  lack of resources. During the Star Adders’ blockade of the 
  Blood Spirit Clan on York, the Spirits suffered a slow con-
  striction of resources, components, and morale. As the 
  siege wore on, it became apparent that the Adders were 
  keeping the Spirits from complete Annihilation only so 
  they could be used as a ready-made crucible for their own 
  warriors’ development.
   
  This became evident when the Adders stopped 
  challenging other Clan merchant caste vessels from 
  approaching and leaving York. During one such trip in 
  3069, an observant Diamond Shark commander noticed a 
  partially built Crimson Hawk in an out-of-the-way hangar. 
  Intrigued, he issued a Trial of Possession for it. Shocked 
  and outraged, the Spirits defended the Trial with a Binary 
  of ’Mechs in the hellish Morgrave Swamplands. The battle 
  was well fought, but the Sharks emerged from the swamps 
  triumphant; only two Spirit warriors survived.
   
  The Crimson Hawk and the entire Spirit technical and 
  scientist team were then transferred to Itabiana, arriving in 
  3070. Safe outside the escalating warfare and confusion in 
  the Homeworlds, the Sharks continued the development 
  of the light ’Mech design in relative secrecy.
   
  In 3073, Combine spies observed the Diamond Sharks 
  loading eight Overlord-Cs with Crimson Hawks and subse-
  quently disappearing on the Titanic. This tidbit was ignored 
  until a chance rumor snagged from a Ghost Bear Watch 
  intercept indicating that the Titanic had “run a vigorous 
  Adder blockade and escorted several DropShips to the 
  planet below before being split in half by a large WarShip, 
  suspected to be the Sovereign Right or Absolute Truth.”
  capabilities
   
  The Crimson Hawk is a ’Mech of contradictions. Though 
  the standard weapons are two extended-large lasers, they 
  are not the same models. The ’Mech was designed with 
  subterfuge in mind—clearly the Sharks’ contribution—with 
  the Series 7J and its massive cooling sleeve mounted to the 
  top of the torso on a hinge mount reminiscent of the old 
  Shadow Hawk’s “stow and go” autocannon. The Series 7K on 
  the right arm is stripped to its essential mountings and at 
  first glance looks exactly like the Series 3K extended-range 
  medium laser. The confusion is apparently intentional, as 
  the mounting plates and connections can easily house the 
  Series 3K, allowing the possibility of other mission equip-
  ment or weapons mounted elsewhere to pack a surprise for 
  opponents.
  Deployment
   
  The Crimson Hawk has been eagerly snapped up by 
  Falcon merchants, possibly due to the persistent rumors 
  of severe internal attacks that have devastated the Clan’s 
  Touman within the Falcon OZ. The Exiled Wolves have 
  begun negotiations with the Sharks for the design and 
  possibly a production facility.
  variants
   
  Only two variants of the Crimson Hawk are known. 
  The O5P observation team noted that the Hawks loaded 
  on Itabiana mounted heavier-style lasers. Due to intel 
  gathered after Operation Serpent indicating that the Blood 
  Spirits have a fascination with the heavy laser design and 
  that the weapon is an easy match in tonnage and power 
  allotment for the Series 7 lasers, it is reasonable to assume 
  that these Crimson Hawks mounted them instead of the 
  standard extended-range versions.
   
  The other variant seems to be a modified redesign 
  being tested by the Wolves (in Exile) for possible produc-
  tion. Because it mounts heavier jump jets that give it twen-
  ty percent more distance, its internal structure appears to 
  have been reinforced. The Series 7K large laser is replaced 
  with a smaller Series 3K extended-range medium, making 
  the now very maneuverable Crimson Hawk decidedly heat-
  efficient and more deadly as a scout ’Mech.
  notable MechWarrior
  galaxy commander stephan faulk: A skilled Diamond 
  Shark warrior who possesses the mind of a merchant, 
  Faulk was the warrior who spotted the Spirit’s first Crimson 
  Hawk prototype and fought a successful Trial for it. The 
  Spirits have since refused to deal with any other Diamond 
  Shark warrior or merchant during the Shark’s dwindling 
  presence among the Homeworlds, respecting his battle 
  prowess, if not his shrewdness. It is rumored among the 
  merchant caste that it was at Faulk’s insistence that over 
  a Cluster’s worth of Crimson Hawks was shipped to the 
  Spirits, even after the Clan had departed the Homeworlds 
  for good. What he has given up for such an odd request 
  may never be known; he was last reported seen by the 
  O5P boarding a shuttle bound for the Titanic when it  
  left Itabiana.
  
  135
  criMson hawk
  Type: crimson hawk
  Technology Base: Clan
  Tonnage: 25
  Battle Value: 1,285
  equipment 
   
   
  mass
  Internal Structure: 
    
   
  2.5
  Engine:  
  125 XL 
   
  2
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  89 
   
  5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  8 
  12
   
  Center Torso (rear) 
   
  4
   
  R/L Torso 
  6 
  9
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  4 
  8
   
  R/L Leg 
  6 
  12
  Weapons and ammo location 
  critical 
  tonnage
  ER Large Laser 
  RA 
  1 
  4
  ER Large Laser 
  RT 
  1 
  4
  Jump Jets 
  RT 
  2 
  1
  Jump Jets 
  LT 
  2 
  1
  Jump Jet 
  CT 
  1 
  .5
  
  136
  ocelot
  mass: 35 tons
  chassis: CurtissFox Ocelot
  power plant: 210 General Systems XL
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: Leaper Model L6
   
  Jump capacity: 180 meters
  armor: Forging FF01 Ferro-Fibrous
  armament:
   
  2 Series 2d ER Medium Lasers
   
  1 Model X Heavy Large Laser
   
  1 Irecian “Squealer” Light Active Probe
  manufacturer: Irece Alpha
   
  primary factory: Irece
  communications system: Raldon R1
  targeting and tracking system: Dalban HiRez II
  overview
   
  During their Abjuration and subsequent flight from 
  Clan space, Clan Nova Cat, in an attempt to bring with 
  them everything of value to their new home in Combine 
  space, acquired a group of Smoke Jaguar scientists as 
  isorla. Having had a vision about them being key to the 
  Cats’ need for a symbol of their rebirth, Khan Santin West 
  assigned a pair of lead Nova Cat scientists to the team and 
  charged them to immediately produce a viable design.
   
  Despite reservations from those suspicious of any-
  thing to do with the former Clan Smoke Jaguar, the group 
  was able to design a BattleMech that could be manufac-
  tured quickly and put on the firing line immediately.
  capabilities
   
  Taking after Clan Wolf (in Exile), who had been surviv-
  ing on the Inner Sphere side of the OZ border much longer, 
  the Nova Cats designed a light chassis that could be pro-
  duced in large numbers with sparse resources. Its main ar-
  mament is a torso-mounted heavy large laser, providing a 
  hefty mid-range punch backed by a pair of extended-range 
  medium lasers. Designers first wanted to mount a single 
  weapon, a Clan ER PPC, but only a few were available, as 
  most were being sent to rebuild the already devastated 
  Touman. Though also unable to produce any significant 
  quantity of the Model X heavy large lasers—one of the few 
  weapons the scientist team deemed necessary for a viable 
  weapon system—a chance encounter with a Diamond 
  Shark Trading Fleet provided them with a sizeable stock-
  pile from which to draw until an in-house manufacturing 
  source could be created. Originally mounted on the shoul-
  der like the Wolves’ Pack Hunter, the laser’s focusing difficul-
  ties forced them to move it into the main torso cavity with 
  shock absorbers to deal with the swift movements of the 
  design in combat.
   
  Unfortunately this had the side effect of limiting the over-
  all fire arc, forcing many pilots to twist the ’Mech’s torso more 
  so than other designs—even occasionally in mid-air during 
  evasive maneuvers—to bring the laser to bear, occasionally 
  making this twist in mid-air during evasive maneuvers. To com-
  pensate for the awkward weight changes and chassis instability, 
  the designers implemented a “stub wing” design for the jump 
  pack to help keep the BattleMech balanced while jumping.
  Deployment
   
  Despite protests from many hard-line MechWarriors 
  within Clan Nova Cat, the Ocelot was put into mass produc-
  tion and pushed to several frontline Clusters, while others 
  allowed remaining OmniMechs in second-line units to be 
  reassigned to frontline Galaxies.
   
  During the disastrous attempt to retake Luthien in 
  3072, several Stars from Xi Galaxy, which included three 
  Ocelots, were able to avoid being captured by Word of Blake 
  forces. The massive punch of the heavy lasers downed sev-
  eral Blakist BattleMechs attempting to surround the sur-
  viving units before they could make it to their transports, 
  allowing a portion of the remaining ground forces to make 
  it to safety.
  variants
   
  The Ocelot 2, mounting a now more common ex-
  tended-range PPC instead of the heavy laser, sacrifices a 
  heat sink, a half-ton of armor, and the active probe. This is 
  mostly a MechWarrior preference and is an easy field modi-
  fication, having being initially tested by engineers at the 
  manufacturing plant.
   
  The Ocelot 3, presently undergoing trials, replaces the 
  heavy laser and the extended-range mediums with two 
  heavy medium lasers in the arm and an extended-range 
  large laser in the torso. Both a targeting computer and an 
  ECM suite are added at the expense of three heat sinks to 
  aid in long-range sniping and defense. Instead of manufac-
  turing the electronics, Clan Nova Cat is in negotiations with 
  the Diamond Sharks to provide a steady stream of both 
  pieces in exchange for a certain percentage of Irece Alpha’s 
  output, though the details have yet to be finalized.
  notable MechWarriors
  saKhan Karl devalis: Not initially impressed with the 
  Ocelot, saKhan Devalis insisted that he take the prototype 
  out on the live-fire range in a mock Trial of Position. Within 
  minutes, he had downed three light ’Mechs—an Adder, a Kit 
  Fox, and the design’s inspiration, a Pack Hunter. Afterwards, 
  he commented to the scientist team, which still included 
  the former Smoke Jaguar scientists who now wholeheart-
  edly embraced their new Clan, “Agile as a Jaguar, swift as a 
  Panther, deadly as a Nova Cat. Though our warriors are su-
  perior in soul, it is good to have the weapon of the Jaguar. I 
  welcome the Ocelot to the Clan so that we may merge the 
  warrior spirit with the claws of battle.”
  
  137
  ocelot
  Type: ocelot
  Technology Base: Clan
  Tonnage: 35
  Battle Value: 1,439
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3.5
  Engine:  
  210 XL 
   
  4.5
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  6
  Heat Sinks:  
  15 [30] 
   
  5
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  119 
   
  6.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  11 
  16
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  8 
  12
   
  R/L Torso (rear) 
   
  4
   
  R/L Arm 
  6 
  12
   
  R/L Leg 
  8 
  16
  Weapons and ammo location 
  critical 
  tonnage
  Heavy Large Laser 
  LT 
  3 
  4
  2 ER Medium Lasers 
  RA 
  2 
  2
  Light Active Probe 
  H 
  1 
  .5
  Jump Jets 
  LT 
  3 
  1.5
  Jump Jets 
  RT 
  3 
  1.5
  
  138
  “pariah”
  mass: 55 tons
  chassis: Unknown
  power plant: 275 XL
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Unknown
  armament:
   
  28 tons of pod space available
  manufacturer: Unknown
   
  primary factory: Unknown
  communications system: Unknown
  targeting and tracking system: Unknown
  overview
   
  [EDITOR’S NOTE: We received this report from our 
  Diamond Shark contact on Itabiana. It’s quite pieced to-
  gether; considering the fact that the Sharks don’t men-
  tion anything about their Homeworld dealings anymore, 
  it’s a miracle we got this much out of them. What I’m not 
  understanding is why the Sharks are so upset by this new 
  OmniMech. I’ve scoured it numerous times and added my 
  own observations to this file. –PA]
   
  In early 3072, the Diamond Shark enclave on Babylon 
  was subjected to a nighttime assault that came out of no-
  where. Leading the charge was a BattleMech design com-
  pletely unrecognizable to any of the Clan’s warriors. The 
  only thing that was obvious was the Clan Coyote emblem 
  emblazoned on its chest.
   
  The Coyote force, which consisted of scores of these 
  new ’Mechs, ProtoMechs, and battle armor, rolled over the 
  Shark enclave in a matter of minutes. Though the elite war-
  riors of the 39th Strike Cluster put up a valiant defense, it 
  proved fruitless.
   
  Across Babylon, the same scene replayed itself out at 
  the Cobra and Hellion enclaves. Within twenty-four hours, 
  the planet was in Coyote hands. While many Shark, Cobra, 
  and Hellion lower castemen were able to leave if they 
  chose, very few of these Clans’ warriors made it offworld. 
  The Sharks seem strangely obsessed with the entire inci-
  dent; it is unclear as to why, since by all appearances it was 
  standard Clan warfare as we understand it. It is quite pos-
  sible the Coyotes might be challenging the Shark’s market, 
  though this conjecture makes little sense considering that 
  the Clan’s standard doctrine has little to do with the mer-
  chant caste.
  capabilities
   
  The footage provided from technicians who observed 
  the Babylon assault have led the Sharks to call this new me-
  dium-weight design the “Pariah”. Though upon first glance it 
  appears to be as dysfunctional as it is ugly, the performances 
  of these ’Mechs on Babylon prove otherwise. Analysts have 
  tagged them with the standard Omni nomenclature accord-
  ing to the frequency variants are seen on Babylon.
   
  The “Pariah” Prime is something that should give many 
  Star Commanders pause when faced with a full group of 
  them (one observer saw seven Primes drop a Kingfisher in 
  less than five seconds). The fact that this is the most com-
  mon version with such a powerful new weapon seems to 
  have disturbed the Sharks, who are arguably the biggest 
  Clan supplier of the weapon.
   
  The version tagged as the A configuration appears to 
  be a flexible support version. The B configuration seems to 
  be an anti-battle armor and ProtoMech killer; it is highly 
  mobile with pod-mounted improved jump jets and was 
  observed to be a devastating urban fighter.
   
  The “Pariah” C appears to be geared toward vehicle 
  and battle armor hunting. The triple plasma cannons that 
  are included should give many warriors pause, especially if 
  their ’Mechs are heat challenged.
   
  The D appears to be either a command ’Mech or a 
  flanking or support machine. Few of these were spotted 
  on Babylon; most communication traffic seemed to be 
  emanating from them during the attacks.
  Deployment
   
  Currently, the “Pariah” has only been seen among Clan 
  Coyote forces; however, this information is at least three 
  years out of date.
  Type: “pariah”
  Technology Base: Clan
  Tonnage: 55
  Battle Value: 2,511
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  3
  Engine:  
  275 XL 
   
  8
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  11 [22] 
   
  1
  Gyro:  
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  172 
   
  9
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  18 
  23
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  13 
  18
   
  R/L Torso (rear) 
   
  7
   
  R/L Arm 
  9 
  18
   
  R/L Leg 
  13 
  24
  Weight and space allocation  
   
  Location 
  Fixed 
  Spaces Remaining
  Head 
  None 
  1
  Center Torso  
  None 
  2
  Right Torso  
  2 XL Engine 
  10
  Left Torso  
  2 XL Engine 
  10
  Left Arm  
  7 Endo Steel 
  1
  Right Arm 
  7 Ferro Fibrous 
  1
  Right Leg 
  None 
  2
  Left Leg  
  None 
  2
  Weapons and ammo 
  location 
  critical 
  tonnage
  Primary Weapons Configuration
  HAG 40 
  RT 
  10 
  16
  Ammo (HAG) 12 
  LT 
  4 
  4
  ER Large Laser 
  LT 
  1 
  4
  Targeting Computer 
  LT 
  4 
  4
  
  139
  “pariah”
  Alternate Configuration A
  3 Heavy Small Lasers 
  RA 
  3 
  1.5
  ATM 12 
  RT 
  5 
  7
  Ammo (ATM) 15 
  RT 
  3 
  3
  Double Heat Sink 
  RT 
  2 
  1
  3 Heavy Small Lasers 
  LA 
  3 
  1.5
  ATM 12 
  LT 
  5 
  7
  Ammo (ATM) 15 
  LT 
  3 
  3
  Double Heat Sink 
  LT 
  2 
  1
  Double Heat Sink 
  CT 
  2 
  1
  Double Heat Sink 
  RL 
  2 
  1
  Double Heat Sink 
  LL 
  2 
  1
   
  Battle Value: 1,935
   
  Alternate Configuration B
  Small Pulse Laser 
  RA 
  1 
  1
  Double Heat Sink 
  RA 
  2 
  1
  Large Pulse Laser 
  RT 
  2 
  6
  Double Heat Sink 
  RT 
  2 
  1
  2 Improved Jump Jets 
  RT 
  4 
  2
  Small Pulse Laser 
  LA 
  1 
  1
  Double Heat Sink 
  LA 
  2 
  1
  Large Pulse Laser 
  LT 
  2 
  6
  Targeting Computer 
  LT 
  3 
  3
  2 Improved Jump Jets 
  LT 
  4 
  2
  Small Pulse Laser 
  H 
  1 
  1
  Improved Jump Jet 
  CT 
  2 
  1
  Improved Jump Jet 
  RL 
  2 
  1
  Improved Jump Jet 
  LL 
  2 
  1
  note: Does not have Lower Arm or Hand Actuators
   
  Battle Value: 2,310
  Alternate Configuration C
  2 Medium Pulse Lasers 
  RA 
  2 
  4
  Plasma Cannon 
  RA 
  1 
  3
  4 AP Gauss Rifles 
  RT 
  4 
  2
  Ammo (AP Gauss) 40 
  RT 
  1 
  1
  4 Machine Guns 
  RT 
  4 
  1
  MG Array 
  RT 
  1 
  .25
  2 Medium Pulse Lasers 
  LA 
  2 
  4
  Plasma Cannon 
  LA 
  1 
  3
  Ammo (MG) 100 
  LT 
  1 
  .5
  4 AP Gauss Rifles 
  LT 
  4 
  2
  4 Machine Guns 
  LT 
  4 
  1
  Machine Gun Array 
  LT 
  1 
  .25
  Plasma Cannon 
  H 
  1 
  3
  Ammo (Plasma) 20 
  CT 
  2 
  2
  Double Heat Sink 
  RL 
  2 
  1
   
  Battle Value: 2,227
  Alternate Configuration D
  Ultra AC/20 
  RT 
  8 
  12
  Ammo (Ultra) 10 
  RT 
  2 
  2
  ER PPC 
  LT 
  2 
  6
  3 ER Small Lasers 
  LT 
  3 
  1.5
  Targeting Computer 
  LT 
  4 
  4
  Jump Jet 
  CT 
  1 
  .5
  2 Jump Jets 
  RL 
  2 
  1
  2 Jump Jets 
  LL 
  2 
  1
   
  Battle Value: 2,718
  
  140
  sun cobra
  mass: 55 tons
  chassis: IX Endo Steel
  power plant: 220 XL
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Advanced/3
  armament:
   
  2 Series II Gauss Rifles
  manufacturer: W-7 Facilities
   
  primary factory: Tamar
  communications system: Build 1685 Tacticom
  targeting and tracking system: Build 2 Cat TTS
  overview
   
  Clan Wolf suffered grievous losses when the Word of 
  Blake scoured Tamar with several small nuclear devices. 
  With the Occupation Zone under assault by the Hell’s 
  Horses, the Ice Hellions, and even small Jade Falcon forces, 
  Khan Vlad Ward’s Wolves needed a new, simple BattleMech 
  dedicated to one simple task: destroying the enemy. The 
  scientist caste, looking for a new ’Mech to test several of 
  the new production facilities being constructed on Tamar, 
  developed the Sun Cobra just for this need, and so far the 
  ’Mech has lived up to its billing.
  capabilities
   
  The Sun Cobra, despite its name, is not a flashy ’Mech. 
  It is not an OmniMech, nor is its armor modeled after a ca-
  nine totem. It is not overly fast nor heavily armored. It does 
  not appear in prominent positions in the Wolf Touman, nor 
  is it hotly contested for in Trials of Possession. It has but one 
  simple task, and it excels at that task as few other ’Mechs 
  do. It is built to kill the enemy.
   
  The Sun Cobra’s design proposal called for “con-
  centrated, directed firepower” along with the ability “to 
  project precisely aimed destruction where most need-
  ed.” The Scientist Caste delivered on those specifications 
   and more.
   
  The Sun Cobra is slow for a ’Mech of its mass, but speed 
  is not called for. Its weapons load, a pair of deadly Gauss ri-
  fles, is well-balanced and unsupported by secondary weap-
  ons. A massive targeting computer, wrapped around the 
  left edges of the XL fusion engine, provides delicate and 
  devastating fire control for these killer guns. In the hands 
  of the coolly competent Wolf warriors, Sun Cobras are shat-
  tering the Clan’s enemies all across the Occupation Zone.
  Deployment
   
  Although it is a potent design, the Sun Cobra’s singular 
  construction is still sneered at by many trueborn warriors 
  who prefer the versatility of OmniMechs. Because of this, 
  a number of younger or freeborn Wolves have embraced 
  the Sun Cobra and are using the machine to win victory 
  after victory for their Clan and codices. In fact, in many of 
  the Wolves’ PGCs, entire Stars have been composed of this 
  deadly ’Mech, often forming the anvil for the rest of their 
  Trinary to hammer enemies upon.
   
  Thus far the Sun Cobra has found a home in the ranks 
  of Beta and Delta Galaxies, with only a few samples ap-
  pearing in the high-profile ranks of the Alpha Galaxy. Most 
  striking, however, is the rumor that a Diamond Shark envoy 
  has been inquiring about the possibility to challenge for a 
  production license for the Sharks’ factories on Twycross.
  variants
   
  Only in production since 3074, the Sun Cobra has no 
  variants. With its similarities to one of the alternate con-
  figurations of the Mad Dog OmniMech, the Sun Cobra’s 
  fixed configuration may become an asset to produc-
  tion; those who want variety may simply transition to a 
  Mad Dog and leave the Sun Cobras in the hands of more 
  steady warriors.
  notable MechWarriors
  star captain edoras: Commander of an assault Trinary, 
  Star Captain Edoras pilots his Sun Cobra wherever his 
  Khan sends him. In the wake of the Tamar assault, Edoras 
  and his Trinary challenged a small unit of Ghost Bears on 
  Rasalhague for supplies and relief equipment. Faced with 
  an assault Binary from the Bears’ Alpha Galaxy, Edoras’ 
  Trinary fought a slow-moving battle punctuated by furi-
  ous weapons exchanges. Four times the Bear warriors 
  charged the Trinary, attempting to close and disrupt the 
  Sun Cobra’s formation, but each time the Wolf warriors held 
  their ground and fired, using their targeting computers to 
  pile damage on the Bear warriors. After the most junior 
  Wolf warrior had succeeded in blowing both the legs off 
  the Ghost Bear Star Captain’s Executioner, the rest of the 
  Binary requested hegira and retired.
  mechWarrior eileen: Eileen pilots the only Sun Cobra cur-
  rently outside Clan Wolf. A member of the losing Binary on 
  Rasalhague, Eileen was one of the warriors who claimed he-
  gira and withdrew. Before the Wolf Trinary left Rasalhague, 
  however, Eileen challenged one of the Wolf warriors for 
  his ’Mech and met him unaugmented. A master of the an-
  cient Terran martial art known as savate, Eileen defeated 
  the Wolf and claimed the Sun Cobra as her own. Her fellow 
  Ghost Bears look at her askance, as she gave up a Dire Wolf 
  to pilot the Sun Cobra, but her victories in two subsequent 
  Trials of Grievance have quieted the dissenters.
  
  141
  sun cobra
  Type: sun cobra
  Technology Base: Clan
  Tonnage: 55
  Battle Value: 1,677
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  3
  Engine:  
  220 XL 
   
  5
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  128 
   
  8
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  18 
  18
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  13 
  14
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  9 
  15
   
  R/L Leg 
  13 
  13
  Weapons and ammo location 
  critical 
  tonnage
  Gauss Rifle 
  RA 
  8 
  12
  Ammo (Gauss) 16 
  RA  
  2 
  2
  Gauss Rifle 
  LA 
  8 
  12
  Ammo (Gauss) 16 
  LA 
  2 
  2
  Targeting Computer 
  LT 
  5 
  5
  
  142
  balius
  mass: 65 tons
  chassis: Type BMHQ-5 Endo Steel
  power plant: 390 XL
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Forged Type HH35 Ferro-Fibrous
  armament:
   
  20 tons of pod space
   
  1 Creosote Special-H Flamer
  manufacturer: Hell’s Horses
   
  primary factory: Unknown
  communications system: Unknown
  targeting and tracking system: Unknown
  overview
   
  The genesis of the OmniMech known as the Balius 
  seems to further support suspicions that the Hell’s Horses’ 
  recent invasion is not happening by that Clan’s time table. 
  As with the Cygnus, efforts to produce this ’Mech were 
  rushed, but so far all information indicates that the 
  Balius is being hand-built by an elite group of techs as-
  signed by Khan Cobb himself. This production procedure 
  suggests an effort by the Khan to create a quintessential 
  totem-’Mech for his Clan, a symbol of martial pride. The 
  unknown cause of the abrupt and even forced nature of 
  many of the Clan’s actions since their return may warrant 
  such an extraordinary (and expensive) venture to boost his  
  Touman’s morale.
  capabilities
   
  Beyond an above-average quality of workmanship and 
  reliability, the Balius is a capable heavy OmniMech, seeming-
  ly optimized for that Clan’s preferred style of combat while 
  counteracting a quad ’Mech’s characteristic weaknesses. All 
  weaponry save a flamer in the head is pod-mounted. 
   
  The primary configuration mounts a pair of ER large 
  lasers backed by two medium pulse lasers. Another pair of 
  rear-mounted medium pulse lasers protect the rear of the 
  ’Mech. It is built to pick off opponents at range, utilizing its 
  superior maneuverability to dictate the range, then closing 
  in for the kill.
   
  Configuration A sports a HAG-20 cannon supported 
  by an ER large laser and ER medium laser on the opposite 
  side. Two rear-mounted ER medium lasers round out the 
  design.
   
  Optimized for point-blank range combat, configura-
  tion B wields a pair of ER large lasers just like the Prime but 
  relies on eight heavy small lasers for the bulk of its firepower. 
  A pair of heat sinks helps deal with the output of this weap-
  onry. A rear-mounted large pulse laser may be the largest 
  rear-mounted weapon yet seen on a Clan OmniMech.
   
  Configuration C wields two ATM-9 racks, along with 
  two ER medium lasers and two rear-mounted medium 
  pulse lasers.
   
  The D configuration mounts an ER PPC and four ER 
  medium lasers. Its rear weaponry consists of the typical pair 
  of medium pulse lasers. It also mounts sufficient jump jets 
  to provide a 180-meter jump capability.
  Deployment
   
  To date, the Balius has only been seen in the hands 
  of the Hell’s Horses most elite Bloodnamed MechWarriors, 
  invariably of high rank or significance.
  notable MechWarriors
  saKhan tanya delaurel: After taking possession of the first 
  Balius, DeLaurel was able to use it in battle several times dur-
  ing the Clan’s engagements with the Wolves, and later against 
  the Ice Hellions. An exemplary warrior in a ’Mech type that is 
  largely ignored by other Clans, DeLaurel’s own performance 
  has done much to improve the respect the Clan’s warriors 
  have for their Khan’s personal project.
  Type: balius
  Technology Base: Clan
  Tonnage: 65
  Battle Value: 2,157
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  3.5
  Engine:  
  390 XL 
   
  23
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro:  
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  211 
   
  11
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  21 
  30
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  15 
  20
   
  R/L Torso (rear) 
   
  7
   
  R/L Front Leg 
  15 
  27
   
  R/L Rear Leg 
  15 
  27
  Weight and space allocation  
   
  Location 
  Fixed 
   
  Spaces 
  Remaining
  Head 
  Flamer 
   
  0
  Center Torso  
  None 
   
  2
  Right Torso  
  2 XL Engine  
   
  7
   
   
  3 Ferro Fibrous 
   
  Left Torso  
  2 XL Engine 
   
  7
   
   
  3 Endo Steel 
  Right Front Leg 
  2 Ferro Fibrous 
   
  0
  Left Front Leg  
  2 Endo Steel 
   
  0
  Right Rear Leg 
  2 Ferro Fibrous 
   
  0
  Left Rear Leg  
  2 Endo Steel 
   
  0
  Weapons and ammo 
  location 
  critical 
  tonnage
  Primary Weapons Configuration
  ER Large Laser 
  RT 
  1 
  4
  Medium Pulse Laser 
  RT 
  1 
  2
  2 Double Heat Sinks 
  RT 
  4 
  2
  ER Large Laser 
  LT 
  1 
  4
  Medium Pulse Laser 
  LT 
  1 
  2
  2 Double Heat Sinks 
  LT 
  4 
  2
  2 Medium Pulse Lasers 
  CT (R) 
  2 
  4
  
  143
  balius
  Alternate Configuration A
  HAG 20 
  RT 
  6 
  10
  ER Medium Laser 
  RT 
  1 
  1
  Ammo (HAG20) 18 
  LT 
  3 
  3
  ER Large Laser 
  LT 
  1 
  4
  2 ER Medium Lasers 
  CT (R) 
  2 
  2
   
  Battle Value: 2,201
  Alternate Configuration B
  ER Large Laser 
  RT 
  1 
  4
  4 Heavy Small Lasers 
  RT 
  4 
  2
  Double Heat Sink 
  RT 
  2 
  1
  ER Large Laser 
  LT 
  1 
  4
  4 Heavy Small Lasers 
  LT 
  4 
  2
  Double Heat Sink 
  LT 
  2 
  1
  Large Pulse Laser 
  CT (R) 
  2 
  6
   
  Battle Value: 2,029
  Alternate Configuration C
  ATM 9 
  RT 
  4 
  5
  Ammo (ATM 9) 
  RT 
  2 
  2
  ER Medium Laser 
  RT 
  1 
  1
  ATM 9 
  LT 
  4 
  5
  ER Medium Laser 
  LT 
  1 
  1
  Ammo (ATM 9) 
  LT 
  2 
  2
  2 Medium Pulse Lasers 
  CT (R) 
  2 
  4
   
  Battle Value: 2,103
  Alternate Configuration D
  ER PPC 
  RT 
  2 
  6
  3 Jump Jets 
  RT 
  3 
  3
  4 ER Medium Lasers 
  LT 
  4 
  4
  3 Jump Jets 
  LT 
  3 
  3
  2 Medium Pulse Lasers 
  CT (R) 
  2 
  4
   
  Battle Value: 2,417
  
  144
  ryoken ii
  mass: 75 tons
  chassis: DSAM ENDO 5
  power plant: GM 375 Fusion Extralight
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Forging ZK20
  armament:
   
  4 Type OVR-X LB 2-X Autocannon
   
  2 Type XVI LRM 15 Launchers
  manufacturer: Bergan Industries
   
  primary factory: Alshain
  communications system: Garret GBX-2 Amalgamated
  targeting and tracking system: Alshain B4 Series 2 T&T
  overview
   
  The original Ryoken (Stormcrow) OmniMech became 
  a workhorse for the Clans, widely manufactured and de-
  ployed since its debut. But as careful as the Ghost Bear 
  relocation to the Inner Sphere was, the Clan lost the abil-
  ity to manufacture many of the standard Clan OmniMech 
  lines, in part due to Trials fought against Clan Wolf (in Exile). 
  However, to address this matter, the Ghost Bears—inspired 
  by the Diamond Shark Clan’s similar efforts to revitalize 
  many such “classics” such as the MadCat (Timber Wolf)—
  turned to their recently refurbished manufacturing sites 
  in the Dominion to devise a more powerful, redesigned 
  version of the Ryoken. Earlier this year, the first Ryoken IIs—a 
  name selected by the Ghost Bears in an apparent effort to 
  further embrace their Spheroid populace—walked off the 
  assembly lines at Bergan Industries on Alshain, just in time 
  to join the Ghost Bear forces now engaging the Word of 
  Blake with a vengeance.
  capabilities
   
  Although it looks fairly similar to the workhorse 
  OmniMech from which it derives its name, the Ryoken 
  II is much larger, outweighing the Clan Storm Crow by a full 
  twenty tons. Though not constructed as an OmniMech (an 
  apparent consequence of Bergan Industries’ technical limi-
  tations or a rush to get the design into the field as quickly 
  as possible), this ’Mech maintains the same mobility and 
  armor profiles expected of Clan-made heavy designs, 
  keeping pace with familiar standbys like the Mad Cat and  
  the Vulture.
   
  For firepower, the Ryoken II emphasizes range over all 
  other concerns and is most adept at anti-vehicle and anti-
  fighter operations. Central to this is a quartet of LB 2-X au-
  tocannons, capable of inflicting damage at greater ranges 
  than almost any other ’Mech-based weapon (beyond artil-
  lery), backed by a pair of 15-tube LRMs for better satura-
  tion fire. This makes the Ryoken II particularly good for fire-
  support missions and for lending a hand to beleaguered 
  comrades in a chaotic battlefield. To maximize survivabil-
  ity, these weapons are entirely torso-mounted, leaving the 
  arms and hands free for physical attacks (a tactic favored 
  by some of the Bears’ abtakha MechWarriors) or for other 
  utilitarian purposes.
  Deployment
   
  Fresh from the assembly lines, the Ryoken II appears 
  to be set for deployment to various Ghost Bear second-
  line forces, a surprising number of which have been called 
  to assist in the Clan’s new assault on the Word of Blake. 
  Why the Bears are deploying so many units beyond the 
  Dominion’s borders is unclear, especially given the cri-
  ses that continue to swirl at home in the wake of their 
  Rasalhagian annexation. Indeed, given the Ryoken II’s de-
  sign origins and capabilities, it would seem more reason-
  able to keep such forces deployed at home, both to better 
  support domestic peacekeeping efforts and to underscore 
  the Dominion leaderships’ willingness to work with its na-
  tive population.
  variants
   
  There have been no known variants of the Ryoken II 
  observed in the field, but it is a very new design. A ver-
  sion reportedly in the planning stages, however, would 
  replace all four of the ’Mech’s OVR-X autocannons with 
  a pair of deadlier Type DL Ultra-10s provided by the 
  Horses in a recent trade. In addition to exchanging range 
  for punch, however, this variant would also sacrifice two 
  tons’ worth of armor to provide ample ammunition for 
  an extended firefight.
   
  Another considered variant uses a similar approach 
  but would install Hyper-Assault Gauss-20s instead of the DL 
  Ultra-10s. To accomplish this, the Bears would likely need 
  to expand their shaky trading alliance with the Horses. The 
  two Clans may have put aside their feud, but many ten-
  sions remain, especially now that the Horses and Bears are 
  once again neighboring Clans.
  
  145
  ryoken ii
  Type: ryoken ii
  Technology Base: Clan
  Tonnage: 75
  Battle Value: 1,801
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  4
  Engine:  
  375 XL 
   
  19.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  216 
   
  13.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  23 
  32
   
  Center Torso (rear) 
   
  11
   
  R/L Torso 
  16 
  22
   
  R/L Torso (rear) 
   
  8
   
  R/L Arm 
  12 
  22
   
  R/L Leg 
  16 
  30
  Weapons and ammo location 
  critical 
  tonnage
  LRM 15 
  RT 
  2 
  3.5
  Ammo (LRM) 8 
  RT 
  1 
  1 
  2 LB 2-X AC 
  RT 
  6 
  10
  Ammo (LB-X) 45 
  RT 
  1 
  1
  LRM 15 
  LT 
  2 
  3.5
  Ammo (LRM) 8 
  LT 
  1 
  1 
  2 LB 2-X AC 
  LT 
  6 
  10
  Ammo (LB-X) 45 
  LT 
  1 
  1
  
  146
  cygnus
  mass: 95 tons
  chassis: Type BMH-7 Endo Steel
  power plant: GM 380 XL
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Forged Type HH34 Standard
  armament:
   
  2 Mydron Excel Ultra Type 10 Autocannon
   
  4 Kolibri Omega Series Medium Pulse Lasers
  manufacturer: Transitional Facility HH-Beta, WC Site 1
   
  primary factory: Mobile (HH-Beta),  
   
   
  Arc-Royal (WC Site 1)
  communications system: CH6 Series Integrated
  targeting and tracking system: Hunter (7a)  
   
  Dedicated TTS with Targeting Computer
  overview
   
  Apparently spurred on (at least in part) by a wave of 
  fierce new fighting across the Clan homeworlds, the Horses’ 
  recent assault on Clan Wolf seemed almost desperate, like 
  the actions of a military force on the run. The arrival of their 
  civilian castes and a score of disassembled factories scant 
  months later only served to enhance this appearance as 
  the returning Horses raced to lay down roots in the Inner 
  Sphere. As their invasion finally slowed in 3072, the ex-
  hausted Horses scrambled to recoup their military losses 
  with that same kind of desperation—going so far as to 
  send merchant and military envoys to the Ghost Bears and 
  Jade Falcons.
   
  One of the fruits of this labor was the Cygnus, a 
  BattleMech clearly developed in haste, with aid from un-
  likely allies in the exiled Wolves of Arc-Royal. 
  capabilities
   
  The Cygnus draws much of its inspiration from a newer 
  variation on the Annihilator, an infamous design used by 
  Wolf’s Dragoons and now widely used by the Kell Hounds 
  and the exiled Wolves on Arc-Royal. However, the chassis 
  blends features found in classic Clan OmniMechs such as 
  the Masakari (Warhawk) and the Daishi (Dire Wolf), includ-
  ing the distinctive “chicken walker” design and the hooded 
  torso/canopy style.
   
  Built as a standard BattleMech rather than an Omni, the 
  Cygnus nonetheless maintains an impressive land speed for 
  an assault-class unit, in keeping with Clan design standards. 
  Its armor is of basic design, but there is enough to protect 
  the endo-steel frame against the rigors of heavy combat.
   
  The firepower, however, is where the lessons of the 
  newer Annihilators truly shine. Impressed by the firepower 
  of the ballistic monstrosity, the Horses saw potential in 
  the Annihilator’s payload style if it was mated with more 
  efficient Clan technology. The Horses’ engineers chose to 
  mimic the Annihilator’s quartet of LB 10-X weapons with 
  a pair of arm-mounted Ultra AC/10s by coordinating with 
  scientists from the Wolves (in Exile), while retaining the four 
  medium pulse lasers for close-in defense. Although the re-
  sult was less effective against conventional vehicles and 
  infantry, the sheer firepower—especially mated to a target-
  ing computer—can quickly devastate hardened units such 
  as other BattleMechs.
   
  Strangely, unusual problems with the arm assem-
  blies—combined with the race to get the BattleMech 
  into the field—forced engineers working on the Cygnus 
  project to resort to an atypical approach when complet-
  ing the chassis design. Presenting a distinctive look on the 
  battlefield, the Cygnus’ ammunition feeds actually seem to 
  run along the outside of the ’Mech’s hull, spilling into the 
  weapon from shoulder-mounted bins. Though this unusual 
  design choice would appear to be a hazard in combat, the 
  armored belts and feed mechanisms have proven sur-
  prisingly resilient in battle, and some Clan scientists have 
  claimed that they may even reduce the chances of weapon 
  misfeeds that could render the ’Mech’s autocannons inop-
  erative at a critical moment.
  Deployment
   
  As a brand-new design, only a dozen or so Cygnuses 
  have appeared as of this writing, with most undergoing 
  testing with the Hell’s Horses and the exiled Wolves.
  variants
   
  To date, the Horses have experimented with at least 
  two known Cygnus variants that employ their new Hyper-
  Assault Gauss weapons. The Cygnus 2, a dedicated assault 
  unit, trades both of the Mydron Ultra-10s, the targeting 
  computer, and four heat sinks for a pair of massive HAG-
  40s with four tons of ammunition each. The pulse lasers 
  on this model are also swapped out for extended-range 
  versions, but while this payload is powerful, the ’Mech lacks 
  the cooling capacity to effectively employ all its firepower 
  at once.
   
  The Cygnus 3, meanwhile, uses four much smaller 
  HAG-20 weapons, but to do so, it drops five heat sinks, the 
  targeting computer, and all lasers from the base design, 
  and even sacrifices a ton of armor (mostly from the legs). A 
  total of six tons of ammunition feeds these weapons, giv-
  ing the Cygnus 3 a mere ninety-second offensive lifespan of 
  continuous fire, but the sheer volume of fire may well be 
  enough to ensure that any units facing down these guns 
  will not live to exploit this weakness.
  
  147
  cygnus
  Type: cygnus
  Technology Base: Clan 
  Tonnage: 95
  Battle Value: 2,583
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  5
  Engine:  
  380 XL 
   
  20.5
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  15 [30] 
   
  5
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  280 
   
  17.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  30 
  38
   
  Center Torso (rear) 
   
  15
   
  R/L Torso 
  20 
  26
   
  R/L Torso (rear) 
   
  14
   
  R/L Arm 
  16 
  31
   
  R/L Leg 
  20 
  38
  Weapons and ammo location 
  critical 
  tonnage
  Ultra AC/10 
  RA 
  4 
  10
  Ammo (Ultra) 30 
  RA 
  3 
  3
  2 Medium Pulse Lasers 
  RT 
  2 
  4
  Targeting Computer 
  RT 
  6 
  6
  2 Medium Pulse Lasers 
  LT 
  2 
  4
  Ultra AC/10 
  LA 
  4 
  10
  Ammo (Ultra) 30 
  LA 
  3 
  3
  
  148
  jupiter
  mass: 100 tons
  chassis: Olivetti Stage 9
  power plant: Gorvachs 300 XL
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Raydient Series 5
  armament:
   
  2 Type XX Extended Range PPCs
   
  2 Series IV Long-Range 15 Launchers
   
  4 Type DL Ultra-5 Autocannons
  manufacturer: CJF Factory Zone 4
   
  primary factory: Erewhon
  communications system: Raptor X-T Type iii
  targeting and tracking system: Goshawk E-Series
  overview
   
  Looking for a way to jump-start new production, Khan 
  Pryde tasked the Scientist and Technician Castes to develop 
  a new second-line assault ’Mech that would form the back-
  bone of the Falcon’s garrison clusters. The new design had 
  to be resource-friendly and ready to go online by 3070.
   
  The Jupiter came about quickly—suspiciously so. 
  Rumors from the Falcon Zone suggested that the scien-
  tist caste had already developed such a design and was 
  playing politics with the warriors before revealing it in late 
  3067. Production was slated to begin after a new factory 
  complex was finished on Erewhon.
   
  Jupiters began appearing in large quantities along 
  most of the Periphery border in 3068, and the model 
  was eagerly embraced by the warrior’s of the second-
  line units defending these worlds. When the Hellion as-
  sault began, it faced Falcon worlds bolstered with newly 
  upgraded garrisons; many PGCs had their firepower in-
  creased exponentially, which gave the Falcons the capa-
  bility to deliver devastating damage in the defense of 
  their Periphery border.
  capabilities
   
  Made of entirely of local resources, the Jupiter is a 
  solid design capable of withstanding and dealing intense 
  punishment for a significant amount of time. Utilizing a 
  long-range paradigm that mixes PPCs and lighter caliber 
  autocannon with the “spike collar” Goshawk sensor suite, 
  which can be raised or lowered depending on battlefield 
  conditions. Many Falcon warriors enjoy standing off and 
  blasting down opponents at range. During the Hellion in-
  vasion, it was not uncommon for a Star of these ’Mechs to 
  skyline a ridge and cut down Hellions by the Flurry before 
  they reached spitting distance. Due to its incredible battle-
  field success, demand for the Jupiter among Falcon warriors 
  has increased greatly, even among frontline Clusters, with 
  rumors of warriors conducting Trials for the right to pilot 
  the Cluster’s small allotment.
  Deployment
   
  Before the “Hellion Tantrum,” Jupiters were mainly 
  found among Clan Jade Falcon’s garrison clusters. Few 
  early Jupiters made it back into the Homeworlds before 
  the Falcons shut down their shipping lanes in the Deep 
  Periphery after crushing the Hellions. With few exceptions, 
  the new assault ’Mech has remained primarily a Falcon 
  weapon, with the Clan winning every Trial issued for it. 
  Strangely, Jupiters were reportedly seen in a dubious Hell’s 
  Horse attack that hit Thule in August 3073. How and why 
  the Horses acquired the assault ’Mech remains to be seen, 
  since the Falcons are adamant in their claims of having 
  never lost a Trial for it.
  variants
   
  One common variant of the Jupiter sacrifices some 
  ranged firepower for mobility and heavy hitting power. 
  Swapping out the four Ultra AC5s for dual Ultra AC10s and 
  jump jets gives the Jupiter 2 extra punch in closer range. 
  The design has become a favorite with many garrisons sta-
  tioned on worlds with heavy urban and industrial targets.
   
  In recent months, rumors have surfaced among Lyran 
  Intelligence regarding a new Jupiter variant that mounts 
  dual Hyper-Assault Gauss rifles. Paired with a set of Ultra au-
  tocannon 10s, this design is capable of dealing out a mas-
  sive amount of devastation in one volley. This new variant 
  would seem more at home among Horse units; why such a 
  curious assault platform is being seen only among Falcon 
  forces has many intel analysts scratching their heads.
  notable MechWarriors
  loremaster brian pryde: Commander of Clan Jade 
  Falcon’s Alpha Galaxy, Pryde was recently tapped as the 
  unofficial successor to Loremaster Kael Pershaw, who per-
  ished during a Falcon assault into the Periphery in 3072. 
  Specially groomed by the shrewd head of the Watch before 
  his heroic demise, Pryde still retains command of his ad-
  hoc Galaxy (of which he is the only Bloodnamed warrior, 
  by the Khan’s initial decree). Pryde is cunning and ruthless 
  in battle; one unconfirmed report mentioned an incredible 
  solo stand against an entire enemy Star of ProtoMechs that 
  lasted all of ten minutes.
  galaxy commander dorcas helmar: Quickly taking 
  command of Rho Galaxy after Lizabet Danforth fell to 
  the Hellions on Winfield in 3072, Helmar proved himself 
  an astute warrior and ristar in the Falcon counterattack. 
  Challenging the Hellion’s Delta Galaxy to a Trial, Helmar 
  took on Galaxy Commander Damon Hawkins and his entire 
  command Star. Despite the Hellion’s dubious use of zellbri-
  gen in the ensuing battle, Helmar managed to put down 
  all four ’Mechs and a point of Sylph battle armor with near-
  surgical precision. Impressed with Helmar’s warrior spirit 
  and determination, Khan Marthe Pryde has since rotated 
  the entire Galaxy to Sudeten in order to augment Falcon 
  defenses against a possible Blakist counterattack.
  
  149
  jupiter
  Type: Jupiter
  Technology Base: Clan
  Tonnage: 100
  Battle Value: 2,784
  equipment 
   
   
  mass
  Internal Structure: 
  Endo Steel 
   
  5
  Engine:  
  300 XL 
   
  9.5
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  17 [34] 
   
  7
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  307 
   
  19.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  46
   
  Center Torso (rear) 
   
  16
   
  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
  Ultra AC/5 
  RA 
  3 
  7
  Ultra AC/5 
  RA 
  3 
  7
  Ammo (Ultra) 40 
  RT 
  2 
  2
  ER PPC 
  RT 
  2 
  6
  LRM 15 
  RT 
  2 
  3.5
  Ammo (LRM) 8 
  RT 
  1 
  1
  ER PPC 
  LT 
  2 
  6
  LRM 15 
  LT 
  2 
  3.5
  Ammo (LRM) 8 
  LT 
  1 
  1
  Ammo (Ultra) 40 
  LT 
  2 
  2
  Ultra AC/5 
  LA 
  3 
  7
  Ultra AC/5 
  LA 
  3 
  7
  
  150
  erinyes
  mass: 2 tons
  chassis: Teslan Perricote
  power plant: Fireball 12
  cruising speed: 43 kph
  maximum speed: 65 kph
  Jump Jets: 4 MicroTan Streaks
   
  Jump capacity: 120 meters
  armor: PermaPlate Standard
  armament:
   
  1 SRM-1 Launcher
  manufacturer: CJF Factory Zone 5
   
  location: Erewhon
  communications system: PMT-429
  targeting and tracking system: Ribaldi 402 TTS
  overview
   
  One of the first ProtoMechs designed by Clan Jade 
  Falcon after obtaining access from the deceased Smoke 
  Jaguars’ scientific records, the Erinyes was deemed a lack-
  luster effort by the Khan. More a proof-of-concept design 
  by the Falcons, it failed miserably in test raids against the 
  Lyran Alliance; a very unimpressed Khan Marthe Pryde ter-
  minated the program in 3064.
   
  Or so many believed.
   
  Despite the program being shut down, dark and 
  unconfirmed rumors swirled in the Periphery that the 
  Scientist Caste continued to maintain the project at some 
  secret location; most likely to improve upon the project for 
  the Clan.
   
  After the devastating attacks on Somerset and Winfield 
  in the middle of 3072 by an unknown attacker, the truth of 
  the matter become even more clouded.
   
  With much of the enemy force fielding a large number 
  of light ProtoMechs, including a newly upgraded version 
  of the Erinyes, it became obvious to Loki agents that the 
  Falcons were in major confusion over who and what had 
  hit them. Popular conjecture from Clan experts have the 
  ProtoMechs coming from the Dark Caste. Regardless, the 
  Clan is tight-lipped regarding their enemy’s attacks across 
  the Occupation Zone between 3072 and 3074.
  capabilities
   
  Originally built along the lines of the Jaguars’ Harpy, 
  the Erinyes is barely more than a slightly upgraded and 
  heavier version of a basic Clan battlesuit. The torso mounts 
  a single SRM tube with a small ammo bay that can only 
  hold five rounds. Woefully underarmed for any type of 
  combat save guard duty and riot control, it is easy to see 
  why the Clan discontinued the program. Favoring quick-
  striking units that carry a heavier punch, the Erinyes is a 
  design that does not fit the Clan’s approach to warfare.
  Deployment
   
  After the failure of the original program, the bulk of 
  the Erinyes built were redistributed to several Periphery 
  border worlds, along with their pilots. The reshuffling that 
  resulted—with many units being pulled to the Lyran border 
  shortly after the second Incursion—saw many of the Falcon 
  coreward worlds guarded with solahma and ProtoMech 
  forces. This left the Falcons ill-prepared for Clan Ice Hellion’s 
  whirlwind assault along the Falcon’s Periphery border.
   
  In the initial assault on Bone Norman, the Hellion’s 
  200th Attack Cluster was nearly wiped out, thanks to the 
  creative tactics and frequent ambushes by the Falcon’s 
  Eleventh PGC. With several of the Eleventh’s Trinaries hav-
  ing been transferred to Beta and Gamma Galaxies and re-
  placed with several Trinaries of ProtoMechs, mostly Erinyes, 
  the Falcons used the heavy woods and canyons to stage 
  multiple ambushes as the Hellions attempted to secure the 
  planet after breaking zellbrigen in the first week of combat. 
  With restrictions off, Star Colonel Vikkers Helmar used the 
  planet’s restrictive terrain to his advantage.
   
  Working in formations of at least a Star in size, the 
  Erinyes navigated the heavy woodlands around the Hellion’s 
  command post and sniped enemy patrols as they returned 
  from extended shifts. The Erinyes were very effective as 
  they concentrated their fire on one target, often crippling 
  it within a few salvos. Fading back into the underbrush, the 
  ProtoMechs would make a clean escape using paths that 
  were too restricting to the Hellion BattleMechs.
  variants
   
  After the project was initially shelved in 3064, a newer 
  variant was circulated through those ProtoMechs still in ser-
  vice. Pilots were given the option of using the original design 
  or a newer one that sported a slightly heavier engine with a 
  marginal increase in speed. The armor was lighter, however, 
  and sported a small extended microlaser that did little dam-
  age to anything larger than an armored infantryman.
   
  During the recent troubles that hit the Falcons from 
  within, another new variant of Erinyes was detected. Falcon 
  Watch reports intercepted by Loki show the design sport-
  ing the larger engine but mounting more leg armor and a 
  light machine gun in the torso. The additional armor kept 
  the Erinyes functional in the destructive city fighting on 
  Sudeten, Blackjack, and Somerset.
  notable Pilots
  star captain Kandari falcon: One of the Star Captains in 
  charge of the harassment operations against the Hellions 
  on Bone Norman, Kandari commanded the Star that near-
  ly took down Ice Hellion saKhan Conner Rood’s Kit Fox. 
  Emptying every missile they had into the saKhan, the Star 
  converged on the ’Mech and engaged it in hand-to-hand 
  combat. The ProtoMechs failed only due to the saKhan’s 
  unfortunate ammunition explosion, which killed the last 
  two of Kandari’s Starmates and blew the Star Captain clear 
  from the Khan’s crippled ’Mech. The Kit Fox managed to es-
  cape before the Falcon ProtoMech could reorient himself 
  to finish the fight.
  
  151
  erinyes
  Type: erinyes
  Technology Base: Clan ProtoMech
  Tonnage: 2
  Battle Value: 67
  equipment 
   
   mass (kg)
  Internal Structure: 
    
   
  200
  Engine:  
  12 
   
  300
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  4
  Heat Sinks:  
  0 
   
  0
  Cockpit: 
   
   
  500
  Armor Factor:  
  10 
   
  500
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  1 
  2
   
  Torso 
  2 
  4
   
  Main Gun 
  - 
  -
   
  R/L Arm 
  1/1 
  1/1
   
  Legs 
  2 
  2
  Weapons and ammo 
  location 
   mass (kg)
  SRM 1 
  T 
   
  250
  Ammo (SRM) 5 
  T 
   
  50
  
  152
  cecerops
  mass: 3 tons
  chassis: York Raptoris
  power plant: 45 Type CX Fusion
  cruising speed: 97 kph
  maximum speed: 151 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: BloodWeave Prosis
  armament:
   
  1 ER Micro Laser
  manufacturer: Clan Blood Spirit Reserve Industriplex-2
   
  location: York
  communications system: Tabitha-II Howler
  targeting and tracking system: CEC-PM 7
  overview
   
  Fully designed by Clan Blood Spirit using resources 
  “donated” by the Snow Ravens, the Cecerops is the first 
  second-generation ProtoMech developed in the Clan 
  Homeworlds. Bearing a striking resemblance to the sphinx-
  raptor found on a few Clan worlds, the snakelike Cecerops is 
  quite comparable to that deadly hunter with its speed and 
  agility. Among the Blood Spirit ProtoMech forces, being a 
  pilot of a Cecerops is considered an extremely high honor.
   
  With BattleMechs becoming a major casualty in the 
  continuing war for York between the Spirits and Adders, 
  ProtoMechs have practically usurped most of the Clan’s 
  Touman as a necessary weapon of choice. Rumors of failed 
  MechWarrior sibkos attempting to adapt to the Spirit’s 
  ProtoMech program abound, as it seems to be the only log-
  ical reason why the Clan is able to field such large numbers 
  of them effectively.
  capabilities
   
  The defining characteristic of the Cecerops, aside from 
  its snakelike visage, is speed. Only a couple of ProtoMech 
  designs can equal or exceed the Cecerops’ tremendous land 
  speed, and it can easily keep pace with most light BattleMechs 
  and hovercraft forces. Even when standing still, the Cecerops 
  looks as if it is in motion; the forward thrusting head and 
  cowl are aerodynamically engineered to reduce drag and 
  give it the appearance of constant movement.
   
  Utilizing an ER micro laser avoids ammunition depen-
  dency, allowing Cecerops Stars to function for long periods 
  in the field; the self-sufficiency of the design makes it a 
  favorite of many Cluster commanders. When operating in 
  packs, the overwhelming and constant barrage of laser fire 
  can intimidate most medium ’Mech pilots and bring down 
  light ’Mechs with proper tactics. Most Cecerops pilots are 
  highly experienced by the time they make it to such an 
  honored weapon system; the chaotic swirl of a Cecerops 
  pack can be hypnotic and deadly to a sensor-overloaded 
  ’Mech pilot. The similarity to the sphinx-raptor’s hunting 
  style is a deliberate choice and one that seems to be highly 
  effective for the Clan.
  Deployment
   
  The Cecerops is found predominately among Clan 
  Blood Spirit forces. Several shipments of the ProtoMech 
  went to the Snow Ravens initially, though that agree-
  ment ended in 3071 with the Ravens’ abrupt departure from 
  Clanspace. None have been shipped off York since 3072, par-
  tially due to the destruction of one of the production facili-
  ties by Clan Cloud Cobra. Fortunately, the Spirits managed 
  to convert one of the defunct facilities left on Albion by the 
  Ravens and have begun producing as many of the design as 
  possible. Even so, no other Clan is known to use the Cecerops 
  aside from the few Clusters remaining in Raven hands.
   
  However, this information appears to contradict ru-
  mored sightings of Cecerops among several small raiding 
  forces that hit the Falcon and Horse Occupation Zones in 
  late 3073. These designs seemed modified from the origi-
  nal version built by the Spirits. These gray-painted forces 
  were responsible for the surprise attacks on several warrior 
  barracks and arming facilities across both Clans’ zones. If 
  the Falcons and Horses have knowledge of their attackers, 
  they have not revealed it to the Inner Sphere.
  variants
   
  The Blood Spirits utilize a few variants, developed 
  during their constant clashes with the Adders on Arcadia 
  and Albion. The first and most widely used variant reduces 
  the power plant size by a hair, allowing enough room in 
  the torso to mount an ammunition-efficient Streak SRM-1 
  launcher. Another variant reduces engine size, slowing it 
  even more, in order to mount a heavier SRM-2 launcher, 
  along with a slight armor upgrade. This design is not fa-
  vored by many Cecerops pilots, as the cockpit is completely 
  restructured in order to fit the bigger missile launcher, mak-
  ing it exceedingly cramped even by ProtoMech standards. 
  Pilots with the McFadden blood lineage tend to gravitate 
  to this version, however, as their smaller body type seems 
  more comfortable in the compacted space.
   
  The last known recorded variant is one reportedly seen 
  with the mysterious attackers that have burned several Clan 
  economic centers in the Falcon and Horse zones. It has a speed 
  equivalent to the Streak version but mounts an energy-efficient 
  micro pulse laser. This version is easier to put down, however, as 
  it seems to mount less armor in the head and legs. Indeed, the 
  visual aspect of the head seems to support this analysis, as the 
  raptor-like skull has more of a decidedly skeletal visage. 
  notable Pilots
  star commander iris mcfadden: One of the few success-
  ful ProtoMech phenotype warriors produced by the Blood 
  Spirits, Iris McFadden has proved her worth to the Clan in 
  spades. She was instrumental in protecting Facility 402 
  from a massive Adder assault in 3070, rallying her Trinary of 
  Cecerops and Chrysaors to savage and decimate an Adder 
  Nova led by Galaxy Commander Valerie Talasko.
  
  153
  cecerops
  Type: Cecerops
  Technology Base: Clan
  Tonnage: 3
  Battle Value: 86
  equipment 
   
   mass (kg)
  Internal Structure: 
   
   
  300
  Engine:  
  45 
   
  1,000
   
  Walking MP:  
  9
   
  Running MP:  
  14
   
  Jumping MP:  
  0
  Heat Sinks:  
  1 
   
  250
  Cockpit: 
   
   
  500
  Armor Factor:  
  14 
   
  700
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  1 
  3
   
  Torso 
  3 
  5
   
  Main Gun 
  - 
  -
   
  R/L Arm 
  1/1 
  1/1
   
  Legs 
  2 
  4
  Weapons and ammo 
  location 
   mass (kg)
  ER Micro Laser 
  T 
   
  250
  
  154
  orc
  mass: 4 tons
  chassis: ProtoMech Standard 4-O
  power plant: 36 Fusion
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: ProtoMech Standard
  armament:
   
  4 Single-Tube SRM Launchers
  manufacturer: Clan Hell’s Horses Industriplex Upsilon
   
  primary factory: Niles 
  communications system: CH5-Baker Series Augmented
  targeting and tracking system: EI-Pattern J, Series 2.1
  overview
   
  After the Clans’ first failure to gain an Inner Sphere 
  foothold and the rise of James Cobb to the Khanship, Clan 
  Hell’s Horses launched a revitalization program aimed at 
  both recovering the Clan’s damaged morale and preparing 
  its Touman for an eventual return to the Occupation Zones. 
  ProtoMech technology, initially used by the Horses on a 
  probationary basis after they assimilated it from the fallen 
  Smoke Jaguars, was gradually introduced into the Clan’s 
  combined arms doctrine at this time. In 3066, after con-
  firming the value of many first generation ProtoMechs, the 
  Horses unveiled their first homegrown model, built with 
  their own unique battle philosophies in mind.
  capabilities
   
  The four-ton Orc is built for speed and maneuver-
  ability, with overland speeds comparable to many Clan 
  medium ’Mechs. Its weapons load—a quartet of single-
  tube SRM launchers spread across the arms and torso—is 
  ideal for anti-vehicle or anti-infantry work, areas the Horses 
  themselves have sworn by for centuries.
  Deployment
   
  After their pre-invasion revitalization, the Horses 
  fielded entire ProtoMech Stars as special attachments to 
  every Cluster in their frontline forces, with some operating 
  Binaries or even Trinaries, spread out across the formation. 
  Every ProtoMech Star assigned to the Clan’s Alpha and Beta 
  Galaxies fielded as many as two Orcs.
   
  Recent observations, however, have shown a sharp 
  decline in ProtoMech deployment across the Horses’ en-
  tire Touman, following a rash of raids by other, unidenti-
  fied Clan forces in and around their new Occupation Zone. 
  Though details are scarce, the mysterious invaders, fielding 
  ProtoMechs of their own, may represent other Homeworld 
  Clans eager to capitalize on the Horses’ success and the 
  chaos of the Jihad for their own ends. It is largely presumed 
  that many of the Horses’ own ProtoMechs fell victim to 
  these attackers, who have largely focused on lesser objec-
  tives the Clan might commonly assign only a few Points to 
  garrison.
  variants
   
  A long-range variant of the Orc, in which all four SRM 
  tubes are replaced with two LRM-2 packs and a machine 
  gun, entered production sometime in the middle of 3067. 
  Known as the Orc 2, its primary weapon lacks the ammo 
  endurance of the base model’s SRMs but can provide long-
  range cover fire to beleaguered comrades.
   
  A more extreme variant on the Orc has also been wit-
  nessed that carries a total of five SRM tubes, with one in 
  each arm and three in the torso, each with three shots. To 
  mount this kind of firepower, the Orc 3 sacrifices armor, 
  making it easier to kill.
   
  The Orc 4, meanwhile, appears to be a compromise 
  between the Orc 2 and the Orc 3. With a three-tube SRM 
  launcher in the main body, it also carries a machine gun 
  in each arm, with just enough ammunition for a minute of 
  sustained fire.
  notable Pilots
  Warrior elo: According to her codex, Elo (of the Dudzinsky 
  Bloodhouse) effectively failed her Trial of Position as an 
  aerospace pilot before she even climbed into her cockpit, 
  but tested high enough in ground combat aptitudes to be 
  selected for the Horses’ ProtoMech program. Demonstrating 
  ”unHorselike” contempt for ground troops—particularly in-
  fantry and vehicles—Elo took an immediate shine to the 
  newly developed Orc ProtoMech and was among the first 
  Horses to insist on deploying with incendiary weapons 
  loads during field trials.
  
  155
  orc
  Type: orc
  Technology Base: Clan ProtoMech
  Tonnage: 4
  Battle Value: 182
  equipment 
   
   mass (kg)
  Internal Structure: 
   
   
  400
  Engine:  
  36 
   
  900
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  0 
   
  0
  Cockpit: 
   
   
  500
  Armor Factor:  
  20 
   
  1,000
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  1 
  4
   
  Torso 
  4 
  7
   
  Main Gun 
  — 
  —
   
  R/L Arm 
  1/1 
  2/2
   
  Legs 
  3 
  5
  Weapons and ammo 
  location 
   mass (kg)
  SRM 1 
  RA 
   
  250
  Ammo (SRM) 5 
  RA 
   
  50
  SRM 1 
  LA 
   
  250
  Ammo (SRM) 5 
  LA 
   
  50
  2 SRM 1 
  T 
   
  500
  Ammo (SRM) 10 
  T 
   
  100
  
  156
  procyon
  mass: 5 tons
  chassis: ProtoMech Standard C5P
  power plant: 45 Fusion
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: ProtoMech Standard
  armament:
   
  2 Extended Range Small Lasers
  manufacturer: Clan Coyote Beta Plant 3F
   
  primary factory: Tamaron
  communications system: Build 2083 Micro
  targeting and tracking system: Proto-Enhanced, Model 4
  overview
   
  After Clan Smoke Jaguar’s fall, the Coyotes were 
  among the first to stage Trials on Huntress for ProtoMech 
  technology, and they immediately launched several de-
  velopment projects to explore and implement the new 
  battlefield concept. The first fruits of this effort, the five-
  ton Procyon, entered full-scale production after three 
  years of testing.
  capabilities
   
  Originally devised as a quadruped design (in the 
  Coyotes’ efforts to reclaim their former glory as the “inno-
  vator Clan”), practical limitations with both the technol-
  ogy and the pilots themselves quickly forced Coyote engi-
  neers to re-envision their debut machine with a humanoid 
  configuration. Built as a support unit for heavier BattleMech 
  and Elemental formations, the Procyon combined good 
  mobility with an energy weapon payload for maximum 
  field endurance.
  Deployment
   
  ProtoMech Stars in the Coyotes’ Alpha and Epsilon 
  Galaxies fielded brand-new Procyons in Point-sized forma-
  tions within a year of this unit’s introduction. Additional 
  samples appeared in the Hell’s Horses Touman by 3066, 
  suggesting that the two Clans colluded on the design 
  at some stage. Recent data suggests, however, that the 
  Coyotes experienced a surge in ProtoMech develop-
  ment—including the appearance of newer Procyon vari-
  ants—but little evidence exists to confirm how or why 
  this may have occurred.
  variants
   
  The Procyon 2 variant swaps the small lasers and heat 
  sinks for the range of twin, torso-mounted LRM-4 packs 
  and an additional 200 kilograms of armor. However, this 
  Procyon variant is hampered by a short ammo supply and 
  a lack of backup weapons.
   
  Three more variants have also been confirmed as of 
  this writing as well. The Procyon 3 takes the base model, 
  drops the left arm laser, and trades the other one for a 
  heavy small laser instead. The remaining tonnage is de-
  voted to a three-tube LRM with six volleys. Meanwhile, the 
  Procyon 4 takes the same chassis but swaps its weaponry 
  for a Streak-3 launcher in its torso and a machine gun in its 
  right arm. The Procyon 5—the only one to employ jump 
  jets—retains an arm-mounted ER small laser and backs it 
  up with a five-shot torso-mounted SRM twin-pack.
  notable Pilots
  point commander Kreig: Unlike many ProtoMech war-
  riors, Kreig did not come into the program from failure 
  as an aerospace fighter pilot, as he had not even gradu-
  ated from his warrior training when he joined the ranks of 
  ProtoMech pilots. All of one year away from his final Trial 
  of Position, Kreig’s sibko was suddenly reassigned to the 
  Coyote ProtoMech program in an effort to turn out as many 
  such forces as possible when the technology matured. As a 
  result, Kreig—a ProtoMech Point Commander as of roughly 
  three years ago—was as adept at aerospace tactics and 
  operations as he proved to be at ground warfare. As evi-
  denced by a Trial fought shortly before the virtual blackout 
  of all contact in the Clan homeworlds, Kreig demonstrated 
  his ristar nature by defeating a Snow Raven ’Mech and two 
  Points of Elementals in an combined-arms Trial against his 
  five ProtoMechs (including his own Procyon 4) and a pair 
  of Donar VTOLs.
  Warrior samantha: One would not realize it at first glance, 
  but Warrior Samantha of Clan Coyote is, in the words of 
  other members of her Procyon point, almost as much ma-
  chine as her Procyon. Samantha had a lukewarm career 
  as a MechWarrior when the Coyotes acquired ProtoMech 
  technology. She leapt at the opportunity offered by the 
  nascent Coyote ProtoMech program. Her survival of the 
  intervening years has provided the Coyote Scientist Caste 
  with endless data and no few genes for a ProtoMech Pilot 
  Phenotype. That she also survived the intervening years of 
  equipment failures, misuse after misuse of ProtoMechs in 
  combat by her commanders, and the normal hazards of 
  combat is remarkable, particularly considering how many 
  times she was injured. Samantha has accepted some re-
  constructive surgery to eliminate the worst scarring, but 
  her impatience to get back to fighting—driven, perhaps, 
  by the desire to avoid crèche duty or solahma status—has 
  given Clan Coyote medical Scientists and Technicians op-
  portunity to push the limits of their knowledge of prosthet-
  ics, limbs, organs, and senses.
   
  Warrior Samantha is not nearly as mechanical as her 
  comrades-in-arms joke. Rather, she unpredictably shifts 
  from friendly to raging, often to the detriment of morale 
  in her point. Whether this is due to psychological trauma 
  from repeated severe injuries or brain damage from years 
  of using the ProtoMech’s interface is uncertain. However, it 
  is certain that both the Coyote warrior and scientist castes 
  allow Samantha to remain on active duty out of a calcu-
  lating interest in seeing how long a ProtoMechwarrior can 
  remain functional. 
  
  157
  procyon
  Type: procyon
  Technology Base: Clan ProtoMech
  Tonnage: 5
  Battle Value: 186
  equipment 
   
   mass (kg)
  Internal Structure: 
   
   
  500
  Engine:  
  45 
   
  1,000
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  4 
   
  1,000
  Cockpit: 
   
   
  500
  Armor Factor:  
  20 
   
  1,000
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  1 
  2
   
  Torso 
  5 
  8
   
  Main Gun 
  — 
  —
   
  R/L Arm 
  1/1 
  2/2
   
  Legs 
  3 
  6
  Weapons and ammo 
  location 
   mass (kg)
  ER Small Laser 
  RA 
   
  500
  ER Small Laser 
  LA 
   
  500
  
  158
  chrysaor
  mass: 6 tons
  chassis: MED-6
  power plant: Stark 55
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: PolyCarbide 90
  armament:
   
  4 ER Micro Lasers
  manufacturer: CBS Reserve Industriplex-2,  
   
  CSR Aeroyard Gargain
   
  locations: York, Bearclaw
  communications system: SqwakBox 67
  targeting and tracking system: BloodEye 3 2
  overview
   
  Clan Snow Raven and Blood Spirit worked together 
  to get their ProtoMech lines running, starting with the 
  Chrysaor. However the design turned out to be an engi-
  neering challenge, and it didn’t reach production until after 
  the Cecerops had already hit the field. Its first appearance 
  was not a blazing success, either, initially being blamed for 
  the debacle on Arcadia. Since then its battlefield success 
  has redeemed the design, though some warriors will likely 
  never accept a ProtoMech.
  capabilities
   
  The Chrysaor is a solid design. With a top speed of 
  nearly 100 kph it can keep pace with most ’Mechs and 
  ProtoMechs. Nearly a ton and a half of armor keep it pro-
  tected from smaller weapons, though most determined 
  BattleMechs could quickly kill the Chrysaor. At short range, 
  the four ER micro lasers can add up to quite a potent strike. 
  Combined arms units that have given up on zellbrigen will 
  often use their larger units to hammer the enemy and then 
  let a Point of Chrysaors use their score of lasers to find the 
  holes and finish them off, while the larger unit can move on 
  to the next unit.
   
  When the Blood Spirits attacked Arcadia seeking to 
  restore their original conclave, Chrysaors were among the 
  units deployed. Comprising an entire Trinary in the 171st 
  Crimson Guards under Suzanna Church, the machines were 
  a great asset for the Clan. Church treated the Chrysaors as 
  “super Elementals” rather than use them as ProtoMechs. 
  They were overkill when used against enemy Elementals, 
  and their mobility was wasted when used in tight areas 
  with little clear ground. Church blamed the Chrysaors 
  when chastised for her delay in accomplishing her goals. 
  With the Clan already split and slow to accept the concept 
  of ProtoMechs, it looked like the end for the Chrysaor. 
  However, a Chrysaor pilot, Andre, challenged Church to a 
  Trial of Grievance over her statements. Since the challenge 
  was issued in front of other Star Colonels and her troops, 
  Church could not hope to turn down the challenge and 
  retain any sense of honor. Despite fighting augmented, 
  Church fell to Andre’s clever use of tactics, and he not only 
  won the Trial but also displayed the ability of the Chrysaor 
  at the same time.
  Deployment
   
  Both Blood Spirit and Snow Raven use the design liber-
  ally in their ProtoMech units. The Ravens have been export-
  ing some of them to their Inner Sphere operations recently. 
  This led to a shipment, a full Star of Chrysaors, being raided 
  by unknown pirates suspected of operating out of Antallos. 
  Where these will end up is an interesting line of conjecture. 
  Diamond Shark merchants have also appeared bearing the 
  Chrysaor, likely purchased at rock-bottom prices following 
  erroneous reports of a poor showing on Arcadia prior to 
  Andre’s trial. These have since trickled to the Clans in the 
  Inner Sphere, though the Diamond Sharks have kept a 
  point for themselves as a demonstration unit.
   
  With the Snow Raven fleet primarily deployed to 
  the Inner Sphere, other Clans have taken advantage of 
  this to take territory from them. Clan Goliath Scorpion 
  attempted to get a foothold on Circe and engaged the 
  Second Raven Garrison Cluster. Anticipating weak resis-
  tance from their ground forces, the Scorpions were ini-
  tially pushed back as the Chrysaors hit them unexpect-
  edly hard. Scorpion defense found early success by using 
  battle armor to hold the ProtoMechs off. The missile fire 
  of the Elementals outranged the Ravens’ weaponry, and 
  they moved out of cover to finish off the job. The Raven 
  forces used their superior mobility, however, to encircle 
  the Scorpions and tear into them with their lasers. Low 
  on ammo and outmatched in firepower, movement, 
  and armor, the Scorpions made a costly retreat through 
  the Raven forces. The Ravens moved in for the kill, but a  
  Griffin IIC from the 3rd Scorpion Seekers arrived unexpect-
  edly to decimate the Ravens.
  variants
   
  A close-combat version of the Chrysaor was intro-
  duced that replaced the quad lasers with dual micro pulse 
  lasers. The reduction of the power and heat dissipation 
  systems allowed five jump jets to be added, giving the 
  Chrysaor 2 much improved mobility.
  notable Pilots
  star commander andre: Since being promoted for his 
  successes on Arcadia, Andre has risen quickly, aided by 
  ProtoMech supporters in the Blood Spirits. He favors 
  fighting slower, much heavier ’Mechs where he can use 
  his Point’s mobility to continually flank the heavier op-
  ponent. If forced to deal with other ProtoMechs, he gen-
  erally attacks smaller units, using his heavier armor to  
  his advantage.
  
  159
  chrysaor
  Type: chrysaor
  Technology Base: Clan ProtoMech
  Tonnage: 6
  Battle Value: 174
  equipment 
   
   mass(kg)
  Internal Structure: 
   
   
  600
  Engine:  
  55 
   
  1500
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  4 
   
  1000
  Cockpit: 
   
   
  500
  Armor Factor:  
  28 
   
  1400
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  2 
  3
   
  Torso 
  6 
  10
   
  Main Gun 
  - 
  -
   
  R/L Arm 
  2/2 
  4/4
   
  Legs 
  4 
  7
  Weapons and ammo 
  location 
   mass (kg)
  1 ER Micro Laser 
  RA 
   
  250
  1 ER Micro Laser 
  LA 
   
  250
  2 ER Micro Laser 
  T 
   
  500
  
  160
  basilisk
  mass: 7 tons
  chassis: Standard
  power plant: 45
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Standard
  armament:
   
  1 Extended Range Medium Laser
   
  1 LRM 3 Launcher
  manufacturer: Complex H-6 CCC
   
  primary factory: Homer
  communications system: Unknown
  targeting and tracking system: Unknown
  overview
   
  Produced in response to the need for more reliable 
  and powerful ground forces, the Cloud Cobras intended 
  the Basilisk to support heavy armored infantry and ’Mechs. 
  With firepower to match some light BattleMechs and 
  enough armor to allow the slow-moving Proto to close 
  with its enemies, the Basilisk is a welcome addition to the 
  Clan’s ground forces.
  capabilities
   
  Unusual for a Clan war machine, the Basilisk’s trade-
  mark is sturdiness and reliability. Almost two full tons of 
  armor protect the pilot from attack, while a full-size, ’Mech 
  scale extended-range medium laser allows it to inflict con-
  siderable damage. Most Basilisk Points use their lasers as 
  primary weapons, taking full advantage of the their mis-
  siles’ range to weaken opponents.
   
  Although seeming slow when compared to a Light 
  BattleMech, the Basilisk is still faster than the standard 
  Elemental battlesuit, despite its lack of jump jets. The pace 
  of most Basilisk operations is, in contrast to standard Clan 
  battle doctrine, slow and steady, but the Basilisk’s heavy 
  armor allows the ProtoMechs to survive this approach.
  Deployment
   
  Although slow to appear in the Cloud Cobra’s Touman, 
  the Basilisk has lately become a steady presence, even out-
  side of Beta Galaxy. With the recent fighting in and around 
  the Tanite worlds, the Basilisk has seen steady use, making 
  it one of the most reliable ProtoMechs in the Cloud Cobras’ 
  arsenal. Its successes have been noted by other Clans, most 
  notably the Steel Vipers, who have challenged for several 
  Points worth of ProtoMechs.
   
  The last reports received from the Clan Homeworlds 
  indicate that the Cloud Cobras are increasing production 
  and deployment of the Basilisk and their other ProtoMechs. 
  When taken together with other portents of increased 
  violence in the Homeworlds, this raises questions of how 
  Homeworld activity will affect Clans already engaged in the 
  Inner Sphere.
  variants
   
  A second version of the Basilisk, one more suited to 
  close-in fighting, is in common use among Beta Galaxy. 
  Although it was first tested among the warriors of Alpha 
  Galaxy’s 149th Cobra Guards, the warriors of Beta Galaxy—
  who have embraced the Basilisk in all its forms—have ad-
  opted it more fully. A small and two micro lasers replace 
  the big extended-range medium weapon, while short-
  range missiles and jump jets replace the primary version’s 
  long-range missiles. With larger ammunition larders than 
  the long-range version, the Basilisk 2 is a brawler, often as-
  signed to the most aggressive ProtoMech pilots.
   
  There are rumors of other Basilisk variants in use on 
  the Tanite worlds, but no details of those ProtoMechs have 
  reached us. Past practice would suggest removing the 
  long-range missiles to increase the Basilisk’s mobility, but 
  there is a question of whether or not enough mass can be 
  freed up without reducing the ProtoMech’s armor beneath 
  acceptable levels.
  notable Pilots
  point commander dannen: Dannen and his Point have 
  been at the forefront of the recent fighting on the worlds 
  of the Tanis system, and their Basilisks show the scars of 
  those actions. When facing a mixed Star of Protos and light 
  OmniMechs in a recent Trial, Dannen and his Point sought 
  out and challenged the Star Commander’s Fire Moth Prime. 
  Although the MechWarrior held them in contempt and 
  used his ’Mech’s speed to keep his distance from them, 
  he was forced to close in order to make his disdain with 
  the ProtoMechs known with his ’Mech’s weapons. What he 
  failed to realize was that the whole time the Basilisk Point 
  was harassing him with missile fire at range, they were 
  simply baiting him into the range of their medium lasers. 
  Once the battle was joined, the Star Commander wasn’t 
  able to get clear before the ProtoMechs disabled the Fire 
  Moth’s legs.
  Warrior Khaled: Pilot of the only Basilisk sighted in the 
  Inner Sphere to date, Khaled is part of a mixed Point of 
  Protos operating as part of the Diamond Shark’s Deep 
  Periphery forces. Seen on Twycross in 3073, Khaled was part 
  of a Trial between the Crusader Wolves and the Diamond 
  Sharks for a shipment of OmniMechs from the Trellshire 
  Heavy Industries factories on that world. His Basilisk acted 
  as the anchor for his Point, while the lighter and faster 
  ProtoMechs harassed the Wolves. His Star lost the Trial, but 
  not before his Point accounted for three OmniMech kills. 
  Khaled survived the loss, but the Diamond Sharks have not 
  yet been able to procure a replacement Basilisk for him. The 
  merchant Clan has already promised him one, however, 
  and if anyone can deliver, it is the Diamond Sharks.
  
  161
  basilisk
  Type: basilisk
  Technology Base: Clan ProtoMech
  Tonnage: 7
  Battle Value: 319
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  700
  Engine:  
  45 
   
  1,000
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  5 
   
  1,250
  Cockpit: 
   
   
  500
  Armor Factor:  
  38 
   
  1,900
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  2 
  5
   
  Torso 
  7 
  14
   
  Main Gun 
  1 
  3
   
  R/L Arm 
  2/2 
  4/4
   
  Legs 
  4 
  8
  Weapons and ammo 
  location 
   mass (kg)
  ER Medium Laser 
  T 
   
  1,000
  LRM 3 
  M 
   
  600
  Ammo (LRM) 2 
  M 
   
  50
  
  162
  triton
  mass: 8 tons
  chassis: Standard
  power plant: 50
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: 4
   
  Jump capacity: 120 meters
  armor: Standard
  armament:
   
  1 Streak SRM-4 Launcher
   
  1 Extended Range Micro Laser
  manufacturer: Triton Assembly Yard
   
  location: Roche
  communications system: Unknown
  targeting and tracking system: Unknown
  overview
   
  Feeling humbled after a string of failures following the 
  Great Refusal in the Homeworlds, Clan Goliath Scorpion’s 
  overtures to the Snow Ravens netted them minimal but 
  crucial resources. The Scorpions were able to create a new 
  Galaxy dedicated to their Seeker tradition and also jump-
  start their faltering ProtoMech program. This led to the in-
  troduction of the heavy Triton ProtoMech, a unit designed 
  to efficiently compliment those solitary warriors dedicated 
  to carrying on the Seeker mandate.
  capabilities
   
  Protected by almost two tons of armor, the basic hull 
  of the Triton can keep pace with most Scorpion Seeker 
  MechWarriors with little outside assistance, using ample 
  ground speed and full jump capability.
   
  The bulk of the Triton’s firepower is an efficient Streak 
  quad launcher with enough ammunition for ten volleys. 
  Unlike many other missile-carrying ProtoMechs, the Triton’s 
  Streak system makes every missile count. It also carries a 
  torso-mounted extended-range micro laser for extended 
  battles in the unlikely event it runs out of ammunition.
  Deployment
   
  Clan Goliath Scorpion included the Triton in their recent-
  ly deployed Chi Galaxy. During the last transmitted briefings 
  from the Lootera outpost, it was revealed that the Goliath 
  Scorpions had allowed Elemental units in second-line units 
  to have Trials to move to frontline units. Those that success-
  fully tested out of less-prestigious units are being replaced 
  by points of Tritons. This has led to much friction between 
  the two groups, as the ProtoMech pilots are feeling deni-
  grated and humiliated at automatically being placed below 
  solahma warriors. In fact, the briefings had the ProtoMech 
  units declaring Trials of Refusal against battle armor units 
  who were being moved to frontline units.
   
  Those assigned to the Chi Galaxy, however, have had 
  no such issues whatsoever.
  variants
   
  A fire-support variant exists that swaps the Streak 
  launcher for an LRM-3 and a dozen rounds of ammunition. 
  An extended-range small laser and a second micro laser, 
  allowing for effective point-blank fighting conditions, use 
  up the excess tonnage.
   
  Two other variants, used much more sparingly, ap-
  peared right before the HPG white-out occurred, making 
  use of heavy lasers. One strips the entire weapon load out 
  for a single heavy medium laser. Though lacking in overall 
  firepower, this configuration lacks any need for ammunition 
  resupply and has an impressive armor penetration capabil-
  ity. The other, more radical, variant loses the main gun (keep-
  ing the armor profile on the rest of the Triton the same with 
  the exception of the torso) and mounts a heavy small laser in 
  each arm and an extended-range micro laser in the torso.
  notable Pilots
  seven deadly sins: Unrelated to the rogue FedCom de-
  velopmental team turned Solaris stable in the mid-50’s, 
  this group of the “Seven Deadly Sins” is a unit of Triton 
  ProtoMechs made bondsmen by the Eridani Light Horse 
  during the initial series of Trials of Possession for the unit 
  stationed at Lootera. Not having any other ProtoMechs 
  within their ranks, Colonel Barclay has grouped the seven 
  pilots into a single augmented point. Though wary of their 
  comrades and their barbaric ways, the seven “Sins” have re-
  mained appreciative of the unit’s efforts to accommodate 
  them, both in terms of time allowed in the cockpit and in 
  Trials declared to procure the proper drugs to sustain them. 
  More importantly, they believe they have been treated 
  with the same respect as any other Clan bondsman within 
  the Light Horses ranks, be it MechWarrior, aerospace pilot, 
  or Elemental.
   
  In recognition of these efforts and overtures, the group 
  has zealously briefed and trained the Light Horse soldiers in 
  the ways of the “superior” ProtoMech forces appearing within 
  the ranks of the various Clans and how to deal with them ef-
  fectively using both simulator and live-fire training exercises. 
  They have also claimed that even though they retain their Clan-
  like ways and beliefs, they would rather fall in combat than 
  return to their Clan’s ranks, where they would be forced into  
  solahma units. 
   
  Like the rest of the ELH contingent in Clan space, the 
  fate of the group post-white-out remains unknown other 
  than the fateful message sent at the end of 3068 and re-
  ceived years later.
  
  163
  triton
  Type: triton
  Technology Base: Clan ProtoMech
  Tonnage: 8
  Battle Value: 286
  equipment 
   
   mass (kg)
  Internal Structure: 
   
   
  800
  Engine:  
  50 
   
  1,500
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  4 
   
  400
  Heat Sinks:  
  1 
   
  250
  Cockpit: 
   
   
  500
  Armor Factor:  
  38 
   
  1,900
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  2 
  6
   
  Torso 
  8 
  13
   
  Main Gun 
  1 
  3
   
  R/L Arm 
  2/2 
  4/4
   
  Legs 
  5 
  8
  Weapons and ammo 
  location 
   mass (kg)
  Streak SRM 4 
  M 
   
  2,000
  Ammo (Streak) 10 
  M 
   
  400
  ER Micro Laser 
  T 
   
  250
  
  164
  delphyne
  mass: 9 tons
  chassis: Del-9 Standard
  power plant: Bairn 75
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: 5
   
  Jump capacity: 150 meters
  armor: MicroSlab 5
  armament:
   
  1 Medium Pulse Laser
  manufacturer: Clan Fire Mandrill Kraftwerk,  
   
  Kindraa Payne-Beyl-Grant Main Production Facility
   
  locations: Shadow, York
  communications system: JRD-125p
  targeting and tracking system: DragonEye 5
  overview
   
  The progeny of Clans Blood Spirit and Fire Mandrill 
  and the aesthetic offspring of a dragon, the Delphyne 
  is a powerful ProtoMech that can stand up to some 
  Inner Sphere ’Mechs one-on-one. The Delphyne has the 
  advantage of lessons learned from the mistakes of the 
  Minotaur, and it has rewarded them with performance 
  superior to that of its similarly massed brethren.
  capabilities
   
  With a top speed of nearly 90 kph, the Delphyne can 
  keep up with many Clan heavy ’Mechs and any assault unit. 
  While it has yet to engage Inner Sphere opponents other 
  than the few archaic designs used in testing, it would be 
  able to pace most medium designs and even a few lights. 
  For even more maneuverability, jump jets with 150 meters 
  range were mounted. Over two tons of armor allow it to 
  take some punishment, to the extent that even a Gauss 
  rifle to the torso will not penetrate the massive chest armor. 
  The mouth-mounted medium pulse laser that the Delphyne 
  carries is reliable and accurate. While not terrifying by itself, 
  a full Point with five medium pulse lasers can easily destroy 
  lighter ’Mechs and most any other ProtoMech.
  Deployment
   
  The Delphyne is found mainly in the Toumans of the 
  Blood Spirits and Fire Mandrills. Raids by Clan Coyote on 
  Foster netted them a few dozen Delphynes, many of which 
  have been modified and were sent out for field-testing. 
  Should they do well for the Coyotes, they will no doubt 
  look into production of their own machines. In Clan Fire 
  Mandrill, the Delphyne is only regularly deployed in the 
  forces of Kindra Payne-Beyl-Grant, though a rare isorla 
  Delphyne might be found in another Kindraa.
   
  A Coyote assault hit Shadow in the first few days of 
  3072, and the Delphyne was forced into more combat 
  than previously seen. Initial skirmishes against Coyote 
  ProtoMechs went to the invaders, but as the fighting 
  went along the lack of ammunition dependence turned 
  the tide in the Delphyne’s favor. As Coyote Elementals and 
  BattleMechs pulled back for refit or for other objectives, the 
  Mandrills moved in. Overwhelmed by the Delphyne’s armor, 
  the Coyote Procyons and Rocs fell back. While the Mandrills 
  eventually felt defeat, it was not the fault of the Delphyne.
  variants
   
  Two variants have been seen so far. The Delphyne 2 
  has a more diversified weapons load, with a pair of arm-
  mounted ER micro lasers and dual chest-mounted SRM-3 
  tubes. With ten rounds for each, this version has plenty of 
  staying power, despite sacrificing armor to mount the in-
  creased weaponry. The Delphyne 3, as it has been labeled, 
  is more a modification of the primary version. Captured 
  Delphynes are refitted with an ER medium laser and an arm-
  mounted micro pulse laser by Coyote technicians. These 
  are frequently seen accompanying Procyons as something 
  of a command ProtoMech Star.
  notable Pilots
  point commander Kar: Kar is a natural with ProtoMechs, 
  partly because he is one of the first generation to be raised 
  as a ProtoMech pilot. He is able to see ProtoMechs for 
  what they are, while many warriors treat them as super 
  Elementals or micro BattleMechs. When cover is avail-
  able, he has managed to find areas that are difficult for 
  BattleMechs to negotiate while allowing his pointmates 
  full mobility, while shifting his units around to draw bat-
  tle armor out of a reverse situation. Many members of 
  the Blood Spirits think he could go so far as to obtain a 
  Bloodname. If that were to occur, it would be a watershed 
  event for the acceptance of ProtoMechs in the Blood Spirits 
  and the Clans as a whole.
  Warrior ando: One of Kindraa Payne-Beyl-Grant’s best 
  ProtoMech pilots rose in prominence as Kindraa Payne 
  moved to defend Kindraa Beyl-Grant against Kindraa 
  Sainze. Despite the rest of his Point being incapacitated, 
  Ando took on a Mandrill Mandrill  one-on-one. Although 
  being only a third the size of the ’Mech, Ando was able 
  to use his superior mobility to defeat the ’Mech that his 
  Kindraa had once designed, bringing the Mandrill  down 
  with continuous fire from the rear. Sadly, he was the lone 
  survivor of an isolated engagement on Shadow against 
  the Coyotes. Damage to his control system left him near 
  dead and his nervous system overwhelmed. It is unknown 
  if he will make a full recovery, as since coming out of a 
  coma he has ranted about WarShips with treads fighting 
  on the planet’s surface, giant ProtoMechs, and General 
  Kerensky asking him to serve as ilKhan.
  
  165
  delphyne
  Type: delphyne
  Technology Base: Clan ProtoMech
  Tonnage: 9
  Battle Value: 384
  equipment 
   
   mass(kg)
  Internal Structure: 
   
   
  900
  Engine:  
  75 
   
  2,000
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5 
   
  500
  Heat Sinks:  
  4 
   
  1,000
  Cockpit: 
   
   
  500
  Armor Factor:  
  42 
   
  2,100
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  2 
  6
   
  Torso 
  9 
  18
   
  Main Gun 
  - 
  -
   
  R/L Arm 
  2/2 
  4
   
  Legs 
  5 
  10
  Weapons and ammo 
  location 
   mass (kg)
  Medium Pulse Laser 
  T 
   
  2,000
  
  166
  age of war
  u
  sing the term Age of War as the title of this section is not completely accurate, as some of the designs noted here premiered after that time, including some not seen until the fall of the Star League cen-
  turies later. The bulk of this information, however, deals with this important time that saw the birth of the BattleMech and the transition of primitive combat technologies to modern developments.
   
  To fully appreciate this document and its contemporary relevance, one must delve deep into ancient and even obscure history.
  the teRRan alliance
   
  The formation of the Terran Alliance heralded massive strides in scientific endeavors. However, the rift between the haves and have-nots threatened the first global government as smaller countries felt 
  eclipsed by the most powerful nation-states. The initiation of the Deimos Project, which culminated in the development of the Kearny-Fuchida jump drive, only worsened the situation. Though most of the resources 
  and funds required for the project were drawn from the wealthier nation-states, their smaller counterparts felt the increased taxes much more sharply. The success of the Deimos Project and the opening of interstel-
  lar space to colonization neutralized the discontent—at least for a while—as many seized the opportunity to escape the “Alliance yoke.”
   
  However, early colonization reheated the simmering discontent. Terran Alliance representation was based upon wealth and population, and the United States of America, as one of the top five most populous 
  nations and possessing a high per-capita wealth, was able to exert extreme pressure on the Alliance government. It contributed to both the best and worst aspects of the Deimos Project, and the USA’s influence 
  allowed it  to colonize some of the choicest worlds near Terra.
   
  Expansion continued unabated for the next century. However, the heavy-handed tactics of the Alliance—instigated by its most powerful member states—finally resulted in disaster as the outlying colony 
  world of Denebola declared independence in 2236. Alliance attempts to put down the rebellion were an unmitigated disaster and resulted in a new, conservative party gaining control; they immediately severed all 
  ties with colonial settlements more than thirty light-years distant. The harsh restrictions enacted by the isolationists created the first Exodus, with a mass wave of citizens fleeing tyranny.
   
  This downward spiral only worsened. By 2310 the Alliance was tearing itself apart, with the representative nations using their power to back various Alliance government parties, all at war. Sickened by the 
  divisiveness of such nation-state machinations, Admiral James McKenna seized power and set about destroying all vestiges of such nations and their destructive nationalism, though some survive even to this day as 
  a semi-distinct provinces of ComStar’s Branch of Terran Affairs. But the separation of powers between Terra’s nations and its world government was firmly eradicated as McKenna forged the new Terran Hegemony.
   
  nation-states vs. cultuRe
   
  An example of McKenna’s changes is found in the United States of America and its efforts to colonize many of the best worlds nearest Terra, which forced other nations to travel much further afield to find 
  colony worlds. Members such as France and Great Britain established colonies in the region of space that would eventually form House Davion; China and Russia in the region of space that would form House Liao; 
  Germany in the region that would form House Steiner, and so on. However, that very distance from Terra meant that the bonds of nationality, once sundered by the founding of the Terran Hegemony, quickly died. 
  Yet the cultures survived, flourished, and were eventually adopted across the Inner Sphere, surviving as the bedrock of the Great Houses.
   
  In bitter contrast to the Terra-shaping power of the culture of the USA, most Americentric colonies were at ground zero for the destruction of the early Succession Wars; these staunchly pro-Hegemony worlds 
  were not ready to accept “foreign” (House) leadership following the collapse of the Hegemony and the SLDF Exodus. By seizing the best and choicest colonies close to Terra, Americans put themselves on the most 
  contested planets of the Succession Wars. 
  neW Dallas
   
  By the 2350s the Terran Hegemony was firmly established, with a new Director-General at its helm. With a desire to continue remaking the Terran Hegemony along James McKenna’s vision of a “repository of all 
  mankind’s knowledge and compassion,” Michael Cameron instituted numerous programs, but three are the most significant.
   
  The first was the creation of the Hegemony Research Alliance Department. The efficiency of the program and the Director-General’s commitment of the entire state to the advancement of science would see 
  the Hegemony lead the Inner Sphere in technology for centuries to come. His second grand reformation, in 2351, was the re-instituion of the nobility system from medieval Terra; this system eventually swept 
  the Inner Sphere and become the de facto system of rule (albeit with myriad flavors). His final project, started in 2353 and often ignored by most histories, was to restart colonization within his own borders; since 
  Cameron was no longer willing to wage war to acquire planets, colonization was the only available means of growth. Yet the vast majority of easily settled worlds in the region were long since taken. With the knowl-
  edge obtained through the successful terraforming of Mars and Venus, however, colonization of previously ignored, marginally habitable worlds began. This ensured that the vast terraforming workforce not only 
  remained employed but expanded.  
   
  While the forward-thinking James McKenna and Michael Cameron won over the lion’s share of Terra’s population despite the dismantling of previous nations (or perhaps because of it—Terrans had grown sick 
  of two centuries of Alliance abuse), some local regions managed to retain their collective cultures. While not actively anti-Hegemony, the old USA remained one such region. In an effort to appease the perception 
  that ancient cultures were being steam-rolled—while likely secretly hoping the move would finally eliminate old-fashioned nationalism—Michael Cameron allowed a large portion of those same citizens to choose 
  worlds he would “turn into paradises.” New Dallas was founded in 2354, colonized primarily by a USA subregion called Texas.
   
  The carrot approach became an institution in Hegemony bureacracy. As citizens of New Dallas (and a few others) stubbornly refused to abandon their Americentric culture, the Hegemony continued efforts 
  to bind the world to itself. This included ensuring the world’s militia was one of the first in the Hegemony—outside of the HAF—to obtain BattleMechs. As modern BattleMechs reached full production, New Dallas 
  received allotments of those designs. In a gesture typical of an era where BattleMechs were rare and valuable, New Dallas built a large “boneyard” bunker and mothballed the ancient designs instead of scrapping 
  older machines when bequeathed new ones. 
   
  By the fall of the Star League, the bunker and its contents were forgotten. During the First Succession War, New Dallas refused to side with a House, indicative of their generation’s loyalty toward the Hegemony, 
  which was tempered in the crucible of the Amaris Coup. New Dallas established a stiff resistance thanks to its continued access to cutting-edge military machines right up to the start of the conflict, and the Great 
  
  167
  Houses resorted to nuclear weapons to annihilate those Royal Regiment-quality machines. The use of weapons of mass destruction also destroyed the planet’s terraformed ecology, and the world’s native environ-
  ment quickly took over. By the Second Succession War, New Dallas had completely reverted to its original environment, and citizens not killed during the horrors of the First Succession War left in droves. The system 
  fell off star charts and into history.
   
  Information gathered by Chandrasekhar Kurita’s intelligence apparatus—supplemented with additional data gleaned by Interstellar Expeditions—pointed towards the concept of Terran Hegemony planetary 
  militias being outfitted with the finest equipment available at the height of the Star League. Under Chandrasekhar’s orders, the Devil’s Brigade mercenary unit mounted an expedition. Yet only wasted landscapes 
  remained, since the machines had fought on the frontlines against the invading Houses. The ancient boneyard bunker, however, was discovered. At the bunker’s heart lay a Hegemony Memory Core with full data 
  specs on a host of original war machines, including those built by the various Great Houses and even the Periphery—a testament to the Hegemony’s intelligence operations.
  neW PRolifeRation
   
  The proliferation of the Hegemony Memory Core followed a very different path from that of the Helm Memory Core found at the start of the Fourth Succession War. The Helm Memory Core only found its way 
  into House governments and what copies somehow proliferated beyond those limits were hunted down and destroyed by a zealous ComStar. With that history as a sterling example of what might happen to this 
  data, Chandrasekhar moved to ensure it would be available to everyone in equal measure. Using every asset at his disposal—propagation through HPGs, data sent via merchant JumpShip captains, and even black-
  box technologies—Chandrasekhar was determined that history not repeat itself. 
   
  That widespread dissemination of information created startling results in the few years since its discovery. Complete access to free BattleMech schematics on antiquated designs has meant very little to the 
  monolithic interstellar corporations such as IrTech, DefHes, LAW and others. With dozens of advanced ’Mech designs rolling off assembly lines on numerous worlds, such information is irrelevant. Even relative new-
  comers like Norse-Storm and J.B. that have snagged larger government contracts and established a reputation for cutting-edge design find this data to be only of historical interest.
   
  However, two interesting trends have emerged.
  Re-eMeRgence
   
  The first surrounds smaller corporations, usually building limited numbers of IndustrialMechs—or parts of IndustrialMechs—such as Iroquois Machinery Limited or N&D WorkMechs. Such corporations lack the 
  funding or clout to land even small military contracts that might allow them to bootstrap into the production of military equipment. And with ruthless corporations such as IrTech (they are renowned as the worst, 
  but all mega-corporations fall within this category) ensuring that full BattleMech specs are kept under tight lock and key, small-scale companies are stymied. 
   
  However, the data in the Hegemony Memory Core—combined with the uncertainly of the current Jihad and the threat of an attack from any quarter, no matter how buried a world is in the interior of a Great 
  House—has become a catalyst for the re-emergence of these machines. Small corporations have leveraged the opportunity to secure funds from uncertain nobles and upgrade their production lines. With ancient 
  designs that are often similar to IndustrialMechs, re-tooling is usually quick and cost effective. What’s more, companies have used the proliferation of new technologies and weapons over the last decades to 
  create upgrades of ancient BattleMechs. While these machines might not stand toe-to-toe with the newest ’Mech walking off an interstellar conglomerate’s assembly line, they can still be dangerous on the  
  modern battlefield.
  RetRotech
   
  Another interesting trend (coined “RetroTech” by the MRBC) is also emerging. Some worlds, lacking the infrastructure, resources, and skills required to build full production BattleMechs, have produced primi-
  tive BattleMechs from these schematics; designs akin to the Mackie, Icarus and other famous “first BattleMechs.” (Some third-tier ’Mech production facilities, in an effort to feed the monstrous demands of the Jihad, 
  have also initiated production of primitive ’Mechs, preferring quantity over quality.) Barely more sophisticated than armed IndustrialMechs, such machines fall below even the most ancient BattleMechs. Yet they 
  provide a sense of security that worlds are desperate to acquire during these dark times. And with the reduction of central authority through all the Houses—whether real or perceived—worlds seize upon drastic 
  measures when they cannot find security from House Lords. 
   
  One might argue that this empowering of local nobility and planetary militias will slow the spread of the Blakist Protectorate, the Jihad, and will eventually topple the Word of Blake. While this is a goal worth 
  any measure, one must believe that planets so emboldened will not settle easily back into docile acceptance of a House Lord’s absolute rule come the end of this horrible war.
  in conclusion
   
  It is unlikely that the Hegemony Memory Core will result in the universe-shaking discoveries of its Helm progenitor. However, with the re-emergence of so many of these designs in unlikely quarters, it is impor-
  tant to be aware of their history and capabilities. 
   
  Perhaps the most notable element of the memory core is irrefutable proof that information found within ComStar’s Technical Readout: 2750 document was in error—at least in the sense that ComStar incorrect-
  ly listed those units as the height of Star League miltech (whether this was oversight or deliberate may never be known). The introduction to the Terran Hegemony section of this document provides brief specifics—
  gleaned from the Core—on advanced variants of some of the designs fielded by the Royal Regiments of the SLDF (not to be considered comprehensive, as the depths of the Core still have not been unlocked). That 
  we have begun to see such designs within the ranks of the Word of Blake is particularly troubling.
   
  I’ve organized the information within this section along star empire lines, as such distinctions were crucial to the genesis and manufacture of these machines of war. The majority of the text of each entry cen-
  ters upon the historical significance of each machine. However, I’ve appended appropriate upgrade notes to various units to account for known instances of re-emergence and RetroTech.
  —Kyn Johannson
   
  HTE Marketing and Research
  
  168
  the terran hegeMony
  a
  s the cradle of humanity, the Terran Hegemony—like its predecessor, the Terran Alliance—represented the peak of social and scientific sophistication. Surrounded by the fledgling 
  nations that became the five Great Houses, the Hegemony relied heavily on its technological edge and industrial might to field a military powerful enough to dissuade its neighbors 
  from territorial adventurism.
  Masters of the stars
   
  From a technological standpoint, the Hegemony Navy was decades ahead of the rest of the Inner Sphere and almost a century ahead of the Periphery. Continued advancements in elec-
  tronic warfare and fire-control systems maintained the Hegemony’s edge over foreign fleets. Over time this lead eroded, especially after the formation of the Star League allowed member 
  states to acquire older Hegemony vessels and technology.
   
  Another key to Hegemony naval dominance was an almost fanatical devotion to an intensive training regimen. Considered by some to be a throwback to the final days of the Terran 
  Alliance and the fleet of Admiral James McKenna, the HAF preferred exercises with live ordinance to simulators. Though expensive, this approach gave Hegemony crews a level of competence 
  and coordination far beyond their counterparts in other navies.
   
  Ultimately, the Hegemony Navy’s greatest advantage lay in raw numbers. Possessing both a large population and an advanced industrial base, the Hegemony could build and maintain a 
  fleet equal to the combined might of the other Inner Sphere nations. Maintaining this fleet was problematic, especially considering the shocking degree of inertia in naval architecture. Faced 
  with the specter of other navies closing the technological gap, the immediate response was often to build more and/or bigger ships.
   
  Hegemony naval superiority was therefore built on overwhelming numbers, superior technology, and skilled and experienced crews.
  lords of the Battlefield
   
  For the first half of the Age of War, HAF ground forces existed under the Navy’s shadow, but that changed when Director General Jacob Cameron instigated an ambitious military develop-
  ment program. Based on the IndustrialMechs created through Professor Gregory Atlas’ groundbreaking work, the first BattleMech—the Mackie—underwent final trials on Terra’s Yakima test 
  range in 2439. The other Inner Sphere states picked up rumors of some new Hegemony weapons system but remained in the dark until the HAF unleashed their first BattleMech units in 2443.
   
  Soon the HAF were also using the new technology in vehicles and fighters.
   
  This stunning new BattleTechnology was not destined to remain the exclusive property of the Terran Hegemony. Lyran commandos stole plans in 2455, and by 2480 all the major states 
  had secured the technology. However, by then the Hegemony had moved on to a new generation of BattleMechs, and they would maintain their technological lead until the fall of the  
  Star League.
  star league
   
  Even after the creation of the Star League, the Terran Hegemony guarded its technological superiority jealously. The distinct demarcation of SLDF units into Regular and Royal troops was 
  only one of a range of steps taken to keep the latest technology out of the hands of the League’s Member States. Comprising personnel drawn exclusively from the Terran Hegemony, the Royal 
  units were the first to get the latest and greatest technology. In addition, the Hegemony weapons industry produced upgraded variants of many common designs exclusively for these Royal 
  commands.
   
  Specific details of these breakthrough designs remained sketchy. The battles to reclaim the Terran Hegemony from the clutches of the Usurper took a heavy toll on Hegemony-born troops, 
  and the survivors took their advanced equipment with them when they followed Aleksandr Kerensky into exile. Thus the equipment ComStar inherited from SLDF troops who remained behind 
  to help Jerome Blake secure Terra consisted predominantly of that reserved for use by the Regulars.
   
  With factories producing advanced variants reduced to smoking ruins, there was little left for those who came to pick over the carcass of the dead Terran Hegemony.
  from the ashes
   
  Although immensely valuable, the famous Helm Memory Core has proven frustratingly incomplete, representing as it does only a fraction of the Terran Hegemony’s massive Prometheus 
  database. Even ComStar failed to completely recover all data from the system Amaris’ troops destroyed. The New Dallas find represents the most significant addition to our knowledge in four 
  decades, meaning it is finally possible to give some definitive information on cutting-edge equipment manufactured for the SLDFs Royal commands.
   
  Meanwhile, the quest for the Grail—a complete copy of the Prometheus database—continues.
  —Kyn Johannson
   HTE Marketing and Research
  
  169
  sldf royal units
  vehicles
   
  ripper: Replaces medium lasers with one medium pulse laser.
   
  nightshade: An XL fusion engine allows the upgrade of a medi-
  um laser to a large pulse laser. An additional half-ton of armor has been 
  added, and protection is improved further with ferro-fibrous material.
   
  cyrano: The trademark large laser is upgraded to an extended-
  range model, and TAG is added. Defenses are enhanced by the installa-
  tion of two anti-missile systems (one on each side) and two tons of am-
  munition. An additional 1.5 tons of armor is added. To free up the mass 
  for these modifications, the power plant is upgraded to an XL model.
   
  lightning: The one-shot missile systems are replaced with two 
  Streak SRM-2 launchers and a ton of ammunition. A TAG unit is also 
  installed.
   
  Zepher: The SRM launcher is replaced with a NARC launcher and 
  two tons of ammunition.
   
  demon: With a more powerful 280XL power plant, the Demon’s 
  top speed is increased to 86 kph. The medium lasers have been upgrad-
  ed to pulse models, and the SRM launcher is replaced by three Streak 
  SRM-2 launchers and a ton of ammunition. An additional half-ton of 
  armor is added to the turret.
   
  fury: Armor weight is reduced to 13.5 tons, but ferro-fibrous ma-
  terial is used. The infantry bay is replaced with a turret-mounted anti-
  missile system.
   
  rhino: Advanced Artemis IV fire control is added to the three 
  missile launchers, the medium lasers are upgraded to pulse models, 
  and an anti-missile system is added to the turret. A Guardian ECM suit 
  is also installed. The power plant is upgraded to an XL model to facili-
  tate these changes.
   
  puma assault tank: Utilizing an XL power plant, the Puma adds 
  Artemis IV fire control and two additional tons of ammunition to the 
  LRM launchers. The SRM-4 launcher is replaced with two Streak SRM-2 
  launchers and one ton of ammunition. The PPC is upgraded to an ER 
  model, and the rear-mounted small laser is upgraded to a pulse version. 
  CASE is added.
  BattleMechs
   
  mon-66b Mongoose: Equipped with an XL engine and double 
  heat sinks, the MON-66b upgrades the center-torso medium laser to an 
  ER large laser.
   
  hsr-200db Hussar: Installation of an XL power plant allows armor 
  protection to be increased to 5.5 tons of ferro-fibrous armor. A Guardian 
  ECM suite and Beagle Active Probe are installed in the side torsos.
   
  ott-7Jb Ostscout: An active probe is installed in the space freed 
  up by the by the use of endo-steel.
   
  pXh-1b Phoenix Hawk: Affectionately known as the Phoenix
  Hawk “Special,” this ’Mech uses an XL engine and endo-steel. The large 
  laser is replaced by an ER PPC, and a Guardian ECM system is installed in 
  the center torso. A swivel-mounted ER large laser is added to the right 
  torso, and the ten heat sinks are upgraded to double efficiency models. 
  The MG ammunition is moved to the left torso and is now protected 
  by CASE. A 1c variant was just starting field trials when the Exodus oc-
  curred, which traded the ER PPC for the still experimental “snub-nose” 
  PPC, with a ton of armor added to make up the difference.
   
  WVe-5nb Wyvern: A 180XL engine allows the Wyvern to upgrade 
  the large laser to a pulse model. One left arm small laser is upgraded to 
  a medium laser, and an additional heat sink is installed.  
   
  crb-27b Crab: Double-efficiency heat sinks handle the heat, and 
  the large lasers are upgraded to ER models.
   
  Kto-19b Kintaro: The LRM launcher is upgraded to an LRM-15 
  with two tons of ammunition, and CASE is added to the left and right 
  torsos. The power plant is replaced with an XL model, and the heat sinks 
  are upgraded to doubles. An additional half-ton of armor is added.
   
  WVr-7h Wolverine II: Using endo-steel internal structure and 
  ferro-fibrous armor, the Wolverine II drops two heat sinks but upgrades 
  the remainder to double-efficiency models. The autocannon is upgrad-
  ed to an ultra with an additional ton of ammunition. The SRM launcher 
  is mated to an Artemis IV fire-control system, and the medium laser is 
  upgraded to a pulse model. CASE is added to the side torsos, and an 
  additional half-ton of armor is added to the legs.
   
  ost-2cb Ostroc: Ferro-fibrous armor improves this urban fighter’s 
  defenses, and 14 double heat sinks allow it to manage the heat from the 
  two upgraded extended range large lasers. Two Streak SRM 2 launchers 
  replace the SRM 4.
   
  cdr-2r Crusader: Endo-steel internal structure allows this de-
  sign to mate advanced Artemis IV fire control to its LRM launchers. 
  The SRM-6 launchers are replaced by four Streak SRM-2s to fire the 
  accurate Hawk Streak SRM. All ammunition is carried in the side tor-
  sos in CASE-protected magazines, and the heat sinks are upgraded to 
  double-efficiency models.
   
  eXc-b2b Excalibur: Using endo-steel internal structure, this up-
  graded version caries another 3.5 tons of much-needed armor.
   
  Whm-6rb Warhammer: Outfitted with 17 double heat sinks, this 
  version adds Artemis IV fire control to the SRM rack to handel the deadly 
  Headhunter SRM. Ferro-fibrous armor improves protection somewhat.
   
  mad-1r Marauder: The MAD-1R is well protected with CASE 
  in the right torso and eleven tons of ferro-fibrous armor. The MAD-1R 
  would later be superseded by the MAD-2R, which upgraded the PPCs to 
  ER models and replaced the heat sinks with doubles.
   
  the-11eb Thug: A simple upgrade, the Thug mounts two ER PPCs. 
   
  rfl-3n-2 Rifleman II: A radical upgrade, the weight of this ver-
  sion is increased to eighty tons. An XL engine and endo-steel internal 
  structure allows the ’Mech to carry a formidable array of anti-aircraft 
  weapons; two LB 10-X autocannon and two large pulse lasers. Fourteen 
  double heat sinks. two medium lasers, Active probe. Rumor is it that 
  Gray Noton discovered such a Rifleman abandoned in the Periphery and 
  brought it back to Solais to become undisputed champion in the Class 5 
  fight circuit. 
   
  blr-1gb BattleMaster: Utilizing an endo-steel internal structure, 
  this upgraded BattleMaster drops the missile launcher, machine guns, 
  and rear-firing lasers. It is armed with two ER PPCs (one in each arm), the 
  standard torso-mounted forward-facing lasers, and a large pulse laser in 
  the center torso. One heat sink is removed, but the others are upgraded 
  to double efficiency models. A variant of this design drops an additional 
  heat sink to allow for the installation of a double cockpit. Another variant 
  existed, deployed to important non-Royal regiments; the -1Gc is much 
  more limited in scope and upgrades the heat sinks to double-efficiency 
  models, while swapping out the machine guns for a double cockpit
   
  hgn-732b Highlander: Dropping two heat sinks and a ton of 
  SRM ammunition, the HGN-732b adds Artemis IV fire control to the LRM 
  and SRM launcher and an extra medium laser to the right torso. The re-
  maining heat sinks are upgraded to doubles.
   
  Kgc-000b King Crab: Outfitted with 12 double heat sinks, this 
  version expands the AC 20 ammunition bays to 10 rounds each. Artemis 
  IV fire control is added to the LRM launcher.
   
  aerospace fighters
   
  trn-3tb Trident: With an upgraded XL power plant, the TRN-3Tb 
  replaces the medium lasers with pulse models and carries an additional 
  ton of fuel. Double heat sinks are also installed.
   
  rgu-133eb Rogue: Using the mass freed up by the installation of 
  an XL power plant, the RGU-133Eb mounts upgraded pulse lasers and 
  adds Artemis IV fire control to the LRM launchers. Double heat sinks 
  allow the fighter to make maximum use of its upgraded weaponry.
   
  thK-63b Tomahawk: In a radical upgrade, the THK-63b replaces 
  the small laser with an ER PPC and adds half a ton of armor to the wings 
  and rear, thanks to the installation of an XL power plant.
   
  gtha-500b Gotha: Dropping two heat sinks, the GTHA-500b 
  upgrades the remaining twelve to double-efficiency models. The PPC is 
  replaced with a large pulse laser, and Artemis IV fire control systems are 
  added to the LRM launchers.
   
  irn-sd1b Ironsides: Outfitted with an XL engine, the IRN-SD1b 
  upgrades its PPCs to extended-range models. Five extra heat sinks, an 
  extra ton of SRM ammunition, and CASE are added.
   
  hmr-hdb Hammerhead: An M-7 Gauss rifle and two tons of am-
  munition replace the Imperator Zeta autocannon.
   
  rpr-100b Rapier: Adding three double heat sinks, the RPR-100b 
  replaces the PPCs with large pulse lasers. The LRM launcher is upgraded 
  to a 20-rack mated to Artemis IV fire control, and three tons of ammuni-
  tion are stored in a CASE-protected magazine. A new aft-mounted me-
  dium pulse laser covers the fighter’s rear. An XL power plant frees the 
  mass required for these changes.
   
  ahb-443b Ahab: Upgrading to double-efficiency heat sinks al-
  lows an extended-range model to replace the large laser. The armor is 
  now ferro-fibrous.
  
  170
  cobra transport Vtol
  light VEHICLES
  mass: 30 tons
  movement type: VTOL
  power plant: Hermes 100 Fusion
  cruising speed: 86 kph
  flank speed: 129 kph
  armor: FiberTech Light
  armament:
   
  1 Omicron 950 Medium Laser
   
  2 McArthur Anti-Missile Systems
  manufacturer: Aldis Industries
   
  primary factory: Terra
  communications system: Datacom 100
  targeting and tracking system: Tarmac Quasar V
  overview
   
  The newly formed Star League Defense Force was ill 
  prepared for the unconventional tactics employed against 
  it by the Periphery States in the Reunification War. While 
  some hidebound officers ploughed through all opposition 
  regardless of casualties, others developed new tactics to 
  deal with guerrilla forces. Before her death at the hands 
  of Taurian Concordat assassins, General Amalthia Kincaid 
  masterminded the creation of special Striker Regiments. 
  Trained to live off the land (depriving the guerrillas of a lo-
  gistical tail to target) and fully versed in the tactics of their 
  opponents, the Striker Regiments returned the initiative to 
  the SLDF.
   
  Much of the Striker Regiments’ success was due to 
  their mobility, an asset provided by transports such as the 
  Cobra Transport VTOL. Introduced in 2582, this was not a 
  flashy combatant, but a workhorse design capable of trans-
  porting troops, supplies, or personnel with equal ease.
  capabilities
   
  The Cobra’s impressive cargo capacity is the key to its 
  success. The deck, walls, and ceiling of the compartment 
  are festooned with tie-down points and power, cooling, 
  and filtration hook-ups. So equipped, the Cobra can carry 
  almost any cargo imaginable. The compartment can be 
  sealed to transport liquids, and fight forest fires by dump-
  ing a full load of water out the rear hatch is not an uncom-
  mon duty for a Cobra during peacetime.
   
  The Cobra’s armor protection, while good, cannot with-
  stand sustained fire. The vehicle was designed to support com-
  bat operations, not become directly involved in the fighting. 
  Man-portable missile launchers proved to be the most com-
  mon threat to Cobras during the Reunification War, and Aldis 
  Industries eventually mounted twin anti-missile systems on the 
  underside of the fuselage at the expense of a reduced cargo 
  bay. Cobra pilots soon perfected the “snake-bite” maneuver; 
  when faced with missile fire, pilots flew directly toward the in-
  coming salvo and then pulled back on the stick to bring the 
  nose up and allow the anti-missile systems to engage the ap-
  proaching warheads. This maneuver placed greater-than-antici-
  pated stresses on the vehicle, resulting in several fatal accidents 
  before the introduction of a reinforced airframe.
   
  The only offensive armament is a nose-mounted me-
  dium laser that can be fired either by the pilot or the navi-
  gator/cargo master. When a crew must resort to using the 
  weapon, it generally means they are in over their heads.
  Deployment
   
  The Cobra’s initial success with the Striker Regiments 
  ensured that it became one of the standard SLDF trans-
  ports. The design later proved itself an invaluable asset 
  to SLDF troops and their civilian supporters who where 
  trapped on Terran Hegemony worlds during the Civil War. 
  The VTOLs became mobile bases from which these resis-
  tance fighters waged a long and bitter struggle against the 
  occupying Rim Worlds Republic troops.
   
  ComStar inherited the Cobra along with a mountain of 
  other Star League equipment when it took control of Terra 
  in 2788, and the Clans used the Cobra’s chassis as the basis 
  of their Anhur Transport. Both sides consequently pos-
  sessed similar logistical transport capabilities during the 
  historic battle on Tukayyid, though few Clans on Tukayyid 
  paid the necessary attention to logistics.
   
   
  In the wake of the ComStar Schism, the Word of Blake 
  came into possession of a handful of Cobras. When Terra 
  fell under Blakist control, the Aldis Industries production 
  lines were reactivated, and the design has remained in pro-
  duction since 3058. The Blakists’ line divisions make limited 
  use of the Cobra. The Protectorate Militia, however, fields 
  far more conventional infantry and armored units, and the 
  strain this places on their transport infrastructure means 
  that, in spite of their prolific use of the vehicle, they never 
  have enough Cobras.
  variants
   
  Most Cobra variants involve installing additional 
  equipment in the large cargo bay. Some have been modi-
  fied into flying MASH units, while others are outfitted as 
  flying Command, Communication, and Control centers.
  notable crews
  Joseph cope and mark Jefferies: Natives of Hesperus 
  II, this duplicitous duo were blissfully pursuing a ca-
  reer of smuggling (from guns to booze: anything for 
  a profit) when the Word of Blake invaded. Finding the 
  new planetary rulers to be even less tolerant of their 
  activities than the Lyran Alliance, the pair was forced 
  to flee to the East Barrens continent in an appropriated 
  Cobra. Falling in with a group of resistance fighters, the 
  pair took a page from history and used the vehicle as a 
  mobile base from which to strike at the Blakists.
   
  Following the liberation of Hesperus II, this nefarious 
  double act and their resistance fighter comrades threw 
  their lot in with Devlin Stone’s coalition.
  
  171
  light Vehicles
  cobra transport Vtol
  Weapons and ammo 
  location 
  tonnage
  Medium Laser 
  Front 
  1
  2 Anti-Missile Systems 
  Front 
  1
  Ammo (AMS) 36 
  Body 
  3
  Cargo 
  Body 
  10
  Type: cobra transport Vtol
  Technology Base: Inner Sphere
  Movement Type: VTOL
  Tonnage: 30
  Battle Value: 367
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3
  Engine:  
  100 
   
  4.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  8
   
  Flank MP:  
  12
  Heat Sinks:  
  10 
   
  0
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  1.5
  Lift Equipment: 
   
   
  3
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor:  
  48 
   
  3
   
   
  Armor
   
   
  Value
   
  Front 
  12
   
  R/L Side 
  12/12
   
  Rear 
  10
   
  Rotor 
  2
  
  172
  turhan
  medium VEHICLES
  mass: 50 tons
  movement type: Wheeled
  power plant: GM 180 Fusion
  cruising speed: 43 kph
  flank speed: 64 kph
  armor: Mercury Weave Ferro-Fibrous
  armament:
   
  2 Amdecker 300 Large Lasers
   
  2 Ramsey-65 Machine Guns
  manufacturer: Buhallin Military Products
   
  primary factory: Dieron (destroyed 2776)
  communications system: SP/2 HAYOT
  targeting and tracking system: Baltex K580
  overview
   
  Buhallin Military Products, a company renowned for 
  their wheeled combat vehicles, introduced the Turhan 
  in 2530. Designed in response to the Hegemony Armed 
  Forces’ search for a new urban combat vehicle, the Turhan 
  scored over its competitors with its organic infantry unit, 
  allowing it to serve as an APC as well.
  capabilities
   
  Using multiple axles and wheels, the Turhan exerts 
  ground pressure equivalent to a typical civilian prime 
  mover, but the most notable feature is the way the chas-
  sis articulates. The Turhan’s designers had to make their 
  vehicle long and narrow when faced with the challenge 
  of designing a vehicle to navigate the narrow streets 
  common to the Hegemony’s oldest cities. This presented 
  its own problems, for such a vehicle would have trouble 
  with the tight corners it would encounter. The solution 
  was to include an articulating joint at the chassis’s mid-
  point, a decision that earned the Turhan the label of “the  
  bendy tank.”
   
  Unlike most combat vehicles of the era, the Turhan’s 
  primary armament is energy-based, and it lacks the cus-
  tomary auxiliary missile armament. Twin turret-mounted 
  Amdecker lasers provide the bulk of the firepower, with 
  two machine guns installed for anti-personnel fire. After 
  2583, the tank was armored with the newly developed 
  ferro-fibrous armor.
   
  Time and again it has been demonstrated that ar-
  mored vehicles cannot operate without infantry support in 
  an urban environment. The Turhan provides its own in the 
  form of an infantry bay with a five ton capacity. The vehicle 
  soon became a popular APC as it was able to transport a 
  wide variety of troop types.
  Deployment
   
  The 2549 “September Revolt” was the first real test 
  of the Turhan’s capabilities. Elements of the Fifty-first 
  Dragoons Regiment attempted to take control of the 
  Hegemony after rejecting the authority of newly elected 
  Director-General Ian Cameron. The rebels failed to cap-
  ture key government members when they seized the 
  Hegemony’s capital city of Geneva. Finding themselves 
  isolated when their HAF comrades swore fealty to the 
  new Director-General, the Fifty-first were besieged in the 
  ancient city. As the days passed and nobody rallied to their 
  cause, tempers began to flare, and soon the rebels were 
  fighting amongst themselves. At this point HAF troops 
  entered the city to stop the fighting. Unlike the rebel’s 
  heavy armor, the Turhan could negotiate Geneva’s narrow 
  streets with ease. The vehicle’s primary duty was to ferry 
  HAF infantry into the fighting, but it was also pressed into 
  service as a makeshift ambulance, while also being used 
  to evacuate civilians from the fighting that was demolish-
  ing their historic city.
   
  The Turhan continued to serve the Hegemony 
  troops who were later incorporated into the Star League 
  Defense Force. Its utility as a well-armed and -armored 
  troop transporter kept it on the front lines of the bloody 
  Reunification War, and the vehicle continued to be an im-
  portant component of the League’s infantry divisions until 
  the fall of the Star League.
   
  ComStar inherited a substantial number of Turhans 
  and, given the Com Guards’ combined arms philosophy, 
  they proved to be an invaluable asset. Many were lost on 
  Tukayyid, but their contribution to that victory ensured that 
  they were amongst the designs used to rebuild ComStar’s 
  shattered forces. As a result, the Word of Blake also pos-
  sesses many Turhans.
   
  With the Draconis Combine’s military industry in 
  chaos, Pesht Motors have converted several of their civilian 
  production lines to produce combat vehicles. An updated 
  Turhan is one of the first fruits of this effort.
  variants
   
  The Clans used the Turhan’s chassis as the basis for 
  their Ku Wheeled Assault Tank, sacrificing the infantry com-
  partment for heavier armament.
   
  Pesht Motors have started constructing the Turhan at 
  their commercial freight vehicles plant on Unity, and they 
  have introduced an upgraded version too. Using an XL fu-
  sion engine, it replaces the turret-mounted machine gun 
  with an anti-missile system and a ton of ammunition. The 
  infantry compartment is reduced to four tons, and a C3 
  master computer has been installed.
  notable crews
  private sandra ustus: An SLDF Turhan gunner with 
  the Seventieth Infantry Division, Ustus was inexplica-
  bly struck deaf, blind, and dumb for five days in 2742. 
  Upon recovering, Ustus claimed the ghost of Jocasta 
  Cameron had appeared to her and prophesied that 
  First Lord Simon Cameron would be slain by an “assas-
  sin’s digging machine.”
   
  The incident was all but forgotten until 2751, when 
  Simon Cameron was killed by a malfunctioning Miner 
  ’Mech. This, along with other similar incidents, fueled the 
  creation of the Cult of St. Cameron during the final years of 
  the First Star League.
  
  173
  MediuM Vehicles
  turhan
  Weapons and ammo 
  location 
  tonnage
  2 Large Lasers 
  Turret 
  10
  Machine Gun 
  Turret 
  .5
  Machine Gun 
  Front 
  .5
  Ammo (MG) 200 
  Body 
  1
  Infantry Compartment 
  Body 
  5
  Type: turhan
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 50
  Battle Value: 673
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  180 
   
  10.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  16 
   
  6
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1.5
  Armor Factor:  
  134 
   
  7.5
   
   
  Armor
   
   
  Value
   
  Front 
  30
   
  R/L Side 
  29
   
  Rear 
  26
   
  Turret 
  20
  
  174
  MerkaVa Mk. Viii heaVy tank
  heavy VEHICLES
  mass: 75 tons
  movement type: Tracked
  power plant: Vlar 300 Fusion 
  cruising speed: 43 kph
  flank speed: 64 kph
  armor: PanzerSlab
  armament:
   
  1 Class 5 Armstrong Autocannon
   
  1 Harpoon-15 LRM launcher
   
  1 Harpoon-4 SRM 4 launcher
   
  2 M-3 Machine Guns
  manufacturer: Leopard Armor
   
  primary factory: Terra (discontinued 2601)
  communications system: Teledon 11
  targeting and tracking system: Baltex K400
  overview
   
  Manufactured by Terra’s biggest producer of armored 
  vehicles, the Merkava Heavy Tank entered service with 
  Terran Alliance heavy armor platoons in 2294. With the 
  formation of the Terran Hegemony, the Mk. II became the 
  keystone of the HAF’s armor formations. The Mk. VII earned 
  a reputation for soaking up damage while continuing to 
  fight and was upgraded by Leopard Armor several times 
  during the Age of War. With the introduction of modern 
  weapons and armor, the Mk. VII was slowly phased out of 
  HAF service in favor of the upgraded Mk. VIII in 2465.
  capabilities
   
  The Merkava is a typical heavy tank from the Age 
  of War. The primary weapon is a turret-mounted ballistic 
  weapon—an automatic 105mm Armstrong autocannon—
  supported by missile launchers and machine guns.
   
  Where the Merkava scored over other contempo-
  rary designs is in the use of a fusion engine. Previously, 
  mass-produced combat vehicles had relied almost 
  exclusively on internal combustion engines. This was 
  not due to the lack of more advanced technology, but 
  rather because reactor maintenance in the field was 
  dangerous and time consuming. The Mk. VII Merkava 
  was one of the first ground vehicles to benefit from 
  new low-maintenance fusion engines that were spun-
  off from the research and development programs that 
  ultimately created the BattleMech.
  Deployment
   
  At the forefront of Director-General James McKenna’s 
  campaign to reintegrate the systems abandoned by the 
  Demarcation Declaration, which had limited Terran 
  Alliance control to only those systems within thirty light-
  years of Terra, the Merkava came to symbolize Hegemony 
  military might. The tank soon achieved an iconic status 
  similar to that now enjoyed by the Atlas or the Mad Cat. 
  During a six-month campaign in 2431 to wrestle con-
  trol of Kentares IV from battle-hardened Federated Suns 
  troops, the limitations of ICE combat vehicles were keenly 
  felt. This prompted the introduction of the Mk. VII in 2435, 
  which enjoyed great success against Capellan forces dur-
  ing the Battle of Tybalt.
   
  Many of the now-obsolete Mk. VIs ended their days 
  with planetary militias or as targets on the practice range. 
  Four were modified into remote-control target drones and 
  participated in the first live-fire test of the Mackie pro-
  totype. Colonel Charles Kincaid smashed the converted 
  Merkavas in a brutal exhibition that terrified even the 
  drone operators.
   
  The Mk. VII’s 2465 successor, the Mk. VIII, utilized a yet 
  more advanced fusion engine also drawn from BattleMech 
  research. The Mk. VIII continued to serve the HAF until the 
  end of the Reunification War. Believing it was no longer 
  practical to modify the aging design to keep pace with 
  advances in weapons technology, Leopard Armor ceased 
  production to concentrate on new vehicle designs. Many 
  Mk. VIIIs were sold for scrap or to the Star League’s member 
  states, while others were sent to Hegemony militia forces. 
  Few remained by the fall of the Star League, and those 
  were cannibalized for their fusion engines during the 
  Succession Wars.
   
  Earthwerks has created a makeshift vehicle manufac-
  turing plant on Tiber, where they have produced an up-
  dated Merkava for the Principality of Regulus. Since the 
  beginning of 3073, the new Mk. IX has been entering the 
  Regulan Hussars in large numbers.
  variants
   
  Fitted with a primitive fusion engine, the antiquated 
  Mk. VII had a top speed of 54 kph. Its primitive armor was 
  no match for modern weapons, but its weapons were quite 
  sophisticated, with the only significant difference from the 
  Mk. VIII being a smaller LRM-10 launcher and SRM-2 rack. 
  The Mk. VIs, the last combustion-powered Merkava, had 
  about the same weaponry as the Mk. VII. Those refitted as 
  remote-controlled target drones removed the LRM launch-
  er and ammunition.
   
  The new Mk. IX mounts a light fusion engine. This 
  allows the autocannon to be replaced with a light Gauss 
  rifle, and the SRM launcher has been upgraded with 
  Streak technology.
  notable crews
  major theodore cameron: When the 132nd Heavy 
  Armor Regiment lost its commander to a Capellan air 
  strike during the bloody Battle of Tybalt in 2435, Major 
  Cameron (a relative of Director-General Jacob Cameron) 
  assumed command. Rallying his surviving armor, the 
  Major led his troops from the front, driving through the 
  Capellan defenses at Aswan Ridge and breaking the 
  stalemate.
  force commander niomi challenger: A survivor of the 
  ill-fated assault on Gibson, Challenger has been assigned 
  to command the newly formed 108th Regulan Armored 
  Regiment. She now has the daunting task of training her 
  green Tankers to face the Word of Blake and their terrifying 
  Manei Domini infantry.
  
  175
  heaVy Vehicles
  MerkaVa Mk. Viii heaVy tank
  Weapons and ammo 
  location 
  tonnage
  AC/5 
  Turret 
  8
  Ammo (AC) 20 
  Body 
  1
  LRM 15 
  Turret 
  7
  Ammo (LRM) 16 
  Body 
  2
  SRM 4 
  Turret 
  2
  Ammo (SRM) 25 
  Body 
  1
  MG 
  Turret 
  .5
  MG 
  Front 
  .5
  Ammo (MG) 200 
  Body 
  1
  Type: merkava mk. Viii heavy tank
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 75
  Battle Value: 879
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  7.5
  Engine:  
  300 
   
  28.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  10 
   
  0
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  4
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  2
  Armor Factor:  
  160 
   
  10
   
   
  Armor
   
   
  Value
   
  Front 
  32
   
  R/L Side 
  32
   
  Rear 
  24
   
  Turret 
  34
  
  176
  jkr-8t jackrabbit
  light ’Mechs
  mass: 25 tons
  chassis: Skobel 100-ROB Endo-Steel
  power plant: GM 150
  cruising speed: 64 kph
  maximum speed: 97 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Krupp 150 Ferro-Fibrous
  armament:
   
  1 Armstrong JJ-Lite Autocannon/2
   
  1 Holly Streak SRM 2
  manufacturer: Skobel MechWorks
   
  primary factory: Terra
  communications system: Exeter Longscan 200
  targeting and tracking system: Garret T15AJ
  overview
   
  In 2763 the SLDF invited the Hegemony’s weapons 
  manufacturers to bid on a contract for a new light ’Mech 
  capable of both serving as a scout and supporting infantry 
  and armor. Skobel MechWorks unveiled the first prototype 
  of their entry, the Jackrabbit, the following year.
   
  Skobel’s design was evaluated alongside those of 
  several other competitors over the next two years. The 
  Jackrabbit scored high on reliability and ease of mainte-
  nance, and the design received clearance for combat test-
  ing just weeks before Rim Worlds Republic troops seized 
  control of the Terran Hegemony. Skobel’s factories fell to 
  Republican forces more or less intact, and the Jackrabbit 
  was among the designs Stefan Amaris ordered into full 
  production for his troops.
  capabilities
   
  Since the machine was never evaluated in combat con-
  ditions, several fundamental flaws in the Jackrabbit’s design 
  were not revealed until SLDF and Republican troops began 
  to clash on the outermost Hegemony worlds. Designed to 
  be fast while also providing long-range fire support, the 
  Jackrabbit tried to be a jack-of-all-trades.
   
  The Jackrabbit, however, cannot match the speed of 
  fast recon units since it mounts a weapon heavier than 
  any commonly found on such a light ’Mech. While the 
  weaponry is adequate against infantry, it lacks the punch 
  needed to deal with hard targets. The Krupp 150 Ferro-
  Fibrous armor provides excellent protection by weight, 
  but the tonnage devoted to weaponry means that the 
  light ’Mech cannot carry enough of it. Worse, weight con-
  straints forced the engineers to exclude CASE from the 
  design. Dependent on ballistic and missile weapons, the 
  Jackrabbit is unsuited to the role of a raider, and it lacks 
  the special electronics that would make it stand out in the 
  role of a scout.
   
  Despite these failings, there was nothing fundamen-
  tally wrong with the basic chassis or subsystems. Indeed, 
  technicians reported the ’Mech a pleasure to work on.
  Deployment
   
  Knowing that General Kerensky and the SLDF were 
  fighting their way through the automated defenses of the 
  Hegemony and might eventually reach Terra, Stefan Amaris 
  had over five hundred Jackrabbits built to bolster his forces. 
  The weaknesses in the design were not known to his troops. 
  However, they soon became apparent as Kerensky’s troops 
  battled toward their ultimate target. Many Jackrabbits fell 
  to the expert marksmen in the ranks of the SLDF, and the 
  lack of jump jets limited their mobility in the savage urban 
  combat that marked the campaign.
   
  Running down Jackrabbits soon became a popular 
  sport among SLDF MechWarriors, and combat losses for 
  the design ran to over eighty percent. Of those ’Mechs 
  to survive the final battles, none were taken by General 
  Kerensky’s troops when they departed from the Inner 
  Sphere. ComStar inherited these when they captured 
  Terra, but they used the Jackrabbit sparingly. The few 
  that were deployed on Tukayyid fared poorly against 
  the Clans, and ComStar chose to radically redesign the 
  ’Mech and create the Nexus. Since the formation of the 
  Word of Blake Protectorate, the remaining Jackrabbits 
  have appeared in the ranks of the Protectorate Militia.
  variants
   
  Rim World Republic technicians attempted to boost 
  the Jackrabbit’s effectiveness by replacing the autocannon 
  with a large laser, an extra heat sink, and a ton of armor. 
  When SLDF troops first encountered the JKR-9R amongst 
  the packs of unmodified Jackrabbits, they nicknamed it 
  “the Joker.” About half of the Jackrabbits fielded by the 
  Protectorate Militia are of this type.
  upgrades
   
  In 3055 ComStar modified the design to produce 
  the Nexus to help rebuild the Com Guards following the 
  heavy casualties they suffered in the historic battle on 
  Tukayyid. Although marginally similar in appearance, 
  the Nexus is radically different from the old Jackrabbit 
  in performance.
   
  The Word of Blake has recently introduced the JKR-9W. 
  Firepower is improved significantly by replacing the Class 
  2 autocannon with a light Class 5 autocannon and adding 
  an extended-range medium laser to the right torso.
  notable MechWarriors
  lieutenant gregor savage: A member of the 18th Amaris 
  Chasseurs (Death’s Head Regiment), Lieutenant Savage 
  earned the dubious distinction of having more ’Mechs shot 
  out from beneath him in battle than any other MechWarrior 
  before him. He lost one ’Mech to an air attack, four to SLDF 
  BattleMechs, one to a minefield, one to an ammunition ex-
  plosion caused by a damaged fusion power plant, and one 
  to friendly fire.
   
  Gregor’s ultimate fate remains unknown, as his body 
  was never identified following the final SLDF assault. Some 
  historians speculate that he survived once again and later 
  escaped Terra amidst the confusion as the Star League 
  disintegrated.
  
  177
  light ’Mechs
  jkr-8t jackrabbit
  Type: Jackrabbit
  Technology Base: Inner Sphere
  Tonnage: 25
  Battle Value: 417
  equipment 
   
   
  mass
  Internal Structure: 
  Endo-Steel 
   
  1.5
  Engine:  
  150 
   
  5.5
   
  Walking MP:  
  6
   
  Running MP:  
  9
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  62 
   
  3.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  8 
  12
   
  Center Torso (rear) 
   
  3
   
  R/L Torso 
  6 
  5
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  4 
  5
   
  R/L Leg 
  6 
  6
  Weapons and ammo location 
  critical 
  tonnage
  AC/2 
  RA 
  1 
  6
  Ammo (AC) 45 
  RT 
  1 
  1
  Streak SRM 2 
  LA 
  1 
  1.5
  Ammo (Streak) 50 
  LT 
  1 
  1
  
  178
  ky2-d-02 kyudo
  medium ’Mechs
  mass: 45 tons
  chassis: Chariot Type E
  power plant: VOX 225
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Armorscale Ferro-Fibrous with CASE
  armament:
   
  1 Conan/20 LRM 20
   
  1 Sorenstein Extended Range Large Laser
  manufacturer: Martinson Armaments
   
  primary factory: Terra
  communications system: Dalban Comline
  targeting and tracking system: Standus 3  
   
  with Artemis IV FCS
  overview
   
  Martinson Armaments, one of the members of the 
  Hegemony’s original BattleMech consortium, unveiled 
  their first ’Mech design in 2443. Lighter, faster, and (most 
  significantly) cheaper than the lumbering Mackie, the KY2-
  D-01 Kyudo was designed to play a support role alongside 
  better armed and armored ’Mechs and assault tanks.
   
  Rapid advances in technology soon leapfrogged early 
  designs, and the Kyudo was relegated to second-echelon 
  duties before the Reunification War. In 2621 Martinson up-
  graded the ’Mech, but in the post-war era their new KY2-
  D-02 Kyudo faced stiff competition. Martinson Armaments 
  was destroyed in the opening days of the Amaris Coup, 
  and their designs were thought lost to the Inner Sphere.
  capabilities
   
  The rugged Conan LRM launcher makes the Kyudo 
  well suited to its primary fire-support role. Though the 
  single Sorenstein extended-range large laser that is em-
  ployed as secondary armament has brought criticism that 
  the design is under-armed, in practice the Kyudo can hold 
  its own against most BattleMechs in its weight class.
   
  Martinson had to develop the KY2-D-01’s systems al-
  most from scratch since the company had limited access 
  to the Mackie’s blueprints. When upgrading the design in 
  2625, many of these systems were discarded in favor of 
  more recent off-the-shelf components, including the very 
  newly developed extended-range laser. One element that 
  was retained was the Kyudo’s unique suspension and leg 
  actuator layout. Spreading the ground pressure more ef-
  ficiently, the system made the BattleMech more effective 
  in negotiating soft terrain. A drawback in Martinson’s novel 
  approach was that the actuators were more vulnerable 
  than those of most Mechs, especially to infantry attacks.
  Deployment
   
  Deployed to support the Mackie and other early 
  Hegemony designs, the KY2-D-01 was superseded by more 
  advanced BattleMechs. Nevertheless, it remained in limit-
  ed service with the Hegemony Armed Forces during the 
  Reunification War. Unfortunately, SLDF spending cutbacks 
  in the war’s aftermath limited sales of the upgraded KY2-D-
  02. By the time Jonathan Cameron became First Lord and 
  launched an ambitious re-armament program in the late 
  twenty-seventh century, the Kyudo was again an “old” de-
  sign, and the SLDF passed it over in favor of newer offerings 
  from other manufacturers.
   
  The Kyudo’s first major action came in 2729 along the 
  Federated Suns/Draconis Combine frontier. House Kurita’s 
  bid to press a claim to the position of First Prince had (not 
  surprisingly) been flatly rejected by the Davion family, and 
  fighting broke out between the two League member states 
  in 2725. First Lord Jonathan Cameron vacillated over taking 
  action for four long years before finally ordering the SLDF 
  to separate the combatants in Operation Smother. On the 
  verge of defeating the hard-pressed Davion troops, Kurita 
  MechWarriors took exception to the SLDF’s intervention. 
  Soon the Kyudo was facing Combine Phoenix Hawks and 
  Wolverines in nasty little skirmishes. Hegemony technol-
  ogy matched Combine skill to make these encounters 
  inconclusive.
   
  Recently the Kyudo has resurfaced on Shiro III in the 
  service with the First Andurien Rangers as they repelled 
  elements of the Second Oriente Hussars. Their knowledge 
  of the terrain allowed the Rangers to make expert use of 
  cover and keep the Hussars under accurate and sustained 
  fire, forcing them to break off the attack.
  variants
   
  The KY2-D-01 Kyudo mounts a 220-rated engine and 
  less efficient myomer musculature that gives it a top speed 
  of only 64 kph. It lacks the sophisticated Artemis fire con-
  trol and is armed with a smaller Conan/10 missile launcher. 
  Without CASE and ferro-fibrous armor, the KY2-D-01 is less 
  well protected, even though it carries nearly ten tons of 
  primitive armor. Like other designs of its era, the KY2-D-01 
  mounts single efficiency heat sinks—twelve in this case, 
  just enough to handle the heat from the missile launcher 
  and a standard large laser.
   
  With the Irian plant on Shiro III stretched to the limit, 
  Andurien has converted the maintenance facility on Lopez 
  into a makeshift production line. They are using updated 
  plans of long-forgotten equipment in a bid to avoid com-
  plicated licensing terms. Their KY2-D-03 replaces the LRM-
  20 with two advanced MML-7 launchers (both with Artemis 
  IV fire control), one in the left arm, the other in the right 
  torso. Ammunition is limited to two tons.
  notable MechWarriors
  captain martin hadden: Formally a member of the 
  First Free Worlds Legionnaires, Hadden threw his sup-
  port to Andurien following the revelations concerning 
  the Captain-General’s true identity. Highly proficient 
  at providing fire support, Hadden repelled the Oriente 
  Hussar’s raid on the Irian BattleMechs Unlimited factory 
  on Shiro III. Following this success, Hadden has been 
  assigned to organize and train the Andurien Rangers’ 
  Fire Lances.
  
  179
  MediuM ’Mechs
  ky2-d-02 kyudo
  Type: Kyudo
  Technology Base: Inner Sphere
  Tonnage: 45
  Battle Value: 1,286
  equipment 
   
   
  mass
  Internal Structure: 
  Endo-Steel 
   
  2.5
  Engine:  
  225 
   
  10
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  143 
   
  8
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  14 
  22
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  11 
  16
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  7 
  14
   
  R/L Leg 
  11 
  18
  Weapons and ammo location 
  critical 
  tonnage
  ER Large Laser 
  RA 
  2 
  5
  Ammo (LRM) 12 
  LT 
  2 
  2
  CASE 
  LT 
  1 
  .5
  LRM 20 
  LA 
  5 
  10
  Artemis IV FCS 
  LA 
  1 
  1
  
  180
  glh-2d galahad
  heavy ’Mechs
  mass: 60 tons
  chassis: Star League VI
  power plant: GM 180
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Grumman-3 Ferro Fibrous
  armament:
   
  2 M-7 Gauss Rifles
  manufacturer: Mitchell Vehicles
   
  primary factory: Graham IV (destroyed 2775)
  communications system: HartfordCo COM 3000
  targeting and tracking system: HartfordCo XHW 7
  overview
   
  The Galahad was born from the Terran Hegemony’s 
  attempts to create a medium fire-support platform more 
  advanced than the RFL-1N Rifleman. Mitchell Vehicles un-
  veiled their prototype in 2570, but like its predecessor it 
  suffered numerous overheating issues. With the develop-
  ment of the Gauss rifle, Mitchell Vehicles was inspired to 
  redesign the Galahad in 2594, transforming it into a heavy 
  design in the process.
   
  Production of the upgraded GLH-2D Galahad contin-
  ued until the destruction of Mitchell Vehicles’ Graham IV 
  manufacturing center during the First Succession War.
  capabilities
   
  Mounting two of the largest ballistic weapons available 
  would have been impossible without the development of ad-
  vanced construction materials. Armed with two M-7 Gauss rifles 
  and plenty of ammunition, the Galahad’s ability to lay down a 
  prolonged barrage quickly earned it the nickname “Gausszilla.” 
  This long-range firepower comes at significant cost, however. 
  Ground speed is mediocre at best, making it difficult for the 
  ’Mech to keep pace with the very forces it is supposed to be 
  supporting. The complete lack of secondary armament or hand 
  and lower arm actuators also represents a major weakness in 
  prolonged engagements or close quarters fighting.
   
  Although upgraded when the Galahad was redesigned 
  as a heavy BattleMech, the actuators have proven to be 
  prone to accelerated wear. In addition, the shoulder rotation 
  rings were designed to support a predominantly energy-
  based weapons array. During the Reunification War, front-
  line units began to report catastrophic failure of the shoul-
  der couplings, often accompanied by graphic accounts of 
  fifteen tons of detached Gauss rifle spinning through the air 
  from recoil of a shot. The couplings were redesigned, but the 
  Galahad still spent an average of fifteen percent more time 
  in the repair bays undergoing preventative maintenance.
  Deployment
   
  The Hegemony Armed Forces deployed the Galahad 
  during the Reunification War. Tied to supply lines by its low 
  speed and dependency on ammunition, the design was of 
  limited usefulness on the mobile battlefields common in 
  the Periphery campaigns. During the Star League’s golden 
  years, the Galahad served in limited numbers with the 
  SLDF’s Heavy and Dragoon Royal regiments. A few made 
  their way into regular commands, but the Hegemony 
  continued to take great pains to keep the powerful Gauss 
  weaponry out of the hands of the League’s member states.
   
  The process of manufacturing the M-7’s superconduc-
  tors was one of the first casualties of the Succession Wars. 
  With endo-steel and ferro-fibrous armor soon to follow, it 
  became effectively impossible for the Successor States to 
  duplicate the design, and a low-tech version would have 
  required a ground-up redesign. A handful survived in 
  ComStar’s secret weapons cache, but until the arrival of the 
  Clans the design essentially vanished from the battlefield.
   
  In the wake of capturing Hesperus II in 3070, the Word 
  of Blake began production of a new version of the Galahad 
  for service in their divisions. The Fortieth Shadow Division 
  deployed this design with telling effect against coalition 
  forces during the siege at Maria’s Elegy. When the Blakist 
  fortifications finally fell at the end of 3074, the First Skye 
  Jaegers salvaged several relatively intact examples.
  variants
   
  The original GLH-1D Galahad was a fifty-ton design 
  powered by a 150-rated fusion engine and constructed on 
  an endo-steel internal structure protected by ten tons of 
  standard armor. Even with thirteen double efficiency heat 
  sinks, the combined armament of a PPC and large laser in 
  each arm caused serious overheating.
   
  Clan Widowmaker updated the design with newly 
  developed weapons, internal structure, and armor, giv-
  ing it the new designation of Glass Spider. When Clan Wolf 
  absorbed the Widowmakers in 2834 many were captured, 
  and the design subsequently spread to the other Clans.
   
  The Word of Blake’s improved GLH-3D employs a 240 
  light fusion engine and a small cockpit. The Gauss rifles 
  were replaced with light Gauss rifles developed in the Free 
  Worlds League. Sophisticated electronics were installed in 
  the torsos—a Guardian ECM system in the right, and an 
  improved C3 unit in the left.
  notable MechWarriors
  phantom demi-precentor delta laodices: A member of 
  the Manei Domini serving with the Fortieth Shadow Division, 
  Laodices is a sophisticated fusion of human and machine. 
  Using a Direct Neural Interface, he (or she—it is impossible 
  to be sure with all the modifications Laodices has received) 
  pilots a Galahad as an extension of his/her body.
   
  In the brutal fighting on Hesperus II, Laodices almost 
  single-handedly stalled the First Skye Jaegers attack, pick-
  ing off senior officers with phenomenal marksmanship.
  
  181
  heaVy ’Mechs
  glh-2d galahad
  Type: galahad
  Technology Base: Inner Sphere
  Tonnage: 60
  Battle Value: 1,648
  equipment 
   
   
  mass
  Internal Structure: 
  Endo-Steel 
   
  3
  Engine:  
  180 
   
  7
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  197 
   
  11
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  20 
  30
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  14 
  20
   
  R/L Torso (rear) 
   
  8
   
  R/L Arm 
  10 
  20
   
  R/L Leg 
  14 
  26
  Weapons and ammo location 
  critical 
  tonnage
  Gauss Rifle 
  RA 
  7 
  15
  Ammo (Gauss) 16 
  RT 
  2 
  2
  Gauss Rifle 
  LA 
  7 
  15
  Ammo (Gauss) 16 
  LT 
  2 
  2
  
  182
  hep-2h helepolis
  heavy ’Mechs
  mass: 75 tons
  chassis: Mitchell Heavy HEP
  power plant: VOX 225
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Armorscale with CASE
  armament:
   
  1 Armstrong Industries Sniper Artillery Piece
   
  1 Nova Large Laser
   
  1 Starflash Medium Laser
   
  1 Coventry Starfire LRM 10
   
  1 Thunderstroke SRM 6
  manufacturer: Mitchell Vehicles
   
  primary factory: Graham IV (destroyed 2775)
  communications system: Exeter Longscan 100
  targeting and tracking system: Tacticon Tracer 150b
  overview
   
  Hemmed in on all sides, the Terran Hegemony ad-
  justed its strategic thinking, switching from offensive to 
  defensive tactics and starting construction of the first 
  Castles Brian in the 2390s. The Hegemony then used the 
  technological advantage provided by its new BattleMechs 
  to secure the frontiers. This change in thinking culminat-
  ed several generations later in Director-General Deborah 
  Cameron’s “Strategy of Aggressive Peacemaking,” which 
  paved the way for the creation of the Star League.
   
  The growing emphasis on defensive weapons systems 
  inspired Mitchell Vehicles to design the first BattleMech 
  artillery system. Named the Helepolis, this slow and lum-
  bering creation was met with skepticism by both the 
  artillerymen and MechWarriors of the Hegemony when 
  it was unveiled in 2460. In spite of these misgivings, the 
  Hegemony Armed Forces tried out the design in several 
  experimental deployments.
  capabilities
   
  Built around Armstrong Industries’ powerful and 
  accurate Sniper, the Helepolis sacrifices speed to carry 
  the large artillery piece. This allows the ’Mech to pro-
  vide prolonged long-range fire support, and it excels 
  as a siege engine capable of breaking down the most 
  stubborn static defenses. Even with heavily reinforced 
  leg actuators, the BattleMech must come to a full stop to 
  fire the main gun. Knowledgeable foes tend to be quick 
  with counter-battery fire, and so a MechWarrior piloting 
  a Helepolis must learn to be fast off the mark once a salvo  
  is away.
   
  A Coventry LRM system was added in 2488, slightly 
  improving the Helepolis’ ability to deal with threats at 
  closer range. Even then, the ’Mech’s slow ground speed 
  and lack of mobility leaves it vulnerable. The HAF invariably 
  assigned infantry and armor to screen Helepolis batteries 
  from attack.
   
  Deployment
   
  After some experimentation, the HAF chose to de-
  ploy the Helepolis in a defensive role with batteries of 
  four ’Mechs often being permanently assigned to strategic 
  strong points.
   
  In September 2549 Director-General Joseph Cameron 
  was assassinated by Captain Henry Green, a member of a 
  warrior cabal opposed to the Hegemony’s non-confron-
  tational policies. Ian, Joseph’s brother, declared himself 
  Director-General two days later without waiting for a 
  public vote. Using this irregularity as a pretext, disgrun-
  tled elements of the Fifty-first Dragoons Regiment seized 
  Geneva in an attempt to take control of the government. 
  The Camerons’ Household Guard, supported by several 
  Helepolis batteries, surrounded Geneva and contained the 
  rebels while the new Director-General secured his control 
  over the rest of the HAF.
   
  The mobility required by the newly formed Star League 
  Defense Force during the campaigns in the Periphery kept 
  the Helepolis relegated to duties such as securing rear-area 
  supply centers and static anti-aircraft defense. Deployed on 
  Meadowvale, the BattleMech artillery proved ineffective 
  against the rapidly moving Canopian ’Mechs of Colonel 
  Adam Buquoy’s raiding force. The damage inflicted by the 
  raid stalled Star League operations against the Magistracy 
  of Canopus for six months.
   
  Like many other specialized designs, the Helepolis did 
  not survive the Succession Wars. However, the design has 
  recently been sighted again. The surviving members of 
  the Vining Engineering and Salvage Team have developed 
  a makeshift production facility in the ashes of the Blakist 
  occupation of Solaris VII. VEST produced a battery of up-
  graded Helepolises for the Thor’s Hammers mercenary com-
  mand, currently stationed on Zanderij in support of the 
  Tooth of Ymir and Greenburg’s Godzillas. The artillery ’Mech 
  has performed superbly against the Jade Falcons, pinning 
  elements of Iota Galaxy under constant artillery attack and 
  keeping them from breaking out of their landing zone. The 
  Hammers anticipated the subsequent headhunter attacks 
  against their position, and the Jade Falcon Elementals were 
  wiped out by conventional screening forces while the bar-
  rage continued. Faced with a hopeless situation, Iota’s sur-
  vivors withdrew.
  variants
   
  The HEP-1H lacks the double heat sinks and LRM 
  launcher. Powered by a 180-rated fusion engine, it can 
  only just top 30 kph and features a primitive cockpit  
  and armor.
   
  The HEP-3H is a modest modification introduced  
  in 2625 that upgrades the large laser to an extended-
  range model.
   
  VEST’s variant retains the extended-range laser up-
  grade but uses endo-steel and a light 300 fusion engine 
  to boost top speed to 64 kph. Space constraints neces-
  sitated splitting the LRM launcher into two separate five-
  tube weapons.
  notable MechWarriors
  captain gustav colt: Commanding the Thor’s Hammers’ 
  Charlie Battery, Colt is a veteran artilleryman from the 
  now-defunct Twelfth Star Guards. Part of his responsibil-
  ity is Major Napoleon Hobart’s latest experiment, a mot-
  ley collection of artillery-armed BattleMechs known as 
  “Hobart’s Funnies.”
  
  183
  hep-2h helepolis
  heaVy ’Mechs
  Type: helepolis
  Technology Base: Inner Sphere
  Tonnage: 75
  Battle Value: 1,382
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  7.5
  Engine:  
  225 
   
  10
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 [20] 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  208 
   
  13
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  23 
  31
   
  Center Torso (rear) 
   
  12
   
  R/L Torso 
  16 
  21
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  12 
  22
   
  R/L Leg 
  16 
  25
  Weapons and ammo location 
  critical 
  tonnage
  Sniper 
  RA/RT 
  10/10 
  20
  Medium Laser 
  H 
  1 
  1
  SRM 6 
  CT 
  2 
  3
  LRM 10 
  LT 
  2 
  5
  Ammo (Sniper) 20 
  LT 
  2 
  2
  Ammo (LRM) 12 
  LT 
  1 
  1
  Ammo (SRM) 15 
  LT 
  1 
  1
  CASE 
  LT 
  1 
  .5
  Large Laser 
  LA 
  2 
  5
  
  184
  as7-d-h atlas ii
  assault ’Mechs
  mass: 100 tons
  chassis: Foundation Type 10X
  power plant: Vlar 300 
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: StarSlab/2 Ferro Fibrous with CASE
  armament:
   
  1 Blankenburg LB 10-X Autocannon
   
  1 Holly-20 LRM Launcher
   
  2 Raker-V Medium Pulse Lasers
   
  1 Holly-6 SRM Launcher
   
  2 Blankenburg 25 Extended Range Large Lasers
  manufacturer: Hegemony Research and Development 
   
   Department, Weapons Division
   
  primary factory: New Earth (destroyed 2667) 
  communications system: Army Comm Class 5
  targeting and tracking system: Army Corporation Type 29K
  overview
   
  Designed in 2755 to maintain the SLDF’s edge over the 
  League’s Member States, the AS7-D Atlas remains a formi-
  dable assault ’Mech even today. But to General Aleksandr 
  Kerensky that was only the beginning, and an advanced 
  version developed for the Royal BattleMech regiments 
  was just beginning deployment on the eve of the bloody 
  Amaris Coup.
  capabilities
   
  An evolution of the iconic AS7-D, the AS7-D-H Atlas 
  II retains the basic structure and electronics. The original 
  missile armament is retained, but a smaller caliber arm-
  mounted LB 10-X autocannon replaces the heavy auto-
  cannon. Installed in a double mount on the left forearm, 
  extended-range large lasers complement the autocannon 
  and LRM launcher. With this heavier arm-mounted weap-
  onry, rear-firing weaponry was deemed redundant and the 
  medium lasers (upgraded to pulse models) were switched 
  to fire forward.
   
  There was no way to surpass the Atlas’ legendary 
  armor, but upgrading to ferro-fibrous allowed CASE 
  to be installed. Many of the stylistic alterations in the 
  BattleMech’s appearance were made during this change 
  in armor type.
  Deployment
   
  The Atlas II was in its first stages of deployment when 
  the New Vandenburg Revolt sparked off the Periphery 
  uprisings in 2765. Facing formidable odds, these few AS7-
  D-Hs performed magnificently. General Kerensky himself 
  piloted one in his escape from New Vandenburg.
   
  With the news that the Terran Hegemony was under 
  Amaris’ control, Kerensky led his troops to secure the 
  lightly defended Rim Worlds Republic as a base of op-
  erations. Captured Republican factories were used to 
  produce the Atlas II for Royal commands as they fought 
  to liberate the Terran Hegemony. While many AS7-D 
  Atlas pilots remained in the Inner Sphere, the surviving 
  AS7-D-H Atlas II pilots chose to follow their Commanding 
  General into exile. The Clans highly prized these Assault 
  ’Mechs whenever they were discovered in Brian Caches 
  during their formative years, and one was sighted in the 
  Jade Falcon Touman during the fighting on Tukayyid  
  in 3052.
   
  While they were in possession of Defiance Industries 
  factories on Hesperus II, the Word of Blake produced sev-
  eral runs of the Atlas II for their troops. After the coalition 
  forces evicted the Blakists, Defiance chose to keep the Atlas 
  II in production.
  variants
   
  Produced in very limited numbers before the fall of 
  the First Star League, the AS7-D-H2 replaces both large la-
  sers with a Kinslaughter ER PPC and a Gauss rifle replaces 
  the LB 10-X autocannon. One heat sink is removed.
  notable MechWarriors
  ilKhan nicholas Kerensky: Eldest son of Commanding 
  General Aleksandr Kerensky, Nicholas followed his father 
  into exile when the Star League collapsed. Although he 
  was designated as Aleksandr’s successor, many officers 
  with more seniority refused to follow Nicholas in the af-
  termath of their Commanding General’s death. As chaos 
  consumed the five Pentagon worlds, Nicholas and his 
  followers retreated to Strana Mechty. Over the next 
  twenty years Nicholas reforged his people into a new 
  society. Declaring himself ilKhan, he then led the twenty 
  “Clans” on a crusade to retake the war-ravaged worlds of 
  the Pentagon in 2821.
   
  ilKhan Nicholas Kerensky, founder of the Clans, died 
  at the controls of his Atlas II in 2834. The ilKhan intervened 
  in a Trial of Grievance between Widowmaker Khan Cal 
  Jorgensson and Wolf Khan Jerome Winson following the 
  Widowmakers’ gross breach of zellbrigen, the body of rules 
  that govern the ritualized combat between Clans. Khan 
  Jorgensson fired into the Atlas II’s cockpit, killing the ilKhan 
  and sealing Clan Widowmaker’s fate.
  devlin stone: A man with no past, the enigmatic 
  Devlin Stone is the leader of a growing coalition bat-
  tling the Word of Blake. While Stone has won victory 
  after victory, the Inner Sphere governments are seem-
  ingly paralyzed by the ferocity of the Blakist onslaught. 
  Escaping from captivity in a Blakist reeducation camp, 
  Stone liberated Kittery and several other worlds on the 
  Capellan March/St. Ives Commonality border to form 
  the “Kittery Prefecture.”
   
  Stone’s Atlas II was assigned originally to the Blakist 
  garrison on Kittery, but it became Stone’s command 
  vehicle when the planet was liberated. Now sporting 
  its distinctive black-and-white skeletal color scheme, 
  Stone piloted the “Phantom” as he led David McKinnon, 
  John Hopewell, and Bella Lee against a Star of Ghost 
  Bears in 3073 during the Trial of Possession for the use 
  the Tukayyid HPG for one year. In mid-3074 Stone per-
  sonally led an ad-hoc battalion in a flanking maneuver 
  that shattered the Blakist’s Third Division on Skye.
  
  185
  assault ’Mechs
  as7-d-h atlas ii
  Type: atlas ii
  Technology Base: Inner Sphere
  Tonnage: 100
  Battle Value: 2,169
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  10
  Engine:  
  300 
   
  19
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  14 [28] 
   
  4
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  304 
   
  17
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  47
   
  Center Torso (rear) 
   
  14
   
  R/L Torso 
  21 
  32
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  17 
  34
   
  R/L Leg 
  21 
  41
  Weapons and ammo location 
  critical 
  tonnage
  LB 10-X AC 
  RA 
  6 
  11
  LRM 20 
  RT 
  5 
  10
  Ammo (LRM) 12 
  RT 
  2 
  2
  Ammo (LB-X) 20 
  RT 
  2 
  2
  CASE 
  RT 
  1 
  .5
  2 Medium Pulse Lasers 
  LT 
  2 
  4
  SRM 6 
  LT 
  2 
  3
  Ammo (SRM) 15 
  LT 
  1 
  1
  CASE 
  LT 
  1 
  .5
  2 ER Large Lasers 
  LA 
  4 
  10
  
  186
  Msk-9h Mackie
  assault ’Mechs
  mass: 100 tons
  chassis: Ford Super H QWA5
  power plant: Vlar 300
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Starshield with CASE
  armament:
   
  2 Donal PPCs
   
  1 Imperator Zeta AC/20
   
  2 Starflash Medium Lasers
  manufacturer: Skobel MechWorks
   
  primary factory: Terra
  communications system: Dalban Comline
  targeting and tracking system: FOI ScanSys VII
  overview
   
  The MSK-5S Mackie thundered onto battlefields and into 
  history books in the mid-twenty-fifth century, forever chang-
  ing warfare. It took over twenty of Terra’s best weapons firms 
  to turn IndustrialMech technology, then a century old, into the 
  revolutionary armored vehicle. And the Mackie was not just 
  revolutionary—it proved to be a workhorse. By the dawn of 
  the twenty-sixth century, the theft of the Mackie’s blueprints 
  had spread the design to every Inner Sphere nation and made 
  it a staple of frontline BattleMech units.  [EDITOR’S NOTE: While 
  the rest of the Age of War section presents illustrations of the 
  full-production primitive-models, I felt it appropriate to include 
  the original primitive Mackie, as the very first ’Mech.]
   
  But while other nations quickly sought to shed 
  their Mackies for domestically designed BattleMechs, the 
  Hegemony remained respectful of the original design. 
  Hegemony militias continued to generate surprising suc-
  cesses with later models of the ’Mech, defeating endless 
  attempts to completely take it out of service.
  capabilities
   
  When the Lyrans successfully stole plans for the Mackie, 
  the Terran Hegemony strove to maintain its technological 
  advantage. Interim solutions included upgrades for exist-
  ing equipment. The prolific Mackie was, of course, a ben-
  eficiary of these upgrades, which were also slated for the 
  forthcoming crop of late twenty-fifth century BattleMechs. 
  Those advances kept the Mackie on the battlefield for de-
  cades longer than anticipated. 
   
  The boxy chassis readily accepted more compact en-
  gines and gyroscopes, while it was easy to string the frame 
  with more efficient myomers and replace the experimental 
  armor with refined composites. The late-twenty-fifth century 
  myomers even allowed a lighter engine to maintain the same 
  speed. The resulting MSK-7 series was a very credible assault 
  ’Mech before such a concept really existed in military service. 
  The MSK-8 “series” was a catchall Hegemony designation for 
  the many MSK-6S chasses customized with improved tech-
  nology by multitudinous Hegemony owners.
   
  What became the standard Hegemony militia model, 
  the MSK-9H, was an outgrowth of the MSK-7 series and in-
  cluded numerous trivial reliability improvements. It paired 
  a massive autocannon (the ’Mech-killing Imperator Zeta) 
  with twin PPCs, though updated to Donals. The already-
  impressive sensors were upgraded further to make it an 
  excellent anti-insurgency unit, while CASE protected the 
  Zeta’s sizable ammo bay.
   
  Those militia customers were also on the front lines 
  of defense against Amaris’s forces in 2766, meaning few 
  Mackies survived to 2768. Amaris detested the Mackie for 
  a number of reasons (its production lines could be better 
  used for more advanced assault ’Mechs and “primitive” 
  Mackies handed his forces several galling defeats during 
  the Coup). Kerensky barely found one hundred to take on 
  the Exodus, and half of those were scrap.
  Deployment
   
  Built in an era when obsolete military vehicles were 
  scrapped when their replacements arrived, the Mackie’s 
  endurance is surprising. However, the Hegemony’s pride 
  in the first BattleMech and the Mackie’s battlefield suc-
  cesses kept it in service with Hegemony militias for 
  centuries. It was well known, it used simple and widely 
  available components, and it benefited from extensive 
  aftermarket support that kept a few hundred in service 
  until the twenty-eighth century. Additionally, Skobel 
  MechWorks periodically manufactured small quanti-
  ties on secondary production lines for its remaining 
  Hegemony militia customers.
   
  The MSK-9H was the common militia model, and most 
  Hegemony militias refitted their Mackies to this standard 
  in the twenty-seventh century, though with components 
  from varying manufacturers.
   
  With the only surviving Mackie factories on Terra and 
  virtually no operable Mackies in House service, the Mackie 
  did not remain in production through the Succession Wars 
  like its twenty-fifth century contemporaries, the Archer, 
  Wasp, Thunderbolt, and others.
  variants
   
  The battlefield prototype, the MSK-5S, and the pro-
  duction model MSK-6S included notably primitive equip-
  ment, like an over-sized engine and archaic cockpit.
   
  The MSK-7 series covered new factory models from 
  the late twenty-fifth century, mostly built around a power-
  ful autocannon and a number of heavy energy weapons.
   
  The MSK-8 “series” was a grab bag of MSK-6S retrofits 
  in numerous forms. The typical MSK-8B is virtually identi-
  cal to the MSK-9H except for slightly heavier armor, an  
  additional heat sink, and its origins as a retrofit rather than 
  a new build.
   
  The MSK-9H only constitutes a rough standard for 
  Hegemony militia units. With the huge wealth of the 
  Hegemony, militias had access to very advanced technol-
  ogy, and the Mackie’s Ford Super H chassis proved easy  
  to customize.
  notable MechWarriors
  colonel charles Kincaid: Though Colonel Kincaid was im-
  mortalized as the first MechWarrior, history often forgets 
  that he was a member of the rich and powerful Kincaid 
  family, who had vested interests in a number of weapons 
  firms. Kincaid also enjoyed a close association with the 
  Hegemony’s ruling family. Charges of favoritism aside, 
  Kincaid proved himself at the controls of the experimental 
  BattleMech and went on to command a ’Mech company in 
  the 801st Heavy Armored Regiment.
  
  187
  assault ’Mechs
  Msk-9h Mackie
  Type: mackie
  Technology Base: Inner Sphere
  Tonnage: 100
  Battle Value: 2,022
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  10
  Engine:  
  300 
   
  19
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  20 
   
  10
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  304 
   
  19
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  50
   
  Center Torso (rear) 
   
  11
   
  R/L Torso 
  21 
  32
   
  R/L Torso (rear) 
   
  10
   
  R/L Arm 
  17 
  34
   
  R/L Leg 
  21 
  41
  Weapons and ammo location 
  critical 
  tonnage
  2 PPC 
  LA 
  6 
  14
  Beagle Active Probe 
  LT 
  2 
  1.5
  2 Medium Lasers 
  CT 
  2 
  2
  AC/20 
  RA 
  10 
  14
  Ammo (AC) 20 
  RT 
  4 
  4
  CASE 
  RT 
  1 
  .5
  
  188
  hct-213 hellcat
  medium aerospace
  mass: 60 tons
  frame: Lycomb 6
  power plant: GM 240
  armor: SlabPanzer 5
  armament:
   
  3 Diverse Optics/A Large Lasers
   
  5 Starflash Medium Lasers
  manufacturer: Mitchell Vehicles
   
  primary factory: Graham IV (destroyed 2775)
  communications system: Telecron L50
  targeting and tracking system: Telecron M75
  overview
   
  By the mid-twenty-seventh century, Mitchell Vehicles 
  was well established as a combat vehicle and BattleMech 
  manufacturer. With the Reunification War long over and 
  the Inner Sphere showing disturbing signs of sliding into 
  a prolonged period of unprofitable peace, the industrial 
  giant concluded unhappily that continued growth was 
  only achievable via diversification. With interstellar trade 
  at an all-time high, there remained a strong demand for 
  aerospace designs, and so Mitchell Vehicles entered the 
  aerospace business with the launch of the Hellcat.
   
  Mitchell Vehicles did not survive the Star League’s 
  fall, but several of their designs did, including the Hellcat. 
  Lycomb-Davion IntroTech in the Federated Suns and the 
  Lockheed/CBM Corporation in the Lyran Commonwealth 
  continued manufacturing the fighter—with slightly differ-
  ent components—until the Blakist attacks on Tharkad and 
  New Avalon brought production to a halt.
  capabilities
   
  From an aerodynamic standpoint, the Hellcat sub-
  scribes to the school of thought that even a brick will fly if it 
  has enough thrust. With their expertise in building ground 
  vehicles, Mitchell’s designers created a “flying tank,” and the 
  first prototype clawed its way off the ferrocrete in 2671.
   
  Armed exclusively with energy weapons, the Hellcat’s 
  endurance is limited only by its five-ton fuel tank. Best suit-
  ed to space operations, the ruggedly constructed fighter 
  has minimal maintenance requirements. This ease of main-
  tenance and resupply became one of the Hellcat’s biggest 
  selling points amongst the mercenaries, security forces, 
  and militia who operated it.
  Deployment
   
  Despite aggressive lobbying, Mitchell failed to inter-
  est the SLDF in their untried creation, and it was in the 
  private sector that the first Hellcat sales were made. Space 
  was too big for the SLDF to be everywhere at once, lead-
  ing many private shipping concerns to operate their own 
  security forces or hire mercenaries. Low-level piracy was 
  omnipresent even at the Star League’s height. Often these 
  freebooters were working for themselves, but it was not 
  uncommon for the League Member States and even large 
  corporations to use the predations of these illegals to mask 
  their own activities.
   
  With privately owned Hellcats delivering a string 
  of combat victories, interest in the fighter began to 
  grow. Although the SLDF considered the fighter to be 
  too primitive for frontline commands, its ruggedness 
  marked it as an excellent choice for deployment with 
  second-line and militia formations. These same traits al-
  lowed the Hellcat to survive the Succession Wars, where 
  it flew in support of Federated Suns Corsairs and Lyran 
  Commonwealth Lucifers.
   
  Seeking a new fighter design as a complement to their 
  Lightning, the Outworlds Alliance developed an upgraded 
  Hellcat with the aid of Clan Snow Raven scientists and tech-
  nicians. Alliance pilots scored a major victory over a belliger-
  ent group of unidentified fighters at Ramora in 3074. In the 
  wake of such successes, Clan Snow Raven started a limited 
  deployment of the fighter in their second-line Clusters.
  variants
   
  Mitchell Vehicles attempted a number of modifica-
  tions in a bid to make their Hellcat more appealing. The 
  HCT-213R is a reconnaissance variant that drops the nose 
  large laser to double its internal fuel capacity. On the other 
  hand, the HCT-213S is a space-superiority variant that re-
  places the wing-mounted large lasers with PPCs to enable 
  it to punch through the armor of other fighters. The HCT-
  213D is reserved for tackling enemy DropShips. The three 
  large lasers are replaced with two SRM-6 launchers and two 
  tons of ammunition in each wing, and an extra heat sink  
  is added.
   
  Mitchell Vehicles’ most radical modifications led to 
  the creation of an entirely new fighter in 2710, which was 
  dubbed the Hellcat II.
  upgrades
   
  With aid from Clan Snow Raven advisors, United 
  Outworlders Corporation on Ramora introduced an up-
  graded version of the Hellcat. Using Lushann Industrials 
  Limited’s high-quality lasers, they have created the HCT-
  313 Hellcat. Equipped with double heat sinks, all the lasers 
  have been upgraded to extended-range models. Armor 
  protection is improved significantly via the use of heavy 
  ferro-aluminum armor, which provides over twenty per-
  cent more protection for the same weight.
  notable Pilots
  captain urquest n. owen: Formally a member of the 
  HAF’s elite Eighteenth Fighter Wing, Owen resigned his 
  commission in 2691 to pursue a life unfettered by irk-
  some rules and petty regulations. Working as a freelance 
  contractor, he accepted almost any assignment and any 
  excuse to fly hard and fast—to him the money was al-
  most irrelevant. Owen virtually lived in his trademark 
  white flight suit, flying his Hellcat with equal enthusi-
  asm whether he was defending merchant DropShips or 
  performing aerobatic exhibitions.
  
  189
  MediuM aerospace
  hct-213 hellcat
  Type: hellcat
  Technology Base: Inner Sphere
  Tonnage: 60
  Battle Value: 1,262
  equipment 
   
   
  mass
  Engine:  
  240 
   
   11.5
   
  Safe Thrust:  
  6
   
  Max Thrust:  
  9
  Structural Integrity: 
  6
  Heat Sinks:  
  20 
   
  10
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  168 
   
  10.5
   
   
  Armor
   
   
  Value
   
  Nose 
  55
   
  Wings 
  40/40
   
  Rear 
  33
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Large Laser 
  Nose 
  5 
  8 
  8 
  8 
  — 
  —
  2 Medium Lasers 
  Nose 
  2 
  3 
  5 
  — 
  — 
  —
  Large Laser 
  RW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Large Laser 
  LW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  Aft 
  1 
  3 
  5 
  — 
  — 
  —
  
  190
  Manatee
  small dropships
   
  With the invention of the BattleMech the face of 
  warfare changed forever. As effective as this new weap-
  on system was, however, it was only good if it could be 
  transported to the intended battlefield. The limiting factor 
  for the military planners of the time was not how many 
  BattleMechs they could build, but how to transport them 
  from jump point to planetary surface. Early attempts to 
  use existing military vehicle or infantry transports demon-
  strated limited success at best. In a bid to solve its transport 
  and deployment problems, the Terran Hegemony Naval 
  Department started experimenting with turning merchant 
  cargo hulls into military ’Mech haulers.
   
  The Manatee was considered the most promising of 
  several available designs. The ship’s cargo bays were all 
  open and located on the same deck, forming a large space 
  that could be partitioned into compartments where the 
  massive gantries that would hold the BattleMechs in tran-
  sit could be installed. These bays were then provided with 
  individual bay doors to facilitate rapid deployment of the 
  ’Mechs once the DropShip was on the ground. [EDITOR’S 
  NOTE: The technique of dropping BattleMechs had not yet 
  been developed, and the Manatee lacked the additional 
  gear needed to do so]. Finally, the ship was armed exclu-
  sively with energy-based weapons as a way to save space 
  for ’Mech spare parts and supplies.
   
  The Manatee’s first deployment was against Davion 
  forces on Kentares in 2449. Hegemony ’Mech forces faced 
  the Fourth Avalon Hussars contesting Hegemony owner-
  ship. Initially the battle went well against the Hussars, with 
  the ’Mech technology proving its worth. However, as the 
  campaign continued the delivery vessels were found to 
  be too lightly armed and armored, and thus vulnerable to 
  attack. The Hussars exploited this weakness, and several 
  DropShips (and their precious BattleMechs) were lost. The 
  Hegemony Armed Forces soon learned to deploy heavier 
  fighter screens around these DropShips.
   
  Having proven the basic concept of a ’Mech trans-
  porter, the Manatee was soon copied by the other Inner 
  Sphere powers to transport their new BattleMechs. Variants 
  of the design later cropped up in the Periphery during 
  the Reunification War era. But eventually, more advanced 
  BattleMech transports replaced the aging vessel. By the 
  collapse of the First Star League it was thought extinct, but 
  in recent years greater contacts with Nueva Castile in the 
  Deep Periphery have shown that the Manatee is still in ser-
  vice. It remains unclear whether these are home-built ves-
  sels or ancient survivors from before the Succession Wars.
  Manatee class DRoPshiP
  type: Military Spheroid
  use: ’Mech Carrier
  tech: Inner Sphere
  introduced: 2449
  mass: 1,900 tons
  battle Value: 1,761
  dimensions
   
  length: 37 meters
   
  Width: 35 meters
   
  height: 31 meters
  fuel: 135 tons (5,400)
  tons/burn-day: 1.84
  safe thrust: 4
  maximum thrust: 6
  heat sinks: 129
  structural integrity: 10
  armor
   
  Nose: 80
   
  Sides: 70
   
  Aft: 60
  cargo
   
  Bay 1: Cargo (396 tons) 
   
  1 Door
   
  Bay 2:’Mech (1) 
   
  1 Door
   
  Bay 3:’Mech (1) 
   
  1 Door
   
  Bay 4:’Mech (1) 
   
  1 Door
   
  Bay 5:’Mech (1) 
   
  1 Door
  life boats: 0
  escape pods: 2
  crew: 2 officers, 2 enlisted/non-rated, 6 gunners, and 6 bay 
  personnel.
  ammunition: None.
  notes: Mounts 15 tons of standard armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class
  Nose (14 Heat) 
   1 Large Laser, 
   
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
      2 Medium Lasers
  FL/FR (28 Heat) 
   1 Large Laser, 
   
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
      2 Medium Lasers
  AL/AR (28 Heat) 
   1 Large Laser, 
   
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
      2 Medium Lasers
  Aft (14 Heat) 
   1 Large Laser, 
   
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
      2 Medium Lasers
  
  191
  sMall dropships
  Manatee
  
  192
  pentagon
  medium dropships
   
  The Pentagon was the first DropShip designed spe-
  cifically for deployment with the Congress-class Frigate 
  to provide additional anti-fighter defenses. The Pentagon 
  generates an incredible 5.573 Gs of thrust with the massive 
  GM 5600 Sublite Maneuver Drives. With access to better 
  acceleration than many aerospace fighters, crews of this 
  DropShip operate at the very limits of human endurance. 
  The armament is configured to place fire on enemy fight-
  ers at all ranges, and the weaponry was regularly updated 
  with the best the Hegemony had to offer. Initially consist-
  ing of large lasers and PPCs backed by missile racks, later 
  versions featured extended-range lasers and Gauss rifles. 
  Armor protection is also heavier than usually encountered 
  on such a small vessel—another design feature for dealing 
  with elusive small craft.
   
  In the years following the Reunification War, the SLDF’s 
  WarShips were rarely called into action against other capi-
  tal vessels. With growing demand for convoy escorts, the 
  Congress-class (and attached Pentagons) often saw more 
  action than the SLDF’s Battle Cruiser and Battleship squad-
  rons combined. During the Second Periphery uprising, the 
  SLS Star Devil (a Congress-class Frigate) was participating 
  in a sweep of an uninhabited system where it stumbled 
  into four aging Taurian Lola IIs. The destroyers were screen-
  ing a Taurian force en-route to assault the SLDF supply and 
  command infrastructure on Brisbane. Far from any support, 
  the Star Devil launched both her Pentagons with orders to 
  concentrate on the Taurian troop transports. Fighting their 
  way through the enemy fighter screen, the DropShips in-
  flicted crippling damage on four JumpShips before being 
  destroyed. The Star Devil was also lost, but not before tak-
  ing three enemy destroyers with her.
   
  The automated defenses protecting the Terran 
  Hegemony were completely familiar with the capabilities 
  of the Pentagon-class DropShips. Thus it was no surprise 
  that the Caspar defense drones treated Pentagons as high 
  priority targets, and consequently none are recorded as 
  having surviving the campaign to retake Terra from the 
  Usurper. The design was thought lost until 3068, when 
  ComStar launched its Case White attack to recapture Terra. 
  During that abortive attack, the Com Guard fleet ran into 
  heavy resistance from previously unknown Blakist naval 
  units, including several squadrons of Pentagons. 
   
  The Word of Blake has introduced a modified Pentagon 
  that sacrifices its missile armament, marines, and much 
  of its cargo capacity to mount a single AR-10 launcher in 
  the nose. Ammunition is limited to four Killer Whales, two 
  White Sharks, and four Barracudas.
  Pentagon class DRoPshiP
  type: Military Spheroid
  use: Assault
  tech: Inner Sphere
  introduced: 2540
  mass: 4,000 tons
  battle Value: 12,658
  dimensions
   
  length: 89 meters
   
  Width: 75 meters
   
  height: 75 meters
  fuel: 600 tons (18,000)
  tons/burn-day: 1.84
  safe thrust: 7
  maximum thrust: 11
  heat sinks: 170 (340)
  structural integrity: 21
  armor
   
  nose: 368
   
  sides: 323
   
  aft: 278
  cargo
   
  Bay 1 (573.5 tons) 
   
  0 Doors
  life boats: 1
  escape pods: 8
  crew: 4 officers, 10 enlisted/non-rated, 8 gunners, and 25 
  marines.
  ammunition: 80 rounds Gauss ammunition (10 tons), 180 
  rounds LRM 20 ammunition (30 tons).
  notes: Mounts 75.5 tons of standard armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class
  nose (68 heat) 
   2 ER PPC  
   
  2(20) 
  2 (20) 
  2 (20) 
  — 
  PPC
   2 Gauss Rifle 
   
  3(30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (48 rounds)
   2 ER Large Laser 
   
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  Laser
   2 LRM 20 + Artemis IV 
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
      (24 rounds)
  fl/fr (67 heat) 
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
   Gauss Rifle 
   
  2 (15) 
  2 (15) 
  2 (15) 
  — Autocannon
      (16 rounds)
   2 ER Large Laser 
   
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  Laser
   2 LRM 20 + Artemis IV  
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
      (48 rounds)
  al/ar (45 heat) 
   ER Large Laser, 
   
  3 (28) 
  1 (8) 
  1 (8) 
  — 
  Laser
      4 Medium Lasers
   ER PPC 
   
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   LRM 20_Artemis IV  
  2 (16) 
  2 (16) 
  2 (16) 
  — 
  LRM
      (30 rounds)
  aft (39 heat) 
   ER Large Laser, 
   
  3 (28) 
  1 (8) 
  1 (8) 
  — 
  Laser
      4 Medium Lasers
   ER PPC 
   
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
  
  193
  MediuM dropships
  pentagon
  
  194
  dictator
  medium dropships
   
  The Reunification War outlined the shortcomings of 
  SLDF’s ’Mech transports. With few exceptions (such as the 
  Leopard), most were converted vehicle and infantry trans-
  ports, or worse, modified cargo hulls. Time and again the 
  inability to deploy large ’Mech forces quickly hindered 
  operations. The need for an effective high capacity ’Mech 
  Carrier prompted Di Tron Heavy Industries to embark on 
  a research and development project in 2582. The design 
  they assayed, the Dictator, was capable of carrying three 
  full BattleMech companies, but it was dogged with bureau-
  cratic and technical delays, and the war ended by the time 
  the design became operational in 2600.
   
  The spheroid hull is built around three separate com-
  pany-sized ’Mech bays stacked one atop the other. Each bay 
  is isolated from the other and has a dedicated drop mecha-
  nism, access ramp, and door. While this arrangement helps 
  protect individual companies should one bay receive dam-
  age, moving ’Mechs and heavy equipment between bays is 
  virtually impossible unless the ship is grounded. Envisaged 
  as operating as part of a taskforce, the DropShip has no 
  provision for fighter bays. Independent actions were to re-
  main the domain of the smaller Leopard and Confederate.
   
  Two decades after its introduction, a Command variant 
  of the Dictator entered service. Used to carry a Regimental 
  Command Company and three Battalion Command Lances, 
  this vessel replaced the third BattleMech bay with eighteen 
  heavy vehicle bays to transport the support vehicles of the 
  Regimental Battlegroup. Theoretically one in four Dictators 
  was supposed to be a Command version, but in practice 
  the ratio was closer to one in ten.
   
  The Dictator proved itself reliable and effective, serv-
  ing with distinction long after production ceased in 2725. 
  Operation Smother, the SLDF campaign to end hostilities 
  between the Federated Suns and the Draconis Combine 
  in 2729, depended heavily on the design. The Amaris Civil 
  War proved to be the Dictator’s last campaign. As the pri-
  mary ’Mech transport in the drive to liberate the Terran 
  Hegemony, many Dictators were destroyed by automated 
  SDS Caspar drones. When the SLDF departed the Inner 
  Sphere they preferred the new Overlord design and aban-
  doned the aging Dictators. Three Succession Wars took 
  their toll on the Dictator, and most of the survivors are in a 
  very poor state of repair. A few exceptions rest in the hands 
  of the Magistracy of Canopus, which has deployed several 
  flotillas of pristine-condition Dictators over the course of 
  the last five years. It remains uncertain whether these are 
  home-built craft or originate from another source.
  DictatoR class DRoPshiP
  type: Military Spheroid 
  use: ’Mech Carrier
  tech: Inner Sphere
  introduced: 2600
  mass: 9,000 tons
  battle Value: 4,863
  dimensions
   
  length: 85 meters
   
  Width: 85 meters
   
  height: 121.5 meters
  fuel: 150 tons (4,500)
  tons/burn-day: 1.84
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 109
  structural integrity: 12
  armor
   
  nose: 205 
   
  sides: 182
   
  aft: 151
  cargo
   
  Bay 1: BattleMechs (12) 
   
  1 Door
   
  Bay 2: BattleMechs (12) 
   
  1 Door
   
  Bay 3: BattleMechs (12) 
   
  1 Door
   
  Bay 4: Cargo (704 tons) 
   
  1 Door
  life boats: 9
  escape pods: 4
  crew: 6 officers, 27 enlisted/non-rated, 6 gunners, 72 bay 
  personnel.
  ammunition: 120 rounds SRM 6 ammunition (8 tons), 220 
  rounds AC/10 ammunition (22 tons), 180 rounds LRM 
  20 ammunition (24 tons).
  notes: Mounts 42 tons of standard armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (27 heat) 
   2 Medium Lasers 
   
  1 (10) 
  — 
  — 
  — 
  Laser
   2 LRM 20 (48 rounds) 
  2 (24) 
  2 (24) 
  2 (24) 
  — 
  LRM
   3 AC/10 (60 rounds)  
  3 (30) 
  3 (30) 
  — 
  — Autocannon
  fl/fr (32 heat) 
   2 LRM 20 (48 rounds) 
  2 (24) 
  2 (24) 
  2 (24) 
  — 
  LRM
   1 Large Laser, 
   
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
      2 Medium Lasers
   2 AC/10 (30 rounds)  
  2 (20) 
  2 (20) 
  — 
  — Autocannon
  al/ar (17 heat) 
   2 Medium Lasers 
   
  1 (10) 
  — 
  — 
  — 
  Laser
   2 SRM 6 (60 rounds)  
  2 (16) 
  — 
  — 
  — 
  SRM
   1 AC/10 (30 rounds)  
  1 (10) 
  1 (10) 
  — 
  — Autocannon
  aft (12 heat) 
   2 Medium Lasers 
   
  1 (10) 
  — 
  — 
  — 
  Laser
   2 AC/10 (40 rounds)  
  2 (20) 
  2 (20) 
  — 
  — Autocannon
  
  195
  MediuM dropships
  dictator
  
  196
  Model 96 “elephant”
  large dropships
   
  In addition to the Terran Hegemony’s formidable 
  WarShip fleet, the Star League Navy operated a large num-
  ber of auxiliary craft. But the campaigns in the Periphery 
  stretched the new Star League’s supply and support appa-
  ratus to its limit. Post-war analysis showed that it was often 
  the League’s inability to keep enough combat craft on the 
  frontlines that robbed the SLDF’s commanders of decisive 
  victories, thus prolonging the war far beyond initial esti-
  mates. Determined never to be placed in such a position 
  again, the SLDF Navy Department of Procurement began 
  a program to upgrade and expand the naval support aux-
  iliary. As part of this, it issued a request for bids to design 
  a new heavy tug DropShip that could also operate as an 
  assault DropShip to defend mobile repair yards and supply 
  convoys. Only the Nimakachi Fusion Products Ltd. submis-
  sion fulfilled the requirements, and over a hundred Model 
  96s were constructed.
   
  At the time, the Model 96 was the largest tug DropShip 
  ever built. Constructed around massive PlasmaStar 
  Interplanetary Drives, the vessel can generate four Gs of 
  thrust, enabling it to move the SLDF’s largest WarShips and 
  space stations. As a tug, the ship is designed with a rein-
  forced bow and universal docking adaptors that allow it 
  to mate with most spacecraft. From the front this arrange-
  ment gives the vessel its characteristic “elephant’s head” 
  appearance and earns the class its nickname. Well armored 
  and armed, the Model 96 also has transport capacity for a 
  short combined-arms battalion.
   
  First entering service in May 2600, the “Elephant” saw 
  service throughout the Inner Sphere attached to SLDF fleets 
  and shipyards and was periodically upgraded over the years. 
  During the Amaris Coup the Model 96s stationed at the ship-
  yards orbiting Titan, Mars, and Venus fought a valiant but ul-
  timately futile action against the Rim Worlds Republic and 
  the compromised automated Space Defense System. Two 
  squadrons of the Twenty-Third Wing (Little Beavers) de-
  stroyed the Dart-class cruiser RWRS Conquistador over Mars, 
  but such successes were the exception.
   
  Between 2882 and 2994, ComStar constructed a 
  handful of Model 96s at the Titan Yards to support their 
  Faslane-class YardShips and the fleet bases at Luyten 
  68-28 and Ross 248. Several of these defected to the Word 
  of Blake in 3052, and the Blakists have constructed more 
  to service their own growing fleet. There have even been 
  scattered reports of Blakist-operated Model 96s operating 
  in the vicinity of the Hanseatic League operating under 
  the call sign “Erinyes.”
  MoDel 96 “elePhant”  
  class DRoPshiP
  type: Military Spheroid
  use: Tug/Assault Ship
  tech: Inner Sphere
  introduced: 2600
  mass: 15,000 tons
  battle Value: 12,887
  dimensions
   
  length: 150 meters
   
  Width: 68 meters
   
  height: 68 meters
  fuel: 700 tons (21,000)
  tons/burn-day: 1.84
  safe thrust: 5
  maximum thrust: 8
  heat sinks: 200 [400]
  structural integrity: 25
  armor
   
  nose: 371
   
  sides: 325
   
  aft: 279
  cargo
   
  Bay 1: Cargo (2,528.5 tons)  
  2 Doors
   
  Bay 2: Small Craft (4) 
   
  2 Doors
   
  Bay 3: ’Mechs (12) 
   
  4 Doors
   
  Bay 4: Vehicles (8 Heavy) 
   
  2 Doors
   
  Bay 5: Infantry (4 jump platoons) 2 Doors
  life boats: 2
  escape pods: 10
  crew: 7 officers, 28 enlisted/non-rated, 9 gunners, 25 ma-
  rines, and 192 bay personnel.
  ammunition: 240 rounds Gauss ammunition (60 tons),  
  96 rounds LRM 10 ammunition (8 tons).
  notes: Mounts 76.5 tons of ferro-aluminum armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (84 heat) 
   ER Large Laser 
   
  2 (18) 
  1 (8) 
  1 (8) 
  — 
  Laser
      2 Medium Laser
   LRM 10+Artemis IV  
  1 (8) 
  1 (8) 
  1 (8) 
  — 
  LRM
     (24 rounds)
   4 ER PPC  
   
  4 (40) 
  4 (40) 
  4 (40) 
  — 
  PPC
   2 Gauss Rifles  
   
  3 (30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (48 rounds)
  fl/fr (54 heat) 
   ER Large Laser, 
   
  2 (18) 
  1 (8) 
  1 (8) 
  — 
  Laser
      2 Medium Lasers
   LRM 10+Artemis IV  
  1 (8) 
  1 (8) 
  1 (8) 
  — 
  LRM
  `    (24 rounds)
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
   2 Gauss Rifles 
   
  3 (30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (48 rounds)
  fl l/ar (62 heat) 
   2 ER Large Lasers, 
   
  3 (26) 
  2 (16) 
  2 (16) 
  — 
  Laser
      2 Medium Lasers
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
   2 Gauss Rifle 
   
  3 (30) 
  3 (30) 
  3 (30) 
  — Autocannon
      (48 rounds)
  fl(58 heat) 
   4 ER Large Lasers, 
   
  4 (42) 
  3 (32) 
  3 (32) 
  — 
  Laser
      2 Medium Lasers
   LRM 10+Artemis IV  
  1 (8) 
  1 (8) 
  1 (8) 
  — 
  LRM
      (24 rounds)
  
  197
  Model 96 “elephant”
  large dropships
  
  198
  colossus
  large dropships
   
  In 2651, five regiments of the SLDF participated in a 
  series of war games in the conquered Periphery territories. 
  The results were embarrassing, revealing a lack of coordina-
  tion and cooperation between the different combat arms. 
  In a drive to rectify the situation, the SLDF High Command 
  created the Regimental Combat Teams. Operating as fully 
  integrated combined arms units, these specialized combat 
  teams needed suitable transportation.
   
  Mitchell Vehicles Interstellar delivered a bold de-
  sign that fulfilled the SLDF’s requirements for a transport 
  that could carry and support a combined-arms regiment. 
  Massing 20,000 tons, the aptly-named Colossus is the larg-
  est Assault DropShip built during the Star League era. 
  Designed to be easy to maintain and repair in the field, the 
  Colossus sports numerous redundant systems to make it 
  both robust and reliable. The DropShip is armed with an 
  array of lasers, PPCs, and missiles, and wrapped in sixty 
  tons of the Star League’s most advanced armor.
   
  Such a large and sophisticated vessel comes with 
  an equally impressive price tag. At over 700 million Star 
  League dollars, the Colossus was too expensive for the 
  SLDF to risk in normal operations. Despite being upgraded 
  over the years, all but a handful were lost during the Amaris 
  Coup, and the SLDF chose to replace them with the smaller 
  (and less expensive) Excalibur-class.
   
  In 3024, Snord’s Irregulars stumbled across a buried 
  Colossus on the Lyran world of Phecda. The ship’s structural 
  integrity was still sound, a testament to its design. From its 
  buried hold, the Irregulars salvaged a stockpile of ’Mechs 
  and parts, and the ship itself was later cannibalized by 
  Lyran forces. More recently another Colossus was discov-
  ered on the planet Epsilon Eridani in the summer of 3067. 
  While the mercenary Renfield’s Renegades and the Lone 
  Star Regiment were battling, they unearthed a Star League 
  Depot hidden in the Shamus Mountains. Both laid claims to 
  the pristine DropShip, and neither side was willing to back 
  down. Driven more by greed than their orders, both com-
  mands suffered heavy casualties. In the end it was the Lone 
  Star Regiment who emerged victorious, taking the Colossus 
  and salvage from the battlefield as their prize.
   
  With most of the Federated Suns’ shipyards in ruins, 
  several smaller repair yards are being expanded to pro-
  vide limited construction capabilities. Orbiting Firgrove, 
  Clyde Spaceyards have started producing a small quantity 
  of Colossus-class vessels a year. Their latest DropShip, the 
  Revenge, is being constructed for the mercenary Medusans 
  combat squadrons as part of the payment for providing 
  yard security.
  colossus class DRoPshiP
  type: Military Spheroid 
  use: Assault Ship
  tech: Inner Sphere
  introduced: 2660
  mass: 20,000
  battle Value: 7,366
  dimensions
   
  length: 125 meters
   
  Width: 135 meters
   
  height: 165 meters
  fuel: 375 tons (7,500)
  tons/burn-day: 1.84
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 255
  structural integrity: 20
  armor
   
  nose: 252
   
  sides: 221
   
  aft: 192
  cargo
   
  Bay 1: Vehicles (72 Heavy)  
  2 Doors
   
  Bay 2: ’Mechs (36) 
   
  4 Doors
   
  Bay 3: Infantry (12 foot platoons) 4 Doors
   
  Bay 4: Cargo (1,056 tons) 
   
  0 Doors
  life boats: 4
  escape pods: 25
  crew: Crew: 9 officers, 37 enlisted/non-rated, 9 gunners, 
  and 984 bay personnel.
  ammunition: Ammunition: 30 rounds Arrow IV ammuni-
  tion (6 tons), 96 rounds Gauss ammunition (12 tons), 96 
  rounds LRM 20 ammunition (16 tons).
  notes: Mounts 60 tons of Ferro-Aluminum Armor with CASE.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat)  type 
   
  short medium long extreme class  
  nose (76 heat) 
   2 Gauss Rifles 
   
  3 (30) 
  3 (30) 
  3 (30) 
  — 
  Gauss
      (96 rounds)
   ER Large Laser, 
   
  3 (28) 
  1(8) 
  1 (8) 
  — 
  Laser
      4 Medium Lasers
   2 Arrow IV Systems  
  4 (40) 
  4 (40) 
  4 (40) 
  4 (40) Artillery
      (30 rounds)
   2 ER PPC  
   
  2 (20) 
  2 (20) 
  2 (20) 
  — 
  PPC
  fl/fr (51 heat) 
   2 LRM 20+Artemis IV 
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
      (48 rounds)
   ER PPC 
   
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   ER Large Laser, 
   
  3 (28) 
  1 (8) 
  1 (8) 
  — 
  Laser
      4 Medium Lasers
  al/ar (51 heat) 
   2 LRM 20+Artemis IV 
  3 (32) 
  3 (32) 
  3 (32) 
  — 
  LRM
      (48 rounds)
   ER PPC 
   
   
  1 (10) 
  1 (10) 
  1 (10) 
  — 
  PPC
   ER Large Laser, 
   
  3 (28) 
  1 (8) 
  1 (8) 
  — 
  Laser
      4 Medium Lasers
  aft (36 heat) 
   2 ER Large Lasers, 
   
  4 (36) 
  2 (16) 
  2 (16) 
  — 
  Laser
      4 Medium Lasers
  
  199
  colossus
  large dropships
  
  200
  the draconis coMbine
  b
   
  orn of a scattering of star realms and forged into the Dragon by Lord Shiro Kurita, the Combine was quick to establish itself as an interstellar power. With the fanatical warrior spirit of 
  the DCMS, the Combine was a force to be reckoned with as it absorbed smaller neighboring stellar nations such as the Azami worlds and the Principality of Rasalhague. With most technologi-
  cal advancement within the Dragon focused on the military, the cultural progress of the citizenry remained bound to the neo-bushido ideology introduced by Coordinator Urizen II.
   
  Utilizing the exceptional skills of its DEST program, the Combine managed to steal BattleMech technology from House Steiner in 2461. The information was quickly put into the hands of 
  the Dragon’s corporate arms; by order of Coordinator Von Rohrs, BattleMechs dominated the DCMS, beginning with models such as the Gladiator and Von Rohrs. Even after the re-establish-
  ment of the Kuritan dynasty, the focus on these twelve-meter avatars of war remained unchanged.
   
  Advancement in weapons technology continued to escalate as more government-subsidized corporations came online to handle the increasingly divergent needs. Particle projection 
  cannons became an instant battlefield favorite, and untold trillions of K-bills were constantly poured into the research, development, and production of PPCs for Combine weapons platforms 
  on the ground and even in space. Though the initial technology was stolen from the Hegemony, thanks again to the incredible skill of infiltrating DEST teams, the Dragon’s fascination with 
  the weapon over the centuries can be seen in the rapid progress of new PPC technology platforms in the modern era.
   
  The amazing proliferation of new weapons, equipment, vehicles, BattleMechs, and spacecraft in the Combine during the Age of War can be rightly attributed to the Dragon’s own rigid 
  style of governance. With nearly all of the nation’s corporations following the government’s dictates, the Combine’s military strength grew rapidly—which was necessary, considering the 
  continual aggression from its borders with Houses Steiner, Davion, and Cameron.
   
  As the Age of War waned, the Dragon hit a technology wall. The singular focus on battle technology had severely crippled other important industries such as exploration, agriculture, and 
  even transportation. Though Coordinator Siriwan Kurita’s attempt to re-ignite the Dragon’s commerce with the rapid development of Luthien was a noble effort, it wasn’t until the Combine’s 
  inclusion into the Star League that the rest of the nation finally had a chance to catch up. Though weapons technology increased during the Golden Age at a slower pace, the Combine expe-
  rienced a near-rebirth in many other areas, finally catching up to the standard of living of its neighbors in terms of commerce if not freedoms.
  Archivist Megumi Kaneda
  Honorable Master
   
  As requested, I have done some considerable research into the New Dallas memory core and cross-referenced much of it with several obscure files found in the ruins of the Noble History 
  Arcology Project on Luthien. While many of these newly discovered artifacts can be put into production at numerous facilities, some of them have a stigma that I am sure many of the Dragon’s 
  citizens will not wish to carry.
   
  Thus, the Combine finds itself in a peculiar predicament.
   
  As a nation, the Dragon continues to breathe, and powerfully so. Her claws, though bloodied, are still sharp. Her eyes are dull but still have vision. And her heart, though battered, 
  still beats.
   
  But while I retain faith in the might of the Dragon, I fear for her.
   
  The loss of Luthien Armor Works’ entire series of complexes on Luthien, including LAW City on Tokyo Island, struck a very deep blow to the Dragon, deeper than any it has suffered it be-
  fore. The losses to the company were staggering, registering at least tens of billions of K-bills (per annum) in terms of damage to the industrial facilities, lost revenue, lives, and future produc-
  tion. Though the company has taken extraordinary steps to right itself, the damage will be felt for years, if not decades.
   
  However, the balm to LAW’s pain has been the resiliency and determination of the Dragon’s other suppliers. Corporations such as Wakazashi and Buda Weapons have stepped forward 
  out of their usual niches to provide new armaments for the Dragon’s claws such as the Crow, Valiant, and the rebirth of the Wolf Trap and Charger designs. Even steps taken to partner with 
  Clan Nova Cat have born fruit, as Ocelots and SM-1 Destroyers find their way into the ranks of the DCMS.
   
  The Kanrei—through the Coordinator’s direction, despite the apparent rumors to the reverse—has continued to authorize the formation of new corporations and ventures, along with 
  the relaxation of many centuries-old “understandings” for the Combine’s corporate world. This influx of opportunity has opened opportunities for new baseline factories along the Periphery 
  border, where cheap and battle-worthy ’Mechs and vehicles can be built to carry the Combine’s banner against the Blakist fires.
   
  But is it worth staining the Dragon’s honor by using tools better left as dust on the winds of time?
   
  That is a question I am unable, unwilling, and unworthy to answer, best left to the stewards of the Dragon’s honor and spirit.
  Your Humble Servant,
  Jose Maestas
  
  201
  
  202
  sabaku kaze heaVy scout hoVer tank
  medium VEHICLES
  mass: 50 tons
  movement type: Hover
  power plant:  Nissan 215 Fusion
  cruising speed:  97 kph
  flank speed: 151 kph
  armor: Nimakachi Type 3 
  armament:
   
  4 Intek Medium Lasers
   
  2 Intek Small Lasers
   
  2 Holly-4 SRM 4s
  manufacturer: Buda Imperial Vehicles
   
  primary factory: Dabih (destroyed 2883)
  communications system: Dalban Series K
  targeting and tracking system: Dalban AQ
  overview
   
  In 2452, Cairo Enterprises debuted a scout hovercraft, 
  the Sand Devil, in the Azami worlds. A flat-nosed heavy 
  hovercraft, it bore a striking resemblance to the head of the 
  sand devil serpent that inhabited the wastes of Arkab. Fast 
  and nimble, it fit perfectly with the Azami style of fighting 
  and was instantly accepted. 
   
  The Sand Devil proved its worth during the 2497 in-
  vasion of the Azami worlds by the Combine. Already inti-
  mately acquainted with their hover tanks and the terrain, 
  the noble warriors of the Azami tribes used their mobile 
  tank groups in successful raids and feints that frustrated 
  Combine MechWarriors.
   
  In 2673, Buda Imperial Vehicles executives touring 
  Dieron District worlds witnessed a fabled ”dune race” on 
  Dabih’s small but picturesque deserts. Intrigued by the de-
  sign profile of the Sand Devil as well as its amazing durabil-
  ity—many of the hover tanks were hundreds of years old 
  at that point—the executives conducted a long series of 
  negotiations with the Dabih government and secured a 
  permanent lease to build a large factory complex on the 
  equatorial continent. The sole production line would be 
  dedicated to a remade form of the Sand Devil.
   
  The Sabaku Kaze (“desert wind”) made its debut in 
  2695. Retaining the flat-nose shape, this newest hover 
  tank mounted a fusion engine (eliminating dependence 
  on petrochemical fuel), military-grade armor, and a 
  bigger weapons load, making the Sabaku Kaze fast and 
  deadly in open terrain.
   
  With the Sabaku Kaze’s popularity among Azami war-
  riors and some DCMS commanders, Buda could not keep 
  up with demand. In 2883, a Davion raid on Dabih destroyed 
  part of the factory, taking malicious care to smash open the 
  containment building of the factory’s fission reactors. The 
  factory fires carried radioactive debris from the cores across 
  the factory site and surrounding countryside, rendering it 
  inhospitable for years and dangerous to visit to this day.
   
  Suffering from several setbacks including a corporate 
  scandal and a continuing loss of technology, Buda opted to 
  not rebuild on Dabih, and consequently the Sabaku Kaze 
  faded from the battlefield. Most of those left could not be 
  repaired easily, since parts were specific to the design, and 
  many became spare parts for each other
  capabilities
   
  The Sand Devil used a petrochemical internal combus-
  tion power plant that gave it tremendous speed but took 
  up nearly half the vehicle’s weight. The armor was simple 
  high-density commercial plate. The Sand Devil’s high speed 
  and maneuverability were key to its survival. It was not 
  meant to be the main thrust of any type of attack; even 
  though it mounted two medium and two small lasers in a 
  topside turret, it could not deliver sustained onslaughts.
   
  The Sabaku Kaze retained these characteristics. Buda 
  rebuilt it using an expensive but much lighter fusion en-
  gine and reaped tremendous benefits from the trade-off. 
  No longer restricted by range and capable of using the 
  power plant to power its lasers, the newer Sabaku Kaze 
  was able to mount heavier armor plate for better protec-
  tion as well as a better weapons compliment in the tur-
  ret. With nearly double the Sand Devil’s original firepower 
  and with front and rear-firing SRMs, a capable pilot could 
  do significant damage to any opponent encountered dur-
  ing patrol.
   
  Deployment
   
  Sand Devils were found only among Azami forces. 
  Even after the failed attempt by the Von Rohrs dynasty 
  to conquer the Islamic people and the subsequent more 
  peaceful inclusion of them in later years, no Sand Devils 
  were ever found among DCMS forces. It was Buda’s fortu-
  itous meeting on Dabih that brought this then-premier 
  scout unit to the Combine.
   
  Demand today for this scout tank is low, since there 
  are other more useful and efficient hover tanks available. 
  Buda has no plans to make new Sabaku Kazes, and accord-
  ing to the company they do not have the right to sell the 
  design or license it to any other manufacturer. Additionally, 
  Buda officials will not say who owns the actual rights to the 
  hover tank. 
  variants
   
  No known mass-produced variants of the Sabaku Kaze 
  exist. Sabaku Kaze variants still in use are generally vehicles 
  that have been cannibalized for parts or have been part of 
  experiments in battlefield scavenging.
  notable crews
  Warriors of the spear: One of the more successful de-
  fenders during the Combine assault on Algedi in 2497, this 
  group of six Sand Devils accounted for at least two con-
  firmed BattleMech kills. BattleROM footage of their ambush 
  and raid of a DCMS ammunition convoy is still shown at the 
  Sun Zhang Academy as the closest example of near-perfect 
  mobile warfare.
  
  203
  MediuM Vehicles
  sabaku kaze heaVy scout hoVer tank
  Weapons and ammo 
  location 
  tonnage
  4 Medium Lasers 
  Turret 
  4
  2 Small Lasers 
  Turret 
  1
  SRM 4 
  Front 
  2
  SRM 4 
  Rear 
  2
  Ammo (SRM) 25 
  Body 
  1
  Type: sabaku Kazi heavy scout hover tank
  Technology Base: Inner Sphere
  Movement Type: Hover
  Tonnage: 50
  Battle Value: 997
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  215 
   
  9.5
   
  Type: 
  Fusion 
   
  Cruising MP:  
  9
   
  Flank MP:  
  14
  Heat Sinks:  
  14 
   
  4
  Control Equipment: 
   
   
  2.5
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  5
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  136 
   
  8.5
   
   
  Armor
   
   
  Value
   
  Front 
  35
   
  R/L Side 
  27/27
   
  Rear 
  20
   
  Turret 
  27
  
  204
  daiMyo hQ 67-k
  medium VEHICLES
  mass: 50 tons
  movement type: Wheeled
  power plant:  Vlar 230 Fusion
  cruising speed:  54 kph
  flank speed: 86 kph
  armor: StarSlab/3
  armament:
   
  1 RAMtech 1200 Large Laser
   
  4 Type 87 Machine Guns
  manufacturer: Buda Imperial Vehicles
   
  primary factory: Luthien
  communications system: Sipher Battlesys 5.2
  targeting and tracking system: Eagle Eye VY 9-3
  overview
   
  Designed and built before the advent of the 
  Succession Wars, the Daimyo was intended to let a battle-
  field commander communicate with units at the theater 
  level. In order to compete with other manufacturers, the 
  tank was built with defensive capabilities in mind. Combine 
  commanders received the 67-K with acclaim, and Daimyos 
  soon could be found in every DCMS line regiment.
   
  In late 2796, the majority of orders issued to units on 
  Kentares came from the first Daimyo HQ produced, which 
  was used by Coordinator Jinjiro Kurita himself. In the first 
  two months of the Kentares Massacre, Jinjiro watched the 
  executions on the interior monitors. Once the Coordinator 
  started to attend executions in person, the horrified 
  crew of the vehicle passed recordings to a local ComStar 
  representative, who made certain they were broadcast to 
  the rest of the Inner Sphere. When their disobedience was 
  discovered, the crew paid for their treasonous actions with 
  their lives at the hands of the Otomo.
   
  Production of the Daimyo ceased in 3027. Buda revis-
  ited the need for a dedicated command vehicle for DCMS 
  forces in 3057, and after some delays new Daimyos began 
  rolling off the line in 3063. Production was limited to fifteen 
  a year, with priority going to DCMS line units. In 3067, a 
  series of contracts and negotiations with the KungsArmé 
  and the SLDF was signed, only to see less than ten deliv-
  ered to the Free Rasalhague Republic since the outbreak of  
  the Jihad.
  capabilities
   
  Featuring the same command capabilities as other 
  mobile headquarters but weighing twice as much, the 
  Daimyo spends much of that extra weight on defensive 
  weaponry and a small infantry bay for perimeter guards. 
   
  The most distinctive feature of the Daimyo, however, is 
  its expandable sides. When the sides are contracted, space 
  is at a premium, with room only for a commander and an 
  aide, plus a duty officer for each communication station. 
  When the sides are expanded, a mid-sized holotank is re-
  vealed as the floor and interior space is nearly doubled. 
  The sophisticated Sipher Battlesys computer—a lost tech-
  nology until the recent recovery of a working Sipher by 
  Interstellar Expeditions on Shibukawa—feeds realtime data 
  to the tank and allows a commander to handle all aspects 
  of planetary defense, from the smallest DEST operation to 
  orbital defense. 
   
  The Daimyo is capable of traveling with the sides 
  expanded but cannot exceed cruising speed or the off-
  center weight distribution will tear the chassis apart. This 
  added mobility has saved the life of its commander more  
  than once.
   
   
  Deployment
   
  Daimyos were found in every DCMS line regiment 
  during the Second Succession War; as technology to repair 
  or replace the Sipher computer was lost, the Daimyo was 
  severely limited in capability. Consequently, the 67-K fell 
  out of use after the Fourth Succession War and Buda closed 
  the line down in 3027. Though not produced in the num-
  bers seen during the apex of the Succession Wars, a small 
  number of 67-Ks and other variants are produced and can 
  be found among Sword of Light regiments and to a lesser 
  extent, the KungsArmé.
  variants
   
  Throughout the Succession Wars, there were no sig-
  nificant variants of the 67-K except for attempts to find 
  substitutes for the Sipher computer.
  upgrades
   
  With the recovery of the Sipher computer technol-
  ogy, the Daimyo resumed production in several formats. 
  Harnessing light PPC weaponry, the 67-K2 replaces two 
  machine guns and the RAMtech laser with two of the new 
  PPCs. The two remaining machine guns were removed 
  from the turret and placed on each side of the HQ to pro-
  vide support fire for the infantry. 
   
  More rare is the 67-R version serving the KungsArmé. 
  The Rasalhague version has been modified to mount a new 
  plasma rifle in the turret, two “sidecar” rocket pods on the 
  cab and one rocket pod on the back end of the vehicle. 
  notable crews
  Vengeance: Originally named “Jinjiro’s Revenge,” this 
  Daimyo is the original one used by the Coordinator on 
  Kentares. It has been meticulously maintained, even 
  through five massive refits. It was employed in the de-
  fense of Luthien in 3052 and most recently during the 
  three-way war that engulfed Luthien for nearly seven 
  years. Recognizing its significance and not wanting its 
  redeemed honor stained once more, the crew escaped 
  the traitorous Second Sword command camp and made 
  their way to the First Genyosha, where the vehicle has 
  since been used to coordinate much of the inspired de-
  fense of the planet against the Black Dragon usurpers 
  and Blakist interlopers.
  
  205
  MediuM Vehicles
  daiMyo hQ 67-k
  Weapons and ammo 
  location 
  tonnage
  Large Laser 
  Turret 
  5
  4 Machine Guns 
  Turret 
  2
  Ammo (MG) 100 
  Body 
  .5
  Communications Equipment Body 
  7
  Cargo 
  Body 
  4
  Type: daimyo hQ
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 50
  Battle Value: 561
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  230 
   
  16
   
  Type: 
  Fusion 
   
  Cruising MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  10 
   
  0
  Control Equipment: 
   
   
  2.5
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1
  Armor Factor:  
  112 
   
  7
   
   
  Armor
   
   
  Value
   
  Front 
  34
   
  R/L Side 
  22/22
   
  Rear 
  15
   
  Turret 
  19
  
  206
  gld-4r gladiator
  medium ’Mechs
  mass: 55 tons
  chassis: MW240
  power plant: CoreTek 275
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: GE-2200
   
  Jump capacity: 150 meters
  armor: Kemplar 5000
  armament:
   
  1 Lord’s Light P1 PPC
   
  1 Thunderstroke SRM-6
   
  2 Argra 1L Medium Lasers
  manufacturer: New Samarkand Armor Works,  
   
   
  Merryweather Industries
   
  primary factory: New Samarkand (NSAW; closed 2488),  
   
   
  Alula Australis (Merryweather; closed 2495)
  communications system: Fujika Multiband
  targeting and tracking system: General systems AV-12
  overview
   
  Following the raid in 2461 that netted BattleMech 
  plans for the Draconis Combine, House Kurita set out on a 
  crash course of construction. To build this first design, the 
  paranoid Coordinator Kozo Von Rohrs established a secret 
  division of New Samarkand Metals, watched over obses-
  sively by his newly formed Draconis Elite Strike Teams. It 
  would be up to New Samarkand Armor Works to tackle the 
  Herculean task (when the capital of the Draconis Combine 
  moved, NSAW migrated wholesale, becoming Luthien Armor 
  Works). Due to the restrictions of personnel and resources 
  from such secrecy, the -1R would not reach full production 
  until 2468. 
   
  Following the disastrous assault on the world of Nox—
  the first large-scale ’Mech vs. ’Mech battle—in 2475 against 
  House Steiner, additional resources were poured into the 
  nascent ’Mech program. Advances in new technologies 
  meant an end to the “primitive era” of ’Mech production. 
  With the Gladiator forever dishonored by the Nox affair, 
  the Combine moved on to produce its first “modern 
  era” BattleMech in 2487, the Von Rohrs. A non-primitive 
  -2R did appear in some Kurita regiments; most likely an 
  NSAW test bed to perfect manufacturing techniques for 
  the Von Rohrs.
   
  How the Terran Hegemony company Merryweather 
  Industries obtained specifications for the Gladiator is un-
  known. Merryweather was the first company not intrin-
  sically linked to a large government to attempt to build 
  a BattleMech, and their preliminary planning involved a 
  significant structural re-design of the machine before they 
  began work on the -3R. The small company immediately 
  proved the danger of tackling an undertaking as compli-
  cated and expensive as ’Mech production. Already behind 
  the technology curve of the Terran Hegemony—and even 
  the Great Houses—the company nearly went bankrupt to 
  finish their first run in 2490, and the lackluster design was 
  only picked-up by planetary militias. [EDITOR’S NOTE: The 
  MRBC erroneously noted this date as 2468]. Though they 
  managed to secure backing to design a new variant and 
  start a second production run with the -4R, the full run 
  was never finished. Following the debacle, Merryweather 
  Industries re-organized to produce IndustrialMechs and 
  eventually became a statistic of the Succession Wars.
  capabilities
   
  The GLD-4R employed a simple weapons load-out. A 
  PPC provided long-range punch, while twin medium la-
  sers conveyed short-range fire support along with an SRM 
  6 rack. A respectable eighty-four kilometers an hour top 
  speed, combined with jump jets, newly installed on the -4R, 
  provided solid maneuverability. 
   
  Deployment
   
  The dishonor of the Gladiator, along with its primitive 
  construction, meant House Kurita never salvaged any GLD-
  1R losses, and the machine quickly became extinct. A hand-
  ful of -3R and -4R Gladiators can still be found in the hands 
  of planetary militias and low-tier mercenary commands.
  variants
   
  The GLD-1R utilized primitive technology, so little 
  room remained for weaponry—a large laser and two me-
  dium lasers—and its maximum speed remained less than 
  seventy kilometers per hour; the -2R retained the same 
  weaponry but installed modern components, increasing 
  the machine’s speed. 
   
  The first Merryweather test bed, the 3R, retained the 
  speed of the 2R, but mounted twin LRM 10 racks in place 
  of the large laser.
  upgrades
   
  An upgraded Gladiator has recently appeared, piloted 
  by Major Alex Keller. Utilizing the full resources of Keller’s 
  connections, the original specs can hardly be seen behind 
  the gleaming, cutting-edge equipment. A light fusion 
  engine and XL Gyro—albeit with the same movement 
  profile of the original—frees up significant space, while 
  the addition of improved jump jets and an experimental 
  supercharger helps alleviate maneuverability issues. A 
  snub-nosed PPC (including a prototype capacitor), twin 
  extended-range medium lasers, and MML-5 rack provide 
  substantial firepower. An Improved C3 unit rounds out 
  the design.
   
  StarCorps, after reviewing live fire footage of the de-
  sign, has begun a limited production of the 5R, removing 
  the experimental equipment and spending the weight sav-
  ings on heat sinks and an Artemis FCS for the MML-5.
  notable MechWarriors
  major alex Keller: His arrival on the scene with mysteri-
  ous connections to Interstellar Expeditions quickly placed 
  Major Alex Keller and his Devil’s Brigade on the map. In 
  just a few short years their links to StarCorps, their connec-
  tions to Chandrasekhar Kurita, and their discovery of the 
  Hegemony Memory Core on New Dallas—not to mention 
  their obsessive fight against the Word of Blake—have en-
  sured that Major Keller and the Brigade are on most “watch” 
  lists. Keller’s blunt, sarcastic manner and his dedication to a 
  wildly upgraded ancient ’Mech has many of his fellow mer-
  cenary leaders calling him an eccentric glory hound.
  
  207
  MediuM ’Mechs
  gld-4r gladiator
  Type: gladiator
  Technology Base: Inner Sphere
  Tonnage: 55
  Battle Value: 1,291
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5.5
  Engine:  
  275 
   
  15.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5
  Heat Sinks:  
  13 
   
  3
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  152 
   
  9.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  18 
  26
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  13 
  19
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  9 
  15
   
  R/L Leg 
  13 
  19
  Weapons and ammo location 
  critical 
  tonnage
  PPC 
  RA 
  3 
  7
  SRM 6 
  RA 
  2 
  3
  Ammo (SRM) 15 
  LT 
  1 
  1
  2 Medium Lasers 
  LA 
  2 
  2
  Jump Jet 
  CT 
  1 
  .5
  Jump Jets 
  RT 
  2 
  1
  Jump Jets 
  LT  
  2 
  1
  
  208
  Von 4rh-5 Von rohrs / hebis
  heavy ’Mechs
  mass: 65 tons
  chassis: Kankoku SP-VI
  power plant: VOX 325
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Kemplar 5000
  armament:
   
  1 Lord’s Light P1 PPC
   
  1 MagnaFlex Flamer
   
  1 DLC-10 Long Range Missile 10 Racks
  manufacturer: Kankoku MFC
   
  primary factory: Sverdlovsk (discontinued 2510)
  communications system: Dalban Primer-I
  targeting and tracking system: Dalban TTS-A
  overview
   
  Embarrassed by the poor performance of the Gladiator 
  on Nox, the Von Rohrs family immediately created and 
  funded a new BattleMech construction company, Kankoku 
  MFC. The sole purpose of the company was to take the les-
  sons learned by NSAW and the battlefield failures of the 
  Gladiator and produce a BattleMech that would not only 
  be superior to the Combine’s enemies but also a standing 
  reminder of the head of the Dragon. In 2487, the Combine’s 
  first “modern” BattleMech was christened the Von Rohrs by 
  Kankoku and walked off the assembly line. It was immedi-
  ately put to use.
   
  The Von Rohrs served in every Kurita line regiment 
  that reclaimed worlds lost to the Steiners during the 2463 
  Lyran invasion. It was on its way to becoming the stan-
  dard Combine BattleMech unit when the success of the 
  McAllister Rebellion wiped out the Von Rohrs line. One of 
  Martin McAllister’s first formal orders after taking command 
  of the Combine was to issue the DCMS an order to immedi-
  ately change the name of all Von Rohrs to Hebis (serpent). 
  None of the Hebis were to be replaced if destroyed, and 
  Kankoku MFC was immediately closed down and dissolved. 
  Fortunately for the Combine, the years after McAllister’s 
  Rebellion were peaceful, allowing the Combine to disman-
  tle and replace the symbols of the former dynasty. Nearly 
  seventy years later, the Combine’s leadership blamed this 
  sudden spike in manufacturing and military purchasing 
  (and, by extension, the Von Rohrs Coordinators) for the 
  House’s poor economic position when the Star League was 
  formed. Few foreign economists agreed, instead pointing 
  toward much more recent economic mismanagement of 
  the Combine’s economy.
  capabilities
   
  The Von Rohrs was the first Combine BattleMech to 
  mount the new particle projector cannon, technology ac-
  quired from the nearby Terran Hegemony. Paired with a 
  standard DLC-10 LRM rack, the Von Rohrs packed quite a 
  heavy punch at range. For close-up defense, a MagnaFlex 
  flamer could keep swarms of infantry and vehicles at bay. 
  The one-two punch of a Von Rohrs surprised many Steiner 
  units during the reclamation of Combine worlds in the 
  waning years of the 25th century.
   
  Deployment
   
  Because of its immediate successes over the more 
  primitive GLD-1R Gladiator, the Von Rohrs was pushed out 
  to every Kuritan line unit that fielded BattleMech technol-
  ogy. While critics centuries later have commented that this 
  mass-production and dissemination was due more to the 
  ego of the Von Rohrs dynasty than to the quality of the ma-
  chine, the fact remains that the ’Mech was a solid heavy de-
  sign and performed well during its short time in the field.
   
  None of these ’Mechs exist in the present day; the last 
  Von Rohrs/Hebis was dismantled in 2518. Few Kuritans are 
  aware of the ’Mech ever existing at all; even the military 
  academies gloss over much of the Combine’s BattleMech 
  history between 2461 and 2510, touching only on the 
  Combine’s acquisition of the technology and the di-
  sastrous battle of Nox in 2475. [EDITOR’S NOTE: This 
  information was not purged from Combine records; 
  those whose pursuits lead them to in-depth study of the 
  Dragon’s past will certainly find ample evidence of this 
  peculiar design.] 
  variants
   
  One variant model was on the planning table when 
  McAllister’s edict came down. This version replaced the 
  LRMs with two SRM-4 packs and mounted an additional 
  heat sink. This version would be ideal in confined terrain, 
  with no range restrictions on the missile targeting systems. 
  It is unknown if any made it past the planning stages be-
  fore Kankoku was permanently shut down.
  notable MechWarriors
  colonel “ibis” Von rohrs: Her true first name unknown, 
  Ibis took command of the Second Sword of Light after 
  the disastrous showing on Nox. The first MechWarrior in 
  the Second to receive a Von Rohrs, she was a pure ego-
  tist. Colonel Von Rohrs led from the front of the battle 
  line, charging into every fray—though interestingly 
  enough, most of the personal battles she fought were 
  against vehicles and infantry. Her subordinates man-
  aged to shield her from heavy Steiner counterattacks on 
  numerous occasions. 
   
  It became common knowledge that if a soldier wished 
  a discharge from the DCMS, they only needed to volunteer 
  for duty as a lancemate of the Colonel. Inevitably her lance 
  would draw enough counterbattery fire to severely dam-
  age the unit, which often injured the pilots. The Colonel 
  was eventually captured by a Steiner flanking assault on 
  Galuzzo; it was joked for much of the Succession Wars 
  that the Lyran “social general” concept came from Ibis Von 
  Rohrs’ lifestyle.
  
  209
  heaVy ’Mechs
  Von 4rh-5 Von rohrs / hebis
  Type: Von rohrs / hebis
  Technology Base: Inner Sphere
  Tonnage: 65
  Battle Value: 1,170
  equipment 
   
   
  mass
  Internal Structure: 
    
   
  6.5
  Engine:  
  325 
   
  23.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  15 
   
  5
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  144 
   
  9
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  21 
  22
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  15 
  15
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  10 
  13
   
  R/L Leg 
  15 
  20
  Weapons and ammo location 
  critical 
  tonnage
  PPC 
  RA 
  3 
  7
  Flamer 
  LA 
  1 
  1
  LRM 10 
  RT 
  2 
  5
  Ammo (LRM) 12 
  RT 
  1 
  1
  
  210
  k-3n-kr4 kiso
  industrialmechs
  mass: 100 tons
  chassis: Osaka KR4
  power plant: Nissan 200 Fusion
  cruising speed: 21 kph
  maximum speed: 32 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Tybalt Blue Heavy Industrial Plate
  equipment:
   
  1 Osaka Heavy-Duty Pile Driver
   
  2 HM1 Lift Hoists
   
  1 Nagy Rock Cutter
  manufacturer: Osaka Heavy Metrics
   
  primary factory: Dieron, Togura,  
   
   
  New Samarkand, Philadelphia 
  communications system: HeadMaster 41-con
  targeting and tracking system: Diplan I-TT
  overview
   
  Debuting in 2638, in the middle of the Star League’s 
  Golden Age, the Kiso was designed to be the nexus of huge 
  construction operations such as the gigantic building proj-
  ects across the Combine, and allowed a construction boss 
  and pilot to not only handle major foundation work but 
  also coordinate and multitask such massive projects.
   
  These massive four-legged ’Mechs are a true sight to 
  behold when in full operation. Because they are on site for 
  years at a time and become tied to the community sur-
  rounding the project, it became tradition for them to be 
  decorated in wild colors and street art, each new project 
  adding to their overall design like yakuza tattoos.
   
  The three main Osaka plants were destroyed during 
  the First Succession War and with them went the tech-
  nology to produce the larger console and sophisticated 
  communications suites, making Kisos exceedingly rare 
  through the 3050s. Only recently was that information re-
  discovered; Osaka Heavy Metrics has Kisos rolling off four 
  different assembly lines across the Combine as demand for the 
  massive constructors is at its highest, thanks to the Blakists.
  capabilities
   
  A Kiso mounts a tungsten-cored, steel-sheathed, 
  heavy-duty pile driver, useful in forming and foundations. 
  The lift hoists telescope into the air, creating a medium-
  sized crane that can assist most commercial and industrial 
  building projects. The Nagy diamond-studded rock-cutting 
  equipment is useful in tearing up old ferrocrete and de-
  molishing buildings, as well as doing simple quarry and 
  embankment work.  
   
  After 2703, the foreman’s position was upgraded to 
  a civilian version of the command console, allowing the 
  head foreman to connect with planetary networks, gain-
  ing access to permit officers, utility grids, geographic and 
  metallurgic data, weather satellites, and even localized 
  security cameras. The mini-holographic projector could 
  display multiple layers of blueprints from any angle and 
  detail, giving the foreman virtual control over multi-bil-
  lion K-bill projects. 
   
  The sophisticated communications suite is capable of 
  network uplinks and maintaining an entire construction 
  team’s radio and holo network on encrypted frequencies. 
  The twenty tons of container space allows a Kiso to carry 
  important tools and equipment that construction teams 
  may need on site; the containers are removable and modu-
  lar, allowing a Kiso to swap loads with ease.
   
  variants
   
  Designed mainly for excavation, mining, and canal 
  work, the K-3N-KR5 replaces the rock cutter with a back 
  hoe and the pile driver with a dual cutting saw. Produced 
  by request only, less than ten survived the Succession Wars 
  and are currently only being built on Togura.
  notable MechWarriors
  budapest chain gang: A group of prisoners who escaped 
  the destruction of Prison Facility 93 on Luthien, these hard-
  ened criminals saw Imperial City suffer near-daily abuse 
  thanks to Black Dragon and Blakist assaults. Finding two 
  barely-functional Kisos in an industrial warehouse, the 
  Budapest Gang, led by a short burly man known only as 
  “Asano,” dedicated their lives to rebuilding what they could. 
  The gang avoids combat unless local civilians are threat-
  ened; Asano himself managed to catch a Blakist Red Shift 
  under the tungsten cap of his Kiso’s pile driver in a neatly 
  laid ambush in 3073.
  Type: Kiso
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 100
  Equipment Rating: D/C-F-E/D
  Battle Value: 954
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  20
  Engine:  
  200 (Fusion) 
   
  8.5
   
  Walking MP:  
  2
   
  Running MP:  
  3
   
  Jumping MP:  
  0
  Heat Sinks:  
  10  
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor:  
  248 
   
  15.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
   
  23
   
  Center Torso (rear) 
   
  16
   
  R/L Torso 
  31 
  22
   
  R/L Torso (rear) 
   
  14
   
  FR/FL Leg 
  21 
  32
   
  RR/RL Leg 
  21 
  32
  Weapons and ammo location 
  critical 
  tonnage
  2 Searchlights 
  RFL 
  2 
  1
  2 Searchlights 
  LFL 
  2 
  1
  Heavy-Duty Pile Driver 
  RT 
  8 
  10
  Lift Hoist 
  RT 
  3 
  3
  Comm. Equipment 
  LT 
  3 
  3
  Rock Cutter 
  LT 
  5 
  5
  Lift Hoist 
  LT 
  3 
  3
  2 Cargo Containers 
  CT 
  2 
  20
  2 Searchlights 
  RLL 
  2 
  1
  2 Searchlights 
  RRL 
  2 
  1
  Command Console 
  H 
  1 
  3
  
  211
  industrialMechs
  k-3n-kr4 kiso
  
  212
  sb-27 sabre
  light aerospace
  mass: 25 tons
  chassis: Inazuma SI-32
  power plant: Nissan 225
  armor: Nimakachi Type 3
  armament:
   
  3 Tronel II Medium Lasers
  manufacturer: Wakazashi Enterprises,  
   
   
  Lockheed/CBM, Jalastar Aerospace
   
  primary factory: Kervil (Wakazashi),  
   
   
  Donegal (Lockheed/CBM), Panpour (Jalastar)
  communications system: BipStar 49-G
  targeting and tracking system: Ki-II TTS
  overview
   
  The longest-serving fighter in the Combine navy, 
  the Sabre series has its origins in the fledgling Alliance of 
  Galedon. A solid design, it received little attention due to 
  its singular role as a garrison unit. What the Sabre is now 
  known for is one of the greatest corporate spy rings propa-
  gated on four nations for nearly four hundred years.
   
  The Raimei facility on Galedon formed a close-knit re-
  lationship with the Kurita family. Indeed, Shiro Kurita was a 
  prominent shareholder of the company. The quiet partner-
  ship between the family and Raimei helped set the stage 
  for one of the Combine’s greatest intelligence projects.
   
  During the rise of the Terran Hegemony, Raimei saw 
  opportunities to increase their market share in several 
  areas of production. And the Kurita family saw opportuni-
  ties to gain intelligence on their rivals.
   
  By 2572, Raimei had built and opened up a Sabre pro-
  duction facility in every Great House and two Periphery na-
  tions, running them all as semi-independent facilities. By 
  2676, each also had become a clearinghouse for ISF spies; 
  valuable intelligence was gathered, disseminated, and then 
  transmitted from each facility back to the Combine through 
  clandestine channels. During the years of the Succession 
  Wars, however, this invaluable spy network began to fray. 
  At times, various ISF Directors managed to stabilize the net-
  work, but when Raimei collapsed financially in 2814, the 
  subsequent buy-outs of the facilities by the local partner-
  ships severely damaged the intelligence ring. 
   
  The “Raimei Ring” sputtered sporadically into the 31st 
  century; the last intel report was received by the ISF in 3019. 
  However, the elaborate operation remained a Combine se-
  cret until the Blakist White-Out, when it was fully revealed 
  in a series of Blakist rantings before the HPG network was 
  restored. This recent revelation has sent ripples of distrust 
  between politicians and corporations which possess satel-
  lite facilities in other nations.
  capabilities
   
  Because the SB-26 only carried two tons of fuel, its 
  operational range was limited and rarely used in con-
  voys or fighter screens. When compared to other fighters 
  of the time, it was exceptionally fast and maneuverable. 
  As technology climbed, lighter fusion engine weights al-
  lowed Raimei to install an engine that gave the SB-27 
  greater thrust capabilities and twice the fuel reserves. 
  Breakthroughs in aerospace armor also gave the fighter the 
  same protection for less weight, which meant the original 
  weapons complement did not change.
   
  The SB-27 became the planetary defense fighter of 
  choice for planetary militias, freeing up other, better-armed 
  fighters to handle attack and fleet duties. As technology 
  broke down during the Succession Wars, these newer fight-
  ers became increasingly important and Sabres were used 
  to fill gaps in planetary defenses. It was not uncommon to 
  find a lone Samarkand carrier defending a system loaded 
  with nothing but Sabres, providing a sizeable obstacle for 
  attacking forces to sweep aside. 
  Deployment
   
  Because of Raimei’s secret agreement with the ISF, 
  SB-27 Sabres became common throughout the Inner Sphere 
  and were found in some numbers within most planetary 
  garrisons. As the Succession Wars ground down Raimei’s fa-
  cilities, only four remained to be bought out by local corpo-
  rations such as Lockheed/CBM, Jalastar Aerospace, Majesty 
  Metals and Pinard Protectorates Limited. 
  variants
   
  The Sabre received an upgrade in the Terran Hegemony 
  in 2753, when Raimei/Lockheed on Outreach produced a 
  limited-run SB-28. This variant mounted a newer extra-
  light engine, freeing up space for an extended-range laser 
  in the nose and leaving the venerable medium laser in the 
  wing ports. Ferro-aluminum armor gave the fighter better 
  protection, and several squadrons were produced for the 
  Hegemony Navy. Surprisingly, this variant was not shared 
  among Raimei’s other facilities, most likely bowing to 
  Hegemony political pressure at the time. 
   
  The Donegal facility recently acquired the schemat-
  ics for this variant from the Kell Hounds (likely from the 
  Wolves-in-Exile) and has restarted their production lines 
  to build them for the mercenaries. 
   
  upgrades
   
  Wakazashi recently acquired new schematics to a pro-
  totype Sabre and celebrated its return to the Combine in 
  3068 on Kervil. The SB-29 mounts a light PPC in the nose 
  and a pair of extended-range medium lasers in the wings. 
  DCA pilots have become reacquainted to this fast, nimble 
  fighter and it is quickly supplanting older aerospace assets 
  within the Admiralty.
  notable Pilots
  coordinator shiro Kurita: The First Coordinator of the 
  Draconis Combine, Shiro Kurita flew occasionally as a hobby. 
  At his request, Lord Kurita flew the first SB-26 that rolled out 
  of the assembly hanger. The Sabre flown by the Coordinator 
  has never been flown since; it resides in the Cultural History 
  Center in Yamashiro on New Samarkand.
  
  213
  light aerospace
  sb-27 sabre
  Type: sabre
  Technology Base: Inner Sphere
  Tonnage: 25
  Battle Value: 574
  equipment 
   
   
  mass
  Engine:  
  225 
   
  10
   
  Safe Thrust:  
  11
   
  Maximum Thrust:  
  17
  Structural Integrity: 
  11
  Heat Sinks:  
  10 
   
  0
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  64 
   
  4
   
   
  Armor 
   
   
  Value 
   
  Nose 
  19 
   
  Wings 
  15/15 
   
  Aft 
  15 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  
  214
  Vulture
  medium dropships
   
  Developed by the Alliance of Galedon (before the 
  advent of the Draconis Combine) to support Lord Shiro 
  Kurita’s expansionist policies, the Vulture was considered 
  invaluable by troops under Warlord Urizen Kurita’s com-
  mand. The dedicated troop transport proved decisive in the 
  early campaigns against the Ozawa Mercantile Association, 
  the Principality of Rasalhague, and numerous other inde-
  pendent worlds. The lightning attacks helped advance the 
  Warlord’s powerbase as the nascent Combine continued  
  to expand.
   
  Originally meant to be carried internally by pre-dock-
  ing collar JumpShips, the Vulture had little space for any-
  thing more than the cramped quarters for six platoons of 
  infantry and a company of light vehicles, the Vulture decid-
  edly lacks amenities. The four V450 engines, power plant, 
  and spaceframe, however, have proven their low mainte-
  nance requirements, reliability, and durability time and 
  again. A prime example of this can be seen in the Vulture 
  found on Algedi in 2612 (the crew long since dead from a 
  local virus) that was easily restored to flying condition, even 
  after sitting half-submerged in a swamp for nearly 115 years.
   
  Over time, the Vulture fell into disfavor with the DCMS, 
  which began to prefer higher-capacity, more voluminous 
  transports that were designed for the escalating conflicts of 
  the Age of War and to be carried externally on JumpShips. 
  Because of the limited space, Combine companies had to 
  often be split between two ships; recombining the split 
  units proved difficult under fire. After several inglorious 
  defeats where defending forces encircled the Combine 
  landing zones and destroyed infantry battalions piecemeal, 
  DCMS commanders began to only carry complete compa-
  nies of four platoons aboard the Vultures when making 
  combat landings. Additionally, the Vulture is incapable of 
  carrying the heavier combat vehicles now favored by the 
  House armies as conflict escalated.
   
  Despite these limitations, the Vulture design was cop-
  ied extensively, especially in the Capellan Confederation. 
  The introduction of the more flexible Seeker, however, led 
  to the end of the Vulture’s House service. A large number 
  of the decommissioned ships were sold to mercenary and 
  Periphery markets, and some venerable versions are still in 
  use in the modern era as converted commercial shipping 
  vessels. Parts for these DropShips are rare so most oper-
  able Vultures are repaired with “close enough” pieces. The 
  most well known Vulture is the Samhain in service with the 
  Devil’s Brigade. This Vulture not only survived the Word of 
  Blake’s surprise attack on Arcturus but managed to down 
  a Blakist Union; the pilot was rewarded by Chandrasekhar 
  Kurita for his bravery.
  vultuRe class DRoPshiP
  type: Military Spheroid 
  use: Troop Carrier
  tech: Inner Sphere
  introduced: 2312
  mass: 3,500 tons
  battle Value: 2,941
  dimensions
   
  length: 75.5 meters
   
  Width: 71 meters
   
  height: 75.5 meters
  fuel: 300 tons (9,000)
  tons/burn-day: 1.84
  safe thrust: 4
  maximum thrust: 6
  heat sinks: 78
  structural integrity: 9
  armor
   
  nose: 145
   
  sides: 115
   
  aft: 98
  cargo
   
  Bay 1: Infantry (6 foot platoons) 
  1 Door
   
  Bay 2: Vehicles (12 light) 
   
  2 Door
   
  Bay 3: Cargo (1,106.5 tons)  
  1 Door
  life boats: 20
  escape pods: 7
  crew: 3 officers, 11 enlisted / non-rated
  ammunition: 280 rounds AC/5 (14 tons), 192 rounds LRM 
  15 (24 tons)
  notes: Mounts 27.5 tons of standard armor
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (13 heat) 
    
  3 AC/5 (120 rounds) 2 (15) 
  2 (15) 
  — 
  — Autocannon
    
  2 LRM 15 (64 rounds) 2 (18) 
  2 (18) 
  2 (18) 
  — 
  LRM
  fl/fr (4 heat) 
    
  AC/5 (40 rounds) 
  1 (5) 
  1 (5) 
  1 (5) 
  — Autocannon
    
  Medium Laser 
   
  1 (5) 
  — 
  — 
  — 
  Laser
  al/ar (11 heat) 
    
  AC/5 (40) 
   
  1 (5) 
  1 (5) 
  1 (5) 
  — Autocannon
    
  2 LRM 15 (64 rounds) 2 (18) 
  2 (18) 
  2 (18) 
  — 
  LRM
  aft (6 heat) 
    
  2 Medium Lasers 
  1 (10) 
  — 
  — 
  — 
  Laser
  
  215
  MediuM dropships
  Vulture
  
  216
  saMarkand (carrier)
  warships
   
  The brainchild of Coordinator Hehiro Kurita, the Samarkand was 
  fast-tracked into production as soon as the Reunification War became 
  inevitable. Knowing the tremendous boost a WarShip would bring to 
  the economy of several planets, Hehiro authorized the Samarkand 
  carrier project, with the caveat that the first of the ships had to be 
  ready within two years. In June of 2581, the Samarkand and her sister 
  ship, the Benjamin, loaded their full fighter compliments and jumped 
  into the fray against the Outworlds Alliance. Two more of the Block 
  I Samarkands, the Dieron and Alshain, left their slips in 2585; both 
  served the Dragon well through the end of the war.
   
  During the economic boom following the Reunification War, 
  the surviving three carriers were assigned to assist in the massive co-
  lonial expansion of the Dragon. One of their first actions in this new 
  role was escorting Lord Sanethia during her first visit to Luthien, the 
  Dragon’s newly declared capital. The three WarShips became icons 
  of the Dragon’s prosperity as they delivered needed supplies, equip-
  ment, and resources to the developing world.
   
  Urizen II authorized construction of newer Block II versions in 
  2668 to take advantage of breakthroughs in armor and weapons 
  technologies. Multitudes of carriers had entered service before the 
  end of the Star League, with many serving as escorts in the Star 
  League Defense Force. Most of them were destroyed during the lib-
  eration of Terra; it is unknown if any made the Exodus with General 
  Kerensky.
   
  The few that remained in the Combine were posted along the 
  Lyran and Suns borders, defending recharge stations and important 
  resource and factory worlds. Most were destroyed during the First 
  and Second Succession Wars; only one has survived to the present 
  day—the Togura—and barely serves as a museum piece orbiting 
  New Samarkand.
   
  The Samarkand performed decently well as a carrier and escort 
  ship; designed more to utilize its massive fighter complement to rip 
  apart enemy DropShips and destroyers, it was not meant to be in the 
  vanguard of an attack. Underarmored and outgunned, the WarShip was 
  known to be vulnerable near the large engine mounts in the lower rear 
  of the limited aft firing arcs. With spare parts and fighters soon in short 
  supply, Samarkands were often used in a last-ditch delaying tactic that 
  bought time for ground defenders to prepare for an attacking force. 
  Despite their impressive anti-aerospace defenses, Samarkands were 
  easily overcome when few or no escorts were available.
  saMaRkanD [caRRieR]
  tech: Inner Sphere 
  introduced: 2579 (Block I) 2668 (Block II)
  mass: 350,000 tons
  length: 501 meters
  sail diameter: 967 meters
  fuel: 2,678 tons (6,562 points)
  tons/burn-day: 66.42
  safe thrust: 4
  maximum thrust: 6
  sail integrity: 3
  Kf drive integrity: 8
  heat sinks: 950 (Block I), 1700 (Block II)
  structural integrity: 71 (Block I), 73 (Block II)
  battle Value: 27,249 (Block I), 51,757 (Block II)
  block i
  armor
   
  fore: 48 
   
  fore-sides: 38
   
  aft-sides: 38
   
  aft: 40
  cargo
   
  Bay 1: Fighters (36) 
   
  4 Doors
   
  Bay 2: Small Craft (12) 
   
  1 Doors
   
  Bay 3: Fighters (36) 
   
  3 Doors
   
  Bay 4: Cargo (46,757 tons) 
  6 Doors
  dropship capacity: 3 
  grav decks: 2 (150 meters; 60 meters diameter)
  escape pods: 25
  life boats: 0
  crew: 35 Officers, 110 enlisted/nonrated, 35 Gunners, 30 Marines, 204 Bay 
  personnel
  ammunition: 40 rounds NAC/10 (8 tons), 144 rounds LRM 10 (12 tons),  
  500 rounds Machine Gun (2.5 tons) 54 rounds LRM 20 (9 tons),  
  100 rounds SRM 4 (4 tons)
  notes: Equipped with 494 tons of Standard Armor. 
  Weapons:  
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class  
  nose (177 heat) 
    
  1 Medium NPPC  
  9 
  9 
  9 
  9 
  Capital PPC
    
  5 LRM 20 (54 rounds) 6 (60) 
  6 (60) 
  6 (60) 
  — 
  LRM
    
  4 Medium Laser  
  2 (20) 
  — 
  — 
  — 
  Laser
  fl/fr (110 heat) 
    
  1 NAC/10 (20 rounds) 10 
  10 
  10 
  — 
  Capital AC
    
  4 LRM 10 (72 rounds) 2 (24) 
  2 (24) 
  2 (24) 
  — 
  LRM
    
  3 SRM 4 (50 Rounds) 2 (18) 
  — 
  — 
  — 
  SRM
  lbs/rbs (210 heat) 
   1 Light NPPC 
   
  7 
  7 
  7 
  — Capital PPC
   10 Machine Guns 
   
  2 (20) 
  — 
  — 
  — 
  MG
    
  (100 rounds)
  al/ar (258 heat) 
    
  2 NL35 
   
  7 
  7 
  7 
  — Capital Laser
    
  2 Large Laser, 
   
  3 (26) 
  2 (16) 
  — 
  — 
  Laser
    
   2 Medium Laser
    
  6 Machine Guns  
  1 (12) 
  — 
  — 
  — 
  MG
    
    (100 rounds)
  aft (146 heat) 
    
  2 NL45 
   
  9 
  9 
  9 
  9 Capital Laser
    
  2 Medium Laser  
  1 (10) 
  — 
  — 
  — 
  Laser
    
  6 Machine Guns  
  1 (12) 
  — 
  — 
  — 
  MG
    
   (100 rounds)
  block ii
  armor
   fore: 91
   fore-sides: 70
   aft-sides: 70
   aft: 80
  cargo
   
  Bay 1: Fighters (36) 
   
  4 Doors
   
  Bay 2: Small Craft (12) 
   
  1 Doors
   
  Bay 3: Fighters (36) 
   
  3 Doors
   
  Bay 4: Cargo (36,029 tons) 
   
  6 Doors
  dropship capacity: 4
  grav decks: 2 (150 meters; 60 meters diameter)
  escape pods: 30
  life boats: 0
  crew: 35 Officers, 110 enlisted/non-rated, 35 Gunners, 100 Marines, 204 Bay 
  personnel
  ammunition: 30 rounds NAC/20 (12 tons), 144 rounds LRM 10 (12 tons), 
  500 rounds Machine Gun (2.5 tons) 174 rounds LRM 20 (29 tons),  
  100 rounds SRM 4 (4 tons)
  notes: Equipped with 511 tons of Ferro-Carbide Armor. 
  Weapons:  
   
   capital attack Values (standard)
  nose (416 heat) 
    
  2 Medium NPPC  
  18 
  18 
  18 
  18 Capital PPC
    
  2 NL35 
   
  7 
  7 
  7 
  — Capital Laser
    
  5 LRM 20 (54 rounds) 6 (60) 
  6 (60) 
  6 (60) 
  — 
  LRM
    
  4 Medium Laser  
  2 (20) 
  — 
  — 
  — 
  Laser
  fl/fr (170 heat) 
    
  1 NAC/20 (15 rounds) 20 
  20 
  20 
  — 
  Capital AC
    
  4 LRM 10 (72 rounds) 2 (24) 
  2 (24) 
  2 (24) 
  — 
  LRM
    
  3 SRM 4 (50 Rounds) 2 (18) 
  — 
  — 
  — 
  SRM
  lbs/rbs (210 heat) 
    
  1 Heavy NPPC 
   
  15 
  15 
  15 
  15 Capital PPC
    
  10 Machine Guns 
  2(20) 
  — 
  — 
  — 
  MG
    
   (100 rounds)
  al/ar (258 heat) 
    
  2 NL35 
   
  7 
  7 
  7 
  — Capital Laser
    
  2 Large Laser, 
   
  3 (26) 
  2 (16) 
  — 
  — 
  Laser
    
   2 Medium Laser
    
  5 LRM 20 (60 rounds) 6 (60) 
  6 (60) 
  6 (60) 
  -- 
  LRM
    
  6 Machine Guns  
  1 (12) 
  — 
  — 
  — 
  MG
    
   (100 rounds)
  aft (146 heat) 
    
  2 NL45 
   
  9 
  9 
  9 
  9 Capital Laser
    
  2 Medium Laser,  
  2 (18) 
  1 (8) 
  — 
  — 
  Laser
    
   1 Large Laser
    
  6 Machine Guns   
  1 (12) 
  — 
  — 
  — 
  MG
    
   (100 rounds)
   
  
  217
  warships
  saMarkand (carrier)
  
  218
  the federated suns
  f
  ormed in 2317, the Federated Suns was always considered one of the most liberal of the Houses, in terms of their way of life and the political freedoms they enjoyed, from the lowli-
  est peasant to the mightiest noble. It is also probably one of the most violent, having several bloody internal wars, as various families struggled to obtain or hold on to power in the 
  nation that could be considered the strongest collection of planets besides the Terran Hegemony.
   
  While other factions stole, seduced, or blackmailed to get their hands on the blueprints and technological know-how needed to design and construct BattleMechs, the Federated Suns 
  used diplomatic channels to peacefully purchase the precious information. Though some bribery is now known to have taken place to open the channels to negotiation, First Prince Simon 
  Davion nonetheless bargained in good faith, giving the Lyran Commonwealth compensation for such a prize. While primitive, the BattleAxe (and its successor, the Hammerhands) was formi-
  dable for its time, setting the bar of versatility and effectiveness for future Federated Suns ’Mech designs.
   
  But technological advances would not be limited to BattleMechs. Infantry units, combat support vehicles, WarShips, and industrial support ’Mechs all benefited from the knowledge gained over the 
  years by Federated Suns technicians. And while the subsequent Succession Wars devastated the Suns’ technical base and degraded their technology to archaic levels, the basic principles 
  and beliefs behind the innovations and applications would not be lost, living on in the hearts and minds of the Federated Suns nobles and leaders until the recovery of ancient knowledge 
  from the Star League. Hanse Davion founded the New Avalon Institute of Science, which led the way in deciphering the Helm Memory Core, regaining and re-applying the lost technologies it 
  contained. New ideas were built upon those original ones, and neither the splintering of Federated Commonwealth alliance nor the vicious five-year civil war between the two factions could 
  take those advances away. It was not until the landing of Blakist troops on New Avalon and the subsequent destruction of many of its factories that some began to worry of a return to the 
  dark age of technology.
   
  The presence of Blakist death squads, assassinating anyone who researched innovations that could be used against them, combined with the long timeframe needed to create new de-
  signs, made the preservation and development of technology difficult. Many patriotic and loyal executives discussed how to speed up the design process while reducing their personal risk, 
  and companies, instead of creating brand new designs, went back to their archives, reviewing designs long since abandoned due to obsolescence or unpopularity. Support designs, Industrial 
  BattleMechs specifications, and even the original Federated Suns BattleMech blueprints were brought out, dusted off, and updated with the latest technologies. Many upgrades were easy, 
  but others (like the Robinson-class transport) were impossible due to the lack of resources and factories.
   
  The Federated Suns’ older production lines, often long ago given over to civilian production, whose equipment matched the older technology, were selected to manufacture the up-
  dated designs. Creaking with dried lubricant and moving slowly as the factories tried to remember the motions of long-unused industrial muscles, the lines got back up to speed and 
  once again produced their formerly obsolete designs. These now-completed ghosts are marching out of the factories and into frontline units to relive their glory days. Despite their ancient 
  history and roots, these machines are armed with the latest technology and weaponry, replacing centuries-old missiles and laser systems for one last push against the darkness for the sake of 
  their fatherland.
  [EDITOR’S NOTE: Even though the Darter was produced during the Succession Wars, it has remained in obscurity despite its immense use by the Davion military. It was only briefly list-
  ed in the last version of the now-discontinued revised Technical Readout 3026. Due to its vital role in nearly every Federated Suns military operation since its debut, it has been included in  
  this section.]
  
  219
  
  220
  darter scout car
  Light VEHICLES
  mass: 13 tons
  movement type: Wheeled
  power plant: GM 75 ICE
  cruising speed: 75 kph
  flank speed: 151 kph
  armor: ProtecTech Light
  armament:
   
  1 Johnston Minigun Machine Gun
  manufacturer: General Motors
   
  primary factory: Kathil
  communications system: Overlook J9
  targeting and tracking system: Brightstar 17 Mk. I
  overview
   
  By the end of the First Succession War, the Federated 
  Suns realized the constant drain on resources was going to 
  reach a critical point. Unwilling to divert funds from con-
  tinuing BattleMech production and development (what 
  little was left), or to downgrade their line forces, the AFFS 
  charged manufacturers with producing a support vehicle 
  that did not require equipment quartermasters needed for 
  more combat-oriented machines such as BattleMechs and 
  heavy tanks. General Motors eventually won the contract 
  in 2822 with their Darter.
  capabilities
   
  The Darter, being so small, has little room to mount 
  anything other than its engine and some armor. Instead 
  of putting in a pre-selected set of electronics or sensors, 
  the engineers included three tons of unused space. GM 
  did, however, put in an innovative automatic tire pressure 
  monitoring system. Unlike most other vehicle designs, 
  when the surface a Darter is crossing changes from soft 
  to hard (such as moving from a road to sand dunes near a 
  coastline), the tire pressure automatically changes to the 
  appropriate kPa. Other vehicles need to stop and manually 
  change the pressure, an action that may not be possible in 
  a combat situation.
   
  With the exception of the tires, the Darter is defined by 
  its general paucity of integral weapons, electronics, or any 
  other technologically advanced features. Almost every part 
  could either be reproduced on a lightly industrialized world 
  or adapted from other parts, and General Motors gives in-
  structions on modifying or jury-rigging a wide variety of 
  parts to replace broken or damaged OEM parts. Fed Suns 
  drivers have appreciated this greatly, and most Darters 
  more than a few years old have had many parts already 
  replaced with battlefield salvage.
  Deployment
   
  The Darter’s most memorable action came only a 
  few years after its introduction. In June 2828, the Capellan 
  Confederation landed on Orbisonia en-masse, in one of the 
  assaults that kicked off the Second Succession War. Led by 
  Chancellor Ilsa Liao, the main body composed of heavy 
  Marauders and Warhammers threatened to demolish the 
  outnumbered and outgunned Davion defenders and con-
  quer the major staging ground.
   
  However, the defenders possessed a company of 
  Darters and immediately set them to observe and shadow 
  the attackers. The Confederation MechWarriors, unable to 
  close and attack the Darters, instead decided that their 
  presence was insignificant enough to warrant any further 
  intention. Little did they realize that the scout cars were 
  feeding the Davion Hussar regiments vital information 
  on the Liao troop movements, allowing them to outma-
  neuver and outsmart the heavier force. On the fourth day, 
  one of the Darters discovered that Chancellor Ilsa Liao was 
  leading the rear-guard action, allowing her troops to with-
  draw from the system. The subsequent strike based on the 
  Darter’s information allowed the Fed Suns troops to claim 
  the life of the first Chancellor to fall in battle.
   
  The ability to rebuild a Darter using duct tape, alu-
  minum foil, and chewing gum has left thousands of these 
  scout vehicles in operation, making them a popular choice 
  among conventional scout units. In fact, General Motors 
  twice stopped production for a year; first in 3003, and then 
  again in 3037.
  variants
   
  A few crews replace the cargo with short-range mis-
  sile systems to give them basic return fire capability against 
  something larger than an infantry squad. Most that do this 
  also commonly load up on Inferno rounds to set fires as 
  they speed away.
   
  As advanced technology spread, some have taken 
  the cargo and mounted various C3, ECM, and active 
  probes instead of the older infrared and electromagnetic 
  sensors. These are all changes performed in the field, de-
  pending on the unit’s needs, and GM does not offer any 
  manufacturer’s variants.
  notable crews
  corporal randy poss: One of the few survivors of the 
  Davion Light Guards during the initial assault on New 
  Avalon, Corporal Poss has turned his lowly Darter into a 
  pseudo-OmniVehicle, replacing many of the parts in his 
  spare time with salvage and ferro-aluminum armor taken 
  from destroyed OmniVehicles scattered through the Sun’s 
  capital world. Most of these “configurations” enhance his 
  ability to remain behind enemy lines and unseen by ad-
  vanced sensors, but the jury-rigged fusion engine has al-
  lowed him on two separate occasions to carry relatively 
  considerable firepower and spot for long-range missile sup-
  port. Corporal Poss was last seen leaving for another scout-
  ing mission behind Word of Blake lines on New Avalon in 
  3072, carrying several tons of top-secret cargo in his Darter, 
  nicknamed “ABC’s Folly.” It is suspected that Poss has either 
  been captured or killed by Word of Blake forces.
  
  221
  light Vehicles
  darter scout car
  Weapons and ammo 
  location 
  tonnage
  Machine Gun 
  Front 
  .5
  Ammo (MG) 200 
  Body 
  1
  Cargo 
  Body 
  3
  Type: darter scout car
  Technology Base: Inner Sphere
  Movement Type: Wheeled
  Tonnage: 13
  Battle Value: 125
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  1.5
  Engine:  
  75 
   
  4
   
  Type: 
  ICE 
   
  Cruising MP:  
  7
   
  Flank MP:  
  11
  Heat Sinks:  
  0 
   
  0
  Control Equipment: 
   
   
  1
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  0
  Armor Factor:  
  32 
   
  2
   
   
  Armor
   
   
  Value
   
  Front 
  10
   
  R/L Side 
  7/7
   
  Rear 
  8
  
  222
  proMetheus coMbat support bridgelayer
  support VEHICLES
   
  Many critics of over-reliance on BattleMechs, typically 
  conventional vehicle commanders who became generals, 
  began to worry about their reputation (and budgets) as 
  the feasibility of large BattleMech formations was proven 
  time and time again. In response, several Federated Suns 
  generals began working on programs to help conventional 
  forces mitigate the advantages BattleMechs held. Most no-
  table was the ability of BattleMechs to bypass terrain that 
  conventional vehicles could not, such as destroyed bridges, 
  rivers, and the occasional steep crater.
   
  When these generals put out a call for bids in 2471 for 
  anything that could help their cause, Olympus Construction 
  Vehicles of Fallon II submitted a design. This vehicle, the 
  Prometheus Combat Support Bridgelayer, was designed 
  to assist conventional forces in bypassing otherwise im-
  passable terrain features by going over them. The design 
  mounted a fusion engine along with ten tons of ’Mech-
  grade armor, could keep pace with the heavier ground forc-
  es, and carried token weaponry including a sizeable long-
  range missile rack and an energy weapon. Its key feature is 
  a pair of side-mounted folding heavy bridgelayers, capable 
  of laying down two thirty-meter spans that each could sup-
  port ninety tons of friendly forces. The Prometheus can also 
  carry a platoon of infantry, typically combat engineers, who 
  can assist not only in the installation of the bridge, but also 
  can take part in a wide variety of combat operations such 
  as demolition of enemy fortifications and mine clearing. 
  Extra space for supplies and replacement beams were also 
  included to repair any bridges damaged in the battle.
   
  Often regarded as an inferior tank, the Prometheus was 
  generally ignored in battle, allowing it to carry out its mission 
  unhindered. Despite its contribution to conventional ground 
  warfare, the Prometheus never became a priority target in 
  most cases, allowing large numbers to survive until the 
  modern day, despite the manufacturer’s destruction by a 
  Kuritan invasion force in the First Succession War.
   
  While the Prometheus would not be enough to save 
  the conventional tank from losing its title of “King of the 
  Battlefield” to the BattleMech, the capabilities of the 
  Prometheus did not completely vanish with the prolifera-
  tion of BattleMechs. Even though ’Mechs could traverse 
  more rugged terrain, there were still hundred of thousands 
  of conventional vehicles serving both offensive and defen-
  sive purposes. Additionally, some of the newer BattleMechs 
  lacked either the jump jets or the speed that would help 
  them move through water or traverse some gaps in terrain, 
  and they still needed the services of the Prometheus.
   
  In recent years, Olympus has resurfaced to fill a per-
  ceived shortage of dedicated bridgelayers in the AFFS, and 
  the company has offered up many of their older designs, 
  including the Prometheus, during the reconstruction pe-
  riod that followed the Federated Commonwealth Civil War. 
  Prometheus CSBs can be found in many Federated Suns 
  systems that have sizeable conventional militia forces, and 
  the tanks are independently attached to almost every RCT 
  in the Suns TO&E. While many are of recent manufacture, 
  there are a small number of the original production run still 
  in existence.
  Type: prometheus combat support bridgelayer
  Chassis Type: Tracked (Medium)
  Mass: 75 tons
  Equipment Rating: D/E-E-E/E
  Battle Value:  747
  equipment 
   
   
  mass
  Chassis/Controls: 
   
   
  17
  Engine/Trans:  
  Fusion 
   
  13 
  Type: 
  Tracked 
   
  Cruising MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  3 
   
  3
  Fuel  
  N/A 
   
  0
  Turret: 
   
   
  0
  Armor Factor (Bar 10):  
  154 
   
  10
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Front 
  8 
  40
   
  R/L Side 
  8/8 
  40/40
   
  Rear 
  8 
  34
  Weapons and ammo 
  location 
  tonnage
  Medium Laser 
  Front 
  1
  LRM 15 
  Front 
  7
  Ammo (LRM) 8 
  Body 
  1
  Heavy Bridgelayer 
  Left 
  6
  Heavy Bridgelayer 
  Right 
  6
  Advanced Fire Control 
  Body 
  1
  crew:  8 (2 officers,  2 enlisted/non-rated, 4 gunners)
  cargo: 
   
  Infantry Compartment (5 tons)
   
  5 tons standard 
   
  1 Door (Rear)
  notes: Features Armored Chassis and Controls Modification
  
  223
  support Vehicles
  proMetheus coMbat support bridgelayer
  
  224
  bkX-7k battleaXe
  heavy ’Mechs
  mass: 70 tons
  chassis: Achernar Special Type 4
  power plant: DAV 280
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: Rawlings 40-Beta
   
  Jump capacity: 120 meters
  armor: StarGuard-X
  armament:
   
  2 Donal Particle Projection Cannons
   
  2 Federated-5 Shot LRM 5s
   
  1 Harpoon-6 SRM 6
  manufacturer: Achernar BattleMechs
   
  primary factory: New Avalon
  communications system: Achernar Electronics HICK-1
  targeting and tracking system: Federated Gatherer
  overview
   
  After a daring espionage operation netted the Lyrans 
  the plans for building the BattleMech, the Federated Suns 
  developed their own plans for conducting espionage 
  against either the Terran Hegemony or the Lyrans. Rather 
  than use these plans, however, First Prince Simon Davion 
  decided upon a different route: diplomacy. The Suns and 
  the Commonwealth had no common borders and no real 
  conflicts, but both nations shared borders with the pow-
  erful Hegemony and the aggressive Draconis Combine. 
  The First Prince opted to send a team of delegates to the 
  Commonwealth, and after an undisclosed amount of ef-
  fort, negotiation, and money, the team came back with 
  reams of information as well as a precedent that would 
  lead to further relations between the two superpowers 
  centuries later. 
  capabilities
   
  The original prototypes that debuted in 2459, like 
  those of the other houses, initially relied on proven 
  weapon technologies such as lasers and missile racks, 
  while most of the other components were still ex-
  perimental. With the advancement of technology, the 
  BattleAxe’s primitive components were slowly replaced 
  over the next fifteen years, increasing the ’Mech’s 
  speed by a third whilst simultaneously reducing the 
  mass of its cockpit and armor. Though the Suns was get-
  ting ready to mass-produce particle projection cannons, 
  they were unwilling to mount unproven technology as 
  the BattleMech’s main weapons and instead relied on 
  older large lasers until the late 2460s.
   
  Still unsure of the BattleMech’s ability to swiftly move 
  through built-up terrain, the designers later mounted ex-
  perimental jump jets on the upper legs, allowing the ma-
  chine to vault anything it could not go through. Extra train-
  ing for MechWarriors and new actuator software had to be 
  included as several pilots died early on, unable to handle 
  the heavy, bulky design and crude jump jets to land safely 
  on both feet.
  Deployment
   
  Unfortunately, even after full-scale production of the 
  BattleAxe commenced, its inherent design flaws remained 
  to curse it. The relatively low armor and bad heat curve, 
  designed by engineers who never imagined the levels of 
  ferocity BattleMech campaigns would involve, left large 
  formations of the machines destroyed, crippled, or simply 
  shut down on the battlefield. However, its strong punch en-
  sured that the BattleAxes took down plenty of enemy units 
  with them.
   
  The last BattleAxes were destroyed during the Second 
  Succession War, when a group of retired MechWarriors 
  gathered for a failed attempt to assist the defenders against 
  the Kuritan invasion of Robinson. This hastily raised com-
  pany, made of machines considered ancient even by stan-
  dards of the time, held back several battalions of conven-
  tional vehicles and infantry while groups of civilians and 
  support personnel fled to the wilderness. Though half of 
  the BattleAxes were destroyed by enemy fire, the other half 
  were lost to ammunition explosions from their ceaseless 
  weapons fire.
  variants
   
  With the introduction of the BattleAxe’s successor, the 
  Hammerhands, no official variants ever surfaced. However, 
  many MechWarriors, especially those who never quite 
  learned to manage the BattleAxe as it leapt through the air, 
  had technicians remove the temperamental jump jets and 
  install a second LRM 5 in each torso, deeming it the “No 
  Crash” version, or simply 7NC.
  upgrades
   
  When digging through their archives, Achernar saw 
  a chance to redeem their first design. Using the most ad-
  vanced technology available to them, the design team cor-
  rected the flaws plaguing the original ’Mech. A light fusion 
  engine, light ferro-fibrous compounds, and CASE turned 
  the once-fragile heavy BattleMech into a well-protected 
  anchor unit. The heavy cannons were swapped for a pair of 
  extended-range medium lasers, and the missile racks were 
  exchanged for three MML-7 packs. While still retaining the 
  jump jets, the heat sinks have been upgraded to double-
  strength versions, and a C3 slave unit has been added. 
  Sometimes mistaken for Warhammer variants, the BKX-8D 
  often had MechWarriors already in the cockpits during the 
  peak of the fighting for New Avalon as the last of the plat-
  ing and wiring were being installed and then marching off 
  to combat without even a simple coat of primer.
  notable MechWarriors
  leftenant timothy mcauliffe: Having been retired for 
  twenty years and missing the initial Draconis Combine 
  landings on Robinson, Leftenant McAuliffe called up close 
  friends and other retired family members when it became 
  apparent the Kuritan force was winning the campaign. 
  Seeing the destruction wrought by the Dragon, McAuliffe’s 
  company of ’Mechs, mostly decrepit BattleAxes, held the 
  line long enough for the civilians in his hometown to evac-
  uate. McAuliffe’s BattleAxe was destroyed in the middle of 
  a jump when incoming fire severed the leg, resulting in a 
  fatal crash.
  
  225
  heaVy ’Mechs
  bkX-7k battleaXe
  Type: battleaxe
  Technology Base: Inner Sphere
  Tonnage: 70
  Battle Value: 1,329
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  7
  Engine: 
  280 
   
  16
   
  Walking MP: 
  4
   
  Running MP: 
  6
   
  Jumping MP: 
  4
  Heat Sinks:  
  15 
   
  5
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor: 
  144 
   
  9
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  22 
  20
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  15 
  18
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  11 
  14
   
  R/L Leg 
  15 
  16
  Weapons and ammo location 
  critical 
  tonnage
  PPC 
  RA 
  3 
  7
  PPC 
  LA 
  3 
  7
  SRM 6 
  RT 
  2 
  3
  Ammo (SRM) 15 
  RT 
  1 
  1
  LRM 5 
  RT 
  1 
  2
  LRM 5 
  LT 
  1 
  2
  Ammo (LRM) 24 
  LT 
  1 
  1
  Jump Jets  
  RL 
  2 
  2
  Jump Jets 
  LL 
  2 
  2
  
  226
  hMh-3d haMMerhands
  heavy ’Mechs
  mass: 75 tons
  chassis: Achernar Special Type 4-reinforced
  power plant: DAV 225
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: Rawlings 50
   
  Jump capacity: 90 meters
  armor: StarGuard III
  armament:
   
  2 Mydron Model B AutoCannon/10
   
  2 ChisComp 38 Medium Lasers
   
  1 Harpoon-6 SRM 6
  manufacturer: Achernar 
   
  primary factory: New Avalon
  communications system: Achernar Electronics HICK-3
  targeting and tracking system: Federated Gatherer Mk II
  overview
   
  After just over a decade of reviewing the prototype and 
  full production models of the BattleAxe, Achernar design-
  ers had heard plenty of complaints about the design. Going 
  back to the drawing board, Achernar debuted the Federated 
  Suns’ second exclusive design, the Hammerhands, in 2475. 
  Though basically a modified BattleAxe, the team decided 
  to re-name the design because the modifications were so 
  extensive, and they christened it in honor of the impressive 
  firepower loaded in each arm.
  capabilities
   
  The Hammerhands design team attempted to correct 
  the BattleAxe’s flaws by slightly increasing the base weight 
  of the chassis and de-rating the engine, allowing the ’Mech 
  to carry more weapons and heavier armor. The faulty elec-
  tronics and targeting systems were replaced with newer and 
  more reliable versions, alleviating many technical problems 
  that plagued the lighter design. The ’Mech’s heat-inten-
  sive particle cannons were replaced with a pair of heavy 
  Mydron B Autocannons backed with a single medium 
  laser in each arm, comprising the seventy-five ton de-
  sign’s main armament.
   
  However, many items from the BattleAxe were retained, 
  including its appearance. The shoulder-mounted SRM rack 
  was still in place, as were the once-controversial jump jets, 
  which Davion pilots had finally started to master.
  Deployment
   
  The Hammerhands became the chosen BattleMech of 
  the Federated Suns military shortly after its debut. Its popu-
  larity spread quickly, enough so that the Terran Hegemony 
  actually copied it and the BattleAxe, using them to create 
  the Warhammer in 2515. Despite Achernar’s vehement pro-
  tests, the name, appearance, and capability of their flagship 
  designs were all revised and improved. The improved sec-
  ondary weapons, heat dissipation capability, and ground 
  speed made the weapons platform better all around, and 
  the slow Hammerhands was gradually replaced. The superi-
  ority of the Warhammer’s design was demonstrated repeat-
  edly; while the Hammerhands performed well against all 
  other ’Mechs, when facing a force of Warhammers it was 
  defeated in every instance. The once-crowning achieve-
  ment of the Federated Suns became known as the “poor 
  man’s Warhammer,” so much so that its predecessor, the 
  BattleAxe, was also derided with that sobriquet. The design 
  soon faded into obscurity.
   
  While the design disappeared, the autocannons it 
  mounted endured, as their high performance was dem-
  onstrated repeatedly. Media and military spokespeople 
  played up its favorable damage-to-heat ratio and hefty 
  punch. Due to the weapon’s growing prestige, many cadets 
  entering the military began seeking out military machines 
  carrying autocannons and finding ways to use them effec-
  tively, and the Federated Suns’ fascination with autocan-
  nons began.
  variants
   
  As was the case with the BattleAxe, many MechWarriors 
  stripped the jump jets out of the Hammerhands and 
  replaced the SRM system with the particle projection can-
  non that was coming into its own. While overheating once 
  again became a major issue, some liked the increased range 
  of the HMH-4D’s secondary weapon, as well as the luxury of 
  having a heavy energy weapon for protracted fights.
  upgrades
   
  The Hammerhands was the first Age of War design 
  brought back by the Federated Suns military-industrial com-
  plex as a trial run for other designs. The first version, the 5D, 
  was more of a proof of concept attempt, using advanced 
  materials to enhance the armor and jump capacity. Two ex-
  tended-range medium lasers replace the originals, and a C3 
  slave was added. The original autocannons were retained, 
  with advanced precision and armor-piercing munitions off-
  setting the archaic performance of the main weapon sys-
  tem. Only a limited production run was completed before 
  a full overhaul of the production line occurred, producing 
  the 6D.
   
  The 6D maximizes jump capacity and adds a special 
  targeting computer in addition to the C3 slave in place of 
  the SRM system. The autocannons have been replaced with 
  rotary versions, and the sacrificed heat sinks are compen-
  sated for by the addition of triple-strength myomer. The 
  most controversial aspect of this change is the re-allotment 
  of the original armor; almost none is mounted on the rear 
  to maximize frontal protection.
  notable MechWarriors
  captain scott “napa” parker: Using his Hammerhands’ au-
  tocannons in several widely publicized skirmishes against 
  the Draconis Combine and Capellan Confederation, Parker 
  strafed several cockpits in the same volley, killing enemy 
  MechWarriors in droves. This turned the tide in several 
  raids, and Parker worked his way up to captain before he 
  retired to assist the Mydron Corporation in promoting and 
  improving their line of Mydron autocannons. Parker’s mar-
  keting efforts were so successful that other nations, such 
  as the Hegemony, became key customers. Mydron would 
  eventually locate many of its factories in the Hegemony 
  only to have them destroyed in the Amaris Coup.
  
  227
  heaVy ’Mechs
  hMh-3d haMMerhands
  Type: hammerhands
  Technology Base: Inner Sphere
  Tonnage: 75
  Battle Value: 1,381
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  7.5
  Engine:  
  225 
   
  10
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  3
  Heat Sinks:  
  13 
   
  3
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  184 
   
  11.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  23 
  30
   
  Center Torso (rear) 
   
  9
   
  R/L Torso 
  16 
  20
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  12 
  20
   
  R/L Leg 
  16 
  23
  Weapons and ammo location 
  critical 
  tonnage
  AC/10 
  RA 
  7 
  12
  Medium Laser 
  RA 
  1 
  1
  Ammo (AC) 10 
  RA 
  1 
  1
  AC/10 
  LA 
  7 
  12
  Medium Laser 
  LA 
  1 
  1
  Ammo (AC) 10 
  LA 
  1 
  1
  Ammo (AC) 10 
  RT 
  1 
  1
  SRM 6 
  RT 
  2 
  3
  Ammo (SRM) 15 
  RT 
  1 
  1
  Ammo (AC) 10 
  LT 
  1 
  1
  Jump Jet 
  CT 
  1 
  1
  Jump Jet 
  RL 
  1 
  1
  Jump Jet 
  LL 
  1 
  1
  
  228
  jaw-66b jabberwocky engineerMech
  industrialmechs
  mass: 50 tons
  chassis: Corean Model KL80 Industrial
  power plant: GM 200
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: Panpour Specials
   
  Jump capacity: 90 meters
  armor: ArcShield Maxi Special (Industrial Heavy)
  equipment:
   
  1 StarCorps Salvage Arm 
   
  1 JAI Spot Wielder 
   
  2 JAI Lift Hoists 
  manufacturer: Jalastar Aerospace
   
  primary factory: Panpour
  communications system: O/P R Janxiir
  targeting and tracking system: Jal ConstrucTrak Mk I
  overview
   
  Originally developed as a general military support 
  unit in 2549, the JAW-66A Jabberwocky fell far short of that 
  goal due to engineering limitations and was relegated to 
  unimportant tasks.
   
  By 3069, devastation on all fronts forced the Federated 
  Suns to pull every available armed machine from storage or 
  support units and put them on the firing line. This stripped 
  many engineering units, leaving them woefully under-
  equipped for the massive fortification and reconstruction 
  efforts with which they were already struggling.
   
  As one of the few companies relatively unscathed in 
  the Jihad, Jalastar Aerospace seized the opportunity to ex-
  pand their market, and in 3070 they debuted a completely 
  reworked Jabberwocky Engineering IndustrialMech.
  capabilities
   
  Mounting equipment almost entirely produced on 
  Panpour, the Jabberwocky’s parts are found almost ev-
  erywhere, meaning maintenance is simple. While many 
  IndustrialMechs rely on manual controls, the Jabberwocky 
  utilized Jalastar’s stockpile of old neurohelmets, giving pi-
  lots better control of the fifty-ton chassis.
   
  The -66B uses a  salvage arm and spot welder to quickly 
  pull apart any battlefield salvage, while a pair of Industrial-
  TSM powered lift hoists allow the Jaberwocky to carry double 
  its own tonnage in salvage.  The tracked propulsion system, 
  oft-derided as useless on ’Mechs, allows the design to main-
  tain higher speed when on paved surfaces. For extremely 
  rough terrain, the Jabberwocky even has three jump jets. 
  A searchlight and environmentally sealed chassis help the 
  Jabberwocky at night and in many hostile environments. 
   
  Its most attractive feature is its semi-modularity. More 
  akin to a Mercury than an OmniMech, the Jabberwocky 
  can have either its rear torso or arms replaced with others 
  mounting different pieces of industrial equipment.
  Deployment
   
  Orders for this design have far outstripped Jalastar’s 
  production capabilities, with many Federated Suns support 
  units attempting to replenish their depleted ranks with 
  the versatile Jabberwocky. A number of mercenary units, 
  interested in VEST’s Hyena SalvageMech prior to the Blakist 
  takeover of Solaris VII, have also turned to Jalastar to supply 
  their orders. 
  variants
   
  Every Jabberwocky sold arrives in the 66B battlefield sal-
  vage configuration. The semi-modular limbs and torso sec-
  tions have allowed Jalastar to sell a number of variant packs, 
  so techs can modify Jabberwockys as required. The Demolition 
  (or 66C) variant removes the left torso lift hoist, and replaces 
  the spot welder with a rock cutter. The Construction variant 
  (66D) sacrifices the same hoist for a single ton internal cargo 
  bay and a nail/rivet gun in each arm, supplied by a ton of nails 
  or rivets for reconstruction projects.
   
  All of the original JAW-65A models were scrapped 
  within a few decades of their manufacture. This slower, fuel 
  cell-powered model carried much less armor and equip-
  ment, and lacked jump jets.
  notable MechWarriors
  mechWarrior heather corpez: As part of reconstruction 
  efforts on New Syrtis, MechWarrior Corpez has clocked 
  more time in her Jabberwocky cockpit than any other pilot 
  of this design. Clearing away thousands of tons of rubble 
  by herself, she often uses her rock cutter attachment to 
  trigger a safe demolition of a major piece of wall before 
  carting it away to a dump truck.
  Type: Jabberwocky engineermech
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 50
  Equipment Rating: D/X-X-E/D
  Battle Value: 358
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  10
  Engine:  
  200 (Fusion) 
   
  8.5
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  3
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor:  
  56 
   
  3.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  6
   
  Center Torso 
  16 
  9
   
  Center Torso (rear) 
   
  3
   
  R/L Torso 
  12 
  5
   
  R/L Torso (rear) 
   
  2
   
  R/L Arm 
  8 
  6
   
  R/L Leg 
  12 
  6
  Weapons and ammo location 
  critical 
  tonnage
  Industrial TSM 
  — 
  12 
  0
  Salvage Arm 
  RA 
  2 
  3
  Spot Welder 
  LA 
  1 
  2
  Environmental Sealing 
  — 
  8 
  5.5
  Searchlight 
  LT 
  1 
  .5
  Lift Hoist 
  RT (R) 
  3 
  3
  Lift Hoist 
  LT (R)  
  3 
  3
  Tracks 
  RL 
  1 
  5
  Tracks 
  LL 
  1 
  5
  Jump Jet 
  CT 
  1 
  .5
  Jump Jet 
  RT 
  1 
  .5
  Jump Jet 
  LT 
  1 
  .5
  
  229
  industrialMechs
  jaw-66b jabberwocky engineerMech
  
  230
  cnt-1d centurion
  light aerospace
  mass: 30 tons
  chassis: Lockheed/CBM 120
  power plant: Pitban 240
  armor: Rander Special
  armament:
   
  3 Maxell Medium Lasers
  manufacturer: Jalastar Aerospace,  
   
  Lockheed/CBM Corporation
   
  primary factory: Panpour (discontinued in 3000),  
   
   
  Donegal
  communications system: Lockheed/CBM Comset86b
  targeting and tracking system: Rander TA2
  overview
   
  Until the dawn of the twenty-fourth century, space 
  combat was exclusively performed by armed JumpShips 
  and large, plodding shuttles armed with little more then 
  pop guns. While adequate for orbital combat, these pre-
  cious shuttles were too valuable to risk any sort of ground-
  support actions. A defending system could be expected to 
  have maneuverable, capable conventional fighters, which 
  would handily defeat ground forces and opposing shuttles 
  alike, at least until the invaders could establish a secure 
  foothold and a useable airstrip, and then deploy their own 
  conventional fighters. Often this forced planners to deploy 
  far more ground forces than they preferred, as ground forc-
  es took considerable casualties until friendly fighters could 
  be deployed.
   
  Impressed with the progress made by the Terran 
  Hegemony, the Federated Suns embarked on their own 
  crash aerospace fighter program to assist its transports 
  and ground forces. Looking for something that could out-
  maneuver anything it could not outgun (while understand-
  ing the hefty cost associated with such a design), this new 
  “fighter” would emphasize speed and survivability. In 2430, 
  the Federated Suns’ first domestically built aerospace fight-
  er, the Centurion, debuted. Though primitive by modern 
  standards, this fighter was impressive not just for morale 
  purposes, but also for its ability to fight equally well both in 
  space and in atmosphere, preventing the need for danger-
  ous shuttle strafing runs or for establishing a spacehead 
  without aerospace superiority.
  capabilities
   
  As an early design, the Centurion hewed to a simple 
  design principle that is still followed by most of today’s 
  aerospace forces. Three medium lasers located across the 
  hull give the light fighter adequate firepower and the abil-
  ity to strafe ground forces, making the craft an ideal attach-
  ment to small raiding units. What made the Centurion im-
  pressive was its heavy armor for the time. Despite massing 
  only thirty tons, the small fighter could take large amounts 
  of damage and remain airworthy. This trait only improved 
  when engineers mounted BattleMech-grade armor onto 
  the fighter, a feature that was added decades after the 
  craft’s initial appearance. The advancement of technology 
  also provided an increased speed and operational range for 
  the fighter.
  Deployment
   
  The Centurion served as the Federated Suns’ premier 
  light aerospace fighter until the nation acquired various 
  Sparrowhawk production lines toward the end of the First 
  Star League. The Sparrowhawk’s electronics suite and abil-
  ity to fly while damaged far surpassed the abilities of the 
  Centurion, and the older fighter was quickly shunted to 
  local militia forces. With permission of the Federated Suns 
  government, the design was traded with the Lockheed/
  CBM Corporation for another ancient design, the Sabre, for 
  testing, and Jalastar allowed production to continue until 
  3000, when they decided to permanently shut the line 
  down to construct other designs. At that time, Lockheed/
  CBM replaced the Centurion’s aging frame and communica-
  tions systems with more up-to-date versions.
  variants
   
  Due to the plethora of other light aerospace fighters, 
  no significant variants of the Centurion were developed. 
  One prototype that received a limited production run was 
  the 2D, which replaced armor and fuel with an SRM-6 pack, 
  allowing the craft to be used as a short-range interceptor.
  upgrades
   
  In the scramble to raise the quality of all military 
  equipment, the Centurion’s current manufacturer, 
  Lockheed/CBM, redesigned the light fighter into a dedi-
  cated ground-support fighter. Replacing the medium 
  laser with a nose-mounted TAG unit and employing a 
  pair of wing-mounted extended-range medium lasers, 
  the new Centurion also gained increased speed and 
  armor. Unfortunately only a few of these 3S upgrades 
  were produced before the plant fell into the hands of the 
  Blakists, who distributed the design to their Protectorate 
  Militia. Production remained steady after the liberation 
  of the Donegal system, with shipments going to Lyrans 
  and to Stone’s anti-Blakist coalition.
  notable Pilots
  captain Josh freebard: Captain Josh Freebard was a 
  decorated Centurion pilot who opposed the decision to re-
  place the Centurion with the newly acquired Sparrowhawk 
  light fighters. Believing the loss of weapons range was a 
  critical problem, Freebard challenged several Sparrowhawk 
  pilots to demonstrate his point. At first his challenges were 
  successful, until several smart opponents, after dueling 
  in space, led the damaged fighters into the atmosphere, 
  where they could jettison their damaged armor plates and 
  maneuver faster and easier then Freebard. He grudgingly 
  accepted the Sparrowhawk’s superiority after a pair of hu-
  miliating defeats.
  
  231
  light aerospace
  cnt-1d centurion
  Type: centurion
  Technology Base: Inner Sphere
  Tonnage: 30
  Battle Value: 701
  equipment 
   
   
  mass
  Engine:  
  240 
   
  11.5
   
  Safe Thrust:  
  10
   
  Maximum Thrust:  
  15
  Structural Integrity: 
  10
  Heat Sinks:  
  10 
   
  0
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  120 
   
  7.5
   
   
  Armor 
   
   
  Value 
   
  Nose 
  40 
   
  Wings 
  26/26 
   
  Aft 
  28 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  
  232
  VaMpire
  small dropships
   
  With the Vampire’s small size, fast speed, and qual-
  ity armament, many inexperienced soldiers mistook the 
  craft for a heavy aerospace fighter. This was intentional, 
  as Markesan Aeronautics developed the small, shuttle-
  like DropShip to minimize jump infantry’s exposure to 
  aerospace interceptors by using speed and a misleading 
  appearance.
   
  The Vampire’s armor profile and armament is sur-
  prisingly similar to the heaviest fighters put into service. 
  Its speed also caught observers off-guard, and often the 
  troop ship would be spotted in the midst of several squad-
  rons of fighters, anchoring for the group and allowing it to 
  move swiftly without strain. When approaching a target, 
  the Vampire would veer off in the final moments and make 
  a low-altitude, high-speed pass, allowing the three jump 
  platoons to leap out of the specially designed compart-
  ment doors and make a combat drop on enemy units and 
  positions. This tactic was successfully used many times, 
  most notably over Redfield in 2762. The Avalon Hussars 
  combat-dropped several elite infantry companies while 
  passing over fortified Capellan command posts, and the 
  troopers were able to break into the defending command 
  structure and win the system for the Suns. Federated Suns 
  Special Forces were fond of the Vampire, since it gave them 
  the advantage of surprise during many operations.
   
  The Vampire, however, was never meant for long 
  flights. Its fuel bunker was barely adequate to get it from 
  the jump point to the target planet and back, and then 
  only for typical habitable star systems. Its infantry compart-
  ments were so cramped that many platoons despised hav-
  ing to stay inside for any length in time. Most often troops 
  would transfer in from other transports once in system or, 
  if they could manage it, after the force had reached orbit. 
  After a contested insertion, the Vampire’s hull often needed 
  extensive repairs to its light armor before performing the 
  next operation.
   
  The end of the Vampire would not come from com-
  bat directly, but rather from its high-performance engines. 
  The Donavan XVIII had a short lifespan and required main-
  tenance far above that of comparable DropShip engines. 
  When Markesan Aeronautics was destroyed by DCMS troops 
  during their push towards New Avalon, the several dozen 
  Vampire DropShips that survived combat eventually had 
  to be scrapped due to engine failure. However, Jalastar 
  has begun testing a pair of reworked prototypes to ex-
  plore the possibility of reviving the design for AFFS  
  special operations.
  vaMPiRe class DRoPshiP
  type: Military Aerodyne
  use: Troop Carrier
  tech: Inner Sphere
  introduced: 2715
  mass: 400 tons
  battle Value: 2,142
  dimensions
   
  length: 42 meters
   
  Width: 28 meters
   
  height: 9.5 meters
  fuel: 38 tons (2,660)
  tons/burn-day: 1.84
  safe thrust: 6
  maximum thrust: 9
  heat sinks: 34
  structural integrity: 11
  armor
   
  nose: 134 
   
  sides: 107
   
  aft: 92
  cargo
   
  Bay1 Infantry (3 Jump Platoons) 
  4 Doors
   
  Bay 2: Cargo (20 tons) 
   
  1 Door
  life boats: 0
  escape pods: 0
  crew: 1 Officer, 3 enlisted/non-rated, 2 gunners.
  ammunition: 30 rounds SRM 6 ammunition (2 tons), 36 
  rounds LRM 20 ammunition (6 tons)
  notes: Mounts 25 tons of standard armor
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class
  nose (10 heat) 
    
  2 Medium Lasers 
  1(10) 
  — 
  — 
  — 
  Laser
    
  1 SRM 6 (30 rounds) 
  1 (8) 
  — 
  — 
  — 
  SRM
  fl/fr (14 heat) 
    
  1 LRM 20 (36 rounds) 1 (12) 
  1 (12) 
  1 (12) 
  — 
  LRM
    
  1 Large Laser 
   
  1(8) 
  1 (8) 
  — 
  — 
  Laser
  aft (6 heat) 
    
  2 Medium Lasers 
  1 (10) 
  — 
  — 
  — 
  Laser
  
  233
  sMall dropships
  VaMpire
  
  234
  robinson (transport)
  warships
   
  While Alexander Davion’s reforms eliminated most forms 
  of regional loyalties after the Davion Civil War, he was also 
  acutely aware of the need to reward those who supported him 
  despite any reservations they might have had. As a form of 
  boosting the border systems’ morale and building a potent 
  naval force, a new WarShip, dubbed the Robinson, appeared 
  in 2560.
   
  The Robinson was intended to both transport troops be-
  tween stars and support ground actions once troops were on 
  the ground, eliminating the need for additional naval ves-
  sels. The on-board shuttles were large enough to transport a 
  single BattleMech from the transport’s bay (which housed a 
  total of thirty-six ’Mechs), or the ’Mechs could be transferred 
  to one of the four carried DropShips via the docking collars. 
  The Robinson’s armament was mainly geared toward pinpoint 
  orbital bombardment of military targets and anti-assault 
  DropShip duty (the only form of orbital attack allowed 
  by the Ares Conventions), but it mostly relied on its four 
  squadrons of fighters for defenses against small targets. The 
  ability to combat-drop BattleMechs from low orbit onto the 
  planetary surface using special cocoons was also built into 
  the ship. It was believed that the battalion of ’Mechs could 
  insert themselves from low orbit with cover provided by the 
  Robinson’s fighters and secure a landing zone for the rest of 
  the invasion force.
   
  As newer technology filtered out of the Hegemony and 
  into Federated Suns, the military decided to upgrade the 
  Robinson, much like it did with the once-maligned Davion 
  destroyer. Unlike the destroyer, which was completely trans-
  formed, the Robinson gained no extra mass but instead carried 
  more anti-fighter weaponry while doubling its armor protec-
  tion, making it an impressive armored transport.
   
  Unlike most other WarShips, which were assigned to 
  floating naval taskforces, Robinsons were most often attached 
  to specific commands, namely the Ceti Hussars when the unit 
  was assigned to the Kuritan border. Other Robinsons could be 
  found protecting the border near New Syrtis, similar to the way 
  the New Syrtis Fighter Cruisers patrolled the border with Kurita. 
  Robinsons preformed admirably in combat, though the Kuritan 
  Navy discovered a fatal weakness that led to the capture of 
  two of the remaining Block I’s during the Succession Wars. 
  Centuries later, those captured ships became the inspiration 
  for the Kyushu Frigate.
  RoBinson [tRansPoRt]
  tech: Inner Sphere 
  introduced: 2560 (Block I) 2705 (Block II)
  mass: 400,000 tons
  length: 537 meters
  sail diameter: 968 meters
  fuel: 2,600 tons (6,500 points)
  tons/burn-day: 65.79
  safe thrust: 3
  maximum thrust: 5
  sail integrity: 4
  Kf drive integrity: 9
  heat sinks: 2,324 (Block I), 1672 (3,344) (Block II)
  structural integrity: 79 (Block I), 80 (Block II)
  battle Value: 63427 (Block I), 73900 (Block II)
  block i
  armor
   
  fore: 56 
   
  fore-sides: 50
   
  aft-sides: 50
   
  aft: 45
  cargo
   
  Bay 1: Fighters (24) 
   
  5 Doors
   
   
  Small Craft (12) 
   
  3 Doors
   
  Bay 2: Cargo (56,609.5 tons) 
   
  2 Doors
   
  Bay 3: BattleMechs (36) 
   
  4 Doors
  dropship capacity: 4
  grav decks: 2 (both 75-meters diameter)
  escape pods: 30
  life boats: 0
  crew: 46 officers, 95 enlisted/nonrated, 30 gunners, 180 bay personnel
  ammunition: 20 rounds NAC/30 ammunition (30 tons), 48 rounds LRM am-
  munition (8 tons)
  notes: Equipped with 631.5 tons of Standard Armor. 
  Weapons:  
   
   capital attack Values (standard)
  arc (heat)  type 
   
  short medium long extreme class  
  nose (425 heat) 
    
  2 NAC/30 (20 rounds) 60 
  60 
  60 
  — 
  Capital AC
    
  1 Heavy NPPC 
   
  15 
  15 
  15 
  15 Capital PPC
  fl/fr (698 heat) 
    
  3 Light NPPC 
   
  21 
  21 
  21 
  — Capital PPC
    
  2 Large Lasers,  
  3 (26) 
  2 (16) 
  — 
  — 
  Laser
    
     2 Medium Lasers 
    
  2 LRM 20 (48 Rounds) 2 (24) 
  2 (24) 
  2 (24)  
  — 
  LRM
  lbs/rbs (540 heat) 
    
  2 Medium NPPC  
  18 
  18 
  18 
  18 Capital PPC
  al/ar (432 heat) 
    
  2 Medium lasers  
  1(10) 
  — 
  — 
  — 
  Laser
    
  3 NL 45 
   
  14 
  14 
  14 
  14 Capital Laser
  aft (351 heat) 
    
  2 Large Lasers,  
  3 (26) 
  2 (16) 
  — 
  — 
  Laser
    
     2 Medium Lasers
    
  2 NL 35 
   
  7 
  7 
  7 
  -- Capital Laser
    
  1 Heavy NPPC 
   
  15 
  15 
  15 
  15 Capital PPC
   
  block ii
  armor
   
  fore: 104
   
  fore-sides: 93
   
  aft-sides: 93
   
  aft: 84
  cargo
   
  Bay 1: Fighters (24) 
   
  5 Doors
   
   
  Small Craft (12) 
   
  3 Doors
   
  Bay 2: Cargo (56,684.5 tons) 
   
  2 Doors
   
  Bay 3: BattleMechs (36) 
   
  4 Doors
  dropship capacity: 4
  grav decks: 2 (both 75-meters diameter)
  escape pods: 30
  life boats: 0
  crew: 46 Officers, 95 enlisted/nonrated, 33 Gunners, 180 Bay personnel
  ammunition: 20 rounds NAC/30 ammunition (30 tons), 216 rounds LRM 
  ammunition (36 tons)
  notes: Equipped with 639.5 tons of Ferro-Carbide Armor. 
  Weapons:  
   
   capital attack Values (standard)
  arc (heat)  type 
   
  short medium long extreme class
  nose (465 heat) 
    
  2 NAC/30 (20 rounds) 60 
  60 
  60 
  — 
  Capital AC
    
  1 Heavy NPPC 
   
  15 
  15 
  15 
  15 Capital PPC
    
  4 PPCs 
   
  4 (40) 
  4 (40) 
  — 
  — 
  PPC
  fl/fr (698 heat) 
    
  3 Light NPPC 
   
  21 
  21 
  21 
  — Capital PPC
    
  2 Large Lasers,  
  3 (26) 
  2 (16) 
  — 
  — 
  Laser
    
     2 Medium Lasers 
    
  2 LRM 20 (48 Rounds) 2 (24) 
  2 (24) 
  2 (24)  
  — 
  LRM
  lbs/rbs (636 heat) 
    
  2 Medium NPPC  
  18 
  18 
  18 
  18 Capital PPC
    
  3 PPC  
   
  3 (30) 
  3 (30) 
  — 
  — 
  PPC
    
  3 LRM 20 (30 rounds) 4 (36) 
  4 (36) 
  4 (36) 
  — 
  LRM 
  al/ar (456 heat) 
    
  6 Medium Lasers 
  3 (30) 
  — 
  — 
  — 
  Laser
    
  3 NL 45 
   
  14 
  14 
  14 
  14 Capital Laser
  aft (387 heat) 
    
  2 Large Lasers,  
  3 (26) 
  2(16) 
  — 
  — 
  Laser
    
     2 Medium Lasers
    
  2 NL 35 
   
  7 
  7 
  7 
  — Capital Laser
    
  1 Heavy NPPC 
   
  15 
  15 
  15 
  15 Capital PPC
    
  6 LRM 20 (60 rounds) 7 (72) 
  7 (72) 
  7 (72) 
  — 
  LRM
  
  235
  warships
  robinson (transport)
  
  236
  the capellan confederation
  t
              
  he Capellan Confederation was formed around a dense cluster of heavily populated worlds. This gave the young nation a good starting point against larger alliances and helped 
  shape not only the nation but also its culture. Smaller than its interstellar neighbors, the Confederation has been at its best when its people come together and its worst when fight-
  ing amongst themselves. Their weapons of war were no different, the innovative Raven and the much maligned Vindicator reflecting this.
   
  During the Age of War, the Capellans took every chance they could to design cutting edge weapons and were rewarded with the Korvin battle tank. As leadership and the economy 
  slid, so did their weapon programs. Unable to sit on their laurels, the Capellans watched as the Hegemony and then every other Successor State developed the BattleMech. When their first 
  BattleMech strode onto the battlefield, it was already behind the times.  
   
  When the war weary Confederation helped create the Star League, the nation was able to use this respite to rebuild their nation and their military. Perhaps the high point came 
  when Normann Aris, a skilled weapons designer in his own right, briefly took the mantle of the Chancellorship. Under the peaceful umbrella of the Star League and steady leadership, the 
  Confederation thrived. The two centuries of peace and development was vital for the Confederation as the collapse of the Star League once again left the Capellans facing larger nations on 
  all sides.
   
   I’ve compiled a listing of Capellan units from the Age of War, removing the more common ones that have already seen publication in other common sources. While all were developed in 
  the Age of War or Star League era, only three saw production that continues through today. Their exclusion from other intelligence briefings are on either extremes; the DemolitionMech is so 
  specialized that few saw it being of much notice while the Lightning was so widespread that it was assumed the details of it were ubiquitous.
   
  Oddly, the Capellans seem to be revisiting their failures more than their successes. Perhaps it is part of the recent unity and ‘rising from the past’ or just a wish to avoid dwelling on past 
  successes but instead focusing on the future. While the nation’s first BattleMech sits on the back burner, one of the biggest busts in history has been remade into a fearsome war machine, 
  albeit with outside help. Yet another design, the Koschei, seems to be ignored for its Tikonov ancestry in face of the neo-Chinese “Xin Sheng” movement. This sort of “resurrection” trend will 
  likely continue for the near future. 
  Archivist Tesuko Punzal
  Sensei
   
  The files for the Confederation are attached, including a forward by our archivist on this project. I would be remiss if I did not further expound on some insight and nuances that he may 
  have missed. The Confederation is probably relatively stronger than it has been in a century and should not be over looked. The Xin Sheng movement is strong, but the resurgence of Chinese 
  culture has often blinded analysts of how practical the current government is. While new rank designations, design names and other superficial aspects of the movement are noted, the use-
  ful and productive aspects of the past are not ignored. The Raven and Vindicator have not been tossed aside, nor has McCarron’s Armored Calvary been renamed. Similarly, I doubt that such a 
  strong and pragmatic leader as Sun Tzu would ignore older designs because of cultural or political stigma.  
   
  The Capellans are merely being practical about their immediate needs. Building a battleship based on an old, flawed design such as the Du Shi Wang makes no sense but a production 
  line than can be quickly renovated to produce and impressive assault ‘Mech is a good use of industrial resources. The Capellans are even using the Koschei, and while the ancient ‘Mech is not 
  being distributed to Capellan forces, the income it provides are helping the Confederation’s foreign currency reserves. As the data in this file shows, when the Capellans see an advantage, 
  they will use it as long as they can. Other realms may seek to placate the desires of their warriors, but the Confederation pushes forward with designs built around what the government di-
  rects. The successes of the Korvin, Lightning and Firebee have proven that point. 
   
  Of course, this has the disadvantage of introducing yet more models for the strained CCAF logistical services to support, quite to the contrary of major military’s desire for fewer designs 
  in service, but the immediate needs of the Confederation means its armed forces will just have to adapt to the multitude of machines as they did during the Succession Wars. We should keep 
  an eye on the Capellans for this reason so that there is no surprise when the CCAF fields yet another new war machine.
  Your Loyal Student,
  Antonio Yodama
  
  237
  
  238
  korVin tank
  mass: 50 tons
  movement type: Tracked
  power plant: Magna 250 Fusion
  cruising speed: 54 kph
  flank speed: 86 kph
  armor: ProtecTech 4
  armament:
   
  1 Wu Heavy Laser
   
  5 Browning Large Caliber Machine Guns
   
  1 Longbow LRM 10 Rack
  manufacturer: Wu Industries
   
  primary factory: Capricorn III,  
   
   
  Sian (discontinued 2612) 
  communications system: WuChat 2.4
  targeting and tracking system: WuSight 13.8
  overview
   
  In the early 24th century, the Terran Hegemony in-
  troduced lasers that were small yet powerful enough to 
  become battlefield weapons. When the large laser was first 
  fielded, it could frequently defeat the armor of the era out-
  right. After managing to secure some of these weapons, 
  the Capellan Confederation used the Hegemony examples 
  to finish their own laser development and began designing 
  a vehicle around the new weapons.
   
  Named after explorer and philosopher Alana Korvin 
  DeVall, the Korvin Tank gave the Confederation a brief peri-
  od of dominance over its neighbors. Deployed with missile 
  tanks, the Korvin would close with foes and cripple them 
  with its large laser. As armor technology advanced, howev-
  er, the Korvin became less and less effective, finally serving 
  as an expensive garrison tank. Wu Industries introduced a 
  new model in 2430 to revitalize sales. While it was a better 
  match to the vehicles of the time, it was still considered 
  mediocre. Wu closed its doors in 2612.
  capabilities
   
  The Korvin is a well-armed tank for its size and speed. 
  Because the original lasers required a fusion engine, the 
  design has been blessed with a lighter power plant than 
  similar tanks with internal combustion engines. The Wu 
  large laser and missile rack give the KRV-3 a good punch 
  at most ranges. Additionally, machine guns provide close-
  range support, though they are primarily anti-infantry 
  weapons. At 86 kph, the Korvin can keep pace with most 
  tanks of its class and serve as flanking units for heavy armor 
  and BattleMechs. The rugged tracks and eight tons of solid 
  armor give it a measure of endurance on the battlefield. 
  Some of the internal systems, especially the environmen-
  tal controls, are prone to breakdowns, a result of the hasty 
  design that also gave the tank it its odd silhouette.
  Deployment
   
  During the 24th century, the Korvin was assigned to 
  the premier Capellan regiments. Crewmen at the time were 
  the ’Mech pilots of their day, until the true BattleMech came 
  along. When the laser of the Korvin no longer decimated 
  enemies and opponents mounted even heavier weapons, 
  the Korvin started dying quickly. In the early 25th century, 
  the tanks were assigned to garrison forces. The KRV-3 was 
  distributed like a standard medium tank at its introduction 
  and pushed the older KRV-2s into retirement.
   
  Some KRV-2s were scrapped but most were sold to the 
  Periphery. Due to battle damage and the dearth of spare 
  parts for the reactor, few KRV-2s remain operable.
  variants
   
  The original KRV-2 had a substantially more primitive 
  chassis, armor, engine, and controls. The primitive laser 
  needed the full-time attention of two weapon specialists, 
  leaving a third gunner for the bow machine gun. In addi-
  tion to the usual driver and commander, a full-time engi-
  neer oversaw the reactor, bringing the crew to six. With a 
  poorly compartmentalized hull and armor inadequate to 
  stop its own main gun, Korvin vs. Korvin battles were as 
  deadly as they were rare.
  notable crews
  sergeant yuri Karpov: Sgt. Karpov and his crew were a 
  terror on the battlefield, recording kills of over one hun-
  dred enemy tanks and three BattleMechs by the time they 
  were transferred to military academies. Already an experi-
  enced crew when the Korvin was introduced, their accurate 
  fire and Karpov’s ability to negotiate the battlefield made 
  them nearly unstoppable. They would often race through 
  an enemy force leaving crippled tanks for others to clean 
  up. After their initial success, Karpov was promoted to lieu-
  tenant, but he proved ill suited to coordinating other tanks, 
  often leaving them to go on his hunting sprees. His crew 
  lost only three Korvins in over two decades of frontline ser-
  vice, and their last Korvin remains on display at the Sian 
  War Museum.
  captain liu goldberg: In the right place at the right time, 
  Goldberg enjoyed the success of the Korvin. Graduating 
  from the New Aragon Military College, he was thrust into a 
  commanding role over a lance of Korvins. His successes just 
  happened to end up being broadcast as highlights of the 
  war effort, and he shot up to celebrity status thanks to his 
  fame as a war hero. He deserved his promotion but spent 
  a lot of time afterward dating celebrities and becoming a 
  publicity figure. His life fell apart after BattleMechs came to 
  rule the battlefield. He tried to become a pilot for a Firebee 
  but was not suited to be a MechWarrior. Despondent after 
  being assigned to a garrison unit, he took his own life  
  in 2488.
  medium VEHICLES
  
  239
  korVin tank
  MediuM Vehicles
  Weapons and ammo 
  location 
  tonnage
  Large Laser 
  Turret 
  5
  LRM 10 
  Turret 
  5
  Ammo (LRM) 12 
  Body 
  1
  2 Machine Guns 
  Front 
  1
  Machine Gun 
  Right 
  .5
  Machine Gun 
  Left 
  .5
  Machine Gun 
  Rear 
  .5
  Ammo (MG) 200 
  Body 
  1
  Type: Korvin tank
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 50
  Battle Value: 792
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  250 
   
  19
   
  Type: 
  Fusion 
   
  Cruising MP:  
  5
   
  Flank MP:  
  8
  Heat Sinks:  
  10 
   
  0
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  2.5
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1
  Armor Factor:  
  128 
   
  8
   
   
  Armor
   
   
  Value
   
  Front 
  38
   
  R/L Side 
  26/26
   
  Rear 
  17
   
  Turret 
  21
  
  240
  stork light refueling craft
  support VEHICLES
   
  Chancellor Normann Aris knew that the Capellan 
  Confederation was extremely vulnerable during his rule. 
  Economic problems had nearly bankrupted his nation 
  while others flourished, and recovery would be slow. 
  While the Star League provided some security, the scars 
  of the Reunification War were fresh enough to make the 
  Confederation wary. A brilliant weapons designer, Aris 
  started many projects designed to shore up the defense 
  while not devastating the struggling economy. One of 
  these plans was a fixed-wing aircraft that could extend 
  the range of their fighters. This eventually became the 
  Stork Light Refueling Craft, but Chancellor Aris would 
  not live to see his idea come to fruition.
   
  When the Stork finally got off the ground in 2623, it 
  was an immediate success. The basic design enabled it 
  to sustain a limited amount of combat, keep up with the 
  heaviest aerospace fighters, and carry enough fuel to re-
  fill three fighters, meaning a pair of Storks could service a 
  squadron. With little conflict at that time, the Stork was still 
  able to play a major role by keeping fighters aloft during 
  patrols and training missions. By the time the Stork finally 
  saw significant combat, the Succession Wars had started.
   
  The Stork was designed to survive some combat, 
  mainly against smaller craft and guerilla surface-to-air mis-
  siles. Designers at Asuncion Industries reasoned that if the 
  enemy sent a heavy fighter after the Stork, there was little 
  they could do to against it, so they used small amounts 
  of military grade armor that would protect the Stork from 
  the weapons that light fighters typically mount. In addition, 
  quad anti-missile systems (added in 2677 after losses to in-
  surgent missile fire) reduce the effect of missiles, and a pair 
  of short-ranged missile racks dissuade some fighters from 
  getting in range. Designers also concentrated the armor in 
  the front and the rear, as Storks tend to be either coming 
  toward or moving away from combat, not maneuvering in 
  the middle of battle.
   
  Designers knew most of the Stork’s duty would be dull 
  and routine, so they built it to do its tasks well. The refuel-
  ing system is advanced, allowing the computer to take over 
  for both the Stork and the receiving craft while refueling 
  takes place.
  notable craft: 
  enola: The longest serving Stork in the Confederation, the 
  Enola has accumulated fifteen kills while in service, mostly 
  VTOLs or small fighters that were unfamiliar with the Stork’s 
  armament. While the Enola is a great combat asset for the 
  CCAF, it has been an even greater PR tool, assisting in 
  searches and rescue operations.
  trade Winds: The dedicated Stork for the Death Com-
  mandos, the Trade Winds is the eighth Stork to fill that role, 
  with only one other surviving long enough to be retired 
  from duty.
  Type: stork light refueling craft
  Chassis Type: Fixed Wing (Medium)
  Mass: 80 tons
  Equipment Rating: E/E-F-D/D
  Battle Value: 468
  equipment 
   
   
  mass
  Chassis/Controls: 
  Fixed Wing, Armored  
  12
  Engine/Trans:  
  Fusion 
   
  23.5
   
  Safe Thrust:  
  5
   
  Max Thrust:  
  8
  Structural Integrity: 
  5
  Heat Sinks:  
  0 
   
  0
  Fuel:  
  250 
   
  5
  Armor Factor (BAR 10):  
  84 
   
  5.5
   
   
  Armor
   
   
  Value
   
  Nose 
  25
   
  Wings 
  17/17
   
  Aft 
  25
  Weapons and ammo 
  location 
  tonnage 
  SRM 4 
  Nose 
  2
  SRM 4 
  Aft 
  2
  Ammo (SRM) 25 
  Body 
  1
  2 AMS 
  Nose 
  1
  2 AMS 
  Aft 
  1
  Ammo (AMS) 36 
  Body 
  3
  crew: Crew: 4 (2 enlisted/non-rated, 2 gunners)
  cargo: 19.5 tons insulated (22.5t) 
  1 Door (Rear)
  notes: Features Armored Chassis and Controls Modification, 
  Advanced Fire Control (.5 tons) and a Refueling 
  Drogue (1 ton).
  
  241
  support Vehicles
  stork light refueling craft
  
  242
  frb-2e firebee
  light ’Mechs
  mass: 35 tons
  chassis: Confederated 5
  power plant: Omni 175
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: Anderson Propulsion 12
   
  Jump capacity: 150 meters
  armor: Ceres Shield 2.2
  armament:
   
  1 Star Cutter 80cm Laser
   
  4 Maui Crossbow 2 Tube Launchers
  manufacturer: Confederation Defense Corporation
   
  primary factory: Exedor (destroyed First  
   
   
  Succession War)
  communications system: Zenith Sqwak Box 4
  targeting and tracking system: Maui Missile Trak
  overview
   
  Faced with a military technologically lagging behind 
  all her neighboring nations, Jasmine Liao placed a top 
  priority on obtaining BattleMech specifications for the 
  Capellan Confederation. After a few million L-bills and a 
  dozen agents, Capellan Intelligence was able to obtain 
  plans for what would become the Icarus.
   
  Lacking several components, the Chancellor or-
  dered an industrial development program to allow the 
  Confederation’s first ’Mech to rely on homemade parts. 
  After nearly a decade of development work, the Weapon 
  Armed Mech, or WAM, was introduced to the field. The 
  WAM-B, a refinement from the original WAM model A, fought 
  in conflicts with the Free Worlds League. The awkward 
  name lasted until a propaganda piece was aired state-
  wide. Shot from the gun camera of an observing recon 
  car, it showed a WAM-B using Inferno missiles to cripple 
  an entire company of tanks. The comments from the car’s 
  crew were included, with the famous line, “That’s not a 
  WAM-B, that’s a Fire-B!” leading to the current moniker and  
  model number.
  capabilities
   
  Several design evolutions worked out the kinks in the 
  Firebee, leading to the Firebee 2E, which was put into mass 
  production in 2524 during the reign of Kalvin Liao. With a 
  top speed of over 80 kph, it had good speed for the day 
  and could keep up with its predecessors. Improvements 
  in armor technology meant the six tons of Ceres’ second-
  generation armor was solid protection for a light ’Mech.
   
  It was the weaponry, though, that made pilots of the 
  Firebee happy. A large laser gave good firepower at ad-
  equate range, while eight tubes of short-ranged missiles 
  made any foe who tried to close regret that decision. New 
  pilots would complain about the overabundance of mis-
  siles for the short-range tubes, but experienced Firebee 
  pilots enjoyed the ability to choose between varied am-
  munitions. Salvos of normal and Inferno ammunition were 
  crippling to ’Mechs and devastating to vehicles, especially 
  support vehicles found in garrison units. This made the 
  Firebee very unpopular with enemy forces, and it was often 
  their primary target in a fight.
  Deployment
   
  First a shock unit, the Firebee was the core of many 
  armor-hunting units. As the BattleMech became more pop-
  ular, the Firebee shifted to a recon role, then back to a shock 
  role providing firepower against light units. It filled this role 
  well until the destruction of the Exedor plant at the onset 
  of the First Succession War. The aggressive role that the 
  Firebee filled led to its quick extinction on the battlefield 
  by the 30th century. A few remained as museum pieces or 
  curios, but none has seen combat in many generations.
  variants
   
  The original 1E used a primitive cockpit and engine. 
  This limited the weaponry to five long-ranged and six short-
  ranged missile tubes. The six-and-a-half tons of armor were 
  not nearly as efficient as modern armor, and the 1E did not 
  possess jump jets. 
   
  To commemorate Sun-Tzu’s survival of the bombard-
  ment on Sian, a pair of Firebees were refitted with mod-
  ern technology, demonstrating the never-ending circle of 
  the Chancellorship. Dubbed the 3E, these units have the 
  Confederation’s signature stealth armor and a plasma rifle, 
  while the missiles have been swapped out for a smaller 
  multi-missile launcher. An extra-light gyro and small cock-
  pit were used to make room for the CASE system and ECM 
  equipment. The jump jets were removed as well.
  notable MechWarriors
  sao-wei heather Kohl: Part of the Red Lancers, Kohl was 
  the member of the search party that first heard Chancellor 
  Sun Tzu’s cries for help. In gratitude, her Whitworth was re-
  placed with one of the refitted Firebees. With her pedigree 
  and the Chancellor’s good graces, Kohl has become a ris-
  ing star, and there will undoubtedly be plenty of people 
  trying to hang onto her coattails. How she handles this op-
  portunity while being the focus of attention will determine  
  her future.
  captain ipsen chang: The pilot of the first -2E Firebee 
  off the production lines, Chang racked up dozens of tank 
  and infantry unit kills and felled a half dozen ’Mechs. 
  The most celebrated first generation ’MechWarrior of 
  the Confederation, he was quick to embrace the life of 
  fame and excess, but it eventually resulted in his death. 
  After finding Chang with one of his wives (some assert 
  that Chang was unaware of the woman’s marital status; 
  others disagree), Kalvin Liao had him executed by im-
  molation with Inferno gel.
  
  243
  frb-2e firebee
  light ’Mechs
  Type: firebee
  Technology Base: Inner Sphere
  Tonnage: 35
  Battle Value: 808
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3.5
  Engine:  
  175 
   
  7
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  96 
   
  6
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  11 
  11
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  8 
  10
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  6 
  10
   
  R/L Leg 
  8 
  13
  Weapons and ammo location 
  critical 
  tonnage
  Large Laser 
  RA 
  2 
  5
  SRM 2 
  RT 
  1 
  1
  SRM 2 
  CT 
  1 
  1
  SRM 2 
  LA 
  1 
  1
  SRM 2 
  LT 
  1 
  1
  Ammo (SRM) 100 
  LT 
  2 
  2
  Jump Jets 
  RT 
  2 
  1
  Jump Jet 
  CT 
  1 
  .5
  Jump Jets 
  LT 
  2 
  1
  
  244
  ksc-3i koschei
  heavy ’Mechs
  mass: 65 tons
  chassis: Earthwerks KSC
  power plant: VOX 325
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Maximillian 40
  armament:
   
  1 Imperator-B Autocannon
   
  2 Magna Mk II Medium Lasers
  manufacturer: Earthwerks Incorporated
   
  primary factory: Tikonov
  communications system: Neil 2000
  targeting and tracking system: RCA Instatrac Mark IV
  overview
   
  The Confederation’s first foray into creating a BattleMech 
  resulted in a solid light ’Mech, but the Firebee was no match 
  for larger ’Mechs such as the Mackie and the BattleAxe. 
  Regent Salindar recognized this dire need and used his de-
  cree powers to provide funding for Earthwerks, Ltd. to ex-
  pand into ’Mech production for the Confederation [EDITOR’S 
  NOTE: Earthwerks Incorporated’s Interstellar branch had 
  been producing BattleMechs for the Terran Hegemony for 
  over thirty years, but various exclusivity agreements forbade 
  them from sharing the technology with the Capellan home 
  branch.] The Confederated Defense Company offered as lit-
  tle help as possible, so Earthwerks relied heavily upon local 
  engineers from Tikonov. They chose to name their design 
  after an undying demon of Slavic myth.
  capabilities
   
  The first Koscheis to step onto the battlefield in 2504 
  were hearty machines for the time. The ’Mech used its au-
  tocannon to soften targets at medium ranges. As it closed, 
  a pair of medium lasers were brought to bear. With a maxi-
  mum speed of 86 kph, phenomenal for a heavy ’Mech of 
  the time, the Koschei was able to quickly close with heavier 
  ’Mechs and keep pace with medium ’Mechs. Twelve tons 
  of armor allowed the Koschei to take a beating intact. Due 
  to the low heat load of the main weapon, a pilot has to try 
  hard overheat his ’Mech unless the Koschei is damaged.
  Deployment
   
  The Koschei was distributed to the Confederation’s 
  best units for the first century of its life. As new designs 
  emerged, the tough Koschei lacked the firepower to be a 
  frontline machine, and it languished in garrison and reserve 
  units. Finally, after decades of dropping sales, Earthwerks 
  shut down the production line and began to update the 
  design in 2714.
   
  The 4I emerged in 2719 and was distributed to front-
  line units. However, the increase in firepower was mini-
  mal, and the design fell into disuse during the Succession 
  Wars. After the Confederation liberated Tikonov in early 
  3067, Earthwerks reintroduced the Koschei but found no 
  Capellan interest because the design did not meet with 
  the Confederation’s Xin Sheng aesthetic. Fortunately, 
  Earthwerks found buyers in the mercenary market.
   
  Meanwhile, the Magistracy of Canopus had acquired 
  the plans for the design due to their alliance with the 
  Confederation. In 3068, Majesty Metals and Manufacturing 
  began building limited amounts of their redesigned Koschei 
  on Dunianshire.
  variants
   
  The 3L was introduced to improve the Koschei’s long-
  range firepower, but it proved less effective than lighter 
  fire-support units. The 3L replaced the autocannon and 
  one laser with a 15-tube LRM rack and a large laser. The 
  recent 4L updated the 3L with endo-steel and Artemis and 
  changed the lasers to pulse weapons. The 4L used double 
  heat sinks to deal with the increased weaponry. 
   
  The 4I upgrade used advanced alloys in the frame 
  and armor, upgraded the autocannon to an LB-X ver-
  sion, and added lasers, but the enhancements had a 
  lukewarm reception. 
   
  Earthwerk’s new 5I, introduced in 3071, trades the tra-
  ditional 3I weaponry for advanced lasers and PPCs, while 
  using an extralight engine, light ferro-fibrous armor and 
  endo steel to mount thirteen double heat sinks, jump jets, 
  and an ECM suite. The Canopian version of the 5I, the 5MC, 
  replaces the 5I’s weaponry and jump jets with a rotary au-
  tocannon, snub-nosed PPC, extended-range lasers, and an 
  additional heat sink.
   
  Recently Earthwerks began work on a 5X model. With 
  pulse weapons, jump jets, and claws, this version is opti-
  mized for urban combat.
  notable MechWarriors
  captain Xania Vacariu: Vacariu received the first 5MC 
  when the original recipient, her commander in the First 
  Canopian Light Horse, rejected it, saying, “Give the good 
  ’Mech to a good pilot, not me.” Vacariu dueled a Seraph 
  during a skirmish against Blakist units, both delivering and 
  receiving tremendous damage before Vacariu got behind 
  her opponent and detonated its ammunition with her PPC, 
  quickly ending the combat.
  lieutenant christopher Knight, Jr.: Leaving the NAIS 
  after reinforcements disrupted the WoB blockade, Knight 
  joined up with the One Eyed Jacks in a Koschei-5I that he 
  purchased with his father’s insurance payout after his death 
  during Case White. The merc unit, in the middle of recon-
  struction, gladly accepted the gifted recruit, who is familiar 
  with the maintenance of most new energy weapons thanks 
  to his studies at NAIS.
  sub-commander benson chung: As a member of the 
  Fifteenth Sian Dragoons, Chung killed over a dozen 
  BattleAxes, making him something of a poster boy for fight-
  ing against the Federated Suns. He earned the hate of many 
  Davion units but ended up perishing in the Reunification 
  War at the hands of the Taurians.
  
  245
  ksc-3i koschei
  heaVy ’Mechs
  Type: Koschei
  Technology Base: Inner Sphere
  Tonnage: 65
  Battle Value: 1,255
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  6.5
  Engine:  
  325 
   
  23.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  192 
   
  12
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  21 
  29
   
  Center Torso (rear) 
   
  10
   
  R/L Torso 
  15 
  20
   
  R/L Torso (rear) 
   
  8
   
  R/L Arm 
  10 
  20
   
  R/L Leg 
  15 
  24
  Weapons and ammo location 
  critical 
  tonnage
  2 Medium Lasers 
  RT 
  2 
  2
  AC/10 
  LA 
  7 
  12
  Ammo (AC) 20 
  LA 
  2 
  2
  
  246
  Xnt-3o Xanthos
  assault ’Mechs
  mass: 100 tons
  chassis: Hollis XNT Mark V
  power plant: Vlar 300
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Durallex Heavy
  armament:
   
  1 GE 508 Class 20 Autocannon
   
  1 Donal PPC
   
  3 Martell Medium Lasers
   
  1 Holly Short Range Missile Pack (6)
   
  1 Diverse Optics Type 10 Small Laser
  manufacturer: Hollis Industries
   
  primary factory: Corey
  communications system: HartfordCo Com 2500
  targeting and tracking system: HartfordCo XKX 2
  overview
   
  Many were shocked when Hollis was given a contract 
  to build the Catapult, as the company had never built a 
  ’Mech before. Few knew that Hollis had been working for 
  decades on a revolutionary ’Mech design. A young engi-
  neer named Dr. David Harrison had an idea that a four-
  legged ’Mech could be a solid firing platform. Hollis, nam-
  ing the design after the horse that bore Achilles, used the 
  largest chassis feasible to hold his vision.
   
  Due to working so secretively (to the extent of refusing 
  any outside engineering aid), Hollis was decades behind 
  basic ’Mech know-how, and the four-legged technology 
  was completely in its infancy. After the Terran Hegemony 
  canceled the Catapult, Hollis pushed the Xanthos project 
  into overdrive, hoping that throwing money at the design 
  would generate success. Despite Harrison’s objections, the 
  design was pushed to production. It was presented to a 
  Star League purchasing review committee and failed miser-
  ably. The Xanthos was clumsy and stiff during the few times 
  the pilot was able to keep the design upright.
   
  After sinking so much money into the Xanthos, Hollis 
  didn’t have the financial reserves to explore other options. 
  Hollis was later able to employ refinements from Harrison’s 
  technologically successful Scorpion and Goliath designs to 
  get a serviceable version of the Xanthos, but the original 
  bad publicity and broken promises resulted in poor sales 
  of the Xanthos (and acceptance problems for the Scorpion 
  and Goliath). Within a few years, Hollis declared bankruptcy. 
  Hollis shrank to a refit and maintenance firm that bounced 
  in and out of solvency for decades until their successful 
  BattleMaster turned the company’s fortunes around.
  capabilities
   
  Once the kinks were worked out of the Xanthos, it 
  proved to be a solid assault design. Over twenty tons of 
  armor and twenty-three heat sinks granted the Xanthos 
  great battlefield endurance. A PPC provides long-range 
  firepower to supplement a massive GE autocannon. A trio 
  of lasers and a six-tube rack of short-range missiles exploit 
  damage wrought by the heavier weapons. With only fifteen 
  salvos each for the autocannon and missile rack at their 
  disposal, new pilots may worry about endurance, but with 
  decent escorts the Xanthos  can empty the ammo bins and 
  use the energy weapons to clean up the battlefield.
  Deployment
   
  House Liao purchased most of the Xanthos 3O’s. The 
  ’Mechs did well in the field, but delivery delays led the 
  Confederation to end procurement of the assault machine. 
  Attrition resulted in the design disappearing from the bat-
  tlefield by the Second Succession War. 
   
  Elite Capellan, mercenary, and Lyran units have been 
  receiving the redesigned Xanthos in the past few years.
  variants
   
  A few of the primitive prototypes can be found in 
  museums or landfills on Corey. With heavy, archaic com-
  ponents, the XNT-2O had lighter weaponry and fewer heat 
  sinks than the production model XNT-3O.
   
  Learning from history, Hollis and Norse Storm worked 
  together to redesign the Xanthos for the 31st century. The 
  XNT-4O uses a compact engine and heavy duty gyro to free 
  up room and add durability to the original chassis. The la-
  sers were upgraded to ER versions while a heavy PPC and 
  twin light PPCs replaced the other weapons. For increased 
  mobility, a trio of jump jets was mounted, and the design 
  was covered with 20.5 tons of stealth armor. 
   
  The two companies are also experimenting with the 
  XNT-5O. This variant uses an endo-steel frame and light fer-
  ro-fibrous armor, and replaces the weapons with an ER PPC, 
  a quintuplet of medium pulse lasers, and a rear-mounted 
  ER small laser. A compact gyroscope makes room for five 
  improved jump jets.
  notable MechWarriors
  colonel (ret) edward n. smith: Caught off of Northwind 
  as his wife was receiving medical care on Canopus IV during 
  the first shots of the Jihad, Smith joined with Devlin Stone 
  to fight against the Blakists blockading his home world. 
  Smith is able to use his Xanthos to anchor an assault unit, 
  often making himself the main target of enemy fire while 
  his lancemates get position to destroy their opponents.
  sao-shao Jia fournier: Fighting in Operation Sovereign 
  Justice was good for the Holdfast Guards. Fournier was pro-
  moted for her actions, and her abused Goliath was replaced 
  with a new Xanthos. Her expertise at piloting a quad has 
  shown in skirmishes with Blakist forces, though the durabil-
  ity of the Xanthos is the only reason she has returned from 
  some missions. Units under her command respect her, but 
  superstition about a green-eyed woman often results in 
  some minor insubordination.
  
  247
  Xnt-3o Xanthos
  assault ’Mechs
  Type: Xanthos
  Technology Base: Inner Sphere
  Tonnage: 100
  Battle Value: 1,948
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  100
  Engine:  
  300 
   
  19
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  23 
   
  13
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  323 
   
  20.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  31 
  46
   
  Center Torso (rear) 
   
  16
   
  R/L Torso 
  21 
  32
   
  R/L Torso (rear) 
   
  10
   
  R/L Front Leg 
  21 
  42
   
  R/L Rear Leg 
  21 
  42
  Weapons and ammo location 
  critical 
  tonnage
  AC/20 
  RT 
  10 
  14
  Medium Laser 
  RT 
  1 
  1
  Ammo (AC) 5  
  RT 
  1 
  1
  PPC 
  LT 
  3 
  7
  Medium Laser 
  LT 
  1 
  1
  Small Laser 
  LT(R) 
  1 
  .5
  SRM 6 
  LT 
  2 
  3
  Ammo (SRM) 15 
  LT 
  1 
  1
  Ammo (AC) 10 
  LT 
  2 
  2
  Medium Laser 
  H 
  1 
  1
  
  248
  wi-dM deMolitionMech
  industrialmechs
  mass: 35 tons
  chassis: Wesley Industries SN1-P35
  power plant: GM 140 Fuel Cell
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: StarSlab/Commercial
  equipment:
   
  1 Camberlee Wrecking Ball
   
  1 Diverse Optics Type I Small Laser
   
  1 Johnson Rock Saw
  manufacturer: Wesley Industries
   
  primary factory: Glasgow
  communications system: O/P CommTalk
  targeting and tracking system: None
  overview
   
  With the massive urban sprawl of the Capellan 
  Confederation suffering from the invasions of the Age 
  of War, Wesley Industries noticed a need for more de-
  molitions equipment. Demolitions operations were often 
  long and involved processes. Wesley decided to create an 
  IndustrialMech that could easily navigate the broken rub-
  ble, demolish a damaged building, and clean up the debris. 
  The DemolitionMech was put on the market in 2513 and 
  has dominated its niche ever since.
  capabilities
   
  The DemolitionMech isn’t terribly fast, especially for 
  its size. Competitors have larger, faster machines, but a top 
  speed exceeding 50 kph allows the DemolitionMech to get 
  around urban areas as quickly as streets allow. War-torn 
  areas can be very dangerous, with unexploded munitions 
  and collapsing buildings posing hazards, so higher speeds 
  are not necessarily useful. To keep the DemolitionMech 
  safe, eight tons of armor gives it more protection than even 
  some BattleMechs. To both keep costs down and to mini-
  mize pollution, Wesley used a fuel cell power plant.
   
  The true centerpiece of the DemolitionMech is its 
  destructive power. The wrecking ball can obliterate a light 
  structure in two swings, while the cutting blade easily 
  carves through most materials. Many competitors scoff at 
  the laser, but Wesley has shown that being able to dam-
  age a structure at some distance can improve survivability. 
  Experienced DemolitionMech pilots often utilize all three 
  tools to their best advantage. Using blueprints, they smash 
  the ferrocrete over the support beams with the wrecking 
  ball and laser, then cut through the exposed beams with 
  the saw. Once most of the beams are severed, the building 
  tumbles down like a giant sand castle.
   
  The DemolitionMech has been appealing to the mili-
  tary at various times over the years. In armed conflicts, 
  the DemolitionMech is best used as a supplemental unit 
  in confined spaces, such as dense forests or urban areas 
  where it can get close. More than one scout ’Mech has met 
  its demise from the wrecking ball.
  Deployment
   
  Wesley’s primary distribution area is the Confederation, 
  but they also have foreign sales offices to supply most of 
  the worlds of the former Terran Hegemony, where urban 
  sprawls are large and conflicts are relatively common. 
  Competition in the Free Worlds League is fierce between 
  Wesley and Defiance’s ‘Zilla, but Wesley’s low price keeps it 
  on top.
  variants
   
  For dealing with military-grade fortifications, the WI-
  DM2 removes the laser and a ton of armor to upgrade the 
  rock cutter to a heavier-duty dual saw.
  notable MechWarriors
  tim yu: A DemolitionMech pilot on Sian, Yu worked an 
  incredible fifty-six hours straight to save victims of the 
  “Davion” bombardment of the capital. After a day off, he 
  returned to work twelve-hour shifts every day until the 
  Chancellor was found. For his effort, Yu was promised a 
  MechWarrior’s slot in the Sian Center for Martial Disciplines 
  once Sian is restored.
  yuwen Zhang: Piloting a DemolitionMech in New Hartford 
  on Sarna, Yuwen has fought against every invader to his city 
  for the last three decades. His most famous conflict was 
  when he beat a Capellan Vindicator to a pulp.
  Type: demolitionmech
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 35
  Equipment Rating: D/D-E-D/D
  Battle Value: 259
  equipment 
   
   
  mass
  Internal Structure: 
  Industrial Mech 
   
  7
  Engine:  
  Fuel Cell 
   
  4.5
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  1 
   
  0
  Power Amplifier: 
   
   
  .5
  Gyro: 
   
   
  2
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor:  
  85 
   
  8
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  11 
  10
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  8 
  8
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  6 
  8
   
  R/L Leg 
  8 
  10
  Weapons and ammo location 
  critical 
  tonnage
  Wrecking Ball 
  RA 
  5 
  4
  Rock Cutter 
  LA 
  5 
  5
  Small Laser 
  CT 
  1 
  .5
  Cargo 
  CT 
  1 
  .5
  
  249
  industrialMechs
  wi-dM deMolitionMech
  
  250
  ltn-g15 lightning 
  medium aerospace
  mass: 50 tons
  frame: Hildco Aerospace Type 4
  power plant: GM 200
  armor: Aerobus Vanluminum Advanced
  armament:
   
  1 Luxor Heavy 20 Autocannon
   
  4 Diverse Optics II Medium Lasers
  manufacturer: Tengo Aerospace, HildCo Interplanetary,  
   
  Lockheed/CBM Corporation,  
   
  United Outworlders Corporation
   
  primary factory: Sarna, St. Ives (Tengo),  
   
   
  Texlos (HildCo), Tharkad (Lockheed/CBM), 
   
   
  Ramora (Outworlders)
  communications system: Endicott Type 22 Master
  targeting and tracking system: Dwyerson Mark XI
  overview
   
  After reverse engineering the Terran Hegemony’s mas-
  sive class 10 autocannon, the Capellan Confederation began 
  a crash development project to design a state-of-the-art 
  aerospace fighter to mount the potent weapon, resulting in 
  the LTN-G14 Lightning in 2465. However, the 26th century 
  technological renaissance in military technology made the 
  Lightning a has-been by the early 26th century. 
   
  As the Lightning continued to be outperformed by 
  newer designs and sales fell, Tengo revitalized their line to 
  keep up with the times and renew their contract with the 
  Capellan Confederation. The new Luxor autocannon, based 
  on the Lyran Commonwealth’s new massive weapon, along 
  with a more efficient engine and armor revitalized the 
  Lightning. After giving a dozen of the new G15s to the CCAF 
  in 2511 for combat testing, Tengo waited for a response. And 
  waited. Finally, with a retooled line sitting idle for two years, 
  the CCAF ordered another three dozen of the design in 2513, 
  admiring the new design’s firepower, speed, and armor.
   
  After more positive feedback, the Confederation de-
  cided they needed a medium-weight fighter with a mas-
  sive cannon, decent speed, and four medium lasers. So they 
  signed a long-term deal with Mujika for the Lightning knock-
  off, the Transit. With a new frame and most of the same com-
  ponents, the Transit helped Mujika take over most of Tengo’s 
  suppliers, and they started mass-producing the craft while 
  Tengo was forced to sell to mercenaries, militia forces, and 
  Periphery nations.
   
  To stave off bankruptcy, Tengo illegally sold the blue-
  prints to the Lyran Commonwealth and Federated Suns, and 
  the resulting royalties paid for Tengo’s rebuilt manufacturing 
  line. The Confederation arrested and executed Tengo execu-
  tives for treason, but the damage had been done. New man-
  agement, armed with a supplemental contract, opened up a 
  new plant on St. Ives while the original frame manufacturer, 
  HildCo, licensed the design for their Texlos plant.
  capabilities
   
  With decent thrust and armor, the Lightning is some-
  what under-gunned and short-ranged, with four medium 
  lasers for dueling and staffing. When the massive class 20 
  autocannon can be brought to bear, the circumstances 
  change dramatically. Equally dangerous to ’Mechs, fighters, 
  and DropShips, the Lightning can dominate a large swath 
  of space by reputation and fear alone. Pilots praise the easy 
  handling, and technicians enjoy the easy maintenance ac-
  cess of the well-designed frame.
  Deployment
   
  The Lightning is common in every military except the 
  Free Worlds League. The Draconis Combine has a large 
  number of Lightnings purchased from the Outworlds 
  Alliance and the Magistracy of Canopus, where the fight-
  ers are built by both Tengo and HildCo. Other major powers 
  manufacture the Lightning themselves. Between the Fourth 
  Succession War and Operation Guerrero, limited amounts 
  of the Lightning were sold to the constituent states of the 
  Free Worlds League.
  variants
   
  After becoming a commercial export fighter during 
  the 26th century, the Lightning changed little because 
  it no longer had bountiful government funds to sup-
  port development of variants. It was not until after the 
  Succession Wars and the relative shortage of aerospace 
  fighters that owners revisited second-line aerospace 
  fighters like the Lightning.
  upgrades
   
  Lately, the Lightning has been redesigned to take 
  advantage of the new technology being fielded across 
  known space. All updates use ferro-aluminum armor and 
  double heat sinks to increase the firepower of the design. 
  House Liao’s LTN-16L uses ER lasers and an Ultra autocan-
  non, while the Taurians’ LTN-16T increased ammunition 
  for the Luxor, added an imported targeting computer, and 
  updated the lasers. The Outworlds Alliance’s LTN-16O for-
  goes new armor but uses an LB-X autocannon and replac-
  es each set of wing lasers with a trio of extended-range 
  small lasers.
   
  The two biggest changes have come from the for-
  mer Federated Commonwealth. The Federated Suns’ LTN-
  G16D upgraded the engine to an XL version and replaced 
  the nose weapons with a pair of rotary autocannons. The 
  original wing lasers were upgraded to ER models, and a 
  medium pulse laser was added to each wing. The Lyran 
  Alliance’s G16S used heavy ferro-aluminum to afford a 
  massive heavy gauss rifle in the nose and added a pair 
  of ER small lasers to each wing. The Lyran Lightning also 
  used a light fusion engine and upgraded the rest of the 
  lasers to ER versions.
  notable Pilots
  sho-i William “spike” stern: After a few decades of ser-
  vice with the Third Sword of Light, Stern has slowed down 
  a bit and moved up to a heartier fighter. Using a brand 
  new Lightning imported from the Outworlds Alliance, 
  Stern has taken a liking to his new cannon, using the 
  cluster rounds against lighter enemies and slug rounds 
  against larger foes.
  
  251
  ltn-g15 lightning 
  MediuM aerospace
  Type: lightning
  Technology Base: Inner Sphere
  Tonnage: 50
  Battle Value: 1,057
  equipment 
   
   
  mass
  Engine:  
  200 
   
  8.5
   
  Safe Thrust:  
  6
   
  Maximum Thrust:  
  9
  Structural Integrity: 
  6
  Heat Sinks:  
  13 
   
  3
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  168 
   
  10.5
   
   
  Armor 
   
   
  Value 
   
  Nose 
  65 
   
  Wings 
  35/35 
   
  Aft 
  33 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  AC/20 
  Nose 
  14 
  7 
  20 
  — 
  — 
  —
  Ammo (AC) 10 
  — 
  2 
   
   
   
   
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  Aft 
  1 
  3 
  5 
  — 
  — 
  —
  
  252
  du shi wang (battleship)
  warships
   
  The Duchy of Liao, knowing that warfare was bound 
  to escalate, began work on a new battleship around which 
  to anchor their massive fleet. With the formation of the 
  Capellan Confederation a few years later, this ship was 
  launched as the first Capellan battleship and named after 
  the god of burning suffocation. 
   
  And burning suffocation is what the Du Shi Wang’s 
  enemies faced, delivered either by the all-energy payload 
  of the ship or the void of space victims were often flung 
  into. Designed for long patrols, the ship carried energy-
  based weaponry that removed the need for ammunition 
  storage and reloading systems, while a pair of grav decks 
  helped keep the crew healthy. Despite the wealth of the 
  Duchy and the Confederation, those nations did not have 
  the funds to outfit their craft with the massive broadsides 
  that other battleships possessed. Instead they designed 
  a frontal attack craft, with four of the massive new heavy 
  naval PPCs (only recently copied from stolen Hegemony 
  weapons) on the front backed by more armor than had 
  been seen on the nose of a warship. When the Du Shi Wang 
  outmaneuvered an opponent, few lasted long. However, 
  the engines were merely capable of two-and-a-half Gs of 
  thrust, standard for many ships of similar size, leaving the 
  true work of maneuvering to the navigation crew.
   
  The ship also suffered from a class-based Capellan 
  military mentality. The majority of the crew lived forward 
  in the ship, while the senior officers, marines, and pas-
  sengers shared a rear section, with exclusive use of the 
  smaller grav deck. Lifeboats and escape pods were a simi-
  lar problem, with enough for the rear quarters and bridge 
  but insufficient for crew in other areas of the ship. The 
  devastating fighting of the Age of War confirmed this flaw  
  many times.
   
  The Du Shi Wang is notable for being involved in 
  the opening engagements of the Age of War and for its 
  novel use of orbital bombardment at Novaya Zemlya in 
  2399. Less than a dozen of the class survived to the First 
  Succession War, and they were all gone by the end of the 
  Second. One captured Du Shi Wang, originally the Jasmine 
  Liao and renamed the Quicksilver Mongoose, survived the 
  liberation of Terra and accompanied General Kerensky on his 
  Exodus. Clan records show that it served Clan Mongoose 
  until its demise, being mothballed after its near destruc-
  tion by the Smoke Jaguars. It now resides in the Strana  
  Mechty system.
  Du shi Wang [BattleshiP]
  tech: Inner Sphere
  introduced: 2380
  mass: 900,000 tons
  length: 870 meters
  sail diameter: 1,300 meters
  fuel: 5000 tons (12,500)
  tons/burn-day: 39.52
  safe thrust: 3
  maximum thrust: 5
  sail integrity: 5
  Kf drive integrity: 18
  heat sinks: 2100
  structural integrity: 150
  battle Value: 57,066
  armor
   
  fore: 240
   
  fore-sides: 135
   
  aft-sides: 135
   
  aft: 120
  cargo
   
  Bay 1: Fighters (18) 
  6 Doors
   
  Bay 2: Cargo (73,320 tons) 4 Doors
   
  Bay 3: Cargo (70,000 tons) 4 Doors
  dropship capacity: 2
  grav decks: 2 (150 and 70 meters diameter)
  escape pods: 15
  life boats: 25
  crew: 60 officers, 265 enlisted/ non-rated, 30 gunners, 36 
  bay personnel, 10 marines, 5 first class passengers
  ammunition: None
  notes: Mounts 2,024 tons of standard armor
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme class
  nose (900 heat) 
    
  4 Heavy NPPC 
   
  60 
  60 
  60 
  60 Capital PPC
  fl/fr (420 heat) 
    
  3 NL45 
   
  14 
  14 
  14 
  14 Capital Laser
  lbs/rbs (560 heat) 
    
  4 NL45 
   
  18 
  18 
  18 
  18 Capital Laser
  al/ar (420 heat) 
    
  3 NL45 
   
  14 
  14 
  14 
  14 Capital Laser 
  aft (270 heat) 
    
  2 Medium NPPC  
  18 
  18 
  18 
  18 Capital PPC
  
  253
  warships
  du shi wang (battleship)
  
  254
  the free worlds league
  t
  he Free Worlds League, unique among the great interstellar polities of the Inner Sphere in claiming at least the shadow of democracy, has long fought to keep its place among 
  its peers economically, socially, and militarily. A gathering of independent sub-states dominated by the Marik Commonwealth, the Free Worlds have always been fractious, and 
  several civil wars have undermined the stability of the nation throughout its history. Although the horrors of the Jihad threaten to once again shake the foundation [EDITOR’S NOTE: Many 
  would say that foundation has already crumbled.], the people of the Free Worlds will not let anything shake them from their determination to live free under the only true republican gov-
  ernment in space.
   
  During the Age of War, the Free Worlds were late in acquiring BattleMech technology and suffered several devastating military reversals at the hands of the Lyran Commonwealth, 
  who fielded BattleMechs first. It was only after a crash intelligence operation copied Lyran plans and then developed the homegrown Icarus ’Mech that the Free Worlds League military 
  was able to hold its own against the Lyrans and make significant gains against the Capellan Confederation, which was lagging even further behind than the Free Worlds in advanced 
  battlefield technology.
   
  Military technology flourished in the Free Worlds once BattleMechs reached the League and the rest of the Inner Sphere, and many provincial governments such as the Principality of 
  Regulus and the Duchy of Andurien wasted little time in fielding their own ’Mech units. Indeed, it was only the resolve of units like the Defenders of Andurien that allowed the Free Worlds 
  to keep from suffering staggering losses in conflicts like the Second Andurien War and others. Other aspects of military technology kept pace as time and warfare flowed ever closer to the 
  turbulent age of the Star League, and House Marik’s integral role in the creation of that vast empire insured that the League had as much—if not more—access to the advanced technology 
  of the Star League as the other Member States. The collapse of the League and the centuries of internecine warfare that followed, dubbed by historians as the Succession Wars, were just as 
  damaging to League technology as the rest of the Successor States, but it was after the Fourth Succession War that the Free Worlds began to experience an industrial renaissance to rival the 
  Golden Age of the Star League as Free Worlds manufacturers began to unlock the secrets of the rediscovered Helm Memory Core.
   
  The coming of the Clans secured the League’s standing as an economic powerhouse, and it was only the prodigious output of Free Worlds factories that kept the debilitated war 
  machines of the Federated Commonwealth and the Draconis Combine functional against the juggernaut of the initial Clan Invasion. Treaties signed by Thomas Marik, Hanse Davion, 
  and Theodore Kurita at the conference held by Wolf’s Dragoons on Outreach kept funds pouring into League treasuries even as the Davion and Kurita coffers were running dry. By the 
  time the Clans were stopped in 3052, both the FC and the Combine had grown dependent on League manufacturers, and the Free Worlds looked to continue enjoying the windfall of 
  peaceful war goods production.
   
  The death of Joshua Marik in 3057 caused the end of that period of peace, however, as the Free Worlds was forced to go on the offensive to reclaim territory stolen from it during the 
  Fourth Succession War, and the years of strife and combat that followed kept the majority of funding going to the Free Worlds League Military and its companion, the newly formed Word of 
  Blake. Rapidly escalating tensions erupted into open warfare with the Lyran Alliance in the late 3060s, and the near-constant warfare since then has rapidly degraded even the powerful Free 
  Worlds economy’s ability to supply its troops. Efforts to generate supplies by any means necessary have worked some wondrous miracles.
   
  Old designs, some recovered from a new memory core and some just pulled from outdated system files, are beginning to walk off production lines across the League. Sadly, most 
  of these are being diverted directly to provincial and planetary militaries instead of the federal forces that need them most, but every new ’Mech, vehicle, or aerospace fighter helps 
  our sons and daughters defend us from the long night. Even such passé avatars as the Icarus are being resurrected in the hopes of staving off the devastation of total warfare, and more 
  and more League worlds are being forced to resort to cruder and cruder technologies to defend themselves.
  
  255
  
  256
  Mauna kea coMMand Vessel
  assault VEHICLES
  mass: 85 tons
  movement type: Surface Naval
  power plant: GM 225 Turbine ICE
  cruising speed: 32 kph
  flank speed: 54 kph
  armor: Republic UltraWeave
  armament:
   
  1 Mydron Model B Autocannon/10
   
  1 Holly LRM 15
   
  5 20mm Gatling Guns
  manufacturer: Earthwerks Incorporated
   
  primary factory: Calloway VI
  communications system: CBR ComSat
  targeting and tracking system: Corean B-Tech
  overview
   
  Since the widespread deployment of fusion-powered 
  aerospace fighters and space-going WarShips, the strategic 
  importance of surface water vessels has dropped drastically. 
  While many predicted the death of the bluewater navy, his-
  tory has proven that a place remains for these vessels. The 
  circumstances that warrant large multi-kiloton naval ves-
  sels are rare among the thousands of worlds of the Inner 
  Sphere, but a need remains to project power across a body 
  of water. Typically tasked with pirate hunting, such vessels 
  rarely play a major role in defending against planetary as-
  saults, where they can be easily bypassed by attackers. In 
  some rare instances, however, an attacker may have reason 
  to bring along such smaller vessels to secure strategic or 
  economic objectives. Despite the scarcity of such occur-
  rences, the small tonnage of most modern day naval vessels 
  is more often dictated by the requirement to move them in 
  standard DropShips than by any economic imperative.
   
  One of the most common of these vessels is the 
  Mauna Kea-class, named for a volcano on Terra’s Hawaii 
  island. The lookout post atop that mountain would warn 
  of any approaching danger coming from the island’s 
  north, making it a sentinel post for the Hawaiians, and 
  the Hegemony’s Earthwerks hoped the nomenclature 
  would remind buyers of that role. The relative simplicity 
  of the design and weaponry has allowed manufacturers 
  in every Successor State to duplicate the vessel after pay-
  ing a nominal licensing fee. Charging much less than is 
  standard for such fees, Earthwerks decided that a large 
  volume of licenses would be more lucrative than a stan-
  dard rate—a gamble that paid off.
  capabilities
   
  Built to command other ships at sea, the Mauna Kea is 
  not flashy or attention grabbing. It has speed sufficient to 
  accompany a naval task force and uses simple construction 
  materials designed to make the standard licensing agree-
  ments even easier to negotiate. Fifteen tons of armor wrap 
  the hull and superstructure to protect the commanders and 
  the vessel’s weaponry, and the GM turbine engine provides 
  enough speed to make the vessel a difficult target.
   
  The Mauna Kea’s offensive weapons consist of a 
  Mydron autocannon and a Holly long-range missile battery. 
  The LRMs are commonly used to support other members 
  of the task force during engagements, while the Mydron is 
  held in reserve to defend the vessel against direct attacks. 
  Five machine guns are spread around the periphery of the 
  hull in point-defense and anti-boarding stations, each ca-
  pable of being commanded individually by a gunner or 
  slaved to the main combat director on the bridge.
   
  Six tons of cargo space and a dedicated communi-
  cations suite allow each Mauna Kea to be customized 
  as needed, often with some of that space set aside for  
  a marine platoon or two, and the rest used for com-
  mand facilities.
  Deployment
   
  The Mauna Kea (or its various licensed clones) ap-
  pears in almost every command position in wet navies 
  across the Inner Sphere and near Periphery, though it 
  earned its reputation during the Age of War in the FWL. 
  Although Earthwerks hasn’t produced a new Mauna Kea 
  in the Free Worlds League in centuries, worlds with tradi-
  tional wet navies like Skye in the Lyran Alliance still occa-
  sionally produce a new hull to replace losses or serve as a 
  new social officer’s flagship. The sheer number of licenses 
  Earthwerks has handed out since they laid the first keel 
  in 2463 ensures that Mauna Keas (no matter what local 
  name they carry) stand in important positions on the 
  oceans of many worlds.
  variants
   
  Some owners prefer a greater firepower and install 
  a second LRM-15 rack at the expense of the cargo bay, 
  while others require an anti-submarine capability, install-
  ing LRT racks.
  upgrades
   
  To date, no navy has invested the resources to upgrade 
  the Mauna Kea with advanced technology, but Earthwerks 
  claims it is working on an upgraded spec that uses an LB 
  10-X autocannon and adds Artemis IV FCS.
  notable crew
  acero: Flagship of a bluewater squadron operating in the 
  Yehudan Sea on Helm in 2532, Acero was responsible for 
  clearing out the littoral pirates infesting the shoreline near 
  the town of Durandel. Acero was the heaviest of its impro-
  vised squadron, with the rest being shallow-draft revenue 
  cutters and a pair of machine-gun equipped hydrofoils. 
  They went against a pirate force of hovercraft, helicop-
  ters, and a displacement hull missile carrier roughly half of 
  Acero’s mass. Although the more experienced pirates man-
  aged to sink Acero during their final engagement, she and 
  her squadron took the pirates with them.
  
  257
  Mauna kea coMMand Vessel
  assault Vehicles
  Weapons and ammo 
  location 
  tonnage
  AC/10 
  Turret 
  12
  Ammo (AC) 20 
  Body 
  2
  LRM 15 
  Turret 
  7
  Ammo (LRM) 16 
  Body 
  2
  Machine Gun 
  Rear 
  .5
  2 Machine Guns 
  Left 
  1
  2 Machine Guns 
  Right 
  1
  Ammo (MG) 100 
  Body 
  .5
  Cargo Bay 
  Body 
  8
  Communications Equipment Body 
  1
  Life Boats 
  Body 
  2
  Type: mauna Kea command Vessel
  Technology Base: Inner Sphere
  Movement Type: Surface Naval
  Tonnage: 85
  Battle Value: 869
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  8.5
  Engine:  
  225 
   
  20
   
  Type: 
  ICE
   
  Cruising MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  0 
   
  0
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  5
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  2
  Armor Factor:  
  240 
   
  15
   
   
  Armor
   
   
  Value
   
  Front 
  55
   
  L/R Side 
  43/43
   
  Rear 
  44
   
  Turret 
  55
  
  258
  paraMour Mobile repair Vehicle
  support VEHICLES
   
  As the Free Worlds League prepared to enter the first 
  Star League, FWLM planners wanted to make sure that the 
  League military would always be able to at least match the 
  nascent Star League Defense Force in prestige, if not size. 
  As one of the architects of the Star League, the League 
  could not risk an overt show of force, so the staff assigned 
  to the problem came up with a softer image to support: 
  that of logistics. One of the jewels of that program was the 
  Paramour Mobile Repair Vehicle.
   
  The aphorism “Amateurs study strategy, professionals 
  study logistics” was well known long before humanity left 
  the cradle of Terra, but the design team on the Paramour 
  took the words to heart. From its shape to its function to 
  even its advertising, the Paramour was designed to be the 
  perfect companion of the modern FWLM officer. Gilbert, 
  Sachs, and Belafonte, the Tiber-based conglomerate that 
  won the contract to produce the Paramour, embraced this 
  ideal with the relish one would expect from a company 
  that had cut its teeth making exotic excursion vehicles for 
  rich Free Worlders. The unusual thing, however, was that 
  while it might be said that the pretty contract went to the 
  dilettantes, the dilettantes got it right. While it was pretty, 
  it was also functional, and the FWLM bought every single 
  machine GSB, Inc. produced.
   
  The heart of the Paramour is the sizeable cargo area, 
  capable of holding 15 tons of spares and tools for a vari-
  ety of jobs. A pair of lift hoists enables the Paramour to 
  lift up to 60 tons of damaged BattleMech or vehicle on 
  the battlefield, making the Paramour a fully functional, 
  if well-polished, repair vehicle. A GM minigun gives the 
  appearance of local security, and APCs carrying small 
  infantry forces often escorted the vehicles to provide ad-
  ditional protection.
   
  During the Star League’s heyday, duty aboard a Paramour 
  became the post of prima donnas. The interior crew ac-
  commodations were so spacious that FWLM quarter-
  masters routinely made the Paramour their field head-
  quarters, and daily inspections were often made on the 
  crew areas and uniforms. Visiting officers often scoffed 
  at the attention to uniform detail among the “grub-
  covered wrench-monkey corps” of mechanics and techni-
  cians, but once they saw the Paramour crews in action 
  they were impressed with the technicians’ dedication  
  and professionalism.
   
  GSB, Inc. did not survive the Second Succession War, 
  and although a good number of Paramours were produced 
  and each is rigorously maintained, attrition and entropy 
  have gradually thinned the ranks of functional Paramours 
  left in the field.
   
  The rigors of the Jihad and the collapse of Federal 
  authority have brought many retired units back into ser-
  vice. Two Paramours have recently appeared on Regulus, 
  being reconditioned for service with the Regulan Hussars. 
  By replacing the quarters and cargo space with a mobile 
  field base, the Paramour has been turned into a true repair 
  vehicle. Where the Regulan Prince intends to send these 
  vehicles remains a subject of much conjecture.
  Type: paramour mobile repair Vehicle
  Chassis Type: Tracked (Medium)
  Mass: 60 tons
  Equipment Rating: D/C-E-D/E
  Battle Value: 228
  equipment 
   
   
  mass
  Chassis/Controls: 
   
   
  13.5
  Engine/Trans:  
  Fusion 
   
  16
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  0 
   
  0
  Fuel:  
   
   
  0
  Turret: 
   
   
  0
  Armor Factor (BAR 6):  
  92 
   
  3.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Front 
  6 
  27
   
  R/L Side 
  6 
  20/20
   
  Rear 
  6 
  25
  Weapons and ammo 
  location 
  tonnage
  Machine Gun 
  Front 
  .5
  Ammo (MG) 100 
  Body 
  .5
  crew: 3 (2 crew and 1 gunner)
  cargo: 
   
  15 tons standard 
  1 Door (Rear)
  notes: Features Armored Chassis and Controls Modification, 
  infantry bay (5 tons, Body), and 2 Lift Hoists (6 tons, Rear).
  
  259
  support Vehicles
  paraMour Mobile repair Vehicle
  
  260
  icr-1s icarus ii
  medium ’Mechs
  mass: 40 tons
  chassis: Corean Model 1AA
  power plant: DAV 160
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: Icarus 81
   
  Jump capacity: 120 meters
  armor: StarSlab/1
  armament:
   
  1 Imperator-B Autocannon/10
   
  2 Diverse Optics Type 2 Medium Lasers
   
  1 Diverse Optics Type 10 Small Laser
  manufacturer: Corean Enterprises
   
  primary factory: Stewart (destroyed First  
   
   
  Succession War)
  communications system: Basix 100
  targeting and tracking system: Corean Calcmaster
  overview
   
  The Icarus was the first BattleMech created by the Free 
  Worlds after its acquisition of BattleMech technology. A proof 
  of concept design, only six Icaruses were produced prior to 
  Corean starting production of the second FWL prototype, 
  the Hector. With the maturation of the technology, Corean 
  revisited the Icarus, revamping the design. The inclusion of 
  newly acquired jump-jet technology prompted such radical 
  changes that the ’Mech was re-designated the Icarus II.
   
  As one of the first ’Mechs to use modern production 
  technology, the Icarus II cemented its place in the lore of the 
  Free Worlds League Military. Originally designed as a light 
  attack and cavalry BattleMech intended to support both 
  heavy Marik tanks and the massive Mackie BattleMechs, 
  the Icarus II would later fill both support and strike roles 
  in the FWLM before being outperformed and replaced by  
  newer ’Mechs.
  capabilities
   
  At forty tons the Icarus II fell at what would become 
  recognized as the low end of the medium-weight class, but 
  when it first appeared it was as powerful a ’Mech as any in 
  its roles. Functioning in the absence of the incredible diver-
  sity in BattleMechs that is standard today, this scrapper was 
  a force to be reckoned with. A DAV 160 fusion engine pro-
  vided power to move the ’Mech at speeds in excess of 60 
  kph. When compared to modern medium ’Mechs—some 
  of which are twice as fast as the Icarus II—it is easy to see 
  how the Icarus II was replaced in its cavalry role, but against 
  early BattleMechs its speed was more than sufficient. Later 
  in its career, when Icarus II units shifted from cavalry to 
  strike and defensive roles, the design again found its place. 
  With the mobility provided by its Icarus 81 jump jets, the 
  forty-ton ’Mech became a premier city fighter when it could 
  bring the heavy firepower of its paired medium lasers and 
  Imperator autocannon to bear. A single small laser supple-
  mented these weapons. Although not heavily armored, 
  the seven-and-a-half tons of StarSlab armor provided  
  adequate protection.
   
  Near the end of their popularity Icarus IIs were paired 
  with faster machines to make light attack lances. A fast 
  scout would seek out the enemy, and then a trio of Icaruses 
  would attack the designated target, using concentrated au-
  tocannon fire to bring them down. While effective in this 
  role, the Icarus II was hobbled by a lack of speed that often 
  meant it could not escape when overmatched.
  Deployment
   
  The Icarus II was the standard BattleMech of the Free 
  Worlds League for decades and remained in use for centu-
  ries before almost disappearing into the cauldron of the 
  Succession Wars. First produced at the Corean Enterprises 
  plant on Stewart, at the height of its prominence it was 
  produced on four separate worlds. Although three of 
  those factories were retooled before the creation of the 
  Star League, the Corean facilities on Stewart remained in 
  use until they were destroyed in the First Succession War.
   
  A small number of 1S Icarus II ’Mechs survived the 
  Succession Wars as part of provincial militias, and a new-
  build 2S model has even been put into very limited pro-
  duction by Gilmour Militech. Although this small firm is 
  only producing three Icarus IIs a year, they are the first new 
  ’Mechs of this class produced in three centuries.
   
  The original, primitive 1X Icarus is long gone, not even 
  existing in museums.
  variants
   
  Utilizing a primitive cockpit, engines, and armor, the 
  prototype 1X Icarus also lacked jump jets. The weaponry 
  consisted of a large and small laser mounted on the left arm, 
  backed by twin SRM-2 packs and a pair of machine guns.
   
  In 3073, Gilmour Militech introduced the ICR-2S Icarus 
  II with advanced technology. An endo-steel frame and an 
  XL engine increased its top speed to 86 kph, and its jump 
  capacity was also increased. A Kalidasa LB 10-X autocan-
  non replaces the older Imperator, while the medium la-
  sers are exchanged for a newer medium pulse laser. The 
  2S also has increased armor protection and an additional 
  heat sink.
  notable MechWarriors
  captain sir declan reed: One of the few notable SLDF 
  Gunslingers to hail from the Free Worlds League, Captain 
  Sir Reed used his exemption as a Gunslinger to requisition 
  an Icarus II that he had upgraded to use in his duels. Sir 
  Reed managed to amass a winning record against Kurita 
  Panthers, and after his retirement from the SLDF he returned 
  to the Free Worlds with his ’Mech and accepted command 
  of the Sorunda planetary militia, where he served until his 
  death from natural causes at the age of 121.
  
  261
  MediuM ’Mechs
  icr-1s icarus ii
  Type: icarus ii
  Technology Base: Inner Sphere
  Tonnage: 40
  Battle Value: 869
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  4
  Engine:  
  160 
   
  6
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  4
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  120 
   
  7.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  12 
  15
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  10 
  14
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  6 
  10
   
  R/L Leg 
  10 
  15
  Weapons and ammo location 
  critical 
  tonnage
  AC/10 
  LA 
  7 
  12
  Small Laser 
  LA 
  1 
  .5
  Ammo (AC) 10 
  LT 
  1 
  1
  2 Medium Lasers 
  RT 
  2 
  2
  Jump Jets 
  RL 
  2 
  1
  Jump Jets 
  LL 
  2 
  1
  
  262
  patron loaderMech
  industrialmechs
  mass: 15 tons
  chassis: AR1 Standard
  power plant: Vlar 30 PowerStack Fuel Cell
  cruising speed: 21 kph
  maximum speed: 32 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Type 7 IndiPlate Commercial
  equipment:
   
  1 AR Standard Lift Hoist 
   
  1 AR-6 Sprayer 
  manufacturer: Atrean Robotics
   
  primary factory: Atreus
  communications system: Apple Communicator
  targeting and tracking system: None
  overview
   
  With the advent of the BattleMech, new logistics con-
  cerns arose. One of the foremost concerns was a way to 
  reload the heavy weapons of the twelve-meter-tall behe-
  moths, and the answer was found in the BattleMech’s im-
  mediate ancestor, the WorkMech. The fifteen-ton Patron, 
  created by Atreus-based Atrean Robotics, was among the 
  first of the so-called LoaderMechs to come into common 
  use in the Free Worlds League. Designed to reload the new 
  Icarus series of BattleMechs, the Patron was a success that 
  built Atrean Robotics into a company that spanned sixteen 
  separate worlds in three districts before the Succession 
  Wars drove them out of business.
   
  With the proliferation of BattleMechs and the diversi-
  fication of sizes and models, the early Patrons, optimized 
  for the Icarus, were phased out of production and replaced 
  with a more generic model. The few Icarus-specialized 
  Patrons that remain are on display in corporate museums 
  across the League.
  capabilities
   
  The Patron is specifically designed for use in ’Mech 
  bays. At 15 tons, it is small enough that it isn’t a danger 
  to most small equipment and it is too small to do any real 
  harm to a BattleMech. A lift hoist in the torso capable of 
  lifting seven tons of materials at once makes it easy for a 
  Patron to load the ammunition a BattleMech needed to 
  keep fighting, while a bunker in the IndustrialMech’s chest 
  was routinely filled with coolant in case a freshly returned 
  combatant was overheated. While the ’Mech’s speed is 
  slow compared to BattleMechs, a machine that routinely 
  carries several tons of munitions is not expected—or en-
  couraged—to move quickly.
  Deployment
   
  Patrons served in almost every FWLM BattleMech force 
  prior to the Succession Wars, and several survive to this 
  day. After the fracture of the Free Worlds in the wake of the 
  Paul Coup, Graham-Davis Enterprises on Tamarind resumed 
  production of these LoaderMechs, and several new-build 
  Patrons are already supporting Photon Brett-Marik’s forces 
  as they battle the Word of Blake and Lyran opportunists.
   
  Other LoaderMechs are common sights in large ’Mech 
  bays across the Inner Sphere, but in the Free Worlds the 
  Patron is held in high regard. A recent report out of the 
  Abbey District had a new-build Patron servicing one of the 
  new Icarus ’Mechs also making an appearance. That holo 
  is making the rounds across the League, often serving as a 
  rallying force for the depleted regional military forces that 
  are finding themselves increasingly isolated by the terrors 
  of the Jihad.
  variants
   
  The specialized Icarus-only Patron shared many of that 
  ’Mechs antiquated features. Mounting a less efficient en-
  gine and primitive cockpit, these first Patrons lacked the 
  coolant bunker and searchlight of later models.
  notable Pilot
   
  servitor: The first Patron to see service, Servitor sup-
  ported the first Icarus prototypes to hit the battlefield. 
  Rumors abound that the Snord Museum on Clinton has 
  managed to secure Servitor, though the LoaderMech is not 
  currently on display.
  Type: patron loadermech
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 15
  Equipment Rating: D/D-D-C/C
  Battle Value: 74
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  3
  Engine:  
  30 (Fuel Cell) 
   
  1.5
   
  Walking MP:  
  2
   
  Running MP:  
  3
   
  Jumping MP:  
  0
  Heat Sinks:  
  1 
   
  0
  Gyro: 
   
   
  1
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor (BAR 5):  
  24 
   
  1.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  3
   
  Center Torso 
  5 
  3
   
  Center Torso (rear) 
   
  2
   
  R/L Torso 
  4 
  2
   
  R/L Torso (rear) 
   
  2
   
  R/L Arm 
  2 
  2
   
  R/L Leg 
  3 
  2
  Weapons and ammo location 
  critical 
  tonnage
  Lift Hoist 
  RT 
  1 
  3
  Mounted Searchlight 
  LT 
  1 
  .5
  Insulated Liquid 
  CT 
  2 
  1
   Cargo Bay (.87t)
  Sprayer 
  CT 
  1 
  .5
  
  263
  industrialMechs
  patron loaderMech
  
  264
  egl-r6 eagle
  heavy aerospace
  mass: 75 tons
  frame: ImStar Alpha
  power plant: Vlar 300
  armor: StarSlab/2
  armament:
   
  3 Magna Mk III Large Lasers
   
  4 Magna Mk II Medium Lasers
  manufacturer: ImStar Aerospace, Lockheed/CBM,  
   
  Wangker Aerospace
   
  primary factory: Atreus (ImStar; destroyed 2811),  
   
   
  Gibbs (Lockheed), Axton (Wangker)
  communications system: Datacom 26
  targeting and tracking system: Dynatec 990
  overview
   
  One of the earliest examples of a heavy aerospace 
  fighter ever produced, the Eagle was also House Marik’s 
  first attempt at a heavy aerospace superiority fighter. At 
  seventy-five tons it is a rugged fighter, and the design 
  philosophy of the craft was so simple that the airframe 
  has survived and remained in regular use to the current 
  day. The first Eagle flew in 2324, a primitive example of 
  aerospace fighters but still a solid design of the time. It 
  has been steadily updated and kept in production, and 
  it is one of the yardsticks that modern aerospace fight-
  ers are measured against.
  capabilities
   
  The Eagle as it exists today is an extra-atmospheric 
  interceptor and interdiction fighter introduced by ImStar 
  Aerospace of Atreus in 2601. Carrying a mixture of reli-
  able laser weaponry, the Eagle was intended for general 
  and widespread use away from established lines of supply. 
  ImStar’s marketing during the first half of the 2600s was 
  directed at the poorer worlds of the League, which explains 
  the Eagle’s egalitarian components and design.
   
  Although lacking the acceleration of the heavy aero-
  space fighters of the Star League Defense Force, the Eagle 
  compares favorably with many of the standard heavy 
  fighters of the Succession Wars, rivaling the middleweight 
  Stingray for acceleration and even outperforming such 
  worthies as the Davion Stuka in sheer acceleration. Its 
  fuel capacity is comparable to other fighters without  
  being outstanding.
   
  The Eagle carries a mix of Magna lasers, three large 
  lasers for primary ranged fire, and a bevy of smaller, medi-
  um-scale lasers for short-ranged combat. An array of twen-
  ty-five heat sinks allows the fighter to fire most of these 
  weapons in volley, and opponents can seldom ignore the 
  resulting salvos. The Eagle is generously armored for its 
  size, allowing it to soak up a respectable amount of weap-
  ons fire before being forced to retire.
  Deployment
   
  During the Star League years the Eagle was the main 
  fighter in use by Free Worlds League Militia and provin-
  cial forces, but the destruction of ImStar’s production 
  line during the First Succession War took with it the Free 
  Worlds’ ability to construct new Eagles. Since then the 
  number of Eagles in Marik service has steadily declined, 
  while those in service to other nations have been main-
  tained or even increased.
   
  Davion spies stole the plans for the Eagle just before 
  the ImStar plant’s destruction (leading to a number of un-
  substantiated rumors of sabotage) and put the Eagle into 
  production during the Second Succession War. The fighter 
  has gained widespread acceptance in the March Militias. 
  During the horrific attrition of the Third War, Eagles even 
  replaced damaged Stukas in frontline RCTs.
  variants
   
  Several variants of the Eagle exist, from earlier pre-Star 
  League primitive variants to upgrades found among the 
  more prosperous worlds of the Inner Sphere. A number of 
  low-tech versions exist, having proliferated through the 
  Succession Wars, and they continue to fly with planetary 
  militias and mercenary forces. The R4 Eagle, with five me-
  dium lasers, two large lasers, and industrial-grade armor, is 
  a typical example of a backwater Eagle.
   
  One variant replaces the large lasers with two Hellstar 
  PPCs and one more heat sink. The PPCs are placed on the 
  wings, and this variant, designated the R9, is primarily used 
  in orbital facilities as a defense against hostile DropShips. 
  Another variant, the R10, is an attempt to create a ground-
  attack Eagle and removes the wing-mounted large lasers, 
  replacing each with three additional medium lasers and 
  two heat sinks.
  upgrades
   
  In 3071 a small mercenary fighter squadron appeared 
  over the Lyran world Arcadia and faced down a flight of 
  pirate fighters. It deployed two modified Eagle fighters, 
  both using upgraded technology retrofitted onto vintage 
  fighters. Apparently, ten heat sinks had been removed and 
  the remainder replaced with double-strength models. The 
  fuel storage had been doubled, giving the Eagles incredible 
  range, and large pulse lasers replaced the wing-mounted 
  large lasers. The aft medium laser had been removed, and 
  the nose large laser replaced with an ER PPC.
  notable Pilots
  leftenant bethany bajio: Leftenant Bajio served with 
  the Capellan March Militia during the Fourth Succession 
  War, and her Eagle was responsible for six Capellan Transit 
  kills during that war. Made an instructor pilot in 3032, she 
  returned to active service in the War of 3039 where she pi-
  loted her Eagle against the Draconis Combine. Her flight 
  encountered one of the new Ghost regiments, and she 
  and her wingman were killed by fighters later identified  
  as Hammerheads.
  
  265
  heaVy aerospace
  egl-r6 eagle
  Type: eagle
  Technology Base: Inner Sphere
  Tonnage: 75
  Battle Value: 1,467
  equipment 
   
   
  mass
  Power Plant:  
  300 
   
  19
   
  Safe Thrust:  
  6
   
  Maximum Thrust:  
  9
  Structural Integrity: 
  7
  Heat Sinks:  
  25 
   
  15
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  224 
   
  14
   
   
  Armor 
   
   
  Value 
   
  Nose 
  80 
   
  Wings 
  52/52 
   
  Aft 
  40 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Large Laser 
  Nose 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  Large Laser 
  RW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Large Laser 
  LW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  Aft 
  1 
  3 
  5 
  — 
  — 
  —
  
  266
  f-77 deathstalker
  heavy aerospace
  mass: 80 tons
  frame: F-77/X 
  power plant: VOX 240a
  armor: StarSlab Lite/2
  armament:
   
  1 Imperator X Autocannon-10
   
  4 Hellion-a III Extended-Range Large Lasers
   
  2 Hellion-b II Medium Lasers
  manufacturer: Andurien AeroTech (FWDI)
   
  primary factory: Westover
  communications system: Telestar F-61
  targeting and tracking system: SynCom VAX
  overview
   
  Unveiled in 2744 in response to a Free Worlds League 
  Military request for a high-performance attack craft, the 
  F-77 Deathstalker—based on a radical design first pro-
  posed during the Age of War—featured the same swept-
  wing design that would later come to be synonymous with 
  the F-90 Stingray interceptor. Although the design met 
  every specification during the design and testing phase, a 
  series of unfortunate events during the flight trials led to 
  the design never seeing full-scale production.
  capabilities
   
  The F-77 combined many of the best concepts in aero-
  space fighter theory when it was developed. The forward-
  swept wing design, while not a new concept, proved very 
  stable during testing and development, and the allowed 
  for the placement of the Deathstalker’s main weapons 
  along the load-bearing wings themselves. The main nose 
  bay of the fighter—in keeping with the tradition of at-
  tack aircraft as far back as ancient Terra—carries a massive 
  Imperator X cannon.
   
  Although the Deathstalker’s acceleration turned out 
  to be lower than the comparable SLDF fighters it was 
  intended to complement (or face, if need be), Andurien 
  developers insisted it was more than a match in raw fire-
  power. Unfortunately, the SLDF buyers in charge of eval-
  uation were proponents of the lighter-armed but swifter 
  fighters of the day. Despite the fact that the Deathstalker 
  routinely managed to defeat several of its attackers be-
  fore being felled in simulations, the buyers pointed out 
  that the Deathstalker was often outmaneuvered and al-
  ways brought down in the end.
   
  Although the Deathstalker never made it into standard 
  production, elements of its design and testing contributed 
  to the design of the Stingray fighter. A number of elements 
  aside from the wings were taken, including the inclusion 
  of a powerful, nose-mounted main gun—in the case of the 
  Stingray, a powerful PPC.
  Deployment
   
  Only twenty Deathstalkers were constructed in the ini-
  tial prototype phase, and the design never entered stan-
  dard production. Andurien AeroTech, however, has recently 
  begun building small numbers of new Deathstalkers on 
  Andurien. Whether the company quietly mothballed the 
  molds and specifications or if the data was always available 
  is not known, but since 3073 perhaps a squadron’s worth 
  of F-77 fighters have been operating from a bay beneath 
  the ducal palace in Jojoken. Why the fighter has not seen 
  more use is a subject of great speculation by pundits on 
  Andurien, but no other airframes have been sighted out-
  side of Andurien space.
  upgrades
   
  Observational intelligence has confirmed that the 
  new-production Deathstalkers flying from Andurien differ 
  from the original production models, and the degree of the 
  variation makes it unlikely that the Anduriens have simply 
  found a cache of forgotten airframes and upgraded them. 
  A new ultra-class autocannon replaces the old Imperator, 
  and it must be assumed that Andurien Aerotech also 
  added more ammunition capacity. An ER small laser 
  has been added to the aft section, most likely to dis-
  courage the pursuit that brought down so many F-77s 
  during the old Star League trials. These upgrades, to-
  gether with the replacement of the old Hellion-b IIs 
  with Diverse Optics ER medium lasers, suggest the 
  use of a light fusion engine.
  notable Pilots
  captain henry orthanme: Commander of the Deathstalker 
  squadron operating on Andurien, Orthanme is a portly man 
  who barely fits inside the cockpit of his aerospace fighter. 
  One of the few men alive who remember serving in the 
  old Defenders of Andurien regiments, Captain Orthanme 
  leads his squadron with devotion to the Duchy and to the 
  Humphreys family that few can match. He and his squadron 
  train in tried-and-true methodical attack tactics, using their 
  lasers and cannons to batter down an opponent’s defense 
  before they close for the kill. Recent exercises have been 
  conducted in orbit above Jojoken that appear to be anti-
  WarShip drills, although no one can say which WarShips the 
  Deathstalkers are training to fight. With the Jihad envelop-
  ing the sphere of known space, however, even detractors 
  from Andurien’s oft-touted independence are hard-pressed 
  to find fault in training defenders to be vigilant.
  lieutenant, J.g. elise caruthers: The lead test pilot for 
  Andurien Aerotech in 2744, Lieutenant Caruthers flew 
  all of the simulated combat missions in the Deathstalker. 
  Although the fighter was never approved for production, 
  Caruthers continued to fly the craft when she returned to 
  active duty. Along with her wingman, Caruthers served 
  as the jump-point security force for the Star Lord-class 
  JumpShip Pride of Sorunda for six years before retir-
  ing from the FWLM to be Andurien AeroTech’s chief  
  test pilot.
  
  267
  heaVy aerospace
  f-77 deathstalker
  Type: deathstalker
  Technology Base: Inner Sphere
  Tonnage: 80 tons
  Battle Value: 1,714
  equipment 
   
   
  mass
  Engine:  
  240 
   
  11.5
   
  Safe Thrust:  
  5
   
  Maximum Thrust:  
  8
  Structural Integrity: 
  8
  Heat Sinks:  
  25 [50] 
   
  15
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  168 
   
  10.5
   
   
  Armor 
   
   
  Value 
   
  Nose 
  55 
   
  Wings 
  41/41 
   
  Aft 
  31 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  AC/10 
  Nose 
  12 
  3 
  10 
  10 
  — 
  —
  Ammo (AC) 10 
  — 
  1
  2 ER Large Lasers 
  RW 
  10 
  12 
  8 
  8 
  8 
  —
  2 ER Large Lasers 
  LW 
  10 
  12 
  8 
  8 
  8 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  
  268
  aQuarius and lyonesse
  small crafts
   
  Andurien AeroTech released the Lyonesse escort-class 
  small craft to military markets in 2513 and found a ready 
  market, so much so that they produced the larger Aquarius 
  just two years later based solely on initial sales figures for 
  the Lyonesse.
   
  Larger than standard aerospace fighters but smaller 
  than dedicated attack DropShips, these escorts were able 
  to fill roles that larger DropShips could not and travel dis-
  tances that aerospace fighters could never hope to reach. 
  Much of the success of these craft was their range and 
  ubiquitous nature; any DropShip that could host a shuttle 
  could host one of these escorts, and their heat-expansion 
  drive allowed them to escort DropShips without pause and 
  patrol the fringes of a system. 
   
  Several other firms attempted to replicate AA’s suc-
  cess, but by the time the corporation merged with Gibson 
  Federated BattleMechs in 2562 (creating Free Worlds 
  Defense Industries) the market had been nearly filled. Soon 
  after, the demand for such craft fell off, leaving the pro-
  duction lines to be shifted to other products or dismantled 
  completely.
   
  Although it debuted later, the Aquarius proved to be 
  the more popular craft. Massing twice the heaviest aero-
  space fighter, the 200-ton escort was a dangerous adver-
  sary to almost any other craft in the sky, with extremely 
  thick armor and a combination of lasers and missiles ca-
  pable of menacing heavy fighters and DropShips alike.
   
  The Lyonesse, twenty-five tons lighter and slightly less 
  well-armored, was still a formidable opponent. Although 
  it couldn’t match the Aquarius’ acceleration, it made up for 
  it with sheer determined firepower in virtually every direc-
  tion, coupled with armor thicker than that of many light 
  DropShips.
   
  In recent years, the Free Worlds League and the 
  Word of Blake have debuted brand-new variants of these 
  venerable escort craft. The Marik models—dubbed the 
  Aquarius-M1 and the Lyonesse-M1—both boast the twin 
  advantages of extended-range lasers and double heat 
  sinks. The Aquarius-M1 even gets a speed boost through 
  its larger engine design, while the Lyonesse-M1 packs 
  wing-mounted heavy PPCs for a more powerful close-in 
  punch. The Blakist variants, meanwhile, take the unusual 
  step of trading many weapons for an Arrow IV missile bat-
  tery, allowing both craft to function as highly mobile artil-
  lery platforms when grounded. These variants also feature 
  faster engines than the original escort craft possessed, as 
  well as ferro-aluminum armor that saves weight but offers 
  nearly identical protection.
  aquaRius (escoRt)
  type: Military Aerodyne
  use: Surface-to-Orbit Escort
  tech: Inner Sphere
  introduced: 2515
  mass: 200 tons
  battle Value: 2,510
  dimensions
   
  length: 29 meters
   
  Width: 25 meters
  fuel: 6 tons (480)
  safe thrust: 4
  maximum thrust: 6
  heat sinks: 32
  structural integrity: 8
  armor
   
  nose: 183
   
  sides: 162
   
  aft: 101
  crew: 6
  Weapons and ammo location tonnage heat srV mrV lrV erV
   2 Large Lasers 
  Nose 
  10 
  8 
  8 
  8 
  — 
  —
   LRM 10 
  RW 
  5 
  5 
  9 
  9 
  9 
  —
   LRM 10 
  LW 
  5 
  5 
  9 
  9 
  9 
  —
   Ammo (LRM) 24 
  — 
  2
   SRM 6 
  RW 
  3 
  4 
  8 
  — 
  — 
  —
   SRM 6 
  LW 
  3 
  4 
  8 
  — 
  — 
  —
   Ammo (SRM) 30 
  — 
  2
   Medium Laser 
  RW (Aft) 
  1 
  3 
  5 
  — 
  — 
  —
   Medium Laser 
  LW (Aft) 
  1 
  3 
  5 
  — 
  — 
  —
   2 Medium Lasers 
  Aft 
  2 
  3 
  5 
  — 
  — 
  —
  note: All crew quarters assigned as Steerage-class (5 tons per crewman).
  lyonesse (escoRt)
  type: Military Aerodyne
  use: Surface-to-Orbit Escort
  tech: Inner Sphere
  introduced: 2513
  mass: 175 tons
  battle Value: 2,172
  dimensions
   
  length: 28 meters
   
  Width: 22 meters
  fuel: 5 tons (400)
  safe thrust: 3
  maximum thrust: 5
  heat sinks: 35
  structural integrity: 7
  armor
   
  nose: 165
   
  sides: 133
   
  aft: 101
  crew: 6
  Weapons and ammo location tonnage heat srV mrV lrV erV
  LRM 20 
  Nose 
  10 
  6 
  12 
  12 
  12 
  —
  Ammo (LRM) 12 
  — 
  2
  SRM 6 
  Nose 
  3 
  4 
  8 
  — 
  — 
  —
  Ammo (SRM) 30 
  — 
  2 
  4 Medium Lasers 
  RW 
  4 
  3 
  5 
  — 
  — 
  —
  4 Medium Lasers 
  LW 
  4 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  RW (Aft) 
  1 
  3 
  5 
  — 
  — 
  —
  Medium Laser 
  LW (Aft) 
  1 
  3 
  5 
  — 
  — 
  —
  3 Medium Lasers 
  Aft 
  3 
  3 
  5 
  — 
  — 
  —
  Small Laser 
  Aft 
  .5 
  1 
  3 
  — 
  — 
  —
  note: All crew quarters assigned as Steerage-class (5 tons per crewman).
  
  269
  sMall crafts
  aQuarius and lyonesse
  
  270
  eXplorer juMpship
  jumpships
   
  Perhaps the best example of the wealth (or some 
  would say excess) of the Star League was the Explorer 
  JumpShip. Harking back to the early days of the Pathfinder, 
  the Explorer was designed to seek out new worlds and new 
  resources but was found to be unsuitable for the massive 
  exploration missions that were being performed in the 
  28th century.
   
  Rather than give up, Irian Technologies tweaked the 
  design to create an executive transport what would ferry 
  small numbers of political and economic VIPs around the 
  Inner Sphere in luxury. The Explorer quickly became a sta-
  tus symbol, and any company or dignitary who couldn’t 
  gain quick access to one was either behind the times or 
  not powerful enough for the highest social circles. Near 
  the end of the Star League era, that spirit of one-upman-
  ship led to the only known variant of the Explorer, which 
  mounted an HPG. The massive expense limited this option 
  to large governments, massive corporations, and the ultra 
  rich. More than one story of a company or tycoon going 
  bankrupt while trying to purchase this vessel was told in 
  the late 28th century.
   
  At a mere 50,000 tons, the Explorer is smaller than 
  some DropShips and nearly half the size of the more com-
  mon Scout. Incapable of carrying DropShips during a jump, 
  the Explorer relies upon small craft to ferry the crew and 
  passengers about and to restock the cargo hold. An 80-me-
  ter grav deck allows passengers and crew to experience the 
  comforts of home and eliminates the need to waste fuel to 
  simulate gravity.
   
  To allow the crew to spend more time catering to the 
  passengers, the Explorer was outfitted with a number of au-
  tomated systems that allow the ship to be run by half the 
  staff if necessary. In the violence that followed the fall of 
  the Star League, the unarmed Explorer was an easy target. 
  Of little military value, it was rarely guarded and few remain 
  to this day, mostly forgotten in modern interstellar travel. 
   
  Irian possesses most of the remaining Explorers. 
  Rumors from former employees indicate that one or more 
  Irian Explorers retain HPGs concealed somewhere within 
  the ship. A more insidious rumor indicates Irian may have 
  turned one or more of the extent Explorers into Q-ships, re-
  moving cargo and installing hidden sub-capital weapons. 
  While such moves are not unexpected, considering the 
  decline of the Ares Conventions during the Jihad, turning 
  a sacrosanct JumpShip into a hidden weapons platform is 
  loathsome in the extreme.
  exPloReR class juMPshiP
  tech: Inner Sphere 
  introduced: 2703
  mass: 50,000 tons
  length: 205 meters
  sail diameter: 740 meters
  fuel: 75 tons (750)
  tons/burn-day: 9.77
  station Keeping thrust: 0.10
  sail integrity: 3
  Kf drive integrity: 2
  heat sinks: 79
  structural integrity: 1
  battle Value: 428
  armor
   
  fore: 7 
   
  fore-sides: 3
   
  aft-sides: 3
   
  aft: 3
  cargo
   
  Bay 1: Cargo (278.5 tons) 
  1 Door
   
  Bay 2: Small Craft (4) 
  2 Doors
  dropship capacity: 0
  grav decks: 1 (80 meters diameter)
  escape pods: 3
  life boats: 0
  crew: 1 officer, 8 enlisted/non-rated
  notes: 5 first class and 5 second class quarters, 27 tons of 
  standard armor.
  
  271
  juMpships
  eXplorer juMpship
  
  272
  the lyran coMMonwealth
  a
  long-held myth, popular in virtually every realm of the Inner Sphere, maintains that the Lyran Alliance (nee Commonwealth) is a nation that has survived the centuries despite 
  their own staggering military incompetence. Their demonstrated love for heavier, slower ’Mechs and vehicles makes their forces too cumbersome to effectively move in a fluid 
  battlefield, while their emphasis on social and political acumen over tactical experience produces an officer corps wholly unprepared for a real threat.
   
  But these myths belie the fact that the Lyran state has stood through the centuries against the assaults of Houses Kurita, Marik, and even the Clans. Though each war has exacted a toll, 
  the state itself has proven itself capable of survival in spite of its perceived shortcomings. Through the Age of War and the Succession Wars, House Steiner’s military has held its ground against 
  the mightiest forces of the Draconis Combine. Surely, against a foe so determined, mere luck cannot counteract military incompetence.
   
  Those who study their history may understand better the reasons for Lyran perseverance. Though they may favor their bloated and dim-witted officers, as well as their sluggish ’Mechs, 
  the bedrock of Lyran military strength has ever been strategic in nature—an emphasis on their ability to out-produce or out-manufacture their enemies, staving off the creeping death of na-
  tionwide attrition that can end long-run campaigns and wars even for a victorious general. In short: Lyrans survive and prosper not through battlefield victories, but because they know how 
  to play the long game.
   
  In the Age of War, it was the Lyran Commonwealth—not the Draconis Combine, the Federated Suns, or even the Capellan Confederation—who first secured the secrets of BattleMech 
  technology from the Terran Hegemony. Motivated purely by the threat of collapse as Houses Marik and Kurita closed in around them, the Steiners saw the BattleMech as the ultimate tool for 
  their defense, a technological leap forward in warfare and industry alike. This defensive stance would ironically negate the strategic advantage of being the first non-Terran state to possess 
  ’Mechs, but not before they managed to thwart the two Houses focused on their destruction.
   
  It is a curious pattern for the Lyrans that they seek salvation through industry during times of war, but hardly surprising given their original mandate as a mercantile alliance. It was for 
  these reasons that the nation’s fiercest battles have been waged over the likes of Hesperus II, Coventry, and Skye. Today, in the midst of the latest and most devastating war, with even these 
  centers of industry compromised or threatened, the Lyrans have come full circle, aggressively pursuing new production of war materiel while simultaneously reaching back to the age before 
  the first Star League, when House Steiner’s survival hung by a precarious thread.
  —Maryanne Sheely, Steiner: Then and Now, Dobless Press, 3074
  My lord,
   
  Were this another time and place, I might have been beheaded for treason by daring to even quote the above article, much less find the grains of truth within its understandably Steiner-
  centric viewpoint. The Steiners, however, have proven their remarkable resiliency more through their economic and industrial might than any other attribute.
   
  The Age of War saw the Lyran Commonwealth through several make-or-break moments, but none were as powerful as the dawn of the BattleMech era after LCAF commandos success-
  fully captured Terran Hegemony ’Mech plans in a daring raid. But while the Steiners raced to produce their newfound treasures, they also sought to experiment with the concept, producing 
  several models that ultimately withered away. It remains unclear if this experimentation and the Lyran reliance on conventional vehicles was the central factor in slowing their production 
  advantage at this critical time. What is clear is that the result was an innovation that only enabled them to hold their lines for the rest of the Age rather than press their advantage.
   
  In the face of the Jihad, the Lyrans became one of the first states to revisit the Age of War tech race by rebuilding and upgrading several industrial sites that decades ago would’ve been 
  dismissed as ill-suited to BattleMech production. With limited production capabilities but an abundance of manpower and components, these facilities have begun assembling replicas of the 
  first machines ever to stride off the forgotten factories of the Age of War. Some, like the Ymir, have even reappeared in their original “primitive” configurations.
   
  Attached are several classic Age of War-era machines that Lyran refit centers have been (or may be) bringing back to limited production. Though they are shown in their final production 
  forms rather than their “RetroTech” configurations, notes on the primitive-model designs are included with each entry.
   
  May this information serve you well, my friend.
   — Mirza Peter Abdulsattah
  
  273
  
  274
  Marsden ii Main battle tank
  heavy VEHICLES
  mass: 60 tons
  movement type: Tracked
  power plant: OmniDiesel 180 ICE
  cruising speed: 32 kph
  flank speed: 54 kph
  armor: AA-50 Diamondplate 
  armament:
   
  2 Alpha Wave SRM 6 Launchers
   
  1 Arcturan Arms Longarm Series Autocannon/5
   
  2 General A70 Model Machine Guns
  manufacturer: Arcturan Arms/MacEnroe Motors
   
  primary factory: Arcturus (discontinued 2545)
  communications system: Arc-Signal 750
  targeting and tracking system: Land Shark Scanner 15
  overview
   
  First unveiled in 2463, less than a decade after the 
  Lyran Commonwealth successfully obtained plans for 
  the Terran Hegemony’s BattleMech, the Marsden II rep-
  resented one of the first combat vehicles produced using 
  the fruits of BattleMech technologies. Though outwardly 
  similar in appearance to its progenitor, the Marsden I, the 
  Marsden II drew on more advanced manufacturing tech-
  niques to assemble a somewhat lighter and more stream-
  lined structure that gained the strength of more resilient 
  ’Mech-grade armor. These changes also paved the way for 
  greater firepower, which allowed this tank to completely 
  supplant its original chassis well before the end of the 
  twenty-fifth century.
  capabilities
   
  Named after the Commonwealth’s founder, Robert 
  Marsden, the Marsden II that saw full-scale deployment did 
  not emerge until ten years after the first vehicles to bear the 
  name rolled off Arcturan Arms’ assembly lines. However, as 
  they differed only in the armor grade used, the so-called 
  “Primitive Armor” Marsden IIs vanished quickly.
   
  The mainstream Marsden II weighed sixty tons and 
  boasted a top speed of almost 55 kph over most terrain. 
  Well over a quarter of its total weight was devoted to 
  armor, offering enough protection to weather multiple di-
  rect hits by even the advanced particle projection weapons 
  coming into play during its time. Its firepower—a mix of 
  forward-mounted SRMs and a standard autocannon in the 
  turret—provided it with excellent offensive punch against 
  most Age of War-era tanks and often left many such targets 
  destroyed or disabled in short order.
  Deployment
   
  Considered a cutting-edge vehicle in the 2470s and 
  2480s, the Marsden II main battle tank saw wide deploy-
  ment in most Lyran regiments and verged on becoming 
  a nationwide standard. The relentless advance of military 
  technology, however, coupled with the Arcturan economic 
  downturn that started over a century earlier when the Lyran 
  capital was relocated to Tharkad, ultimately spelled the 
  end for the Marsden II. When MacEnroe Motors of Donegal 
  bought out Arcturus Arms, the Marsden II’s new owners 
  chose to discontinue the vehicle’s production on Arcturus 
  in 2545 in favor of the dismally unsuccessful Marsden III. 
  This disastrous move not only led to the end of the entire 
  Marsden line of tanks, but also to the inevitable closure of 
  MacEnroe Motors in 2551.
   
  Marsden IIs managed to linger for centuries after the 
  last vehicle rolled off the assembly lines in the Age of War, 
  with many relegated to the arsenals of smaller planetary 
  militias and security forces. But while the last of the original 
  Marsden IIs may have vanished during the crucibles of the 
  Succession Wars, the recent activation of new production 
  sites on Arcturus, Halfway, and Buena have breathed new 
  life into these ancient designs.
  variants
   
  Only one noteworthy variant of the Marsden II—the 
  so-named Marsden II-A—appeared during the vehicle’s 
  heyday. Dropping the machine guns and one SRM launch-
  er, this variant upgraded the Longarm medium autocan-
  non to a heavier Strongarm AC/10.
   
  The new Marsden IIs produced today on Halfway ac-
  tually use the II-A base but replace the Strongarm with a 
  Defiance Disintegrator LB 10-X autocannon, swap the 
  SRM-6 for a pair of Streak SRM-2 launchers, and add a 
  Kicker machine gun to the turret mount with a half-ton of 
  ammo for anti-infantry work.
  notable crews
  hauptmann eric dinesen: One of four younger siblings 
  of Robert Dinesen (then Duke of Coventry), Hauptmann 
  Eric Dinesen served as part of the LCAF militia command 
  on Coventry for close to three decades—most of it at the 
  helm of an outdated Marsden II-A main battle tank. Known 
  as much for his devotion to his tank and crew as to the 
  royal house of Dinesen, Eric maintained the same vehicle 
  and crew through much of his career. As part of Archon 
  Viola Steiner-Dinesen’s command battalion, Dinesen led his 
  aging vehicle and its crew into battle against Rim Worlds 
  rebel forces many times during the Reunification War. 
  Though he was not among the members of the Archon’s 
  guard who were caught up in her infamous “Day of Rage” in 
  2591, the rumor persists that it was Dinesen relaying a mes-
  sage from his brother that sent the Archon over the edge.
  
  275
  heaVy Vehicles
  Marsden ii Main battle tank
  Weapons and ammo 
  location 
  tonnage
  2 SRM 6 
  Front 
  6
  Ammo (SRM) 30 
  Body 
  2
  AC/5 
  Turret 
  8
  Ammo (AC) 20 
  Body 
  1
  2 Machine Guns 
  Turret 
  1
  Ammo (MG) 100 
  Body 
  .5
  Type: marsden ii main battle tank
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 60
  Battle Value: 1,056
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  6
  Engine:  
  180 
   
  14
   
  Type: 
  ICE 
   
  Cruising MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  0 
   
  0
  equipment 
   
   
  mass
  Control Equipment: 
   
   
  3
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  1
  Armor Factor:  
  280 
   
  17 5
   
   
  Armor
   
   
  Value
   
  Front 
  65
   
  R/L Side 
  56/56
   
  Rear 
  56
   
  Turret 
  47
  
  276
  büffel Vii engineering support Vehicle
  support VEHICLES
   
  As can be inferred from its numerical nomenclature, 
  the Büffel VII engineering support vehicle was the latest in 
  a long line of similar vehicles employed throughout history, 
  with a legacy that stretches back before mankind’s journey 
  into space. This pre-’Mech support vehicle debuted in 2407 
  as a lightly armed all-purpose unit, designed primarily to 
  traverse broken or heavily contested terrain to extract dis-
  abled vehicles or clear obstacles such as ruined buildings 
  and minefields. Though the centuries to come would see 
  such vehicles constructed with greater sophistication, the 
  Büffel VII represented a standard for many combat engi-
  neering vehicles that is still accepted today in lesser mili-
  tary commands such as local militias.
   
  At seventy tons, the track-driven, diesel-powered 
  Büffel VII was large and reasonably powered for its role on 
  the battlefield. Although not intended for combat, it car-
  ried over five tons of reinforced hull plating armor as well 
  as a trio of machine guns and a pair of close-quarters gre-
  nade launchers to discourage infantry.
   
  Beyond the offensive weapons, however, the Büffel’s 
  main strengths were its high-capacity dual-lift hoists, which 
  were placed on the vehicle’s turret and used in conjunc-
  tion with its trailer connectors to help haul away disabled 
  units. To ensure that it could reach such vehicles (or sim-
  ply to clear a road in a pinch), the Büffel also featured a 
  standard, reinforced bulldozer blade. In addition, a mine-
  sweeper apparatus was also featured that could be used 
  to remove mines or other unexploded ordnance. Located 
  at the Büffel’s rear—where its armor was correspondingly 
  reinforced—this apparatus could only be employed while 
  the vehicle was driven in reverse, though this was a delib-
  erate design choice made necessary by the bulldozer de-
  sign as much as any desire to avoid seeing Büffel crews or 
  their associated units needlessly speeding through mined 
  territory.
   
  Büffels were a common sight in the LCAF for centu-
  ries and saw widespread use in both military and industrial 
  sectors across the Lyran Commonwealth in the Age of War 
  and beyond. Indeed, numerous examples of the Büffel VII 
  (many simply under different names) still exist today and 
  even retain their original Büffel VII design specs. They serve 
  not only in many Lyran planetary militias and mercenary 
  commands, but among many of the LAAF’s less sophisti-
  cated regiments and even many foreign militaries. 
   
  The only significant Büffel VII variant produced by 
  Arcturus Arms (after the company’s buyout by MacEnroe 
  Motors in the early 2540s) was the aptly named “Reverse 
  Büffel,” which simply swapped the minesweeper and bull-
  dozer mechanisms locations, allowing the minesweeper to 
  be employed at full speed.
   
  Another common aftermarket modification dropped 
  the twin “tail-fin” grenade launchers in favor of an extra 
  ton of cargo bay capacity. The recently restarted Büffel 
  lines on Halfway and Arcturus use a slight derivative of this 
  variant—tentatively known as the Büffel VIII series—which 
  also deletes the forward machine gun and reconfigures the 
  cargo bay to comfortably transport up to twenty combat 
  engineers or foot troops.
  Type: büffel Vii engineering support Vehicle
  Chassis Type: Tracked (Medium)
  Tonnage: 70
  Equipment Rating: C/C-D-C/E
  Battle Value: 351
  equipment 
   
   
  mass
  Chassis/Controls: 
   
   
  22
  Engine/Trans:  
  ICE 
   
  24
   
  Cruising MP:  
  3
   
  Flank MP:  
  5
  Heat Sinks:  
  0 
   
  0
  Power Amplifier: 
   
   
  0
  Fuel:  
  208km (Petrochemicals) 
  .5
  Turret: 
   
   
  1
  Armor Factor (BAR 7):  
  98 
   
  5.5
   
   
  Armor
   
   
  Value
   
  Front 
  20
   
  R/L Side 
  20/20
   
  Rear 
  24
   
  Turret 
  14
  Weapons and ammo 
  location 
  tonnage
  Bulldozer 
  Front 
  2
  Minesweeper 
  Rear 
  3
  2 Lift Hoists 
  Turret 
  6
  2 Machine Guns 
  Turret 
  1
  Machine Gun 
  Front 
  .5
  Ammo (MG) 200 
  Body 
  1
  2 Veh. Grenade Launchers 
  Rear 
  1
  crew: Crew: 6 (1 officer, 2 enlisted/non-rated, 3 gunners)
  cargo:
   
  2 5 tons standard (2.5 tons)  
  1 Door (Rear)
  notes: Features Armored and Tractor Chassis Modifications.
  
  277
  support Vehicles
  büffel Vii engineering support Vehicle
  
  278
  crs-6b crossbow
  heavy ’Mechs
  mass: 60 tons
  chassis: Arc Walker 6X-B
  power plant: AA Eterna 300
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Diamond Skin Beta Series
  armament:
   
  2 CDC Double-Five LRM-10 Launchers
   
  2 Rassal Blue-Beam Medium Lasers
   
  1 A-4 “Lightning” Series Particle Projector Cannon
  manufacturer: Arcturan Arms/MacEnroe Motors
   
  primary factory: Arcturus (Discontinued 2550)
  communications system: Arc Signal 1100
  targeting and tracking system: Arc Walker T&T Prime
  overview
   
  Arcturan Arms’ first foray into the BattleMech indus-
  try was the sixty-ton CRS-6B Crossbow. Considered to be a 
  middleweight machine compared to the heavier Mackies 
  and Ymirs already in circulation, the Crossbow was built 
  to be a fast missile support unit. As was the case with the 
  Coventry Defense Conglomerate, Arcturan Arms’ engi-
  neers initially failed to make their prototype Crossbow live 
  up to expectations, but as the techniques for producing 
  BattleMechs grew more refined, the Crossbow received an 
  upgrade worthy of its original concept.
  capabilities
   
  The most distinctive feature of the CRS-6B Crossbow—
  the production-grade model that succeeded the original 
  CRS-X prototypes—were the arm assemblies. With a mini-
  mum of complex actuators, these assemblies were de-
  signed as self-contained turrets and could theoretically be 
  easily replaced if severed in combat. This feature—com-
  bined with the Crossbow’s primary role as a missile boat—
  likely inspired the Clan-made Crossbow.
   
  Like the Ymir’s “upgunned” model version, the 
  Crossbow integrated its smaller LRM-5 racks into larger 
  LRM-10 launchers for greater combat efficiency, while 
  backing these weapons with medium lasers for short-range 
  engagements. A torso-mounted PPC (which replaced the 
  prototype’s large laser) gave a heavier punch, though the 
  meager few heat sinks provided by Arcturan Arms’ engi-
  neers prevented the Crossbow from effectively using all of 
  its long-range firepower together.
   
  With a massive 300-rated fusion plant, the Crossbow 
  could bring its firepower to bear faster than many early 
  BattleMechs, but it paid for this speed with thin armor. 
  Though the 6B made up for some of the prototype 
  X-model’s lack of protection with improved armor, this thin 
  skin would imperil the lives of many Lyran MechWarriors 
  during the late Age of War.
  Deployment
   
  A few years after the first CRS-X prototypes walked 
  onto the field in 2468, the 6B series Crossbows entered pro-
  duction, earmarked exclusively for the LCAF’s Royal Guard. 
  Though initially successful, a host of foul-ups attributed to 
  Arcturus Arms’ race to complete with the ’Mech production 
  lines on Coventry ultimately reduced the company’s output 
  to a mere trickle of machines. Constantly behind schedule 
  and suffering from financial and labor crises as Arcturus it-
  self suffered repeated recessions from the relocation of the 
  Lyran capital planet, Arcturus Arms was forced to cancel 
  the Crossbow line by 2490 after a mere 337 CRS-6Bs were 
  built. Though efforts to restart the line would come later, 
  they would fail to stave off the company’s eventual buyout 
  by MacEnroe Motors in 2541.
  variants
   
  Arcturan Arms released a “brawler” Crossbow, the CRS-
  6C, several years after debuting the 6B. This model traded 
  both LRM launchers and the right arm medium laser for a 
  heavy autocannon with ten shots but retained the left arm 
  medium laser and the torso PPC for ammunition-indepen-
  dent firepower.
   
  A more shocking development in recent years has 
  been the debut of an all-new Crossbow variant from the 
  refit facilities built upon the old Arcturan Arms factory 
  complex. This model—dubbed the CRS-9A—employs the 
  same chassis and engine specs as the 6B but trades the 
  LRMs for Streak-6 launchers, enhances the medium lasers 
  to extended-range models, swaps the PPC for an ER large 
  laser, and upgrades the heat sinks to double-strength freez-
  ers. With some weight to spare, this model even upgrades 
  the armor to ferro-fibrous and provides enough protection 
  to withstand hits from some of the heaviest weapons avail-
  able today.
  notable MechWarriors
  mechWarrior elizabeth raines: Elizabeth Raines was one 
  of the last MechWarriors to command a Crossbow in the 
  LCAF. In 2590, her century-old BattleMech was assigned to 
  the Twenty-fifth Skye Rangers as part of the LCAF forces 
  attached to Operation Mailed Fist in the Reunification War. 
  Though new to the Rim Worlds front, Raines nonetheless 
  distinguished herself in the fighting to secure Barcelona for 
  use as an LCAF staging ground against the rebels in the 
  Republic. Unfortunately, what could have been a promis-
  ing career that already included a personal commendation 
  from Archon Viola Steiner-Dinesen herself turned deadly for 
  MechWarrior Raines (and her Crossbow) a year later when 
  her sentry lance was suddenly attacked and destroyed by 
  the Archon during her infamous 2591 Day of Rage.
  
  279
  heaVy ’Mechs
  crs-6b crossbow
  Type: crossbow
  Technology Base: Inner Sphere
  Tonnage: 60
  Battle Value: 1,210
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  6
  Engine:  
  300 
   
  19
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  128 
   
  8
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  20 
  17
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  14 
  14
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  10 
  13
   
  R/L Leg 
  14 
  16
  Weapons and ammo location 
  critical 
  tonnage
  LRM 10 
  RA 
  2 
  5
  Ammo (LRM) 12 
  RA 
  1 
  1
  Medium Laser 
  RA 
  1 
  1
  PPC 
  RT 
  3 
  7
  LRM 10 
  LA 
  2 
  5
  Ammo (LRM) 12 
  LA 
  1 
  1
  Medium Laser 
  LA 
  1 
  1
  
  280
  bwp-2b yMir
  assault ’Mechs
  mass: 90 tons
  chassis: BPX-1
  power plant: Coventry Motors 360
  cruising speed: 43 kph
  maximum speed: 64 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: CDC Combat Alloy 4X
  armament:
   
  1 Accufire Optics Large Laser
   
  1 Arcturan Arms Longarm Series Autocannon/5
   
  1 Accufire Optics Mini Small Laser
   
  4 Coventry B4 SRM-2 Launchers
   
  2 CDC Single-Five LRM 5 Launcher
  manufacturer: Coventry Defense Conglomerate
   
  primary factory: Coventry (discontinued 2648)
  communications system: CDC Triplex 14
  targeting and tracking system: Locator C100
  overview
   
  The Lyran Commonwealth’s first homegrown 
  BattleMech design (after its carbon-copy rendition of 
  the Mackie) was the 90-ton Ymir. Originally introduced 
  in 2462 as the BWP-X1 (Bipedal Weapons Platform), this 
  slightly lighter variation on the Mackie—proposed as a 
  faster, stronger, and better alternative to the Hegemony 
  machine—failed to come into its own at its inception. 
  Lacking the sophistication of Terran science, the BWP-X1 
  retained the Mackie’s sluggish mobility, while its weapon 
  mix—a combination of fuel-fed flamers and missile racks 
  backing a large laser and a light autocannon—provided an 
  unimaginative hodgepodge of firepower that was scarcely 
  effective in combat.
   
  Despite these flaws, the X1 Ymir managed to survive 
  long enough for more sophisticated engineering tech-
  niques to come into play, leading to the far more effective 
  BWP-2B series.
  capabilities
   
  Whether by sheer stubbornness or dumb luck, engi-
  neers at Coventry Defense Conglomerates (CDC) managed 
  to get their flagship Ymir project back on track as more effi-
  cient processes made the development of the BWP-2B pos-
  sible. Improved power supply and control systems made it 
  possible to coax over thirty percent more speed with only 
  a slight increase in the fusion engine’s overall mass, while a 
  lighter cockpit and improved armor design enabled them 
  to also enhance the ’Mech’s defensive potential at a signifi-
  cant weight saving.
   
  The weapons load for the 2B Ymir was also upgraded 
  from that of the prototype series, with a total of six missile 
  launchers (four twin-tube SRMs and two five-tube LRMs), 
  a standard autocannon, and a large laser backed by a 
  small laser. Though the resulting machine ran hotter when 
  pushed, Coventry’s test pilots and executives were none-
  theless pleased enough with the results to declare their 
  production-model Ymir a success.
  Deployment
   
  Like all of the Lyran Commonwealth’s early BattleMech 
  designs, the Ymir was immediately earmarked for the best 
  and most trustworthy commands, such as the Royal Guard 
  regiments and the Arcturan Guard. Intended to support—
  and eventually supplant—the Commonwealth’s Mackie 
  clones, the Ymir was only partially successful in these en-
  deavors before the formation of the Star League, by which 
  time several newer and more sophisticated BattleMech 
  designs were entering the military market.
  variants
   
  In 2478—nearly three years after the 2B Ymir entered 
  full production—Coventry Defense Conglomerates intro-
  duced the 2E model. Touted as an “upgunned” version of 
  the 2B, the 2E traded in its lasers and autocannon for two 
  PPCs, swapped the SRM-2 racks for a single SRM-6 launch-
  er, and traded out the LRM-5 racks for a single ten-tube 
  launcher. While saving enough weight for an extra half-ton 
  of armor protection, this weapons load easily overwhelmed 
  its unmodified heat management system, which made the 
  2E a somewhat unpopular variant.
   
  During the latter days of the Star League, advanced 
  technology gave the Ymir—then in declining use—a short 
  reprieve from the scrap heap in the form of the 3A model. 
  This variant swapped the PPCs of the 2E variant for stan-
  dard large lasers, upgraded to double heat sinks to man-
  age the heat better, and added Artemis fire control to the 
  missile launchers. The changes made this model more heat 
  efficient and deadly and even left room for an additional 
  medium laser, mounted in the ’Mech’s head, plus an extra 
  ton of armor.
  notable MechWarriors
  leutnant laura finster: A Rim Worlds-born citizen of the 
  Lyran Commonwealth (her home world of Stanley was an-
  nexed shortly before the fall of the Star League), Laura 
  Finster was a rookie MechWarrior in the LCAF when her 
  regiment was activated as part of a heavy raiding cam-
  paign to reclaim the so-called Bolan Thumb from the Free 
  Worlds League. During the fighting for Radostov in 2793, 
  Finster’s Ymir-3A accounted for two ’Mech and seven ve-
  hicle kills, but it was her downing of a low-flying Marik 
  fighter making a bombing run against Kommandant-
  General Aric Hasseldorf’s mobile command center that 
  earned Finster a promotion to leutnant in the campaign 
  leader’s command lance.
  
  281
  assault ’Mechs
  bwp-2b yMir
  Type: ymir
  Technology Base: Inner Sphere
  Tonnage: 90
  Battle Value: 1,289
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  9
  Engine:  
  360 
   
  33
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  16 
   
  6
  Gyro: 
   
   
  4
  Cockpit: 
   
   
  3
  Armor Factor:  
  168 
   
  10.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  29 
  23
   
  Center Torso (rear) 
   
  8
   
  R/L Torso 
  19 
  17
   
  R/L Torso (rear) 
   
  6
   
  R/L Arm 
  15 
  18
   
  R/L Leg 
  19 
  23
  Weapons and ammo location 
  critical 
  tonnage
  Large Laser 
  RA 
  2 
  5
  2 LRM 5 
  RT 
  2 
  4
  Ammo (LRM) 24 
  RT 
  1 
  1
  AC/5 
  LA 
  4 
  8
  Ammo (AC) 20 
  LA 
  1 
  1
  Small Laser 
  LA 
  1 
  .5
  4 SRM 2 
  LT 
  4 
  4
  Ammo (SRM) 50 
  LT 
  1 
  1
  
  282
  lM4/c luMberjack
  industrialmechs
  mass: 70 tons
  chassis: HD Forester Series 4
  power plant: Wagner 210 HeavyDuty ICE
  cruising speed: 32 kph
  maximum speed: 54 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: HD Plasteel Commercial-Grade
  equipment:
   
  1 Deerfield-690 Chainsaw
   
  1 Harrow Reinforced Lift Hoist
  manufacturer: Harrow-Deerfield Heavy Industrial Works
   
  primary factory: Tamar (destroyed 2820)
  communications system: TigerCom 23/C
  targeting and tracking system: None
  overview
   
  Harrow-Deerfield Heavy Industrial Works introduced 
  the LM1/A Lumberjack in 2355. The IndustrialMech was a 
  first for the company, which traditionally produced heavy 
  construction, mining, and forestry vehicles. While the ma-
  chine originally weighed in at sixty tons, later refinements 
  would lead to a total overhaul of this design more than a 
  century later, producing the seventy-ton LM4/C model.
  capabilities
   
  The Lumberjack was designed to be a self-contained 
  vehicle for timber-harvesting operations. Its bipedal de-
  sign enabled it to traverse most terrains while its five-ton 
  Deerfield-690 chainsaw could fell trees up to three meters 
  thick in seconds. A reinforced lift hoist in the WorkMech’s left 
  arm could then haul the raw lumber up to an open, dump-
  capable storage bay located in the Lumberjack’s broad torso.
   
  The Lumberjack’s Wagner engine provides it with good 
  mobility for its size, while three tons of commercial-grade 
  armor protects it against random collision damage and 
  the like. Unfortunately, given the WorkMech’s sheer mass, 
  Harrow-Deerfield found it necessary to issue stern disclaim-
  ers discouraging operators from “high-intensity applica-
  tions,” as the armor could be easily breached.
  Deployment
   
  The Lumberjack series was produced sporadically 
  for well over four centuries before the Harrow-Deerfield 
  plant was destroyed during a Combine raid against Tamar. 
  As a result, the design found its way to timber harvesting 
  and land development operations far and wide. Ample 
  spare parts and third-party production licenses kept the 
  Lumberjack maintained for the next two hundred years, but 
  few of these heavy WorkMechs remained in service by the 
  middle of this century. The recent start of new Lumberjack 
  production by Rastaban Agricultural Products on Duran 
  has revived this venerable machine.
  variants
   
  Few examples of the original LM1/A Lumberjacks sur-
  vived to the present day, but hundreds of later model LM4/
  Cs still exist. In addition, there have been countless field 
  modifications, like the armed LM4/P model. This reduces 
  dumper capacity to five tons to fit an LRM-10 launcher, 
  enough heat sinks to handle the weapon, seven-and-a-
  half tons of military-grade armor, and advanced fire con-
  trol. Often used for local security, this variant was fairly rare 
  until the outbreak of the Jihad, when Rastaban—racing to 
  fill the void left by several destroyed state ’Mech manufac-
  turers—shifted to LM4/P production for LAAF troops and 
  security forces.
  notable Pilots
  leutnant garfield burke: When Lindon Ashley’s radi-
  cal Democracy Now renegades launched their surprise 
  coup attempt on Kaumberg in 3073, Garfield Burke was 
  part of the local garrison stationed at the Gipfelesburg 
  Refit Complex. With most Kaumberg defenders offworld, 
  the desperate Kaumberg House of Lords called upon any 
  and all experienced ’Mech pilots to defend Kaumberg.
   
  Burke, an accomplished ForestryMech driver and vet-
  eran of the 3063 Kaumberg Conflict, was given command 
  of an LM4/P and sent into battle against a column of ren-
  egade armor intent on raiding the complex. Keeping his 
  distance and sniping away with his missiles, Burke scored 
  two tank kills and four more assists before he was forced to 
  withdraw. For his actions, which proved critical to the suc-
  cessful defense of Gipfelesburg, Burke earned a promotion 
  to leutnant and a mixed-lance command in the Kaumberg 
  Planetary Guard.
  Type: lumberjack
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 70
  Equipment Rating: D/E-E-E/C
  Battle Value: 323
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  14
  Engine:  
  210 ICE 
   
  18
   
  Walking MP:  
  3
   
  Running MP:  
  5
   
  Jumping MP:  
  0
  Heat Sinks:  
  0 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor (BAR 5):  
  72 
   
  3
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  4
   
  Center Torso 
  22 
  9
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  15 
  8
   
  R/L Torso (rear) 
   
  4
   
  R/L Arm 
  11 
  7
   
  R/L Leg 
  15 
  8
  Weapons and ammo location 
  critical 
  tonnage
  Chainsaw 
  RA 
  5 
  5
  Lift Hoist 
  LA 
  3 
  3
  Cargo (10 tons) 
  RT 
  10 
  10
  Dumper  
  RT 
  1 
  .5
  Cargo (10 tons) 
  LT 
  10 
  10
  Dumper  
  LT 
  1 
  .5
  
  283
  industrialMechs
  lM4/c luMberjack
  
  284
  tfn-2a typhoon
  heavy aerospace
  mass: 90 tons
  chassis: CBM T02-A
  power plant: PlasmaStar 270
  armor: Lexington Lite Standard
  armament:
   
  1 Screamer LRM 15 Pack
   
  4 Rassal Emerald Series Large Lasers
   
  2 Defiance 600 Particle Projection Cannons
  manufacturer: CBM Aerospace
   
  primary factory: Donegal
  communications system: CBM COMSET 3
  targeting and tracking system: CBM TRAK-2
  overview
   
  A few decades before its alliance (and eventual 
  merger) with the Lockheed Corporation of Donegal, CBM 
  Aerospace attempted to break into the heavy aerospace 
  fighter market with its TFN-2A Typhoon-class heavy fighter. 
  Debuting in 2461, the Typhoon drew on some of the most 
  advanced technologies available to Lyran military science 
  at the time, including then-experimental models of PPCs, 
  and enjoyed a meteoric rise in popularity as the age of the 
  BattleMech dawned in the Inner Sphere. Unfortunately, 
  despite these factors, less than a thousand Typhoons were 
  produced before executives at Lockheed and CBM agreed 
  to discontinue the craft in favor of a new flagship fighter, 
  the TRB-D36 Thunderbird.
  capabilities
   
  The base model for the Typhoon class (which includes 
  the Typhoon-A and Typhoon-M fighters) was originally built 
  to be a dedicated air-to-ground combatant, though its re-
  spectable thrust made it capable of limited dog fighting as 
  well. Its flying-wing design made the Typhoon a nimble glid-
  er, adept at low-altitude operations, while a wing-mount-
  ed array of large lasers and, initially, experimental particle 
  cannons gave it the all-energy punch needed to lay down 
  withering fire against hapless ground units. Unfortunately, 
  the waste heat generated by this load often overwhelmed 
  the craft’s heat exchange systems, leading CBM engineers 
  to install a fifteen-tube Screamer LRM launcher in an offset 
  nose pod. Pilots with soaring cockpit temperatures were 
  encouraged to rely on this weapon exclusively while wait-
  ing for the fighter’s cooling system to recover. Even with 
  large efficiency improvements for the PPCs made in the 
  2470s, the Typhoon remained a hot-running fighter.
  Deployment
   
  The Typhoon’s state-of-the-art design quickly earned 
  it a place among the aerospace forces of the LCAF far and 
  wide, and the fighter was especially favored for carrier oper-
  ations and planetary defense over critical worlds. Although 
  the Typhoon was on the fast track to becoming a mainstay 
  of LCAF forces, projected cost overruns and supply issues 
  between CBM and Tharkad-based Defiance Weapons threw 
  the fighter’s fate into doubt by the early 2480s. Though it 
  would be centuries before the last Typhoons were retired 
  from service, the manufacture of new TFNs formally ended 
  in 2485 after the debut of the Thunderbird.
  variants
   
  During the Typhoon’s twenty-four year run, CBM 
  Aerospace experimented with two variations on the 
  fighter’s signature weapons load, all of which retained the 
  same performance profile, the PPCs and the nose-mounted 
  Screamer launchers. The TFN-3A (often known simply as 
  the Typhoon-A) swapped out its twin wing-mounted large 
  lasers and six heat sinks in favor of a pair of heavy Defiance 
  Blaster Type F autocannons. Although a considerably cooler 
  fighter was the result, the two-ton magazine for the AC/10s 
  often left the Typhoon-A only half as effective in combat as 
  it could have been. The less popular Typhoon-M (designa-
  tion: TFN-3M) took a similar approach to the Typhoon-A but 
  used FarFire Maxi-Rack LRM launchers to provide devastat-
  ing fire support capable of disabling heavy vehicles in a 
  single pass.
  upgrades
   
  While the original Typhoons faded into history centu-
  ries ago, in 3074, Lockheed/CBM of Gibbs resurrected the 
  line with the all-new TFN-5H Typhoon-H. This new model 
  fighter took the original Typhoon model and replaced its 
  old Defiance 600s with heavy PPCs while trading out the 
  Screamer 15-rack for an Artemis-enhanced LRM-10. With 
  enhanced double-strength heat sinks to handle the load, 
  this variant lost some armor tonnage but made up most of 
  the shortfall by upgrading to ferro-aluminum.
  notable Pilots
  archon robert steiner: By far the most famous Typhoon 
  pilot in Lyran history was Robert Aubrey Steiner, the ille-
  gitimate son of Tatyana Steiner, whose truly impressive 
  record—before he was forced to claim the Archonship in a 
  brief but bloody civil war from 2503 to 2505—began soon 
  after he graduated from the LCAF flight academy and con-
  tracted a neuro-muscular condition that gradually robbed 
  him of the physical strength to stand and walk unaided in 
  normal gravity. Despite this, he became an accomplished 
  squadron commander, fighter pilot, and a war hero in 
  countless battles along the Free Worlds League front dur-
  ing the Age of War. Though some history texts describe 
  Steiner as having few friends, he earned so much respect 
  from his fellow pilots that they painted his Typhoon-A in 
  lurid colors and emblazoned it with the words “Eagles cry 
  at his approach.”
  
  285
  heaVy aerospace
  tfn-2a typhoon
  Type: Typhoon
  Technology Base: Inner Sphere
  Tonnage: 90
  Battle Value: 1,530
  equipment 
   
   
  mass
  Engine:  
  270 
   
  14.5
   
  Safe Thrust:  
  5
   
  Maximum Thrust:  
  8
  Internal Structure: 
  9
  Heat Sinks:  
  26 
   
  16
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  136 
   
  8.5
   
   
  Armor 
   
   
  Value 
   
  Nose 
  45 
   
  Wings 
  34/34 
   
  Aft 
  23 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  LRM 15 
  Nose 
  7 
  5 
  9 
  9 
  9 
  —
  Ammo (LRM) 16 
  — 
  2
  2 Large Lasers 
  RW 
  10 
  8 
  8 
  8 
  — 
  —
  PPC 
  RW 
  7 
  10 
  10 
  10 
  — 
  —
  2 Large Lasers 
  LW 
  10 
  8 
  8 
  8 
  — 
  —
  PPC 
  LW 
  7 
  10 
  10 
  10 
  — 
  —
  
  286
  trb-d36 thunderbird
  heavy aerospace
  mass: 100 tons
  chassis: Lockheed/CBM 300-TRB
  power plant: Vlar 300
  armor: L/CBM AeroSteel
  armament:
   
  3 RAMTech 1200 Large Lasers
   
  5 Maxell Medium Lasers
   
  2 FarFire Maxi-Rack LRM 20 Launchers
  manufacturer: Lockheed/CBM
   
  primary factory: Gibbs
  communications system: Neil 6000-a
  targeting and tracking system: N&D Longreach
  overview
   
  An old standby recognized across the Inner Sphere, 
  the TRB-D36 Thunderbird was the workhorse of the LCAF 
  aerospace forces within decades of its 2480 debut, cement-
  ing a corporate alliance between the Lockheed Corporation 
  of Gibbs and CBM Aerospace of Donegal. Produced steadily 
  by the Lockheed/CBM Corporation for centuries afterward, 
  the original Thunderbird was built as an assault fighter, well 
  versed both in air-to-ground attack missions and DropShip 
  escort. Despite its commonality and long career, the solid 
  design of the Thunderbird has defied centuries of war with 
  surprisingly little change.
  capabilities
   
  Though it sports a large and rather unconventional 
  look (one early commentator likened its appearance to 
  “a legless cricket with a torch shoved up its tail”), the 
  Thunderbird is a solid fighter with heavy armor and a pow-
  erful laser-intensive weapons load ideal both for dogfight-
  ing and strafing runs. Wing-mounted LRM-20s add an 
  extra punch especially useful when engaging larger craft 
  or bombarding ground targets, or when modulating the 
  fighter’s heat output following a full-on strike.
  Deployment
   
  Though the craft was initially produced by Lockheed/
  CBM for exclusive use by the LCAF, in the centuries since 
  the formation of the Star League other manufacturers have 
  precisely duplicated the Thunderbird. As a result, this craft 
  is one of the most common—if rather dated—heavy fight-
  ers used across the Inner Sphere. Today, the largest non-
  Lyran makers of the Thunderbird are Wangker Aerospace of 
  Axton (for the Federated Suns) and Pinard Protectorates of 
  Perdition (for the Taurian Concordat).
  variants
   
  Towards the end of the Star League era, Lockheed/
  CBM introduced an improved Thunderbird variant known 
  as the TRB-D46 variant. Manufactured for use by the more 
  elite LCAF and SLDF forces, this variant replaced all three 
  standard large lasers with extended-range versions and 
  dropped the nose-mounted medium laser. At the same 
  time, the wing-mounted LRM-20s were swapped out for 
  smaller but equally effective Artemis IV-enhanced 15-
  missile racks. Double heat sinks served to better manage 
  the D46’s firing options, while an extra ton of internal fuel 
  capacity and five more tons of armor made it possible for 
  this fighter to stay in combat longer. Though the D46 was 
  intended for eventual widespread deployment, parts short-
  ages after the fall of the League limited its initial run to less 
  than two hundred fighters and forced production back to 
  the TRB-D36 model.
  upgrades
   
  The recovery of lost Star League technology eventu-
  ally made it possible for Lockheed/CBM to reintroduce the 
  D46 Thunderbird in 3055, a full two centuries since the last 
  such craft flew in combat. Since then, two other variants 
  have surfaced: Pinard’s D50 model and the D56 introduced 
  in 3074 by Lockheed/CBM.
   
  The D50 upgrades its armor to ferro-aluminum and 
  drops the LRMs in favor of a second medium laser per wing, 
  while the nose medium laser is traded in for an autocan-
  non/10 and a two-ton magazine. Additional tonnage saved 
  by this variant is devoted to nine more standard heat sinks 
  and an extra ton and a half of armor.
   
  The more radical D56—derived from the D46 mod-
  el—upgrades the engine to an extralight, mounts over sev-
  enteen tons of ferro-aluminum armor, and carries twenty 
  double-strength freezers. Armed with a heavy PPC and 
  an Ultra autocannon/10 in the nose, backed by Artemis-
  enhanced LRM-20 launchers in the wings, its wing-mount-
  ed extended-range medium lasers and tail-mounted ER 
  small lasers seem almost an afterthought to what is clearly 
  a mission role aimed at quickly downing other heavy fight-
  ers and DropShips alike.
  notable Pilots
  Kommandant dustin Weaver: A veteran squadron com-
  mander with over twenty kills to his credit before he turned 
  thirty, then-Hauptmann Weaver and his heavy fighter 
  squadron were hastily re-activated and attached to the 
  LCS Invincible during her fateful last battle over Hesperus 
  II in 2853. In the massive naval battle, Weaver—flying one 
  of the last Star League D46s—personally shot down an 
  estimated ten Kurita fighters and led his squadron to no 
  less than three capital ship kills, including two Combine as-
  sault DropShips and an aging Vigilant corvette. His fighter 
  damaged in battle, Hauptmann Weaver was on Hesperus 
  II awaiting repairs and reassignment when the Invincible 
  vanished due to an apparent misjump after the battle. Four 
  years later, Weaver—now a Kommandant—flew once more 
  in defense of Hesperus II, but as his comrades fended off 
  the Kurita assault, Weaver perished with his Thunderbird 
  while trying to down an enemy Overlord.
  
  287
  heaVy aerospace
  trb-d36 thunderbird
  Type: thunderbird
  Technology Base: Inner Sphere
  Tonnage: 100
  Battle Value: 1,876
  equipment 
   
   
  mass
  Engine:  
  300 
   
  19
   
  Safe Thrust:  
  5
   
  Maximum Thrust:  
  8
  Structural Integrity: 
  10
  Heat Sinks:  
  25 
   
  15
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  224 
   
  14
   
   
  Armor 
   
   
  Value 
   
  Nose 
  80 
   
  Wings 
  52/52 
   
  Aft 
  40 
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Large Laser 
  Nose 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  Large Laser 
  RW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  RW 
  1 
  3 
  5 
  — 
  — 
  —
  LRM 20 
  RW 
  10 
  6 
  12 
  12 
  12 
  —
  Large Laser 
  LW 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  LW 
  1 
  3 
  5 
  — 
  — 
  —
  LRM 20 
  LW 
  10 
  6 
  12 
  12 
  12 
  —
  2 Medium Lasers 
  Aft 
  2 
  6 
  10 
  — 
  — 
  —
  Ammo (LRM) 24 
  — 
  4 
  
  288
  tharkad (battlecruiser)
  warships
   
  Designed in 2685 to supplement the Lyran 
  Commonwealth’s aging naval fleet (and reduce the realm’s 
  dependence on hulls imported from the Terran Hegemony), 
  the Tharkad-class battlecruiser was billed by many as the 
  “pride of the Lyran navy.” Constructed at the Bolson-Tamar 
  Shipyards, the first vessel of this class—the LCS Tharkad—
  slipped its moors in 2690, and twenty-eight vessels of this 
  class entered service before those yards were destroyed in 
  the First Succession War.
   
  Built to compete with the common fleet cruisers deployed 
  by the likes of the Terran Hegemony—such as the Avatar, the 
  Aegis, and later the Sovetskii Soyuz—the Tharkad class spared 
  no expense on acceleration, armor, and firepower. Easily able 
  to outrun (or overtake) most of these older Star League 
  standbys while outgunning them all, the Tharkad class set 
  the stage for a new arms race with the Terran Hegemony 
  that would spawn the birth of more powerful vessels like 
  the Black Lion class. Backing up the Tharkad’s impressive 
  firepower were its six squadrons of fighters and a match-
  ing number of DropShip docking collars that enabled this 
  vessel to bring its own fire support in a pinch.
   
   But despite this prowess, only one Tharkad—the LCS 
  Invincible—survived the various engagements that raged 
  along the Commonwealth’s borders after the death of the 
  first Star League. The Invincible, herself badly mauled in a 
  fierce engagement over Moore, was reduced to an orbital 
  museum by 2850, destined for mothballs.
   
  In 2853, however, a desperate Lyran leadership called 
  upon the aging ship and a shorthanded crew of equally 
  venerable naval officers to break a Kurita siege over the 
  critical world of Hesperus II. The Invincible’s arrival later 
  that year turned the tide of what to this day remains the 
  most epic chapter in Lyran military history, but the victori-
  ous cruiser vanished during her return flight to Tharkad, 
  presumably destroyed by a jump drive failure. 
   
  Then came the infamous morning of 5 December 3067 
  when the LCS Invincible reappeared over Tharkad in the col-
  ors of the now-sundered Second Star League, helmed by a 
  Word of Blake crew. Though questions about how the Word 
  obtained the pride of Lyran history remain unresolved, it 
  became clear even as the vessel’s guns fired on the hapless 
  world below (ostensibly as a “warning shot” to the House 
  Lords) that the Word had completely refurbished the an-
  cient vessel. Moreover, the ship had been retrofitted with a 
  lithium-fusion battery, enabling her to make two jumps in 
  rapid succession—a feature not present on any of the origi-
  nal Tharkad-class ships. The allied forces who reclaimed the 
  Invincible in the January 3072 liberation of Tharkad were 
  stunned by this discovery, both because of the extent and 
  expense of the refit, and because the vessel’s commander 
  evidently made no attempt to employ the system to es-
  cape when the battle turned against the Word.
  thaRkaD-class 
  BattlecRuiseR
  tech: Star League
  introduced: 2690
  mass: 900,000 tons
  length: 975 meters
  sail diameter: 1,490 meters
  fuel: 3,952 tons (9,880)
  tons/burn-day: 9.77
  safe thrust: 3
  maximum thrust: 5
  sail integrity: 5
  Kf drive integrity: 18
  heat sinks: 7,000
  structural integrity: 80 
  battle Value: 338,649
  armor
   
  nose: 145
   
  fore-sides: 140
   
  aft-sides: 140
   
  aft: 130
  cargo
   
  Bay 1: Fighters (36) 
   
  6 Doors
   
  Bay 2: Small Craft (8) 
   
  2 Doors
   
  Bay 3: Cargo (53,914.5 tons) 
  1 Door
  dropship capacity: 6
  grav decks: 2 (95-meter diameter)
  escape pods: 30
  life boats: 35
  crew: 62 officers, 213 enlisted/non-rated, 87 gunners, 112 
  bay personnel
  ammunition: 80 rounds NAC/35 ammunition (80 tons), 
  92 rounds NAC/30 ammunition (74 tons), 138 rounds 
  NAC/25 ammunition (83 tons), 90 rounds NAC/20 am-
  munition (36 tons), 80 rounds Heavy N-Gauss ammu-
  nition (40 tons), 60 Killer Whale missiles (3,000 tons), 
  360 rounds LRM 20 ammunition (60 tons), and 360 
  rounds LRM 10 ammunition (30 tons).
  notes: Equipped with 983.5 tons of ferro-carbide armor.
  Weapons:  
   
   capital attack Values (standard)
  arc (heat) type 
   
  short medium long extreme 
  class
  nose (992 heat)
   3 NL55 
   
   
  17 
  17 
  17 
  17 
  Capital Laser
   3 Medium NPPC 
   
  27 
  27 
  27 
  27 
  Capital PPC
   2 NAC/25 (46 rounds) 
  50 
  50 
  50 
  — 
  Capital AC
   6 Killer Whales (60 missiles) 24 
  24 
  24 
  24 Capital Missile
   3 Large Lasers, 
   
  5 (54) 
  2 (24) 
  — 
  — 
  Laser
    
  6 Medium Lasers
  fl/fr (611 heat)
   3 Medium NPPC 
   
  27 
  27 
  27 
  27 
  Capital PPC
   2 NAC/25 (46 rounds) 
  50 
  50 
  50 
  — 
  Capital AC
   2 Heavy N-Gauss 
   
  60 
  60 
  60 
  60 Capital Gauss 
    
  (40 rounds)
  lbs/rbs (1,559 heat)
   4 NL55 
   
   
  22 
  22 
  22 
  22 
  Capital Laser
   3 Heavy NPPC 
   
  45 
  45 
  45 
  45 
  Capital PPC
   2 NAC/35 (40 rounds) 
  70 
  70 
  — 
  — 
  Capital AC
   2 NAC/30 (46 rounds) 
  60 
  60 
  60 
  — 
  Capital AC
   4 LRM 20 (60 rounds),
    
  6 LRM 10 (120 rounds) 8 (84) 
  8 (84) 
  8 (84) 
  — 
  LRM
   4 Large Lasers,  
   
  7 (72) 
  3 (32) 
  — 
  — 
  Laser
    
  8 Medium Lasers
  al/ar (713 heat)
   2 NL35 
   
   
  7 
  7 
  7 
  — 
  Capital Laser
   3 Medium NPPC 
   
  27 
  27 
  27 
  27 
  Capital PPC
   2 NAC/20 (30 rounds) 
  40 
  40 
  40 
  — 
  Capital AC
   5 LRM 20 (120 rounds),
    
  3 LRM 10 (60 rounds) 8 (78) 
  8 (78) 
  8 (78) 
  — 
  LRM
   3 Large Lasers,  
   
  5 (54) 
  2 (24) 
  — 
  — 
  Laser
    
  6 Medium Lasers
  aft (850 heat) 
   4 NL45 
   
   
  18 
  18 
  18 
  18 
  Capital Laser
   2 Heavy NPPC 
   
  30 
  30 
  30 
  30 
  Capital PPC
   2 NAC/20 (30 rounds) 
  40 
  40 
  40 
  — 
  Capital AC
  
  289
  warships
  tharkad (battlecruiser)
  
  290
  the periphery
  o
  nce mankind’s star-nations began crystallizing into distinct spheres based on distance from Terra, it was not long before the citizens of the “Core” and “Inner Sphere” began refer-
  ring to more distant nations as being part of the “Periphery.” While there are some valid cartographic reasons for that designation, the name itself became a label for the gradual 
  changes that occurred in the collective minds of those in the Inner Sphere. As technology and economies flourished, so did arrogance, and it was not long before “Periphery” became a de-
  rogatory term with implications of inferiority, ignorance, and hardship. It was this mindset that contributed greatly to the idea of the Reunification War, the concept that the wayward men 
  and women of the Periphery needed to be rescued from their wretched existence. So strong was the belief that the War was for the ultimate good of Periphery denizens that any number of 
  actions to prosecute the war were condoned.
   
  The end result was a self-fulfilling prophecy. Under the Star League’s yoke, the Periphery was forced to pay for the war that was inflicted upon them, and much like other conquered na-
  tions presented with a bill by its invaders, the people suffered, and the nations declined. The underlying support in the Periphery for the Amaris Civil War is, then, not hard to understand.
   
  Ultimately, even with the end of the Star League—or perhaps because of that end—and the indirect ravages of the Succession Wars, the damage inflicted by the Star League on 
  the Periphery was so profound that it would take centuries to recover.
   
  These historic events also had a significant impact on the ’Mech designs of the Periphery. Initially lagging behind the Houses in technological capability, several Periphery nations began 
  to catch up only in time for the Reunification War. BattleMech design during the occupation was stifled or non-existent, with Periphery factories (the few there were) churning out Star League 
  designs exclusively. The years after the Star League brought few opportunities for innovation as Periphery nations collapsed without the support of the Inner Sphere, making the majority of 
  domestic Periphery BattleMech designs born prior to the Reunification War. This trend extended to all military branches.
   
  The following designs present a cross-section reflecting this development pattern. The Ignis is a chilling illustration of the minds of dictators, more so given more recent examples of 
  similar tactics. The Dromedary is an example of the state of human hardship in the Periphery—not despite the Star League, but because of it. The ancient Toro and Phoenix illustrate 
  much of the BattleMech design, strategy, and production philosophies of the two most powerful Periphery nations of the day. The Quasit demonstrates some of the arrogance the 
  Inner Sphere held for its neighbors, and how the Periphery has used it to its own ends. And the Vulcan is an example of how the Periphery manages to play to its strengths in the face 
  of overwhelming disadvantages.
   
  All this should remind us how much we have in common, which is increasingly critical now that we are faced with some of the darkest aspects of human nature. It is all too easy to dis-
  regard the Periphery as trivial and a non-factor in Inner Sphere conflicts, but isn’t the Amaris Civil War the greatest example of the folly of this thought process? The Word of Blake certainly 
  believes as much, and it is past time that we arrive at the same conclusion.
   
  Without the Periphery, we cannot win the war.
  —Lynn Snyder
   HTE Marketing and Research
  
  291
  
  292
  ignis
  light VEHICLES
  mass: 30 tons
  movement type: Tracked
  power plant: RWA 120 ICE
  cruising speed: 43 kph
  flank speed: 64 kph
  armor: Garbonne Crystal-Plate 9
  armament:
   
  1 Halta MG turret
   
  4 Intar Burners
  manufacturer: United Mechanics, LLC.
   
  primary factory: Apollo
  communications system: FR-es Special-II
  targeting and tracking system: Lester ATR
  overview
   
  When components of its populace became increas-
  ingly more restless, the Rim Worlds Republic saw reason to 
  give its military the tools necessary to destroy insurgents 
  that could not be uprooted from their urban shelters. The 
  solution came in the form of a heavily modified infantry-
  support tank. With more than a ton and a half of armor 
  added to its broad front, the vehicle was intended to crash 
  through the wall of a target building, after which its side-
  mounted flamers would ignite anything—and anyone—
  inside. A turret-mounted high caliber machine gun would 
  be used to deal with any who would escape this initial 
  assault. Its squad-sized infantry bay was retained, further 
  amplifying the vehicle’s utility in urban combat. Originally 
  named the Ram, most crews called it the Ignis instead after 
  the Vedic god of fire and accepter of sacrifices. The vehicle 
  was officially renamed after a year of use.
   
  Ignis crews were picked for their total devotion to the 
  RWR and their desire to go to any lengths to maintain unity. 
  The Ignis was feared even more than it was hated, and it 
  was successful in breaking the resistance on several worlds. 
  The vehicle was retired after only a decade of use but re-
  mained a prominent part of Republic history.
   
  Stefan Amaris revived the Ignis in 2751 and had nu-
  merous built for his Dragoons. The Ignis was given to ve-
  hicle crews that were known to be sadistic or possess a 
  particularly powerful hatred of the Star League. While the 
  Ignis inflicted a horrible toll on many of the Hegemony’s 
  worlds, it was the Ignis assigned to the Ninety-ninth Amaris 
  Dragoons that managed to expand their atrocities to such a 
  level as to still be notorious to this day. Inner Sphere propa-
  gandists like to claim that a number of the atrocities com-
  mitted by the Blakists are inspired by the Ninety-ninth.
  capabilities
   
  The Halta machine gun turret system was a reliable if 
  unremarkable weapon system of its day. The Intar burner 
  units mounted in pairs on the side of the Ignis are known 
  for being able to utilize almost any propellant, a property 
  eagerly explored by a number of Ignis crews, with many 
  switching to a low-heat mixture that prolongs the agony 
  of its victims. The Ignis also mounts an air horn or air-raid 
  siren, which is used to announce its imminent collision with 
  the target building.  Some crews use exceptionally large 
  sirens capable of wails in excess of 160 decibels.
   
  Beyond its inability to reciprocate even medium-
  ranged fire, the Ignis is not a well-designed vehicle. Many 
  suffer from suspension problems after only a year of regu-
  lar use, and most need to have their engine replaced every 
  two to three years. Persistent electrical problems regularly 
  sideline the vehicle as well.
  Deployment
   
  Initially only sent to select elements of the RWR’s 
  state security apparatus, the Ignis was not deployed to 
  regular military units until Stefan Amaris began assign-
  ing the vehicle to his Amaris Dragoons. Each Dragoon 
  unit had at least one company of the vehicle, although 
  most had in excess of a battalion. With the high number 
  of maintenance issues, it was not uncommon for units to 
  maintain an Ignis vehicle pool numbering twice that of 
  the available crews.
  variants
   
  With the specialist nature of the vehicle, few variants 
  of the Ignis were ever attempted. The only one to gain 
  widespread notoriety dropped one flamer from each side 
  and three tons of ammunition to mount a pair of SRM-2 
  packs in the turret. This gave the Ignis a longer-ranged 
  punch against vehicles and light BattleMechs, but crews 
  would often fill the twin ammunition bins with alternate 
  munitions. Tear gas and fragmentation SRMs were com-
  monly used, while Inferno rounds soon became a firm fa-
  vorite with Ignis crews.
  notable crews
  the messengers: The Messengers were an Ignis platoon 
  of the Ninety-ninth Amaris Dragoons that made a habit 
  of announcing which buildings they would attack the 
  following day. While any insurgents would naturally 
  vacate any such buildings before they returned, the 
  Messengers’ infantry detachment would set up surveil-
  lance prior to the announcement, allowing them to 
  track the movements of their targets, innocent or guilty. 
  The buildings that received the refugees would then be 
  torched before the original targets were also destroyed. 
  The Messengers were also the first to add caustic chemi-
  cal agents to their Intars’ fuel and use harpoon SRMs 
  against personnel.
  
  293
  light Vehicles
  ignis
  Weapons and ammo 
  location 
  tonnage
  Machine Gun 
  Turret 
  .5
  Ammo (MG) 100 
  Body 
  .5
  2 Flamers (Vehicle) 
  Right 
  1
  2 Flamers (Vehicle) 
  Left 
  1
  Ammo (Flamer) 80 
  Body 
  4
  Infantry Bay 
  Body 
  1
  Type: ignis
  Technology Base: Inner Sphere
  Movement Type: Tracked
  Tonnage: 30
  Battle Value: 463
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3
  Engine:  
  120 
   
  8
   
  Type: 
  ICE 
   
  Cruising MP:  
  4
   
  Flank MP:  
  6
  Heat Sinks:  
  0 
   
  0
  Control Equipment: 
   
   
  1.5
  equipment 
   
   
  mass
  Lift Equipment: 
   
   
  0
  Power Amplifier: 
   
   
  0
  Turret: 
   
   
  .5
  Armor Factor:  
  144 
   
  9
   
   
  Armor
   
   
  Value
   
  Front 
  54
   
  R/L Side 
  25/25
   
  Rear 
  17
   
  Turret 
  23
  
  294
  droMedary water transport
  support VEHICLES
   
  With a few notable exceptions, the Periphery is not a 
  place of creature comforts, and many worlds struggle with 
  day-to-day survival. To make life possible on arid planets, 
  water must often be shipped in, either from across the plan-
  et or via ice ships from the Inner Sphere. The Dromedary is 
  one link in the delivery chain.
   
  Where wells and canals will not work, the Dromedary 
  can. Many different tankers have tried to make the deserts of 
  the Periphery their trade routes, but they can be seen corrod-
  ing away where they got stuck. New Vandenburg Autoworks 
  decided to make a reliable vehicle that could handle the ge-
  ography of the desert, so they gave a dune buggy suspen-
  sion to a large vehicle, creating the Dromedary. The engine 
  is simple but rugged, requiring little maintenance despite 
  the operating conditions, and the Dromedary was given 
  enough fuel to make trips of over 2500 km on a single tank. 
  While the top speed of 32 kph is hardly impressive to people 
  accustomed to road travel, treacherous desert terrain often 
  precludes faster travel.
   
  Upon arrival, the Dromedary can unload over 45 kilo-
  liters of water, plenty for small settlements with little or no 
  access to water. NVA also included four tons of addition-
  al cargo space for spare parts and supplies for the crew, 
  though some carry salable goods or convert the space to 
  crew quarters. Knowing the dangers of the Periphery, the 
  designers added a turret-mounted machine gun to keep 
  away small bandit groups. Little could be done to make 
  the Dromedary more secure against larger pirate groups, 
  so it falls to the owner to provide some sort of armed es-
  cort to protect it. While the four tons of armor can shrug 
  off smaller military grade weapons, heavy autocannons 
  or energy weapons will cut through the consumer plating  
  with ease.
   
  NVA hasn’t changed the basic construction of the 
  Dromedary in over half a millennia, and the simple and 
  durable parts can be replaced on most planets. Customers 
  have modified it for a number of personal uses, and rumors 
  abound about secondary tanks for storing more obscure 
  specialty liquids. Dromedaries have also been reworked to 
  transport fuels and industrial chemicals, and while these 
  exceptions are more notable than the typical Dromedary, 
  the standard version fills the boring role of keeping the life-
  line open for millions of people across the Periphery and a 
  few outlying Inner Sphere worlds.
  notable craft
  the traveling oasis: The most famous water delivery ve-
  hicle on the Taurian world of Atreus Prime, the Traveling 
  Oasis serves double duty. Most of the time it delivers water 
  to the uranium miners in the Dry Gulch Wastes, but when 
  pirates try to hide out there, it accompanies the militia 
  while they are hunted down. The troops always look for-
  ward to the end of a mission, for not only are they helping 
  secure their planet while recovering whatever equipment 
  the bandits had, but the Traveling Oasis also can use up 
  most of its water reserves to make a giant swimming hole 
  in even the most desolate places.
  Type: dromedary Water transport
  Chassis Type: Wheeled (Large) 
  Tonnage: 150
  Battle Value: 341
  Equipment Rating:  C/C-D-C/D
  equipment 
   
   
  mass
  Chassis/Controls: 
   
   
  47
  Engine/Trans:  
  ICE 
   
  36  
   
  Cruise MP:  
  2
   
  Flank MP:  
  3
  Heat Sinks:  
  0 
   
  0
  Fuel:  
  2,083 km 
   
  7.5
  Turret: 
   
   
  .5
  Armor Factor (BAR 5):  
  100 
   
  4
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Front 
  15 
  15
   
  Front R/L Side 
  15 
  15/15
   
  Rear R/L Side 
  15 
  15/15
   
  Rear 
  15 
  15
   
  Turret 
  15 
  10
  Weapons and ammo 
  location 
  tonnage
  Machine Gun 
  Turret 
  .5
  Ammo (MG) 100 
  Body 
  .5
  crew: 4 (3 enlisted/non-rated, 1 gunner)
  cargo: 
   
  45.45 tons liquid (50t) 
   
  1 Door (Rear)
   
  4 tons standard 
   
  1 Door (Right)
  notes: Features Dune Buggy Chassis and Controls Modification.
  
  295
  support Vehicles
  droMedary water transport
  
  296
  tr-a-6 toro
  light ’Mechs
  mass: 35 tons
  chassis: Humanoid Mk. VI TR
  power plant: Magna 175
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Ecto-Mineral Armorplate 2
  armament:
   
  1 Taurus WarWorks Particle Projection Cannon
   
  2 Delta Dart Long Range Missile-5 Racks
  manufacturer: Taurus WarWorks
   
  primary factory: Taurus (discontinued 2598)
  communications system: VeraTech MilCom Suite 3
  targeting and tracking system: VeraTech MechTnT XVT20S
  overview
   
  The Taurian Concordat commissioned its three pre-
  mier weapons manufacturers to create its first BattleMech, 
  an effort that resulted in an operational BattleMech pro-
  totype—the Toro, based on captured Capellan Firebees— 
  by 2481.
    
  The first TR-A-1 model operated with distinction for a 
  number of years and was consistently upgraded as newer 
  technologies became available to it. The TR-A-6 version 
  was the last to be produced before the Star League closed 
  and dismantled its manufacturing sites in 2598. The Star 
  League hoped that the destruction of all surviving Toros 
  and the elimination of its production sites would be in-
  strumental in reducing the residual feelings of national 
  pride. They provided for the construction of ’Mechs more 
  closely associated with the League instead. If these actions 
  had any effect at all, though, it was only to fan the flames  
  of resistance.
   
  When the Concordat was free of the Star League once 
  again, there was heated debate about whether to rebuild 
  a Toro factory. In a rather pragmatic move, it was decided 
  to continue producing the same ’Mechs they already had 
  access to rather than waste resources attempting to resur-
  rect a design that had not walked in almost 200 years.
  capabilities
   
  The Toro had a substantial ranged combat capabil-
  ity with its PPC and paired LRM launchers. While initially 
  mounting shorter-ranged weaponry, the Taurian military 
  requested greater competence at long ranges, preferring 
  stand-off engagements rather than close combat. Larger 
  formations of Toros succeed in compensating for their lack 
  of close-range firepower by staggering their lines, allowing 
  at least a part of the formation to always fire its weaponry 
  at optimum range.
   
  The TDF decided to focus on quantity over quality 
  when they adopted the BattleMech, and the sheer num-
  ber of TRs that had been produced over the years en-
  sured they would remain a significant component of the 
  TDF BattleMech forces even after the Concordat began 
  producing more capable designs.
   
  Even so, its speed, above the average of most Star 
  League medium ’Mechs, and its relatively strong armor and 
  long-ranged punch allowed units of Toros to systematically 
  destroy entire formations of slower BattleMechs. And while 
  its LRM racks had too much ammunition by League and 
  House standards, the Toro often found itself in extended 
  engagements or deployed in situations that warranted 
  multiple ammunition types for optimum performance.
  Deployment
   
  The Taurian Defense Force fielded the Toro in large 
  numbers and in almost every independent unit, going 
  so far as deploying entire battalions of the design. The 
  Concordat did not export the BattleMech, but it found 
  its way into the ranks of the Capellans and Suns through 
  battlefield salvage. The Star League initially salvaged the 
  Toro, but after it became reviled by its troops, they began 
  to publicly destroy any salvaged TR ’Mechs in an effort 
  to boost morale. Some Striker regiments set up destruc-
  tion derbies where Toros would be propped up to allow 
  MechWarriors to knock them down, often with charge or 
  death from above attacks. As the war escalated further and 
  further, some units began executing POWs in such derbies, 
  engaging them singly with ten or more ’Mechs. As a result, 
  few Toros survived the Reunification War, and only one sur-
  vived the Star League as a historical artifact.
  variants
   
  The TR-A-1 model was slower than the primitive 
  Firebee, and lacked the LRM 5 launcher and third SRM 
  rack of its progenitor. However, the primitive Toro more 
  than compensated for this by mounting a large laser and 
  additional armor.
  notable MechWarriors
  colonel “red” roy ferndale: Considered a pirate by the 
  SLDF, “Red” Roy Ferndale was put to death in 2595 when 
  his Toro was run to ground after a six-week pursuit. This 
  pursuit is legendary in its own right, with Ferndale never 
  sleeping more than an hour at a time and destroying five 
  Star League ’Mechs before the end. Colonel Ferndale’s fame 
  stems largely from his efforts in the Pleiades Cluster, which 
  remained active and dangerous long after the League cap-
  tured it.
  black bessie: The only TR-A-6 Toro of I Corps to survive the 
  Star League, Black Bessie was considered the mascot and 
  good-luck charm of the unit. Her luck finally ran out on 
  Taurus, when her gyro locked up during the defense of the 
  capitol. Some of the few surviving members of I Corps cart-
  ed Bessie off, and she remained hidden until the Concordat 
  became free again. Mounted on top of a 185-meter pillar in 
  Samantha, Bessie is treasured by all Taurians as a symbol of 
  its resilience. Bessie remained undefeated until the Taurian 
  capital was destroyed by an asteroid.
  
  297
  light ’Mechs
  tr-a-6 toro
  Type: toro
  Technology Base: Inner Sphere
  Tonnage: 35
  Battle Value: 864
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  3.5
  Engine:  
  175 
   
  7
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0 
   
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  2
  Cockpit: 
   
   
  3
  Armor Factor:  
  104 
   
  6.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  11 
  14
   
  Center Torso (rear) 
   
  5
   
  R/L Torso 
  8 
  11
   
  R/L Torso (rear) 
   
  3
   
  R/L Arm 
  6 
  10
   
  R/L Leg 
  8 
  14
  prime
  Weapons and ammo location 
  critical 
  tonnage
  PPC 
  LA 
  3 
  7
  LRM 5 
  RT 
  1 
  2
  Ammo (LRM) 24 
  RT 
  1 
  1
  LRM 5 
  LT 
  1 
  2
  Ammo (LRM) 24 
  LT 
  1 
  1
  
  298
  pX-3r phoeniX
  medium ’Mechs
  mass: 50 tons
  chassis: 12b Krauss-Liemann
  power plant: Magna 250
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: Gerard Special A
   
  Jump capacity: 150 meters
  armor: PanzerSlab Type 3
  armament:
   
  1 Stolz Harbinger 2 PPC
   
  2 Marklin Mini SRM-2 Missile Packs
  manufacturer: Krauss-Liemann Incorporated
   
  primary factory: Wotan
  communications system: Vex/Holden TriComm Plus
  targeting and tracking system: Dillon QuadTrac with  
   
  Particle Cannon Suite
  overview
   
  Initial reports on the WSP-1A’s performance made it 
  clear to Terens Amaris’ strategists that jump jet technology 
  was one of the key technologies that would further cement 
  the BattleMech as the pinnacle of modern warfare. Only 
  recently capable of producing BattleMechs, Amaris invest-
  ed substantial resources to acquire jump jets for reverse 
  engineering. While the Rim Worlds Republic’s military was 
  all too happy to receive any kind of BattleMech, the First 
  Consul diverted resources away from other production ef-
  forts to swiftly provide for the production of a viable jump 
  jet-capable BattleMech.
   
  Terens decreed that the Rim Worlds’ BattleMech corps 
  would be built on the tenet of “quality over quantity.” While 
  this ultimately proved to be a wise directive that paid 
  dividends, it also substantially delayed multiple ’Mech 
  projects as the Phoenix turned into a massive money 
  sink. Fitting jump jets on a relatively heavy ’Mech initially 
  proved beyond the Rim Worlds’ engineering capabilities. 
  By the time Amaris admitted that she made a mistake, so 
  many resources had been poured into the design that it 
  was more cost effective to see it to its end. Even so, the 
  Rim Worlds could not deploy the Phoenix until well after 
  the Terran Hegemony had begun fielding its own medi-
  um-class jump-capable ’Mechs, such as the Griffin and 
  Shadow Hawk.
  capabilities
   
  An agile design, the Phoenix’s ammunition stores were 
  considered too large by House and Hegemony standards, 
  but most Phoenix MechWarriors appreciated the ability 
  to use multiple ammunition types. Few would argue with 
  the quality and dependability of Stolz’s particle cannon, 
  although there were frequent accusations of nepotism 
  by the Amaris family ensuring Stolz’s acquisition of gov-
  ernment contracts.
   
  The Phoenix was extremely capable at running down 
  and destroying the lighter ’Mechs employed by the Lyran 
  Commonwealth, Draconis Combine, and pirates. It was also 
  moderately successful against heavier units, or least able to 
  retreat from the field before critical damage could occur. 
  Formations that made use of a number of Phoenix ’Mechs 
  learned to become competent at rotating their ’Mechs, 
  forcing their opponents to destroy most of their armor be-
  fore any serious damage would occur. Never an abundant 
  design, the Phoenix was unable to help the Rim Worlds re-
  sist Kerensky, especially when confronted by Inner Sphere 
  designs that outclassed it.
   
  The Phoenix was the first design used by the RWR 
  in combat drops from DropShips and to experiment 
  with urban combat using jump-capable ’Mechs. After a 
  Phoenix crashed into a hospital during a training exercise 
  following a rare malfunction of its Gerard jump jets, leg-
  islation was passed in the Republic that banned jump-jet 
  capable ’Mechs from a twelve-kilometer radius of any 
  settlement with more than one thousand people.
  Deployment
   
  Produced only in the Rim Worlds Republic, the 
  Phoenix was not used or salvaged by any other military. 
  Reports from ComStar indicate the Hanseatic League cur-
  rently deploy several, though the source of these ’Mechs 
  is unknown.
  variants
   
  One of the first RWR ’Mechs to be equipped with an 
  AC/10, the PX-4R was considered a failure. It was antici-
  pated to be an extremely successful variant, and a large
  production run was completed prior to the decision to 
  abandon the design. The RWR’s inability to provide mobile 
  re-armament points, even after the Striker regiments of the 
  SLDF demonstrated the concept against the Republic’s 
  neighbors, was a handicap that further reduced the po-
  tential effectiveness of the 4R.
   
  The primitive PX-1R Phoenix was noticeably slower 
  than the 3R model that Kerensky faced centuries later and 
  lacked the heat sinks to jump and fire the PPC in short 
  order without building up heat.
  notable MechWarriors
  captain James Kaufman: During the Age of War, Captain 
  James Kaufman, who harbored a powerful hatred for the 
  Lyran Commonwealth after a bloody raid on his native world 
  of Persistence killed his wife, went to horrible extremes to 
  exact vengeance. Kaufman’s demise was widely reported 
  across human space when as part of a raid-in-force on 
  Blackjack, Kaufman sacrificed himself to defeat a mili-
  tary target thought to be impregnable to conventional 
  assault. During the combat drop, Kaufman steered his 
  ’Mech straight into the militia’s command center, killing 
  the defenders’ command staff. This allowed his company 
  to complete their mission and escape with light casual-
  ties in the resulting confusion. The Rim Worlds Republic 
  subsequently posted a policy banning such a “misuse of 
  valuable military assets.” Kaufman’s tactics were revived 
  in the Amaris Civil War during the defense of Apollo and 
  several planets in the Terran Hegemony, when desper-
  ate MechWarriors gave their lives and Phoenix ’Mechs in 
  dramatic and often futile last acts.
  
  299
  MediuM ’Mechs
  pX-3r phoeniX
  Type: phoenix
  Technology Base: Inner Sphere
  Tonnage: 50
  Battle Value: 1,106
  equipment 
   
   
  mass
  Internal Structure: 
   
   
  5
  Engine:  
  250 
   
  12.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5
  Heat Sinks:  
  14 
   
  4
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Armor Factor:  
  144 
   
  9
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  9
   
  Center Torso 
  16 
  20
   
  Center Torso (rear) 
   
  7
   
  R/L Torso 
  12 
  15
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  8 
  14
   
  R/L Leg 
  12 
  20
  Weapons and ammo location 
  critical 
  tonnage
  PPC 
  RA 
  3 
  7
  2 SRM 2 
  LT 
  2 
  2
  Ammo (SRM) 100 
  LT 
  2 
  2
  Jump Jet 
  RT 
  1 
  .5
  Jump Jet 
  RL 
  1 
  .5
  Jump Jet 
  CT 
  1 
  .5
  Jump Jet 
  LT 
  1 
  .5
  Jump Jet 
  LL 
  1 
  .5
  
  300
  Qua-51t Quasit MilitiaMech
  industrialmechs
  mass: 45 tons
  chassis: Sherman 958
  power plant: VOX 225 Fusion
  cruising speed: 54 kph
  maximum speed: 86 kph
  Jump Jets: None
   
  Jump capacity: None
  armor: Lexington Limited Heavy Industrial
  equipment:
   
  1 Chipshot SRM 4 Rack
   
  1 Diverse Optics Type II Medium Laser
   
  1 Fairway 5 LRM Rack
   
  1 Pepper Machine Gun
  manufacturer: Concordat Telecom and TransStellar
   
  primary factory: New Vandenburg
  communications system: OWT&T Kathy 3
  targeting and tracking system: OWT&T Dirk 2
  overview
   
  “And if you believe that, I’ve got a Quasit to sell you” 
  is a common phrase heard in the Periphery, having re-
  placed other archaic sayings. It harkens back to the early 
  26th century, when BattleMechs were still a mystery to 
  most Periphery citizens except those few who had ex-
  perienced them first hand. So when the Newton broth-
  ers showed up with BattleMechs for sale, the locals were 
  intrigued. A quick demonstration would follow, with the 
  Quasit usually going underwater and emerging to unleash 
  its firepower on a local tank. Despite the cost, the locals 
  would frequently dig deep to add security to their lives. It 
  wasn’t until Inner Sphere armies arrived that the inhabit-
  ants found their Quasit was an IndustrialMech designed to 
  pass as a BattleMech.
   
  This scam worked well for years, as the Newtons 
  targeted isolated planets. However, when they landed 
  on Brixtana, things changed. The Newton brothers were 
  ambushed with one of their own Quasits during a dem-
  onstration, which led to a panicked Jack Newton taking 
  his ’Mech into a lake for cover, only to have the damaged 
  torso flood.
   
  Manfred Newton pled with the locals to save his 
  brother, but they lynched him instead. Most of the locals 
  had fled from Lynn’s World where they had purchased a 
  lance of Quasits and discovered the overrated nature of 
  the machine. Once the Taurian Concordat was notified, 
  they arrested the remaining Newton brother, Allan. Allan 
  was sentenced to a life of hard labor and the company 
  auctioned off.
  capabilities
   
  CT&T has continued to manufacture the ’Mech, mar-
  keting it as a MilitiaMech rather than a BattleMech. In that 
  role, it is adequate, as the LRMs can soften up a unit until 
  the SRMs and laser are in range, while the Pepper machine 
  gun is ideal for anti-infantry work. The Quasit’s fusion en-
  gine gives it a large range and decent speed, while seven-
  and-a-half tons of heavy industrial armor give it some stay-
  ing power. Environmental sealing allows the Quasit to go 
  anywhere a BattleMech can go, though this left no room in 
  the cockpit for an ejection seat.
  Deployment
   
  With the greater accessibility of BattleMechs in the 
  Periphery, the demand for the Quasit has dropped off in the 
  past half millennia. However, its low cost appeals to some 
  cash-strapped consumers, and so the Quasit is still found in 
  the Periphery, deployed with smaller BattleMechs.
  variants
   
  CT&T is happy to alter the weaponry to suit the needs 
  of the customer. Recent versions of the Quasit with cutting-
  edge weaponry such as MMLs and Plasma rifles have been 
  sold to worlds at both edges of the Blake Protectorate. New 
  armor paneling has allowed it to be sold as a BattleMech 
  once again, though CT&T denies any involvement.
  notable MechWarriors
  supreme emperor greg Kijas: Ruler of the planet Gorgon, 
  he has been successful at keeping bandit raids to a mini-
  mum. With only a quarter of a million people and one out-
  going shipment of Gorgon’s Breath spice a year, the planet 
  is beneath the notice of most pirates anyway.
  Type: Quasit
  Technology Base: Inner Sphere (IndustrialMech)
  Tonnage: 45
  Battle Value: 761
  Equipment Rating: D/C-E-D/E
  equipment 
   
   
  mass
  Internal Structure: 
  IndustrialMech 
   
  9
  Engine:  
  225 (Fusion) 
   
  10
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  0
  Heat Sinks:  
  10 
   
  0
  Gyro: 
   
   
  3
  Cockpit: 
  IndustrialMech 
   
  3
  Armor Factor:  
  120 
   
  7.5
   
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head 
  3 
  8
   
  Center Torso 
  14 
  20
   
  Center Torso (rear) 
   
  6
   
  R/L Torso 
  11 
  13
   
  R/L Torso (rear) 
   
  5
   
  R/L Arm 
  7 
  10
   
  R/L Leg 
  11 
  15
  Weapons and ammo location 
  critical 
  tonnage
  Medium Laser 
  RA 
  1 
  1
  Machine Gun 
  RT 
  1 
  .5
  Ammo (MG) 100 
  RT 
  1 
  .5
  SRM 4 
  LA 
  1 
  2
  Ammo (SRM) 25 
  LT 
  1 
  1
  Ammo (LRM) 24 
  LT 
  1 
  1
  LRM 5 
  CT 
  1 
  2
  Environmental Sealing 
  All 
  1/Location 
  4.5
  
  301
  industrialMechs
  Qua-51t Quasit MilitiaMech
  
  302
  Vlc-5n Vulcan
  heavy aerospace
  mass: 80 tons
  frame: Type 698
  power plant: Olympus 240
  armor: Republic UltraWeave
  armament:
   
  1 Firefly Type III Large Laser
   
  2 Republic Mk. VII Autocannon/10
   
  1 Blue Steel 6-Rack Short Range Missile Launcher
   
  2 Firefly Type II Medium Lasers
  manufacturer: Roe Weapon Systems
   
  primary factory: Apollo (discontinued 2767)
  communications system: Tangerine 7a
  targeting and tracking system: XH558 Archer
  overview
   
  Unable to match the Great Houses in constructing 
  and fielding a large force of the new BattleMechs, the Rim 
  Worlds Republic instead concentrated on building up its 
  conventional armor and aerospace forces. Amongst the 
  Republic’s home-grown designs, the Vulcan heavy aero-
  space fighter is perhaps the most famous. Introduced in 
  2525, the fighter was upgraded several times as more ad-
  vanced technology became available.
   
  Roe Weapon Systems built the Vulcan at several loca-
  tions across the Republic, but their largest manufacturing 
  facility was situated at Woodford on Apollo. Production 
  continued until 2767, when the SLDF seized the Rim Worlds 
  Republic as a base of operations for the campaign to liber-
  ate the Terran Hegemony.
  capabilities
   
  With its large curving delta wing, the Vulcan handles 
  more like a medium fighter when operating in atmosphere. 
  These excellent handling characteristics have won the craft 
  a special place in the hearts of those who have piloted it.
   
  In 2650 the original armament was augmented with a 
  nose-mounted Firefly large laser and additional heat sinks. 
  However, the Vulcan’s main weapons remain the Republic 
  Mk. VII heavy autocannons. These guns can punch through 
  the armor on contemporary designs, and even modern 
  fighters are vulnerable. The only flaw in an otherwise ex-
  cellent design is the limited ammunition capacity. A Blue 
  Steel SRM-6 launcher and two Firefly medium lasers—one 
  firing to the rear—round out the armament.
   
  Always a well-armored craft, the upgraded Vulcan has 
  received even more protection and less weight with its 
  new improvements. Combined with a more efficient power 
  plant, these weight savings were critical in allowing for the 
  weapon upgrades.
  Deployment
   
  The Vulcan was at the forefront of the Rim Republican 
  Army’s resistance to the Star League during the Reunification 
  War. Older designs had little chance against the technologi-
  cally superior Inner Sphere designs, and most were soon de-
  stroyed. Only the Vulcan could match the heavy aerospace 
  fighter designs deployed against the Republic.
   
  As the first blows of Operation Mailed Fist struck 
  Republic worlds in 2581, the pilots of Lyran Twenty-fifth 
  Skye Rangers received a nasty shock when they discovered 
  the larger Vulcan could out-maneuver their lighter Lucifers 
  in the atmosphere over Black Earth. Though the Republican 
  world eventually fell, the first stage of the operation had 
  taken far longer than the Star League had anticipated. The 
  Vulcan would continue to be a thorn in the side for the Lyran 
  Expeditionary Force throughout the entire campaign.
   
  Over a century later the Vulcan once more became the 
  mainstay of the Republic’s heavy fighter force. Thus it fea-
  tured prominently in Stefan Amaris’ campaigns to capture 
  the Terran Hegemony and then hold it against the vengeful 
  SLDF. The Rim Worlds Republic also secretly supplied other 
  Periphery realms with Vulcans during the build-up to the 
  New Vandenburg uprising—where Taurian Concordat pi-
  lots flying Vulcans almost succeeded in trapping Aleksandr 
  Kerensky himself.
   
  Following the dissolution of both the Rim Worlds 
  Republic and the Star League, many Republican troops took 
  their equipment and turned mercenary, and the Vulcan has 
  remained a common sight in mercenary fighter wings.
   
  ComStar has confirmed that the Hanseatic League 
  possesses a number of Vulcans, and there have also been 
  sightings of the design flying under both Umayyad and 
  Castilian colors.
  variants
   
  With the technology treasure trove of the Terran 
  Hegemony as its spoils, Republican forces in the Hegemony 
  upgraded many Vulcans to the VLC-6N specification by 
  swapping the autocannon for Gauss rifles and four tons of 
  ammunition at the expense of eight heat sinks.
  upgrades
   
  What started originally as a student project at the 
  Greenock Flight Academy on Firgrove to restore a Vulcan 
  evolved into a major upgrade. Refitted with an XL power 
  plant, the VLC-8N mounts sixteen double-efficiency heat 
  sinks. The medium lasers have been upgraded to extend-
  ed-range models, and the Firefly Type III has been replaced 
  by two Tronel XIII large pulse lasers. Artemis IV fire control 
  has been mated to the SRM launcher, and light Gauss rifles 
  replace the autocannons. These modifications required the 
  removal of half a ton of armor, but a modern ferro-alumi-
  num was used to provide even greater protection. Demand 
  for this upgrade has prompted several small manufacturers 
  to begin full production of this variant.
  notable Pilots
  captain mark leonard: Formally a Rim Worlds Republic 
  pilot, Leonard served with the Twenty-third Republican 
  Light Lancers (informally known as the Stealths) during the 
  Hegemony campaign. With the Civil War over and with the 
  Republic gone, Leonard and his comrades signed on with 
  the Lyran Commonwealth.
  
  303
  heaVy aerospace
  Vlc-5n Vulcan
  Type: Vulcan
  Technology Base: Inner Sphere
  Tonnage: 80
  Battle Value: 1,345
  equipment 
   
   
  mass
  Engine:  
  240 
   
  11.5
   
  Safe Thrust:  
  5
   
  Max Thrust:  
  8
  Structural Integrity: 
  8
  Heat Sinks:  
  20 
   
  10
  Fuel:  
  400 
   
  5
  Cockpit: 
   
   
  3
  Armor Factor:  
  216 
   
  13.5
   
   
  Armor
   
   
  Value
   
  Nose 
  75
   
  Wings 
  51
   
  Rear 
  39
  Weapons and ammo location tonnage 
  heat 
  srV 
  mrV 
  lrV 
  erV
  Large Laser 
  Nose 
  5 
  8 
  8 
  8 
  — 
  —
  Medium Laser 
  Nose 
  1 
  3 
  5 
  — 
  — 
  —
  SRM 6 
  Nose 
  4 
  4 
  8 
  — 
  — 
  —
  Ammo (SRM) 15 
  — 
  1
  AC/10 
  RW 
  12 
  3 
  10 
  10 
  — 
  —
  Ammo (AC) 10 
  — 
  1
  AC/10 
  LW 
  12 
  3 
  10 
  10 
  — 
  —
  Ammo (AC) 10 
  — 
  1
  Medium Laser 
  Aft 
  1 
  3 
  5 
  — 
  — 
  —
  
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  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  CIVIL WAR ERA
  
SOURCE: textdata/thevault/BattleTech [multi]/Record Sheets & TRO/TRO 3075.pdf