technical readout
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technical readout
technical readout 31 45 Table of Contents Introduction. . . . . . . . . . . . . . . . . . . . . . . . . 4 How to Use this Technical Readout. . . . . . . . 5 Battle Armor . . . . . . . . . . . . . . . . . . . . . . . . . 6 PAB-28 Sniper Suit. . . . . . . . . . . . . . . . . . . . . . . . 6 Kishi Battle Armor. . . . . . . . . . . . . . . . . . . . . . . . 8 Amazon Battle Armor . . . . . . . . . . . . . . . . . . 10 Buraq Fast Battle Armor . . . . . . . . . . . . . . . . 12 Oni Battle Armor . . . . . . . . . . . . . . . . . . . . . . . 14 Quirinus Battle Armor . . . . . . . . . . . . . . . . . . 16 Simian Battle Armor. . . . . . . . . . . . . . . . . . . . 18 Wraith Battle Armor . . . . . . . . . . . . . . . . . . . . 20 Black Wolf Battle Armor. . . . . . . . . . . . . . . . . 22 Centaur Battle Armor. . . . . . . . . . . . . . . . . . . 24 Marauder Battle Armor. . . . . . . . . . . . . . . . . 26 Ogre Battle Armor. . . . . . . . . . . . . . . . . . . . . . 28 Shen Long Battle Armor . . . . . . . . . . . . . . . . 30 Taranis Battle Armor. . . . . . . . . . . . . . . . . . . . 32 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Gossamer VTOL . . . . . . . . . . . . . . . . . . . . . . . . 34 Hawk Moth II Gunship. . . . . . . . . . . . . . . . . . 36 Luduan Scout Vehicle. . . . . . . . . . . . . . . . . . . 38 Shandra Advanced Scout Vehicle . . . . . . . 40 Crane Heavy Transport . . . . . . . . . . . . . . . . . 42 Skadi Swift Attack VTOL . . . . . . . . . . . . . . . . 44 MHI Amphibious APC . . . . . . . . . . . . . . . . . . 46 Scimitar Mk II HCV. . . . . . . . . . . . . . . . . . . . . . 48 Hasek Mechanized Combat Vehicle . . . . . 50 Scapha Hovertank. . . . . . . . . . . . . . . . . . . . . . 52 Cizin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 R10 Mechanized ICV. . . . . . . . . . . . . . . . . . . . 56 2 Cardinal Transport. . . . . . . . . . . . . . . . . . . . . . 58 Aesir Medium AA Vehicle. . . . . . . . . . . . . . . 60 Kamakiri Attack VTOL. . . . . . . . . . . . . . . . . . . 62 JES III Missile Carrier. . . . . . . . . . . . . . . . . . . . 64 MHI Defense AA Tank. . . . . . . . . . . . . . . . . . . 66 Manticore II Heavy Tank . . . . . . . . . . . . . . . . 68 Pixiu Heavy Tank . . . . . . . . . . . . . . . . . . . . . . . 70 Hanse MBT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 DI Schmitt Tank . . . . . . . . . . . . . . . . . . . . . . . . 74 Bulwark Assault Vehicle. . . . . . . . . . . . . . . . . 76 Behemoth II Heavy Tank. . . . . . . . . . . . . . . . 78 Paladin Defense System. . . . . . . . . . . . . . . . 80 BattleMechs . . . . . . . . . . . . . . . . . . . . . . . . 82 CLR-03-O Celerity . . . . . . . . . . . . . . . . . . . . . . 82 GN-2O Gùn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 GBT-1G Gambit. . . . . . . . . . . . . . . . . . . . . . . . . 86 CH11-NG Gunsmith . . . . . . . . . . . . . . . . . . . . 88 CVR-A1 Cadaver. . . . . . . . . . . . . . . . . . . . . . . . 90 JLP-BD Jackalope. . . . . . . . . . . . . . . . . . . . . . . 92 UBM-2R Revenant. . . . . . . . . . . . . . . . . . . . . . 94 Wulfen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Eyrie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 FS9-M2 Firestarter. . . . . . . . . . . . . . . . . . . . . 100 HVC-P6 Havoc. . . . . . . . . . . . . . . . . . . . . . . . . 102 RK-4T Rokurokubi. . . . . . . . . . . . . . . . . . . . . 104 STM-R3 Storm Raider. . . . . . . . . . . . . . . . . . 106 Tiburon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 NSR-K3 Night Stalker. . . . . . . . . . . . . . . . . . 110 VT-U1 Violator. . . . . . . . . . . . . . . . . . . . . . . . . 112 AGT-1A Agrotera. . . . . . . . . . . . . . . . . . . . . . 114 CN11-O Centurion. . . . . . . . . . . . . . . . . . . . . 116 MGL-T1 Mongrel . . . . . . . . . . . . . . . . . . . . . . 118 SRTH-1O Sarath. . . . . . . . . . . . . . . . . . . . . . . 120 Cyllaros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 EXR-2X Exhumer . . . . . . . . . . . . . . . . . . . . . . 124 GTL-1O Gauntlet . . . . . . . . . . . . . . . . . . . . . . 126 Gyrfalcon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 HKZ-1F Hitotsume Kozo. . . . . . . . . . . . . . . 130 KHP-7R Kheper. . . . . . . . . . . . . . . . . . . . . . . . 132 VLP-1D Vulpes. . . . . . . . . . . . . . . . . . . . . . . . .134 Vulture Mk IV. . . . . . . . . . . . . . . . . . . . . . . . . . 136 LMT-2R Lament . . . . . . . . . . . . . . . . . . . . . . . 138 SCG-WF1 Scourge. . . . . . . . . . . . . . . . . . . . . 140 URA-2A Ursa. . . . . . . . . . . . . . . . . . . . . . . . . . 142 LI-O Vandal. . . . . . . . . . . . . . . . . . . . . . . . . . . .144 CRN-7M Carronade. . . . . . . . . . . . . . . . . . . . 146 HD-2F Hound. . . . . . . . . . . . . . . . . . . . . . . . . 148 BLK-NT-5H Black Knight . . . . . . . . . . . . . . . 150 Mad Cat Mk IV. . . . . . . . . . . . . . . . . . . . . . . . . 152 MS-1A Mortis . . . . . . . . . . . . . . . . . . . . . . . . . 154 SH-1V Shiro. . . . . . . . . . . . . . . . . . . . . . . . . . . 156 TNZ-N3 Tian-zong. . . . . . . . . . . . . . . . . . . . . 158 UAE-7R Uraeus. . . . . . . . . . . . . . . . . . . . . . . . 160 Warwolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 DLR-O Doloire. . . . . . . . . . . . . . . . . . . . . . . . . 164 NTL-AG Neanderthal . . . . . . . . . . . . . . . . . . 166 ZEU-X4 Zeus X . . . . . . . . . . . . . . . . . . . . . . . . 168 STK-9A Stalker II. . . . . . . . . . . . . . . . . . . . . . . 170 Shrike. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 TN-10-O Tenshi. . . . . . . . . . . . . . . . . . . . . . . . 174 AS7-D3 Atlas III. . . . . . . . . . . . . . . . . . . . . . . . 176 MAL-XT Malice. . . . . . . . . . . . . . . . . . . . . . . . 178 Tomahawk II . . . . . . . . . . . . . . . . . . . . . . . . . . 180 PSD-V2 Poseidon. . . . . . . . . . . . . . . . . . . . . . 182 ARS-V1 Ares. . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Aerospace. . . . . . . . . . . . . . . . . . . . . . . . . . . 188 SCK-O Schrack . . . . . . . . . . . . . . . . . . . . . . . . 188 CUT-01D Cutlass . . . . . . . . . . . . . . . . . . . . . . 190 SMG-O Simurgh. . . . . . . . . . . . . . . . . . . . . . . 192 KOS-1A Koroshiya. . . . . . . . . . . . . . . . . . . . . 194 Condottiere Assault Craft. . . . . . . . . . . . . . 196 Würger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Caerleon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Nagasawa-class DropShip. . . . . . . . . . . . . 202 Gorgon Carrier. . . . . . . . . . . . . . . . . . . . . . . . 204 Duat Military Transport. . . . . . . . . . . . . . . . 206 New Tech, New Upgrades . . . . . . . 208 Battle Armor. . . . . . . . . . . . . . . . . . . . . . . . . . 208 Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 BattleMechs . . . . . . . . . . . . . . . . . . . . . . . . . . 210 AeroSpace Fighters. . . . . . . . . . . . . . . . . . . . 213 DropShops. . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Technological Advancements: 3145. . . . . . . . . . . 214 The Dark Age Technology Advancement Table. . . . . . . . . . . . . . . . .214 New Design Quirks. . . . . . . . . . . . . . . . . . . . 219 Introduction When Exarch Levin raised the Fortress in 3135, the majority of the Republic’s citizens felt abandoned. Not those in Prefecture X, of course, since they were inside the Fortress, but the citizens of the other nine prefectures quickly fell to the nearest aggressor. Ten years later, an entire generation of children has been born and made citizen of whatever nation or faction controls their world. Ten years later, Devlin Stone has returned. Ten years later, the Fortress has served. The idea of the military withdrawal is one that every recruit learns, and every officer, whether Republic or not, knows that he or she will almost certainly be called upon to lead one. The sacrifice of space for time, the time necessary to build powerful defenses and assemble counterattacking forces, always lays hard on the those left behind. Our brethren outside the Fortress have paid the price, many of them the ultimate one, to give us time to rebuild the RAF, and assemble the forces that will reclaim both the Republic and the peace. Safe behind the Fortress, led by Devlin Stone, we have done that. The people outside the Fortress will understand, once the walls come down and we begin the liberation. Our new regiments and battalions, inspired by Devlin Stone himself and led by our knights and paladins, will march across the captured worlds and return the light of the Republic to our people. It is only their sacrifice that has made this possible, and they will be made to know that we value this sacrifice by our tenacity and our ferocity in freeing them from the boots of invaders. The expansion of the RAF has led to a renaissance of new technologies and equipment. New ’Mechs, battlesuits and vehicles have flowed from the manufactories across Prefecture X. Equipment designed and built by ComStar before its betrayal and destruction now strides across Republic worlds under our colors. Fearsome new war machines stride out of the RISC facilities on Devil’s Rock, proving to our own citizens and our enemies both the resolve of our new military. New combat equipment has been built. New soldiers have been trained, and officers tested. On the battlefields where the rebels of the Senate Alliance were defeated, on the rough stones where ComStar’s outlawed Com Guards fought and died, our new military found its footing. All of our soldiers—be they Hastati, Triarii, Principes or Stones—stand ready to reclaim the Republic. In our absence the rest of the Inner Sphere has devolved into the same petty warfare that carried along four succession wars. If we had no other guide, the example of the decades of peace while the Republic shone would be enough to prove the rightness of our cause. —Paladin Janella Lakewood 12 October 3145 4 Game Notes Technical Readout: 3145 covers a wide breadth of units and equipment. To understand how these various units plug into the core BattleTech rulebooks, it’s useful to cover how the various rulebooks interact. Standard Rules The Total Warfare (TW) and TechManual (TM) rulebooks present the core game and construction rules for BattleTech (BT), otherwise referred to as the standard rules. In addition, to reflect the advancement and proliferation of new technologies, several Advanced Rules items from Tactical Operations have been reclassified as Standard Rules items for games set in the Dark Age era. Advanced Rules Beyond the standard rules a legion of advanced rules exists, allowing players to expand their games in any direction they desire. In an effort to bring these rules to players in the most logical form possible, the advanced rules are contained in three “staging” core rulebooks, each one staging up and building off of the previous rules set. Tactical Operations (TO) is the first in the “staging” advanced rulebooks. Its focus is on special situations and advanced terrain during game play, and applies directly to a game as it unfolds on a world in the BattleTech universe. Strategic Operations (SO) is the second “staging” advanced rulebook. It stages a player up to the next logical area of play, focusing on “in a solar system” and multi-game play. Interstellar Operations (IO) is the third and final “staging” advanced rulebook. Players are staged up to the final level of play, where they can assume the roles of a House lord or Clan Khan and dominate the galaxy. How to Use this Technical Readout Complete rules for using ’Mechs, vehicles, infantry, battle armor, fighters, and DropShips in BattleTech game play can be found in Total Warfare, while the rules for their construction can be found in TechManual; some equipment is detailed in Tactical Operations. The rules for using JumpShips and WarShips, as well as their construction rules, can be found in Strategic Operations. The following three definitions are used to clarify the various types of equipment that appear in Technical Readout: 3145 and are presented in the standard and advanced rulebooks. Standard: most of these work with Total Warfare rules only, but some Advanced rules items may be present, requiring Tactical Operations for full effect. Advanced: Any equipment mass produced “in universe”; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use. Experimental Rules: Any equipment not mass produced “in universe” because it is prohibitively expensive, extraordinarily sophisticated, exceedingly difficult to maintain or simply deemed too unreliable or restrictive for widespread deployment; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use. Design Quirks Every unit described in Technical Readout: 3145 may have one or more listed positive and/or negative Design Quirks (see p. 193, SO and p. 204, TRO: Prototypes). These quirks are included to give each design a unique flavor. Use of these quirks is optional and should be agreed upon by all players before play begins. 5 Black Wolf Battle Armor Black Wolf battle armor debuted in 3138 as a joint effort by the scientist castes of Clan Wolfin-Exile and Clan Wolf that could have served as the harbinger of reunification. That dream died stillborn when Khan Seth Ward turned against his Lyran allies and carved the new Wolf Empire out of the Commonwealth. While the politics of the Black Wolf turned sour, the brief collaboration produced a flexible and potent heavy suit that has proved itself in the hands of both Clans. Capabilities Reactive armor gave the new suit greatly improved survivability against artillery compared to standard Elemental battle armor, which served it well against the AMSC and LCAF. Available configurations tend to stress close-in assault and support roles, though it can be rushed into the fray by available OmniMechs. Notably, divergences in production protocols have rendered Black Wolf parts produced by either Clan incompatible with suits from the other. Deployment Clan Wolf-in-Exile views the Black Wolf as a symbol of the betrayal by their parent Clan rather than the token of hope that was wished for. With Malvina Hazen and Alaric Ward breathing down the neck of the Commonwealth, though, they have had no choice but to assign it to their touman as quickly as it can be produced. Clan Wolf, by contrast, has shown no animus toward the Black Wolf, and Elementals of that Clan view being assigned one as a promise of glorious combat in the near future. 22 battle armor Perhaps the bitterest irony is that Black Wolf came to prominence during the invasion of Tharkad in 3143. Embedded Lyran media recorded Black Wolf suits jumping into skyscrapers to rain death down on entrenched infantry in a redoubt outside the Triad. Fire from their heavy mortars obliterated the position, clearing the way for a push by Clan Wolf ’Mechs and Elementals into the Royal Palace. In a single moment the battlesuit that Clan Wolf-in-Exile had crafted to protect the Commonwealth became an object of terror and hatred to their Lyran comrades. The Exile Beta Galaxy’s defense of Incukalns saw the suit play to its strengths in the clash at Knockbridge. Black Wolf suits of the Second Wolf Legion took up defensive positions along the Fane River, drawing the initial Falcon artillery bombardment on themselves instead of supporting Cuchulainn suits. The LB-X armed Black Wolf suits were still in fighting trim when the Falcons advanced on them, and exploited the damage dealt by the overwatching Cuchulainns to disable an entire Star of Falcon ’Mechs with cluster ammunition. The carnage forced the Jade Falcons to stop the attack to bring up reinforcements, buying time for the rest of Beta Galaxy to retreat. When the Falcons came again, the battle armor resisted inside Knockbridge, with the Black Wolf suits again making use of the longrange support from Cuchulainns to create openings to destroy Falcon ’Mechs. Flamerarmed suits then sprang a firetrap once the Falcons had advanced into the suburbs, and a counterattack by their plasma rifle-armed counterparts overheated a number of enemy units. That made the ferocious counterattack of a Star of Cuchulainns led by the ristar Barrett possible, which temporarily drove the Jade Falcons away and allowed the surviving Elementals to escape. Notable Units Star Captain Eamon Sradac: Star Commander Eamon was one of the liaisons with Clan Wolf at the time of their betrayal, was one of the very few to take the Wolves up on their offer to join their Clan. He brought his Black Wolf suit with him, and soon tested up to Trinary command. He participated with distinction in the battles for Tharkad and Hesperus II, and most recently won his Bloodname from Clan Wolf. Sibkin from Clan Wolf-in-Exile have sworn to kill him for his treason. Star Commander Devon Shaw: A former Star Captain in the 328th Wolf Assault Cluster, Devon Shaw lost his rank during a Trial of Possession against Paolo, a Star Commander in his Supernova who was determined to catapult himself above Devon. Devon defeated this same challenger in a Trial of Possession over his rank a year prior; after the win he left his opponent alive due to Paolo’s command ability being an asset in combat. Devon’s Starmates believe he lost the Trial to test Paolo’s command skills. Observers believe that if Paolo does not perform up to Shaw’s expectations or is not soon nominated for a Bloodname, Shaw will challenge for his former rank and handily regain it, killing Paolo in the process. Black Wolf Battle Armor Type: Black Wolf Manufacturer: WC Site 2, W-7 Facilities, Corean Enterprises MacAdams-Suharno Primary Factory: Arc-Royal (Site 2), Weingarten (W-7), Stewart (CE) Equipment Rating: F/X-X-F Tech Base: Clan (Advanced) Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1,500 kg Battle Value: 58 [LB-X] 67 [ERSPL] 56 [Heavy Flamer] 57 [Heavy Mortar] 54 [Plasma] Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No Notes: Features the following Design Quirks: Non-Standard Parts. EquipmentSlotsMass Chassis: 400 kg Motive System: Ground MP: 1 0 kg Jump MP: 1 125 kg Manipulators: Right Arm: Heavy Battle Claw 20 kg Left Arm: None 0 kg Armor: Reactive 7 385 kg Armor Value: 11 + 1 (Trooper) Slots Weapons and EquipmentLocation (Capacity)Mass Modular Weapon Mount LA 1 (2) 10 kg BA LB-X AC (20) — 2 440 kg ER Small Pulse Laser (24) — 2 555 kg Heavy Flamer (20) — 2 360 kg Heavy Mortar (IS) (60) — 2 560 kg Plasma Rifle (IS) (40) — 2 330 kg 23 Centaur Battle Armor Conceived at the same time as the Simian, this battle armor has no progenitor. Its purpose is to provide highly mobile artillery support, relying on support from any available war machines to maintain contact with the enemy. Built by Rhodes Foundry, its initial deployment mirrors the Simian’s. Capabilities Advanced metallurgy is used to create the ultra-lightweight barrels of the battlesuit artillery weapon, making it light enough for deployment. The ammunition uses a special clathrate propellant and a hydraulic ram to initiate deflagration. Recoil compensation is nearly nonexistent, and the legs of the suit are mechanically locked prior to firing to prevent stress on the operator. The static foldout legs do not permit a properly actuated firing platform, resulting in a very high ballistic arc and short effective range. Engineers at Rhodes wisely used reactive armor on the Centaur, drastically reducing the consequence of misfires and permitting the suits to survive some minor counterbattery fire. Magnetic clamps were included instead of a modular mount to make the Centaur able to support formations that lack dedicated battle armor transport. While the tube artillery unit could be detached to grant the Centaur improved ground speed, this capability is rarely used in the field. This is attributed to the reluctance of the operators to relinquish the weapon that makes the Centaur so effective. 24 battle armor Deployment Most Centaur deployments occur in support of Simian and other battle armors utilized by the RAF. In this capacity, the Centaur proved proficient at destroying hostile infantry formations, particularly battle armor and dug-in troops. The suits lack the ammunition to maintain sustained bombardments, but a common tactic that emerged on Carnwath has the available Centaurs deploy in two separate groups that support each other. The resilience against their own shells allowed the suits to “scratch their own backs” when in close-contact with enemy infantry. When the Jade Falcons attempted to absorb Suk II subsequent to the Wolf Clan migration, they found the Ghost Bears in opposition. After a week of maneuver and small-scale Trials, the Jade Falcons led a running battle through the planet’s northern polar continent. When the Bear Trinary entered the valley, a nearby squad of hidden RAF Centaurs fired from an ancient Hansen’s Roughriders firebase on the ridge, causing an avalanche. The Ghost Bear ’Mechs that survived were shelled by the Centaurs, as were the Jade Falcon ’Mechs the moment they emerged from the snow. While the enraged Ghost Bears fought hard with their remaining troops and ‘Mechs, the imbalance caused by the ambush proved insurmountable, and they were soon ejected. As of this writing, neither the Jade Falcon Watch nor the Rasalhague Dominion’s intelligence services have identified who fired the artillery shells. Notable Units Major Mariska Hirsh: As a commander of an artillery battery, Hirsh is expected to stay with her mobile HQ or any of the artillery vehicles in her command. The major seems to prefer her Centaur suit. With the aid of several Crane and Lamprey VTOLs, she moves her platoon near the targets assigned to her battery. From their elevated position, her troops provide spotting data to the main force, but also actively engage any targets or structures that have been weakened by the larger batteries. Sergeant Greg “Lucky” Lloyd: The Centaur is unsuitable for counterbattery fire, but nonetheless this activity is what Sergeant Lloyd has devoted himself to. Together with an aging Ferret VTOL, the sergeant races toward hostile artillery and deploys within a kilometer of them. He then shells the enemy while the Ferret prepares a small ammo dump about half a kilometer away. Lloyd fires his shells before getting a pickup to the ammo drop, where he reloads in order to begin a new salvo. So far, this has not yet killed Lloyd, though a near miss once did disable the Ferret. His suit’s armor saved him. Operationally, this tactic has rarely been effective at eliminating hostile artillery, but it has proven a substantial distraction, especially when the enemy elects to try to wipe out the “gnat” nearby rather than the full-size artillery battery that has begun counterbattery fire. Centaur Battle Armor Type: Centaur Manufacturer: Rhodes Foundry Ltd. Primary Factory: Devil’s Rock Equipment Rating: F/X-X-F Tech Base: Inner Sphere (Experimental) Chassis Type: Humanoid Weight Class: Heavy Maximum Weight: 1,500 kg Battle Value: 73 Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No Notes: May only move at 1 Ground MP while carrying any Detachable Weapon Pack weapons. EquipmentSlotsMass Chassis: 300 kg Motive System: Ground MP: 1 (2) 80 kg Jump MP: 0 0 kg Manipulators: Right Arm: Basic Manipulator 0 kg Left Arm: Basic Manipulator 0 kg Armor: Reactive 7 420 kg Armor Value: 7 + 1 (Trooper) Slots Weapons and EquipmentLocation (Capacity)Mass Small Laser (60) RA 1 205 kg BA Tube Artillery (8 Shots) Detachable Weapon Pack Body 2 465 kg Magnetic Clamps Body 2 30 kg 25 Cizin Mass: 45 tons Movement Type: Hover Power Plant: Consolidated 215 XL Fusion Cruising Speed: 108 kph Maximum Speed: 162 kph Armor: Alpha Compound Ferro-Fibrous Armament: 4 Series 2d Extended-Range Medium Lasers 2 Pattern D-II SRM 2 Launchers Manufacturer: LAW-Barcella Beta, Clan Sea Fox IndustriPlex-C Primary Factories: Irece, Itabaiana Communications System: Omicron 5000 Targeting and Tracking System: Build 4 CAT TTS with Advanced Targeting Computer A hovertank developed by Clan Nova Cat during the late 3090s, the Cizin’s specifications and production rights were transferred to Clan Sea Fox in 3107. In exchange, the Nova Cats—and by extension, the Combine—received much-needed resources for enclaves relocated on Meinacos and Savinsville. The Nova Cats put the Cizin into limited production when the DCMS authorized a modest expansion to the Clan’s touman in the 3120s. 54 combat vehicles Capabilities Built for speed, the Cizin met Nova Cat standards for their combined-arms striker Stars and Binaries. A Cizin Point can drop a mediumclass BattleMech after a few minutes of combat with little damage in return. Its turrets are modular in production, allowing technicians to replace the entire component in under an hour. The tank can swiftly return to duty while the technician teams repair damage to the turret. Named for the Mayan god of death, Cizins must utilize their speed to strike. Though properly armored, a slow-moving Cizin can survive only a few heavy strikes from a determined MechWarrior. Deployment Cizins became a mainstay of Clan Nova Cat combined-arms Stars. Points would range out far afield, calling out targets and attempting to pull them back toward the main body. The Fury Star of Alpha Galaxy’s Ninth Cluster was particularly adept at this. During the Clan’s final days on Irece, they sniped at a First Sword of Light Hatamoto-chi until the samurai turned and pursued them. The Cizins pulled back far enough for two Shadow Cat IIs to pounce on the assault ’Mech. Though neither Cizin survived the encounter, the Hatamoto took enough damage from the Nova Cat ’Mechs to force it from the field. After the Clan touman’s destruction, the Cizin facilities were claimed by the Combine and given to Luthien Armor Works. The megalithic military manufacturer proceeded to dismantle the factory and examine its workings in detail. In early 3145, the LAW facility on Luthien added a new production wing at Guthrie Island, and new Cizins have been shipping to all of the DCMS regiments involved in the Federated Suns campaign. Variants A long-range support variant of the hovertank has been spotted among the Galedon Regulars regiments. This version utilizes a longer-range laser and a larger advanced technology missile rack to provide cover for fast attack lances. These units have also been noted using electronic countermeasures to disrupt targeting telemetry from opposing AFFS forces. Notable Units Star Commander Bridjit Rosse: In command of the Fury Star of Alpha Galaxy’s Ninth Cluster, Rosse made the First Sword of Light pay for every kilometer they advanced against her hunted Clan. The Fury consisted of three Cizins and two Shadow Cat IIs. By the time she and her Star were destroyed, the Furys had thwarted two companies of Sworders, smashing six BattleMechs and more than ten vehicles. Head Engineer Ulysses Marquardht: In charge of Luthien Armor Works’ Guthrie Island Division, Marquardht was the key player in getting the Cizin built on Luthien. Initial plans were to dissect the Irece plant and redistribute components to various other LAW facilities across the Combine. Marquardht, a former Saracen commander in the First Arkab, believed in the solidity of the Clan design and had one of the captured tanks undergo a series of stress tests. Impressed with the tank’s resiliency, LAW officials approved Marquardht’s request to incorporate the production through a new expansion to the Guthrie Island facility. Captain Devline Bane: Self-appointed leader of the Cat Squad mercenary unit, Bane is a reckless commander from the Cizin’s cupola. Despite his unit’s size—six hovertanks in varying degrees of disrepair—he firmly believes in his tactical acumen and takes on foes twice his force’s size. The delusional captain believes he is descended from two Clan Nova Cat “seers” and often shares his visions—typically induced from excessive alcohol consumption— with anyone who remotely appears interested. Though none of his prophecies have come true, the other members of the Cats remain with Bane as his checks are always good. (Rumors that his generous benefactor is Jacob Bannson have proven unfounded.) Cizin Type: Cizin Technology Base: Clan Movement Type: Hover Tonnage: 45 Battle Value: 1,762 EquipmentMass Internal Structure: 4.5 Engine: 215 9 Type: XL Fusion Cruise MP: 10 Flank MP: 15 Heat Sinks: 20 10 Control Equipment: 2.5 Lift Equipment: 4.5 Power Amplifier: 0 Turret:.5 Armor Factor (Ferro): 134 7 Armor Value Front 45 R/L Side 25/25 Rear 18 Turret 21 Weapons and AmmoLocationTonnage 4 ER Medium Lasers Turret 4 2 SRM 2 Front 1 Ammo (SRM) 50 Body 1 Targeting Computer Body 1 Notes: Features the following Design Quirks: Battle Computer, Fast Reload, Bad Reputation, Poor Performance, Non-Standard Parts. 55 Hanse MBT Mass: 75 tons Movement Type: Tracked Power Plant: GM 300 XL Fusion Cruising Speed: 43 kph Maximum Speed: 64 kph, 86 kph with Supercharger Armor: Kallon Unity Weave Ferro-Fibrous with CASE Armament: 1 Mydron Snakekiller Light Class 5 Autocannon 2 Jalastar Engineering Plasma Rifles 4 GM Light Machine Guns Manufacturer: General Motors Primary Factories: Kathil Communications System: Wunderland XXXV2 Series Targeting and Tracking System: Dalban HiRez Intended to correct deficiencies in AFFS armor platoons exposed during the Victoria War, the Hanse was hoped to become as powerful and popular a combatant in the Capellan March as the Manticore or the Brutus. Instead, what it became was an embarrassment to the AFFS and an export vehicle that inspired buyer’s remorse in almost every user. Capabilities With the victory at Victoria fresh in their minds, the Hanse’s designers must have imagined an aggressive, offensive tank as their outcome, but what they delivered was a tank with the speed to get close to an enemy but no turret to exploit that closeness. Time and time again Hanse tank commanders have overestimated their tank’s firepower and closed with an enemy, only to be swarmed by nearby battle armor or crushed by flanking units. 72 combat vehicles Deployment Despite its reputation, the Hanse can be used effectively in combat, as was proven on Cumberland during the Confederation’s drive toward New Sytris. There, a militia battalion led by Leftenant Colonel Rebecca Lindemann used its Hanses to slow the advance of a Liao ’Mech battalion for nearly a week. Thanks to GM’s successes with Capellan March procurement, more than half of Lindemann’s battalion was built of Hanse MBTs. When the Capellans began their advance, the major let her sparse VTOL forces slow the ’Mechs and sent her Hanses in to salvo their plasma rifles, hoping to knock the invaders off-balance. The initial ambush, along the M87 highway toward the capital, succeeded—three of the Liao ’Mechs were shut down and the Liao column halted while the Hanses spun in place and fled. The next engagement went much the same, though this time Lindemann led with her Hanses firing precision autocannon ammunition from their light autocannons. Again the Liaos halted, expecting another wave of VTOL assaults that never appeared. When Lindemann repeated the tactic three days later, the Liaos expected that the VTOLs wouldn’t be coming, so Lindemann sprung them on them, claiming another two Liao ’Mechs. By this time the Liaos had reached an industrial district on the outskirts of the capital, and despite her objections Major Lindemann was ordered to attack again. After repeated engagements the Liaos were expecting the attack, and cut her Hanses to pieces in the tight confines of the buildings. Unable to escape, or to cover their withdrawal with fire as they retreated, the tanks succumbed to repeated flanking attacks and swarming battle armor. Hanses have also been found in mercenary ranks, where they find more success. Professional mercenaries learn quickly to identify the strengths and weaknesses of their equipment, and few learn more quickly than Captain Ng Tranh’s Hanoi Half-Dozen. All six Hanses in this defensive unit are scarred with damage, but Tranh has learned to use them as a last-ditch ambusher to break combat. When the rest of the Half-Dozen are pressed, these six Hanses use their superchargers to sprint forward, fire two barrages of plasma fire at the local enemy commander, and withdraw. Though attrition is high, the rest of the Half-Dozen revere the Hanses, as few enemies ponder pursuit with their commander either shut down or on fire. Notable Units Leftenant Sani “Checkpoint” Mallick: Although the Hanse MBT does not often fare well against large targets, Leftenant Mallick of the Sixth Syrtis Fusiliers Armor Brigade has had considerable success using her company in anti-infantry measures. During recent raids into the Capellan-controlled New Syrtis province, she would specifically target roadblocks and checkpoints, using shock tactics and anti-personnel weapons to secure the area. In several instances, Mallick would have her Hanse drive straight through any temporary defensive fortification blocking her advance. Her platoon became so proficient at clearing out obstructions that the rest of her battalion started calling her “Checkpoint” and alerting her to roadblocks near her location. Hanse MBT Type: Hanse Technology Base: Inner Sphere Movement Type: Tracked Tonnage: 75 Battle Value: 1,537 EquipmentMass Internal Structure: 7.5 Engine: 300 14.5 Type: XL Fusion Cruise MP: 4 Flank MP: 6 (8) Heat Sinks: 20 10 Control Equipment: 4 Lift Equipment: 0 Power Amplifier: 0 Turret:0 Sponson Turrets:.5 Armor Factor (Ferro): 197 11 Armor Value Front 61 R/L Side 48/48 Rear 40 Weapons and AmmoLocationTonnage Light AC/5 Front 5 Ammo (Light AC) 40 Body 2 2 Plasma Rifles Front 12 Ammo (Plasma) 40 Body 4 2 Light Machine Guns Right Sponson 1 2 Light Machine Guns Left Sponson 1 Ammo (Light MG) 100 Body.5 CASE Body.5 Supercharger Body1.5 Notes: Features the following Design Quirks: Bad Reputation. 73 Paladin Defense System Mass: 130 tons Movement Type: Tracked Power Plant: Nissan 260 XL Fusion Cruising Speed: 22 kph Maximum Speed: 32 kph Armor: Durallex Special Heavy Ferro-Fibrous with CASE Armament: 2 Kallon Weapon Industries Vicar Long Tom Artillery Pieces 2 Diverse Optics Extended Range Medium Lasers 2 Mydron Miniguns Manufacturer: Kallon Weapon Industries Primary Factories: Kirklin, Victoria Communications System: JoLex Systems Targeting and Tracking System: Omicron XII Kallon’s Paladin Defense System was built from plans captured by the Federated Suns when they conquered Victoria just after the turn of the century. Originally a Capellan idea, it was denied to the Confederation until they reclaimed Victoria. Well aware of the cost they had paid fighting against the Paladin, the Strategios immediately started surging the heavy tank to its own forces. Capabilities With built-in communications systems and a pair of Vicar Long Tom artillery pieces, Paladins are rarely out of communication with their spotters. Heavily armored and slow, they are not meant to be tactical vehicles, but the strains of combat have sometimes led to firefights. Paladins suffer from a relatively small magazine space, but most batteries mitigate that by hauling ammunition trailers. 80 combat vehicles Deployment The majority of the AFFS’ Paladins fight with the Suns’ planetary militias and dedicated artillery battalions; the tank is just too slow and cumbersome to deploy with the relatively fleet-footed frontline light combat teams. Frontline commanders never fail to utilize the Paladin whenever it is available, of course, but this has led to mishaps. During the Draconis Reach campaign, the pro-Davion denizens of Harrow’s Sun were reinforced by a company of Paladins, but the local commander had no understanding of how best to use them. Blinded by the thought of twenty-four Long Tom tubes at her command, she attached the company to an armor battalion and ordered it out, only to have the Paladins overrun and captured by the fast-moving Dragoon striker companies. Twelve Paladins, captured without having fired a shot, became a powerful bulwark around which the Dragon built a new planetary militia. During the Capellan invasion of the Federated Suns Paladins saw heavy action on the worlds around Tikonov. On Alrescha, for instance, a pro-Davion militia held a firebase for three weeks against a determined push by a combinedarms battalion of Liao Chargers. Strong defenses at the walls kept the Capellans away, while dayand-night bombardments from the Paladins’ Long Toms kept them from halting and establishing good bivuouacs. By the time the battalion withdrew, the Paladins had each emptied twelve ammunition trailers apiece, and the ground in the firebase was covered with the ash-like residue of cannon propellant. Paladins have also been put to good use by the Republic Remnant on Galatea. Fighting against the Jade Falcons, Redleg Company discarded both ammunition trailers and doctrine and fought a mobile, if slow, campaign, using screening units and handy support from RAF BattleMechs to fire and move. Though few of the Jade Falcons succumbed to artillery fire, the psychological effects of having shells raining out of the sky from all directions couldn’t be discounted. Four of the Paladins were isolated and destroyed, but their crews were recognized by Damien Redburn himself as having provided sterling and necessary service. Notable Units Twisted Sisters: An all-female artillery platoon from the First New Ivaarsen Chasseurs, the Twisted Sisters gained their nickname and notoriety during the battle for New Ivaarsen in 3144. When the battle was capable of going in favor of either side, the Sisters moved into position and began remorselessly shelling the Ryuken-ni to the point the Ryuken commander ordered a strike on their position. Unable to flee in time, the Sisters were surrounded by a light strike lance and took a beating before help arrived to chase the Kuritans away. Of the two surviving Paladins, one had a Long Tom launcher twisted clean off and both had suffered locked turrets. Instead of giving up, the Sisters continued to launch shells, despite their tanks’ limitations, which required them to adjust fire by rotating Paladins themselves. Much to the rest of the First’s amazement, the Sisters’ were still able to effectively coordinate timeon-target strikes with other artillery batteries, despite their current state. For their bravery, dedication, and ingenuity in the line of fire, the Sisters were nominated for the Robinson Medal of Valor. Paladin Defense System Type: Paladin Defense System Technology Base: Inner Sphere (Advanced) Movement Type: Tracked Mass: 130 tons Battle Value: 1,624 EquipmentMass Internal Structure: 26 Engine: 260 10.5 Type: XL Fusion Cruise MP: 2 Flank MP: 3 Heat Sinks: 10 0 Control Equipment: 6.5 Lift Equipment: 0 Power Amplifier: 0 Turret:6 Armor Factor (Heavy Ferro): 228 11.5 Armor Value Front 56 Front R/L Side 27/27 Rear R/L Side 27/27 Rear 26 Turret 38 Weapons and AmmoLocationMass 2 Long Tom Artillery Turret 60 Ammo (Long Tom) 30 Body 6 2 ER Medium Lasers Front 2 Communications Equipment Body 1 CASE Body.5 Trailer Hitch Rear 0 81 GN-2O Gùn Mass: 20 tons Chassis: Ceresplex Light Omni Endo Steel Power Plant: Rawlings 100 Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None Jump Capacity: None Armor: Ceres Standard Armament: 10 tons of pod space Manufacturer: Ceres Metals Industries Primary Factory: Capella, Lockton Communications System: Hellespont TiteBeam Targeting & Tracking System: Apple Churchill 2000 On the eve of the Capellan Confederation’s most recent invasion of the Republic of the Sphere, Ceres Metals Industries released a new light OmniMech. Named for the most basic of the four traditional Chinese fighting weapons, the fighting staff, the Gùn was designed for the most basic form of modern combat, infantry combat. Whether fighting against enemy infantry or supporting friendly battle armor and infantry forces, the Gùn is the infantryman’s worst enemy and favorite ally. 84 light ’mechs Capabilities An OmniMech is an unusual choice for what is essentially a garrison unit, but this OmniMech provides benefits that are useful in garrison forces. One benefit is the ability to quickly deploy and relocate battle armor forces, a staple of Capellan garrison forces. Unlike offensive actions, defensive actions require a commander to counter many different types of attacks. The ability to change weapons configurations of the Gùn based on the enemy forces, combined with the mechanized battle armor capabilities, was determined enough of a benefit to offset the extra costs in construction and supplies. Deployment The Gùn’s most notable assignment occurred during the Capellan conquest of New Hessen in 3144. After major combat had ceased and the planetary rulers surrendered, a lance of Gùns from the Second McCarron’s Armored Cavalry were sent to establish a field outpost. Along with a company of infantry and a platoon of Arrow IV Assault Vehicles, the lance was tasked with guarding a mining facility in a remote area while new Capellan overseers restarted production. A week after their arrival, the miners revolted, killing the overseers and attacking the guarding forces with two mixed lances of MiningMechs and LoaderMechs, a company of assorted vehicles, and over 150 miners attacking on foot with whatever tools they could find. The lance, two Gùn Primes and one each of the other two configurations, led the counterattack on the miners. The MiningMechs, LoaderMechs, and vehicles quickly fell to the combined fire of the A and B configurations and directed Arrow IV artillery support. Witnessing two-thirds of their number fall to plasma fire, the remaining miners scattered, seeking out any hiding spot they could find. The last of the miners were flushed out using the A configuration’s Bloodhound Active Probe. The Gùn has begun deployment to select units among the CCAF, MAF, and even the forces of Andurien. Despite the years of cooperation between the CCAF and MAF, differences can still be seen in the deployment of the Gùn. Deployed in the CCAF as a support or garrison unit, the Gùn is a prized frontline battle armor transport and combat unit for the MAF. Former Knight of the Sphere Rick Raisho defeated four Gùns in late 3144 with only his Centurion. Seeing two companies of infantry being savaged by the Gùns, Raisho challenged the lance to “pick on someone more their size.” The Capellans thought they could easily defeat the ancient Centurion, but Raisho quickly shredded the thin armor of the Gùns with his Centurion’s Luxor Devastator-20 Autocannon. Infantry commanders drill their forces to quickly identify the Gùn Prime configuration; its fearsome plasma weapon can quickly eliminate an entire platoon of infantry. All RAF units are advised to consult the warbook carefully when facing a Gùn, as the B configuration is rarely deployed without supporting artillery units within range. Notable Units Si-ben-bing Ismail Leung: As a child, Leung barely survived when RAF troopers fired into a crowd on Sarna in 3113. Assigned a Gùn before the collapse of the Republic, Sao-wei Leung of the Fourth Liao Guards hesitated when ordered to fire on a crowd suspected of harboring guerrillas on Tall Trees. His refusal to follow orders was later vindicated when the crowd was identified as noncombatants, but his court-martial resulted in demotion and corporal punishment rather than expulsion from the CCAF. GN-2O Gùn Type: Gùn Technology Base: Inner Sphere Tonnage: 20 Battle Value: 775 Weapons and AmmoLocationCriticalTonnage Alternate Configuration A Heavy PPC RA 4 10 Battle Value: 685 EquipmentMass Internal Structure: Endo Steel 1 Engine: 100 3 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 10 [20] 0 Gyro (XL):.5 Cockpit (Small): 2 Armor Factor: 56 3.5 Internal Armor Structure Value Head 3 7 Center Torso 6 7 Center Torso (rear) 2 R/L Torso 5 6 R/L Torso (rear) 2 R/L Arm 3 6 R/L Leg 4 6 Alternate Configuration B ER Large Laser Angel ECM Suite Bloodhound Active Probe TAG Battle Value: 639 RA 2 RT 2 LT 3 LA1 5 2 2 1 Weight and Space Allocation Location Fixed Spaces Remaining Head None2 Center Torso 2 XL Gyro 0 Right Torso 6 Double Heat Sink 4 2 Endo Steel Left Torso 6 Double Heat Sink 4 2 Endo Steel Right Arm 3 Double Heat Sink 2 3 Endo Steel Left Arm 3 Double Heat Sink 2 3 Endo Steel Right Leg 2 Endo Steel 0 Left Leg 2 Endo Steel 0 Notes: Features the following Design Quirks: Improved Targeting, Short. Weapons and AmmoLocationCriticalTonnage Primary Weapons Configuration Plasma Rifle RA 2 6 Ammo (Plasma) 20 RT 2 2 2 ER Medium Lasers LA 2 2 85 Wulfen Mass: 30 tons Chassis: Process 12 Endo Steel Power Plant: Model 39b 300 XXL Engine Cruising Speed: 108 kph Maximum Speed: 162 kph Jump Jets: None Jump Capacity: None Armor: Imstar V-Stealth Armament: 10 tons of pod space available Manufacturer: Kallon Weapon Industries Primary Factory: Thermopolis Communications System: Garret T11-b with ECM Suite Targeting & Tracking System: Sync Tracker (39-42071) Originally the subject of some controversy within Clan Wolf, the Wulfen light ’Mech has become a signature unit that ristars fight Trials over. The few prototypes that were available when Clan Wolf uprooted itself proved devastatingly effective in the invasions of the Republic, Free Worlds League, and Lyran Commonwealth. Success bred respect in the Wolf Empire, which has poured considerable resources into bringing the unit into production. Capabilities The Wulfen combines exceptional speed with stealth armor, which allows it to completely dictate the terms of engagement with heavier ’Mechs. It is equally adept at wearing down opponents in an honorable long-range duel, tearing into the enemy’s supply lines, hunting down reconnaissance elements, and screening a general advance. The standard configurations largely play to the unit’s strengths, though some close-in loadouts like H configuration’s heavy lasers exist. 96 light ’mechs Deployment Original production of the Wulfen on Weingarten was highly limited, and it was not until after 3142 that Kallon’s plant on Thermopolis could be refitted to Clan standards. As a result of high demand and limited availability, the Wulfen is reserved for frontline Galaxies and to ristars within them. Beta Galaxy, Khan Ward’s own command, has the highest concentration of Wulfens. Thus far Clan Wolf has gone to considerable lengths to prevent the Wulfen from being taken as salvage or isorla. The Wulfen did not start off so highly regarded. Star Colonel Josiah Ward publicly denounced the ’Mech as “tainted by Spheroid dishonor” shortly after the first prototypes walked off the floor of the W-7 facility. It was a political attack on Khan Seth Ward, and was answered by saKhan Garner Kerensky challenging the offending Ward to a Trial of Grievance. Kerensky made a point of taking the first Wulfen prototype out to meet Ward’s Loki. Facing off on the trial grounds outside Krefeld, it was assumed by most observers that Ward would have the advantage thanks to his superior firepower. However Kerensky used the Wulfen’s superior mobility to dictate the range and systematically tore apart his opponent’s ’Mech with highly accurate shooting from his lone large laser. Kerensky’s configuration for the Trial became the basis of the B configuration, and open complaints about the unit ceased. Muted acceptance became admiration as the prototype Wulfen proved itself against the Silver Hawk Irregulars on a half-dozen worlds during the invasion of the Marik-Stewart Commonwealth. Wulfens further played a key role in outflanking the First Covenant Guards on New Olympia, leading to the death of former paladin Thaddeus Marik. By the time Clan Wolf turned on their Lyran allies the Wulfen had claimed its present status as a symbol of the ristar. Notable Units Star Captain Gwin Fetladral: Gwin won her Bloodname at age twenty-five and joined the Steel Wolves following the HPG blackout. An ardent supporter of the Steel Wolves rejoining the Clan Wolf fold, Gwin lost her way after Anastasia Kerensky killed Galaxy Commander Kal Radick in 3133, and she fought in only a few more combat operations before striking out on her own. Soon after, Gwin rejoined Clan Wolf and vowed to someday repay Kerensky for casually discarding Kal Radick’s vision. Type: Wulfen Technology Base: Mixed Clan (Advanced) Tonnage: 30 Battle Value: 983 EquipmentMass Internal Structure: Endo Steel 1.5 Engine: 300 XXL 6.5 Walking MP: 10 Running MP: 15 Jumping MP: 0 Heat Sinks: 10 [20] 0 Gyro (XL, IS): 1.5 Cockpit:3 Armor Factor (Stealth, IS): 104 6.5 Internal Armor Structure Value Head 3 8 Center Torso 10 15 Center Torso (rear) 5 R/L Torso 7 10 R/L Torso (rear) 4 R/L Arm 5 10 R/L Leg 7 14 Wulfen Weight and Space Allocation Location Fixed Head ECM Suite Center Torso 2 XL Gyro Right Torso 4 XXL Engine 1 Endo Steel 2 Stealth Armor Left Torso 4 XXL Engine 1 Endo Steel 2 Stealth Armor Right Arm 3 Endo Steel 2 Stealth Armor Left Arm 2 Endo Steel 2 Stealth Armor Right Leg 2 Stealth Armor Left Leg 2 Stealth Armor Spaces Remaining 0 0 5 5 3 4 0 0 Notes: Features a Full-Head Ejection System. Fixed EquipmentLocationCriticalTonnage ECM Suite H 1 1 Weapons and AmmoLocationCriticalTonnage Primary Weapons Configuration ATM 3 RA 2 1.5 Ammo (ATM) 20 RT 1 1 CASE II RT 1.5 Cargo LT1.5 Ultra AC/2 LA 2 5 Ammo (Ultra) 45 LA 1 1 CASE II LA 1.5 Alternate Configuration A 2 Double Heat Sinks 2 Double Heat Sinks ER PPC Battle Value: 1,615 RT LT LA Alternate Configuration B Supercharger Targeting Computer ER Large Laser Double Heat Sink Jump Jets Jump Jets Battle Value: 1,806 RT1 1 LT 1 1 LA 1 4 LA 2 1 RT 3 1.5 LT 3 1.5 Alternate Configuration C Double Heat Sink 3 ER Medium Lasers Targeting Computer Jump Jets Jump Jets Battle Value: 1,334 RA LA LA RT LT 4 4 2 2 3 1 5 5 Weapons and AmmoLocationCriticalTonnage Alternate Configuration D SRM 2 RA 1.5 Artemis V FCS RA 2 1.5 Ammo (SRM) 50 RT 1 1 CASE II RT 1.5 LB 2-X AC LA 3 5 Ammo (LB-X) 45 LA 1 1 CASE II LA 1.5 Battle Value: 859 Alternate Configuration E ATM 3 Ammo (ATM) 20 CASE II ATM 3 Supercharger Targeting Computer 2 ER Medium Lasers Micro Pulse Laser Double Heat Sink Battle Value: 1,839 Weapons and AmmoLocationCriticalTonnage Alternate Configuration H Double Heat Sink RA 2 1 Improved Heavy Medium Laser RT 2 1 Double Heat Sink RT 2 1 Improved Heavy Medium Laser LT 2 1 Double Heat Sink LT 2 1 Improved Heavy Large Laser LA 3 4 Double Heat Sink LA 2 1 Battle Value: 1,556 RT 2 1.5 RT 1 1 RT 1.5 LT 2 1.5 LT1 1 LT 1 1 LA 2 2 LA 1.5 LA 2 1 2 2 6 1 3 1 2.5 2.5 97 SH-1V Shiro Mass: 75 tons Chassis: Luthien Class 74-77 Endo Steel Power Plant: Ford 375 XL Cruising Speed: 54 kph Maximum Speed: 75 kph Jump Jets: None Jump Capacity: None Armor: New Samarkand Teppeki Hardened Armament: 1 Imperator LB 2-X Autocannon 4 Shigunga C Type LRM 10 Launchers Manufacturer: Luthien Armor Works Primary Factory: Luthien Communications System: Sipher CommSys 4 with Guardian ECM Suite Targeting & Tracking System: Neko Megane 7 Named after the Combine’s founder, the Shiro’s classic look evokes samurai pride, glory, honor, and nationalism. It is the only BattleMech within the DCMS that is specifically assigned by a warlord’s command staff. All Shiro pilots are required to have one Combine honor bestowed upon them, the most common being the Bushido Blade. Capabilities The Shiro is often regarded as “an assault ’Mech disguised in a heavy ’Mech chassis.” Mounting dense armor, yet still capable of maintaining pace with other heavy ’Mechs, the Shiro is best utilized leading from behind. Unlike the social generals of the Lyran Commonwealth, however, Shiro pilots are expected to advance with their troops, providing a constant symbol of the Dragon watching over its people as they bring victory to the Combine. Its quadruple Shigungas spread an impressive umbrella of ordnance that is as effective on airborne targets as they are to those on the ground. 156 Heavy ’mechs Deployment Upon seeing the Shiro for the first time, then-Tai-shu Toranaga ordered that only DCMS MechWarriors of acclaim and honor could pilot such a magnificent machine. With the Combine—and the DCMS in particular—experiencing a rebirth of its cultural history, the Shiro’s appearance on the battlefield would be an inspiration. The first operational Shiro in the Ryuken, for instance, was then given to Tai-sho Tori Ishihara for the Ryuken-go’s superb performance in the Draconis Reach campaign. Earning a Shiro became an obsession for many Kuritan officers, though it became standard practice for warlords to refuse one to an officer who publicly expressed such a desire. Tai-sa Edwin Sota, commander of the Nineteenth Sun Zhang, had his Shiro revoked after the disastrous landings on Exeter. Brash in his approach, Sota landed his DropShips in full view of the planetary capital, hoping to cow the local populace. As the cadre paraded in full regalia to their deployment zones, the Exeter militia overwhelmed the DCMS troops. With a company of ’Mechs lost in less than an hour, the Nineteenth quickly retreated. Upon their arrival at Homam, Sota was demoted, his Shiro seized by the Procurement Department, and the cadre relegated to guard duty. On Robinson, Chu-sa Moishe Tolkowski, second in command of the Seventh Sword of Light, stood fast on the hill approach near Bueller and rebuffed a heavy counterattack by the Twentieth Avalon Hussars. The Davion unit, recovered from the Seventh’s headlong assault two days prior, attempted to blast through the DCMS line and seize the Combine DropShips. Tolkowski and his company of heavy and assault ’Mechs, low on ammunition and supplies, closed ranks and met the Hussars rush head-on. Outnumbered nearly four-to-one by Davion light ’Mechs and vehicles, Tolkowski’s troops denied the Hussars their breakout. Tolkowski’s Shiro, depleted of missile ammunition as the battle unfolded, waded into the midst of the Davion charge. The sight of their commander’s Shiro smashing, kicking, and stomping Davion machines inspired the Dragon’s troops to unmatched courage. At the end of the day, a battalion of AFFS machines and men lay broken along the shallow pass. Variants A special variant of the Shiro was built as a prototype for the Combine’s new ballistic armor. The SH-2P replaced the original’s autocannon for an ER-PPC. Few of these are found in the field and are considered honored gifts when awarded by the kanrei. Notable Units Sho-sho Katsuro Sutoku: A faithful servant of House Kurita, Sutoku is happiest when piloting a ‘Mech for the Dragon. His inner peace with such simple devotion makes him a formidable warrior. Sutoku was gifted Tai-sa Sota’s Shiro after the debacle on Exeter. Tai-i Moriko Horiama: Raised on the exploits of ancient Kuritan MechWarriors, Horiama strove to earn a place among the elite of the DCMS. Graduating with honors from the Sun Tzu School of Combat, Horiama steadily moved up the ranks of the Pesht Regulars. Her innate strategic abilities served the Combine well during a Dominion raid on Schuyler, earning her recognition as a Guardian of the Lair. She now serves with the warlord’s command staff. SH-1V Shiro Type: Shiro Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 75 Battle Value: 2,016 EquipmentMass Internal Structure: Endo Steel 4 Engine: 375 XL 19.5 Walking MP: 5 Running MP: 7 Jumping MP: 0 Heat Sinks: 10 [20] 0 Gyro (XL): 2 Cockpit:3 Armor Factor (Hardened): 168 21 InternalArmor StructureValue Head 3 9 Center Torso 23 25 Center Torso (rear) 8 R/L Torso 16 18 R/L Torso (rear) 5 R/L Arm 12 18 R/L Leg 16 22 Weapons and AmmoLocationCriticalTonnage Sword RA5 4 2 LRM 10 (C) RT 2 5 Ammo (LRM) 36 RT 3 3 2 LRM 10 (C) LT 2 5 Guardian ECM Suite LT 2 1.5 LB 2-X AC LA 4 6 Ammo (LB-X) 45 LA 1 1 Notes: Hardened Armor reduces Running MP by 1. Features the following Design Quirks: Distracting. 157 ZEU-X4 Zeus X Mass: 80 tons Chassis: Chariot III Ultralight Composite Power Plant: Defiance 400 XXL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None Jump Capacity: None Armor: Durallex Shockwave Reactive with CASE II Armament: 1 Corean Light Gauss Rifle 1 Defiance Model 6 Extended Range Large Laser 1 Doombud LRM 20 Launcher 1 Defiance X5M Medium X-Pulse Laser Manufacturer: Defiance Manufacturing Annex Primary Factory: Kwangjong-ni Communications System: TharHes Calliope ZE-5A2 Targeting & Tracking System: TharHes Ares-X9-B The Zeus is the epitome of the Steiner “wall of steel.” The homegrown pride and joy of the LCAF was supposedly the ultimate proof that excellence in production quality could compensate for lackluster battlefield prowess. After three centuries of stalwart service, it was chosen for a facelift to prove Defiance’s standing as one of the Inner Sphere’s leading manufacturers. The Zeus X is equal parts poster child and innovative high-tech platform. Its upgrades elevate the venerable BattleMech to cutting edge even by thirty-second century standards. 168 Assault ’mechs Capabilities Structurally, the Zeus X-series is defined by a huge engine and a light but brittle structure covered by layers of experimental armor. When the ZEU-X4 was readied for production in the late 3110s, these features were carefully combined with sensible equipment. The thick reactive plating is now production grade and safely covers the complete ’Mech. A spacious rumble seat was upgraded to a full console, resulting in a command ’Mech for the LCAF. Equipped with simple but effective weaponry, the ZEU-X4 once again engages enemies that are no more than approaching blots on the horizon. Deployment Shortly after Gray Monday, elements of the Third Lyran Guards stationed on Port Moseby were able to test the Zeus X against ancient enemies when a company of the Second Legion of Vega landed. Striking minor commercial targets on Java, the raiders relied on their nimble ’Mechs to circumvent fortified defenses. Only after Steiner Zeuses moved onto the Semeru Flats did the Kuritans attack, confident that their superior speed would grant them the advantage in open terrain. The improved performance of the Zeus Xs shocked the Legion. The advanced assault ’Mech outgunned them at long range, and their unexpected speed was equal to that of the Legion’s Dragons. Even a few advanced Dragon IIs could not threaten the Zeus Xs, as their reactive armor neutralized the incoming Arrow IV fire. The Legion hastily retreated, harrowed by the pursuing assault ’Mechs. Only the general confusion of those days and the related communication problems prevented the incident from being used in a massive propaganda campaign. This opportunity was not missed during the recent battle of Hesperus II, where the Zeus X was again fielded by the Third Lyran Guards. Duke Brewer made sure that Defiance’s most prestigious product was covered favorably by the media. Be it as the hero of Calipee Pass— without ever engaging there—or as the defender of Phobos Peak, the Zeus X was displayed as a rally point for Lyran troops during their reclamation of its home planet. Few sources voiced the inconvenient truth that the Zeus X isn’t built on Hesperus, and that Duke Brewer himself is far away in safe hiding. Variants The original ZEU-X was an experimental engineering milestone. It was also an ungainly hodgepodge of patchwork armor, reactive composites and counterintuitive short-range weapons whose limited production during the Civil War merely served propaganda. The next model was a genuine failure, as the marriage of armored components and composite structure often resulted in a pile of undamaged internal components as the only remains of a defeated ZEU-X2. A 3080s model was an inefficient jumping monster influenced by Solaris experimentation on the obscure Sasquatch. Only the sub-variant ZEU-WD series that melded the X-series’ innovations with standard Zeus chassis, proved successful. Notable Units Kommandant Mike Donnelly, Jr: Kommandant Donnelly of the Second Donegal Guards runs his battalion with an even hand—a difficult task when the Falcons always seem to be breathing down the RCT’s neck. During the Falcon invasion, his battalion always kept the enemy on the defensive, which meant Donnelly himself often fought on the frontlines. In three separate battlefield incidents, a section of reactive armor on Donnelly’s Zeus X blew off, further damaging the ’Mech’s internal structure and placing him in jeopardy. As he was returning to base on 13 May, a catastrophic coolant failure caused the ’Mech to overheat and explode. The Guards dedicated their latest base publication to their gruff commander. ZEU-X4 Zeus X Type: Zeus X Technology Base: Inner Sphere (Advanced) Tonnage: 80 Battle Value: 2,222 EquipmentMass Internal Structure: Composite 4 Engine: 400 XXL 17.5 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 11 [22] 1 Gyro:4 Cockpit:3 Armor Factor (Reactive): 232 14.5 InternalArmor StructureValue Head 3 9 Center Torso 25 37 Center Torso (rear) 12 R/L Torso 17 26 R/L Torso (rear) 8 R/L Arm 13 23 R/L Leg 17 30 Weapons and AmmoLocationCriticalTonnage LRM 20 RA 5 10 Ammo (LRM) 12 RT 2 2 CASE II RT 1 1 Cockpit Command ConsoleH 1 3 Medium X-Pulse Laser CT 1 2 ER Large Laser LT 2 5 Light Gauss Rifle LA 5 12 Ammo (Light Gauss) 16 LA 1 1 Notes: Features the following Design Quirks: Command BattleMech, Difficult to Maintain. 169 Shrike Mass: 95 tons Chassis: DSAM Endo 4 Power Plant: Olivetti 380 XL Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: Grandthrust Mk 5 with Partial Wing Jump Capacity: 120 meters Armor: Forging ZM15 Ferro-Fibrous Armament: 2 Type 9 Ultra-5 Autocannons 1 Type X “Long Bow” LRM 10-Rack 2 Series 2b ER Large Lasers Manufacturer: Eagle Craft Group Primary Factory: Erewhon Communications System: Raptor X-T Type iii Targeting & Tracking System: Goshawk E-Series At first glance, one might erroneously assume the fearsome Shrike is another falconthemed BattleMech of Olivetti Weaponry manufacture. While it was clearly inspired by the aesthetics of Olivetti’s Flamberge and Eyrie, the Shrike’s more humble origins stem from Red Devil Industries’ Onager. Following in the footsteps of the Eyrie, Eagle Craft Group took the Onager concept and retooled it to satisfy the Clan Council’s revitalization mandates and design philosophies. The heavier Shrike, which was unveiled shortly after Olivetti’s similarly styled Gyrfalcon, met with acclaim from the warrior caste when it outperformed the Onager in all areas. After witnessing Shrikes in battle against fast, heavy ’Mechs, many Falcon warriors issued Trials of Possession for them. Since its debut, the Shrike has become one of the go-to choices for Galaxy and Cluster commanders due to its mobility, heavy armor, range, accuracy, and intimidating battlefield presence. 172 Assault ’mechs Capabilities Although heavier than its spiritual predecessor, the Shrike exceeds the Onager in every category. It can outmaneuver many heavy and assault ’Mechs, and jump jets paired with a partial wing let the Shrike reach areas inaccessible to most ’Mechs in its weight class. The Shrike’s weapons and targeting computer allow it to maintain range on its opponents, potentially keeping the pilot out of danger without sacrificing accuracy, and reinforced legs encourage Death From Above attacks on enemies who wander too close. Heavy armor, a command station, and a menacing falcon silhouette serve to make the Shrike an attractive command ’Mech. Deployment The Shrike remains exclusively a Jade Falcon asset, although a few salvaged chassis have appeared in Lyran black markets. Many Jade Falcons were enamored with the Shrike when it rolled off the assembly line, but it initially caught the warrior caste’s attention in 3115 when the Third Falcon Talon Cluster raided La Grave. Clan Wolf’s Blue Keshik fielded a large number of Tundra Wolfs on the Geiranger Plateau, so the Third brought forward its trio of Shrikes to slow them down. The Shrikes chipped away at the Tundra Wolfs from long range, and once the Wolves were forced to slow down to keep from abusing MASC, the Shrikes outmaneuvered them and dove in for the kill. Upon winning the Trial, Star Colonel Howard Malthus surprised the Wolves by immediately declaring a second batchall for further resources, bidding only the same two Shrikes that had helped win the first Trial. In the first few minutes of the Trial, Star Colonel Malthus’ Shrike killed the Blue Keshik’s commander by destroying her Orion IIC; the remaining Wolves were granted hegira in short order. Another notable battle occurred in 3142 along the Coventry front of the Golden Ordun invasion. The First Falcon Velites faced the Fifth Lyran Regulars on Guatavita, where a Talon Star of Shrikes steamrolled through two whole lances of defenders without ever letting them reach close range. The rest of the Falcons were blindsided and had to withdraw, but after regrouping, the counterthrust’s Shrike vanguard allowed the Falcons to claim the planet. Variants The Shrike 2 is a medium-range fighter that exchanges the standard configuration’s lasers and autocannon with extended-range medium lasers and Ultra AC/10s. This version has not proven terribly popular in extended engagements due to its overreliance on ammunition. The Shrike 3 exchanges the standard configuration’s autocannon for paired PPCs and five additional laser heat sinks, but heat buildup remains a problem. Notable Units Khan Malvina Hazen: An early adopter of the Mongol doctrine of warfare, Malvina Hazen leaves few survivors in her wake. During the Jade Falcons’ desant into the Republic, her even-tempered sibkin Aleksandr Hazen kept her more violent impulses in check. However, when Aleks was killed on Skye in 3134, Malvina’s gloves came off. Her successful revolt against Khan Jana Pryde, her espousal of total war philosophies, and her questionable grasp on sanity make her one of the most dangerous and feared opponents in the Inner Sphere. Shrike Type: Shrike Technology Base: Clan Tonnage: 95 Battle Value: 2,969 EquipmentMass Internal Structure: Endo Steel 5 Engine: 380 XL 20.5 Walking MP: 4 Running MP: 6 Jumping MP: 4* Heat Sinks (Laser): 12 [24]* 2 Gyro:4 Cockpit:3 Armor Factor (Ferro): 288 15 InternalArmor StructureValue Head 3 9 Center Torso 30 44 Center Torso (rear) 15 R/L Torso 20 29 R/L Torso (rear) 10 R/L Arm 16 32 R/L Rear Leg 20 39 Weapons and AmmoLocationCriticalTonnage Targeting Computer RA 5 5 ER Large Laser RT 1 4 Ammo (LRM) 12 RT 1 1 LRM 10 CT 1 2.5 ER Large Laser LT 1 4 2 Ultra AC/5 LA 6 14 Ammo (Ultra) 40 LA 2 2 Partial Wing RT/LT 3/3 5 Jump Jets RT 2 4 Jump Jets LT 2 4 Notes: *Partial Wing adds +1 Jump MP and –3 Heat per turn in Standard Atmosphere (see pp. 293 and 295, TO, for additional rules). Features the following Design Quirks: Command BattleMech, Distracting, Reinforced Legs, Rumble Seat, Exposed Weapon Linkage (Ultra AC/5). 173 PSD-V2 Poseidon Mass: 125 tons Chassis: Rhodes-P Endo Steel Power Plant: PlasmaStar 375 XL Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: None Jump Capacity: None Armor: Maximillian 320 with CASE II Armament: 2 Hyperion Lance Extended Range Medium Lasers 3 Hyperion Ray Extended Range Small Lasers 2 Hyperion Titan Bolt Extended Range Particle Projection Cannons 2 LongFire Light LRM 5 Launcher 1 Skobel Drotnik MRM 20 Launcher 3 Harvester 2K SRM 2 Launcher 1 Brontios Tight-Stream Electromagnetic Pulse Cannon 6 Titan’s Tread A-Pods Manufacturer: Rhodes Foundry Primary Factory: Devil’s Rock Communications System: Titan’s Shout Mk. IVA Targeting & Tracking System: Titan’s Vantage Mk. II with Apollo FCS 182 Colossus ’mechs Ever since the dawn of the BattleMech, it seems, engineers have tried to develop a walking war machine capable of breaking the socalled “100-ton barrier,” that point where simply too much mass stresses a frame made of too many moving parts. In the days of the original Star League, there were many attempts made to do this—all the way to the realm’s bitter end with “Amaris’ Folly” itself, the Matar. It was not until the waning days of the Jihad that the technology emerged to make viable super-heavy ’Mechs, but the sheer devastation that befell Terra, and the taint of any machines made from Word of Blake research, led to a moratorium on the notion of building ’Mechs bigger, stronger, and better than before. Having the sponsoring realm champion the cause of universal peace and minimal armies didn’t help either. But that’s not to say the Republic of the Sphere wasn’t ready to leap at the chance. No sooner had war erupted in the wake of the Blackout, and the Fortress walls had gone up, than the Rhodes Project went into overdrive— aimed at giving the Republic nothing short of the ultimate ’Mech. Capabilities The PSD-V2 Poseidon is the spiritual successor to the Republic’s first experimental attempt at a superheavy BattleMech—a lumbering biped known as the Orca. Itself derived from engineering specs for the Word of Blake’s Omega, the Orca project was mothballed shortly after it produced its prototype models. Though forgotten by most, lessons from the Orca inspired the Poseidon’s development down to its endo steel bones and reinforced actuators. Reengineered for greater stability and battlefield flexibility, the first prototypes of these superheavy tripods emerged from secret facilities on Terra and went through their paces against a surprising enemy: the Republic Senate. Deployment The Poseidon is the first of the tripod superheavies—or, as many have dubbed them, “Colossals”—produced by the Rhodes Project, but one wouldn’t know that from the hype. Unlike the heavier Ares, the Poseidon was not built for modular technology. This made it easy for observers to identify many of its features once they survived the initial encounters. Prototypes of this unit first saw action at the Serbian proving grounds on Terra, when rebel senatorial forces attempted to seize the top secret facilities there in 3135. Two test bed PSD-X1 models took the rebels completely by surprise, achieving almost as much in their shocking appearance as they managed with their weapons. The entire engagement took place under a blackout imposed by the proving grounds’ loyalist commanders, and was subsequently classified under orders from Exarch Levin himself, but details of the Poseidons’ performance quickly led to the refinements that appeared on the final PSD-V2s. At present, all Poseidon- and Ares-class superheavy tripods are being used only by the RAF’s most reliable commands, with the majority deployed only in defensive roles. Notable Units Captain Jacques Wolfcastle: As a test pilot for the Rhodes Project, then-Lieutenant Wolfcastle gained the distinction of being one of the Republic’s first Poseidon pilots to see combat, at the helm of a prototype X1 in Serbia. Though he operated the machine solo—the three-man cockpit systems were not fully established and integrated yet—and was saddled with a faulty targeting system, he managed to drive off the rebel senatorial forces with a combination of intimidation and what he called “spray and pray” shooting. In recognition of his bravery and loyalty, Wolfcastle was promoted to captain and given command of one of the first completed V2 Poseidons. Posted now to Stone’s Fury on Liberty, he has since honed his skills with a full crew of veteran MechWarriors, and leads a full lance of superheavy tripods. His combat style remains focused on using shock as his primary weapon, demoralizing the enemy with overkill attacks and saturation fire all designed to deliver more flash and thunder than surgical precision. PSD-V2 Poseidon Type: Poseidon Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 125 Battle Value: 3,760 EquipmentMass Internal Structure: Endo Steel 14 Engine: 375 XL 19.5 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 20 [40] 10 Gyro:8 Cockpit:5 Armor Factor: 384 24 InternalArmor StructureValue Head 4 12 Center Torso 38 55 Center Torso (rear) 21 R/L Torso 26 40 R/L Torso (rear) 12 R/L Arm 21 36 R/C/L Leg 26 40 Weapons and AmmoLocationCriticalTonnage ER Medium Laser (C) LT 1 1 ER Small Laser (C) LT 1.5 LRM 5 LT 1 2 SRM 2 LT 1 1 Weapons and AmmoLocationCriticalTonnage Ammo (LRM) 24 LT 1 1 CASE II LT 1 1 2 ER PPC (C) LA 2 12 2 A-Pods RL 2 1 2 A-Pods CL 2 1 2 A-Pods LL 2 1 Weapons and AmmoLocationCriticalTonnage MRM 20 RA 2 7 Apollo FCS RA 1 1 TSEMP RA3 6 ER Medium Laser (C) RT 1 1 ER Small Laser (C) RT 1.5 LRM 5 RT 1 2 SRM 2 RT 1 1 Ammo (SRM) 50 RT 1 1 Ammo (MRM) 12 RT 1 1 CASE II RT 1 1 ER Small Laser (C) CT 1.5 SRM 2 CT 1 1 Notes: Features the following Design Quirks: Command BattleMech, Distracting, Searchlight. 183 SCK-O Schrack Mass: 60 tons Chassis: Shipil SC1F Power Plant: Krupp 300 XL Armor: Fiber 15 Heavy Ferro-Aluminum Armament: 30 tons of pod space Manufacturer: Wangker Aerospace Primary Factory: Mars Communications System: COMSTAT 500 ATM Targeting & Tracking System: IMB SYS 6000 The Schrack OmniFighter has proven, over the last forty years, to be one of the Republic’s most potent aerospace fighters. Fast for its weight without being overengined, well-armored and flexible enough to fill several fleet roles, Schracks are favored fighters. Under the Fortress protocols Wangker’s Mars production facility has almost doubled production, flowing these fighters into the RAF Navy. Capabilities Shracks are offensive fighters, and all three of its available configurations reflect this. Both the primary and the A configuration are built for interception and interdiction duties, while the B configuration is a deadly dogfighter. The primary configuration’s improved heavy Gauss rifle makes it particularly threatening to enemy DropShips. Deployment In production since before the Victoria War, Schracks are familiar wings in the RAF. Wangker’s production was prodigious enough even to deploy a number with the Standing Guard, though all those wings heeded the Fortress recall order and ended up in Prefecture X. Still, enough remained with the Remnant and other abandoned forces to earn heavy praise. 188 Aerospace Fighter During the coursing of the Com Guards, the Republic WarShip Auspicium joined in the pursuit but chose the wrong jump point at Epsilon Eridani; waiting at the nadir point, its crew was disappointed when the bulk of the Com Guards arrived at the zenith point. Only a handful of transports arrived at the nadir point, and none of them merited the attention of an Aegis-class cruiser. Still, Auspicium’s aerospace escort participated in the destruction of several DropShips, including the Achilles-class Purity of Purpose. Led by two Schrack squadrons, the RAF fighters weren’t able to intercept Purpose before it broke for in-system, but they pursued nonetheless, trusting the RAF units at the jump point to arrange tenders and colliers to resupply them. Configured for dogfighting, the Schracks engaged as they could and forced the Purpose to turn and deal with them. The resulting battle was high-speed and violent; by the time Purpose signaled its surrender, only four of the original twelve Schracks were still flying. In the October 3136 Republic withdrawal from Aldebaran, two Schrack squadrons were responsible for shepherding the last DropShips out. Staging from a pair of Leopard CVs, the squadrons flew sortie after sortie against the Capellan aerospace contingent, shooting down twice their own number while losing only three planes. The final Capellan attack, as the DropShips left orbit, was spearheaded by a pair of Lung Wang DropShips. The Schracks launched a final time, targeting the Lung Wangs. Though one of the DropShips was forced to turn back with heavy damage, only three of the nine Schracks made it back to their carrier—which was destroyed the next day by Capellan fighters en route to the jump point. Notable Units Captain Nadia Kelvan: Captain Kelvan commands a squadron in the air defenses of Stone’s Pride. She and her six Schracks are often tasked as covert JumpShip security for raiding parties outside the Fortress. In the last six deployments Kelvan’s squadron has only deployed from their carrier once, when an RAF JumpShip had the misfortune to emerge from hyperspace near a pirate in the Kawich system. Kelvan’s squadron launched while the pirate fighters were still in transit and destroyed them in a single pass before escorting marine boats to capture the pirates’ JumpShip. Type: Schrack Technology Base: Inner Sphere Tonnage: 60 Battle Value: 2,113 EquipmentMass Engine: 300 XL 9.5 Safe Thrust: 7 Maximum Thrust: 11 Structural Integrity: 7 Heat Sinks: 10 [20] 0 Fuel: 400 5 Cockpit:3 Armor Factor (Heavy Ferro): 248 12.5 Armor Value Nose 81 Wings 61/61 Aft 45 SCK-O Schrack Weapons and AmmoLocationMassHeatSRVMRVLRVERV Primary Configuration Improved Heavy Gauss Rifle Nose 20 2 22 22 22 — Ammo (iHeavy Gauss) 12 — 3 3 ER Medium Lasers Nose 3 5 5 5 — — Streak SRM 2 RW 1.5 2 4 — — — Streak SRM 2 LW 1.5 2 4 — — — Ammo (Streak) 50 — 1 Weapons and AmmoLocationMassHeatSRVMRVLRVERV Configuration A Gauss Rifle Nose 15 1 15 15 15 — Ammo (Gauss) 16 — 2 3 ER Medium Lasers RW 3 5 5 5 — — 3 ER Medium Lasers LW 3 5 5 5 — — ER Medium Laser Aft 1 5 5 5 — — 6 Double Heat Sinks — 6 Battle Value: 2,173 Weapons and AmmoLocationMassHeatSRVMRVLRVERV Configuration B 2 Rotary AC/5 Nose 20 6 20 20 — — Ammo (RAC) 140 — 7 2 ER Medium Lasers Nose 2 5 5 5 — — Double Heat Sink — 1 Battle Value: 2,212 Notes: Features the following Design Quirk: Easy to Pilot, Non-standard Parts, Difficult to Maintain. 189 Gorgon Carrier Type: Military Aerodyne Use: Aerospace Carrier Tech: Inner Sphere Introduced: 3096 Mass: 6,800 tons Battle Value: 6,133 Dimensions Length: 103 meters Width: 86 meters Height: 39 meters Fuel: 500 tons (15,000 points) Tons/Burn-day: 1.84 Safe Thrust: 4 Maximum Thrust: 6 Heat Sinks: 88 (176) Structural Integrity: 12 Armor Nose: 231 Wings: 211 Aft: 202 Cargo Bay 1: Fighter Cubicles (18) Bay 2: Cargo (1,002 tons) 3 Doors 1 Door Life Boats: 3 Escape Pods: 3 Crew: 3 officers, 3 enlisted/non-rated, 4 gunners, 36 bay personnel Notes: Equipped with 51.5 tons of Ferro-aluminum armor. Weapons:Capital Attack Values (Standard) Arc (Heat) TypeShortMediumLongExtremeClass Nose (48 Heat) 3 ER PPC 3 (30) 3 (30) 3 (30) — PPC 3 Gauss Rifles (48 rounds)5 (45) 5 (45) 5 (45) — Autocannon RW/LW (28 Heat) 2 LRM 15 + Artemis IV 2 (24) 2 (24) 2 (24) — LRM (32 rounds) 1 Heavy PPC 2 (15) 2 (15) — — PPC 3 AMS (72 rounds) 1 (9)† — — —Point Defense Aft (33 Heat) 2 LRM 15 + Artemis IV 2 (24) 2 (24) 2 (24) — LRM (32 rounds) 2 Large Pulse Lasers 2 (18) 2 (18) — — Pulse Laser 3 AMS (72 rounds) 1 (9)† — — —Point Defense Notes: Features the following Design Quirks: Internal Bomb Bay. 205 Technological Advancements: 31 45 In the decades since the Jihad, military technology across the Inner Sphere continued to advance, despite the relative peace of those years. Though manufacturing slowed as the various realms and Clans focused on rebuilding their infrastructure, few truly believed that they had seen the end of war, and planned to be ready for the next Sphere-spanning conflict. Refinement of Jihad-era equipment thus became the order of the day, while innovators continued to tinker. In terms of BattleTech game play, the rules classifications of various equipment—Tournament Legal, Advanced, and Experimental—not only reflects the complexity of their rules, but also their availability to the manufacturers of the various in-universe factions. Tournament Legal weapons, for example, are readily available to all factions capable of a given technology base (Clan or Inner Sphere). Advanced weapons, meanwhile, are broadly available, but are either hardly to come by, or employ special rules that are not readily extrapolated from the core game rules of Total Warfare. Experimental weapons, meanwhile, reflect either extinct/disused technologies, or equipment still in the prototype phases— and thus are not available to mainstream manufacturing. The Dark Age Technology Advancement Table The technological advances of the BattleTech universe since the Jihad brought many items and design options previously classified as Experimental into the mainstream, while additional items even managed to pass through their experimental and pre-production phases to see limited development. To reflect this, the Dark Age Technology Advancement Table shown on pp. 215-218 shows how and when various new technologies and construction options offered in the Tactical Operations advanced rulebook (and Field Manual: 3145) moved from its previous rules classifications and into general, mainstream production. Where applicable, the years each item was first considered prototyped under its current rules class are shown (under the Prototyped column), followed by a year of introduction when the item moved to its new classification (under Introduced). Estimated Introductions Any year preceded with a tilde (~) reflects an estimated year of introduction, usually due to the fact that some factions gained access to the technology or technique within a year or two before others. Exact dates of introduction by faction are beyond the scope of this product, but campaign game masters may approach such estimated introduction years as an opportunity to slip in an item of new technology up to 2 years before (or up to 3 years after) the listed year. If randomness is desired, simply add (1D6 – 3) to the estimated year of introduction. Unlisted Advanced and Experimental Items Any Advanced- or Experimental-level equipment and items not listed in this table are unaffected by the technology progression since the Jihad and remain unchanged as of 3145. Where listed, the item’s “Previous Class” represents its level as of 3090, in the wake of the Jihad era. If an “NA” appears in the Previous Class column, the item did not have a previous class. If an item listed as “NA” for a previous rules class has a prototype date before 3090, it would be considered Experimental-level equipment in all eras before and up to 3090. 214 Dark Age Technology Advancement Table Weapon/Item Active Probes Bloodhound AP Actuator Enhancement Systems Angel ECM Armor Anti-Penetrative Ablation Ballistic Reinforced Ferro-Lamellor Heat-Dissipating Impact-Resistant Modular Vehicular Stealth Artemis V Fire Control System Artillery Cruise Missiles Autocannons ProtoMech Autocannons Rotary AC/2/5 (Clan) BattleMech Melee Weapons Claws Shield Talons Vibroblade BattleMech/ProtoMech Motive Systems Mechanical Jump Boosters UMUs Previous Class Prototyped New Class Introduced Tech Base Adv Exp Adv 3058 3070 3057IS / 3058C TL Adv TL 3082 3109 ~3080 IS IS/Clan IS/Clan NA NA Adv NA NA Exp Adv Adv Exp ~3100 ~3120 3070 ~3115 ~3090 3072IS / 3074C 3067 3061 3065 Adv Adv Adv Adv Adv Adv TL TL Adv 3114 3131 3109 3123/3126C 3103 ~3096 3084 3085 ~3095 IS IS Clan IS/Clan IS IS/Clan IS Clan IS Adv Exp ~3070 3073 TL TL 3073 3104 Clan Clan Adv Exp Exp Exp ~3050IS / 3090C 3067 3072 3065 TL Adv Adv Adv 3110 3079 3087 3091 IS/Clan* IS Clan IS Adv Adv 3060 3066IS / 3061C TL TL 3083 ~3084 IS IS/Clan 215