You are on page 1of 206

TFIBLE OF CONTENTS

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

Cardinal Transport ... . ...... .. .. ..... ... 58

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

SCK-0 Schrack ........................ 188

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

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

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

CUT-OlD Cutlass ....................... 190

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Caerleon ..................... .. ..... 200
Nagasawa-class DropS hip ............. 202
Gorgon Carrier ........................ 204

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Eyrie .......... ............ .... . . .... .. 98

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

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

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

FS9-M2 Firestarter .............. .... .. 100

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

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

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

HVC -P6 Havoc. ........... ...... . ...... 102

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

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

RK-4T Rokurokubi . . .. . ..... .. . ....... . 104

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

DropShops .............. . . . . ......... 213

TECHNOLOGICAL

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

STM-R3 Storm Raider ...... ... . ... .. .. 106

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

Hasek Mechanized Combat Vehicle ..... 50

Tiburon ............... ............. ... 108

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

ADVANCEMENTS: 3145 ...... . ... .214

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

The Dark Age Technology

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

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

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

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

Shrike .......... ..... . . . ... . . ....... 172

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

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

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

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

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

1/

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

BattleTech Line Developer


Herb A. Beas II
Assistant Line Developer
Ben H. Rome
Production Staff
Art Director
Brent Evans
Assistant Art Director
Ray Arrastia
Cover Art
Anthony Scroggins
Cover Design
Ray Arrastia
Layout
Ray Arrastia
Illustrations
Chris Daranouvong
Stephen Huda
Alex Iglesias
Seth Kurbound
Chris Lewis
Justin Nelson
Matt Plog
Anthony Scroggins
Rudy Valle
David White

Unit Stats and Record Sheets

Ray Arrastia, Sebastian Brocks, Roy Carl, Joel Bancroft-Connors,


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

Finally, we must thank the writers who brought these creations


to life, often on very tight deadlines and working from directions that
more or less told them to "throw out what you thought you knew:' No
matter the amount of work assigned, no matter how short the deadline, each of them was excited to be a part of this project, and offered
their best work. To them, we owe a great debt.
We dedicate this TRO to the memory of Mike "Hersh67" Donnelly,
Jr., who was taken from the BattleTech community far too early.

Proofers and Fact Checkers

Roy Carl, Rich Cencarik, Brent Ezell, Stephan Frabartolo, Joshua


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

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


than most people realize. For every person listed above, there are easily
two more people behind the scenes that have an important impact.
Everyone on those teams has to work together to make these books
work, and on this project, cooperation was at an all-time high. There
are some people who should be singled out for special recognition.
Johannes Heidler, who managed the design and record sheets
teams, took a monumental amount of work on his shoulders to manage.
That each of the PDF prequels to this book came with a plethora of record
sheets is largely his work. To him, and to everyone who offered him their
assistance, we owe a great debt.
Ray Arrastia, who had the parallel tasks of managing the artists and
overseein~ a complicated layout, I don't believe has actually slept in four
months. The art for this project has already been hailed as some of the
best ever, and we can lay that accolade at Ray's feet. To him, and the artists
who turned out incredible art on very tight deadlines, we owe a great debt.

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

Published by Catalyst Game Labs, an imprint of


lnMediaRes Productions, LLC
PMB 202 303 91 ''Ave NE E502
Lake Stevens, WA 98258
Find us online:

Precentor_martial@classicbattletech.com
(e-mail address for any BattleTech questions)
http:!/bg.battletech.com/
(official BattleTech web pages)
http:/ /www.CatalystGamelabs.com
(Catalyst web pages)
http://www.battlecorps.com/catalog
(online ordering)

INTRCCUCTICN
When Exarch Levin raised the Fortress in 3135, the majority of the Republic's citizens felt abandoned. Not those in Prefecture X, of course, since they were inside
the Fortress, but the citizens of the other nine prefectures quickly fell to the nearest aggressor. Ten years later, an entire generation of children has been born and
made citizen of whatever nation or faction controls their world . Ten years later, Devlin Stone has returned.
Ten years later, the Fortress has served.
The idea of the military withdrawal is one that every recruit learns, and every officer, whether Republic or not, knows that he or she will almost certainly be
called upon to lead one. The sacrifice of space for time, the time necessary to build powerful defenses and assemble counterattacking forces, always lays hard on
the those left behind. Our brethren outside the Fortress have paid the price, many of them the ultimate one, to give us time to rebuild the RAF, and assemble the
forces that will reclaim both the Republic and the peace.
Safe behind the Fortress, led by Devlin Stone, we have done that.
The people outside the Fortress will understand, once the walls come down and we begin the liberation . Our new regiments and battalions, inspired by Devlin
Stone himself and led by our knights and paladins, will march across the captured worlds and return the light of the Republic to our people. It is only their sacrifice
that has made this possible, and they will be made to know that we value this sacrifice by our tenacity and our ferocity in freeing them from the boots of invaders.
The expansion of the RAF has led to a renaissance of new technologies and equipment. New 'Mechs, battlesuits and vehicles have flowed from the manufactories across Prefecture X. Equipment designed and built by ComStar before its betrayal and destruction now strides across Republic worlds under our colors.
Fearsome new war machines stride out of the RISC facilities on Devil's Rock, proving to our own citizens and our enemies both the resolve of our new military.
New combat equipment has been built. New soldiers have been trained, and officers tested . On the battlefields where the rebels of the Senate Alliance were
defeated, on the rough stones where ComStar's outlawed Com Guards fought and died, our new military found its footing.
All of our soldiers-be they Hastati, Triarii, Principes or Stones-stand ready to reclaim the Republic. In our absence the rest of the Inner Sphere has devolved
into the same petty warfare that carried along four succession wars. If we had no other guide, the example of the decades of peace while the Republic shone would
be enough to prove the rightness of ou r cause.
-Paladin Janella Lakewood
12 October 3145

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 (Bn, otherwise referred to as the standard rules. In add ition,
to reflect the advancement and proliferation of new technologies, several Advanced Rules items from Tactical Operations have been reclassified as Standard Rules items for games
set in the Dark Age era.
Advanced Rules
Beyond the standard rules a legion of advanced rules exists, allowing players to expand their games in any direction they desire. In an effort to bring these rules to players in
the most logical form possible, the advanced rules are contained in three "staging" core rulebooks, each one staging up and building off of the previous rules set.
Tactical Operations (TO) is the first in the "staging" advanced rulebooks. Its focus is on special situations and advanced terrain during game play, and applies directly to a game
as it unfolds on a world in the BattleTech universe.
Strategic Operations (50) is the second "staging" advanced rulebook. It stages a player up to the next logical area of play, focusing on "in a solar system" and multi-game play.
Interstellar Operations {10) is the third and final "staging" advanced rulebook. Players are staged up to the final level of play, where they can assume the roles of a House lord
or Clan Khan and dominate the galaxy.

HOW TO USE THIS TECHNICAL READOUT


Complete rules for using 'Mechs, vehicles, infantry, battle armor, fighters, and DropShips in BattleTech game play can be found in Total Warfare, while the rules for their construction can
be found in TechManua/; some equipment is detailed in Tactical Operations. The rules for using JumpShips and WarShips, as well as their construction rules, can be found in Strategic Operations.
The following three definitions are used to clarify the various types of equipment that appear in Technical Readout: 3145 and are presented in the standard and advanced rulebooks.
Standard: most of these work with Total Warfare rules only, but some Advanced rules items may be present, requiring Tactical Operations for full effect.
Advanced: Any equipment mass produced "in universe"; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use.
Experimental Rules: Any equipment not mass produced "in universe" because it is prohibitively expensive, extraordinarily sophisticated, exceedingly difficult to maintain or
simply deemed too unreliable or restrictive for widespread deployment; must have Tactical Operations and/or Strategic Operations, in addition to Total Warfare, to use.
Design Quirks
Every unit described in Technical Readout: 3145 may have one or more listed positive and/or negative Design Quirks (seep. 193, 50 and p. 204, TRO: Prototypes). These quirks are
included to give each design a unique flavor. Use of these quirks is optional and should be agreed upon by all players before play begins.

As has been proven repeatedly on


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

CAPAB ILITIE S
Sniper suits are not meant for frontline
combat, and Federated designed the PAB-28 to
remind its users of that. It is a defensive weapon,
lacking the armor to compete in open combat
and the speed to escape. PAB-28 pilots often
move into position hours or even days before
firing, waiting until just the right time to strike.

DEPLOYME N T
Scout/ sniper squads in most Davion march
militias operate the PAB-28, though many light
combat teams maintain specialist squads in
their infantry contingents. A number of mercenary units have purchased the sniper suits as
well, though they often find it difficult to maintain them away from AFFS supply lines.
On Palmyra in 3144, as the Combine's surprise attack destroyed the AFFS regiments gathered there, several PAB-28 squads were among
the last troops killed or captured. In the city
of Sawle, for example, a squad of sn ipers previously attached to the Fifth Ceti Hussars LCT
remained behind while their regiment fought
for its life. Led by Sergeant Major Eduardo
Reyes, the squad went to ground in a destroyed

industrial district. By early July the capitulation


of Palmyra was complete, but the squad remained at large and hidden.
In the second week of July, a Combine shosa and his retinue visited t he battle site, hoping
to find mementos to send back to the Combine.
Shortly after leaving their vehicle, the sho-sa
was decapitated. As his body fell, surprising his
comrades, the crack of the light Gauss rifle's firing was heard-the round had arrived far ahead
of the sound of its passage. A response platoon
of DCMS infantry failed to turn up the sniper.
Over the next three months, long after
Palmyra was officially declared pacified,
Sergeant Major Reyes and his squad repeated
this tactic. A twenty-th ree-year veteran and
former instructor at the AFFS's regional sniper
school, Reyes led his men and women into a
classic harassment campaign, claiming nineteen field-grade DCMS officers, including a taisa, before their battlesuits finally succumbed to
lack of maintenance. Reyes and the two surviving snipers disappeared into Sawle's population
and evaded capture.
During the Battle of Robinson, two squads
of the Robinson DMM discovered the PAB-28's
uselessness as an infiltration suit. Attempting
to sneak into a DCMS cantonment outside
Bueller and assassinate key officers, the sniper
suits were caught by a roving patrol and quickly pinned down. Though individually effective
against single targets, the PAB-28s were unable to resist being overrun by Kuritan Kishi
battlesuits. Six of the eight snipers were killed
immediately, their light powered armor unable
to resist the Kishis' vibro claws. The remain ing
two were knocked unconscious and captured.

N OTABLE UNITS
Sergeant Neil Williamson: Sergeant Williamson
spent his boyhood on Keuterville chasing off
farm pests with a bolt- action rifle. When he decided to find a way out of the Davion Outback,
his natural aptitude for marksmanship placed
him in sharpshooter training with the Seventh
Syrtis Fusiliers. Williamson was one of the fi rst
to volunteer to be trained on the PAB-28 Sniper,
and he has become most proficient operator of
the suit in his platoon. He has employed the
Sniper with great effectiveness during raids into
the New Syrtis salient. Whenever afforded the
chance, Williamson will locate an enemy's position and try to eliminate any visible Capellan
soldier from long range, regardless of whether
the target is enlisted or an officer. His sniping attempts have seen an eighty-three percent success rate. During his downtime, he maintains his
proficiency by practicing on a firing range with
a simple bolt- action rifle like he grew up with.
Leftenant Frances Fermie r: During the
Draconis Combine's attempts to secure the
Draconis Reach, Leftenant Fermier was operating on Wapakoneta and became separated
from her platoon. Alone, she set up a sniper's
bl ind at the edge of a no man's land and proceeded to shoot down every DCMS soldier that
wandered into her sights. This led to a Kuritan
sniper firing on incoming AFFS troops, creating
a swath of ground that troops from both sides
were afraid to enter.

Type: PAB-28
Manufacturer: Federated Industries
Primary Factory: Novaya Zemlya
Equipment Rating: E/X-X-E

Weapons and Equipment


David Light Gauss Rifle (20)
David Light Gauss Rifle (20)

Tech Base: Inner Sphere


Chassis Type: Humanoid
Weight Class: PA(L)
Maximum Weight: 400 kg
Battle Value:

23
Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/Yes
Notes: Features the following Design Quirks: Difficult to Maintain.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Slots

Armored Glove
Armored Glove
Standard Stealth' 4
2 + 1 (Trooper)

Mass
80kg
Okg
0 kg
Okg
0 kg
120 kg

Location
RA
LA

Slots
(Capacity) Tonnage
1
100 kg
100 kg

Spawned from testing of the Nova (at's


Thunderbird series, the Kishi has become the
DCMS' new primary battle armor suit.

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

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

Impressed with the armor's capabilities,


the DCMS assigned incoming suits to all of its
frontline regiments stationed along the Davion
border. Most infantry commanders were quick
to adapt to the change and began new training regimens to take advantage of the Kishi's
improved movement and weapon dynamics.
The Kishi's role in safeguarding Warlord
Toranaga's life during an attempted assassination on Kaznejoy in 3129 sealed its acceptance
within the DCMS. By the time of the Combine's
advance into the Republic, Kishi suits were a
common sight in all of the Combine's premier
line regiments. The Fifth Sword of Light contains
the most, utilizing twenty squads scattered
through its three regiments.
On Mauckport, four squads of Kishis
seized the Tri-Area Spaceport command center.
Infiltrated alongside a Dragoons' Spectre squad
two weeks before the Fifth's arrival, the advance
scouts mustered in a cargo hangar operated by
Hachiman-Taro. The owner, Thomas ReginaldSmythe, was a prominent Federated Suns business mogul. He was also a deep cover agent for
the Order of the Five Pillars. Within hours of the
rest of the regiment's arrival, the spaceport was
under Combine control. The battle armor troopers repulsed a Davion counterstrike by luring
the garrison command into a section of tarmac
near several empty DropShips, then detonated
the underground fuel lines.

NOTABLE UNITS
Chu-sa Torrence Volker: Known primarily for

his life-saving actions on Kaznejoy, Volker is a


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

Swarm: Officially attached to the Twelfth


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

Type: Kishi
Manufacturer: lshikawajima-Harima Battle Armor Industries
Primary Factory: Luthien
Equipment Rating: F/X-X-F
Tech Base: Inner Sphere (Advanced)
Chassis Type: Humanoid
Weight Class: Light
Maximum Weight: 750 kg
Battle Value:
38
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/ No
Notes: Features the following Design Quirks: Easy to Maintain .
Equipment
Chassis:
Motive System:
Ground MP:
JumpMP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Heavy Machine Gun (SO)
Mechanical Jump Booster

Slots

Mass
100 kg

60 kg
0 kg

None
Heavy Battle Claw (Vibro)
7
Reflective
6 + 1 (Trooper)

0 kg
60 kg
330 kg

Location
RA

Slots
(Capacity)
1

Mass
1SO kg
so kg

The Amazon is a logical development


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

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

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

During a raid on Sirdar in 3110, Capellan


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

NOTABLE UNITS
Pai-zhang Beverly Byung-Hyun: During
the decades of unrest on Liao following the
Capellan Crusades, Byung- Hyun became one
of the early members of ljori De Guang-Light
of ljori, an insurgency movement working for
Capellan interests. Originally a cadet at the Liao
Conservatory for Military Arts for Military Arts,
she took part in a student uprising in 3128.
Upon her graduation in 3130, Light of ljori
members helped smuggle her underground
to prevent her from being pressed into service
with the RAF. Her leadership in coordinating
ljori De Guang's battle armor assets duril'lg the
3134 CCAF invasion of Liao helped return the
planet to Capellan hands. Afterward, she stood
-, at the forefront of resurrecting Warrior House
ljori and shaping its janshi into capable warriors.
In order to maintain the traditions of the original Warrior House ljori and fill two full infantry
battalions, Byung-Hyun acts as sifu for no less
than five aspirants at a time; of those five, an
average of two will graduate to zhang-si.

Type: Amazon
Manufacturer: Foxx Infantry Systems
Primary Factory: Royal Foxx
Equipment Rating: E/X-X-F
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
63 [MRR]
52 [PPC]
Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No
Notes: Features the following Design Quirks: Easy to Pilot.
Equipment
Chassis:
Motive System:
Ground MP:
JumpMP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Modular Weapon Mount
Medium Recoilless Rifle (20)
Support PPC (1 5)

Slots

0 kg
150 kg

Okg
1S kg
400 kg

Slots
(Capacity)
1 (2)
2
2

Mass
10 kg
250 kg
250 kg

None
Battle Claw
Advanced
10 + 1 (Trooper)

Location
RA

Mass
175 kg

Hordes of Buraqs accompany the Hell's


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

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

DEPLOYMENT
Kappa Galaxy's Eighty-fifth BattleMech
Cluster responded to a pirate raid on lear in 3122,
where Sarkon's Bloody-Handed had slaughtered
the constabularies of three major cities. Before
the Horses could respond, the Bloody-Handed
had withdrawn with several thousand slaves and
two DropShips laden with loot from the world's
precious metal and gem mines. The Eighty-fifth
gave chase into the Barrens and tracked the pirates to Crellacor in September.
Star Captain Mellysa Ravenwater's Point of
Buraqs scouted the wilds of the Taireed Valley
outside Loriaq. The rainy season had just ended
and the speedy Buraqs crossed the sodden
ground easily compared to the Eighty-fifth's
tanks and 'Mechs. She stumbled upon the pirate headquarters in a vast cave network under
the Rishlin Estuary. Ravenwater communicated
the find before leading her Star into the depths.
When enemies were caught outside their 'Mechs,
the Horse Buraqs slaughtered the bandits,
though the Bloody-Handed's commanders-and
those they had enslaved-were never found.
The Buraq is particularly well-suited to
the Mongol Doctrine. The 666th Mechanized
Assault Cluster used their Buraqs as heralds of
doom. On Timkovichi in August 3142, the 666th
sent three Points of Buraqs as part of a Binary
to punish the populace of Greywalk for sheltering the recently-withdrawn Kell Hounds when
Star Colonel Tricky Brown's hunter-killer Point

happened upon a hidden Kell Hound Jaguar.


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

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

Type: Buraq
Manufacturer: Csesztreg lndu striplex Gamma
Primary Factory: Csesztreg
Equipment Rating: F/X-X-F
Tech Base: Clan
Chassis Type: Quad
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
38 (Standard)
32 (Hunter-Killer)
65 (Support)
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: Features the following Design Quirks: Improved Communications.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Standard
2 Machine Guns (SO x2)
Myomer Booster
Searchlight
Hunter-Killer
Bearhunter Superheavy AC (20)
Myomer Booster
Improved Sensors
Search light
Support
Advanced SRM 2 (4 shots)
Myomer Booster
LightTAG (60)

Slots

Mass
250 kg

7
0

120 kg
Okg

None
None
Standard
7 + 1 (Trooper)

0 kg
0 kg
175 kg

Location

Slots
(Capacity) Tonnage

Body
Body
Body

2
3

Body
Body
Body
Body

2
3

Body
Body
Body

[lj

200kg \
250 kg
Skg

3
3

150 kg
250 kg
45 kg
5 kg

170 kg
250 kg
35 kg

~\

~
~
fS;

,..

~==-

~
~
-....,~
..::::--~~~"--...-.:_

----::::::::::::--.:;:::::-

---. -- .

~
~ -

---~

As ugly as its namesake, the Oni-ogreis a battlesuit typically assigned to DCMS


garrison forces or units out of favor with the
Procurement Department. Its looks are not important in the heat of battle, where the suit's
true beauty shines through . Unfortunately, in a
warrior culture steeped in tradition and appearances, performance is often ignored for more
the more nebulous traits of honor and prestige.

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

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

During the final days of fighting on Misery


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

VARIANTS
Four configurations of the suit exist due to
its modular weapons mount. Technically, infantry commanders may request particular models
based on their unit's fighting style. As always,
such flexibility exists mostly on paper as the
Procurement Department assigns whatever suit
variants they believe is necessary, regardless of
a unit's request. Fortunately, the Oni provides
opportunities for creative supply officers to increase their network of contacts and trade with
other Combine units in the area.
Currently, the gray market for Oni suits is
experiencing a glut of compact Narcs, forcing
many militia commands to experiment with alternative defensive tactics.

NOTABLE UNIT
Chu-i Samson Romanov: Head of the First
Arkab's battle armor troops, Romanov is a diehard Combine loyalist. His position within the
Azami unit is held primarily through his ancestry, as he is related to the late Caliph Markus
Romanov. A devout Muslim, Romanov has no
issue reconciling his faith with his unswerving
devotion to the Dragon and its cause. His battle
prowess, outspoken character, and sincere convictions have made him a model trooper and
one that many within the First Arkab strive to
emulate. His command squad, the Crescent
Sands, is often found in the thickest co~ bat.
Sho-sa Emily Gant: One of the few female instructors at the Kensai Kami, Gant also received
the Foundation of Galedon ribbon in 3138 during the Draconis Reach campaign. Gant claimed
a score of 1,995 points during her time as a student at the Kensai Kami, which ranks her as one
of the top three warriors to ever pass through
the program. She has been an instructor at the
facility on Aix-la-Chapelle for the last decade
and is known for suiting up in an Oni and ambushing unwary candidates during the course
of their training. Rumblings among the High
Command indicate she may be reassigned as
LAW's chief test pilot.

Type:Oni
Manufacturer: Luthien Armor Works
Primary Factory: Luthien, Savinsville
Equipment Rating: F/X-X-F
Tech Base: Mixed Inner Sphere
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
51 [Bearhunter]
74 [MRR]
64 [PPC]
57 [Narc]
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: Features the following Design Quirks: Fast Reload, Non-Standard Parts.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Slots

Mass

175 kg

3
0

80 kg

None
Heavy Battle Claw (Vibro)
Fire-Resistant (C) 5
10 + 1 (Trooper)

0 kg
60 kg
300 kg

Weapons and Equipment


Location
Modular Weapon Mount
RA
Bearhunter Superheavy AC (20) (C)Medium Recoilless Rifle (20)
Support PPC (14)
Compact Narc (4 Shots)
ECM Suite
Body
Extended Life Support
Body

Okg

Slots
(Capacity)
1 (2)

2
2
2
2

Mass
10 kg
150 kg
250 kg
250 kg
190 kg
100 kg
25 kg

Introduced before the turn of the century,


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

CAPABILITIES
Though not flashy, the Qu irin us earned a
solid reputation as a trooper battlesuit. Much of
that reputation comes from its reactive armor,
which offers advanced protection against explosive damage. This resilience was one of the
reasons this armor proved so popular in the former Free Worlds, where each of the provincial
governments often reta ined the old League's
penchant for missile weapons.

DEPLOYMENT
With the length of their service many instances of Quirinus suits stand out, but few
equal the exploits of the mercenary Nine-two
Commando. The Nine-two is a small group,
barely a reinforced company in size, though
they operate out of a customized Aurora-class
DropShip, the Radiance. They specialize in covert mission and special operations; their contracts never last more than a month or two, but
they command rates that an infantry battalion
would envy. On Marcus, in 3144, they earned
more than their money.
Hired by the Republic Remnant, the Ninetwo was tasked with infiltrating a pirate outpost
in Marcus' hinterlands. Although garrisoned
by a detachment of Redburn's VII Hastati, the
RAF forces were too light to storm the pirate

firebase. Instead, the Nine-two's planners chose


a night attack by the company's Infiltrator Mk II
platoon, while the rest of the Commando pretended to attack. The bulk of the diversionary
attack would be carried out by Lieutenant Alice
O'Quinn's Quirinus platoon, supported by the
Nine-two's VTOL flight.
The diversionary attack began just after
dusk. The Quirinus platoon made a show of
debarking from borrowed Hastati APCs just
outside of LRM range. Several pirate JES carriers advanced and opened fire, but O'Quinn's
platoon used cover and its reactive armor to
weather the assault. Frustrated, the JES commander called for the pirates' reaction force,
who stormed out of the firebase to drive the
battlesuits off. As the pirates cleared the gates
O'Quinn's platoon fell back to hidden ambush
positions while the Infiltrators were deployed
by stealthyVTOLs. The firebase radioed for help
just as O'Quinn's Quirinus troopers struck from
ambush, supported by the Hastati. Within minutes it was over; cut off from their firebase by
its own captured defenses, the pirates fled into
the wilderness.
On Zavijava in 3142 a small group of malcontents stormed and claimed a near-empty
Standing Guard armory outside the city of
Haliwell. Displeased with the reforms to the RAF
and the Republic government under the Fortress
protocols, they took hostages and demanded
Zavijava's government reject the changes. The
only military force left on-world was a squad of
Quirinus troopers led by Sergeant Ellie Purvis.
Pressed into service, Sergeant Purvis and her
squad responded. Within ten hours of negotiation it became clear that the malcontents were
unhinged and not listening to reason; after they

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

NOTABLE UNITS
Captain Alice O'Quinn: Captain O'Quinn was
promoted to XO of the Nine-two Commando
following the contract on Marcus. She has
served in Quirinus suits her entire military
career, first climbing into one as part of the
Standing Guard on Zosma. As XO she will have
considerable clout in the Nine-two, but few expect the mercenary group to purchase more
Quirinus battlesuits; though durable, they are
ill-suited to special operations.
Sergeant Ellie Purvis: Hero of Zavijava,
Sergeant Purvis and her squad were transferred to Stone's Lament. She excelled with the
Lament, and is now assigned to Stone's personal guard with Colonel Hopewell. She has thus
far resisted all efforts to transition her squad to
a more high-profile battlesuit.

Type: Quirinus
Manufacturer: StarCorps Industries
Primary Factory: Terra
Equipment Rating: F/X-X-F
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
49 [David]
42 [GL]
46[MG]
Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/ No
Notes: None.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm :
Left Arm :
Armor:
Armor Value:

Weapons and Equipment


Modular Weapon Mount
David Light Gauss Rifle {20)
Grenade Launcher {20)
Machine Gun {SO)
Light TAG {60)

Slots

1
3

0 kg
1SO kg

Basic Manipulator
Battle Claw {Vibro)
Reactive
7
8 + 1 {Trooper)

Location
LA

Body

Mass
17S kg

0 kg

so kg
480kg

Slots
(Capacity) Tonnage
10 kg
1 {1)
1
100 kg
100 kg
100 kg
3S kg

For much of her career, Paladin Kara


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

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

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

On Lyons, Simians were used to suppress


a supposedly Republic-loyal militia that was
actually run by a separatist faction. The militia
booked some initial successes against the RAF,
but failed to notice the trackers among some of
the suits they destroyed.
During campaigns in the Draconis March,
a RAF unit masquerading as part of the Davion
First Ceti Hussars' Beta Combat Command made
extensive use of Simians. In one engagement,
a lance of Gunsmiths rushed the command
lance of the Third Dieron Regulars, distracting
the commander's bodyguard while fast hovercraft delivered nearly two platoons of Simians.
The tai-sa was unable to disengage from the
battle armor, which quickly brought his Tenshi
down. The force commander cracked the cockpit and delivered a message that caused Tai-sa
Morrison to call off his attack and commit seppuku the same night.
The 3144 combat on Galatea has added
accolades to the Simian's combat record,
where disguised RAF units masquerading as
mercenaries used small craft to drop platoons
on top of Jade Falcon formations. The targets
were 'Mechs and vehicles used in support of
Elemental Stars after the Clan battle armor had
been deployed to their objectives. While these
tactics incurred heavy losses on the RAF troops,
they forced the Falcons to abandon or recall
their Elementals to fight off swarming Simians.

NOTABLE UNITS
Captain Rachel Goldstein: While in conflict
with Marik troops on Avellaneda, Captain
Goldstein led a platoon of Simians straight at a
pair of Stalker /Is that were breaching the line of
her small task force. The troopers suffered serious casualties, but managed to swarm both assault'Mechs. While the BattleMechs seemed impervious to the weaponry available to Captain
Goldstein, the Simians had a relatively easy time
extracting the MechWarriors from their torsomounted cockpits.
Sergeant Angela Gray: During a raid on Gan
Singh, Sergeant Gray's detachment found itself smashed by a lance of 'Mechs. With her
APC gone, the fate of her troopers seemed
grim until Gray ordered a mad dash toward the
nearby tracks. A freight train carrying livestock
bound for Mughal was passing by, and the
surviving Simians watched in surprise as their
commander swarmed onto the side of the train.
The troopers that recovered in time managed to
duplicate her effort and escape.
Lieutenant Douglas lnamoto: Lieutenant
lnamoto was the Simian trooper who breached
Tai-sa Morrison's cockpit. Though his superiors
reprimanded him for getting into such close
contact with an enemy combatant, they rewarded him for his skill and audacity. Despite several
requests and even a direct order, lnamoto has
refused to divulge what words he used to force
Morrison's hand. The helmet recordings from his
Simian for that time have been destroyed, and
RAF intelligence has yet to secure copies of the
tai-sa's battleROMs, if they even still exist.

Type: Simian
Manufacturer: Rhodes Foundry Ltd.
Primary Factory: Devil's Rock
Equipment Rating: E/X-X-E
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
40 [SL]
45 [LRR]
34 [Flamer]
36 [HMG]
Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No
Notes: Features the following Design Quirk: Easy to Maintain.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm :
Left Arm :
Armor:
Armor Value:

Weapons and Equipment


Modular Weapon Mount
Small Laser (30)
Light Recoilless Rifle (20)
Flamer(10)
Heavy Machine Gun (SO)
Searchlight

Slots

Mass
175 kg

2
3

40 kg
150 kg

Battle Claw (Magnetic)


Battle Claw (Magnetic)
Standard
7 + 1 (Trooper)

35 kg
35 kg
350 kg

Location
RA

Body

Slots
(Capacity) Tonnage
1 (2)
10 kg
200 kg
2
175 kg
150 kg
150 kg
5 kg

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

CAPABILITIES
The Wraith's HUD incorporates the latest
technical advances, including an automated
threat prioritization system that assigns icons
with different sizes, colors, and shapes depending upon the type of target and range. This
system is user-customizable and can store ten
preset configurations.
The unit also features a revolutionary ammunition storage magazine that can
be exchanged similar to OmniMech pods,
significantly decreasing reloading time.
Unfortunately, modular weapon mounts were
not incorporated.

D EPLOYMENT
In 3137 the Rasalhague Dominion took advantage of the Draconis Combine's preoccupation with Theodore Kurita's death to blood new
warriors in a series of border raids. The Wraith
earned considerable pra ise for its performance

on Schuyler, where elements ofthe Fourth Bear


Regulars tangled with Pesht Regulars. At 0200
hours, a Rasalhague Dominion DropShip made
a low pass over the Kurokawa motor pool and
dropped a Star of (mostly Wraith) battle armor.
The battlesuits immediately encountered heavy
resistance from three companies of conventional infantry. The Dominion force fought building
to building for three hours before finally corralling the remaining defenders in a vehicle
service hangar. After a failed frontal assault,
Star Captain Janos led two Points of Wraiths
in a flanking action while the rest of the battle armor kept the infantry pinned down. The
Wraiths jumped to the top of the building, tore
a hole in the roof and dropped into the bay. For
the next thirty minutes, they fought bay to bay,
ultimately defeating the Kuritans while suffering a handful of casualties.
When Clan Wolf moved to the Lyran-Marik
border, the Falcons, Horses, and Bears fought
over the worlds the Wolves had abandoned as
well as others. One of the earlier clashes came
in 3137 when the Rasalhague Dominion's
Fourth Bear Regulars battled the Hell's Horses'
666th Mechanized Assault Cluster on New
Oslo. After a day of heavy fighting neither force
could claim an advantage, and the Horses dispatched a Star of battle armor to eliminate
the Rasalhague Dominion commander. Two
Points of Wraiths led the assault, making their
way stealthily past the pickets. They intercepted the command Star and its escort, a point
of Elementals, as they were leaving the unit's
mobile headquarters. Although sentry 'Mechs

responded rapidly once the shooting started,


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

N OTABL E U NITS
Star Captain Boris Houan: A well-liked veteran of the Sixty-second Mechanized Assault
Cluster, Star Captain Houan was instrumental in
securing Tamar after Clan Wolf abandoned the
planet. During Epsilon Galaxy's attempt to scan
the planet for threats the Wolves may have left
behind, Houan's Trinary encountered several
well-armed bandit groups that had bubbled to
the surface during the Wolves' brief absence. In
one of the final engagements in a small village,
Houan was wounded, so his Trinary put the
whole village to the torch.
Star Commander Vy: A freeborn of small stature, Vy was always in search of a battlesuit that
could fit her properly. Despite her relatively
small size, she was determined to train for battle
armor, going so far as to design boot extensions
that would allow her to (barely) fit standardsized battlesuits. Shortly after she graduated
into the 343rd Battle Cluster, the adjustable
Wraith battlesuit was made available.

Type: Wraith
Manufacturer: BA Facility Gamma,
Primary Factory: Mannedorf
Equipment Rating (Standard): F/X-X-E
Equipment Rating (Anti-Infantry): F/X-X-F

Weapons and Equipment


Standard
Machine Gun (SO)
Machine Gun (SO)

Tech Base (Standard): Clan


Tech Base (Anti-Infantry): Mixed Clan
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value:
56 (Standard)
55 (Anti-Infantry)
Swarm/Leg Attack!Mechanized/AP: Yes/Yes/Yes/No
Notes: Features the following Design Quirks: Non-Standard Parts.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor (Standard):
Armor Value:
Armor (Anti-Infantry):
Armor Value:

Slots

1
3
Battle Claw (Vibro)
Battle Claw (Vibro)
Basic Stealth
3
10 + 1 (Trooper)
7
Reactive
10 + 1 (Trooper)

Mass
2SO kg
0 kg
150 kg

so kg
so kg
300 kg
3SO kg

Location
RA
LA

Anti-Infantry-Mixed Tech
Fired rake Support Needier (IS) (30) RA
Fired rake Support Needier (IS) (30) LA
Improved Sensors
Body

Slots
(Capacity) Tonnage
100 kg
100 kg

so kg
so kg
45 kg

Black Wolf battle armor debuted in 3138 as


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

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

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

Perhaps the bitterest irony is that Black


Wolf came to prominence during the invasion
ofTharkad in 3143. Embedded Lyran media recorded Black Wolf suits jumping into skyscrapers
to rain death down on entrenched infantry in a redoubt outside the Triad. Fire from their heavy mortars obliterated the position, clearing the way for
a push by Clan Wolf 'Mechs and Elementals into
the Royal Palace. In a single moment the battlesuit
that Clan Wolf-in-Exile had crafted to protect the
Commonwealth became an object of terror and
hatred to their Lyran comra'des.
The Exile Beta Galaxy's defense of
lncukalns saw the suit play to its strengths in
the clash at Knockbridge. Black Wolf suits of the
Second Wolf Legion took up defensive positions along the Fane River, drawing the initial
Falcon artillery bombardment on themselves
instead of supporting Cuchulainn suits. The
LB-X armed Black Wolf suits were still in fighting trim when the Falcons advanced on them,
and exploited the damage dealt by the overwatching Cuchulainns to disable an entire Star
of Falcon 'Mechs with cluster ammunition. The
carnage forced the Jade Falcons to stop the attack to bring up reinforcements, buying time for
the rest of Beta Galaxy to retreat.
When the Falcons came again, the battle
armor resisted inside Knockbridge, with the
Black Wolf suits again making use of the longrange support from Cuchulainns to create
openings to destroy Falcon 'Mechs. Flamerarmed suits then sprang a firetrap once the
Falcons had advanced into the suburbs, and a
counterattack by their plasma rifle-armed counterparts overheated a number of enemy units.

That made the ferocious counterattack of a Star


of Cuchulainns led by the ristar Barrett possible,
which temporarily drove the Jade Falcons away
and allowed the surviving Elementals to escape.

NOTABLE UNITS
Star Captain Eamon Sradac: Star Commander
Eamon was one of the liaisons with Clan Wolf
at the time of their betrayal, was one of the
very few to take the Wolves up on their offer to .
join their Clan. He brought his Black Wolf suit
with him, and soon tested up to Trinary command. He participated with distinction in the
battles for Tharkad and Hesperus II, arid most
recently won his Blood name from Clan Wolf.
Sibkin from Clan Wolf-in-Exile have sworn to
kill him for his treason.
Star Commander Devon Shaw: A former
Star Captain in the 328th Wolf Assault Cluster,
Devon Shaw lost his rank during a Trial of
Possession against Paolo, a Star Commander
in his Supernova who was determ ined 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.

Type: Black Wolf


Manufacturer: WC Site 2, W-7 Facilities, Corean Enterprises MacAdams-Suharno
Primary Factory: Arc-Royal (Site 2), Weingarten (W-7), Stewart (CE)
Equipment Rating: F/X-X-F
Tech Base: Clan (Advanced)
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value:
58 [LB-X]
67 [ERSPL]
56 [Heavy Flamer]
57 [Heavy Mortar]
54 [Plasma]
Swarm/Leg Attack!Mechanized/AP: No/No/Yes/No
Notes: Features the following Design Quirks: Non-Standard Parts.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Modular Weapon Mount
BA LB-X AC (20)
ER Small Pulse Laser (24)
Heavy Flamer (20)
Heavy Mortar (IS) (60)
Plasma Rifle (IS) (40)

Slots

Mass
400 kg
0 kg
125 kg

Heavy Battle Claw


None
Reactive
7
11 + 1 (Trooper)

Location
LA

Slots
(Capacity)
1 (2)
2
2
2
2
2

20 kg
Okg
385 kg

Mass
10 kg
440kg
555 kg
360 kg
560 kg
330 kg

liliLOG

Conceived at the same time as the Simian,


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

CAPABILITIES
Advanced metallurgy is used to create the
ultra-lightweight barrels of the battlesuit artillery weapon, making it light enough for deployment. The ammunition uses a special clathrate
propellant and a hydraulic ram to initiate deflagration. Recoil compensation is nearly nonexistent, and the legs of the suit are mechanically
locked prior to firing to prevent stress on the
operator. The static foldout legs do not permit a
properly actuated firing platform, resulting in a
very high ballistic arc and short effective range.
Engineers at Rhodes wisely used reactive
armor on the Centaur, drastically reducing the
consequence of misfires and permitting the
suits to survive some minor counterbattery
fire. Magnetic clamps were included instead of
a modular mount to make the Centaur able to
support formations that lack dedicated battle
armor transport.
While the tube artillery unit could be detached to grant the Centaur improved ground
speed, this capability is rarely used in the field.
This is attributed to the reluctance ofthe operators to relinquish the weapon that makes the
Centaur so effective.

DEPLOYMENT
Most Centaur deployments occur in 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.

Type: Centaur
Manufacturer: Rhodes Foundry Ltd.
Primary Factory: Devil's Rock
Equipment Rating: F/ X-X-F
Tech Base: Inner Sphere (Experimental)
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value:

73
Swarm/ Leg Attack/ Mechanized/AP: No/ No/Yes/ No
Notes: May only move at 1 Ground MP while carrying any Detachable Weapon Pack weapons.
Equipment
Ch assis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Small Laser (60)
BA Tube Artillery (8 Shots)
Detachable Weapon Pack
M a gneti ~> Clamps

Slots

1 (2)
0

Mass
300 kg
80 kg
0 kg

Bas ic Manipulator
Bas ic Manipul ator
Reactive
7
7 + 1 (Trooper)

0 kg
0 kg
420 kg

Location
RA

Slots
(Capacity)
1

Mass
205 kg

Body
Body

2
2

465 kg
30 kg

Following in the footsteps of the


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

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

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

In a meticulous crawl through town the


Marians used the buildings as cover until running into a pair of Cadavers. The pair ignited
the buildings, allowing the infantry forces to
close under cover of smoke. Standard infantry
tried to cripple the legs of the BattleMechs,
but found their actuators well armored. The
Marauders focused fire upon one Cadaver.
At first, the giant machine was able to shrug
off the PPC and light rifle fire, but once semiguided missiles from the Hegemony forces
rained down on the Cadaver, homing on the
TAG locks from the Marauders, the 'Mech
quickly crumpled .
The other Cadaver fled, only to crash into
a building, making it an easy target for the
combined infantry forces. Pulling the pilot
out, Marian infantrymen found him to be
none other than T. "Pony Man" Harris, leader
of the Free Leaguers in New Erewhon. Without
their commander, organized resistance in
New Erewhon quickly disintegrated. Harris'
treason trial and subsequent execution were
widely watched throughout the Hegemony.
The video recorded by Marauders as he was
pulled from his cockpit not only appeared
in the trial, but was broadcast throughout
the Hegemony.
In addition to widespread use in the
Marian Legions, the Hegemony has strengthened ties with the Taurian Concordat, allowing
Pinard Protectorates Limited to produce the
Marauder. Both companies freely sell to mercenaries in the employ of their nations.

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

Lance Sergeant Pierre Rembert: A native of


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

Type: Marauder
Manufacturer: Marian Arms Inc., Pinard Protectorates Limited
Primary Factory: Horatius, Macleod's Land
Equipment Rating: E/X-X-F
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,SOO kg
Battle Value:
48
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
Notes: Features the following Design Quirks: Easy to Maintain, Accurate Weapon (LRR).
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Support PPC (15)
Anti-Personnel Weapon Mount
Support PPC (15)
Anti-Personnel Weapon Mount
Light Recoilless Rifle (20)
Light TAG (60)
Magnetic Clamps

Slots

Mass
300 kg

1
0

0 kg
0 kg

None
None
Standard
9 + 1 (Trooper)

0 kg
0 kg
450 kg

Location
RA
RA
LA
LA
Body
Body
Body

Slots
(Capacity)
2
2
2
2

Mass
250 kg
5 kg
250 kg
5 kg
175 kg
35 kg
30 kg

Tva star Enterprises' first entry in the battle


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

CAPABILITIES
Sporting an unusually wide frame and
paired heavy battle claws, the Ogre battlesuit
exudes an intimidating battlefield presence.
While this affords a psychological advantage
against conventional infantry, the suit is illequipped for anti-infantry operations. Shortrange missiles allow the Ogre to perform in an
anti-armor role, and armor coverage allows the
wearer to withstand all but the heaviest tankmounted weaponry.
The Ogre is also available in an interdictor
model with mimetic armor and an electronic
warfare package. This equipment allows the battlesuit to maneuver into better positions than its
standard cousin, but the smaller SRM magazine
limits extended battlefield deployments.

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

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

Subedar Farisha Kanal: A member of the


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

Type: Ogre
Manufacturer: Tvastar Enterprises
Primary Factory: Regu lu s
Equipment Rating (Standard): E/X-X-E
Equipment Rating (Interdictor): E/X-X-F
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value:
54 (Standard)
66 (Interdictor)
Swarm/ Leg Attack/Mechanized/AP: No/No/Yes/No
Notes: Features the fo llowing Design Quirks: Distract ing.
Equipment
Chassis:
Motive System:
Ground MP:
JumpMP:
Manipulators:
Right Arm:
Left Arm:
Armor (Standard):
Armor Va lue:
Armor (I nterdictor):
Armor Va lue:

Weapons and Equipment


(Standard)
SRM 2 (13 Shots)
(Interdictor)
SRM 2 (8 Shots)
ECM Suite

Slots

2
0

Mass
300 kg
80 kg
0 kg

Heavy Battle Claw


Heavy Battle Claw
Standard
14 + 1 (Trooper)
Mimetic
7
14 + 1 (Trooper)

20 kg
20 kg
700 kg
700 kg

Location

Slots
(Capacity)

Mass

Body

380 kg

Body
Body

The infantryman is perhaps the oldest relic


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

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

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

Interdictor squad put themselves between the


lance and the bulk of the armed Shen Longs,
using their ECM and mimetic armor to put a
wall of electronic noise between their cohorts
and the Davion's targeting systems. The other
three squads, all armed with MRM launchers,
fired and moved. They used their advanced
armor and high speed to try and convince the
'Mechs they were more plentiful than they actually were, and it worked. By the time the Davion
lance made its way out of the minefield, all four
'Mechs had suffered actuator damage and one,
a Warlord, lost a leg and wa~ captured.
In 3103, when the AFFS first leapt across the
border, one Davion task force landed on Yuris. In
the third week of the campaign, a battlegroup
of armor and infantry tried to break through the
Davion lines around Vitale and relieve the besieged defenders. Instead, the battlegroup was
repelled and forced to retreat, hounded all the
way by airmobile forces from the Davion LCTs.
During the final skirmish the column's platoon
of Shen Long battlesuits broke away and tried
to escape. They enjoyed some early successes,
as their speed kept them away from all but the
swiftest pursuers, but the lack of ammunition for
their light Gauss rifles soon drove them to surrender when a platoon of Hauberk and Cavalier
battlesuits surrounded them.
In the Confederation's ally, the Magistracy
of Canopus, the Shen Long is prized as an infantry weapon. Service in a squad or platoon of
Shen Longs is seen as a mark of favor among
MAF infantrymen, though these units experience high casualty rates. Routinely placed in
difficult situations-or if not placed, having
sought them out-Shen Long troopers in the
Magistracy are among the most bold infantrymen anywhere.

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

The Wild Ride: This battlesuit from the First


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

Type: Shen Long


Manufacturer: Hellespont Industrials
Primary Factory: Sian
Equipment Rating: E/X-X-F
Tech Base: Inner Sphere
Chassis Type: Quad
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value:
67 [David]
60[MG]
68 [MRM]
78 [SRM]
53 [Interdictor]
SO [Pop-Up Mine]
Swarm/Leg Attack!Mechanized/AP: No/No/No/No
Notes: Features the following Design Quirks: None.
Equipment
Chassis:
Motive System:
Ground MP:
JumpMP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Slots

Mass
300 kg

4
0

160 kg
0 kg

NA
NA
Mimetic
11 + 1 (Trooper)

0 kg
Okg
550 kg

Slots
(Capacity)
2 (4)
4
4
4
3
3

Mass
90 kg
400kg
400kg
400kg
400kg
400 kg

400 kg

Weapons and Equipment


Location
Modular Turret Mount
Body
4 David Light Gauss (15 x4)
4 Machine Guns (SO x4)
MRM 5 (4 shots)
SRM 4 (4 shots)
2 Flamer (1 0 x2),
ECM Suite
2 Heavy Grenade
Launchers (20 x2), Pop-Up Mine

Named after the Celtic god ofthunder, the


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

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

DEPLOYMENT
The Taranis is assigned in companystrength batches to every Hastati Sentinels regiment and most Principes Guards units. Within
the Sentinels, many platoons are allocated directly to Omni-equipped lances in formations
reminiscent of the Clans' Novas. These elite units
are the lead assault troops for their regiments
and their exploits have helped establish the
Taranis'formidable reputation.
Operating with the Third Principes Guards,
a platoon ofTaranis helped defeat a small Spirit
Cat force on Markab in 3134. A Spirit Cat Nova
had been plaguing the local militia, so an ad
hoc combined arms unit was sent to track them
down and defeat them. After scouts located
the troublesome rebels, the Taranises were
quietly deployed into ambush positions. Once

ready, the Third's 'Mechs and armor launched


their attack, flushing the Spirit Cats straight
into the trap. The more mobile Medium Clan
Battle Armor could have outmaneuvered and
escaped the slower Taranises, but they chose
to stand and fight, desperately trying to assist
their own 'Mechs. The surprise of the ambush
and the weight of firepower from the concealed
battle armor pinned the Spirit Cats in place long
enough for the pursuing troops to slam into
their rear. The rebel force shattered, losing all
cohesion as each warrior fpught his own battle
against well-coordinated fire teams until the
last Spirit Cat gun was silenced.
During the final destruction of Buhl's
Blessed Order in 3141, the Fourteenth Hastati
Sentinels combat-dropped straight into the
First Division's position on Epsilon Eridani. Led
by Captain William Laymance, the Taranises
of the Fourteenth were assigned to take and
hold a key artillery outpost. Transported by
Scapha Hovertanks, the battlesuits deployed
right in the face of the surprised enemy,
immediately taking them under fire as the
hovercraft moved to cut off reinforcements.
Laymance's company slowly ground down
the defenders, eliminating 'Mechs and infantry alike, before capturing the battery of
Long Toms intact. Although wounded taking
down the last defending Eisenfaust, Captain
Laymance went on to lead his unit in holding
off repeated counterattacks. By the time the
company was relieved, only a dozen battlesuits remained operational.

NOTABLE UNITS
Pixie and Dixie: A pair of battlesuits in the
Eleventh Principes Guards, Pixie and Dixie
have walked off every battlefield where they
have fought with the same damage. Pixie always loses its laser, while Dixie keeps suffering
a wrecked recoilless rifle. Even after a custom
modification swapped the weapons to opposite
arms, the battle armor have steadfastly kept to
their track record. Many troopers assigned to
the suits believe that if the chain is broken, then
the 100 percent survival rate will also end. This
has led to the suspicion among the Eleventh's
technical staff that some troopers are Gleliberately damaging their weapons.
Captain William Laymance: A careful and methodical officer, Laymance is expected to rise
high in the ranks, providing he survives his tour
with the Fourteenth Hastati Sentinels' Taranis
company. Although offered a staff position after
his success on Epsilon Eridani, Laymance chose
to remain with the company, which greatly
pleased his battalion commander, who was
loathe to lose his top battle armor officer.

Type: Taranis
Manufacturer: Krupp Armament Works
Primary Factory: Terra
Equipment Rating: E/X-X-F
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value:
81
Swarm/Leg Attack!Mechanized/AP: No/ No/Yes/ No
Notes: May only move at 1 Ground MP while carrying any
Detachable Weapon Pack weapons. Features the following
Design Quirk: Distracting, Modular Weapons.
Equipment
Chassis:
Motive System:
Ground MP:
Jump MP:
Manipulators:
Right Arm:
Left Arm:
Armor:
Armor Value:

Weapons and Equipment


Heavy Recoilless Rifle (20)
Detachable Weapon Pack
Medium Laser (30)
Detachable Weapon Pack

Slots

1 (2)
0

80 kg
0 kg

Basic Manipulator
Basic Manipulator
Mimetic
7
10 + 1 (Trooper)

Location

Mass
300 kg

Slots
(Capacity)

0 kg
0 kg
500 kg

Mass

RA

245 kg

LA

375 kg

Mass: 25 tons
Movement Type: VTOL
Power Plant: Consolidated 135 Fusion
Cruising Speed: 118 kph
Maximum Speed: 183 kph
Armor: Compound FM3 Ferro-Fibrous
Armament:
3 Series 14a Medium Pulse Lasers
Manufacturer: United Outworlders Corporation
Primary Factories: Ramora
Communications System: Outworlds
Advanced 6ai
Targeting and Tracking System: Multiplatform T12d
The Gossamer was introduced in 3123 by
the Raven Alliance as a light strike VTOL for use
by freebirth and so/ahma warriors. It filled the
role of fast response unit to pirate raids on the
less-developed worlds of the Alliance that did
not warrant a full garrison with DropShip support. The Raven merchant caste saw enough
potential in the Gossamer to broker an export
agreement with Clan Sea Fox, leaving the
Alliance to produce the Gossamer and the Foxes
to distribute it. It has proven a wildly successful
export in use throughout the Inner Sphere.

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

DEPLOYMENT
The Ravens forbade sale of the Gossamer
to the Draconis Combine, but Sea Fox merchants have otherwise been left to identify their
own markets, and have done so in the Republic,
the Lyran Commonwealth, and the Free Worlds
League. Clan Nova Cat also fielded several examples during their ill-fated rebellion against
Yori Kurita.
While the Ravens originally intended the
Gossamer to be issued to static garrisons, it
was not long before the Ravens began taking
the nimble VTOLs with them to squelch pirate
raids at their source. A particularly illustrative
example of the Gossamer in Raven service came
in 3128 with the destruction of the pirate band
Rezak's Revenge on Trimaldix.
The lead Raven 'Mech Star was ambushed
by the Revenge soon after landing. The pirates
knocked out two Clan 'Mechs and disorganized
the rest before retreating through nearby foothills toward their DropShip. The Raven commander ordered his so/ahma Gossamers to slow
the pirates down. The so/ahma pilots located
the Revenge and began attacking with abandon, trying to disable as many pirate machines
as possible.
Their efforts paid off as the mounting
damage slowed the Revenge and allowed the
remainder of the Raven Trinary to catch up. In
the brief but bloody battle that followed, the pirates were annihilated. All five Gossamers were
destroyed, one deliberately crashing into a pirate Grand Dragon and earning a brief mention
in The Remembrance.
Not all uses of the Gossamer end in success.
One costly lesson for the RAF came on Ningpo
in August 3135. The planetary legate elected to

use a flight of Gossamers in direct support of


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

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

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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro):

135
Fusion
11
17
12

67
Armor

Mass
2.5
7

2
1.5
2.5
0
0
3.5

~ "--

Value
Front
R/L Side
Rear
Rotor

Weapons and Ammo


3 Medium Pulse Lasers

23
16/16
10
2

Location
Front

Tonnage
6

Mass: 25 tons
Movement Type: VTOL
Power Plant: Michaelson 135 XL Fusion
Cruising Speed: 118 kph
Maximum Speed: 183 kph
Armor: StarSiab/7 Heavy Ferro-Fibrous
Armament:
2 Diverse Optics Extended Range
Medium Lasers
2 Harpoon SRM 6 Launchers
Manufacturer: Michaelson Heavy Industries,
Victory Conditions Industries
Primary Factories: Ruchbah,
Terra (MHI). Mizar (VCI)
Communications System: Garret
Supremesound
Targeting and Tracking System: Garret D2j
Michaelson's pre-Jihad Hawk Moth gunship was one of the progenitors of the modern
VTOL arms industry, overriding the stigma that
centuries of Succession War-era combat had laid
on them. The rise of combined arms warfare kept
VTOLs in production and service, and in 3112
Michaelson and Victory Conditions Industries
collaborated to produce the Hawk Moth II.

CAPABILITIES
The Hawk Moth II bears little or no resemblance to its ancestor, though it does retain the
hallmark of early Michaelson helicopters: the
ability to withstand a Clan PPC strike to the nose
armor. Rather than a sniper, the Hawk Moth II is
a harassment and interdiction airframe, with
powerful weapons and high speed.

DEPLOYMENT
Nearly forty years of production and export
has spread the Hawk Moth II across the Inner
Sphere, but several instances of its use stand
out. In 3129, for instance, a battalion of House

Steiner's Lyran Guards stepped across the border and challenged a small Jade Falcon garrison
on Mogyorod. Because of the ineptitude of the
hauptmann-kommandant in charge, the battalion was quickly broken. Two approximately
company-sized forces fled back toward their
landing zones, pursued by Falcon Stars.
Six Hawk Moth lis, including two sniper variants, were flying cover for the northern column
when a Jade Falcon Nova caught up with them.
As the Lyran 'Mechs and tanks turned to fight,
Warrant Officer Alejandro Martinez led his Hawk
Moths out along the Falcon flank. As the two
forces exchanged opening shots, Martinez and
his flight banked around and shook out to attack.
Led by the two snipers, the six Hawk Moth
lis dropped their noses and charged across the
battlefield. The two snipers fired as they came,
and the heavy smoke from their firing obscured
the Falcons' targeting for the remainder of the
Hawk Moths. They concentrated their SRM fire
on the Jade Falcon battle armor as they crossed
and used their chin turrets to hit targets of opportunity with their lasers. Though one of the
snipers was destroyed, the five remaining Hawk
Moths made three more strafing runs, each time
drawing the Falcon's attention . Though only
one 'Mech, three tanks and two Hawk Moths
returned to the LZ, they had destroyed three
Falcon 'Mechs and almost a dozen Elementals.
During the final stages of the Com Guards'
destruction on Epsilon Eridani, Knight of the
Republic Sir Adelaide Irving and his flight of
four Hawk Moth lis harassed the retreating Com
Guards all the way back to their final redoubts,
firing LRMs from their MML launcher and providing the Fourteenth Hastati with the data they
needed to make their combat drop. Though
Com Guard aerospace fighters destroyed all
three of Sir Adelaide's wingmen, the knight was
present at the Republic's final victory.

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

NOTABLE UNITS
Sir Adelaide Irving: As one of the knights assigned to stiffen the newly-formed Fourteenth
Hastati, Sir Adelaide has become something
of a legend among its conventional forces. A
noted VTOL pilot, since Epsilon Eridani he has
begun training as a Marksman gunner and a
Scapha driver. The enlisted troopers under his
command present the highest morale in the
Fourteenth, though several of Sir Adelaide's superiors question what will happen if the brave
officer gets himself killed.
Leftenant Vardan Dales: A Hawk Moth II
pilot in the Swordsworn, Leftenant Dales
made a name for himself on Tikonov against
the Capellan Confederation. Faced with a
Confederation push on Tukwila, Dales and his
flight sortied for three days against the Capell an
column, using their missiles and lasers to slow
the advance. The valiant effort came for naught,
however, when the relief column sent by Lord
Sandoval was itself ambushed in movement
and destroyed. Faced with heavy forces, the
Swordsworn in Tukwila retreated, using Dales
and his Hawk Moths to cover their retreat.

Type: Hawk Moth II


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

Equipment
Internal Structure:
Engine:
135
Type:
XL Fusion
Cruise MP:
11
Flank MP:
17
Heat Sinks:
10
Control Equipment:
Lift Equipment:
Power Amplifier:
VTOL Chin Turret:
Armor Factor (Heavy Ferro) :
79
Armor
Value
Front
18
R/ L Side
16/16
Rear
16
Chin Turret
11
Rotor
2
Weapons and Ammo
2 ER Medium Lasers
2SRM6
Ammo (SRM) 30

Location
Chin Turret
Front
Body

-~-

1.5
2.5
0
.5
4
~--

~Tonnage
2
6
2

Notes: Features the following Design Quirk: VTOL Rotor


Arrangement (Dual).

Mass: 25 tons
Movement Type: Hover
Power Plant: Magna 145 Fusion
Cruising Speed: 118 kph
Maximum Speed: 183 kph
Armor: Hellespont Lite Stealth
Armament:
3 Mydron Mini Magshot Gauss Rifles
Manufacturer: Novis-AT-H, Inc.
Primary Factories: Detroit
Communications System: Ceres Metals Model
777 with Angel ECM Suite
Targeting and Tracking System: Apple
Churchill 3000 with TAG and Bloodhound
Active Probe

The Capellan Crusades revealed many


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

CAPABILITIES
The Luduan is a force multiplier, not a
battle tank. Its detection and electronic warfare
equipment is second to none, enabling it to
root out the most well-concealed units, while
jamming attempts by enemy forces to do the
same. The Luduan also provides highly mobile
target designation capability to Capellan forces. RAF commanders should be prepared to
face significantly increased artillery fire when
Luduans are present on the battlefield.

DEPLOYMENT
Its specialized role means the Luduan is
not required in great numbers, but since first
observed in 3136 it has spread to nearly every
unit in the Confederation, even those without
organic artillery assets. In militia units it is commonly employed as a scout, or attached to artillery vehicle platoons. More prestigious outfits
match Luduans up with Arrow IV-equipped
'Mech lances.
Even the most optimistic Capellan planners did not foresee the iQcredible advances
the Confederation has made into Republic and
Federated Suns space. With this success has
come new tactical dilemmas for CCAF forces,
as they find themselves pressed into roles they
spent little to time training for. As the CCAF
sweeps forward, only token forces can be
spared to hold down worlds that have never
known Capellan rule, and whose greatest wish
is to see it removed.
One such incident occurred on Taygeta.
Taygeta had been a Davion world for centuries,
and its citizens bitterly resisted the occupation . With most Capellan line units withdrawn
in support of the drive on New Syrtis, it fell
to elements of Lockhardt's Ironsides to keep
Taygeta in check. Realizing that any attempt to
hold the entire world would end in failure, the
Lockhardt commander built a series offirebases
in key areas, while otherwise allowing free rein
to Davion resistance fighters and the battered
AFFS remnants not yet hunted down. A sharplyfought ambush of a Capellan convoy ferrying
supplies between these strongpoints demonstrated the value of the Lockhardts' strategy,
and the Luduan it was built around.

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

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

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

p
Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Stealth):

145
Fusion
11
17
10

48

Mass
2.5
7.5

tl ..

0
1.5
2.5
0
.5
3

Armor

Value
Front
R/ L Side
Rear
Turret
Weapons and Ammo
TAG
3 Magshot Gauss Rifles
Ammo (Magshot) 50
Angel ECM Suite
Bloodhound Active Probe

12
10/ 10
8
8
Location
Tu rret
Turret
Body
Body
Body

Note" Feotme< the followlog De<lgo Qul<k<o


Commuol<otloo..

l7

Tonnage
1
1.5

2
2

lmpm~

""'

..

Mass: 25 tons
Movement Type: Wheeled
Power Plant: GM 180 Fusion
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Armor: Krupp 155
Armament:
1 Holly SRM 4 Launcher
1 Diverse Optics Extended Range
Small Laser
2 SureFire Miniguns
Manufacturer: Brigadier Corporation
Primary Factories: Oliver
Communications System: Exeter LongScan
with Guardian ECM Suite
Targeting and Tracking System: Standard
TargetTrack
The Shandra is the preeminent scout vehicle of almost every modern military. Introduced
just after the founding of the Republic and produced by one of the realm's most valued corporations, it spread throughout the Inner Sphere
during the rise of combined arms militaries.

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

DEPLOYMENT
Strategists from the days of Sun-Tzuand likely earlier-have known the value of
intelligence in battle, and the Shandra excels

at surviving almost any conditions to retrieve


that intelligence. This has led to any number
of Shandra-on-Shandra reconnaissance duels,
but has also demonstrated the vitality of
Brigadier's creation.
During the Victoria War, Shandras from
the Davion invasion force spread far and wide
across Victoria's windswept plains, probing
for the Capellan flanks. In one such encounter, a Shandra crew commanded by Corporal
Coryander Clay was intercepted by an ancient
Home Guard Spider. Corpo~al Clay and his gunner immediately fled, but the Spider pursued.
The two combatants were evenly matched in
speed, but the Spider had the advantage. At
any turn the Shandra made, the Spider could
cut the corner and close the distance. Knowing
they were trapped to do little more than run
in a straight line, Clay and his gunner, Private
Gemima Horace, turned and fought.
The resulting engagement was sharp,
short, and high-speed. Clay and Horace kept
their Shandra at its top speed, hoping to get behind the Spider, while the Capellan MechWarrior
slowed and tried to aim his medium lasers.
There was only time for one shot before they
passed each other. The Spider's lasers carved at
the armor over the Shandra's nose, while the
Shandra's return fire-missiles and a laserstung at the Spider's thin armor. Luckily for the
Shandra crew, one of their missiles struck the
Spider in the head, disorienting the pilot for half
a minute. The Shandra crew used the time to
escape, opening their lead to a full kilometer. By
the time the Spider pilot regained his wits, the
Shandra was too far away to chase.
The ubiquitous nature of the Shandra
makes it popular for covert missions, such as a
raid staged by the RAF across the Fortress wall
to Quentin in 3143. There, a small force of four

Shandras, two VTOL APCs and a single Blade


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

VARIANTS
Early models of the Shandra were lightly
armed and powered by an internal combustion
engine, but Brigadier quickly offered the more
versatile and high-tech model that races across
almost every battlefield.

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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor:

180
Fusion

Mass
2.5
10.5

8
12
10

64

0
1.5
0
0
0
4

Armor

Value
Front
R/L Side
Rear

Weapons and Ammo


SRM4
Ammo (SRM) 25
ER Small Laser
2 Machine Guns
Ammo (MG) 100
Guardian ECM Suite

24
15/15
10

Location
Front
Body
Front
Rear
Body
Body

"-..._
Tonnage

2
.5
.5
1.5

Notes: Features the following Design Quirks: Exposed


Weapon Linkage (Machine Guns), Poor Sealing,
Power Reverse, Rumble Seat.

['

Mass: 30 tons
Movement Type: VTOL
Power Plant: Hermes 100 Fusion
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Armor: StarSiab/ 3
Armament:
4 Scattergun Machine Guns
Manufacturer: Michaelson Heavy Industries
Primary Factories: June, Ruchbah, Terra
Communications System: Garret T1 0-B
Targeting and Tracking System: Garret E2b

Debuting barely two years before the


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

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

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

remain on targeted worlds, serving as part of


whatever force is occupying them or else seconded to civilian or paramilitary units.
On Milton, soon after that world's fall to
the Wolf Empire, a unit of RAF infantry inserted
covertly and linked up with two Cranes in the
distant outpost town of Kitsford. Their target
there was a building intended for a Watch headquarters; it was an old Succession Wars-era bunker being retrofitted. The Cranes were to infiltrate the site as construction equipment among
the laborer caste workers puilding it, while the
infantry masqueraded as laborers. After a week
to learn the routine, the RAF contingent struck.
Instead of carrying supplies, on the dawn
of March 23, 3145 the two Cranes delivered two
squads of stolen Ogre interdictor suits. As they
dropped from the Cranes to the worksite, concentrated SRM fire quickly destroyed the Point
of Wolf light battle armor on watch. Over the
next hour, covered by the static jamming of
their built-in ECM suites, the Ogres used missiles and battle claws to destroy the installation.
When they were done, one of the Ogres was
abandoned with evidence linking it to the Free
Worlds League Military. The squads exfiltrated
on the Cranes. The next day both the infantrymen and the Cranes were summoned to work in
the recovery effort, the Wolves having believed
the evidence.
Cranes often see service in recovery efforts.
In 3139 on the Federated Suns world Basantapur,
Cranes were summoned from nearby June to
help after a Periphery pirate raid destroyed a
hydroelectric dam and left more than 20,000 civilians without power. Carrying infantrymen for
security, food and water and emergency aid supplies, more than a dozen Cranes flew round-theclock shifts. One of them, piloted by Sergeant

Chester D'Amico, responded to a security call to


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

NOTABLE UNITS
Sergeant Chester D'Amico: A Crane pilot in the
Periphery Guard, Sergeant D'Amico returned to
June after service on Basantapur and was assigned to a special reaction force being.assembled. Intended to respond quickly to pirate attacks, this combined-arms battalion is assigned
its own DropShip and JumpShip and trains to
interdict and capture pirates. Sergeant D'Amico
and his Crane crew were specifically requested
because of their experience on Basantapur,
though his CO has cautioned him to ensure any
future prisoners are securely fastened when the
Crane is airborne.
Warrant Officer Heidi MacCiellan: Officer
MacCiellan leads a two-Crane element in the logistical support units ofthe First Steiner Strikers.
With the Strikers on Furillo, between the Jade
Falcons and the Wolf Empire, the Strikers are staying at a high state of readiness, which puts significant stress on their logistical efforts. MacCiellan
has been twice decorated in the last six months
for bringing her malfunctioning Crane to a safe
landing without damage to its cargo or passengers; despite this, a notation of insubordination
has been entered into her record for an action in
June, when she refused orders to take to the air
after sixty straight hours in the cockpit.

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:

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

100
Fusion

8
12
10

0
1.5

3
0

.s
112
Armor

Value

Mass

3
4.5

Mass

Front
R/L Side
Rear
Rotor

30
30/30
20

Weapons and Ammo


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

Location
Right Sponson
Left Sponson
Body
Body

Tonnage
1
1
.5

Notes: Features the following Design Quirk: VTOL Rotor


Arrangement (Dual).

Mass: 30 tons
Movement Type: VTOL
Power Plant: Light Force (XL) 160
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Compound VM22 Ferro-Fibrous
Armament:
1 Type 9 Ultra Autocannon 10
2 Series 3c Micro Pulse Lasers
Manufacturer: Quikscell Company
Primary Factories: Pandora
Communications System: K9 CommSys
Targeting and Tracking System: Hunter (2)
Dedicated TTS

When Pandora was recaptured by Clan


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

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

DEPLOYMENT
The Hartshill militia was augmented by the
mercenary Glorious Kensai when a company of
the Farstar Raiders attacked in 3127. The com bined-arms Kensai was training the militia as
part of a garrison contract. When the Raiders
hit the capital to raid a civilian vehicle factory, the defenders were isolated in the Grand
Staffordshire Jungle. Only the Kensai's flight of
Skadis was able to respond.
Captain Norman Stoke led the counterattack. As the four VTOLs confronted the company of light 'Mechs, Stoke knew they were outmatched, but he didn't let that stop him. The
Skadis used their Clan weapons to overwhelm
a Raider Locust first. The pirates' first indication
of the defenders was the Locust exploding as
its reactor went critical. A fierce battle ensued
through the streets ofTrent as both sides maximized their speed and maneuverability. Half
the city was ruined as the 'Mechs took cover
in buildings to launch attacks on the slashing VTOLs. Stoke's assault continued until his
comrades blazed to the ground. His ammo had
run dry, but he still harried the enemy with his
lasers. Finally, the rest of the Kensai reached
the city.
They watched Captain Stoke finish off a
pirate Commando before fire sent him to join
his comrades on the paved streets ofTrent. The
pirates fled when the Kensai 'Mechs arrived,
leaving five of their number among the wreckage. A statue of Stoke and his comrades stands
sentinel in a memorial park in the center of rebuiltTrent, to which the Raiders never returned.

NOTABLE UNITS
Star Commander Ulysses: Assigned to the
Twelfth Falcon Hussars Cluster, Ulysses often
challenges other Skadi pilots in his Trinary to
augmented Trials of Grievance. In recent years,
these short VTOL-on-VTOL duels have resulted
in more lost Skadis than the Twelfth has lost in
combat against any of the Falcons' enemies,
leading to a moratorium on VTOL Trials. For reasons unknown to his superiors, Ulysses seems
more interested in defeating his peers than he
does in advancing his rank. If his aim was advancement, many believe he would have already won command of his Trinary.
Point Commander Irene: An anomaly amongst
Falcon Skadi pilots, Irene uses her Skadi as an
assault VTOL rather than a fast scout. Her peers
in the Eleventh Falcon Velites believe she wishes
to merely throw her life away in a wasteful, unCianlike manner, but her tactics have thus far
have proven effective, despite her tendency to
disobey orders.

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
VTOL Chin Turret:
Armor Factor (Ferro):

Front
R/ L Side
Rear
Chin Turret
Rotor

Weapons and Ammo


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

160
XL Fusion
10

4.5

15
10

0
1.5
3
0

86

4.5

Armor
Value
23

16/16
16

13
2
Location
Chin Turret
Body
Front

Tonnage
10

2
.5

Notes: Features the following Design Quirks: VTOL Rotor


Arrangement (Dual).

Mass: 35 tons
Movement Type: Wheeled
Power Plant: Michaelson 155 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Armor: StarSiab/1
Armament:
1 Diverse Optics Extended Range
Medium Laser
Manufacturer: Michaelson Heavy Industries
Primary Factories: June, Ruchbah, Terra
Communications System: Garret Supremesound
Targeting and Tracking System: Garret
GRNDTRK 9

The primacy of combined arms was


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

CAPABILITIES
The Amphibious APC is neither a frontline
combatant nor a long-haul armored personnel carrier. Though its armor is heavy enough
to brave contested crossings, the APC lacks
anything but the most basic weaponry and its
speed makes it easy prey to almost any combat
vehicle. What makes it worthwhile is its in-orout of the water adaptability and its eight tons
of infantry capacity.

DEP LOY MENT


Amphibious APCs played a key role in the
Battle of Tarkington Point on Finsterwalde in
December 3130. There, when a small unit of

Tamarind-Abbey 'Mechs and tanks attacked the


lightly-garrison Lyran Commonwealth world, it
was only the militia's Amphibious APCs that carried them to victory.
Tarkington Point hosted a small militia
training center and supply depot; why the
Tamarind-Abbeys allowed such a strong strike
against such a small target has never been discovered. Regardless, when the pair of 'Mechs
and handful of hovercraft advanced on the
town, the local militia force fled into the sea
in their amphibious APCs. The MechWarriors,
seeing their enemies flee, chose to treat with
the Tarkington Point city fathers. While they
spoke, the militia APCs trundled up the coast
and beached to meet a relief column from the
larger militia fort at Capedown . Militia battlesuits boarded the APCs for a return trip down
the coast while a force of hovertanks and conventional APCs moved overland.
Six hours later desperate calls from vehicle
pickets outside the city called the MechWarriors
away from a banquet they'd demanded and
back into their cockpits. As they moved along
the shoreline to intercept the hovertank force
bearing down on them from a coastal road,
the Amphibious APCs crawled out of the water
and their battle armor troopers attacked . The
first Tamarind-Abbey 'Mech, a Hollander, was
brought down quickly. The second, a more
fleet-footed Wraith, fled back toward its landing zone, where it found a militia force sitting
on its DropShip. The Tamarind-Abbey hovercraft
remained behind to screen the MechWarrioridentified after capture as a young noblemanand were trapped between the APCs' infantry,
their own lasers, and the advancing conventional vehicles.
During the battle for Skye against the Jade
Falcons, a team of reservists commandeered
a platoon of Amphibious APCs. Disobeying

direct orders, they loaded their reserve infantry company and crossed the Bay of Balmoral
to try and reach the action . Given the weather-it was storming-and the fact that none of
the reservists had ever driven an Amphibious
APC before, it was either a miracle or a bravura
demonstration of skill that any of them made it
across alive.
Unfortunately for them, the combat never
got closer than 300 kilometers from their position. In the aftermath, the Skye militia courtmartialed all three officers in the company and
cashiered them. The enlisted men were docked
one month's reservist pay and transferred to
new districts.

NOTABLE U NIT S
Captain Hamid ai-Khar: Captain ai-Khar commanded the Amphibious APC detachment at
Tarkington Point. Though only a lieutenant, junior grade, at the time, he assumed command
and led his vehicles away to preserve them .
Later recognized by the militia colonel as having offered a vital service, he was decorated and
promoted. He now commands the outpost at
Tarkington Point, which the mil itia is turning
into an amphibious warfare training center.
First Leutnant (ret.) Dieter Kolb: Kolb commanded the reserve company on Skye during the Jade Falcon attack. A Skye native,
he'd grown up on stories of the famous 348th
Reserve Detachment of the Skye Militia. As an
officer, he'd lobbied to get his detachment the
same designation-348th Reserve Detachment.
When the Falcons landed, Kolb saw a chance to
earn his own place in legend, but his superiors
didn't see things the same way. None of his fam ily's connections were able to keep him from
being fo rcibly retired.

Weapons and Ammo


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

Type: Amphibious APC


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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor:

155
Fusion
5

8
10

128
Armor
Value

Front
R/L Side
Rear
Turret

49
22/22
15

20

Mass
3.5
8.5

Tonnage
1

8
3.5

Mass: 35 tons
Movement Type: Hover
Power Plant: Omni 175 Fusion
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: StarGuard II
Armament:
1 Holly SRM 4 Launcher
1 Diverse Optics 1OX Extended-Range
Small Laser
4 Diverse Optics 10 Small Lasers
2 Johnston Miniguns
Manufacturer: Scarborough Manufacturers
Primary Factories: AI Na'ir, Algedi
Communications System: Scarborough Talky
2 with Guardian ECM Suite
Targeting and Tracking System: Scarborough
Tracky 2

The Scimitar was upgraded at the turn


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

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

DEPLOYMENT
The Combine faced large numbers of
Scimitars in its 3135 offensive that claimed
several Republic worlds. On Biham, the Second
Triarii Protectors used them exclusively as
recon units and harassers. Capable of maneuvering around the tight mountain passes, the
Republic Scimitars harried the 'Mechs of the
invading Second Sword of Light. Their strikeand-fade tactics, along with liberal use of infernos, held the Second's advance long enough
for the Republic to reposition its artillery. As
the Sworders exited the pass, they came under
withering artillery fire. The DCMS pulled back
and repositioned, giving the Protectors enough
time to withdraw and reinforce their lines
around Hughesville.
Scimitars were a crucial part of the
Combine's buildup in preparation for their invasion of the Federated Suns. While most Saracens
and Salad ins were assigned to recon and strike
platoons, Scimitars were shunted into support
positions in DCMS infantry regiments. On several occasions in the thrust toward Robinson,
these hovertanks were welcome support for
mechanized platoons. Their speed gave them a
critical advantage in moving through the tight
urban environments where suspected Davion
bunkers and supply dumps were located.

VARIANTS
The DCMS authorized two variants for production after 3135. Both incorporate a light PPC
and advanced electronics suites. One provides
defensive electronic countermeasures to break
up enemy targeting systems; the other utilizes
C3 components to better network with other
recon and harasser units.

NOTABLE UNITS
Lisabet Wolf: Born poor on Proserpina, Lisabet
lost her family to that world's dominant predator, the blood limpet. Orphaned at thirteen,
she roamed the Republic, working various
jobs-many illegal-to support her wandering
spirit and her flaxstem addiction. On Tikonov,
she became immersed in Clan culture after
being coerced by Burdock Wolf, a tank driver
and mechanic for the Steel Wolves. The Clan
way offered her a structured life and closed
society that she desperately needed. After
eighteen months of persistence and dogged
determination, her petition to join the Steel
Wolves was accepted and she tested into the
Wolf Lancers.
Blood Limpet: Piloted by Lisabet Wolf, the
Limpet was claimed by the Steel Wolves during a raid in 3124 and became Lisabet's personal project. The Lancers, impressed with her
dedication to improving the battered hulk,
funneled her the parts and equipment necessary to get the vehicle into combat trim. When
the Steel Wolves disbanded, Lisabet took
the Blood Limpet and her crew and joined
Anastasia Kerensky's Wolf Hunters. The Blood
Limpet was destroyed during the debacle on
Smolnik and Lisabet captured. Her fate at this
time remains unknown.

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor:

Front
R/ L Side
Rear
Turret

175
Fusion
10
15
10

Mass
3.5
10.5

0
2
3.5

0
104
Armor
Value
31
21 / 21
14
17

.5
6.5

Weapons and Ammo


SRM4
Ammo (SRM) 25
ER Small Laser
4 Small Lasers
2 Machine Guns
Ammo (MG) 100
Guardian ECM Suite

Location
Turret
Body
Front
Front
Front
Body
Front

Tonnage
2
.5
2
1
.5
1.5

Mass: 40 tons
Movement Type: Tracked
Power Plant: GM 200 Light Fusion
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Armor: Johnston Duraweave 8000 Heavy
Ferro-Fibrous
Armament:
1 Johnston Parti-Cannon
1 BlazeFire Spreadshot Small Pulse Laser
Manufacturer: Johnston Industries
Primary Factories: New Syrtis
Communications Syst em: CommuTech XL
Targeting and Tracking System: BlazeFire
Ranging System Type 5

At the turn of the century, as the Victoria War


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

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

D E PLOYMENT
Haseks have been purchased and spread
across the Inner Sphere since their introduction,
and though production has halted with the

Capellan conquest of New Syrtis many remain.


They have offered the same sterling service in
every theater.
During the invasion of Victoria many
Haseks were sent forward to prove their worth.
In the main they performed as expected,
though one crew earned battle honors the
equal of a battle tank of much greater mass.
Sent as part of an extended raid, Sergeant Delos
Fens and his crew carried a jump infantry platoon intended to infiltrate a Home Guard depot
and destroy it. They crawle,d carefully through
the Liao lines, crossing barely six kilometers in
two days, before sprinting toward the depot.
Capellan defenses, expecting a conventional
VTOL-based assault, never detected the Hasek,
and the jump infantry platoon infiltrated and
destroyed the supplies with little opposition.
On New Syrtis, as the Capellans advanced
toward Johnston Industries, a number of Haseks
were pressed into service as battle tanks. The
medium-weight tracks had little success challenging Capellan heavyweights like the Po II,
but the sheer number of them allowed them to
do some damage before they were dealt with .
In particular, one platoon used concentrated
fire from their PPCs to wound three Capellan
'Mechs. The sergeant in charge was captured
when battlesuit infantry overran his tank, but
a prisoner exchange shortly after the fall of the
factory returned him to Davion hands.
Despite the Hasek's utility the Capellan
Strategios halted production of the tank after New
Syrtis' fall, no doubt to remove even equipment
bearing the late duchess' name from use. Despite
the rallying power Amanda Hasek's death offers
the AFFS, the largely symbolic victory her execution gave the Capellan Confederation makes it
necessary for the Liaos to take every opportunity
to reinforce that symbolism.

NOTABLE U N ITS
Leftenant Alan Hasek: A distant relation to
the Capellan March's ruling line, Alan Hasek
was assigned to a Hasek MCV as little more
than a marketing ploy for the model meant to
reinforce patriotism in the region. Originally,
Leftenant General Gullam of the First Syrtis
Fusiliers intended Alan's Hasek to be purely a
parade unit used to drum up local support for
the Hasek family. Alan became an overnight
celebrity in the Capellan March, despite his
relative unimportance to Hou se Hasek's line of
succession . He does not buy into his own undeserved fame, however, and strives ta command his platoon just like any other officer, eschewing any special treatment from the LCT's
command. His Hasek crews feel his assignment
to their platoon lends some aura of authenticity and mystique to the unit.
During the Capellan Confederation's invasion of the Capellan March, General Gullam
wanted to keep Alan's platoon away from the
fighting, in order to preserve his capacity as
a patriotic symbol. However, the First's position was quickly overrun. Alan disobeyed his
orders, and his platoon's timely intervention
secured an escape route. His heroism ultimately catapulted him to even g reater fame
and adoration.

Type: H~sek
Technology Base: Inner Sphere
Movement Type: Tracked
Tonnage: 40
Battle Value: 841
Equipment
Internal Structure:
Engine:
200
Type:
Light Fusion
Cruise MP:
s
8
Flank MP:
Heat Sinks:
12
Control Equipment:
Lift Equipment:
Power Amplifier:
Tu rret:
Armor Factor (Heavy Ferro):
178
Armor
Value
Front
48
R/L Side
35/ 35
Rear
30
Turret
30

Weapons and Ammo


PPC
Small Pulse Laser
Infantry Compartment

Mass
4
10

2
2
0
0
9

Location
Turret
Turret
Body

Tonnage
7
4

Notes: Features the following Design Quirks: Easy to


Repair.

Mass: 40 tons
Movement Type: Hover
Power Plant: Strand 265 XXL Fusion
Cruising Speed: 118 kph
Maximum Speed: 183 kph
Armor: Grumman CRR Reflective
Armament:
13 tons of pod space available
Manufacturer: Grumman Industries
Primary Factories: Terra
Communications System: TransComm 44
Targeting and Tracking System:
Bundesweyth FlexTrak

Grumman Industries' Scapha Hovertank


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

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

DEPLOYMENT
The fall of Republic worlds to aggressors in
every prefecture was often violent, and Scaphas
in the Standing Guard made those falls even
more costly for the invaders. Few Scaphas made
the splash that one did on Arboris when House
Liao claimed the world. Though the world's
main defenses collapsed, several small units
remained in the field as guerrillas. One of these
units was the Scapha known as Golem, commanded by Sergeant Erin Cobb. Working with
pre-positioned caches an9 undercover technicians, Golem and Sergeant Cobb's crew fought
a six-month campaign of resistance.
Arboris is a world of fields and agriculture;
perfect terrain for a hovertank. Using local
guides and collaborators as her sources of intelligence, Sergeant Cobb used Golem across
half a continent. When spies would locate a
Liao bivouac, she would configure Golem and
bombard them with Thumper artillery. When
a lightly-defended convoy would be spotted
between farming communities, Golem would
switch out for autocannons guided by targeting
computers and stab armor-piercing and precision autocannon rounds into the thin-bodied
logistical vehicles. With its incredible speed
and a knack for avoiding air patrols, Golem
was all but invisible to the Liaos. It wasn't until
the local Maskirovka officer began a targeted
campaign to localize and destroy Golem that
Sergeant Cobb and her crew went to ground.
At last report, in early 3144, Golem had not yet
been recovered, leading some RAF analysts to
speculate that Cobb and her crew are biding
their time.

NOTABLE UNITS
Lieutenant Farah Cobb: Farah Cobb is Erin
Cobb's older sister. She is also a Scapha commander, serving with Stone's Fury on Liberty. It
has been particularly harsh duty for her, putting
down the anti-exarch protests on Liberty that
object to the Fortress, when she knows that
same Fortress separates her from word of her
sister. Though she and her entire family take extreme pride in Erin's accomplishments, Farah's
superiors are beginning to wonder if she will
last until the Fortress is taken down. Her judgment has been getting more and more erratic
as no new news comes from Arboris.
Type: Scapha
Technology Base: Inner Sphere (Advanced)
Movement Type: Hover
Tonnage:40
Battle Value: 1,425
Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Reflective):

Front
R/L Side
Rear
Turret

Mass
4
265
XXL Fusion
11
17
10

2
4

0
120
Armor

Value
30
20/20
20
30

1.5
7.5

Weapons and Ammo


Primary Configuration
2 Light PPC
Targeting Computer
Angel ECM Suite
Bloodhound Probe
Supercharger
Configuration A
Rotary AC/5
Ammo (RAC) 60
Battle Value: 1,399
Configuration B
Light Gauss Rifle
Ammo (Light Gauss) 16
Battle Va lue: 984

Location

Tonnage

Turret
Body
Body
Body
Body

6
2
2
2

Turret
Body

Turret
Body

10
3

12

Weapons and Ammo


Configuration C
LB 10-XAC
Ammo (LB-X) 20
Battle Value: 1,002
Configuration D
Snub-Nose PPC
iNarc Launcher
Ammo (iNarc) 8
Battle Value: 1,141
Configuration E
Thumper Artillery Cannon
Ammo (Thu mper) 60
Battle Va lue: 666

Location

Tonnage

Turret
Body

11
2

Turret
Turret
Body

6
5
2

Turret
Body

10
3

Weapons and Ammo


Configuration F
AC/5
Ammo(AC)40
Targeting Computer
TAG
Battle Value: 794

Location

Tonnage

Turret
Body
Body
Turret

8
2
2

Turret
Body
Body
Body

8
2
2

Configuration H
2 MediumVSP
4 Heat Sinks
C' Slave Unit
Battle Value: 811

Turret
Body
Body

8
4

Configuration I
TSEMP
Targeting Computer
C' Master Unit
Battle Va lue: 2,096

Turret
Body
Body

6
2
5

Configuration J
3 Medium Pulse Lasers
2 Heat Si nks
Guardian ECM Suite
7 Jump Jets
Battle Va lue: 1,047

Turret
Body
Body
Body

Configuration G
2 Light AC/2
Ammo (Light AC) 90
Targeting Computer
C' Slave Unit
Battle Value: 736

2
1.5
3.5

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro):

Front
R/L Side
Rear
Turret

Weapons and Ammo


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

215

Mass
4.5
9

XL Fusion

10
15

20

134

"('
10
2.5
4.5
0
.5
7

Armor
Value
45
25/25
18

21
Location
Turret
Front
Body
Body

Tonnage
4

Notes: Features the following Design Quirks: Battle


Computer, Fast Reload, Bad Reputation, Poor
Performance, Non-Standard Parts.

!J{l

Mass: 45 tons
Movement Type: Wheeled
Power Plant: GM 205 XL Fusion
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Armor: Kallon FWL Special Ferro-Fibrous
Armament:
18 tons of pod space available
(maximum of 15 tons in turret)
Manufacturer: Exeter Organization
Primary Factory: Keystone
Communications System: Exeter Longscan
Targeting and Tracking System: Salamander
Systems Multi-Lock

A common complaint among infantrymen


regarding run-of-the-mill armored personnel
carriers is that they focus on a single goal: getting their cargo to a specific point by any means
necessary. Once the delivery is made, deposited infantry often find themselves at the mercy
of enemy fire without any true fire support.
Exeter Organization's R1 0 Mechanized Infantry
Combat Vehicle attempted to address this problem by creating what both battle-armored and
conventional infantry platoons often refer to as
an "APC with teeth:' Given the choice between
a standard APC or an Rl 0, the average infantryman will choose the R1 0 every time.
The R1 0 ICV was born from Exeter's goal of
marrying OmniVehicle technology with infantry
support vehicles in a way that would make the
hardware affordable for both well-funded infantry regiments and small planetary militias alike.
The result far surpassed expectations in terms
of firepower, flexibility, and overall satisfaction.

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

DEPLOYMENT
Although originally developed for
the defunct Army of the Marik-Stewart
Commonwealth, the RlO has widely proliferated to several bordering nations. The Wolf
Empire controls the primary factory, but the
Wolves still permit export of the ICV.
The first notable test of the R1 O's efficiency
came in 3101, when a Marian Hegemony
raid by the IV Legio struck Romita in the Rim
Commonality. The planetary militia, unable to
blunt the attack, was forced to spread itselfthin
to avoid being overwhelmed . Attempting to
cover civilian evacuation in the city of Ragno,
militia troops used their recently acquired fleet
of Rl Os to reach critical positions. During the
evacuation, MHAF battle armor blockaded a
major thoroughfare leading out of the city.
While under fire, the R1 Os moved militia infantry to key positions to break the blockade. Once

the troops debarked and took cover, the R1 Os


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

VARIANTS
The R10 Coolant Truck is a non-Omni version that replaces the standard model's turret
with more than twenty tons of liquid storage.
On water-poor worlds, this variant often functions as a transport for potable water, which
keeps troops hydrated.

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

Type: R10
Technology Base: Inner Sphere
Movement Type: Wheeled
Tonnage: 45
Battle Value: 746
Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro):

Front
R/L Side
Rear
Turret

Notes: Features the following Design Quirks: Easy to


Maintain, Poor Targeting (Long Range).

205
XL Fusion

Mass
4.5
7

5
8
10

125
Armor
Value
34
25/25
21
20

0
2.5
0
0
1.5
7

Fixed Equipment
CASE
Infantry Compartment

Location
Body
Body

Tonnage
.5
4

Weapons and Ammo


Primary Configuration
2SRM6
Ammo (SRM) 30
2 ER Medium Lasers
Infantry Compartment

Location

Tonnage

Turret
Body
Front
Body

6
2
2
8

Weapons and Ammo


Alternate Configuration A
2 Light AC/5
Ammo (Light AC) 40
2 Medium Lasers
2 Medium Lasers
2 Heat Sinks
Battle Value: 839
Alternate Configuration 8
LB 10-X AC
Ammo (LB-X) 40
2 Small Pulse Lasers
Beagle Active Probe
Guardian ECM Suite
Battle Value: 756

Location

Tonnage

Turret
Body
Turret
Front
Body

10
2
2
2
2

Turret
Body
Front
Body
Body

11
2
2
1.5
1.5

Mass: 50 tons
Movement Type: VTOL
Power Plant: Type 215 XL Fusion
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Armor: Forging AM 15 Ferro-Fibrous
Armament:
1 Type OVR-X LB 2-X Autocannon
1 Type V "Longbow" LRM 5 Launcher
2 Tau-11 Anti-personnel Gauss Rifles
Manufacturer: Trellshire Heavy Industries,
Manufacturing Plant SFF-IT1
Primary Factories: Twycross, ltabiana
Communications System: Neil9000 Comm
System
Targeting and Tracking System: RCA Econotrac

Considered an assault transport, the


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

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

infantry operations and assist in securing


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

DEPLOYMENT
While initially intended for export, both the
Jade Falcons and Sea Foxes have seen the effectiveness of the Cardinal in combat, and have become the primary destination for the Cardinals
produced since 3136. With the primary distribution hub for the Cardinal on Galatea, the second largest market for this assault transport is
mercenary forces such as Hansen's Rough riders,
though both the DCMS and LCAF use small
numbers of the Cardinal. The Third Lyran Guards
RCT, in particular, uses the Cardinal in conjunction with its sizable infantry formations.
The Cardinal has been increasingly used
as a frontline assault craft. The DCMS is using
Cardinals in this way in its invasion of the
Federated Suns, showing the VTOLs to be effective against the large infantry formations used
by the AFFS' LCTs and RCTs.

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

NOTABLE UNITS
Star Commander Garrett: Hailing from Spina
Khanate's Delta Aimag, Star Commander
Garrett's Cardinals can transport a full Binary
of Elementals to some of the most hazardous battlefield terrain. Along with its attached
Elementals, the Star trains to perform dangerous but effective air-drops of their Elemental
payloads rather than resort to more risky
ground deliveries. During the joint Sea FoxSpirit Cat assault on Marik in 3137, the Star's maneuver earned the Sea Foxes even more respect
from the Spirit Cats, as the tactic was reminiscent of the Nova Cats' hover- drop manu-ever.
Point Commander Maybelle: Due to the Fifth
Battle Cluster's longstanding fondness for
Elementals, the Cluster was the first frontline
Falcon unit to readily adopt the Cardinal. When
paired with an OmniMech Nova, the Fifth's
Cardinals let a Star of Elementals accompany
the Cluster's standard BattleMech assets, creating an ad hoc Supernova with incredible flexibility. Point Command Maybelle's Cardinal prefers
to carry Sylph battle armor Points, which, when
launched from high altitudes and paired with
the Fifth's Eyries and Gyrfalcons, create an imposing swarm of winged war machines.

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro):

215

Mass
10
7.5

XL Fusion

8
12
10

0
2.5
5
0

96

0
5

Armor
Front
R/L Side
Rear
Rotor

Value
31

21/21

21
2

Weapons and Ammo


Location
LB 2-X AC
Front
Ammo (LB-X) 45
Body
2 Anti-Personnel Gauss Rifles Front
Ammo (AP Gauss) 40
Body
Fro nt
LRMS
Ammo (LRM) 24
Body
Body
Infantry Compa rtment

I
Tonnage

<>

'

---" 4' "'.,..


,. .

1
10
~

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

;,.

fl
d'

Mass: 55 tons
Movement Type: Wheeled
Power Plant: Omni 145 Fusion
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Armor: Forging OTR20d
Armament:
4 Type Sierra LB 2-X Autocannons
Manufacturer: Gienah Automotive
Primary Factories: Gienah
Communications System: Build 1685 Tacticom
Targeting and Tracking System: TRTTS Mark
V AirTracker

An urgent need to shore up the defenses


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

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

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

Trial of Possession for the Aesir plans and several of the vehicles on La Grave in 3101. Through
dealings with Clan Sea Fox, the tank made its
way into Republic of the Sphere forces.
The Wyld's Jokers regiment of Bannson's
Raiders exploited the Aesir's mobility and firepower limitations in a battle on Addicks in 3135.
Operating with a BattleMech and armor screen on
the outskirts of the spaceport city Neo Carthagia, a
battery of Spirit Cat Aesirs disrupted efforts by the
Jokers' fighter wing to damage the spaceport. The
Jokers compensated by shiftjng the bulk of their
forces away from the spaceport and instigating a
battle farther from the city, while a detachment
of fast vehicles swept toward the Aesir positions.
Several Joker vehicles were destroyed by Spirit Cat
garrison vehicles and 'Mechs, but the slow pace of
the Aesirs allowed most of them to be captured,
while their limited firepower against the attacking
ground vehicles posed only a minimal threat. As
the anti-air guns fell silent, a carefully-timed run by
Joker aerospace fighters drove off the remaining
garrison units.
Some of the Aesir vehicles claimed by
the Exiled Wolves would play a key role decades later when the Ninth Talon Cluster struck
Sargasso in 3142. A pair of Vandals located the
planetary command center on mountainous
Sagres Island, but moments after reporting
their find the fighters came under fire from
a Star of Aesirs with the Second Wolf Guards
Cluster, who destroyed one Vandal and heavily
damaged the other. Perfectly suited to the small
island's rugged terrain, the Aesirs held waves of
Jade Falcon aerospace forces at bay. Under the
direction of Star Commander Kerrison, the tanks
overlapped their fields of fire to devastate incoming fighters before repositioning elsewhere
on the island, infuriating Falcon pilots who were
unable to pin down and destroy the Aesirs.

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

VARIANTS
Clan Hell's Horses replaces the four autocannons with a single HAG 40. The Larger
weapon allows units to pack a greater punch
when operating individually or in small
groups, but makes them somewhat more
am me-dependent.

NOTABLE UNITS

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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro) :

Front
R/L Side
Rear
Turret

Weapons and Ammo


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

Mass
5.5

145
Fusion

3
5
10

182
Armor

Value
37
36/36
37
36

Location
Turret
Body

Tonnage

20
2
5.5

Notes: Features the following Design Quirks: AntiAircraft Targeting.

Mass: 55 tons
Movement Type: VTOL
Power Plant: DAV 155 XL Fusion
Cruising Speed: 75 kph
Maximum Speed: 118 kph
Armor: StarGuard Aurora Reflective
Armament:
1 Tiegart Particle Projection Cannon
2 Telos ThunderShot Thunderbolt 10
Missile Launchers
Manufacturer: Van Manufacturing
Primary Factories: New Samarkand
Communications System: Scuti Dual com
Targeting and Tracking System: Radcom T11
With their burgeoning success in the military
aerospace market, Van Manufacturing presented
a new VTOL prototype to the DCMS just before
the turn of the century. The "praying mantis" attack craft mounted two advanced Thunderbolt
launchers acquired in a heroic journey through
the Combine's bureaucratic Procurement
Department. The first test flight lasted only two
minutes before DCMS representatives approved
a long-term contract for the Kamakiri.

CAPABILITIES
The appeal of the Kamakiri is its utilization
of two powerful missile launchers. The VTOL can
deliver a devastating strike from distance while
using speeds equal to many of the Combine's
reconnaissance and strike platforms. Such
powerful capabilities gave many new Combine
officers cause to consider a new airstrike paradigm for their more conventional regiments
and militias.
Van Manufacturing altered the Kamakiri's
armor at the request of several DCMS advisors.
The result fails to provide additional resistance
against standard flak batteries, but improves
survival rates from energy weapon platforms.

DEPLOYMENT

VARIANTS

The Kamakiri proved to be essential during


the Combine's invasion of Sakhara V. A company
of the VTOLs had been assigned to the Seventh
Ghost just before the operation. The Seventh Ghost
outnumbered the Sakhara Academy Training
Battalion by two-to-one odds, yet failed to crush
the cadets. Tai-sa Morigu Oksana made several
critical errors, resulting in the SATB surrounding
the Ghost's primary forward position. Oksana lost
all of his infantry and a third of the Ghost's 'Mech
regiment before he died from a massive heart attack. Chu-saTakeji Voshizawa' took command and
ordered the Kamakiri company readied for battle.
With Ghost aerospace flying cover, the Kamakiris
circled behind the training battalion's position, firing waves ofThunderbolts. Faced with the sudden
onslaught, the green AFFS force broke and ran as
the Kamakiris hunted the stragglers down. When
their ammunition was spent, the Ghost pilots
sniped with their PPCs and called in accurate strike
coordinates for the orbiting aerospace fighters.
Barely a third of the Sakhara battalion's counterassault force made it back to the academy, where
they were wiped out a day later.
The First Arkab used several Kamakiris in
their seizure of Ashio during the Combine's invasion of the Republic. Rather than assigning the
VTOLs into flights, Legion commanders added
a Kamakiri to each 'Mech lance. Ostensibly to
provide real-time reconnaissance, the Kamakiris
often added heavy support fire and strike attacks in lance operations. Legion MechWarriors
began calling the buzzing VTOLs "little buddies"
as they were constantly present. On several occasions, a reactionary missile strike saved the life
of an Arkab warrior as Republic forces frequently
employed ambush and fade strikes. The surprise
appearance of a Kamakiri caught two Knights
off-guard, allowing Arkab 'Mechs to disable the
Republic machines and take the Knights prisoner.

One version has been seen operating


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

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

Gunsho Ira Futomi: Futomi was credited with


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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:

155
XL Fusion
7
11
10

Equipment
Turret:
Armor Factor (Reflective):

Mass
11
4.5

0
3
5.5
0

Front
R/L Side
Rear
Rotor

112
Armor

Value
36
28/ 28
18
2

Mass
0
7

Weapons and Ammo


PPC
2 Thunderbolt 10
Ammo (Thunderbolt) 18

Location
Front
Front
Body

Tonnage
7
14
3

Notes: Features the following Design Quirks: VTOL Rotor


Arrangement (Dual Rotors), Hard to Pilot.

Mass: 60 tons
Movement Type: Wheeled
Power Plant: GM 160 XL Fusion
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Armor: Starshield Ill
Armament:
4 FarFire LRM 15 Launchers
2 GM Miniguns
Manufacturer: Joint Equipment Systems
Primary Factories: Alula Australis,
Pan pour, Zebebelgenubi
Communications System: Communicator
Targeting and Tracking System: Fire Scan
with lndirecTrack

Joint Equipment Systems' missile carriers


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

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

DEPLOYMENT
JES carriers appear in almost every military, and since the Blackout and-even more
so-the Fortress, they have seen heavy combat. JES Ills, specifically, have become feared
headhunter units. Savvy tacticians have been
withholding the JES Ill's firepower until they
have unmasked the enemy commander. Once
marked, often with a Narc beacon, the JES Illor Ills-saturate that commander with LRMs.
During the battle for Robinson, a detachment of Combine JES carriers-six Ills and two
Is-allowed its main force to move ahead while
it circled around the engagement on a tangent.
The chu-i in charge was guessing at which direction the AFFS forces would withdraw if the
main Combine force defeated them. Forty minutes later, the two JES Is on picket duty told him
he'd judged right: three battered AFFS 'Mechs
were approaching. Sending the tactical carriers to draw them in, he held his six JES Ills in
hull-down hides. Within minutes the landscape
rocked with the sounds of missile warheads exploding as the two light, fast carriers drew the
Davion 'Mechs in. When they were all inside the
fire basket, the six JES Ills fired. Within three barrages all three Davion 'Mechs were down.
Not every commander recognizes the limitations of the JES carriers, however. In combat
on Alioth as that world fell to Clan Wolf, a militia
commander ordered his six JES Ills into the main
line of battle. As Wolf 'Mechs charged forward,
the senior JES commander ordered his tanks
backward, trying to hold the range open. He
was countermanded by the militia commander, who ordered them to stay in rank with the
rest of the tanks. When the Wolf 'Mechs closed
inside the JES' minimum range, all six were savaged and destroyed. Though approximately a
quarter of the JES crewmen survived, both the

senior militia officer and the JES commander


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

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

NOTABLE UNITS
Chu-i Entoshi Ransom: Chu-i Ransom commanded the JES detachment on Robinson. Despite his
success, he was almost disciplined upon his return
to the Combine encampment for disobeying orders. It was only the three Davion MechWarriors
tied to the turrets of three of his JES Ills, and the
presence of all eight of his tanks, that kept his
tai-i from charging him. In the following battles
Ransom showed similar prescience and, after the
final Combine victory on-world, was rewarded
with a promotion to company commander in the
forming Robinson garrison.
Corporal Elath Tor: Corporal Tor is a JES Ill gunner assigned to the Thirteenth Hastati Sentinels.
In a vehicle that is noted for dual gunners, Tor is
famous for never allowing his secondary gunner to fire anything except the machine gunseven in training. When asked about his practice,
he merely shrugs. His commanders tolerate his
proclivities, though, because he shows uncanny
accuracy with his missiles.

Type: JES Ill


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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Power Amplifier:
Turret:
Armor Factor:

Front
R/L Side
Rear
Turret

Weapons and Ammo


4 LRM 1S
Ammo (LRM) 48
2 Machine Guns
Ammo (MG) 100

160
XL Fusion

3
5
10

128
Armor

Value
40
21/21
20
26

Mass
6
4.5

0
3
0
3
8

Location
Turret
Body
Front
Body

Tonnage
28
6
1
.5

Notes: Features the following Design Quirk: Easy to


Maintain, Improved Targeting (Long Range).

Mass: 60 tons
Movement Type: Tracked
Power Plant: GM 240 XL Fusion
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Armor: StarSiab/7 Heavy Ferro-Fibrous
with CASE
Armament:
2 Armstrong Class-B LB 10-X Autocannons
3 SperryBrowning Light Machine Guns
Manufacturer: Michaelson Heavy Industries
Primary Factories: June, Ruchbah, Terra
Communications System: Garret T12-S
Targeting and Tracking System: Garret D2j
Michaelson's Defense AA Tank is a popular
anti-air vehicle that offers several advantages
over the venerable Partisan or the lighter Aesir.
Perhaps the foremost among these are the discounts Michaelson offers purchasers who've already purchased their other platforms, as well
as the prominence of MHI equipment in both
the RAF and the AFFS. Whatever the marketing
strategy, the Defense AA Tank offers superior
tactical air defense and flexibility.

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

DEPLOYMENT
Defense AA Tanks are found all over the Inner
Sphere, which makes them popular choices for the
irregular units the RAF sent secretly beyond the
Fortress for reconnaissance and harassment duties, such as the clash on Dyev in 3141. RAF resistance cells on the planet had been suffering from
Combine close-air support from a squadron of
conventional fighters, and so the High Command
arranged an operation to counter them.
A small force of Defense AA Tanks supported by Simian battle ,armor and a pair of
JES I Tactical Missile Carriers was smuggled
on-world. After a week of careful movement,
they secreted themselves near the end of a
concealed airbase and waited for the Combine
air-breathers to sortie. While the squadron was
aloft the Defense AAs moved into final positions
to attack the returning fighters as they landed.
The first two fighters were allowed to land
unopposed. As the third airplane maneuvered
to land, it was blasted out of the sky by concentrated flak from the Defense AAs. The fourth airplane was too far into its approach and suffered
the same fate, but the others were able to abort
and avoid the fire. While they radioed frantically
for help, the two JES carriers broke the airbase
fence and sped forward to blast the alreadylanded fighters while they were trapped on the
tarmac between the runway and their concrete
hangars. With more than half their number destroyed, the remaining fighters withdrew several hundred kilometers to another city, which
put them in range of resistance cell sappers.
The Defense AA crews of the illegal Com
Guards claimed a fearsome toll in men and machines during their last stand on Epsilon Eridani.
Though the combat drop of the Fourteenth
Hastati sealed the Com Guards' fate, several
Defense AA units blasted a number of the

falling Hastati out of the sky before the Stone's


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

NOTABLE UNITS
Lieutenant Brynden Jaffe: Lieutenant Jaffe
commanded the detachment of Dyev. Upon his
return to Asta, a review board was convened to
discuss whether he should have allowed more
of the fighters to land before openi'ng fire.
Though his Hastati superiors were critical, the
presence of Captain Gideon Nash from Stone's
Pride on the review board kept it from being a
total farce. Captain Nash pointed out the necessity of catching the already-landed fighters before they were safely hidden and, when Jaffe's
superiors expressed skepticism, demanded the
lieutenant's immediate transfer to the Pride.
Sergeant Harimandir Sange: Sergeant Sange
commands a Defense AA platoon in the XV
Principes on Denebola. His platoon has been
selected four times for raids across the Fortress,
assigned as air cover and security for the hidden landing zones of the infiltrator DropShips.
Twice their LZ has been located by aerial reconnaissance, and both times his Defense
AAs were able to destroy the scout VTOLs and
conventional fighters before they could escape the DropShips' jamming and report in. In
their last mission, their LZ was discovered by
a scout Star from Clan Wolf. Together with the
other elements, they destroyed the Star, with
Sergeant Sange's Defense AA destroying the
Star Commander's VIler.

Type: Defense AA
Technology Base: Inner Sphere (Advanced)
Movement Type: Tracked
Tonnage: 60
Battle Value: 1,026
Equipment
Internal Structure:
240
Engine:
XL Fusion
Type:
Cruise MP:
4
FlankMP:
6
Heat Sinks:
10
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Heavy Ferro):
168
Armor
Value
Front
44
R/L Side
31/31
Rear
37
Turret
25

Mass
6
9

0
3
0
0
2.5
8.5

Weapons and Ammo


Location
2 LB 10-X AC
Turret
Ammo (LB-X) 40
Body
3 Light Machine Guns
Front
Ammo (Light MG) 100
Body
CASE
Body
Limited Amphibious Equipment -

Tonnage
22

4
1.5
.5
.5

2.5

Notes: Features the following Design Quirk: Anti-Aircraft


Targeting.

Mass: 70 tons
Movement Type: Tracked
Power Plant: GM 280 XXL Fusion
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Armor: Durallex Special Heavy Ferro-Fibrous
Armament:
1 Defiance 980 Heavy Particle
Projection Cannon
2 Delta Dart II Enhanced LRM 10
Launchers
Manufacturer: Defiance Industries
Primary Factories: Hesperus II
Communications System: TharHes Muse
65-128K
Targeting and Tracking System: TharHes
TargiTrack with Advanced
Targeting Computer

The Manticore II updated the venerable


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

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

DEPLOYMENT
Manticore lis are available for general
mercenary purchase and were exported to
the Republic before the Blackout. The expense
of the tank means that most mercenary users
group them into specialized platoons and take
the time to understand their ideal tactical role.
Wealthy Lyran and Republic militias have regrettably not demonstrated such care. The LCAF
assigns Manticores lis directly to regiments
based on worlds where they will be useful and
maintains a number of independent formations
to attach to commands expected to need them.
The Fifth Lyran Guards made excellent
use of an attached company of Manticore lis
during the Third Battle for Tamarind in 3139.
The amphibious tanks dominated the Zanzibe
River Delta north ofTamarind's capital, denying the Tamarind Regulars the ability to traverse the region. At the height of the fighting the Lyran Manticore lis were used to push
down the Zanzibe River itself, emerging as
a surprise into the rear areas of the Fourth
Tamarind Regulars. The attack hit the Regulars'
command and supply elements, precipitating
the collapse of their resistance.
In January 3136 the Republic Standing
Guard on Poznan faced a Capellan invasion
aimed at the capital of New Madrid. A platoon
of Manticore lis was rushed to the main continent of Barcelona from the river-crossed continent of Mieszko to reinforce the existing militia
presence. The rolling hills around New Madrid
offered little chance to employ the amphibious capabilities of the vehicles, but their heavy
PPCs and LRMs provided valuable support to
the militia contesting the CCAF advance. When
fighting closed in on the capital, the Manticore
lis were withdrawn and preserved to fight another day.

That had not been the case on nearby


Ningpo during the earlier Capellan invasion of
3135. The planetary defenders elected to use
their Manticore lis as standard heavy tanks to
defend the fertile farmlands of the Qingyuan
province. They performed adequately in driving
away Capellan light armor probing at the lines
of the Republic militia, but were soon pitched
into direct combat against a company of CCAF
Pixius. The difference in skill and capability between the forces was overwhelming, and left all
of the Manticore lis burning wrecks at the cost
of three Capellan tanks. The Manticore lis were
thus unavailable to contest the wetlands north
of the planetary capital, speeding up th~ fall of
the world.

NOTABLE UNITS
Staff Sergeant Natalia Constantinides:
Part of the Second Bolan Armor Brigade,
Sergeant Constantinides' Manticore II platoon
is stationed on Bolan. The timing of the First
Tamarind Regulars' 3143 raid coincided with
a severe drought and dust storm, eliminating the platoon's best ambush locations. This
forced Constantinides to rely on traditional
Manti core tactics.
During a catastrophic flash flood later
that year-caused by damage to the levees
during the FWLM raid-Constantinides provided relief to Bolan City. Her platoon used
their Manticore lis to rescue several people
trapped on top of buildings. Over the course
of two weeks, they alone evacuated several
thousand civilians.

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

Equipment
Internal Structure:
Engine:
280
Type:
XXL Fusion
Cruise MP:
4
FlankMP:
6
Heat Sinks:
15
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Heavy Ferro):
188
Armor
Value
Front
44
R/L Side
38/38
Rear
26
Turret
42

Weapons and Ammo


Location
Heavy PPC
Turret
2 NLRM 10
Turret
Ammo (NLRM) 24
Body
Targeting Computer
Body
Fully Amphibious Equipment

Tonnage
10
12
2

3
7

Mass
7
8.5

5
3.5

0
0
2.5

I'

Mass: 70 tons
Movement Type: Tracked
Power Plant: Magna 350 XL Fusion
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Armor: Ceres Heavy Stealth
Armament:
1 lnokuma Gauss Rifle
1 Sian/ Ceres Serval Thunderbolt 5 Missile
Launcher
1 Ceres Fire Flower Conventional Flamer
Manufacturer: Aldis Industries
Primary Factories: Betelgeuse
Communications System: Olmstead 44 with
Guardian ECM Suite
Targeting and Tracking System: Omicron VIII

Named after a wealth-hoa rding guardian


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

C APABILITIES
The Pi xiu's blend of long-range weaponry, stealth capability, agility, and armor
protection makes it both deadly and versatile.
It is more than capable of harrying assault
forces, ambushing scout units, and carrying
out flanking movements. One particula r specialty is to attack heavier tanks at long range,

reversing to dictate the engagement range


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

D E PLOYMENT
Pi xiu production is reserved for the use
of the CCAF and, in much lesser numbers, the
MAF. The most common tactical deployment is
to see one platoon of Pixius combined with two
platoons of shorter-ranged tanks, such as the Po
II, to form a heavy armored company. Only the
most elite and prestigious units of the CCAF
boast the Pixiu in large numbers.
One of the most notable battles influenced by the Pixiu, and one which displayed
the tank at its most versatile, occurred on Sarna
in 3113 . Elements of Stone's Lament were sent
to raid the important Capellan world and pin
down the Prefectorate Guard. The Capellans
elected to occupy a defensive position in the
fortifications outside the Tengo Aerospace
factory in Backtal, making use of the fixed defenses and heavy mine fields to hold off the
elite Republic troops.
As the bulk of the Lament tore into the
Guard's lines an armored detachment was
sent through the radioactive badlands north
of Backtal to outflank the defenders. The
Capellans anticipated the maneuver and stationed a brand-new company of Pixius outside
the dead city of Narais. The Pixius maneuvered
effectively in the crater-pocked hellscape
around the city and drove off screening
Republic hovercraft with Gauss rifle fire. But
behind the scouts came a company of M1
Marksman main battle tanks crewed by elite
soldiers determined to push through.

The resulting clash pitted the incredible


skill of the Lament crews and the raw power
of their assault tanks against the mobility and
stealth of the Pixius. The Capellans retreated
from crater to crater at full speed in reverse
gear, keeping their most heavily armored facing
pointed at their enemy. That maneuver allowed
the Pixius to soak up more hits than might have
been expected, while their success keeping the
range open and stealth armor taxed even the
Lament's gunners. Though their crews were no
match individually for the Lament's crack forces,
the Capellans had managed to stack their advantages to create a fair fight.
In the end the Lament claimed three
Pixius while the Guard tanks disabled two M1
Marksmen. The battle cost valuable time and
depleted the ammunition stores of the Lament
tanks, leading their commander to call off the
flanking maneuver. The victory outside Narais
allowed the Guard to retreat without being outflanked, ultimately preserving the regiment.

NOTA B L E UN ITS

Sao-wei Jonat han Cheung: Sao-wei Cheung


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

Type: Pixiu
Technology Baselnn S
ovement T
.
er ph ere
M
Tonn
ype: Tracked
age:70
Battle Value: 1,450
Equipment
lnte~nal Structure:
ngme:
Type:
Cruise MP
Flank MP.
Heat Sinks:
Equtpment
.
Control
L'f
I t Equipment
.
Power Amplifi~r
Turret:

Armor Factor (Stealth):

Weapons and A
Gauss Rift
mmo

Mass

7
350
XL Fusion

5
8
10

176
Armor

Value
Front
R/L Side
Rear
Turret

22.5

50

35/35
21

35

0
3.5
0
0
2
11

T mmo (Gauss) 16
hunderbolt 5
Ammo
Veh . I (Thu nderbolt) 12
tc e Flamer
Ammo (Flamer) 20
Guardian ECM Sutte
.

Location
Turret
Body
Turret
Body
Front
Body
Body

Tonnage
15
2

3
.5

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

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.

DEPLOYMENT
Despite its reputation, the Hanse can be
used effectively in combat, as was proven on
Cumberland during the Confederation's drive
toward New Sytris. There, a militia battalion led
by Leftenant Colonel Rebecca Lindemann used
its Hanses to slow the advance of a Liao 'Mech
battalion for nearly a week.
Thanks to GM's successes with Capellan
March procurement, more than half of
Lindemann's battalion was built of Hanse MBTs.
When the Capellans began their advance, the
major let her sparse VTOL forces slow the 'Mechs
and sent her Hanses in to salvo their plasma
rifles, hoping to knock the invaders off-balance.
The initial ambush, along the M87 highway toward the capital, succeeded-three of the Liao
'Mechs were shut down and the Liao column
halted while the Hanses spun in place and fled.
The next engagement went much the
same, though this time Lindemann led with her
Hanses firing precision autocannon ammunition from their light autocannons. Again the
Liaos halted, expecting another wave ofVTOL
assaults that never appeared. When Lindemann
repeated the tactic three days later, the Liaos
expected that the VTOLs wouldn't be coming,
so Lindemann sprung them on them, claiming
another two Liao 'Mechs.
By this time the Liaos had reached an industrial district on the outskirts of the capital,
and despite her objections Major Lindemann
was ordered to attack again. After repeated
engagements the Liaos were expecting the attack, and cut her Hanses to pieces in the tight
confines of the buildings. Unable to escape, or
to cover their withdrawal with fire as they retreated, the tanks succumbed to repeated flanking attacks and swarming battle armor.

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

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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
FlankMP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Sponson Turrets:
Armor Factor (Ferro):

300
XL Fusion
4
6(8)
20

197
Armor

Mass
7.5
14.5

10
4
0
0
0
.5
11

Value
Front
R/ L Side
Rear

Weapons and Ammo


Light AC/5
Ammo (Light AC) 40
2 Plasma Rifles
Ammo (Plasma) 40
2 Light Machine Guns
2 Light Machine Guns
Ammo (Light MG) 100
CASE
Supercharger

61
48/ 48
40

Location
Front
Body
Front
Body
Right Sponson
Left Sponson
Body
Body
Body

Tonnage
5
2
12
4

.5
.5
1.5

Notes: Features the following Design Quirks: Bad


Reputation.

Mass: 80 tons
Movement Type: Wheeled
Power Plant: DAV 220 XL Fusion
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Armor: StarSiab/6 Ferro-Fibrous
Armament:
2 Mydron Tornado Rotary AC/5
1 TharHes Reacher LRM 15 Rack
4 Diverse Optics Type 18 Medium Lasers
2 ScatterGun-Light Machine Guns
2 Purity L-Series Flamers
Manufacturer: Defiance Industries
Primary Factories: Hesperus II
Communications System: TharHes Muse
65-128K
Targeting and Tracking System: TharHes
Mars 9.4

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

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

DEPLOYMENT
The nineteenth battle for Hesperus II
began in January 3145 with an invasion by
the Jade Falcons and Hell's Horses. Archon
Trillian Steiner had deliberately stripped the
world of defenses as part of an elaborate ruse
to trick Clan Wolf into invading and fighting
the Jade Falcons for her. As a result, only the
Hesperus Militia, Third Royal Guards, Eridani
Light Horse, and several small mercenary
commands defended the world. The defenders fought few noteworthy engagements
before withdrawing. The first took place
on 3 January at Calipee Pass in the Myoo
Mountains where the Hesperus Militia faced
off against Raptor Keshik.
Hauptmann Heller Abke arrayed his force
of Dl Schmitt tanks in three battle lines. The
first ran perpendicular to the road at the top of
Calipee Pass, while the second and third held
flanking positions. While Abke prepared his line,
a group of Fenrir II battlesuits ranged ahead to
harass the advancing Jade Falcons. By the time
the Clanners reached Abke's line, they had lost
two 'Mechs and every member of the Trinary
had sustained damage.
Their assault was straightforward, brutal,
and showed typical disregard for mechanized
forces. Star Captain Jorrin and his command
Star charged the Militia line. His Onager was
the first 'Mech dropped by the defenders, and
his entire Star was destroyed or disabled. None
came closer than 200 meters to the line.
Star Commander Vincent took command
of the Trinary and attempted a flanking advance
with his jump-capable 'Mechs-mostly Shadow
Cat /Is and Summoners. Abke executed a gate
swing, realigning his forces on his left echelon.
The maneuver brought the full firepower of his
company to bear on the Falcons as they were

strung out moving through the rough terrain.


The Dl Schmitts had little difficulty picking off
the jumping 'Mechs and the Clanners fell back
with heavy losses, just in time to get caught in
crossfire from the returning Fenrir lis.
The Clan force regrouped and launched a
final frontal assault. The open field favored the
Clan forces, but the surviving 'Mechs-already
heavily damaged from the previous attemptwithered under the massive volume of defending fire. By the end of the engagement, the
entire Trinary had been lost, while Abke's forces
suffered modest casualties.

VARIANTS
A scattering of Dl Schmitts has been upgraded with a targeting computer for increased
accuracy; the mass needed was gained by substituting different flamers.

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

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Ferro):

Front
R/L Side
Rear
Turret

Weapons and Ammo


2 Rotary AC/5
Ammo (RAC) 80
LRM 15
Ammo (LRM) 16
4 Medium Lasers

220
XL Fusion

Mass
8
7.5

3
5
18

0
152
Armor
Value
45
31/31
20
25

Location
Turret
Body
Turret
Body
Turret

Tonnage
20
4
7
2
4

Weapons and Ammo


2 Machine Guns
Ammo (MG) 100
2 Flamers

Location
Turret
Body
Front

Tonnage
1
.5
2

Notes: Featu res the following Des ign Quirks: Anti-Air


Ta rgeting, Trailer Hitch.

Mass: 85 tons
Movement Type: Tracked
Power Plant: Strand 340 XL Fusion
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Armor: Dural lex Special Heavy Ferro-Fibrous
Armament:
1 Fusigon Strongtooth Heavy Particle
Projection Cannon
1 lmperatorTitan's Wrath Improved
Heavy Gauss Rifle
Manufacturer: Brooks Incorporated
Primary Factory: Kendall
Communications System: Maxell700
Targeting and Tracking System: Maxell TA92

First prototyped in 3068, the Bulwark


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

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

DEPLOYMENT
In 3138, during the Andurien-Oriente
War, a Covenant Worlds Expeditionary Force
(CWEF) landed on Deschenes with the intent

of seizing the world. Opposing them were the


Third Andurien Guards, a unit well-known for its
defensive skills. The Third placed a company of
Bulwarks under the command of Force Captain
Carson Boiling in Tsongas Pass, with orders to
hold it against a CWEF thrust.
Boiling moved his Bulwarks to the narrowest part of the pass and dug in. The CWEF
thrust, a combined-arms battalion, arrived
th ree hours later and immediately attacked the
Andurien line, only to lose two 'Mechs and four
vehicles to the Bulwarks' firepower. Twice more
the CWEF tried assaulting the defensive line,
only to be beaten back with more losses. The
CWEF called in artillery strikes, but the Bulwarks
were protected by their emplacements, and suffered little damage. Frustrated, the CWEF commander ordered an all-out attack. At Boiling's
command, the Bulwarks targeted the three
heaviest CWEF 'Mechs and destroyed them in
a single volley. Now badly mauled, and with reports of Andurien reinforcements on their way,
the CWEF battalion retreated. The battle helped
the Third Andurien Guards hold Deschenes and
limit the Oriente gains.
The Bulwark has also found a home with
mercenary units across the Inner Sphere.
Hansen's Rough riders, well known for their use
of heavy armor, has several platoons of Bulwarks.
During the Jade Falcons' attack on Galatea, a
Roughriders armored company known as the
Old Guard was placed to defend Gilroy Crossing,
a vital position in the defense of Galatean City.
The Old Guard held the Crossing for three hours
against two Falcon Trinaries, disrupting the
Clan's attempt to seize Galatean City. Just as the

Falcons managed to push the Old Guard out of


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

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

NOTABLE UNITS
Miles Gregarius Felix Antonelli: Miles Antonelli
participated in a II Legio raid on Kendall in 3140,
and his maniple walked away with enough
Bulwarks and spare parts to last them a long
time. The Bulwarks transformed Antonelli's maniple from a light support unit into heavy raiding force that has Kendall's immediate neighbors and the outer Tamarind-Abbey worlds
running scared.
Master Sergeant Blake Canard: From the comfort and safety of her Bulwark, Master Sergeant
Canard of the Seventh Tamarind Regulars has
seen every corner of the Duchy of TamarindAbbey. During the liberation of the duchy's
capital in 3142, her platoon boasted the highest accuracy in its battalion.

Type: Bulwark
Technology Base: Inner Sphere
Movement Type: Tracked
Tonnage: 85
Battle Value: 1,737

Equipment
Power Amplifier:
Turret:
Armor Factor (Heavy Ferro):

Mass
0
1
228
Armor

Value
Equipment

Mass

Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:

8.5
20.5

340
XL Fusion

4
6
15

Front
R/ L Side
Rear
Turret

63
45/ 45
30
45

11.5

Weapons and Ammo


Heavy PPC
Improved Heavy Gauss Rifle
Ammo (iHeavy Gauss) 16

Location

Tonnage

Turret
Front
Body

10
20

Notes: Features the following Design Quirks: Accurate


Weapon (iHGR), Exposed Weapon Linkage (iHGR).

Mass: 100 tons


Movement Type: Tracked
Power Plant: Vlar 300 XL Fusion
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Armor: ArcShield Max Ill Advanced
Ferro-Fibrous
Armament:
1 Poland Main Model C Gauss Rifle
8 Sian /Ceres Serval Thunderbolt 5
Missile Launcher
4 Death Blossom 10-Pack
Rocket Launchers
Manufacturer: Aldis Industries
Primary Factories: Betelgeuse, Terra
Communications System: Olmstead 44
Targeting and Tracking System: Omicron VIII
The Behemoth II is the best tank that no
one wanted and the most famous loss leader of
the thirty-second century. In an effort to spur
sales, Aldis gifted many commands with the
tank between May 3108 and January 3110. In
the second half of 3110, they sold twice as many
as they'd given away.
The tank earned its reputation for indestructibility during the Capellan Crusades. Even the
famed Challenger X, in its heyday, failed to instill
the same degree ofterror in MechWarriors.

CAPABILIT IES
Few tanks match the Behemoth ll's firepower. The increasingly rare-and expensiveAja x B, Dl Morgan, and Gurteltier are its closest
competitors, but none have the deadly Omicron
VIII. Compared to its contenders, the Behemoth
II acquires targets seventeen percent faster, and
calculates long range firing solutions a staggering thirty-one percent faster.
The primary gunner's station controls turret rotation, and each Weapon is independently

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

D EPLO YMENT
In early 3117 elements of the Fourth
Oriente Hussars raided Shuen Wan. The defenders included detachments from House
Tsang Xiao and Kraken Unleashed. Together
they fielded a platoon of Behemoth lis. The defenders met the Hussars on a high desert plateau fifteen kilometers from ofthe Old Lanzhou
textile factory. The high temperature and open
terrain favored the long range firepower of
the Capellan forces, and they deployed their
Behemoth lis in hull down positions holding
their northern flank.
The attacking force included a company
of fast medium 'Mechs led by Captain Jocelyn
Teague in her Shockwave. Teague led her unit on
a flanking advance to enfilade the Capellan line.
Easily gaining the high ground occupied by the
Behemoth lis, Teague expected the tanks to withdraw once their defilade had been neutralized.
Instead, the tanks held their ground and levied
the full fury of their firepower at the advancing
'Mechs. Thanks to their legendary accuracy, the
Behemoth lis dropped two ofTeague's 'Mechs at
500 meters.
Teague scattered her forces, leading one
lance in a sweeping advance that put the
Behemoths in crossfire. The Capellans held
their ground and concentrated on the bulk
of Teague's force. Although the tanks were
savaged, their armor held and they dropped
another two 'Mechs. By the time Teague's surviving 'Mechs had closed within 300 meters,
their number had been cut in half while all four
tanks somehow remained operational. Teague

retreated with her remaining forces losing another 'Mech in the process.
When Teague's company failed to dislodge
the tanks, the Hussars sent a lance of heavy
'Mechs charging up the hill. The Capellans used
precise, long range fire to blunt the advance
and drive the retreating Hussars into deadly
crossfire between two Capellan companies
where all four 'Mechs were destroyed.
The Behemoths held their position
throughout the battle. Amazingly, all four
tanks were still operational when the Hussars
withdrew.

V ARIANTS
The support variant keeps the Gauss rifle
and exchanges the rest of the weaponry for
an ER large laser and a mixture of LRMs and
Streak SRMs.

NOTABLE UNITS
Staff Sergeant Clarence Forsyte: Born on
Terra, Forsyte grew up with intimate knowledge of the devastation the Jihad had left on his
home. Upon reaching eighteen, he joined the
RAF in order to prevent such disaster from befalling Terra again . He now serves with distinction in the Thirteenth Hastati Sentinels' 130th
Armor Brigade, and he pushes his crew hard,
leading them to win every training exercise and
war game in which they participate.
Si-ben-bing Lorna Galloway: Si-ben-bing
Galloway of the Second Liao Guards is amazed
she is still alive. Twice during the CCAF invasion
ofthe collapsing Republic, her Behemoth II suffered heavy artillery shelling but kept on going.
Now her tank is an ugly, cobbled-together mess
of replacement armor plates, but it still performs admirably.

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

Equipment
Internal Structure:
Engine:
Type:
Cruise MP:
Flank MP:
Heat Sinks:
Control Equipment:
Lift Equipment:
Power Amplifier:

Equipment
Turret:
Armor Factor (Ferro):

268
Armor

Value

300
XL Fusion

Mass
10
14.5

3
5
10

0
5
0
0

Front
R/L Side
Rear
Turret

65
55/55
38
55

Mass
4.5
15

Weapons and Ammo


Gauss Rifle
Ammo (Gauss) 16
8 Thunderbolt 5
Ammo (Thunderbolt) 96
4 Rocket Launcher 10

Location
Turret
Body
Turret
Body
Turret

Tonnage
15
2
24
8
2

Notes: Features the following Design Quirks: Improved


Targeting, Long Range.

Mass: 130 tons


Movement Type: Tracked
Power Plant: Nissan 260 XL Fusion
Cruising Speed: 22 kph
Maximum Speed: 32 kph
Armor: Durallex Special Heavy Ferro-Fibrous
with CASE
Armament:
2 Kallon Weapon Industries Vicar
Long Tom Artillery Pieces
2 Diverse Optics Extended Range
Medium Lasers
2 Mydron Miniguns
Manufacturer: Kallon Weapon Industries
Primary Factories: Kirklin, Victoria
Communications System: JoLex Systems
Targeting and Tracking System: Omicron XII

Kallon's Paladin Defense System was built


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

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

DEPLOYMENT
The majority of the AFFS' Paladins fight with
the Suns' planetary militias and dedicated artillery
battalions; the tank is just too slow and cumbersome to deploy with the relatively fleet-footed
frontline light combat teams. Frontline commanders never fail to utilize the Paladin whenever it is
available, of course, but this has led to mishaps.
During the Draconis Reach campaign, the
pro-Davion denizens of Harrow's Sun were reinforced by a company of Paladins, but the local
commander had no understa'nding of how best to
use them. Blinded by the thought of twenty-four
Long Tom tubes at her command, she attached
the company to an armor battalion and ordered
it out, only to have the Paladins overrun and captured by the fast-moving Dragoon striker companies. Twelve Paladins, captured without having
fired a shot, became a powerful bulwark around
which the Dragon built a new planetary militia.
During the Capellan invasion of the
Federated Suns Paladins saw heavy action on the
worlds around Tikonov. On Alrescha, for instance,
a pro-Davion militia held a firebase for three
weeks against a determined push by a combinedarms battalion of Liao Chargers. Strong defenses
at the walls kept the Capellans away, while dayand-night bombardments from the Paladins' Long
Toms kept them from halting and establishing
good bivuouacs. By the time the battalion withdrew, the Paladins had each emptied twelve am-
munition trailers apiece, and the ground in the
firebase was covered with the ash-like residue of
cannon propellant.
Paladins have also been put to good use
by the Republic Remnant on Galatea. Fighting
against the Jade Falcons, Red leg Company discarded both ammunition trailers and doctrine

and fought a mobile, if slow, campaign, using


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

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

Type: Paladin Defense System


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

Equipment
Internal Structure:
260
Engine:
XL Fusion
Type:
Cruise MP:
2
Flank MP:
3
Heat Sinks:
10
Control Equipment:
Lift Equipment:
Power Amplifier:
Turret:
Armor Factor (Heavy Ferro):
228
Armor

Mass
26
10.5

0
6.5
0
0
6
11.5

Value
Front
Front R/L Side
Rear R/L Side
Rear
Turret

56
27/ 27
27/27
26
38

Weapons and Ammo


Location
2 Long Tom Artillery
Turret
Ammo (Long Tom) 30
Body
2 ER Medium Lasers
Front
Communications Equipment Body
CASE
Body
Trailer Hitch
Rear

Mass
60
6
2
1
.5
0

Mass: 15 tons
Chassis: S-Equus Omicron Endo Steel
Power Plant: Republic 240 XXL
Cruising Speed: 172 kph
Maximum Speed: 259 kph, 345 kph with
MASC
Jump Jets: None
Jump Capacity: None
Armor: Strasbourg Armaments Type 3
Armament:
2 tons of pod space
Manufacturer: RAF Manufacturing Center
Providence
Primary Factory: Terra
Communications System: ComStar Remote
Link Theta
Targeting &Tracking System: lota-Luminus

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

CAPABILITIES
RAF engineers have taken ComStar's Celerity
and made it even more powerful a tool. Faster
than the Federated Suns' ultralight Prey Seeker,
the new Celeritys enjoy OmniMech flexibility and
a host of mission profiles, from fast electronic
interdiction to reconnaissance and even rapidresponse combat interdiction. Limited only by
the range of its drone control, it offers unprecedented capabilities for fixed installations.

DEPLOYMENT
Celeritys are rarely seen away from fixed in-

stallations, though a small number have been


slipped through the Fortress in spoiling raids

such as those conducted by the Rhodes Project


equipment. Each of these machines is carefully
disguised to appear as a pre-Republic Com
Guard machine, though so little often remains
of destroyed Celeritys this is rarely a problem.
Stone's Fury has been experimenting of
late in exercises with several packs of Celerity
ultralights. The many towns and villages of
Liberty still retain a simmering hotbed of antiexarch resentment, and the swift Celerity offers the Fury many chances to refine doctrine
without exposing the drones to heavy combat.
Of particular note is the way in which the Fury
is using the OmniMech drone to keep tabs on
the resistance.
Even without its MASC the Celerity is almost as fast or faster than most VTOLs. By rotating 'Mechs with different configurations, the
Fury has become adept at tracking (with the
C configuration) resistance movements and
then interrupting (with the B configuration)
their communications. Several smaller cells
have even been taken out with the D and E
configurations.
Local reports of Celerity usage in the
Dominion, the Combine and the Confederation
show that few, if any, of those realms' officers even understand what they're seeing.
Intercepts show they're reporting contact with
Word of Blake units, pirates, even Homeworld
Clan advance scouts. Though the danger of
discovery is great, the effects are too powerful to cease sending Celeritys and other drones
through the Fortress.

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

most extreme variant is the 05-X, which uses


MASC, a supercharger and special spikes to create a truly fearsome suicide rammer.

NOTABLE UNITS
Sergeant Nicholas Villanova: Sergeant
Villanova is the lead Celerity pilot in Stone's
Fury, recognized by his peers as the best drone
pilot they've ever seen. In simulated combat
he's defeated six of the eight regular Revenant
pilots with ramming attacks, and has been seconded twice to raiding parties sent out aboard
Duat-class DropShips. He prefers the D configuration, and shows little flair for the tradl'tional
MechWarrior rivalry, but his skills at moving his
drone from up to eighty kilometers away are
impossible to dispute.
Type: Celerity
Technology Base: Inner Sphere (Advanced)
Tonnage: 1S
Battle Value: 187
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (XL):
Cockpit (Small, Drone):
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Front Leg
R/L Rear Leg

Mass
1
4

Endo Steel
240 XXL
16
24(32)
0
10 [20]

0
1.5
2
1.5

24
Internal
Structure
3

Armor
Value
4

3
3

Weight and Space Allocation


Location
Fixed
Head
Center Torso
RightTorso

Left Torso

Right Front Leg


Left Front Leg
Right Rear Leg
Left Rear Leg

None
2 XL Gyro
6 XXL Engine
1 Drone Operating System
4 Endo Steel
6 XXL Engine
3 Doub le Heat Sink
1 MASC
2 Endo Steel
2 Endo Steel
2 Endo Steel
2 Endo Steel
2 Endo Steel

Spaces Remaining
2
0

0
0
0
0

Notes: Equipped with Full-Head Ejection System. Features the following Design Quirks: Improved Commun ications, Exposed Actuators.

Fixed Equipment

Location

Drone Operating System


MASC

RT
LT

Weapons and Ammo


Location
Primary Weapons Configuration

Critical
1

Tonnage

Critical

Tonnage

~G

C' Slave Unit

Alternate Configuration A-Mixed


2 SRM 6 (iOS) (C)
Battle Value: 275

Alternate Configuration 8
Angel ECM Su ite
Battle Value: 339

Alternate Configuration C
Beagle Active Probe
Remote Sensor Dispenser
Battle Value: 202

H
RT(R)

2
1

1.5

Alternate Configuration D
2 ER Flamers
Battle Value: 304

Alternate Configuration -Mixed


Improved Heavy Medium Laser (C) H
ER Medium Laser (C)
RT
Battle Value: 919

.5

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 Gun was designed for the
most basic form of modern combat, infantry
combat. Whether fighting against enemy infantry or supporting friendly battle armor and infantry forces, the Gun is the infantryman's worst
enemy and favorite ally.

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

armor capabilities, was determined enough of


a benefit to offset the extra costs in construction and supplies.

DEPLOYMENT
The Gun's most notable assignment occurred during the Capellan conquest of New
Hessen in 3144. After major combat had ceased
and the planetary rulers surrendered, a lance
of Guns from the Second McCarron's Armored
Cavalry were sent to establish a field outpost.
Along with a company of, infantry and a platoon of Arrow IV Assault Vehicles, the lance
was tasked with guarding a mining facility in a
remote area while new Capellan overseers restarted production.
A week after their arrival, the miners revolted, killing the overseers and attacking
the guarding forces with two mixed lances of
MiningMechs and LoaderMechs, a company of
assorted vehicles, and over 150 miners attacking on foot with whatever tools they could find.
The lance, two Gun Primes and one each of the
other two configurations, led the counterattack
on the miners. The MiningMechs, LoaderMechs,
and vehicles quickly fell to the combined fire of
the A and B configurations and directed Arrow
IV artillery support. Witnessing two-thirds of
their number fall to plasma fire, the remaining miners scattered, seeking out any hiding
spot they could find. The last of the miners
were flushed out using the A configuration's
Bloodhound Active Probe.
The Gun has begun deployment to select
units among the CCAF, MAF, and even the forces
of Andurien. Despite the years of cooperation
between the CCAF and MAF, differences can
still be seen in the deployment of the Gun .
Deployed in the CCAF as a support or garrison
unit, the Gun is a prized frontline battle armor
transport and combat unit for the MAF.

Former Knight of the Sphere Rick Raisho


defeated four Guns in late 3144 with only his
Centurion. Seeing two companies of infantry
being savaged by the Guns, Raisho challenged
the lance to "pick on someone more their size:'
The Capellans thought they could easily defeat the ancient Centurion, but Raisho quickly
shredded the thin armor of the Guns with his
Centurion's Luxor Devastator-20 Autocannon.
Infantry commanders drill their forces to
quickly identify the Gun Prime configuration;
its fearsome plasma weapon can quickly eliminate an entire platoon of infantry. All RAF units
are advised to consult the warbook carefully
when facing a Gun, as the B configura'tion is
rarely deployed without supporting artillery
units within range.

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

Type: Gun
Technology Base: Inner Sphere
Tonnage: 20
Battle Value: 775
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro(XL):
Cockpit (Sma ll):
Armor Factor:

Weapons and Ammo


Alternate Configuration A
Heavy PPC
Battle Va lue: 685
Mass
1
3

Endo Steel
100

5
8
0
10 [20]

0
.5

2
3.5

56
Internal
Structure

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/ L Torso (rear)
R/LArm
R/ L Leg
Weight and Space Allocation
Location
Fixed
Head
None
Center Torso
2 XL Gyro
RightTorso
6 Double Heat Sink
2 Endo Steel
6 Double Heat Sink
LeftTorso
2 Endo Steel
3 Double Heat Sink
Right Arm
3 Endo Steel
Left Arm
3 Double Heat Sink
3 Endo Steel
Right Leg
2 Endo Steel
Left Leg
2 Endo Steel

Armor
Value

3
6

7
7
2
6
2
6
6

5
3
4

Spaces Remaining
2

0
4

2
2

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


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

Critical

Tonnage

Alternate Configuration B
ER Large Laser
Ang el ECM Suite
Bloodhound Active Probe
TAG
Battle Value: 639

Location

Critical

Tonnage

RA

10

RA
RT
LT
LA

2
2
3

5
2

Mass: 25 tons
Chassis: X-G266 Endo Steel
Power Plant: Omni 175 Light
Cruising Speed: 75 kph
Maximum Speed: 118 kph
Jump Jets: None
Jump Capacity: None
Armor: Kallon Royalstar w ith CASE
Armament:
2 Fusigon Shorttooth Light Particle
Projection Cannons
1 Holly 3-Tube Multi-Missile Launcher
Manufacturer: Adam Tech Industries
Primary Factory: Abadan
Communications System: GarretT20-C
Targeting & Tracking System: Dynatec 1122

The second offering from a new player in


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

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

DEPLO YMEN T
Lyons hired two different mercenary
units to augment its defenses in August 3136.
Cunningham's Cutthroats and Zelandia Unbound
were two upstart company-sized outfits looking for an opportunity to settle scores with the
Jade Falcons. They were preparing defenses near
the Fedkirk Badlands when everything went
sideways. Reports are contradictory regarding
whether Cunningham or Samir of the Zelandia
fired first, but within five minutes, Samir's NinjaTo was a smoking ruin and Cunningham's entire
command lance had gone weapons free.
Both commands were spread over dozens of square kilometers, with Zelandia's recon
lance the closest to the fighting, and also the
least capable of intervening. At least, that's what
Cunningham assumed . By the time Zelandia's
scouts reached the battle, Cunningham's
Atlas was the only 'Mech still fully functional.
Although Samir's lancemates had fought valiantly, Zelandia's command lance had been
decimated. Any notion Cunningham had that
he could stand against Zelandia's recon lance
was quickly disabused when a pair of Gambits
and two Havocs engaged his Atlas.
Cunningham withdrew into the Badlands,
where the exceptional heat and hostile environment limited his maneuverability but also forced
his pursuers onto a narrow path surrounded by
boiling mud lakes. This allowed Cunningham
to bring all his weapons to bear and forced the
Zelandia 'Mechs to approach one at a time.
Cunningham stood his ground for nearly half an
hour at the Colossus of Lyons mud geyser, trading long-range shots with the pursuing lance
before retreating deeper into the badlands.
After several hours of chase, one Havoc and one
Gambit had been downed and Cunningham had
exhausted the ammunition for his Gauss rifle.

Still armed with ER large lasers, Cunningham


continued his fighting withdrawal.
The pursuing 'Mechs cornered him nea r
the top of Mercy Falls-a towering hundredmeter drop into hot sulfurous water. Although
Cunningham appeared to consider jumping
several times, he ultimately held his ground,
but finally surrendered when Zelandia's fire support lance joined the fray. After Cunningham's
capture, he was convicted by a kangaroo court
and left to rot in prison until the Jade Falcons
conquered the world almost a decade later.
Many have speculated about the Lyons
Incident, but only three command lance members (two from Zelandia and one frd'm the
Cutthroats) survived, and none have volunteered any useful explanations.

VAR IANTS
The GBT-1 L variant drops the Holly 3-Tube
in favor of a targeting computer and TAG. The
improved accuracy and lack of ammunition dependent systems has made it extremely popular.

NOT ABLE UNITS


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

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

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor:

'-.

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
1.5
5.5

Endo Steel
175 Light
7
11
0
10 [20]

80
Internal
Structure
3
8

0
3
5
Armor
Value

6
4

Weapons and Ammo Location Critical


LightPPC
RA
2
MML3
RT
2
Ammo (MML) 40/33
RT
CASE
RT
Light PPC .,
LA
2

6
13
3
10
2
7
10

Tonnage
3
1.5
1
.5
3

Notes: Features the following Design Quirks: Hyperextending Actuators.

Mass: 25 tons
Chassis: Jalastar Mk.V-CH7 Endo Steel
Power Plant: PlasmaS tar 250 XXL
Cruising Speed: 108 kph
Maximum Speed: 162 kph, 216 kph with
MASC
Jump Jets: None
Jump Capacity: None
Armor: StarGuard Retlec
Armament:
4 Martell-X Medium X-Pulse Lasers
Manufacturer: Jalastar Aerospace
Primary Factory: Pan pour
Communications System: Telestar Model
R4-11Y
Targeting & Tracking System: Jalastar
TargiTrack 753

The Gunsmith began deployment with


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

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

DEPLOYMENT
Gunsmiths have earned a fearsome reputation during the invasions. Assigned to alreadyaggressive MechWarriors, the sense of outrage
most Davion pilots are feeling only heightens

their combat ferocity, as illustrated by the


Davion Light Guards on Brookeland.
After losing most of a strike lance to an ambush by Shillelagh tanks, the Light Guards' decided to strike back. Already on their back foot
on Brookeland, the Guards sent Leftenant Vasily
Arbotov's lance of Gunsmiths on an extended
raiding mission. Arbotov, who'd been orphaned
by an earlier Combine strike on Dobson, needed little inspiration to take his lance out against
long odds.
For the next two weeks Arbotov's lance
struck behind the Eleventh Ghost's lines, hitting
isolated outposts and supply convoys. When
there was time his lance called in air strikes from
the Light Guards' aerospace contingent. Within
ten days almost a full battalion of Ghosts were
dedicated to hunting his lance down, but the
Gunsmiths were adept at luring away the Ghosts'
fastest pursuit units and ambushing them. By the
time the three remaining Gunsmiths returned to
the Light Guards' lines, they had destroyed seven
Ghost BattleMechs, six tanks, nineteen battlesuits and uncounted tons of munitions, supplies
and logistical transport.
In the early days of the combat on
Robinson, Gunsmiths were instrumental in saving the life of Davion Captain Dairmad Chaines
when his company was overrun by a company
of the Seventh Sword of Light. The Twentieth
Avalon Hussars company was shattered by
close-combat with Sworder Rokurokubis, but
the reaction lance-four Gunsmiths-was able
to get there in time to keep the Combine from
capturing the young officer. The Gunsmiths
concentrated their fire on each Rokurokubi in
turn, destroying one and driving the rest off
as the slower Hussars responded to the weakened line.

NOTABLE UNITS
Subaltern Luisa Cordoba: Having trained in assault and support roles on medium and heavy
BattleMechs at the Albion Military Academy,
Subaltern Cordoba was surprised to learn of
her post-graduation assignment to the Davion
Light Guards. She was even more surprised to
learn she would be assigned to a Gunsmith.
Although it took some time to grow accustomed to a light 'Mech, Cordoba now swears
by her Gunsmith due to its ability to rise above
the misconception of being "just another scout
'Mech:' During the Light Guards' failed counterassault on Brookeland, she led a lance of
Gunsmiths against two defiladed armor platoons from the Tenth Ghost regiment. Once
she skirted around their defenses, Cordoba
sliced through the Kuritan tanks without issue,
securing a safe route of advance for the rest of
her company.
Sergeant lwan Gilchrist: Sergeant Gilchrist of
the Second Federated Suns Lancers is a study
in contrasts. Most who have interacted with him
on a casual basis attest that he seems friendly
and well-adjusted. However, when hazed, insulted, or otherwise provoked, he flies into a
stunning rage, often sending the other person
to hospital. On the battlefield he reacts in much
the same way: calm and collected while on
the march but a raging monster once the first
shots are fired at him. Rather than reprimand
him for his off-the-field behavior, Gilchrist's CO
assigned him to a Gunsmith to give his rage a
beneficial outlet.

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

Equipment
Internal Structure:
Endo Steel
Engine:
250 XXL
Walking MP:
10
15 (20)
Running MP:
Jumping MP:
0
10 [20]
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Reflective):
88
Internal
Structure
Head
3
Center Torso
8
Center Torso (rear)
6
R/L Torso
R/L Torso (rear)
R/L Arm
4
R/L Leg
6

Mass
1.5
4.5

0
1.5

3
5.5
Armor
Value

Weapons and Ammo Location Critical


2 Medium X-Pulse Lasers RA
2
MASC
LT
1
2 Medium X-Pulse Lasers LA
2
Notes: Features Full Head Ejection System.

9
12

3
10
2

8
12

Tonnage
4
4

Mass: 30 tons
Chassis: Corean Modell 01 AA En do Steel
Power Plant: VOX 240 XL
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Jump Jets: None
Jump Capacity: None
Armor: Dural lex Ferro-Fibrous with CASE II
Armament:
2 Diverse Optics Extended Range
Medium Lasers
1 Shannon Ten-Pin MRM 10 Launcher
1 Flameshot Flamer
Manufacturer: Vandenberg Mechanized
Industries, Alliance Defenders Limited
Primary Factory: New Vandenberg,
Alpheratz
Communications System: Lynx-Shur with
Guardian ECM Suite
Targeting &Tracking System: 0/P 911

As the Taurian Concordat's most visible


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

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

Pilots greatly appreciate the full-head ejection


system that harkens back to the Hatchetman,
making it a great choice for deployment in
harsh environments.

with deep pockets. The Alliance regularly sells


to the Sea Foxes, who look for customers unable
to afford Sea Fox-made BattleMechs.

VARIANTS
DEPLOYMENT
Other than its appearance in the arenas of Solaris VII, the most visible use of the
Cadaver was in an otherwise uninhabited system in the Periphery. Formerly a supply depot
for the Star League during the Reunification
War, it had long been picked clean, but the
resilient structures still stood and made an
excellent base of operations for the BrennanChao Gang. After the TDF tracked them down,
the gang was able to hide inside the buildings and hold off the Taurian pursuers. After
two failed frontal assaults, a lance of Cadavers
was sent to punch holes into the buildings.
Fast passes from over 400 meters protected
the Cadavers, while they in turn were able to
target the buildings with their missiles, eventually opening up gaps that the remainder of
the TDF company exploited.
Less spectacular was the performance
by a pair of Cadavers on Landfall. Fighting for
the rebel Free Leaguers, the pair was pushed
back by elements of II Legio into the town of
New Erewhon. Hounded by Marauder battle
armor, the two used their flamers to set fire to
the buildings the Marians were using for cover.
Flushed out, the battle armor focused on one of
the 'Mechs, shattering the engine shielding and
forcing it to shut down. The other Cadaver tried
to use its speed to retreat, but it slid into a building and was unable to extricate itself before the
battle armor swarmed the downed BattleMech.
Despite official sales being limited to the
TDF and Raven Alliance, the Cadaver is a popular BattleMech for mercenary units and pirates

A more advanced version of the Cadaver is


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

NOTABLE UNITS
Randy Creighton: Few hard facts are known
about Creighton's past, but his military record shows he served the Federated Suns as
a company commander before mysteriously
going AWOL in 3130. Using an assumed name,
Creighton reappeared several years later at
the controls of a Cadaver named Possum on
Solaris VII. His string of arena wins and the
occasional tour in the employ of various mercenary companies operating in the Draconis
Combine and the Capellan Confederation
have led many intelligence analysts to believe
this flamboyant but brilliant tactician is an
MilO agent.
Sonja Bruneau: A veteran of the Solaris VII
arena circuits, Bruneau knows how to work up
a crowd. Her 'Mech, Red Sonja, has become a
fan favorite since her appearance, and countless fortunes have been ma~e or lost based
on her performance in the arenas. Only a few
select bookies know Bruneau has been betting heavily on herself lately, hoping that she
can leverage her growing popularity to reach
greater fortune.

Type:.,S.t~daver
"
Tech~logy Base: Inner Sphere
Tonnage: 30
Battle Value: 962
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass

1.5
6

Endo Steel
240XL
8
12
0
10 [20]

105
Internal
Structure
3
10

0
3
3
6
Armor
Value
9
15

7
5

Weapons and Ammo Location Critical


ER Medium Laser
RA
1
MRM10
RT
2
Ammo (MRM) 48
RT
2
CASE II
RT
1
Guardian ECM Suite
LT
2
ERMedium Laser
LA
LA
Flamer

11
3
10
14
Tonnage
1
3
2
1.5

Notes: Features a Full-Head Ejection System. Features


the following Design Quirks: Protected Actuators,
Unbalanced.

Mass: 30 tons
Chassis: Triumph Dynamic Endo Steel
Power Plant: Victory 240 XL
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Jump Jets: VC Dynamo
Jump Capacity: 240 meters
Armor: Advantage Ferro-Fibrous
Armament:
2 Conquest Extended Range Medium
Lasers
1 Victory Conditions 6 Tube Advanced
Tactical Missile System
1 Clean-Sweep Laser Anti-Missile System
Manufacturer: Victory Conditions Industries,
Eris Enterprises Design Group
Primary Factory: Mizar (VCI),
Capolla (Eris)
Communications System: Angst Clear
ChannelS
Targeting & Tracking System: 0/P TA 1240
with Light Active Probe

Like its namesake, the Jacka lope appeared


for many years to be a fantasy. It is only due
to the widespread combat that followed the
Blackout that this 'Mech made a name for itself, bu~ that name is written nearly-indelibly at
this point. The Galatean Defense League makes
it available to all purchasers on Mizar, while
the RAF accepts the entirety of Eris' expanded
production on Capolla. Regular footage from
Solaris VII for a number of years before its fall to
Clan Wolf meant the 'Mech was firmly placed in
popular culture.

CAPABILITIES
Fast, dangerously-armed and inquisitive,
the Jacka lope excels as part of scout or recon
lances. Though its armor could be thicker, this
disadvantage is offset by its compact frame and

the Clean-Sweep anti-missile systems. Many

Jackalope destroyed the Wu/fen in less than a

Jacka lopes are operated independent of lances

minute. She refused to take Alfredo bondsman,


and his Clan relegated the disgraced warrior to
a so/ahma Cluster.
Mercenaries rarely pass a chance to purchase Jackalopes. They prize the 'Mech for its
versatility and its speed, favoring it for combined scout/pursuit lances. It appears in small
numbers in the ranks of Wolf Dragoons, often
in the training battalions of Alpha Regiment,
though combat losses in the invasion of the
Federated Suns are rushing those trainees into
the striker battalions and Gamma Regiment
faster than new recruits can be secured.

or Stars, limited only by the ammunition for


their ATM launchers.

DEPLOYMENT
Jackalopes appear in several Inner Sphere
armies, including the RAF and the Free Worlds
League. They are especially popular in the
Republic Remnant, largely due to the efforts of former Knight of the Sphere Gloria
Hansen against Clan WoiLEver since her Trial
of Grievance with Star Captain Alfredo of the
Wolves, young MechWarriors coming into the
tiny Remnant forces idolize her and her 'Mech.
In 3144 a Binary of Wolf Guards landed
on Chertan and declared a Trial of Possession
for a pair of Union-class DropS hips on lease to
the Remnant. Gloria Hansen, who'd renounced
her knighthood at the Fortress' raising, held the
rank of captain and accepted the Trial on behalf
of her company. Though her troopers beat the
Wolves, Star Captain Alfredo taunted her as his
survivors withdrew, claiming that the Remnant
forces had only won by luck. Incensed, and seeing an opportunity to raise the Remnant's stature with the Wolves, Hansen challenged Alfredo
to a Trial of Grievance.
The two squared off in a two-kilometer
Circle of Equals. Alfredo's Wulfen 0 was an excellent long-range fighter, and combined with his
stealth armor allowed him to score several hits
against Hansen's charging Jackalope while he
held the range open. His plan backfired, however, when he reached the edge of the Circle
of Equals and Hansen closed the distance. Once
she got in range to overcome his stealth armor,
her superior firepower told despite Alfredo's
attempt to skirt the edge of the Circle with his
superior speed. Though she suffered radiation
exposure from a damaged engine, Hansen's

VARIANTS
Several Jacka lope variants exist. All of them
are more specialized machines, trading firepower for speed, better short-range armaments or
even a partial wing. None of them, however,
sacrifice the laser anti-missile system or the
light active probe that make this 'Mech such a
potent scout.

NOTABLE UNITS
Captain Gloria Hansen: Captain Hansen's victory on Chertan had an effect far outside its
scale when Redburn's tiny press section shared
it as an example of the survival of Republic ideals outside the Fortress. The PR officers were
careful to hide any mention of her former status as a knight, and her bitterness toward the
Republic makes her a poor choice for interviews, but she hasn't objected to the attention.
Whatever her views of Exarch Levin and his government, she remains committed to the people
of the Remnant. It is hoped, especially by those
knights still inside the Fortress who knew her,
that she will return to the knights' ranks when
Devlin Stone emerges from the Fortress.

Type: ~kalope '


Technology Base: Clan
Tonnage: 30
Battle Value: 1,395

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
1.5
6

Endo Steel
240 XL
8
12
8
10 [20]

86
Internal
Structure
3
10

0
3
3
4.5

Armor
Value
9

7
5

Weapons and Ammo Location Critical


ER Medium Laser
RA
1
ATM6
RT
3
Light Active Probe
RT
Laser Anti-Missile System H
Ammo (ATM) 10
LT
ER Medium Laser
LA
Jump Jets
RT
4
Jump Jets
LT
4

13
4
9
2
8
11

Tonnage
1
3.5
.5

2
2

Notes: Features the following Design Quirk: Compact


'Mech.

Mass: 30 tons
Chassis: Spectre IV-Gamma Endo Steel
Power Plant: GM 180
Cruising Speed: 64 kph
Maximum Speed: 97 kph
Jump Jets: None
Jump Capacity: None
Armor: Strasbourg Armaments Type 3
Armament:
4 Martell Extended Range Medium Lasers
4 MainFire Light Machine Guns
Manufacturer: RAF Manufacturing Center
Providence
Primary Factory: Terra
Communications System: ComStar Remote
Link Theta
Targeting &Tracking System: lota-Luminus
TCKM

The Word of Blake's space defense system,


an update of the same system from the Star
League era, made its defenses powerful. So powerful, in fact, that it took the Coalition that led to
the realization of the Republic to defeat them.
ComStar experimented with the same technology with the Celerity and other programs, but
never brought it to .common use before their
disarmament. It was perfectly suited for development under the Fortress protocols, however.

C APABILITIES
Though slower than most modern light
'Mechs, the Revenant is a very durable machine,
able to take serious punishment and still return
to base. Though they haven't reached wide spread deployment, RAF theorists expect them
to give excellent service as nighttime raiders
and sentry-walkers. Armed primarily to halt
battle armor and infantry infiltration, Revenants
are inexpensive enough to defend almost every
Republic world, if there is time to produce them.

DEPLOYMENT
Like the Celerity, the Revenant has seen little action, though it has served on a number of
RAF raids outside the Fortress. Because it hadn't
been faced since the Jihad, none of the enemies
facing it have any idea what they're facing.
During a spoiling attack on Zurich, elements of XIV Principes were deployed to destroy a series of CCAF resupply points. Though
each was defended by nothing more than infantry for security purposes, there were five of the
posts strung out along a ~ housand-kilometer
stretch of beach. The operation was projected
to take three days. The LZ, hiding two DropShips
in a box canyon adjacent to a dry lakebed, was
. defended by a half-dozen Revenants operated
from the DropShips.
Unfortunately for the DropS hips, a company of hovertanks was operating near the edge
of the dry lakebed and saw the DropShips come
down. They were unable to locate them, but by
luck they set up a bivouac near the mouth of
the RAF DropShips' hiding place. The Revenant
pilots waited until night fell, and then deployed
their 'Mechs-no one was eager to enact the
anti-capture protocols.
Two of the Revenants were of the LRMequipped model; they stayed near the rear. The
other four worked their way forward and to the
left, navigating the difficult slopes and attacking
from the next valley over. With the LRM Revenants
firing from cover, the four other drones charged
forward. They destroyed three of the hovertanks
while they were unmanned and killed four crews
in their tents. They withdrew under seeminglyinaccurate missile fire. The CCAF discovered the
truth in the morning, when four of their number
skirted over Thunder minefields.

Regardless of their performance, the raid


was cut short when the hovertank company
radioed for help. Although the Revenants returned the next night and disabled the rest
of the hovertanks, the raiding party barely arrived back at the DropShips before a company
of BattleMechs reached the devastated hovertank company. Though the raiding party failed
to meet all of their objectives, the Revenants
proved successful in the field.

V A RIANTS
As part of the same series of experiments
as the Celerity, the Revenant offers a number of
specialized variants. Though not an OmnMech,
enough alternate builds have come out of
Providence to offer drone units Revenants optimized for long-range, sniping and log istical aid
missions.

NOTABLE U N ITS
Captain Vale r iy Kirichenko : Captain
Kirichenko is assigned to oversee the Revenants
assigned to the XIV Principes. A talented officer
who transferred from a company command in
Stone's Brigade, he accepted his current posting to remain closer to the raids going through
the Fortress. Kirichenko's family was caught outside the Fortress in 3135; he searches for word
of their fate every time he breaches the wall,
but his obsession is beginning to interfere with
his duties. He despises drones, seeing them as a
threat to honest MechWarriors, but he expresses his displeasure by identifying every flaw in
their design. The engineers attached to his mission try not to exacerbate his attitude, but they
take note of every complaint he makes.

Type: Revenant
Technology Base: Inner Sphere
Tonnage: 30
Battle Value: 779

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit (Small, Drone):
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Front Leg
R/L Rear Leg

Mass
1.5

Endo Steel
180

6
9
0
10 [20]

112
Internal
Structure
3
10

0
2
2
7

Armor
Value
8
14

6
7
7
7

10
4
14
14

Weapons and Ammo Location Critical


2 ER Medium Lasers
RT
2
2 Light Machine Guns
RT
2
Ammo (Light MG) 100
RT
Drone Operating System H
2 ER Medium Lasers
LT
2
LT
2 Light Machine Guns
2
Ammo (Light MG) 100
LT

Tonnage
2
1
.5
3.5
2
.5

Notes: Features the following Design Quirk: Improved


Communications.

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: 1m star V-Stealth
Armament:
10 tons of pod space available
Manufacturer: Kallon Weapon Industries
Primary Factory: Thermopolis
Communications System: Garret T11-b with
ECM Suite
Targeting & Tracking System: Sync Tracker
(39-42071)

Originally the subject of some controversy


within Clan Wolf, the Wulfen light 'Mech has
become a signature unit that ristars fight Trials
over. The few prototypes that were available
when Clan Wolf uprooted itself proved devastatingly effective in the invasions of the Republic,
Free Worlds League, and Lyran Commonwealth.
Success bred respect in the Wolf Empire, which
has poured considerable resources into bringing the unit into production.

CAPABILITIES
The Wulfen combines exceptional speed
with stealth armor, which allows it to completely
dictate the terms of engagement with heavier
'Mechs. It is equally adept at wearing down opponents in an honorable long-range duel, tearing into the enemy's supply lines, hunting down
reconnaissance elements, and screening a general advance. The standard configurations largely
play to the unit's strengths, though some close-in
loadouts like H configuration's heavy lasers exist.

DEPLOYMENT
Original production of the Wulfen on
Weingarten was highly limited, and it was
not until after 3142 that Kallon's plant on
Thermopolis could be refitted to Clan standards. As a result of high demand and limited
availability, the Wu/fen is reserved for frontline
Galaxies and to ristars within them. Beta Galaxy,
Khan Ward's own command, has the highest
concentration of Wu/fens. Thus far Clan Wolf
has gone to considerable lengths to prevent
the Wulfen from being takef1 as salvage or isorla.
The Wulfen did not start off so highly regarded. Star Colonel Josiah Ward publicly denounced the 'Mech as "tainted by Spheroid dishonor" shortly after the first prototypes walked
off the floor of the W-7 facility. It was a political
attack on Khan Seth Ward, and was answered
by sa Khan Garner Kerensky challenging the offending Ward to a Trial of Grievance. Kerensky
made a point of taking the first Wulfen prototype out to meet Ward's Loki.
Facing off on the trial grounds outside
Krefeld, it was assumed by most observers that
Ward would have the advantage thanks to his
superior firepower. However Kerensky used the
Wulfen's superior mobility to dictate the range
and systematically tore apart his opponent's
'Mech with highly accurate shooting from his
lone large laser. Kerensky's configuration for the
Trial became the basis of the B configuration,
and open complaints about the unit ceased.
Muted acceptance became admiration as
the prototype Wu/fen proved itself against the
Silver Hawk Irregulars on a half-dozen worlds
during the invasion of the Marik-Stewart
Commonwealth. Wu/fens further played a key
role in outflanking the First Covenant Guards
on New Olympia, leading to the death of

former paladin Thaddeus Marik. By the time


Clan Wolf turned on their Lyran allies the
Wulfen had claimed its present status as a symbol of the ristar.
NOTAB~E

UNITS

Star Captain Gwin Fetladral: Gwin won her


Blood name at age twenty-five and joined the
Steel Wolves following the HPG blackout. An ardent supporter of the Steel Wolves rejoining the
Clan Wolf fold, Gwin lost her way after Anastasia
Kerensky killed Galaxy Commander Kal Radick
in 3133, and she fought in only a few more combat operations before striking out on h!ir own.
Soon after, Gwin rejoined Clan Wolf and vowed
to someday repay Kerensky for casually discarding Kal Radick's vision.
Type: Wulfen
Technology Base: Mixed Clan (Advanced)
Tonnage: 30
Battle Value: 983
Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sin ks:
Gyro (XL, IS):
Cockpit:
Armor Factor (Stealth, IS):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
1.5

Endo Steel
300 XXL
10
15
0
10 [20]

104
Internal
Structure

6.5

0
1.5
3
6.5
Armor
Value

8
10

7
5

15
5
10
4
10
14

........Weight and Space Allocation


Location
Head
CenterTorso
RightTorso

Left Torso

Rig ht Arm
Left Arm
Right Leg
Left Leg

Fixed
ECM Suite
2 XL Gyro
4XXL Engine
1 Endo Steel
2 Stealth Armor
4 XXL Engine
1 Endo Steel
2 Stealth Armor
3 Endo Steel
2 Stealth Armor
2 Endo Steel
2 Stealth Armor
2 Stealth Armor
2 Stealth Armor

Spaces Remaining

0
0
5

3
4

0
0

Notes: Features a Full-Head Ejection System.


Fixed Equipment
ECM Suite

Location
H

Critical
1

Tonnage
1

Weapons and Ammo


Location
Primary Weapons Configuration
ATM3
RA
Ammo (ATM) 20
RT
CASE II
RT
Cargo
LT
Ultra AC/2
LA
Ammo (Ultra) 45
LA
CASE II
LA

Critical

Tonnage

2
1

1.5
1
.5

1
2

.5

2
6

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

RT
LT
LA
LA
RT
LT

Alternate Configuration C
Double Heat Sink
3 ER Medium Lasers
Targeti ng Computer
Jump Jets
Jump Jets
Battle Valu e: 1,334

RA
LA
LA
RT
LT

5
1
.5

2
3
3

1.5
1.5

2.5
2.5

Weapons and Ammo


Alternate Configuration D
SRM2
Artemis V FCS
Ammo (SRM) 50
CASE II
LB 2-X AC
Ammo (LB-X) 45
CASE II
Battle Value: 859
Alternate Configuration E
ATM3
Ammo (ATM) 20
CASE II
ATM3
Supercharger
Targeting Computer
2 ER Medium Lasers
Micro Pulse Laser
Double Heat Sink
Battle Va lue: 1,839

Location

Critical

Tonnage

RA
RA
RT
RT
LA
LA
LA

1
2
1
1
3

.5
1.5

RT
RT
RT
LT
LT
LT
LA
LA
LA

.5
5
.5

1
2
1
1

1.5
1
.5
1.5

Weapons and Ammo


Location
Alternate Configuration H
RA
Double Heat Sink
Improved Heavy Medium Laser
RT
Double Heat Sink
RT
Improved Heavy Medium Laser
LT
Double Heat Sink
LT
Improved Heavy Large Laser
LA
Double Heat Sink
LA
Battle Value: 1,556

Critical
2
2
2
2
2
3
2

Tonnage

Mass: 35 tons
Chassis: Olivetti 51 Endo Steel
Power Plant: Magna 210 XL
Cruising Speed: 64 kph
Maximum Speed: 97 kph
Jump Jets: Clan Standard Type A2 with
Partial Wing
Jump Capacity: 150 meters
Armor: Compound Alpha Ferro-Fibrous
Armament:
2 Type 3 Advanced Tactical Missile
Systems
2 Series 6a ER Medium Lasers
4 General Systems Micro Pulse Lasers
Manufacturer: Olivetti Weaponry
Primary Factory: Sudeten
Communications System: JF Integrated
Targeting & Tracking System: JFIX/Oiivetti
Pinpoint Advanced

Initially fielded in 3087, the Eyrie was the


first of Clan Jade Falcon's new signature 'Mechs.
Bu ilt along the same principles as the Cougar,
this completely new BattleMech emphasized
a well -rounded combat specialty rather than
focusing on firepower. The Eyrie was the first in
an all-new breed of Falcon aesthetics in that it
deliberately resembled a raptor in flight, complete with upswept wings, a prominent beak
shape, and legs armed with sharp talons. The
inclusion oftalons also denoted another radical
design departure for the Clan : the Eyrie was the
first Jade Falcon BattleMech intended to take
advantage of melee combat, a tactic the hidebound Falcons long considered dishonorable.
When the Eyrie first appeared during
Falcon raids in the Lyran Commonwealth, the
'Mech's opponents were shocked to face this
radical new design philosophy. Ever since, the

Eyrie's reputation has made the 'Mech a common choice for recent sibko graduates or ristars
that feel they have something to prove.

CAPABILITIES
Where the Cougar concentrates solely on
firepower, the Eyrie focuses on greater mobility,
heavier armor, and solid, close-range offense,
making it suitable for a larger range of battlefield tactics. Its partial wing helps position the
'Mech on the battlefield, and its talons give it
a noticeable edge in melee combat that other
light Falcon 'Mechs lack.

DEPLOYMENT
Even after nearly sixty years of consistent
combat usage, the Eyrie remains in service solely with Clan Jade Falcon. Other Clans eschew
the model due to it being one of the Falcon's
totem 'Mechs and thus believe it automatically
inferior. Because ofthe LCAF and RAF's negative
perception of the Eyrie, most Lyran or Republic
opponents who shoot one down tend to strip it
for usable parts and abandon the actual chassis. Only a non-Clan MechWarrior who wants to
paint a target on his back w ill claim a functioning Eyrie as salvage.
The Eyrie first saw combat during the
Falcon's attempt to claim the Lyran world of
Zhong shan in 3087. The Second Falcon Jaegers
landed to find the Thirteenth Wolf Guards,
mercenary commands, and planetary militia.
During the opening engagements, the sole
pair of Eyries included in Star Colonel James
Roshak's bid literally tore through a platoon
of the militia's armor. A later battle pitted the
same two 'Mechs against a Pack Hunter and a
Wolfhound, and the Eyries crippled both opponents by outmaneuvering them, firing at

close range, and using their talons to shred


the enemy 'Mechs' legs. Although the Jade
Falcons ultimately failed to take the planet, the
Eyrie had demonstrated its value, and th is new
'Mech quickly proliferated throughout other
Falcon Clusters.

NOTABLE UNITS
Star Commander Eve Buhalli n: A warrior from
the Third Falcon Velites, Eve Buhallin earned .
her Bloodname late in life, despite many naysayers claiming she was too old to win a Trial
of Bloodright. Her superiors and subordinates
constantly voicing concern about her c'l ge has
not dulled since the Falcons' incursion into the
Republic. However, she consistently passes her
yearly retests, and whenever discussion about
consigning her to solahma duties crops up, she
passes all assessments given to her. To date, she
has successfully defended command of her Eye
Star at least a dozen times.
Star Capta in Lyza Helmer: Lyza Helmer of
the Raptor Kesh ik is a holy terror on anything
or anyone who gets in her way. She has been
known to strike out against f riend and foe
alike, taking delight in any pain or destruction
she causes. She gives no consideration to her
Starmates in battle and rushes headlong into
combat, even against orders. Due to always
destroying potential salvage, killing potential
bondsmen, and executing her every opponent
in physical combat, her peers and superiors
alike consider her an unpredictable but effective asset. More than once she has used her
Eyrie's talons to cripple a Starmate's 'Mech that
she deemed was trying to steal some of her
battlefield glory.

Type: Eyrie
Technology Base: Clan (Advanced)
Tonnage: 35
Battle Value: 1,401

Notes: *Partial Wing adds +2 Jump MP and -3 Heat


per turn in Standard atmosphere (see pp. 293 and
295, TO, for additional rules). Features the following
Design Quirks: Distracting, No/Minimal Arms.

Equipment
Internal Structure:
En9ine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks (Laser):
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2
4.5

Endo Steel
210 XL
6
9
5*
10 [20]*

0
3
3
6

115
Internal
Structure
3
11

Armor
Value
9
17
5
11

'~

4
6

11
16

Weapons and Ammo Location Critical


ATM3
Ammo (ATM) 20
ER Medium Laser
2 Micro Pulse Lasers
ER Medium Laser
2 Micro Pulse Lasers
Ammo (ATM) 20
ATM3
Partial Wing
Talons
Jump Jets
Jump Jet
Jump Jets

------

RA
RT
RT
RT
LT
LT
LT
LA
RT/LT
RLILL
RT
CT
LT

~---

'

__.-- ..

Tonnage/
1.5 ~
1

1
2
2
1
2
3/3
2/2
2

;:~
1.5
2
3
.5

(;

(~

, /,

. .

Mass: 35 tons
Chassis: Foundation Ultralight Endo Steel
Power Plant: GM 210
Cruising Speed: 64 kph
Maximum Speed: 97 kph
Jump Jets: Luxor Load Lifters
Jump Capacity: 180 meters
Armor: Durallex Nova
Armament:
6 Hotshot Flamers
1 Defiance Model XII ER Medium Laser
Manufacturer: Coventry Metal Works
Primary Factory: Coventry
Communications System: Cyclops 14
Targeting & Tracking System: Cyclops 9

The Firestarter was a prolific and integral


component of the Succession Wars, appearing in numerous variants and in all armies.
The FS9-M2 was developed as a cheap export.
Mercenaries snapped it up and quickly made
the new Firestarter a common sight across the
Inner Sphere. The Firestarter has found a role as
an excellent diversionary 'Mech, setting fires to
occupy enemies while its allies focus their efforts elsewhere.

CAPABILITIES
The Firestarter's primary mission benefits from a more rugged life support system
designed to resist the crippling effects of the
fires it sets. However, the Firestarter has often
been caught by enemy scouts because it is
slower than many recon 'Mechs. Most enemy
MechWarriors wisely engage the Firestarter at
range, leaving it with only an ER medium laser
to employ against mobile enemies.

DEPLOYMENT
The new Firestarter first made its name
in the Victoria War. As Thompson's August
Warriors reinforced the Capellan defense of
Victoria in January 31 04, their Firestarters happily joined in the systematic destruction of the
world's precious infrastructure. Detached to aid
Warrior House Kamata, Thompson's Firestarters
skirted the main battle with the Second Syrtis
Fusiliers and Second NAIS Cadre to infiltrate
the already-damaged Trellis Electronics factory.
The Firestarters blazed a trail through the factory, making sure the surviving workers burned
along with their machines. The lance exited the
factory after immolating it, just before House
Kamata bombarded it. The Firestarters were unable to return to the August Warriors, so they
fled with the Kamata troops. They were the only
August Warriors to leave Victoria alive.
The Eleventh Lyran Guards' July 3145
recon raid on Smolnik went disastrously
wrong. A 'Mech company was scouting Delta
Galaxy's supply depots when it was spotted
and engaged by a Binary of the Eighty-eighth
Wolf Battle Cluster. The new Wolf Empire warriors were eager to teach the raiders a lesson.
The Binary pursued the raiders to the heavilyforested Kosice Valley and challenged them
to stand and fight. The Gaurds taunted the
Wolves into entering the forest, where a pair
of Firestarters sped around the Wolves and
ignited the trees. This only drove the Wolves
forward with greater urgency. As the Wolves
pounded the Guards, the Firestarters made a
daring rear attack on the Binary in hopes of
saving their comrades. Their combined fire
took out one ancient Kit Fox before they were

destroyed. Three of the twelve Lyran 'Mechs escaped the inferno, while six of the Wolf'Mechs
survived. The Kosice Valley was utterly devastated, taking sixteen villages and a minor city
to the ash heap, along with all their residents.

VARIANTS
One variant of the Firestarter drops half its
flamers for a MASC system, TAG, and an ER small
laser. Another variant drops the medium laser
and half the flamers for a rotary AC/2.

NOTABLE UNITS
Galaxy Commander Rikkard Nova Cat: Rikkard
Nova Cat believed the Spirit Cats needed to find
a sanctuary in the Inner Sphere or risk destruction. He led the Spirit Cats to Marik, which they
claimed with help of the Sea Foxes. Further
negotiation with Jessica Marik allowed Rikkard
to find a home for the Spirit Cats in the reforming Free Worlds League. When Kev Rosse was
assassinated in the Draconis Combine, Rikkard
became the default leader of the Spirit Cats.
Shortly after his graduation from sibko,
Rikkard chose to hone his skills with flamers-an unusual choice for a MechWarrior.
The Firestarter he pilots was salvaged from a
Draconis Combine battlefield nearly forty years
before Rikkard was born. Because of its rich history in the DCMS, Clan Nova Cat, and finally with
the Spirit Cats, Rikkard named it Soul bearer.

Type: Firestarter
Technology Base: Inner Sphere
Tonnage: 35
Battle Value: 751

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2
9

Endo Steel
210
6

9
6
11 [22]

3
112
Internal
Structure

Armor
Value

11

16
5
11

4
6

Weapons and Ammo Location Critical


3 Flamers
LA
3
ER Medium Laser
H
3 Flamers
LA
3
Jump Jets
RT
3
Jump Jets
LT
3

11
15

Tonnage
3
3
1.5
1.5

Notes: Features the following Design Quirks: Improved


Life Support.

Mass: 35 tons
Chassis: X-H54 Endo Steel
Power Plant: Hermes 280 XL
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Jump Jets: Chilton 360
Jump Capacity: 150 meters
Armor: Jolassa 328 Ferro-Fibrous with CASE II
Armament:
4 Diverse Optics Extended-Range
Medium Lasers
1 Hovertec Quad SRM 4 Launcher
Manufacturer: Adam Tech Industries
Primary Factory: Abadan
Communications System: Datacom 70
Targeting &Tracking System: Octagon
Tartrac System E

Inspired b)l the JR7-K Jenner, the Havoc is


the logical progression of that 'Mech. The Havoc
boasts almost a ten percent increase in speed
over the Jenner, close to double the armor
and is more than capable of mixing it up with
'Mechs that outweigh it. Adam Tech has marketed the 'Mech exclusively to light 'Mech pilots
using the slogan, "In any battle, you only pilot
one 'Mech:'The slogan has led to MechWarriors
nicknaming the Havoc as "the One:'

CAPABILITIES
The heart of the Havoc is the Octagon
Tartrac. The system is quite simply the best
short-range target and tracking package currently on the market. Many experts have endorsed it as the Garret D2j of short-range combat. It identifies threats faster than competing
packages, thanks in part to one of the most
comprehensive databases ever developed.

Over 3,000 target profiles come stock, and the


database is field-upgradable to include more.
In trials, the Octagon distinguished between a
TR-XB and TR-XJ Trebaruna faster than any other
system tested.

DEPLOYMENT
The Marik-Stewart Commonwealth deployed several Havocs in the defense of
Concord during skirmishes with the Lyran
Commonwealth in early 3135. In one battle, a
pair of Havocs squared off against a Wolfhound
and two Mjolnirs. The five battled in a thickly-forested region known as the Western Wilderness.
Early in the battle, one of the Havocs suffered a
hit to its ammunition magazine, but the CASE II
system not only prevented the destruction of
the Havoc, but kept it combat-ready. In fifteen
minutes of heated combat, the Havocs disabled
both Mjolnirs and sent the Wolfhound running.
More recently, two Havocs participated in
an unlikely battle on Lyons. The Havocs were
part of Zelandia Unbound, a nascent mercenary
company brought in to shore up defenses in
expectation of hostilities. Reggie Cunningham,
CO of another recently hired company, attacked and killed Samir Saddapli in an unexplained fit of rage that nearly consumed both
units. Havocs were instrumental in bringing
him to justice. MechWarrior Ryan Jaspers and
Second Lieutenant Kevin Wyvern took turns
making high speed runs at Cunningham's Atlas
as he tried to lose his pursuers in the Badlands.
Both used the exceptional speed of the Havoc
to evade repeated shots from the Atlas' Gauss
rifle. They moved in close, opened up with an
alpha strike, and then jumped to safety while
their lancemates made similar runs with a pair

of Gambits. The pursuit force concentrated their


fire on Cunningham's legs, hoping to disable
his 'Mech early in the engagement and avoid a
lengthy battle, but his Atlas shrugged off a punishing amount of fire without slowing.
On the fourth run, Cunningham connected a Gauss shot with Wyvern's cockpit, killing
the young lieutenant instantly. Undaunted,
the lighter 'Mechs continue to harass him.
Eventually, they cornered him atop a hundredmeter waterfall, where he later surrendered to
the pursuit force.

NOTABLE UNITS
Selene Petros: Piloting a heat-efficient Havoc
named Harpy, Petros appeared on the mercenary scene in 3132, before the Blackout. Few
records of her past have been found, leading
many to believe she uses a nom de guerre. Her
obsessive hatred of House Liao often gets her
in trouble. Attempts to determine the root of
her hatred are met with open hostility. Petros
floats from one mere outfit to another; her
longest stint was with the Wolf Hunters, who
allowed her to kill as many Wolf Empire troops
as she wanted.
The Cockatrice: In an area on Stewart that
is prone to mudslides, a lone Havoc stands
upright, buried to its knees in hardened clay.
Local civilians and Clan Wolf warriors alike
avoid the battered, fire-blackened 'Mech. The
natives claim to hear the Cockatrice creaking
in the wind from kilometers away, and any attempts to free or steal the 'Mech always result
in the would-be thief ending up dead from
mysterious circumstances.

Type: Havoc
Technology Base: Inner Sphere
Tonnage: 3S
Battle Value: 1,255

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2
8

Endo Steel
280 XL
8
12
5
11 [22]

116
Internal
Structure
3
11
8
6
8

3
3
6.5

Armor
Value

9
" 16
5
13
3
12
15

Weapons and Ammo Location Critical


2 ER Medium Lasers
RA
2
SRM4
CT
1
Ammo (SRM) 50
LT
2
CASE II
LT
2 ER Medium Lasers
LA
2
Jump Jets
RT
2
Jump Jet
CT
1
Jump Jets
LT
2

Tonnage
2
2
2
2
.5
1

Notes: Features the following Design Quirks: Improved


Targeting: Short.

Mass: 35 tons
Chassis: Luthi en Class 41 Endo Steel
Power Plant: Magna 245 XL
Cruising Speed: 75 kph
Maximum Speed: 108 kph
Jump Jets: None
Jump Capacity: None
Armor: New Samarkand Teppeki Hardened
Armament:
1 SarLon MiniCannon Light Class 5
Autocannon
Manufacturer: Luthi en Armor Works
Primary Factory: Luthien, Kaznejoy
Communications System: Sipher CommSys 4
Targeting & Tracking System: Neko Megane 7

Available only since the Blackout, the


Combine's Rokurokubi has captured the attention and vaingiGry of an entire generation of
young Kurita samurai. A fast light striker 'Mech,
it evokes the ubiquitous Panther that helped
instill fear in the DCMS' enemies for centuries. Prominent young Kuritan MechWarriors
have been known to duel for the honor of piloting the 'Mech, eager to earn their samurai
reputations.

CAPABILITIES
The Rokurokubi was clearly meant as an
offensive 'Mech tailored to the bushido-happy
samurai of the Combine. Combining one powerful ranged weapon with an iconic sword, the
'Mech is a fearsome attacker. Its combination of
speed and thick armor make it difficult to bring
down before it can terrify its opponents with a
four-meter sword.

DEPLOYMENT
Rokurokubis have led the invasion of the

Federated Suns, nowhere more prominent


than in the Sword of Light regiments. During
the invasion of Gambier, elements of the Fifth
Sword of Light used Rokurokubis to shatter the
planetary militia in less than an hour of combat.
Led by Tai-i Kellen Taylor, two lances of the
Sword of Light-including six Rokurokubiscaught a task force of the militia moving between firebases. Caught in the open, the militia
assumed a defensive posture and tried to fight
their way clear, but the Sworders moved too fast.
Trusting their armor to protect them, and covered by a pair of Dragon II artillery 'Mechs, the six
light 'Mech charged forward. Two ofthe militia's
Sorteks were disabled in the first barrage, their
skirts holed by armor-piercing ammunition. The
militiamen, terrified by the seeming lack of effect
of their fire against the Rokurokubis, were on the
edge of rout even as the DCMS 'Mechs closed.
When Tai-i Taylor decapitated the militia commander's Enforcer with a blow from his sword,
the task force broke and was routed.
During the assault on Robinson, the Seventh
Sword of Light led the assault on Bueller. In the
vanguard of the Seventh's was Tengu Lance, a
force of four -4X model Rokurokubis. Led by thenChu-i Alisdair Miyamoto, the Tengus charged a
company of the Twentieth Avalon Hussars. With
the rest of their company around them, the supercharged 'Mechs sprinted into the midst of
the Hussars and attacked, using their swords and
Clan-made PPCs to deadly effect. In two minutes
of combat the four 'Mechs disabled six Davion
'Mechs and two tanks, and killed two squads of
Cavalier battle armor. Reinforcements from the
Hussars' reserves arrived in time to keep the tai-i
from killing Captain Dairmad Chaines, but the
hole in the Hussars' lines was already established.

VARIANTS
LAW offers two other production models; the first, and most common, replaces the
autocannon with a Lord's Light 2 ER PPC. The
second, more rare model uses a Clan PPC and
reinforced armor to add a supercharger to an
already-increased engine.

NOTABLE UNITS

Chu-sa Stephan Dirks: Descended from a


long line of Scots, Dirks proudly carries on his
family's tradition of serving as an officer in the
DCMS. The Dirks ancestry hails from the ancient Scottish Highlands on Terra and is "one of
the last of its ilk within the Combine. The chu-sa
transferred to the Second Legion of Vega with
his Rokurokubi-nicknamed Sie-gi (Justice)after serving alongside Tai-i Kellen Taylor on
Palmyra. Dirks requested the transfer after suffering a severe concussion during the closing
days of the campaign.
Chiang Umh: The code of bushido is often
misunderstood outside of Kurita space, but to
Chiang Umh it is lifeblood. The Solaris gladiator embodies the bushido way amidst the rough
and tumble environment of the Game World,
earning him the respect of many of his peers
and the adoration of those Combine citizens
residing on Solaris VII. Intelligence agents suspect Umh is actually on Solaris under the direct
orders of the Coordinator and often point to
his Rokurokubi as proof. Regardless of his motives, Umh is a skilled and deadly gladiator in
the arenas.

Type: Rokurokubi
Technology Base: Inner Sphere (Advanced)
Tonnage: 35
Battle Value: 998

Weapons and Ammo Location Critical


Sword
RA
3
LA
2
Light AC/5
Ammo (Light AC) 40
LA
2

Equipment

Mass
2
6

Internal Structure:
Endo Steel
Engine:
245 XL
Walking MP:
7
Running MP:
10
0
Jumping MP:
10 [20)
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Hardened):
108

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

0
1.5
3
13.5

Internal
Structure

Armor
value

3
11

16

12

12
12

7
5

4
8

Tonnage
2
5
2

Notes: Hardened Armor reduces Running MP by 1.


Features the following Design Quirks: Protected
Actuators, No Ejection Mechanism.

Mass: 35 tons
Chassis: MatherTech 750 Endo Steel
Power Plant: GM 210 XL
Cruising Speed: 64 kph
Maximum Speed: 97 kph, 129 kph with MASC
Jump Jets: None
Jump Capacity: None
Armor: Lexington Ltd. Medium Grade
with CASE
Armament:
1 Thor 40mm Rotary Class 2 Autocannon
Manufacturer: Coventry Metal Works
Primary Factory: Coventry
Communications System: Cyclops 12
Targeting & Tracking ,~ystem: Cyclops 9

Arriving half a century late, the Storm


Raider was Defiance Industries' alternative to the
Hollander. The prototypes were so poorly received
that Defiance licensed the unit to Coventry Metal
Works. Coventry produces four versions of the
Storm Raider, most intended for small-scale surgical strikes and urban defense operations. The
'Mech is terrible at both roles. Easily outrun and
outgunned by contemporaries like the Havoc and
Nyx, the Storm Raider is most often encountered in
picket roles. Where it shines, however, is on Solaris
VII, where is a fan-favorite.

CAPABILITIES
The Storm Raider is most known for being
the first 'Mech equipped with Coventry Cast
Off, a hybrid modular weapons system. Like
competing products, a ceo-compliant weapon
can be quickly and easily replaced in the field.
Unlike the competition, a CCO weapon may be
jettisoned during combat without posing risk
to the MechWarrior. However, CCO weapons
are not interchangeable, so while repair times
are improved, reconfiguration still poses all the
usual challenges.

DEPLOYMENT
In 3127 the Donegal Guards were conducting war games on Caledonia. During the latter
stages of the exercise, two leutnants-Cieft
Lamberg and Dimok Sullenger-involved in a
heated argument disengaged their safety protocols and went weapons hot. Lamberg struck
first, smashing the left torso of Sullenger's
Storm Raider with his Mjolnir's mace. Sullenger
returned the favor, shredding the Mjolnir's
right arm. Lambert jumped back and fired his
lasers, scoring hits on the Storm Raider's torso.
As Sullenger was lining up his return volley,
Hauptmann Eileen Brott attempted to intervene, moving her Wolfhound between the combatants and inadvertently stepping into a full
salvo from Sullenger's Thor autocannon. Highexplosive armor-piercing shells slammed into
the Wolfhound's head, killing Brott and ending
the impromptu battle. Sullenger and Lamberg
were court-martialed and are both serving
twenty-five year sentences.
During the nineteenth battle for Hesperus II,
the Eridani Light Horse fled toward the Defiance
Industries factory complex, pursued by elements
of the Hell's Horses's 666th Mechanized Assault
Cluster. Captain Birchmeier's recon lance, which
included two Storm Raiders, held the rearguard
position and was the first to cross swords with
the 666th. Sandstorm conditions grounded
the Horses's VTOLs, so a Zephyros Point preceded the main force. Birchmeier's lance engaged them on a high plateau generously
sprinkled with large rock columns known as the
Somerset Wilderness.
Suspecting that the Clanners would
consider his Storm Raiders easy pickings,
Birchmeier deployed them in the open while
keeping the rest of his lance hidden. The
Storm Raiders fired several volleys and then
began giving ground. Hungry for an easy

kill, the vehicles raced after them, right into


Birchmeier's trap. The ambush destroyed one
Zephyros and damaged the other. It attempted to break contact, but the Storm Raiders used
their MASC to keep pace with the vehicle and
chased after it with rolling bursts from their
autocannon. Ultimately they disabled the second Zephyros and denied the 666th useful
tactical information. When the 666th entered
the wilderness two hours later, they faced multiple ambushes from the Light Horse and paid
dearly for every meter gained.

VARIANTS
The STM-R1 (also known as the ~olaris
Special) exchanges the Thor autocannon for a
Mydron Model B, but also sacrifices the MASC.
The STM-R2 features a General Motors NovaS instead of the Thor autocannon. Finally, the
STR-R4 retains the R3's stock weaponry but upgrades to impact resistant armor.

NOTABLE UNITS
Tai-i Caria Gordon: Tai-i Gordon is best
known for turning traitor in the middle of a
battle. A security MechWarrior employed by
DiNapoli industries, she became a de facto
Bannson's Raider when Bannson bought out
her employer. However, having been raised
by Kuritan parents, she chose to defect to
Katana Tormark's Amaterasu regiment when
the Raiders and the Dragon's Fury clashed on
Deneb Kaitos. As a gesture of goodwill to the
Amaterasu, Gordon offered some 'Mechs she
had liberated from her former employer. By the
time the Amaterasu was reabsorbed into the
DCMS, Gordon had attained command of her
own 'Mech company.

Type: Storm Raider


Technology Base: Inner Sphere
Tonnage: 35
Battle Value: 791

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/ L Torso (rear)
R/ L Arm
R/L Leg

Mass
2
4.5

Endo Steel
210 XL

6
9 (12)
0
10

112
Internal
Structure
3
11

8
6
8

0
3
3
7
Armor
Value
9
17
4
12
4
11
14

Weapons and Ammo Location Critical


RA
Mace
4
2
MASC
CT
Ammo (RAC) 45
LT
CASE
LT
LA
Rotary AC/ 2
3

Tonnage
4
2
1
.5
8

Notes: Features the following Design Quirks: JettisonCapable Weapon (Mace), Jettison-Capable Weapon
(RAC).

~. -

...

Mass: 35 tons
Chassis: NCIA En do Steel Type N
Power Plant: Standard 245 XL
Cruising Speed: 75 kph
Maximum Speed: 118 kph
Jump Jets: None
Jump Capacity: None
Armor: Alpha Compound Ferro-Fibrous
with CASE II
Armament:
4 Series 6b Extended Range Medium
Lasers
2 Series 6c Extended Range Small Lasers
2 Pattern Alpha SRM 2 Launchers
Manufacturer: Trellshire Heavy Industries
Primary Factory:Twycross
Communications System: Able-Seven Sensor
Suite with Watchdog CEWS
Targeting &Tracking System: Multi-Spread 9
with Advanced Targeting Computer

The Tiburon is exclusive to Clan Sea Fox,


and is common in their light Stars and among
the Clan's warrior-merchants. With a name
reminiscent of the Clan's previous identity, the
Tiburon lives up to its reputation as a fast, lethal
predator.

CAPABILITIES
The Tiburon has more firepower than
'Mechs ten or fifteen tons heavier. With a top
speed near 120 kph, there are few BattleMechs
that it cannot outrun. The Watchdog CEWS
gives the Tiburon a powerful electronic warfare
capability in a compact package.
In keeping with the Clan's mercantile tendencies, and to conceal the machine's lethality,
most of the Tiburon's weapons are concealed
behind retractable panels.

DEPLOYMENT
In September 3135, several pirate attacks against the Spina Khanate's assets in the
area between the Rim Commonality and the
Regulan Fiefs threatened several of Epsilon
Aimag's profitable operations. Through their
contacts and the Watch, Epsilon located the
pirate base in the Duchy of Tamarind-Abbey's
Kogl system.
OvKhan Gar Labov, Epsilon's leader,
moved his aimag to the Kogl system under
the cover of a normal trade mission. While
their merchants negotiated access to the Kogl
market, Epsilon's military forces searched the
system for the pirate base. They located the
pirate base on an airless world on the far side
ofthe sun from Kogl.
Labov led two Sea Fox Clusters to the
base. While his heavier forces engaged the
pirate defenders, Labov, in his Tiburon, led his
lighter, faster forces, including several more
Tiburons, around the defenders' flank and
overwhelmed it. The survivors and the base
quickly surrendered.
At the pirate base, Labov found evidence
that senior members of the Kogl government
were involved with the pirates. By using the
evidence in negotiations, Epsilon Aimag gained
favorable trading concessions.
Even a lone Tiburon, in the hands of a
skilled MechWarrior, is a fearsome opponent.
In 3136, Warrior-Merchant Najeh Hammond
and a Sea Fox merchant team arrived on Gram
in the Draconis Combine to bid on the year's
crop of gojo berries, a sweet fruit often fermented into potent liquor. Among the bidders
were the Yung brothers, Combine merchants
with a ruthless reputation. Deciding that
Hammond's team would be a threat to their

chances at securing the gojo berry crop, the


Yungs decided to kill Hammond.
One of the brothers' recent hires was a
renegade Jade Falcon warrior. At a party held
before the actual bidding started, the renegade
challenged Hammond to a Circle of Equals.
They agreed to conduct the Trial in the rolling
hills north of the capital the next morning.
When Hammond showed up for the
trial, he found his opponent in a Ryoken II,
a BattleMech more than twice the weight
of Hammond's Tiburon . Reports indicated
Hammond merely shrugged and took his
BattleMech into the Circle.
What should have been a one-sided fight
was-for the Tiburon. Using his speed and the
cover of the terrain, Hammond systematically
cut the Ryoken II apart. After twenty minutes,
the Ryoken exploded when its ammo ignited.
Six hours after the Trial, Hammond won the
contract for the gojo berry crop.

NOTABLE UNITS
Star Captain Josem Hawker: A master of many
combat styles, Josem embodies both warrior
and merchant, and he can either cut a deal or
a throat depending on the circumstances. His
Skate Khanate Starmates dislike him, as he has
no qualms turning on them if he can profit from
such deception. Many have challenged him for
his rank-and to claim his personal hoard as
isorla-but none have yet been successful.

Type: Tiburon
Technology Base: Clan
Tonnage: 35
Battle Value: 1,841

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2
6

Endo Steel
245 XL
7
11
0
15 [30)

115
Internal
Structure
3
11

5
3
3
6

Armor
Value

8
6
8

Weapons and Ammo Location Critical


2 ER Medium Lasers
RA
2
ER Small Laser
RT
RT
SRM2
Targeting Computer
H
CT
Watchdog CEWS
2
ER Small Laser
LT
SRM2
LT
Ammo (SRM) 50
LT
LT
CASE II
LA
2 ER Medium Lasers
2

9
17
5
11
4

11
16

Tonnage
2
.5
.5
1.5

.5
.5
.5
2

Notes: Features the following Design Quirks: Multi-Trac


Targeting.

Mass: 40 tons
Chassis:Triumph-M Endo Steel
Power Plant: Pitban 320 XL
Cruising Speed: 86 kph
Maximum Speed: 129 kph
Jump Jets: None
Jump Capacity: None
Armor: Paulina Ferro-Fibrous
Armament:
2 Aggressor Extended Range Medium
Lasers
1 Aggressor Extended Range Small Laser
1 Martell Small Pulse Laser
1 Victory Conditions SRM 6 Launcher
Manufacturer: Victory Conditions Industries
Primary Factory: Mizar
Communications System: Angst Clear
ChannelS
Targeting & Tracking System: 0/P TA 1240
with Beagle Active Probe and TAG

Victory Conditions' first original 'Mech,


the Night Stalker, found a ready market among
the Federated Suns, Lyran Commonwealth and
mercenaries. RAF records show that the procurement department intended to purchase
the 'Mech for its own lances but the Fortress cut
it off from the factory. The few already procured
serve in the expanded RAF, though several have
been lost masquerading as other nations' combatants outside the Fortress.

CAPABILITIES
Night Stalkers are popular 'Mechs for scout
and pursuit lance commanders because of
their speed and firepower, but also because
the 'Mechs integral lance gives them a bit of
additional authority. The sight of an officer gesturing toward a subordinate's 'Mech with the

Night Stalker's unique curved lance has made

clear what the content of an unheard-from


the ground-conversation might be.

DEPLOYMENT
On Alcor in 3144 a Binary from Clan Wolf
arrived to test the world's mercenary defenses. The planet, part of the Galatean Defense
League, didn't host one of the League's frontline regiments, but was held in the hands of a
collection of smaller mercenary units known
as the Nine Fingers. The Fingers' commander,
Major Benito Iqbal, was one of three Night
Stalker MechWarriors in the battalion. When the
Wolves landed, he broke his battalion into three
task groups, each with a Night Stalker and a mix
of the other units.
The Wolf Binary broke into two Stars and
went hunting. Major Iqbal's task group got lucky
and divined the Wolves' course; they set an ambush with Iqbal's Night Stalker as bait. The major
allowed himself to be seen and then fled, leading the Star into the trap. When it was sprung,
he spun around and charged, finally skewering the Star Commander's Koshi with his lance.
Unfortunately for the major, the other Star was
an assault Star; when it caught his other two
task groups, they were annihilated. Iqbal's force
stayed on the move, surviving until a relief battalion from the First Galatean Defense Force arrived to relieve them.
In the arenas ofSolaris VII 'Mechs armed with
physical weapons like the Night Stalker's lance
have long been crowd favorites. In fact, Victory
Conditions debuted the 'Mech there, offering it
as a prize for the victor in a contest. After that the
'Mech's place in the games was assured, but few
have matched the reputation of gladiator Jack
Barton. Barton was a rising star in the 3137 games,

earning a twenty-second place slot in the open


class with his Night Stalker. Fighting in a K1, he became famous for ambushing opponents with his
lasers and Streak SRMs and then finishing the job
with his lance. He won several sponsors in 3138,
but his tactics backfired during a grudge match
against gladiator Teodor Wodislawcz. Barton did
quite well for several minutes, until Wodislawcz
caught Barton's lance in his Centurion's fist and
broke it. Deprived of his signature weapon, Barton
appeared to lose focus and was quickly defeated . .
His sponsors were so disgusted with his performance that they abandoned him.

VARIANTS
Most variants of the Night Stalker modify
the 'Mech to improve its armament, usually
with more ER medium lasers. The most extreme,
the K7, is-or was-a very popular Solaris VII
BattleMech with re-engineered lasers and a
chain whip. The most popular variant is the
NSR-K1, with three ER medium lasers and a
Streak SRM 6.

NOTABLE UNITS
Sergeant Tamar Doorn: Sergent Doorn pilots
the only Night Stalker in the XI Hastati. Along
with several of his mates, he has been sent several times from 1m bros Ill to raid the Rasalhague
Dominion forces on Ko and Atria. Doorn is a fatalistic MechWarrior who has no qualms about
the death-before-capture requirements of
these missions, but he fights his Night Stalker
very much like a man who wants to live. Though
he has returned four times with a broken lance
and a heavily-damaged 'Mech, his name is at
the top of the volunteer list each time another
raid is contemplated.

Type: Night Stalker


Technology Base: Inner Sphere (Advanced)
Tonnage: 40
Battle Value: 1,028

Equipment
Internal Structure:
Endo Steel
Engine:
320 XL
Walking MP:
8
12
Running MP:
Jumping MP:
0
Heat Sinks:
10 [20]
Gyro:
Cockpit (Torso-Mounted):
Armor Factor (Ferro):
116
Internal
Structure
Head
3
Center Torso
12
Center Torso (rear)
R/L Torso
10
R/L Torso (rear)
R/L Arm
6
R/L Leg
10

Mass
2
11.5

0
4
4
6.5

Armor
Value

Weapons and Ammo Location Critical


2 ER Medium Lasers
RA
2
Beagle Active Probe
RT
2
ER Small Laser
RT
Small Pulse Laser
H
LT
SRM6
2
Ammo (SRM) 15
LT
1
Lance
LA
2
TAG
LA

9
18
5
14
4
12
12

Tonnage
2
1.5
.5
1
3
1
2

Notes: Features the following Design Quirk: Distracting.

Mass: 45 tons
Chassis: Harmony VT En do Steel
Power Plant: Pitban 225
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy with CASE
Armament:
2 Shannon SH-88 MRM 10 Launchers
Manufacturer: Harmony MetaiWorks
Primary Factory: Harmony
Communications System: Harmony Warshout
Targeting & Tracking System: Garret DSj
with Apollo FCS

Designed for the arenas of Solaris VII, the


Violator is an unusual BattleMech that many
commanders find difficult to effectively employ,
though the Violator remains a widely deployed
'Mech . Originally popularized by a band of
Regulan aces at the turn of the century, its reputation continues to be enhanced by the Reg ulan
Hussars as well as the Solaris arenas. When used
properly, the Violator is a deadly ambush predator, as many MechWarriors discover too late.

CAPABILITIES
The Violator is a hardy machine despite its
origins as a flashy Solaris arena fighter. Its ease
of repair and low-demand maintenance make
it a popular 'Mech with many users who originally purchased it thanks to the Solaris holovids.
The missile armament is secondary to its 'Mech
scale mining drill and claws and the package as
a whole is ideal for ambushes. The Violator carries heavy armor for its frame and its ammunition is protected by CASE, but it is a poor match
for line combat.

DEPLOYMENT
The Violator is a common sight in the
Reg ulan Hussars. The First and Second Hussars
both revel in physical combat and the brigade
as a whole tends to follow their lead. Violators
have been freely exported to mercenaries
and Solaris gladiators, and sold to the Lyrans,
Anduriens, and Capellans from time to time.
Many Violators have fallen as isorla to the Clans.
During the pro-Regulan coup on
Elektrougli in 3141 Violators of the Fourteenth
Reg ulan Hussars were used in a series of urban
ambushes to eliminate "questionable" militia
officers. A Violator of the Sirius Star Company
felled the militia commander's Crusader by
breaking out of a parking garage on the emergency egress route for the planetary government. The Violator showered the Crusader with
an MRM volley even as it charged in with its
mining drill. Though the commander was killed,
Elektrougli's president escaped and requested
aid from Oriente.
When elements of the First Orloff
Grenadiers joined the planetary militia to take
back the capital, they entered a battlefield tailor-made for the Violator. The lance of Violators
in Sirius Star Company proved expert at striking
from behind rubble and through buildings to
stymie the advance of heavy Orloff 'Mech units.
The superior numbers and iron discipline of
the Orloff troops soon overcame the delaying
tactics, and the militia's assistance helped them
find alternative routes. After a couple of weeks
of combat the Fourteenth began its retreat.
The loss of the Hussar's vaunted Trebuchet
lance exposed Sirius Star Company to longrange fire in the relatively flat Casmanian lake
country. This ultimately forced the Hussars to
abandon their Violators, which lacked the range

to respond in kind or the speed to escape.


Despite that humiliation, the lance was soon
rebuilt with four more Violators.

VARIANTS
The VT-U3 Violator is less sophisticated,
replacing the augmented MRMs with a mix of
standard SRM and LRM missile launchers. It has
found a market with users who value its higher
damage potential.

NOTABLE UNITS
Star Commander Ava Ward: The perpetual
loner in the Wolf-in-Exile's Alpha Binary, Ava remains aloof even on the battlefield. She tends
to hang at the back of her Star's formation at the
beginning of a firefight, then rush in and finish
off crippled 'Mechs before they have a chance
to retreat. She is known for leaving a trail of carnage in her wake, as she will often tear limbs
and armor plates from downed 'Mechs to satisfy
her rage.
Amira MacDougal: A popular Solaris VII challenger, MacDougal has piloted Gold Digger to
great fame and fortune. Her stage persona as an
Old West sheriff has led to her many fans wearing vests, Stetsons, and cowboy boots to her
matches. Rumors abound that her appearance
isn't an affectation and she is actually a former
Marshal from the Franc Reaches. So far no one
has proven these wild speculations.

Type: Violator
Technology Base: Inner Sphere (Advanced)
Tonnage: 45
Battle Value: 923

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit (Armored):
Armor Factor:

Head
Center Tor so
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2.5
10

Endo Steel
225
5
8
0
10 [20]

144
Internal
Structure
3
14

0
3
4
9

Armor
Value
9
21

6
11
7
11

Weapons and Ammo Location Critical


Mining Drill
RA
4
MRM10
RT
2
Apollo FCS
1
RT
MRM 10
2
LT
Apollo FCS
LT
Ammo (MRM) 48
LT
2
CASE
1
LT
Claw
LA
3

17
5
14
18

Tonnage
3
3
1
3
1
2
.5
3

Notes: Features the following Design Quirks: Distracting,


Easy to Maintain.

Mass: 50 tons
Chassis: Earthwerks PXH II Reinforced
Endo Steel
Power Plant: Rawlings 300 XL
Cruising Speed: 64 kph
Maximum Speed: 97 kph
Jump Jets: Rawlings 45 with Partial Wing
Jump Capacity: 240 meters
Armor: Durallex Light
Armament:
1 Ceres Arms Smasher Extended Range
Particle Projection Cannon
1 Diverse Optics 37V Medium
Variable-Speed Pulse Laser
1 Diverse Optics Medium Pulse Laser
2 Diverse Optics Small Pulse Lasers
Manufacturer: Majesty Metals and
Manufacturing
Primary Factory: Canopus IV
Communications System: Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak
with TAG

Developed in the early thirty-second century, the Agrotera is based on the Word of Blake's
Phoenix Hawk variant. Majesty Metals advertises
it as an alternative to ammo-dependent 'Mechs
like the Legionnaire and Shockwave. Considerable
firepower flexibility helps the Agrotera excel in a
variety of roles, though it is frequently deployed
in support of lighter scouts.

CAPABILITIES
A fully energy-based complement of
weapons gives the Agrotera the sort of battlefield endurance and loitering capability that
quartermasters love, though they often curse
the inclusion ofVSPs, as maintenance parts can
be difficult to acquire.
First-time pilots of the 'Mech inevitably rave about its comfortable and spacious

cockpit. Despite these advantages, qualifying


times are still slightly longer than other 'Mechs
in its class due to the complexity of operating
the VSPs and partial wing.

DEPLOYMENT
During the Capellan invasion of
Cumberland in 3144 a mixed unit of Agroteras
and Yinghuochongs dealt the Federated Suns
a costly loss in the Sarasota Flats. The soaring
temperatures in the Flats limited the Agroteras'
ability to leverage its firepower and relegated
it to filling the same role as the Yinghuochongs.
Together, the 'Mechs spent four days sniping at
the Federated Suns forces.
Once the enemy forces had been located,
the Capellans would single out a straggling or
otherwise vulnerable heavy or assault 'Mech
and target it with all four of their PPCs. They
quickly withdrew, using their considerable
jumping capacity to clear plateaus, escape box
canyons and otherwise frustrate the pursuing defenders. After the first day, many of the
Davion MechWarriors, frustrated with the constant harassing fire, toggled for alpha strikes
and unleashed them as soon as the Capellans
appeared. For many of these 'Mechs, the heat
generated overwhelmed their cooling systems
and brought them dangerously close to shutdown. Although the tactic was occasionally
successful in damaging the Capellans, it more
frequently backfired for the AFFS, leaving immobile 'Mechs as tempting targets for the harassing force.
By the end of the fourth day, the Capellans
had disabled five Davion 'Mechs while sustaining
moderate damage. The constant distraction allowed a Capellan detachment to bypass the Flats
and capture two ofthe Federated Suns DropShips.
In early 3108 Agroteras newly deployed
to First Mag istracy Highlanders clashed with

bandit forces on Bethonolog. The attackers,


grounded twenty kilometers from the Canopian
Industries consumer electronics factory. The
Highlanders mobilized immediately, but the
only units fast enough to intercept the bandit
'Mechs were a pair of Agroteras.
The Agroteras engaged the bandit's lance
of aging heavy 'Mechs as they reached the factory. With more than three dozen buildings in
the complex the battle favored the highly maneuverable Agroteras, but the Highlanders were
outweighed by nearly 200 tons. Realizing that
they did not have to defeat the bandits, merely
keep them engaged until the slower Highlander
units could arrive, the Agroteras emplo9ed hit
and run tactics. They delivered a savage volley
of fire and then leapt over buildings to avoid
the bandit counterattack. By the time the remaining Highlanders arrived, the Agroteras had
destroyed one bandit, crippled another, and
damaged the remaining two. The surviving
bandits surrendered.

NOTABLE UNITS
The Archangel: First reported in 3116, a lone
Agrotera was sighted on Victoria without any

visible support. The 'Mech was painted stark


white, with no visible regimental markings or
other means of identification. The Agrotera
harried AFFS supply convoys, which greatly
disrupted the planet's logistical network, then
it vanished without a trace. Every few years,
the Archangel-as the Capellan March troops
have called it-resurfaces like clockwork on
a Federated Suns border world and wreaks
as much havoc as it can cause before the
cavalry arrives. Thus far, MilO, DMI, and the
Maskirovka have been unable to unearth any
verifiable information on either the Archangel
or its pilot.

Type: Agrotera
Technology Base: Inner Sphere (Advanced)
Tonnage: 50
Battle Value: 1,693

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Notes: Features Full-Head Ejection System. *Partial


Wing adds +2 Jump MP and -3 Heat per turn in
Standard Atmosphere (see pp. 293 and 295, TO, for
additional rules).
Mass
2.5
9.5

Endo Steel
300XL
6

9
6*
10 [20]*

152
Internal
Structure

3
16
12

8
12

0
1.5
3
9.5
Armor
Value
9
23
6
18
5
16
18

Weapons and Ammo Location Critical


Medium VSP Laser
RA
2
Medium Pulse Laser
RA
Small Pulse Laser
RT
TAG
H
Small Pulse Laser
LT
ER PPC
LA
3
Actuator Enhancement
2
LA
System
4/4
Partial Wing
RT/LT
JumpJets
RL
2
RT
Jump Jet
1
Jump Jet
LT
Jump Jets
LL
2

J
'~~, ' \

Tonnage

4
2

1
7
1.5
3.5
1
.5
.5

'

"

~: "~

~\\ cP

'

Mass: 50 tons
Chassis: Corean Model OM77 Endo Steel
Power Plant: Magna 250 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: StarGuard Ill
Armament:
24 tons of pod space available
Manufacturer: Corean Enterprises
Primary Factory: New Avalon
Communications System: Corean
Transband-J9
Targeting & Tracking System: Corean FlexTech

Corean's Centurion BattleMech has been


a staple of the Federated Suns' military for
centuries and has seen countless upgrades
and customizations. It influenced the design
of many of the Suns' most effective 'Mechs,
including the advanced Legionnaire, and
was a natural candidate to be redone as an
OmniMech when Corean was looking to expand its market share in the second decade
of the thirty-second century.

DEPLOYMENT
The Morrill Draconis March Militia has
suffered a number of spoiling raids from the
Combine, often from Wolf's Dragoons striker
battalions, who keep them constantly on the
defensive to make it impossible for them to
launch a counterattack into the Palmyra salient.
Replacement machines rushed forward from
the Crucis March have actually led to a higherthan-normal percentage of Centurions, often
serving next to the venerable fixed-configuration machines. During a recent raid by the Black
Cats Battalion, the mix of Centurions served the
Morrills well.
As the Dragoons advanced toward a replenishment depot, each 'Mech company of
the Morrill DMM attacked from its flank. Every
Centurion in the unit was paired with a Centurion
OmniMech, and in between attacks, while the
Dragoons' attention was held by the DMM's
conventional forces, the OmniMech would swap
out configurations. The next day's attacks, with
different weapons, tricked the Dragoons into
believing the Morrill DMM had been heavily reinforced. Though they destroyed the replenishment depot, they retreated directly off-world
instead of attacking their secondary targets.

CAPABILITIES
The Centurion's configurations match the
most common variants the 'Mech has carried
over the years, offering MechWarriors their
choice of roles to fill. Each of them combines
both long and short range weaponry to fulfill the Centurion's traditional role as a utility
BattleMech. If there is a deficiency, it is that only
two of the Centurion's configurations mount
jump jets-an increasingly-needful tactical tool
on the modern battlefield.

NOTABLE UNITS
Darla "Sucker Punch" Westin: A Capellan national, Westin became a media darling upon
her arrival on Solaris in 3126, and only a fateful
encounter pushed her from the limelight. For
each match, her Centurion OmniMech Shfshinamed for a Chinese stone lion statue-was
reconfigured to exploit each opponent's weaknesses. Westin's most favored pod configuration matched the loadout of Yen-/a-wang, the

legendary Centurion of ancient Solaris champions Justin Allard and Kai Allard-Liao. Westin
won nearly every engagement using this configuration, the notable exception being the
match that effectively ended her career.
In 3127, Westin piloted Shfshi into the
Jungle arena to face a secret challenger. This
challenger was none other than Yen-Jo-wang,
piloted by Kai Allard-Liao's cousin Danai LiaoCentrella. The original Yen-lo- wang and the pretender squared off, but the crowd was clearly set
against Westin from the beginning. Regardless
of how well Westin fought, she could not bring
herself to destroy her inspiration. Instead, she
gave the audience a good show and ler Shfshi
succumb to Danai's attacks. She then sold her
'Mech and departed Solaris for parts unknown.

Type: Centurion
Technology Base: Inner Sphere
Tonnage: 50
Battle Value: 1,236

Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (Compact):
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
RIL Leg

Mass

2.5

Endo Steel
2SO XL
5

6.S

8
0
10 [20]

4.5
152
Internal
Structure
3
16
12

8
12

9.5
Armor
Value

9
21
6
16
6
16
20

Weight and Space Allocation


Location
Fixed
Head
1 Endo Steel
Center To rso
None
RightTorso
3 Engine
1 Endo Steel
Left Torso
3 Engine
3 Endo Steel
Right Arm
2 Endo Steel
Left Arm
3 Endo Steel
Right leg
2 Endo Steel
Left Leg
2 Endo Steel

Spaces Remaining
0
4
8
6
6

5
0
0

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


Weapons and Ammo
Location
Primary Weapons Configuration
LB 10-X AC
RA
Ammo (LB-X) 20
RT
Ammo (LRM) 24
RT
CASE II
RT
ER Medium Laser
CT
ER Medium Laser
CT/ R
LRM 10
LT
Artemis IV FCS
LT
Configuration A
Rotary AC/5
Ammo (RAC) 60
Ammo (MML) 26/22
CASE II
ER Medium Laser
MMl9
Artemis IV FCS
Battle Val ue: 1,398
Configuration B
Heavy PPC
Double Heat Sink
Guardian ECM Suite
Ammo (MML) 34/ 28
CASE II
Targeting Computer
MML7
Artemis IV FCS
Battle Value: 1,430

RA
RT
RT
RT
CT
LT
LT

RA
RA
RT
RT
RT
CT
LT
LT

Critical

Tonnage

6
2
2

11
2
2

6
3
2

10
3
2
1

1
5
1

4
3
2
2
1
3
4

6
1

10
1.5
2

4.5

Weapons and Ammo


Configuration C
Plasma Rifle
Ammo (Plasma) 20
Ammo (lRM) 24
Guardian ECM Su ite
CASE II
ER Medium La ser
ER Medium Laser
C' Slave Unit
l RM 10
Artemis IV FCS
Jump Jets
Jump Jet
Jump Jets
Battle Value: 1,628

Configuration D-Advanced
Hatchet
MML 9
Artemis IV FCS
2 ER Medium Lasers
Beag le Active Probe
Ammo (MML) 26/22
CASE II
ER Small Laser
Medium Shield
Jump Jets
Jump Jets
Battl e Value: 1,177

Location

Critical

Tonnage

RA
RA
RT
RT
RT
CT
CT/ R
CT
LT
LT
RT

2
2
2
2

6
2
2

2
2

LT

CT
LT
LT
LT/R
LA
RT
LT

5
1
1

-~ /

CT

RA
RT
RT
CT

1.5

4
5

4
6

2
2
2

2
1.5
2

1
5
2
2

.5
4

Weapons and Ammo


Configuration -Advanced
Gauss Rifle
Ammo (Gauss) 16
2 ER Medium l asers
Boosted C' Slave Unit
Ange l ECM Suite

Location

Critical

Tonnage

RA
RT
CT
CT
LT

7
2
2
2
2

15
2
2
3
2

Mass: 50 tons
Chassis: Beowulf SC
Power Plant: Magna-C 350 XL
Cruising Speed: 75 kph
Maximum Speed: 118 kph
Jump Jets: None
Jump Capacity: None
Armor: Royai-7R Reactive
Armament:
3 Series 2f Extended Range Medium Laser
1 GM Whirlwind Autocannon 5
Manufacturer: Arc-Royal MechWorks, Odin
Mqnufacturing
Primary Factory: Arc-Royal (ARM),
Orestes (OM)
Communications System: 0/P COM-22/
H47Targeting
Targeting & Tracking System: Digital Scanlok
347

For a 'Mech built from cheap parts by an


international collaboration between two different Clan-based manufacturers, no one ever expected the Mongrel to perform as well as it does.
After the Jihad the Rasalhague Dominion sought
to replace aging 'Mechs in its touman with more
inexpensive but efficient models, and partnering
Odin Manufacturing with Clan Wolf-in-Exile's ArcRoyal MechWorks resulted in what many initially
deemed an abomination. Dubbed the Mongrel
due to its dubious pedigree, this new model
surpassed all expectations in field trials. Less
than two years later gained popularity among
younger Exiled Wolf MechWarriors. Because of
its reasonable price tag and performance record,
the so-called "FrankenMech that could" quickly
proliferated to the mercenary market.

CAPABILITIES
The Mongrel can outpace and outmaneuver
the older Ursus and many other medium 'Mechs,
thus reducing its response times to battlefield
trouble spots. Also, it relies on a limited number
of weapons systems, making the 'Mech's components far easier to maintain, repair, and replace
especially when time between engagements is
severely limited. When facing heavy resistance,
the Mongrel's reactive armor affords maximum
protection against incoming fire, further increasing the pilot's staying power in the field.

On Fort Loudon, the Fifth Bear Guards


bid a single Star ofT2-model Mongrels against
seven Points from the Second Wolf Assault
Cluster. On the Palisade Highlands, the Fifth
managed to circle around to the Second's
weakened flank and surprise the Wolves with a
brutal, point-blank assault. The Bears claimed a
total of four kills but were ultimately overpowered. The Wolf commander, impressed with the
Mongrels' performance, claimed a mostly intact
Mongrel as isorla.

VARIANTS
DEPLOYMENT
In 3108, the first true field test of the
Mongrel came in the form of a joint exercise
between Clan Wolf-in-Exile and the Rasalhague
Dominion. Rather than put the jointly designed
'Mech through its paces in staggered engagements, the Exiled Wolves and the Dominion
launched coinciding raids on opposite sides
of the Clan Wolf Occupation Zone. Within two
days of each other, the First Wolf Guardians
landed on Borghese and the Fifth Bear Guards
made planetfall on Fort Loudon.
A Binary from the First Wolf Guardians engaged Clan Wolf's Thirteenth Battle Cluster on
Mettle Archipelago, an uninhabited island chain
in Borghese's southern hemisphere that the
Thirteenth used for proving grounds. A Star of
Mongrels kept a medium Star of opponents at
bay by engaging them in duels. The Mongrels
used their autocannon to keep their adversaries at
long range and outmaneuvered the opposition to
find weak spots. Once the Mongrels had softened
up or crippled the Clan Wolf 'Mechs, they closed
in for the kill. Two victorious Mongrels that challenged the Thirteenth's heavier 'Mechs managed
to inflict considerable damage before running out
of ammunition. However, by that point the First
Guardians had already secured a victory in the Trial.

The standard Mongrel is intended for the


mercenary market, but the majority of assembled T2 models are earmarked for the Dominion's
touman. The T2 version packs a more powerful,
short-range punch by replacing the autocannon
with a large-bore ProtoMech autocannon and an
ECM suite. Also included is an actuator enhancement system designed to lend more accuracy to
the 'Mech's retractable blade.

NOTABLE UNITS
Star Captain Gregory Stiehl: Gregory Stiehl's
parents were originally farmers on Arcturus,
and they relocated to the Rasalhague Dominion
after a Jade Falcon raid demolished their homestead. The Dominion embraced the Stiehls, as
they brought with them various engineering
techniques for raising better crops on inhospitable worlds. Gregory, who had grown up
piloting AgroMechs, enrolled in MechWarrior
training to ensure his family would not get
displaced again. Earning a kill in his Trial of
Position, he quickly advanced to command a
Trinary in the First Rasalhague Bears. Some of
his peers consider a Mongrel to be ill-suited for
a Star Captain, but he proves them wrong in
every engagement.

Type: Mongrel
Technology Base: Mixed Clan
Tonnage: 50
Battle Value: 1,860

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Reactive):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
2.5
15

Endo Steel
350 XL

7
11
0
10 [20]

168
Internal
Structure
3
16

0
4
3
10.5
Armor
Value
9
24

7
12
8
12

Weapons and Ammo Location Critical


Retractable Blade
RA
4
3 ER Medium Lasers
RT
3
AC/5 (IS)
LA
4
Ammo(AC)20
LA

19
5
16
24

Tonnage
3
3
8

Notes: Features the following Design Quirks: Easy to


Pilot, No Cooling Jacket (AC/ 5).

Mass: 50 tons
Chassis: Rl-17p Vijaya
Power Plant: Magna 250 XL
Cruising Speed: 54 kph, 64 kph with TSM
Maximum Speed: 86 kph, 97 kph with TSM
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy
Armament:
1 Magna Mk.IV Extended Range
Small Laser
19 tons of pod space available
(maximum of 15 tons in turret)
Manufacturer: Ronin, Inc.
Primary Factory: Wallis
Communications System: Barret Party
Line-200
Targeting & Tracking System: Wasat Argent
with Omnilink

Introduced with high hopes in 3122, the


SRTH-1 0 Sarath is so far the only native Reg ulan
OmniMech. Reg ulan expectations were encapsulated by its name, the guise adopted by the divine Krishna as the charioteer of the hero Arjuna
in the Mahabharata. A series of operational missteps instead led to the Sarath being named a
disappointment within the Reg ulan Hussars.

CAPABILITIES
Regulan engineers adopted a quad turret to deal with the space constraints on the
Sarath's frame while retaining improved stability. However the turret controls proved
counter-intuitive to many BattleMech pilots
and contributed to the 'Mech's poor reception. Triple-strength myomer and excellent
armor protection make the Sarath effective for
the close-in assaults preferred by the Reg ulan
Hussars, though only the B configuration is specialized for them. The primary configuration's

PPCs make it an excellent skirmisher, while the


Sea Fox-supplied missile launchers of the A configuration mark it for support missions.

DEPLOYMENT
Despite a lingering lack of affection for the
Sarath in Regulan military circles it has not been
authorized for export. All production Saraths are
assigned to the Reg ulan Hussars. Originally most
of the units went to the prestigious First, Second,
and Fourth Hussars, but the unit's rapid fall in
prestige has seen it distributed more evenly.
The combat debut ofthe Sarath in a 3124
assault on Aitutaki began promisingly. Taking
a cue from the Capellans, the Fourth Regulan
Hussars overloaded a pair of Union class
DropShips and dropped them near the planetary capital. The Sarath's compact frame let
them fill one Union with two companies of the
new 'Mech by disregarding practically all safety
considerations. The planetary militia completely
underestimated the size of the Reg ulan invasion and, thinking it a raid, raced to engage the
landings. The Saraths subsequently played a
key role in defeating them and securing control
of the planet.
Ultimately Marik-Stewart responded
with the elite First Free Worlds Guards. Hussar
Saraths performed relatively effectively, using
their turrets to excellent effect warding off
lighter Guards 'Mechs. In a famous incident
captured on battleROM footage, a Guard Locust
was obliterated by PPC fire from a Sarath while
it tried to engage the OmniMech from the rear.
The Fourth Hussars were eventually ejected
from Aitutaki, and the defeat was seen as a bad
omen for the new Sarath. A decision to abbreviate the training of Sarath pilots compounded
the damage to its reputation, and soon led to a
reinforcing loop of disappointed expectations
being taken out on the unit.

NOTABLE UNITS
Captain Ananda Kocchar: A proud native of
Regulus, Lieutenant Kocchar joined the Second
Regulan Hussars after graduating from the
Aitutaki Academy in 3123. Of all the members
in her battalion who were assigned Saraths,
Kocchar was the first to grow accustomed to effectively using its turret. Because of her demonstrable skill, the Fourth regularly holds a competition amongst Sarath MechWarriors to see who
has the best aim using only their Sa roth's turret.
Type: Sarath
Technology Base: Inner Sphere (Advanced)
Tonn age: 50
Battle Value: 1,630
Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/ L Front Leg
R/ L Rear Leg

Mass

5
6.5

250XL
5 (6)
8 (9)
0
10 [20]

0
3

3
184
Internal
Structure
3
16

1 1.5
Armor
Value

8
25

7
12
12

12

20
4
24
24

Weight and Space Allocation


Fixed
Location
Head
ER Small Laser
Center Torso
None
Right Torso
3 Engine
1 Quad Turret (15 tons)
Left Torso
3 Engine
6TSM
Right Front Leg
None
Left Front Leg
None
Right Rear Leg
None
Left Rear Leg
None

Spaces Remaining
0
2
8
3
2
2
2
2

Notes: *These weapons are mounted in a Quad BattleMech Turret.


**Talons occupy 2 criticals in each leg. Features the following
Design Quirks: Compact'Mech, Distracting, Bad Reputation.
Fixed Equipment
ER Small Laser
Quad Turret (15 tons)

Location
H
RT

Critical
1

Tonnage
.5
1.5

Weapons and Ammo


Location
Primary Weapons Configuration
Heavy PPC*
RT
Light PPC*
RT
ER Medium Laser*
RT
Spikes
RT
ER Medium Laser
CT
Spikes
CT
Beagle Active Probe
LT
Spikes
LT
Spikes
RFL
Spikes
LFL

Critical

Tonnage

4
2
1

10
3
1
.5
1
.5
1.5
.5
.5
.5

2
1

Weapons and Ammo


Configuration A-Mixed
2 LRM 15 (C)*
2MML3*
ER Small Laser (C)
Ammo (LRM) 16
Ammo (MML) 40/33
Ammo (MML) 40/33
Ammo(LRM)8
Ammo(LRM)B
Jump Jet
Jump Jet
Jump Jet
Jump Jet
Jump Jet
Battle Value: 1,738

Location

Critical

Tonnage

RT
RT
CT
LT
FRL
FLL
RRL
RLL
FRL
FLL
CT
RRL
RLL

4
4
1
2

7
3
.5
2

.5
.5
.5
.5
.5

Weapons and Ammo


Configuration 8-Mixed
Plasma Rifle*
2 Medium Lasers*
4 ER Flamers*
Ammo (Plasma) 20
Double Heat Sink
Talons (C)
Battle Value: 1,475

Location

Critical

Tonnage

RT
RT
RT
CT
LT

2
2
4
2
3

6
2
4
2
1
4

Mass: 55 tons
Chassis: Csesztreg QuadVee 55.4 Endo Steel
Power Plant: 275 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Compound H 17 Ferro-Fibrous
Armament:
2 Model Vi Improved Heavy Medium Lasers
2 Tau-11 Anti-personnel Gauss Rifles
1 Type XV "Crossbow" LRM-15 Launcher
Manufacturer: Csesztreg lndustriplex Alpha
Annex
Primary Factory: Csesztreg
Communications System: CH2 Series
Integrated with ECM Suite
Targeting & Tracking System: Version
Gamma-vns
When it began development in the early
3130s, the Cyllaros was-at least according to the
Hell's Horses engineers who designed it-the
start of a "brave new frontier in battlefield technology:' Intended as the first of a new generation
in combat units, it was the first of the QuadVees
(quadruped vehicles), an experimental notion
the Horses hoped would combine the best features of BattleMechs and combat vehicles.
The Cyl/aros first saw actual battle when it
debuted as part of the Clan's defense against a
routine Trial of Possession in 3136. Though the
jury is still out on whether these hybrids have any
real place in modern warfare, to call the Cyl/aros
a failure would be misleading. As a BattleMech
that can be carried and deployed as a vehicle, the
convertible Cyl/aros can surprise an unwary opponent. Its real trouble stems from the same source
that ultimately hobbled the Land-Air 'Mechs that
are its distant kin: in attempting to perform two
duties, QuadVees excel at neither one.

CAPABILITIES
The Cyl/aros' armament is focused mainly on
delivering increasingly greater damage the closer
it gets to its enemy, starting with a far-reaching
LRM, and ending with a combination of heavy
lasers and anti-personnel weapons ideal for work
against battle armor and light vehicles alike. With
a ground speed comparable to most classic Clan
heavies, and an ECM suite for good measure, the
presumption is that this 'Mech is designed mainly
to provide the anti-infantry, electronic warfare,
and fire support needs of itS> Star.

DEPLOYMENT
The Cyl/aros' limitations-if not those of the
entire QuadVee concept-became readily apparent during a Trial of Possession for an armor stockpile on Derf. Against a Jade Falcon attack force almost entirely comprised of 'Mechs, the defending
Horses deployed a Binary that included a full Star
of QuadVees, two of them Cyl/aroses.
Though the QuadVees did initially confuse
the Falcon warriors, most accounts report that
the Horses' crews had difficulty taking full advantage of their flexibility. This was especially
true for the Cyl/aroses, which featured an earlier
divided-style cockpit arrangement that only
served to impair crew communication. Two of
the QuadVees remained in vehicular mode for
the entire Trial, and both were destroyed after
becoming trapped in difficult terrain while attempting to flank their opponents. One Cyllaros
was defeated in an effort to stand toe-to-toe
with an older Cougar. The Horses did carry
the day, but only after four of the five new
QuadVees were reduced to scrap.
Despite their lackluster performance on
Derf, Cyllaroses entered full production. Many
found their way into second-line Galaxies for
further field testing. Most were assigned to
Epsilon Galaxy (the Stonewall Brigade), and

would not see action until 3138, when the


Horses and Falcons converged on Clan Wolf's
abandoned occupation zone. Cyllaroses in the
Ninth Horde Cluster saw limited combat in the
taking of Weingarten and Thannhausen, and a
supporting role in a skirmish with Rasalhague
Dom inion forces on Carse. In all cases the
QuadVees performed well, if not spectacularly.
None of the Hells Horses troops that fought
alongside Malvina Hazen and her Golden Ordun
included QuadVees, and there have been no
reports of these hybrid 'Mechs fighting against
Inner Sphere troops. This, of course, may change
in the years ahead, as the Jade Falcons continue
to pressure the Lyran Commonwealth-with the
Hell's Horses riding just behind them.

NOTABLE UNITS
Star Commander Uriah: As head of a vehicle
Star in the Falcons' Third Mixed Cluster, Uriah
was at first baffled by the Cyllaros appearing on
Butler during a 3144 raid by the Horses' Seventyseventh Mechanized Cavalry. His Star of aging
Sokars managed to defeat some of the QuadVees
with the help of a Star of 'Mechs, and he was
ordered to salvage the Cyllaroses to replace his
battle losses. Uriah was hesitant to comply, as
the repaired Cyl/aroses seemed ungainly at first;
however, his mandate forced him to incorporate
the QuadVees into the standard police and antiriot tactics his Star is accustomed to, which re sulted in vastly improved performance.
Nova Captain Xavier Mendoza: The Ninetyseventh Mechanized Cavalry Cluster was among
the first to receive large quantities of Cyllaroses.
When Xavier Mendoza's Nova Captain poorly
integrated the new QuadVee concept into the
Cluster's tactics, Xavier denounced her as a relic
and beat her in a Trial of Possession over her rank.

Type: Cyllaros
Technology Base: Clan (Advanced)
Tonnage: 55
Battle Value: 1,450

Equipment
Internal Structure:
Endo Steel
QuadVee Conversion Eqpt:
Engine:
275
Walking MP:
5
Running MP:
8
Jumping MP:
0
Tracked Cruise MP:
5
Tracked Flank MP:
8
10 [20]
Heat Sinks (Laser):
Gyro:
Cockpit:
Armor Factor (Ferro):
144
Internal
Structure
Head
3
Center Torso
18
Center Torso (rear)
R/L Torso
13
R/L Torso (rear)
R/L Front Legs
13
R/L Rear Legs
13

Mass
3
6
15.5

0
3
4
7.5

Armor
Value

9
17
10
16
8
15

Weapons and Ammo Location Critical


Improved Heavy
Medium Laser
RT
2
AP Gauss Rifle
RT
Ammo (AP Gauss) 40
RT
ECM Suite
RT
LRM 15
CT
2
Ammo (LRM) 16
LT
2
Improved Heavy
Medium Laser
LT
2
AP Gauss Rifle
LT
Tracks
4
*

Tonnage
1
.5

3.5

.5

Notes: *Tracks take up 1 critical slot in each leg. Features


the following Design Quirks: Bad Reputation, Hard
to Pilot, No Ejection System, Non-Standard Parts.

Mass: 55 tons
Chassis: EXR Endo Steel
Power Plant: Hermes 330 XL
Cruising Speed: 64 kph
Maximum Speed: 97 kph
Jump Jets: None
Jump Capacity: None
Armor: New Samarkand Royal Ferro-Fibrous
with CASE II
Armament:
2 Diverse Optics 30X Extended-Range
Large Lasers
2 Long Fire V LRM 5 Launchers
1 Shigunga MRM 10 Launcher
Manufacturer: Independence Weaponry
Primary Factory: Quentin
Communications System: Garret T11-B
Targeting &Tracking System: Garret D2j

Heavily championed by Warlord Mitsura


Sakamoto for more than a decade, the Exhumer
entered the rolls of the Benjamin District
Regulars in 3129. Sakamoto, who held several engineering degrees, firmly believed the
Exhumer would become the DCMS's next standard BattleMech, taking the place of the Dragon
and Thunderbolt.

CAPABILITIES
The Exhumer met very little acclaim among
the rank-and-file MechWarriors of the Benjamin
Military District. Its multiple missile launchers
do not carry a powerful punch and suffer from
continuous targeting problems due to poor integration the use of surplus Garret systems. The
Exhumer's loadout is best used at a distance,
making its prominent battle fists an odd choice
for a long-range combat machine.

DEPLOYMENT
The Second Benjamin Regulars received
the first of several Exhumers and put them to immediate use in raiding along the Dominion and
Republic borders. During one raid on Dehgolan,
Chu-i Roberta Sato positioned her Exhumer on
a low rise to cover the rest of her heavy reconnaissance lance as they approached a Ghost Bear
position. The Bears reacted to the Dragon's presence and sent out a mixed Star of vehicles, battle
armor, and a lone Thresher. Sato cut loose with a
full salvo of missiles at the ~nemy 'Mech. As her
force of hovertanks moved to evade the heavier
Bear force, Sato watched in horror as the missiles
missed their target and showered her lead Cizin.
The chu-i covered her lance's withdrawal through
judicious use of her lasers; the Exhumer's entire
targeting system needed a complete overhaul
when the lance returned to Chandler.
Stories similar to Sato's experience were common in the few years after the Exhumer's debut.
In an attempt to save face, Warlord Sakamoto
ordered a complete electronic overhaul of all
Exhumers on active duty. He then cancelled the
DCMS' remaining order and shunted them into
the Dragon's small but competitive mercenary
market. Despite the targeting issues, the Exhumer
was better received among mercenary forces.
Gannon's Cannons, employed by the DCMS
for a strike mission on Pike IV shortly before
the Combine's invasion of Prefecture II, used
an Exhumer to smash through a Republic firebase. After their Yeomen shelled the thick ferrocrete walls, Lieutenant Mackie Derer moved
his Exhumerforward and used its battle fists to
exploit a rupture. By forcing the breach in this
manner, the Cannons were able to extract their
target in one piece: Chu-saYiguchi Saito, son of
Pesht Military District Warlord Doppo Saito.

VARIANTS
When the Exhumer was brought to the
mercenary market, Independence Weaponry
provided an update to the maligned 'Mech.
Built with short range combat in mind, smaller missile packs, pulse lasers, and a new triple
myomer system, this variant proved to be highly popular.

NOTABLE UNITS
Joe Gaskill: A confident and intense warrior,
Gaskill found nearly two decades of success
among the lower class arenas of Solaris VII. In
3143, he stunned the crowds with his unCilerdog
win over Mike "MadMan" Rolph to take the title
of Grand Champion. Gaskill's easygoing and
humble personality gives him an aura of refinement that makes him popular among younger
fans. When not stomping around the arenas in
his Exhumer (nicknamed "Sweetness"), he runs
a successful drum and percussion school in the
International Zone.
Gonzalo Sanchez: Sanchez has a deserved
reputation for taking cockpit shots as his "signature move" in the free-form arenas on Fletcher.
Drummed out of the LCAF in 3128, Sanchez
spent several years in a Donegal prison before
finding his way to the brutal arenas of Fletcher's
underworld game circuit.

Type: Exhumer
Technology Base: Inner Sphere
Tonnage: 55
Battle Value: 1,468

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
3
12.5

Endo Steel
330 XL
6

9
0
12 [24]

2
4

3
185
Internal
Structure
3
18

10.5

Armor
Value

13

26
10
18

9
13

18
26

Weapons and Ammo Location Critical


ER Large Laser
RA
2
LRM5
RT
CT
MRM 10
2
LT
LRM5
Ammo (LRM) 24
LT
Ammo (MRM) 24
LT
LT
1
CASE II
LA
2
ER Large Laser

Tonnage
5
2
3
2

1
5

Notes: Features the following Design Quirks: Battlefists.

Mass: 55 tons
Chassis: Coventry GTL-Fiex En do Steel
Power Plant: Defiance 275 Light
Cruising Speed: 54 kph
Maximum Speed: 86 kph, 108 kph with MASC
Jump Jets: None
Jump Capacity: None
Armor: Lexington Limited Light Ferro-Fibrous
Armament:
21 tons of pod space
Manufacturer: Coventry Metal Works
Primary Factory: Coventry
Communications System: Cyclops 24XS
Adaptable
Targeting & Tracking System: Cyclops Special
Limited

It took nearly thirty years for the GTL-1 0


Gauntlet to enter production after Archon
Adam Steiner first proposed the development
of a medium OmniMech to honor the Lyran
spirit. In spite of persistent technical difficulties
and the opposition of many senior generals, the
Gauntlet entered the LCAF in 3128 and has since
become a favorite of the lightning companies.

CAPABILITIES
A troubled development cycle marred
the Gauntlet's debut, but CMW produced a
solid cavalry OmniMech that can race along at
speeds associated with light 'Mechs. The primary configuration is geared toward longerrange engagements in open terrain, while the
A configuration offers the flexibility of a strong
MML battery and the B configuration is suitable
for knife-fighting. The C configuration with
TSEMP is a relatively new development that has
been used in daring operations to capture Clan
'Mechs intact.

DEPLOYMENT
Despite the not-so-subtle disapproval of
the 'Mech by the LCAF senior command, the
Gauntlet has never been offered for foreign
sale. Adam Steiner had proposed an exclusively
Lyran 'Mech and no one had much interest in
challenging that vision. Distribution of the
'Mech within the LCAF is somewhat haphazard, as commanders in several prestigious regiments that would normally be first in line for
an OmniMech have not requested supply of
the unit. As a result Gaunt(ets have percolated
down to medium companies throughout the
LCAF, where the distance from social generals
has given it a much warmer welcome.
During the Jade Falcon invasion of Arcturus
in 3142 the defending Fifteenth Arcturan Guards
fielded a lance of Gauntlets in their lightning
company. The regiment was soon overwhelmed
by the numbers and ferocity of the Clan assault,
and forced to retreat back to its DropShips. The
Gauntlets proved critical to the rearguard by
running down light Falcon 'Mechsthat slipped
past the screening elements. The lance was then
switched over to urban combat configurations as
the Guards reached the long-abandoned city of
Brighton. Aggressive tactics by the Gauntlet lance
bought sufficient time for the Guards' surviving
conventional forces to load their DropShips.
Gauntlets have also proven their value
against Inner Sphere foes. During the invasion of
Uhuru at the start of Operation HAMMERFALL,
the Fourth Lyran Regulars faced the Thirteenth
Atrean Hussars in a quick-moving battle of
skirmishes and ambushes on the world's vast
savannahs. The Fourth Regulars kept their
Gauntlets at the forefront of the attack, baiting
the Hussars into a hasty assault. As the Hussars
took the bait, the Gauntlets switched out their

skirmishing configuration for a close-in armament and decimated the attacking force.

NOTABLE UNITS
Leutnant Erdmann Brewer: A distant relation
to deposed Archon Vedet Brewer, Erdmann was
serving in the First Hesperus Guards when Vedet
usurped the Archonship. Disgusted with Vedet's
treason, he deserted the Guards and joined the
Fourteenth Lyran Regulars. AfterTrillian Steiner
ascended to the throne, Erdmann requested a
Gauntlet as a show of patriotism after his peers
questioned whether he retained any loyalty to
the "pretend Archon:'
Type: Gauntlet
Technology Base: Inner Sphere
Tonnage: 55
Battle Value: 1,846
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Light Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
3
12

Endo Steel
275 Light
5
8 (10)
0
10 [20]

169
Internal
Structure

3
18

13
9

13

0
3
3
10
Armor
Value
9
24
10
20
5
18
20

Weight and Space Allocation


Location
Head
Center Torso
Right Torso

LeftTorso
Right Arm
Left Arm
Right Leg
Left Leg

Fixed
1 Endo Steel
1 Light Ferro-Fibrous
2 Light Engine
3MASC
3 Endo Steel
2 Light Engine
6 Endo Steel
2 Endo Steel
3 Light Ferro-Fibrous
2 Endo Steel
3 Light Ferro-Fibrous
None
None

Spaces Remaining
0
1
4

4
3
3
2
2

Notes: Features the following Design Quirks: Poor Life Support,


Rumble Seat.
Fixed Equipment
MASC

Location
RT

Weapons and Ammo

Tonnage
3

Location

Critical

RA
CT
LT
LT
LA

4
1
2
2

10
1.5
2
.5
7

Alternate Configuration A
Light PPC
Ammo (MML) 34/28
CASE II
MML7
MML7
Light PPC
Ammo (MML) 34/28
CASE II
Battle Value: 1,420

RA
RA
RA
RT
LT
LA
LA
LA

2
2
1
4
4
2
2

3
2
1
4.5
4.5
3
2

Alternate Configuration 8
5 Medium Lasers
Medium Pulse Laser
Guardian ECM Suite
Coolant Pod
Targeting Computer
Coolant Pod
5 Medium Lasers
Jump Jets
Jump Jet
Jump Jets
Battle Value: 2,076

RA
RT
RT
RT
LT
LT
LA
RL
CT
LL

5
2

Primary Weapons Configuration


Heavy PPC
Supercharger
Ammo (Thunderbolt) 12
CASE
Thunderbolt 10

1.5

Mass: 55 tons
Chassis: Olivetti Stage 3
Power Plant: 275 Fusion XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Clan Standard Type A 1 with Partial
Wing
Jump Capacity: 150 meters
Armor: Raydient Advance Series 4
Armament:
2 Series 6b ER Large Lasers
2 Type OVR-V LB 2-X Autocannons
Manufacturer: Olivetti Weaponry
Primary Factory: Sudeten
Communications System: Raptor X-TType iii
Targeting & Tracking System: Goshawk
E-Series with Light Active Probe

Given the success of Olivetti Weaponry's


Eyrie in 3087, many were surprised when the

Jade Falcons waited twenty-five years to unveil


the Eyrie's heavier sibling. Truthfully, Olivetti
never planned to design a BattleMech to follow
in the Eyrie's footsteps; A Clan Council initiative
at the turn of the thirty-second century was
meant to revitalize the flagging touman during
Devlin Stone's peace, and the Gyrfalcon was the
first tangible result of that program. Alongside
the Eyrie, this new BattleMech was intended to
inspire the next generation of Jade Falcons to
new heights and to reinforce a sense of pride,
patriotism, and culture in the Clan's older warriors. The initiative was a smashing success.
Wa rriors of all stripes embraced the Gyrfalcon
not only for its battlefield prowess but also for
its fearsome shape that screamed "I am Jade
Falcon" to all potential challengers.

CAPABILITIES
The Gyrfalcon is a workhorse BattleMech.
Able to outrun and outmaneuver many

opponents in its weight class due to MASC


and its partial wing assembly, the Gyrfalcon
can maintain considerable offensive pressure.
Its weapons keep challengers at range while
the MechWarrior relies on the Gyrfalcon's reflective armor to fend off return fire. Although
the Gyrfalcon lacks the razor-sharp talons of its
smaller sibling, in the event of a close-range
contest, the 'Mech's legs are designed to withstand the rigors of performing a Death From
Above assault.

DEPLOYMENT
Like all of the Jade Falcon's totem 'Mechs,
the Gyrfalcon only sees service with the Falcons,
and it can be found in most battle Stars
throughout the Clan's touman.
In an effort to showcase the new 'Mech's
capabilities, the Second Falcon Dragoons landed on Chateau in 3113 and challenged the Hell's
Horses'Thirtieth Mechanized Strike Cluster. The
Trial of Possession targeted the Thirtieth's sole
Star of Baliuses, one of the Horses' signature
'Mechs, and the Falcons' batcha/1 challenged
that Star to defend itself in the trial. The Falcons
sought to prove that they possessed the more
efficient totem 'Mech of both Clans. In the
Avi on Hills, a full Star of the Second Dragoons'
Gyrfalcons met the Thirtieth's Balius Star. The
Dragoons used the hills to their advantage and
kept the heavier Horse 'Mechs at long range
until the Trial's final minutes. Once the Baliuses
closed the gap, two Gyrfalcons leapt from hilltops onto the Horses, instantly crushing two
Baliuses with expertly timed Deaths From
Above attacks. The remaining Horses fought for
a short time before requesting hegira. Instead
of claiming the Baliuses as isorla, Star Colonel
Hazen ordered his warriors to publicly destroy
the 'Mechs in front of the Horse warriors, leaving no salvageable components behind.

VARIANTS
Gyrfalcon variants commonly resulted from
pilot preference and are available as refits. All
known variant configurations replace the standard model's reflective armor with lighter, more
common ferro-fibrous armor. The heat-efficient
Gyrfalcon 2 also replaces the active probe with
two laser heat sinks. The Gyrfalcon 3 ties dual
Ultra AC/2s with a targeting computer, making
this a favored configuration with aggressive
risk-takers unconcerned about heat management. The least common configuration is the
Gyrfalcon 4, a specialized model which modifies
the Gyrfalcon 2 by replacing the paired autocannon with TSEMPs.

NOTABLE UNITS
Star Captain Jiyi Chi stu: Unusual for a t rueborn
warrior, Jiyi Chistu of the Fifth Battle Cluster is
quiet and reserved. Starmates and superiors
often goad him into responding, but he is difficult to provoke. Behind his humble exterior lies
the heart of a consummate tactician and politician. Whether at the controls of his Gyrfalcon,
Emerald, or in kurultais or Clan Council assemblies, Jiyi has proven adept at manipulating
the martial and political landscape of his Clan,
which has led his critics to accuse him of being
of Clan Snow Raven genestock.
Star Captain Benj Malthus: Descended from
the genestock of Jihad hero Taman Malthus,
Benj is built more like an Elemental than most
MechWarriors. As a warrior in the 124th Falcon
Striker Cluster, Benj espouses the Slips' neoCrusader beliefs and revels in combat against
the "filthy surats" of the Inner Sphere.

Type: Gyrfalcon
Technology Base: Clan (Advanced)
Tonnage: 55
Battle Value: 2,367

Equipment
Internal Structure:
Endo Steel
Engine:
275 XL
Walking MP:
5
8 (10)
Running MP:
Jumping MP:
5*
11 [22] *
Heat Sinks (Laser):
Gyro:
Cockpit:
Armor Factor (Reflective):
144
Internal
Structure
Head
3
Center Torso
18
Center Torso (rear)
R/L Torso
13
R/ L Torso (rear)
R/L Arm
9
R/L Leg
13

Mass
3
8

1
3
3
9

Armor
Value
9
21
6
16
5
15
18

Weapons and Ammo Location Critical


ER Large Laser
1
RA
LB 2-X AC
RA
3
Ammo (LB-X) 45
RA
Light Active Probe
H
MASC
LT
2
ER Large Laser
1
LA
LB 2-X AC
LA
3
Ammo (LB-X) 45
LA
Partial Wing
RT/LT
3/3
Jump Jets
RT
2
Jump Jet
CT
Jump Jets
LT
2

Tonnage
4
5

.5
2
4
5
3

.5

:>-

Notes: * Partial Wing adds +2 Jump MP and -3 Heat per turn in Standard atmosphere (see pp. 293 and
295, TO, for additional rules) . Features the following Design Quirks: Distracting, Reinforced Legs.

Mass: 55 tons
Chassis: Luthien Class 52 Endo Steel
Power Plant: Hermes 330 XL
Cruising Speed: 64 kph, 75 kph with TripleStrength Myomer
Maximum Speed: 86 kph, 108 kph with TripleStrength Myomer
Jump Jets: Icarus 81
Jump Capacity: 120 meters
Armor: New Samarkand Teppeki Hardened
Armament:
1 Lord's Light 3 Heavy Particle
Projection Cannon
2 Diverse Optics Type 20X
Extended-Range Medium Lasers
Manufacturer: Luthien Armor Works
Primary Factory: New Samarkand
Communications System: Sipher CommSys 4
Targeting & Tracking System: Neko Megane 7

As the Combine's unofficial cultural rebirth


took hold, LAW engineers developed a stylized
medium BattleMech for the Dragon's more aggressive samurai. Similar to the Rokurokubi in
philosophy, it has found favor among rank-andfile DCMS MechWarriors in the decade since
its debut.

CAPABILITIES
Mounting advanced myomers once found
among Davion and Capellan BattleMechs, the
Hitotsume-Kozo, or "one-eyed dwarf;' uses its
variable speed to quickly bring its blade into
close quarters. Experienced pilots will carefully mix their energy weapon usage to build
and maintain the Hitotsume's heat curve, giving it a deadly blend of speed, damage, and
maneuverability. When combined with lighter
Rokurokubis, Hitotsumes often provide ranged
cover fire as their lighter brethren charge into
the fray.

DEPLOYMENT
The first Hitotsumes were difficult to appreciate by the average samurai because of their
advanced structure and finicky heat curve. As a
result, the Procurement Department believed it
a dud concept and shunted them to the Ghost
regiments and other less-favored units. However,
some enthusiastic officers-most notably former
Warlord Katana Tormark-and the yakuza-samurai embraced the Hitotsume. Through extensive
practice and raiding operations-as well as pairing them with Rokurokubisand other fast, closequarters 'Mechs-these samurai turned them
into efficient killing machines.
One event on Mara typifies the savage
grace shown by a competent Hitotsume pilot.
A mixed company from the First Ghost attacked a fortified bunker network defended
by the Second Robinson Strikers. The Ghost
force fielded five Hitotsumes and a smattering of Rokurokubis, Panthers, and Dragons .
Moving along the edge of effective range, the
Hitotsumes blasted the distant bunker walls and
eventually breached them. The Hitotsumes then
closed at a slow pace, providing cover fire for
the sprinting Rokurokubis and slower Panthers.
The Combine light 'Mechs forced their way
into the hillside bunker and were swarmed by
Striker battle armor. The battle raged outward
as the Strikers committed their 'Mechs to the
defense. The Davions were caught by surprise
when the five Hitotsumes suddenly sprinted
forward and waded into the tight confines of
the complex. Expertly wielding their blades and
feathering their heat, the five samurai cut down
the remaining Davion defenders. With the bunker breached, the way was clear for the First
Ghost to fall upon the planetary capital, Terrace.
In the hands of an unfamiliar pilot, however, the Hitotsume is a deathtrap. Sho-sa
Miguel Tanaka-Rheese of the Eleventh Ghost

was on patrol during the Combine's assault on


Brookeland. The sho-sa moved out of position
to investigate a sensor anomaly and found himself surrounded by a squad of Cavaliers and two
Marksmen tanks. Unfamiliar with the Hitotsume's
temperamental heat curve and out of range of
his lancemates, Tanaka-Rheese quickly overheated his 'Mech in firing on the Davion tanks.
The Hitotsume shut down, allowing the Cavaliers
to swarm his fallen BattleMech and take the shosa prisoner. Embarrassed by his obscene failure
to properly wield his weapon, Tanaka-Rheese
fashioned a crude dagger while in custody and
committed seppuku.

VARIANTS
LAW has provided the DCMS with one variant of the Hitotsume-Kozo. Exchanging its particle cannon for a heavy ultra autocannon and
upgrading its laser array, the -1 P has been positively received by MechWarriors in the Ghost
Regiments.

NOTABLE UNITS

Sho-sa Kasumi Cho: The former commander


of Mu-teki lance, a combined Combine/Nova
Cat experiment, Cho was promoted to the First
Ghost shortly before the Clan Nova Cat rebellion. The sho-sa served with distinction under
Yamamoto on Mara, taking down a Davion
Enforcer at point-blank range and beheading
an Axman attempting to flank her.
Katana Tormark: The former warlord of
Dieron, Tormark backed the wrong side in the
Nova Cat rebellion. She was once honored
with an experimental Hitotsume. After her capture, she was rumored to have been taken to
New Samarkand, occupying a deep dungeon
cell within an ISF stronghold.

Type: Hitotsume Kozo


Technology Base: Inner Sphere (Advanced)
Tonnage: 55
Battle Value: 1,967

Equipment
Internal Structure:
Endo Steel
Engine:
330 XL
6 (7)
Walking MP:
8(10)
Running MP:
Jumping MP:
4
12 [24]
Heat Sinks:
Gyro (XL):
Cockpit:
116
Armor Factor (Hardened):
Internal
Structure
Head
3
Center Torso
18
Center Torso (rear)
R/L Torso
13
R/L Torso (rear)
R/L Arm
9
R/L Leg
13

Mass
3
12.5

2
2
3
14.5
Armor
Value
9
20
5

Weapons and Ammo Location Critical


Hatchet
4
RA
Heavy PPC
4
RT
2 ER Medium Lasers
LA
2
Triple-Strength Myomer RAILA
3/3
2
Jump Jets
RT
2
LT
Jump Jets

13
5
10

13
Tonnage
4
10
2
0

Notes: Hardened Armor reduces Running MP by 1.


Features the following Design Quirks: Stable,
Difficult to Maintain.

Mass: 55 tons
Chassis: NETC Kappa Endo Steel
Power Plant: Core Tek 275 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Wall Type 8 Light Ferro-Fibrous with
CASE II
Armament:
1 M-7 Gauss Rifle
1 Martell-X Medium X-Pulse Laser
1 Martell Extended Range Medium Laser
1 Blankenburg Small Variable-Speed
Pulse Laser
1 Holly 7 Tube Multi-Missile Launcher
Manufacturer: New Earth Trading Company
Primary Factory: New Earth
Communications System: Marshal 635
Targeting &Tracking System: Scope 4520

The discovery that ComStar had reconstituted the Com Guards came as a shock to
RAF intelligence, but even more alarming
was the presence in their ranks of 'Mechs and
DropShips that had never been seen before.
During the long coursing of the Com Guards
to Epsilon Eridani careful attention was paid to
evidence that might lead the RAF to the Com
Guards' suppliers, and that attention paid off.
Almost immediately after the Com Guards'
destruction RAF security forces including
several knights and a paladin descended on
New Earth and claimed the New Earth Trading
Company. Re-staffed and nationalized, NETC's
products now flow into the RAF's ranks, including the Kheper.

CAPABILITIES
The Kheper is a versatile medium combatant, though its lack of jump jets limits its utility.
The M-7 is a venerable weapon, and well supported by a covey of lasers and a multi-missile
launcher. Modestly armored, the Kheper's real
strength is in its simple construction. With
so few production facilities, the Com Guards
needed equipment available in bulk; to the
Republic's benefit, it turns out, since the RAF's
needs are the same.

worlds looking for the Kheper-which the


Mariks, of course, had never heard of.
NETC's production lines continue to operate under the RAF's management, pushing
more and more Khepers into the RAF's arsenal.
RAF strategists expect this to pay dividends
once the Fortress is lowered and the RAF moves
to reclaim its occupied territory. Against opponents who haven't faced the Kheper, its unique
nature will multiply its effect.

NOTABLE UNITS
DEPLOYMENT
The Kheper was a common component
of Com Guard Level lis in their rebuilt First
Division, and fought to the last with that division on Epsilon Eridani. In the few years that
Khepers have entered the RAF, they have proven
popular machines in raiding parties. If the RAF
had no knowledge of the Kheper's production,
it's as near certain as anything that no one else
did, either.
During a destabilizing raid on Milton in
3144, RAF Captain Pamela Pameswaran piloted
a Kheper against Clan Wolf as part of a lance of
medium 'Mechs, painted in FWLM colors and
broadcasting Free Worlds transponders. When
a so/ahma Nova came upon the RAF lance on
its way to its objective, the Star Commander
declared a Trial of Possession for the unknown
'Mech. Captain Pameswaran agreed, and the
Nova bid to three Points of 'Mechs and two of
battle armor. During the battle, Pameswaran's
big Gauss rifle accounted for three Elementals
and two of the BattleMechs. Though their
original raid was blown by the interception,
the Wolves wasted months hitting Free Worlds

Captain Pamela Pameswaran: Originally from


Alcor, Captain Pameswaran rose throuogh the
ranks of the Triarii before transferring to Stone's
Brigade in 3143. She was present at the final battle ofthe Com Guards at Epsilon Eridani and saw
the Kheper in action. It was this experience that
got her assigned to one of the first RAF Khepers,
but her skill put her on the raiding teams. Since
her action on Milton she has advocated for further raids in the Wolf Empire to keep the Clan
wasting resources looking for its mystery 'Mech.
Sir Trenton Calhoun: Knight of Sphere Trenton
Calhoun served with distinction during the destruction of the Com Guards. He was shot out
of his 'Mech during the battle's final stages and
claimed a Com Guard Kheper from the salvage
pool as its replacement. He has been lobbying
to lead a raiding team from the Fortress into the
Federated Suns, hoping to fan the flames of conflict between the Confederation and the Suns,
but thus far his requests have been refused. Sir
Trenton bides his time training his company in
raiding tactics, in case the RAF changes its mind.

Type: Kheper
Technology Base: Inner Sphere (Advanced)
Tonnage: 55
Battle Value: 1,568
Equipment
Internal Structure:
Endo Steel
Engine:
275 XL
Walking MP:
5
8
Running MP:
Jumping MP:
0
10 [20]
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Light Ferro):
152
Internal
Structure
Head
3
Center Torso
18
Center Torso (rear)
R/L Torso
13
R/L Torso (rear)
R/LArm
9
R/L Leg
13

Mass
3
8

0
1.5
3

9
Armor
Value

Weapons and Ammo Location Critical


Gauss Rifle
RA
7
CASE II
RA
1
Ammo (Gauss) 16
RT
2
Small VSP Laser
RT
Med ium X-Pulse Laser
H
ER Medium Laser
LT
1
Ammo (MML) 34/28
LT
2
CASE II
LT
MML7
LA
4

9
24
7
15
6
15
20
Tonnage
15
1
2
2
2
1
2

4.5

Notes: Features the following Design Quirk: Bad Reputation,


Easy to Maintain.

Mass: 60 tons
Chassis: Dorwinion Royal Fox
Power Plant: Model 42b 300 XXL
Cruising Speed: 54 kph
Maximum Speed: 86 kph, 108 kph with MASC
Jump Jets: None
Jump Capacity: None
Armor: StarGuard Nightshroud Stealth
with CASE
Armament:
1 Mydron Tornado Rotary Class 5
Autocannon
2 ExoStar Pinnacle (Ciantech)
Extended Range Large Lasers
Manufacturer: Achernar BattleMechs
Primary Factory: New Avalon
Communications System: Lynx-Shur 7
with Guardian ECM Suite
Targeting & Tracking System: Federated
Hunter Mk. XII

The Blackout signaled the end of Devlin


Stone's dream for a peaceful Inner Sphere, and
few companies responded as quickly as Achernar
BattleMechs, who released the first Vulpes to the
AFFS in 3133, barely a year after the Blackout. A
heavy, fast attack 'Mech in the same vein as the
venerable Argus, the Vu/pes found a ready home
in the regiments of House Davion.

CAPABILITIES
Clearly designed with the lessons learned
fighting House Liao in mind, the Vulpes is the AFFS'
preeminent heavy attack 'Mech. Designed to fight
at the range where its stealth armor offers it the
most protection, fast enough to move with the
line of battle, and dangerous enough that it cannot be ignored, the Suns' enemies quickly learned
to target this powerful 'Mech early.

DEPLOYMENT
Vu/pes 'Mechs have earned a fearsome
reputation in the short time they've been in
the field. Popular among the AFFS' most elite
regiments, they fought in some of the heaviest
actions of both invasions. On AI mach, with the
First Federated Suns Armored Cavalry, a pair of
these 'Mechs led two lances of Red Lancers on
a merry chase.
Suffering from heavy Arrow IV bombardments, several detachments were sent out to
silence the Red Lancers' ,launchers. Though
they didn't discover the launchers, the two
MechWarriors did stumble onto two recon
lances probing for the Armored Cavalry's flank.
Activating their armor, the pair attacked from
long range, trusting their Clan~standard large
lasers to outrange anything the Capellans could
hit back with.
/
Two Capellan 'Mechs fell almost immediately, while the rest rushed forward, trying to
close the range. Protected by their stealth armor,
the Vulpes MechWarriors started a retrograde
movement, holding the range, though the swift
Capell an scouts were still faster. By the time they
closed to optimal range for the Vu/pes'Tornado
cannons, only five of the Capellans were still
mobile. The first autocannon barrage downed
another 'Mech, but both Davion autocannons
jammed. The Vulpes' pilots withdrew, trying to
disengage, but the Capellans followed. By this
time their heat burden was rising, and the air
filled with the roar of incoming Arrow missiles.
Only one of the Vulpes returned to the Armored
Cavalry's lines, though they had traded one sixtyton 'Mech for at least six Capell an scouts.
Captured Vulpeses are prized by both
Combine samurai and Capellanjanshi-'Mechs
have been observed on both New Syrtis and

Robinson operating under enemy flags, and


at least one disaffected company commander
took his Vulpes when he deserted to form a
mercenary company.

NOTABLE UNITS
Captain Byron DuVaii-Hasek: Captain DuVaiiHasek of the Sixth Syrtis Fusiliers participated
in the defense of New Syrtis in 3145, where he
took command of the flagging defense when
battalion command was wiped out by an artillery strike. DuVaii-Hasek held position at the outskirts of Saso and fired upon every approaching
Capellan 'Mech until his magazine weJJt dry.
Then he would pull back and perform a combat
reload while other battalion members mopped
up his targets. DuVaii-Hasek's company remained behind to the bitter end and inflicted severe damage on Capellan invaders before being
overrun. DuVaii-Hase's Vulpes performed a total
of twenty-six combat reloads before falling. For
his dedication, he was posthumously awarded
the Federated Suns Medal of Honor.
Sang-sao-shoo Jh! Yuen: According to Yuen,
she was once a sao-shoo in the Third St. lves
Lancers. Throughout the invasion of the
Capellan March, she grew increasingly dissatisfied with the devastation she saw on the worlds
the Capellan Confederation intended to claim,
thus attracting Maskirovka attention. Yuen then
gathered a cabal of likeminded Lancers and
abandoned the regiment just before it was to
depart for its next assignment. Self-styled as a
"senior major" of a partial mercenary battalion,
Yuen gained employ with the Federated Suns.
The people of the Capellan March presume she
is a Maskirovka plant hiding in plain sight.

Type: Vulpes
Technology Base: Mixed Inner Sphere
Tonnage: 60
Battle Value: 2,225

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Stealth):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass

6
300 XXL (C)
5
8 (10)
0
14 [28]

6.5

3
3
200
Internal
Structure
3
20

12.5

Armor
Value

9
30

9
14

22

10
14

20
28

Weapons and Ammo Location Critical


ER Large Laser (C)
RA
1
RT
6
Rotary AC/5
Guardian ECM Suite
CT
2
Ammo (RAC) 40
LT
2
LT
1
CASE
MASC
LT
3
ER Large Laser (C)
LA

Tonnage
4
10
1.5
2
.5
3
4

Notes: Features the following Design Quirks: Distracting,


Difficult to Maintain.

Mass: 60 tons
Chassis: Eden Mk 72-0M Endo Steel
Power Plant: Type 1300 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Composite Alpha-V1 Ferro-Lamellar
Armament:
25 tons of pod space
Manufacturer: Manufacturing Plant SFF-TU1
Primary Factory: Tukayyid
Communications System: Com set 1
Targeting & Tracking System: J-Track 52

The original Vulture has adapted to incorporate new technologies, but has remained
fundamentally unchanged sinc,e its inception.
The large torso pods, angled u~ward to wring
the last meter of range out of any missile, are
self-contained, ensuring ammo and loading
mechanisms operate reliably under all conditions and fully protecting an inherently vulnerable subsystem. The cockpit, positioned to give
the pilot a panoramic view for targeting longrange weapons, appears fragile and exposed,
but this is an illusion. The heavily reinforced
ferro-glass provides ample protection and is
angled to deflect all but the most direct hits.
More importantly, the only way an enemy can
get a clear shot at the tiny cockpit is to get directly in front of the 'Mech and hold position
while aiming.

CAPABILITIES
Though the Vulture lacks jump jets, it's
surprisingly agile and undaunted by any terrain-which might be expected of a 'Mech
intended to take and hold the high ground.
Alternate configurations of the Vulture usu ally involve changing the type and number of

missile tubes. Because storage area is limited


to the torso pods, there is a direct relationship
to the range of the missiles and how many
can be carried . To maximize missile capacity
the ammunition for any projectile weapons
mounted in the Vulture's arms must also be
stored in the arms, which imposes a limit on
available rounds and increases the chance of
the MechWarrior finding herself out of ammo
and relying on her two center-mounted lasers
in a protracted firelight. To prevent this, at
least one arm of every Vu1ture configuration
mounts an energy weapon.

DEPLOYMENT
Because the flexibility, reliability, and accuracy of its torso-mounted missile racks and
the available long-range arm weapons make
the Vulture an ideal support 'Mech, there isn't a
Clan or nation that does not field one or more
Vulture Mk IVs.

Kommandant Paul Udet: A graduate of the


Nagelring, Paul Udet advanced through the
ranks of the Fifteenth Arcturan Guards solely
through his own merit rather than social connections. During the Jade Falcons' invasion
of Arcturus in 3142, then-Hauptmann Udet
claimed command of the battalion when
his kommandant buckled under the assault
and failed to give timely orders. Along with
Hauptmann-Generallan Chesteron's direction,
Udet's intervention helped salvage the best of
a bad situation and brought him to the attention of the brigade's seniormost officers. The
Arcturan Guards leadership would like to eventually groom Udet for regimental command,
but those close to him doubt he will ever accept
a promotion, as it would mean he would no longer be able to pilot his Vulture, Schmutzvogel,
on the frontlines.
Type: Mad Dog Mk IV
Inner Sphere Designation: Vulture Mk IV
Technology Base: Clan {Advanced)

NOTABLE UNITS

Tonnage: 60
Battle Value: 2,110

Alan Plisskin: Best known for working with the


Wolf Hunters, Plisskin has survived more close
calls than most MechWarriors. Witnesses have
counted at least six direct hits to his cockpit, but
he has somehow walked away from every one.
Quiet and aloof when interacting with others,
Plisskin never shakes hands with anyone, even
when brokering a contract. This behavior has
led many to believe he has survived his neardeath injuries due to extensive cybernetic reconstruction and thus may have ties to a dormant Word of Blake cell. In battle, Plisskin is
considered a risk-taker, often using daring tactics such as pretending to be out of ammunition
in order to trick his opponents into letting him
line up the perfect shot.

Mass

Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sinks:

Endo Steel

9.5

300XL

5
8
0

12 [24]

3
3

Gyro:
Cockpit:
Armor Factor (Lamellar):

201
Internal
Structure

14.5

Armor
Value

20

30

14

20

R/ L Arm

10

20

R/ L Leg

14

28

Head
Center Torso
Center Torso (rear)
R/ L Torso

10

R/ L Torso {rear)

Weight and Space Allocation


Location
Fixed
Head
1 Endo Steel
Center Torso
None
Ri ghtTorso
2 XL Engine
3 Endo Steel
LeftTorso
2 XL Engine
3 Endo Steel
Right Arm
4 Ferro-Lamellar
4 Ferro-Lamellar
Left Arm
Right Leg
2 Ferro-Lamellar
2 Ferro-Lamellar
Left Leg

Spaces Remaining
0
2

7
7
4
4
0
0

Weapons and Ammo


Alternate Configuration C
Im proved Heavy Large Laser
Targeting Compu ter
2 ER Medium Lasers
Double Heat Sink
Ammo (Gauss) 16
Gauss Rifle
Battle Value: 2,584

Location

Critical

Tonnage

RA
RT

3
4
2
2
2
6

4
4
2
1
2
12

CT
LT
LT
LA

Weapons and Ammo


Location
Weapons Configuration D
Improved Heavy Med ium Laser
RA
Double Heat Sink
RA
Ammo(ATM)S
RA
RT
ATM 12
Ammo (ATM) 10
RT
2 Micro Pu lse Lasers
CT
ATM 12
LT
Ammo (ATM) 10
LT
Improved Heavy Medium Laser
LA
LA
Double Heat Sink
Ammo(ATM) 5
LA

Notes: Features the following Design Quirks: Stable, Protected Actuators,


Non-Standard Parts.
Weapons and Ammo
Location
Primary Weapons Configuration
ER PPC
RA
2SRM6
RT
Ammo (SRM) 15
RT
2 ER Sma ll Pulse Lasers
CT
2SRM6
LT
Ammo (SRM) 15
LT
LB 5-X AC
LA
Ammo (LB-X) 20
LA
Alternate Configuration A
Large Pulse Laser
2 LRM 5
Ammo (LRM) 24
2 ER Sma ll Lasers
2 LRM 5
Ammo (LRM) 24
Ultra AC/10
Ammo (Ultra) 20
Battle Value: 2,177

RA
RT
RT
CT
RT
RT
LA
LA

Alternate Configuration 8
ER PPC
Streak LRM 15
Ammo (Streak) 8
2 ER Small La sers
Streak LRM 15
Ammo (Streak) 8
Medium Pulse Laser
Battle Value: 2,649

RA
RT
RT
CT
LT
LT
LA

Critical

Tonnage

2
2
1
2
2

6
3
1
3
3

4
1

7
1

1
2

2
4

10
2

2
3

6
7

2
3

1
2

~~

Critical

Tonnage

2
2
1

7
2
2

2
2
2

Mass: 65 tons
Chassis: Skobel Template 10 En do Steel
Power Plant: VOX 325 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Krupp 205 Light Ferro-Fibrous
Armament:
2 Magna Supernova Heavy Particle
Projection Cannons
3 Diverse Optics Sunfire Extended
Range Medium Lasers
Manufacturer: Skobel MechWorks
Primary Fact ory: Terra
Communications System: Skobel Wave VII
Comm
-.
Targeting & Tracking System: Falcon 15 Watcher

Skobel presented the Lament to the RAF


a few brief years before Stone's retirement and
the Blackout. Intended as a powerful mainline combatant in Stone's Brigade, the Lament
is clearly an offensive-m inded heavy 'Mech
designed to crush enemy BattleMechs. RAF
procurement slipped the 'Mech into the 3127
appropriations and the Senate approved, and
Laments have marched into the RAF ever since.

CAP A BILITIES
The Lament's hard-hitting arsenal is built
around energy weapons and the radical heat sinks
that make extended engagements survivable. It
offers t he same hard-hitting profile that made
the Awesome and the Warhammer such powerful attack 'Mechs during the Succession Wars, but
without those 'Mechs' crippling heat burdens.
Fast, well-armored and enjoying a fearsome reputation, Laments serve in every regiment of Stone's
Brigade despite unfamiliarity among technicians
with the radical heat sink system.

DEPLOYMENT
Laments serve both inside and outside

the Fortress. A number of them appear in


Redburn's Remnant forces, where they are
prized 'Mechs often assigned to spearhead
counterassaults. In particular, one lance of
Colonel Serrano's Ill Principes Guards contains
two Laments, piloted by two brothers, Stephen
and Samson Anderson.
During an attack against Dubhe by two
Trinaries of the Wolf Guards, the Andersons' lance
moved around the main battle and advanced toward the Wolf landing zone, hoping to force them
to break contact with the rest ofthe Principes and
retreat. They found a vehicle Trinary waiting as LZ
guards. Though they likely had the firepower to
crush the tanks, the Wolf tankers were canny: they
stayed close enough to the DropShips to be covered by the vessels' batteries.
The Andersons' paired Laments moved
forward . They challenged a single Star of the
defenders to a Trial of Possession for one of the
DropShips. The Trinary commander accepted,
building a mixed Star around a Marksman tank
and a pair of Skanda light tanks. The Andersons
advanced, accepting the Skandas' fire to close
the range with the bulk of the tanks. They ignored the Tamerlane strike sleds on the flanks
until they were close enough to fire on the trio
of tracked tanks.
Repeated heavy PPC strikes hammered
through the Marksman's heavy armor in less than
a minute. The Andersons fired again and again,
overstressing their heat systems with repeated
flushings. By the time the Marksman's turret
exploded off its ring, Stephen's heat system
had failed and Samson's left knee actuator was
locked. Still, they stumped close enough to melt
one of the Skandas before the rest of the Star
withdrew out of the Circle of Equals. The rest of
the Wolf raiding force returned a few hours later

to find one of its DropShips missing. Remnant


scouts watched for hours while the Wolves
fought the Trials of Grievance and Refusal to see
who would return aboard the ships.

VARIANTS
Several Lament variants have appeared as
Skobel works to refine its specifications. All retain
the radical heat sink system; several carry three ER
PPCs in place of the paired Magna Supernovas,
with or without e. The most radical departure
from convention is the 4RC, which replaces the
PPCs with Clan-built improved heavy lasers.

NOTA BLE UN ITS


Major Dikembe Tosbani: Major Tosbani commands a special assault company of Stone's
Fury. He and his MechWarriors-including two
Knights of the Sphere-are on a mission to
become the RAF's most fierce attackers. They
routinely practice open-field assaults, overrun
combat and attacks against fixed positions.
Each ofTosbani's th ree lances has participated
in spoiling raids outside the Fortress, including
one action against the Remnant. During that
action, Major Tosbani himself destroyed the
BattleMaster of former Knight of the Sphere
Alicia Stapleton. Stapleton survived, but feedback damage removed her from combat duty.
Lieutenant Samson Anderson: Along with
his brother Stephen, Samson pilots a Lament
with the Republic Remnant. After the action
on Dubhe, both MechWarriors were transferred
to Damien Redburn's personal unit. Now on
Callison, they've become the former exarch's
unofficial bodyguards whenever Redburn takes
to the battlefield. The Remnant's public relations
department work hard to show the two battered
Laments in any shot with Redburn's 'Mech.

Type: Lament
Technology Base: Inner Sphere (Advanced)
Tonnage: 65
Battle Value: 1,999

Equipment
Internal Structure:
Endo Steel
Engine:
325 XL
Walking MP:
5
Running MP:
8
Jumping MP:
0
Heat Sinks:
15 [30]
Gyro (XL):
Cockpit:
Armor Factor (Light Ferro):
211
Internal
Structure
Head
3
Center Torso
21
Center Torso (rear)
R/L Torso
15
R/L Torso (rear)
R/L Arm
10
R/L Leg
15

Mass
3.5
12

5
2
3
12.5

Armor
Value
9
33
9
22

Weapons and Ammo Location Critical


Heavy PPC
RA
4
ER Medium Laser
RT
Radical Heat Sink System RT
3
ER Medium Laser
H
ER Medium Laser
LT
HeavyPPC
LA
4

8
20
30

Tonnage
10

4
1
10

Notes: Features the following Design Quirks: Multi-Track,


Protected Actuators. Difficult to Maintain, NonStandard Parts.

'

Mass: 65 tons
Chassis: Kaiser Quad riga I Endo Steel
Power Plant: VOX 325 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Dynamo Jump Jets
Jump Capacity: 120 meters
Armor: Durallex Super Light Ferro-Fibrous
Armament:
1 Eisen Gauss Rifle
4 Diverse Optics Extended Range
Medium Lasers
Manufacturer: Kaiser Systems,
StarCorps Industries
Primary Factory: Herzberg ( ~aiser),
Emris IV, Loburg (StarCorps)
Communications System:Telestar Model XK-71
Targeting & Tracking System: Starlight LX-1

The Scourge is a relatively new BattleMech,


allowing it to surprise enemies more often than
not simply because of their ignorance of its capabilities. Export sale of the Scourge has been limited to the SCG-WD1 variant, which relies on less
advanced components. Purchases by mercenaries and smaller realms have spread it throughout
the Inner Sphere and Periphery, though the SCGWF1 remains a scarcer commodity.

CAPABILITIES
The Scourge is vaguely reminiscent of
the Shadow Hawks and Vindicators of the
Succession Wars in that it serves numerous
battlefield functions. Its speed is above average
for an Inner Sphere 'Mech of its tonnage, while
its jumping capability gives it additional tactical flexibility. The actuator enhancement system
in the right arm delivers unparalleled accu racy
with the quartet of lasers mounted there. Only
limited Gauss rifle ammo shortens the period
the Scourge can operate as a heavy scout.

DEPLOYMENT
A rare raid by the Rim Collection into
Commonwealth territory in 3136 brought the
Scourge to the attention of the pundits. Two
companies of Able's Aces, mostly primitive
Commandos and AC/5-equipped Arbiters, arrived at Wiltshire via pirate point and began
surveying the southernmost continent-spanning plain known as the Vastness, apparently
seeking a rumored Word of Blake storehouse.
The Wiltshire militia, counting only a company
of 'Mechs, sought the raiders out.
Captain Nordstrom Dayvssen commanded
the militia's recon elements, mainly hovertanks.
His Scourge was the heaviest BattleMech. The
speedy Arbiters swarmed his fastest hovercraft,
disabling them with pinpoint autocannon fire.
Eventually, Dayvssen and his light lance were
all that remained. Instead of retreating, he split
off from the rest of his lance to lure the enemy
in. They obliged and he began a cat and mouse
game with them . He was slower than the raiders, but his accurate weapons fire quickly took
a heavy toll. His Gauss rifle soon ran dry, but
Dayvssen continued to pour it on with his lasers. Though jumping constantly to present a
difficult target, his fire was steady and precise.
With the rest of his lance harassing the treasure
hunters, Dayvssen put the final nail in the raid's
coffin by executing a death from above attack
on one of the Aces Commandos. He had scarcely
regained his bearings after crushing the enemy
MechWarrior before the Aces withd rew.
In 3140, the pirate-hunting mercenary
Wrathful Privateers tracked a band of raiders that had hit Lyran worlds from Lost to
Pocologan to a base on Slewis. The Privateers'
scout company had each lance led by a Scourge.
The recon lances spread out to seek the pirates.
When Commander Tricia Forgeriver's lance
found the base, it was ambushed by the pirates.

Her Scourge weathered considerable fire as she


tried to organize the withdrawal. Two were lost,
but she and the fourth slipped the net and reported the pirate location. Rather than retire
to the Privateers' DropShips, Forgeriver wove
her battered Scourge through the battle lines
and engaged the pirate commander in single
combat. The fierce melee smashed both 'Mechs,
but in the end her Scourge triumphed over the
pirate Crusader when her lasers obliterated the
enemy's cockpit.

VARIANTS
The SCG-WD1 variant lacks the actuator
enhancement system and light ferro-fibrous
armor of the SCG-WF1. In exchange, it carries
one additional heat sink and an extra ton of
standard armor.

NOTABLE UNITS
Cornelius "Deacon" Mendoza: A freelance
mercenary, the outwardly pious Mendoza has
a reputation for never purposely killing his targets on the battlefield. Instead he aims to cripple or incapacitate. He only keeps a portion of
his contracted compensation, giving most of his
earnings to those less fortunate.

Type: Scourge
Technology Base: Inner Sphere (Advanced)
Tonnage: 65
Battle Value: 2,273

Equipment
Endo Steel
Internal Structure:
Engine:
325 XL
Walking MP:
5
Running MP:
8
Jumping MP:
4
Heat Sinks:
11 [22)
Gyro:
Cockpit:
Armor Factor (Light Ferro):
211
Internal
Structure
Head
3
Center Torso
21
Center Torso (rear)
R/ L Torso
15
R/ L Torso (rear)
R/ L Arm
10
R/L Leg
15

Mass
3.5
12

4
3
12.5

Armor
Value

Weapons and Ammo Location Critical


4 ER Medium Lasers
4
RA
Actuator
Enhancement System
RA
3
Gauss Rifle
7
LA
Ammo (Gauss) 16
LT
2
Medium Pulse Laser
LA
Jump Jet
RL
Jump Jet
RT
Jump Jet
LT
Jump Jet
LL

9
30
12
20
10
20
30

Tonnage
4
2
15
2
2

Notes: Features the following Design Quirks :


Reinforced Legs, Rumble Seat.

Mass: 65 tons
Chassis: URA Quad Endo Steel
Power Plant: VOX 325 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph, 108 kph with MASC
Jump Jets: None
Jump Capacity: None
Armor: Durallex Medium
Armament:
1 Thor 40mm Rotary Class 2 Autocannon
1 Defiance 1001 Extended Range
Particle Projection Cannon
4 Marteii-X Medium X-Pulse Lasers
Manufacturer: TharHes Industries
Primary Factory: Tharkad
Communicat ions System: TharHes
Melpomene HM-33
Targeting & Tracking System: TharHes Ares-9

The Ursa is a formidable quad 'Mech that


premiered in the third decade of this century.
It is particularly favored along the Clan borders, because its X-pulse lasers give it closer
parity with Clan lasers. The Ursa shares some
of the heavy recon or risky escort duties with
the Scourge. The two often find themselves
paired along the Jade Falcon front, where their
complementary capabilities shine. Mercenaries
have made the Ursa a primary purchase whenever the opportunity presents itself, thanks to
the Ursa's jack-of-all-trades capabilities.

C APABILITIES
The Ursa's marvelous gyro delivers exceptional stability, even for a quad 'Mech. MechWarriors
rave about the Ursa's ability to shrug off punishing
damage-even from full-speed collisions- without losing control and falling. MechWarriors have
dubbed it "the Rhino" because of the devastating

charges it delivers, enhanced by its MASC system.


The Ursa's weaponry provides overlapping fire,
with the lasers handling close-in enemies, the
autocannon those at middling ranges, and the ER
PPC the most distant.

DEPLOY MENT
A series of small skirmishes with Clan Jade
Falcon near Yeguas in 3127 led a battalion of
the Fourth Donegal Guards to raid Morges.
The battle with a Trinary of the Twelfth Falcon
Regulars was notable both for its brevity and
for the extraordinary performance of one Ursa.
Hauptmann Jeremy Drummond commanded
Third Company; his recon lance was cut off as
the battle quickly soured and the Guards began
to withdraw. The Regulars hammered them during the retreat, but Drummond refused to abandon his comrades.
Drummond activated his MASC and blazed
through the Regulars' line, which was strung
out from their pursuit of the fleeing Guards. He
flattened one Mist Lynx with a laser salvo, crashing into it as he continued on; the OmniMech
did not get back up. Drummond was beset
by a Star of Elementals attempting to swarm
him, but the surrounding trees served him
well as he used them to scrape the Elementals
off. Drummond finally made contact with his
scouts, but they were being pressed by a Star
of medium OmniMechs. One of the scouts was
already down. Drummond's arrival distracted
the Regulars and drew copious weapons fire.
He weathered the storm as one of the surviving scouts extracted the downed MechWarrior.
Drummond and Leutnant Harvey Miner, in a
Centurion, managed to down a Regulars Nova
with concentrated fire. As the Regulars focused on Drummond, he ordered the scouts

out of the area. They slipped the lines while


Drummond 's Ursa dodged amidst the boles
and crashed into an Ice Ferret. After it fell, he
trampled it and continued on, not knowing
it was Star Captain Elysius Ward. The enraged
Regulars harried Drummond all the way back
through the Falcon lines. Drummond's evasive
tactics relied on random bursts of speed and
unconventional tactics, like stopping short and
mule-kicking his pursuers.
Drummond's smashed Ursa finally returned to the waiting Union DropShip, minutes
before the Guards' CO ordered liftoff.

VAR IANT S
The URA-2C is a Clan version of the Ursa.
It replaces the X-pulse lasers with ER medium
pulse lasers and carries one additional heat sink.

NOTABL E UNITS
Phuong Trahn: A mercenary, Trahn wanders
from command to command, though she tends
to stay in the same general area of the Lyran
Commonwealth rather than travel from nation
to nation. Her longest tour of service was with
the Twenty-first Centauri Lancers while under
contract with the LCAF. Records indicate she is a
descendant ofTy Van Trahn, a Centauri Lancers
battalion commander who was killed during
the Jihad. Despite her great- grandfather's past
role in the Lancers, Trahn owes no loyalty to the
regiment, instead preferring to retain loyalty
only to her Ursa, Prowler. Rather than acquire
wealth, Trahn's ultimate goal appears to be acquiring technology that will enhance Prowler's
battlefield abilities. Since the Lancers seldom
received contracts to raid R&D facilities, Trahn
packed up and moved on.

Type: Ursa
Technology Base: Inner Sphere
Tonnage: 65
Battle Value: 1,887

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L ~orso (rear)
R/L ront Leg
R/L Rear Leg

Mass
3.5
12

Endo Steel
325 XL
5
8 (10)
0
13 [26]

3
3

15
15
15

Tonnage
8
4
7
4
3

Notes: Features the following Design Quirks: Exposed


Weapon Linkage (Rotary AC/2), Stable.

4
200
Internal
Structure
3
21

Weapons and Ammo Location Critical


Rotary AC/2
RT
3
Ammo (RAC) 45
RT
2 Medium X-Pulse Lasers RT
2
ER PPC
LT
3
2
2 Medium X-Pulse Lasers LT
MASC
LT
3

Armor
Value
9
29
10
23
7
23
23

Mass: 65 tons
Chassis: StarCorp 120-Fiex Endo Steel
Power Plant: VOX 325 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph, 108 kph with
Supercharger
Jump Jets: None
Jump Capacity: None
Armor: ArcShield VII Mk.8 with CASE II
Armament:
26.5 tons of pod space
Manufacturer: StarCorps Industries
Primary Factory: St. lves
Communications System:Telestar Model
XTD-131
Targeting & Tracking System: Apple Churchill
3200 Adaptive

The Vandal was rushed into production


only a few years ago using long-abandoned
schematics. It surprised the Confederation's
enemies, boosting its combat record by overwhelming opposition that did not know what
to expect from the unknown OmniMech.

CAPABILITIES
Lances including at least one Vandal A provide a powerful advantage with a boosted C3
network. All three configurations carry a variety
of weapons, with similar variation in weapons
and ranges making the Vandal a generalist in
combat. The speedy Vandal excels at cavalry
tactics, firing on the enemy from all ranges as
it closes distance.

DEPLOYMENT
Vandals have ravaged the Federated Suns

defenders trying to slow the Capellan invasion.


Several lances of the OmniMech spearheaded
the assault on Spica in late 3144. Elements of
several CCAF regiments stormed the border
world in a lightning assault that never had a
chance of bogging down. Vandals blazed past
hastily thrown up pickets and attacked the rear
echelons before the defense could be properly
raised. The heavy firepower of the Vandals, with
targeting aided by the C3 ' network, shredded
the defenders far worse than a lance of comparably-fast light or medium 'Mechs.
A similar result was obtained on Demeter
when Warrior House ljori made planetfall. The
fast ljori elements stormed the defenses of New
Demeter City. The Vandals could have bypassed
the front lines with their terrific speed, but instead used their (3 networks to combine fire and
savage the AFFS troops seeking to stop them.
The Vandals soon ran into tougher opposition,
though. Powerful ECM systems on the defenders
disrupted the C3 networks. The Vandals proved
their efficacy as individuals, as the lances executed perfect classic tactics. The Vandals ran circles
around their enemies and cut them to pieces
with hardly a hitch in the advance. The city's defense crumpled as the Vandals' own ECM systems
interfered with the defenders' communications,
preventing deployment to those points most in
need. The world fell in mid-December.
The Third Canopian Cuirassiers and Fourth
Andurien Cavalry raided Glevakha in March

3145. The raid was intended merely to determine the state of Glevahka's defenses, but it
quickly turned for the worse. A company of
the elite Fourth Rim Commonality Guards was
carrying out arctic-alpine training in the towering Kyyivska Peaks. The heavy-mineral nature
of the mountain range kept the Guard 'Mechs
from being detected. As the raiders swept New
Kiev and other nearby cities, the Guards slipped
from the slopes and began an assault on the
raiders' DropShips. Desperate pleas by the
DropShip crews brought the raiders flying back,
the Vandals leading the way. Their combination
of speed and firepower drove off the aggressive
defenders long enough for the raiders to board
and flee the world in disarray.

NOTABLE UNITS
Sang-wei Jianjun Mitchell: A company commander in the Fourth Confederation Reserve
Cavalry, Mitchell is a toughenedjanshi known
throughout the regiment for his resilience and
inability to back down. He has led several defensive operations meant to discourage AFFS
troops from conducting probes into the New
Syrtis salient, and he has survived three headhunting missions conducted by the Seventh
New Syrtis Fusiliers. Each attempt left hideous
scars that Mitchell uses to remind others of his
loyalty and dedication to the Confederation. His
Vandal's cockpit has been rebuilt twice due to
weapons fire that should have killed him.

Type: Vandal
Technology Base: Inner Sphere
Tonnage: 65
Battle Value: 1,881

Equipment

Mass

Internal Structure:

Endo Steel

Engine:
WalkingMP:

325 XL

Running MP:
Jumping MP:

8 (10)

Heat Sinks:
Gyro:
Cockpit (Torso-Mounted):

10 [20]

\~:~~:;~~;~~(rear)

0
4

Armor Factor:

Head

3.5
12

4
12.5

200

Internal
Structure
3
21

R/ L Torso
R/L Torso (rear)

15

R/LArm
R/L Leg

10
15

Weight and Space Allocation


Location
Fixed
Head
None
Center Torso
1 Cockpit
1 Life Support
RightTorso
3 XL Engine
1 Life Support
1 CASE II
Left Torso
3 XL Engine
1 Life Support
1 Supercharger
4 Endo Steel
Right Arm
2 Endo Steel
Left Arm
4 Endo Steel
Right Leg
2 Endo Steel
2 Endo Steel
Left Leg

Armor
Value
8
32
10
22
8
19
26

Spaces Remaining

4
0
7

6
4

0
0

Notes: Features the following Design Quirks: Variable Range Targeting.


Fixed Equipment
CASE II
Supercharger

Weapons and Ammo


Location
Primary Weapons Configuration-Advanced
Rotary AC/5
RA
ER Sma ll Laser
RA
Ammo (RAC) 40
RT
Angel ECM Suite
H
Boosted C' Slave
H
Large VSP Laser
LA

Location
RT
LT

Critical
1

Tonnage
1
1.5

Alternate Configuration A-Advanced


Laser Anti-Missile System
RA
Boosted C' Master
RA
SRM4
RT
Ammo (SRM) 25
RT
RT
Double Heat Sink
Heavy PPC
LA
PPC Capacitor
LA
Jump Jets
RT
Jump Jets
LT
Battle Value: 1,865

Mass: 70 tons
Chassis: StarFrame Heavy Endo Steel
Power Plant: VOX 280 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
Jump Capacity: None
Armor: ArcShield VII Mk.S with CASE II
Armament:
1 Oriente MagCoil Model M Gauss Rifle
1 Oriente MagCoil Model K Silver Bullet
Gauss Rifle
3 Diverse Optics Sunfire Extended-Range
Medium Lasers
Manufacturer: StarCorps Industries
Primary Factory: Emris IV
Communications System: Telestar Model
XTD-67A1
Targeting &Tracking System: Starlight
Seeker LX-4X

The Carronade barreled into the spotlight


after its role in an Oriente raiding campaign
in 311 0. The Carronade's solo combat abilities built its popularity across the forme ~ Free
Worlds League, with mercenary units, and in
the arenas of Solaris VII, while the actions of
its MechWarriors made it infamous among the
Republic Armed Forces.

CAPABILITIES
Many effective lances combine 'Mechs that
strip large chunks of enemy armor with 'Mechs
firing lots of smal ler weapons to exploit those
holes. The Carronade uses both the standard
and silver bullet Gauss rifles to do the same in a
single 'Mech, all at long range.

CEPLCVMENT
In 3110, the Oriente Protectorate began
a series of raids into the Republic to gain

experience for its troops as well as to show its


strength as a warning to its restless neighbors.
A battalion from the Second Oriente Hussars
was detached to conduct the raids, supplemented by a company of Carronades sent
for fu rther field t esting and evaluation . Early
successes and a push from the most skilled
Carronade pilot, Captain Marion Morrison, led
Force Commander Gregory Nicklas to attach
Carronades singly or in pairs to raiding lances.
Th is freed the Carronades from normal lance
duties to hunt down and capture or kill enemy
lance and company commanders.
On Asuncion, two ra iding lances ran into
Major Edwin Rodgers and his command lance
out to inspect the remote outpost the raiding fo rce had targeted to destroy. A pair of
Carronades challenged Major Rodgers and a
lancemate to duels while the rest of the raiding force ganged up on the rest of the command lance. In short order the two Carronade
pilots killed their opponents, one with a lucky
shot piercing the cockpit of a Republic Prefect,
the other after his Thor A was disabled. Already
angry over the continuing raids into Republic
space, the report of his officer's execution was
the last straw for the Exarch. Devlin Stone promised a full invasion ofthe Oriente Protectorate if
the raids didn't stop.
Gun camera footage of these duels and
other Carronade raiding missions made its
way back to StarCorps, who used the videos
in their promotional material. The Carronade
quickly became popular with mercenaries
looking for an edge after seeing its expertise
in duels. On Solaris VII the Carronade was in
high demand by warriors with ties to the fo rmer Free Worlds League who wanted to emulate Captain Morrison's notoriety and combat prowess. Conversely, those among the
Republic Armed Forces and Republic-affiliated

stables made the Carronade a priority target, which the Republic's enemies used
setting traps.

NOTABLE UNITS
Lieutenant Roberto Asada: The son of retired Lieutenant Colonel Francisco Asada from
the First Orloff Grenadiers, Roberto Asada was
forced to follow his father's footsteps. In 3128,
he matriculated to the Orloff Military Academy
but was nearly expelled several times due to"behavior unbecoming a futu re Orloff Grenadier:'
Only t he influence of his father, who sat on the
academy's boa rd, kept Roberto enrolled until
his graduation, when he was assigned to Eighth
Orloff Grenad iers. Upon his father's death in
3132, Roberto spent a large portion of his inheritance to purchase a Carronade, a 'Mech his
peers considered a "dishonorable brute" on the
battlefield due to its favored status as a Solaris
VII contender. Roberto's choice was deliberate, as he gravitated more toward the combat
styles of arena champions than the Grenadiers'
more trad itional tactics. In every field exercise,
his lancemates derided his 'Mech's efficiency
until the Th ird Liao Guards raided Ventabren in
3137. Du ring the battle, Asada singlehandedly
drove off a lance of 'Mechs by isolating each opponent and using arena tactics to bring them
down one at a time.
Captain Margeaux Le Maire: A former Solaris
contender, LeMaire was forced to give up arena
combat after an ejection mishap literally cost
her an arm and a leg. Though Le Maire was
fitted with extensive prosthetics and underwent rigorous physical therapy, her fans had
moved on. Dejected, she left Solaris and joined
Pandora's Box, where she still pilots her oncefamous Carronade, Steel Rain.

Type: Carronade
Technology Base: Inner Sphere
Tonnage: 70
Battle Value: 1,799

Equipment
Internal Structu re:
Eng ine:
Wa lking MP:
Running MP:
Jumping MP:
Heat Sinks:
\
Gyro:
Cockpit:
Armo r Factor:

Head
Center Torso
Center Torso (rear)
R/L To rso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
Endo Steel
280XL

3.5

4
6
0
10 [20]

0
3
3
13.5

216
Internal
Structure
3
22

Armor
Value
9
33
10
22
8
22
30

15
11
15

Weapons and Ammo Location Critical


Gauss Rifle
CASE II
ER Medium Laser
Ammo (Gauss) 16
ER Medium Laser
ER Medium Laser
Ammo (SB Gauss) 16
Silver Bullet Gauss Rifle
CASE II

RA
RA
RT
RT
H
LT
LT
LA
LA

Tonnage

15

1
2

1
2

2
7

2
15
1

Notes: Featu res the following Design Quirks: Fast Reload.

Mass: 70 tons
Chassis: Crucis-H
Power Plant: GM 280
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
Jump Capacity: None
Armor: Valiant Chainmail
Armament:
1 Mydron Excel LB-1 OX Autocannon
1 ChisComp 39 Medium Laser
1 Holly SRM 4 Launcher
2 Johnston Lite Light Particle
Projection Cannons
Manufacturer: Coalition Armory Inc.
Primary Factory: Filtvelt
Communications System: Pickering
Communications Mark Ill
Targeting & Tracking System: Dalban HiRez

The Hound was among the first advances from RetroTech manufacture to modern
BattleMech production for the Filtvelt Coalition.
Its reliance on older technologies instead of
more advanced components testified to the
desire to get it right the first time. The 'Mech's
simplicity and effectiveness has kept it rolling
off the Coalition Armory lines for nearly half a
century. The Hound has served the Coalition
with humble distinction, much like the pet for
which it is named.

CAPABILITIES
The Hound's armament enables it to fill the
fire support role that the Warhammer has occupied for centuries. The Hound's success through
the years is due to its reliance on older-but
proven-technologies; the easy acquisition of

replacement parts also endears the 'Mech to


the mercenaries and small nations that employ
it. The Hound earned its reputation as a "shredder" thanks to the punishing combination of
weapons it mounts and the durability that allows it to outlast its opponents.

DEPLOYMENT
One of the Hound's first major engagements took place on Broken Wheel in 3101. The
Border Lords pirate band had fled the Calderon
Protectorate seeking easier prey in the Filtvelt
Coalition. The Border Lords landed a mixed
battalion of 'Mechs, tanks, and infantry and
marauded through Conestoga en route to the
Quikscell factory. They soon came under fire
from elements of the Second Filtvelt Citizens
Militia. The Second had a company of Hounds
backed by Pegasus hovertanks and Light
Thunderbolt Carriers recently turned out by
the local plant.
The city's tight and twisting thoroughfares
hindered the maneuverability of the light and
fast pirate 'Mechs but were ideal for the Hounds.
The Hound MechWarriors used their knowledge
of the terrain to set up firing lanes and ambushes that whittled down the Border Lords.
The frustrated pirates tried to retreat but found
themselves cut off. The Hounds moved in, slow
and steady, against the pinned enemy. They
crushed the pirate armor and annihilated the
infantry. The Border Lords escaped the world
with half their 'Mechs but no booty to show for
their losses.
The Hound also excels in offensive operations. When the Dominars ventured forth from
the Pirates Haven in 3117, their rampage led
them to Carvajal. The local militia held out

initially but called for help just before they


were exterminated. The merc~nary Green
Machine was the Calderon Protectorate's closest force. They were too late to save the brave
defenders, but their stolid Hounds provided
powerful and pinpoint fire support as the
Dominars were hunted down. The Hounds led
the assault into the capital city, weathering
the pirates' punishing fire and driving them
from the residential areas. The final battle
took place on the Plains of Ecstasy outside the
capital city. Many brave Hound MechWarriors
gave their lives weathering the dreadful fire
of the pirate DropShips. Precision autocannon
fire demolished the pirate DropS hips' engines
and weapons. In the ensuing panic, the pirates
were easy pickings.

NOTABLE UNITS
Leftenant Stig "Siackjaw" Kolarson: At Filtvelt
Academy, Leftenant Kolarson couldn't hit the
broad side of a barn no matter how hard he
practiced. However, his instructors recognized
his leadership, tactical, and morale-boosting
talents, and concentrated on developing those.
Kolarson graduated with honors despite his
atrocious gunnery skills, and his aim never improved via normal means. Assigned to the First
Filtvelt Citizen's Militia, he was given a Hound to
address his poor aim.

Type: Hound
Technology Base: Inner Sphere
Tonnage: 70
Battle Value: 1,389

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
7
16

280
4
6
0
15

208
Internal
Structure
3
22

5
3
3

13
Armor
Value
9
30

13
15
11
15

Weapons and Ammo Location Critical


2 Light PPC
RA
4
Medium Laser
RT
1
LB 10-X AC
LT
6
Ammo (LB-X) 20
LT
2
Ammo (SRM) 25
LT
SRM4
LA

20
10
22
26

Tonnage
6
11
2
2

Notes: Features the following Design Quirks: Accurate


Weapon (LB 10-X Autocannon).

Mass: 75 tons
Chassis:Technicron Revised NT
Endo-Composlte
Power Plant: Vlar 300 Light
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Valiant La mellor
Armament:
1 Type DDS "Kingston" Extended Range
Particle Projection Cannon
2 ExoStar Pinnacle (Ciantech) Extended
Range Large Lasers
2 ExoStar Pinnacle (Ciantech) Extended
Range Medium Lasers
2 ExoStar Pinnacle (Ciantech) Extended
Range Small Lasers
2 ExoStar Pinnacle (Ciantech) Small
Pulse Lasers
Manufacturer: Kong Interstellar Corporation,
Robinson Standard BattleWorks
Primary Factory: Con naught (Kong),
Robinson (RSB)
Communications System: Rander
Comm-Marshal
Targeting & Tracking System: Rander
Dragonslayer with Advanced
Targeting Computer

The Black Knight is one of the most enduring and iconic BattleMechs in the Inner
Sphere's history, despite the many upgrades,
revisions and redesigns it has suffered. AFFS
MechWarriors rejoiced when Robinson
Standard BattleWorks put the 'Mech back into
production in 3091, but since then the complaints about the steady train of variants have
outweighed the praise. It has become, in AFFS
procurement circles, the embodiment of the
perennial failure to "leave good enough alone:'

CAPABILITIES
New MechWarriors assigned to new-built
Black Knights have made a joke out of having
to "check the manual;' but whatever its configuration a Black Knight is a powerful main combatant. Always armed with some mix of lasers
and PPCs, they often include custom shields or
specialized targeting equipment.

DEPLOYMENT
Black Knight MechWarriors have been popular challenges for Combine samurai during the
invasion, and the 'Mech has performed with distinction in each case.
On Mokane, in 3144, the Second Genyosha's
Sho-sa Kideki Harushima challenged Mokane
militia Colonel Ferdinand Blane to a duel. The
sho-sa, fighting in a new-model HatamotoChi, opened the duel early with a telling
shot from his Gauss rifle that took Blane's
-SH Black Knight in the left leg. The colonel
responded with a withering barrage of laser
and PPC fire, trusting his targeting computer
to compensate for the long range. As the duel
progressed, Blane held the range open, staying away from the Hatamoto's MRMs. Within
minutes the sho-sa's 'Mech was limping, covered in laser and PPC strikes, while his Gauss
rifle had shattered Blane's left hip actuator. As
Harushima charged forward, Blane hid behind
his 'Mech's shield before finally tying all his
lasers into one shot and blasting the center
of the Hatamoto out. Though his 'Mech shut
down-and the colonel passed out from the
heat-he won the duel. In the end, though,
the Mokane militia couldn't stand against the
elite Genyosha.
During the debacle at Palmyra a pair of
Black Knight pilots from the Royal Cavaliers
were among the last of their regiment to be
hunted down. Piloting out-of-date -2Y model

'Mechs, they managed to stay ahead of their


Combine pursuers until a Kuritan MechWarrior
in a Gunslinger appeared before them. The
Kuritan challenged both of the Black Knights to
a duel at once, and fought like a demon. In two
minutes of combat, not one of the Gunslinger's
Gauss rifle rounds missed. The first Black Knight
fell early, its cockpit crushed by a Gauss round,
but the second held out, doing deadly damage
with its targeting computer and PPC. It was
only when the Gunslinger pilot used his jump
jets to clear a river that the tide turned-the
Black Knight, caught on an outcropping with
no path to escape, was pounded to pieces by
Gauss rifle fire.

VARIANTS
Robinson Standard BattleWorks has released at least five discrete factory variants
of the basic Black Knight since resuming production in 3091-experimenting with Clan
and Inner Sphere weaponry, larger engines,
enhanced myomers, and added physical
combat equipment.

NOTABLE UNITS
Knight-Errant Alexi Holt: Holt has become a
legend within the RAF. Named a Knight-Errant
in 3131, Holt's last public duty was to protect
ComStar Adept Tucker Harwell on Wyatt in
3135 . In her Black Knight, Miss Direction, she
led the planetary defense against the invading Spirit Cats and the Oriente Protectorate
while Harwell fixed Wyatt's malfunctioning
HPG-the first successful repair since Gray
Monday. Once the HPG was back up, Harwell
was spirited away by ComStar. Holt was reassigned to a deep undercover operation,
locating and rescuing Harwell from a secret
ComStar research facility.

Type: Black Knight


Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 2,423

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks (C):
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/ L Torso (rear)
R/L Arm
R/L Leg

Mass
6
14.5

Endo-Composite
300 Light
3
5
0
17[34]

216
Internal
Structure
3
23

3
3
13.5

Armor
Value

16

35
10
24

12
16

24
25

Weapons and Ammo Location Critical


ER Large Laser (C)
RA
1
ER Small Laser (C)
RA
Medium Shield
RA
5
ER Medium Laser (C)
RT
1
Small Pul se Laser (C)
RT
Targeting Computer
RT
5
ER Medium Laser (C)
LT
Small Pulse Laser (C)
LT
ER PPC (C)
LA
2
ER Large Laser (C)
LA
ER Small Laser (C)
LA

Tonnag e
4
.5
4
1
5

6
4
.5

Notes: Features the following Design Quirks: Accurate


Weapon (ER PPC) .

"

'

.<;:-:o
..._c-

Mass: 75 tons
Chassis: Type W4 En do Steel
Power Plant: Model 49b XXL Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Composite Alpha-V1 Ferro-Lamellar
Armament:

28 tons of pod space


Manufacturer: Manufacturing Plant SFF-TU 1
Primary Factory:Tukayyid
Communications System: Khan Series (Type 6c)
Targeting & Tracking System: Series XIV OPT

Wh~

Clan Sea Fox developed the fourth


generation Mad Cat they christened it Savage
Wolf to both emphasize their innovations and
acknowledge the OmniMech's formidable progenitors. The original Timber Wolf was the Inner
Sphere's first brutal introduction to OmniMechs,
apparently alien machines of uncanny versatility
and firepower. ComStar dubbed the unknown
war machine Mad Cat to reflect resemblance
to the Marauder and Catapult BattleMechs.
Though the Timber Wolf originated with Clan
Wolf, in later years Clan Sea Fox became its
steward, adapting the versatile platform to create the 90-ton assault class Mad Cat Mk II and
55-ton medium class Mad Cat Mk Ill.
The development of the Mad Cat Mk IV had
its origins in an illicit collaboration between the
Jade Falcons and Spina Khanate's Beta Aimag,
led by ovKhan Sha Clarke. When this arrangement came to light-and was repudiated by
Clan Sea Fox as a whole-all connection with
the Falcons was severed (though the Falcons did
manage to retain an unspecified number of nonOmni prototypes). OvKhan Petr Kalasa of Spina's
Delta Aimag was granted the right to pursue
development of the Mad Cat Mk IV OmniMech.

CAPABILITIES
Tasked with replacing what was arguably the
iconic Clan OmniMech, ovKhan Kalasa's development team focused on incorporating the newest
technologies into the classic war machine, eschewing both radical and cosmetic changes.
The hip assemblies were moved up and
back, lowering its center of gravity and improving both stability and agility; and not incidentally giving the Mad Cat Mk IVa more predatory
profile. Clan Sea Fox encased the Mad Cat Mk
IV in dense and highly effective ferro-lamellar
armor, heavily shielding the hip and actuator
assemblies to deny adversaries a traditionally
vulnerable target. The same thinking led to cocooning the gyroscope assembly in a second
layer of armor.
The extensive use of ferro-lamellar armor
greatly improved the Mad Cat Mk /Vs ability to
stand up under fire. The additional armor mass
was offset by upgrading the fusion engine to
a 375 XXL. The space and flexibility of the Mad
Cat chassis easily accommodates the additional
shielding and cooling requirements.
OvKhan Kalasa's engineers demonstrated the greatest innovation in updating the
weapons systems. The missile launchers, once
aligned along the 'Mech's axis, now elevate and
depress independently of the 'Mech and each
other. The arm assemblies are able to rotate almost 180 degrees, giving arm-mounted weapons an unprecedented field of fire. Due to lack
of space for ammo, energy-based weapons are
preferred for the arms.

DEPLOYMENT
The first confirmed sighting of a Mad
Cat Mk IV in the field was on Irian in 3139, piloted by Alpha Anastasia Kerensky, leader of
the Wolf Hunters, during their defense of that
planet. There are reports Kerensky's 'Mech was a

personal gift from ovKhan Petr Kalasa, possibly


in exchange for her unspecified involvement in
its development. Whatever its provenance, recordings have appeared of Kerensky taking out
a Shockwave with her Mad Cat Mk IV's rear missiles, then defeating a classic Mad Cat in headto-head combat. This footage generated dozens
of orders from major Houses, Clans, and larger
mercenary commands.
There are unconfirmed rumors of field tests
of the Mad Cat Mk IV by Republic forces immediately prior to establishment of Fortress Republic
and that these alleged tests involved esoteric
and possibly unknown weaponry. There are
no recordings and no Mad Cat Mk IVs have appeared in Remnant forces to date, but the rumors persist among the conspiracy minded.

VARIANTS
The Mad Cat Mk IV platform lends itself
to almost any specialized configuration. Most
common is to replace the Streak SRM 6s with
either higher-capacity long-range missile
launchers, eliminating the rear-facing tubes, or
ATM systems. Many pilots also prefer paired ER
large and ER medium lasers in each arm over
the ER PPC. Hyper-assault Gauss rifles are also
available, but ammo space is limited.

NOTABLE UNITS
Alpha Anastasia Kerensky: A ristar descended
from the legendary Natasha Kerensky, Anastasia
joined Prefect Kal Radick's Steel Wolves. Soon
thereafter, she killed Kal and claimed the Steel
Wolves for herself rather than see them returned to Clan Wolf. In 3135 she disbanded the
Steel Wolves and formed an independent unit,
the Wolf Hunters. Anastasia has piloted several
'Mechs throughout her career, but the new Mad
Cat Mk IV best fits her combat style.

Type: Mad Cat Mk IV


Technology Base: Clan (Advanced)
Tonn age: 75
Battle Value: 2,762

Equipment
Internal Structure:
Engine:
Wa lking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (Armored):
Cockpit:
Armor Factor (La mellor):

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/ L Torso (rea r)
R/ L Arm
R/L Leg

Mass
4
13

Endo Steel
375 XXL
5
8
0
15 [30]

224
Internal
Structure
3
23
16
12
16

Weight and Space Allocation


Location
Fixed
Head
1 Endo Steel
None
Center Torso
Right Torso
4 XXL Engine
1 Endo Steel
LeftTorso
4 XX L Engine
1 Endo Steel
6 Ferro-Lamellor
Right Arm
Left Arm
6 Ferro-Lamellor
2 Endo Steel
Right Leg
Left Leg
2 Endo Steel

5
6
3
16

Spaces Remaining
0
2
7
7
2
2
0
0

Critical

Tonnage

2
2
2
1
2

6
3
3

2
2
2

1
3
3
1
6

Location
RA
RA
RT
RT
RT
CT
LT
LT
LT
LA
LA

Critical

Tonnage
4

2
4
2
1
2
4
2

2
2
5
2

Armor
Value
9
35
8
24
7
24
31

Notes: Features the follow ing Design Quirks: Stable, Protected Actuators,
Non-Standard Parts.
Weapons and Ammo
Location
Primary Weapon s Configuration
ER PPC
RA
RT
Streak SRM 6
RT (R)
StreakSRM 6
Ammo (Streak) 15
RT
Double Heat Sin k
RT
Double Heat Sink
CT
Streak SRM 6
LT
LT(R)
Streak SRM 6
Ammo (Streak) 15
LT
ER PPC
LA

Weapons and Ammo


Alternate Configuration A
ER Large Laser
Double Heat Sink
ATM9
Ammo (ATM) 14
Small Pulse Laser
2 Small Pulse Lasers
ATM9
Ammo (ATM) 14
Sma ll Pulse Laser
ER Larg e Laser
Double Heat Sink
Battle Value: 2,413

Alternate Configuration 8
HAG30
RA/ RT
Ammo(HAG)8
RT
CASE II
RT
Ammo(HAG)4
CT
ATM9
LT
Ammo (ATM) 14
LT
CASE II
LT
Improved Heavy Large Laser
LA
Battle Value: 2,606
Alternate Configuration C
ER Large Laser
ER Medium Laser
LRM 15
Artemis V FCS
Ammo(LRM) 8
CASE II
2 Medium Pulse Lasers
LRM 15
Artemis V FCS
Am mo (LRM) 16
CASE II
ER Large Laser
ER Medium Laser
Battle Value: 2,796

RA
RA
RT
RT
RT
RT
CT
LT
LT
LT
LT
LA
LA

13
2

.5
4
2

5
2
.5

4
1
2
2
1
2

2
2
2
1

1
.5
4
3.5
1.5
2
.5
4
1

Mass: 75 tons
Chassis: StarFrame MS Endo Steel
Power Plant: PlasmaStar 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Hellespont Leaper
Jump Capacity: 150 meters
Armor: Chilton 365
Armament:
1 Holly MML 5 Launcher
1 Death Blossom 10-Tube
Rocket Launcher
1 Ceres Arms Eradicator Heavy
Particle Projection Cannon
Manufacturer: StarCorps Industries
Primary Factory: Emris IV, Menke
Communications System: GarretT23-A
Targeting &Tracking System: Garret DSj

As a design shared between their respective StarCorps branches, the Mortis is a symbol
of what could be a long-term trend toward
Liao-Marik rapprochement. It is also a brutal
close-combat specialist that clearly displays the
influence McCarron's Armored Cavalry had in its
design. The Mortis has earned a ferocious reputation on Solaris VII and the battlefields ofthe
Inner Sphere alike, and shows no sign of losing
favor with its operators.

CAPABILITIES
At first glance the Mortis appears underarmed for a heavy 'Mech . That first glance may
be the only one many MechWarriors get, as
the Mortis is optimized for brutally dismantling opponents at short range. Its heavy
armor, speed, and jump capability make it effective in urban combat and other constricted
terrain. Actuator enhancement systems lend
the Mortis a surprising accuracy with its heavy

PPC and 'Mech-scale hatchet. Accordingly, the


Mortis is used aggressively to break fortified
defenses or hunt down priority targets, and is
rarely seen in the line of battle.

DEPLOYMENT
StarCorps on Menke designed the Mortis
with input from the MAC regiments following
the defense of the planet in the Victoria War.
The company was allowed to share the specifications with its plant on Emris IV in a show of
reconciliation with Oriente: From these suppliers the Mortis has also been made available to
Canopus, Andurien, and Regulus, as well as the
mercenary and Solaris VII markets.
One recent action illustrating the potential
of the Mortis occurred on Elektrougli in August
3141, following an abortive coup by pro-Regulan forces to keep the world out of the reformed
Free Worlds League. Elements of the Fourteenth
Reg ulan Hussars were smuggled into the capital and seized control, leading the planet's president to request aid from Oriente. A relief force
from the First Orloff Grenadiers was dispatched
to aid the local militia in ejecting the invaders.
Lieutenant Ekaterina Orloff's lance was
assigned to harass the Hussars rear area . Her
Mortis proved highly effective supporting the
lighter 'Mechs of her command. They would
harass and bring to bay heavier 'Mechs and
she would demolish them. After several days
of battle the Regulans elected to retreat from
the capital to make a rendezvous with arriving DropShips. The Grenadiers pursued
them through the broken hills leading to the
Casmanian lake country, with Ekaterina's lance
still attacking in the Regulan rear.
Eventually Orloff's force was tasked with
dealing with the Hussars' prized Trebuchet
lance, which had deployed on top of Hill

27A and was raining down LRM fire on the


Grenadier vanguard. Ekaterina's Mortis led
the way, jumping from hill to hill before making a death from above maneuver into the
middle of the Regulan lance. Once among
the medium 'Mechs she assailed them with
accurate PPC and SRM fire while carving each
in turn with her hatchet, strewing the hill with
Trebuchet parts.
Holovid footage of the massacre soon circulated among the new FWLM and outward
into the rest of the Inner Sphere.

VARIANTS
A recent Capellan-exclusive variant, the
MS-1 P has been fitted with TSEMP and a large
VSP laser and seems to be deployed against
targets the CCAF would prefer disabled
and captured.

NOTABLE UNITS
Fearghal Dougal: Unusual among Solaris combatants, Dougal appears to have no real interest
in his fans or his own fame, which only causes
his popularity to increase; the few women seen
on his arm at social functions only accompany
him at his sponsors' behest. Fans who have met
this strange, pale man in person always say he
seems distracted or uninterested in normal
conversation unless the topic happens to be
'Mech hardware. When not fighting an arena
match, Dougal can always be found tinkering
with his silver and white Mortis, Seraph. Rumors
abound that Dougal has no technicians in his
employ whatsoever, that he alone addresses all
of Seraph's repairs and maintenance between
matches. Many believe he graduated from the
Orloff Military Academy, but the school has no
records indicating he ever enrolled there.

Type: Mortis
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,984

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/ L Torso (rear)
R/ L Arm
R/L Leg

Mass
4
19.5

Endo Steel
375 XL
5
8
5
11 [22]

4
3
208
Internal
Structure
3
23
16
12
16

13
Armor
Value
9
33
10
25
7
21
25

Weapons and Ammo Location Critical


Hatchet
RA
5
Actuator Enhancement
RA
3
System
MML5
RT
3
Ammo (MML) 48/40
RT
2
RocketLauncher10
CT
Heavy PPC
LA
4
Actuator Enhancement
LA
3
System
Jump Jets
RT
2
Jump Jet
CT
Jump Jets
LT
2

Tonnage
5
2.5
3
2
.5
10
2.5
2
2

Notes: Features the following Design Quirks: Distracting.

Mass: 75 tons
Chassis: Luthien Class 74-77 Endo Steel
Power Plant: Ford 375 XL
Cruising Speed: 54 kph
Maximum Speed: 75 kph
Jump Jets: None
Jump Capacity: None
Armor: New Samarkand Teppeki Hardened
Armament:
1 lmperator LB 2-X Autocannon
4 Shigunga CType LRM 10 Launchers
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Sipher CommSys 4
with Guardian ECM Suite
Targeting & Tracking System: Neko Megane 7

Named after the Combine's founder,


the Shiro's classic look evokes samurai pride,
glory, honor, and nationalism. It is the only
BattleMech within the DCMS that is specifically
assigned by a warlord's command staff. All Shiro
pilots are required to have one Combine honor
bestowed upon them, the most common being
the Bushido Blade.

CAPABILITIES
The Shiro is often regarded as "an assault
'Mech disguised in a heavy 'Mech chassis:'
Mounting dense armor, yet still capable of
maintaining pace with other heavy 'Mechs, the
Shiro is best utilized leading from behind. Unlike
the social generals of the Lyran Commonwealth,
however, Shiro pilots are expected to advance
with their troops, providing a constant symbol
of the Dragon watching over its people as they
bring victory to the Combine. Its quadruple
Shigungas spread an impressive umbrella of
ordnance that is as effective on airborne targets
as they are to those on the ground.

DEPLOYMENT
Upon seeing the Shiro for the first time,
then- Tai-shu Toranaga ordered that only DCMS
MechWarriors of acclaim and honor could
pilot such a magnificent machine. With the
Combine-and the DCMS in particular-experiencing a rebirth of its cultural history, the
Shiro's appearance on the battlefield would
be an inspiration. The first operational Shiro
in the Ryuken, for instance, was then given
to Tai-sho Tori Ishihara for the Ryuken -go's
superb performance in the Draconis Reach
campaign. Earning a Shiro became an obsession for many Kuritan officers, though it became standard practice for warlords to refuse
one to an officer who publicly expressed such
a desire.
Tai-sa Edwin Sota, commander of the
Nineteenth Sun Zhang, had his Shiro revoked
after the disastrous landings on Exeter. Brash
in his approach, Sota landed his DropShips in
full view of the planetary capital, hoping to cow
the local populace. As the cadre paraded in full
regalia to their deployment zones, the Exeter
militia overwhelmed the DCMS troops. With a
company of 'Mechs lost in less than an hour, the
Nineteenth quickly retreated. Upon their arrival
at Homam, Sota was demoted, his Shiro seized
by the Procurement Department, and the cadre
relegated to guard duty.
On Robinson, Chu-sa Moishe Tolkowski,
second in command of the Seventh Sword
of Light, stood fast on the hill approach near
Bueller and rebuffed a heavy counterattack by
the Twentieth Avalon Hussars. The Davion unit,
recovered from the Seventh's headlong assault
two days prior, attempted to blast through the
DCMS line and seize the Combine DropShips.
Tolkowski and his company of heavy and assault 'Mechs, low on ammunition and supplies,

closed ranks and met the Hussars rush head-on.


Outnumbered nearly four-to-one by Davion
light 'Mechs and vehicles, Tolkowski's troops
denied the Hussars their breakout. Tolkowski's
Shiro, depleted of missile ammunition as the
battle unfolded, waded into the midst of the
Davion charge. The sight of their commander's
Shiro smashing, kicking, and stomping Davion
machines inspired the Dragon's troops to unmatched courage. At the end of the day, a battalion of AFFS machines and men lay broken
along the shallow pass.

VARIANTS
A special variant of the Shiro was blfilt as a
prototype for the Combine's new ballistic armor.
The SH-2P replaced the original's autocannon
for an ER-PPC. Few of these are found in the
field and are considered honored gifts when
awarded by the kanrei.

NOTABLE UNITS
Sho-sho Katsuro Sutoku: A faithful servant of
House Kurita, Sutoku is happiest when piloting
a 'Mech for the Dragon. His inner peace with
such simple devotion makes him a formidable
warrior. Sutoku was gifted Tai-sa Sota's Shiro
after the debacle on Exeter.

Tai-i Moriko Horiama: Raised on the exploits of


ancient Kuritan MechWarriors, Horiama strove
to earn a place among the elite of the DCMS.
Graduating with honors from the Sun Tzu
School of Combat, Horiama steadily moved up
the ranks of the Pesht Regulars. Her innate strategic abilities served the Combine well during a
Dominion raid on Schuyler, earning her recognition as a Guardian of the Lair. She now serves
with the warlord's command staff.

Type: Shiro
Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 2,016

Equipment
Internal Structure:
Endo Steel
Engine:
375 XL
5
Walking MP:
Running MP:
7
Jumping MP:
0
10 [20]
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Hardened):
168
Internal
Structure
Head
3
Center Torso
23
Center Torso (rear)
R/L Torso
16
R/L Torso (rear)
R/LArm
12
R/L Leg
16

Mass
4
19.5

0
2
3
21

Armor
Value
9
25
8
18
5
18
22

Weapons and Ammo Location Critical


Sword
RA
5
2 LRM 10 (C)
RT
2
Ammo (LRM) 36
RT
3
2 LRM 10 (C)
LT
2
Guardian ECM Suite
LT
2
LB 2-X AC
LA
4
Ammo (LB-X) 45
LA

Tonnage
4
5
3
5
1.5
6

Notes: Hardened Armor reduces Running MP by 1.


Features the following Design Quirks: Distracting.

Mass: 75 tons
Chassis: Hellespont Type TZ En do Composite
Power Plant: Rawlings 300 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
Jump Capacity: None
Armor: Hellespont Lite II Stealth
Armament:
2 Mydron Concussor Gauss Rifles
2 Ceres Arms Striker Light
Particle Projection Cannons
Manufacturer: Hellespont 'Mech Works
Primary Factory: Sian
Communications System: Ceres Metals
Model 777 with Angel ECM Suite
Targeting & Tracking System: Radcom TXXII

Originally intended as a mobile fire support platform for the shadow lances, the Tianzong, or celestial general, far exceeds its intended role. Deadly at all ranges and well-known for
its exceptional electronics and command suite,
the Tian-zong is the Capellan Confederation's
premier command 'Mech.

CAPABILITIES
Heavily armed, solidly armored and aided
by a sophisticated command and control suite,
the stealthy Tian-zong can close with enemy
forces and deliver a massive, punishing barrage
with little fear of reprisal. Its paired Gauss rifles
and light PPCs deliver deadly, accurate fire yet
barely tax its heat exchangers. Furthermore, its
advanced electronics allows it to easily coordinate battalion-level operations, making it the
preferred choice of elite regiments.

DEPLOYMENT
During the siege of Victoria by AFFS forces,
Warrior House Kamata used the Tian-zong's stealth
and command abilities to great effect. Timing
their attack to coincide with a poorly concealed
unit rotation between battered elements of the
Sixth Syrtis Fusiliers LCT and the reconstituted
Forty-second Avalon Hussars LCT, the elite Warrior
House maneuvered two companies of shadow
lances between a break in the lines. Comprised
principally of Tian-zongs, they used stolen encryption keys to pass behind enemy lines. Then,
catching the AFFS regiments mid-rotation, they
tore into their flanks with abandon. The result was
pandemonium. Their first combined volley felled
a full company of 'Mechs, while the second volley
disabled or destroyed another dozen.
With the sudden loss of so many 'Mechs,
both regiments broke and ran. However, they
quickly realized their error and regrouped for a
counterattack. By then, Warrior House Kamata
had smartly withdrawn back behind the cover
of their lines.
On Arboris, elements ofthe First MAC used
the Tian-zong to significantly delay a company
of Hastati Sentinels. Commanding a single shadow lance and a platoon of light tanks, Sang-wei
Clara Parks was charged with securing the planet in advance of follow-on forces. However, on
landing she learned that the Hastati Sentinels
were already reinforcing Arboris for operations
against the Confederation.
Hunted, outgunned and outnumbered,
Sang-wei Clara Parks used convenient weather to close with and repeatedly ambush the
Sentinels' patrols. Each time, she and her lance
engaged at differing ranges to throw them
off-guard. Emboldened by her victories and
repeated snubbing of the Sentinels' best warriors, she brazenly engaged in a duel with a RAF
Peacekeeper assault 'Mech.

Very soon into the duel Parks realized she


was outmatched. Luckily, her stealth ;:Jrmor
made it hard for the Peacekeeper's pilot to
target her lighter 'Mech, and she was able to
withstand several volleys without taking significant damage. Nevertheless, Parks saw her
armor was failing. After a particularly brutal
exchange she attempted to withdraw by ducking into a squall but soon realized that the
Peacekeeper made no move to stop her. She
approached the motionless assault 'Mech only
to find that her last Gauss slug had shattered
the Peacekeeper's cockpit.
Within weeks additional Capellan troops
arrived and the battle for Arboris began"in earnest. Sang-wei Parks eventually claimed the
Peacekeeper for House Liao.

VARIANTS
There are two major variants of the Tianzong. The first replaces the light PPCs with
extended-range lasers and heat sinks while the
second exchanges the Gauss rifles for light versions and ER large lasers.

NOTABLE UNITS
Poi-zhang Hoa Phiri: An officer in Warrior
House Dai Da Chi, Phiri expects the best from
everyone, be they her superiors, peers, or subordinates. Despite her small stature, she has little
problem intimidating anyone into doing what
she believes is the right thing, and those who
challenge her tend to vanish. Many Dai Da Chi
warriors believe she is a Maskirovka operative
intended to keep the Warrior House Order unquestionably loyal to the Chancellor. The sobriquet of Phiri's Tian-zon-Golden Fist-implies
she operates with Daoshen Liao's blessing.

Type: Tian-zong
Technology Base: Inner Sphere
Tonnage: 75
Battle Value: 2,072

Mass
Equipment
Endo-Composite
Internal Structu re:
6
300 XL
9.5
Engine:
Walking MP:
4
Running MP:
6
0
Jumping MP:
10 [20]
Heat Sinks:
0
Gyro:
3
Cockpit (Small):
2
Armor Factor (Stealth):
216
13.5
Internal
Armor
Structure
Value
Head
3
9
23
34
Cent er Torso
Center Torso (rear)
9
R/L Torso
16
24
R/L Torso (rear)
8
12
R/ L Arm
24
16
26
R/ L Leg
Weapons and Ammo Location Critical
RA
2
Lig htPPC
Ammo (Gauss) 8
RA
Gauss Rifle
RT
7
Ammo (Gauss) 8
H
2
Ange l ECM Suite
CT
LT
7
Gauss Rifle
Ammo (Gauss) 8
LA
1
LightPPC
LA
2

Tonnage
3
15
1
2
15
1
3

Notes: Features the following Design Quirks: Command


BattleMech.

-/ ~)

t_tf~

Mass: 75 tons
Chassis: NETC Omicron Endo Steel
Power Plant: Vlar 300
Cruising Speed: 43 kph, 54 kph with TripleStrength Myomer
Maximum Speed: 64 kph, 86 kph with TripleStrength Myomer
Jump Jets: None
Jump Capacity: None
Armor: Wall Type 8 Light Ferro-Fibrous with
CASE II
Armament:
1 Mydron Excel Class 10 Ultra Autocannon
1 Hovertec Streak SRM 4 Launcher
1 OMI StarBurn Bombast Laser
Manufacturer: New Earth Trading Company
Primary Factory: New Earth
Communications System: Marshal 635
Targeting & Tracking System: Scope 4520

Like the Kheper, the Uraeus was built in


secret for the Com Guards and has since become one of the new machines serving in the
expanded RAF. In the Com Guard it served in
heavy and cavalry Level lis, but the RAF has
designated it a heavy raiding machine. Fast
enough for a seventy-five ton 'Mech, and faster
still under stress, it serves this role well despite
being maligned for its ComStar origins.

CAPABILITIES
Uraeuses were built to be main combat-

ants in the thick of heavy fighting. Two defining


features reveal the ComStar engineers' thinking:
a turret-mounted bombast laser and the triplestrength myomer-enhanced vibroblade. Able to
attack in several axes at once, and utterly fearsome in physical attacks, the Uraeus is a devastating close-attack 'Mech.

DEPLOYMENT
The Uraeus appears frequently in the Hastati
and the Triarii, and in limited numbers in Stone's
Brigade. Like the Kheper, it is often sent on destabilizing raids outside the Fortress, where its ability to get itself out of trouble makes it a valuable,
if only grudgingly used, asset.
Two of the 'Mechs sent to destroy the
string of outposts on Zurich were Uraeuses,
and they were instrumental in defeating a lastminute ambush by Capellan forces that almost
prevented the RAF forcesJrom escaping. The
Capellans, warned by a hovertank company destroyed at the RAF landing zone, were rushing
forces into the area. The raiding party, only two
of its objectives destroyed, was retreating when
they encountered a Capellan relief force. The
raiding party, six 'Mechs, immediately attacked
the two Capellan lances, with the Uraeuses in
the center.
One of the 'Mechs, piloted by Sergeant
Imogen Nopah, crushed a Capellan Stinger in
its initial charge. Her autocannon and Steak
SRMs were firing at nearby Capellans as fast
as their ammunition could be loaded, and her
bombast laser was swiveling around on its
turret, firing at its highest setting. Within moments she had driven her heat high enough
to activate her 'Mech's triple-strength myomer. Then she charged again, this time at

a Cataphract.
The Cataphract's stealth armor was no help
to it at point-blank range. Nopah slammed a fusillade into the heavy 'Mech's armor and then
drove her vibroblade into its gut, severing its
gyro controls. The 'Mech thrashed and fell, and
Nopah moved on to her next target.

By the time the raiding force reached


the DropShips and escape, only four of the
RAF 'Mechs were left. All were damaged, including the Uraeuses, which had both broken
their vibroblades. Their autocannon ammunition magazines were empty. Both pilots were
treated for heat ailments, their cooling systems
long since overloaded.

NOTABLE UNITS
Lieutenant Imogen Nopah: Upon her return
from Zurich Nopah was promoted and offered
a Lament to replace her battered Uraeus. She
accepted the promotion but refused the new
'Mech, making many in the Principes wonder
about her sanity. Few question her loyalty or her
skills, however, and her company commander is
still weighing her proposal to form an aii-Uraeus
lance to train in close-assault tactics.
Adept Pieter Asmund: Adept Asmund was a
Level II commander in the Com Guards' First
Division, and among the last to fall on Epsilon
Eridani. He had come to the attention of the
RAF on Luyten 68-28, when his Two held the
rearguard against RAF attackers. He and his
Uraeus were instrumental in defeating the leading Republic lances, securing time for the Com
Guards to board ship and escape. On Epsilon
Eridani his time ran out; caught by the combat
drop of the Hastati, his entire Two was crushed
beneath heavy fire. Asmund was knocked unconscious and captured; his whereabouts since
then are classified, though the tactics of his Two
on Luyten are studied in RAF military academies.

Type: Uraeus
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,843

Equipment
Internal Structure:
Endo Steel
Engine:
300
4 (5)
Walking MP:
6 (8)
Running MP:
Jumping MP:
0
10 [20]
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Light Ferro):
220
Internal
Structure
Head
3
Center Torso
23
Center Torso (rear)
R/L Torso
16
R/L Torso (rear)
R/L Arm
12
R/L Leg
16

Mass
4
19

0
1.5
3
13

Armor
Value
9
33
10
23
8
24
29

Weapons and Ammo Location Critical


Ultra AC/10
RA
7
Streak SRM 4
RT
Ammo (Streak) 25
RT
Ammo (Ultra) 30
RT
3
CASE II
RT
Bombast Laser*
LT
3
Shoulder Turret (Armored) LT
1
Medium Vibroblade
LA
2
Triple Strength Myomer RT/LT
3/3

Tonnage
13
3
3
1
7
1.5
5
0

Notes: Mounted in BattleMech ShoulderTurret. Features


the following Design Quirk: Bad Reputation.

Mass: 75 tons
Chassis: WW-1 Heavy En do Steel
Power Plant: Starfire 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
, Jump Jets: None
Jump Capacity: None
Armor: Forging BL2 Reactive
Armament:

30 tons of pod space available


Manufacturer: Kallon Weapon Industries
Primary Factory: Thermopolis
Communications System: GarretT11-b
Targeting & Tracking System: Sync Tracker
(39-42071)
The Warwolf is reportedly an attempt to
create a new iconic heavy 'Mech for Clan Wolf's
touman following the enthusiastic devaluation
of the Timber Wolf by Clan Sea Fox. Like the
Wulfen, only a handful of prototypes had been
completed before the Clan abandoned their occupation zone to carve out a new Wolf Empire.
Those prototypes made a terrifying impression
on their enemies, and with production at full
swing the Warwolfwill certainly be at the fore
of future Wolf conquests.

CAPABILITIES
The Warwolfs assignment to a handful of
ristars produced a wide variety of weapons configurations that have since become standard. It
is thus a supremely flexible cavalry 'Mech capable of filling fire support, assault, and urban
combat roles. Its use of reactive armor gives it
a significant advantage against Inner Sphere
opponents like the FWLM and LCAF, which rely
heavily on artillery and missile weapons.

DEPLOYMENT
Warwolf pilots are notable either for having the favor of Khan Ward or for the formidable skills required to win one from the former
group. They are rare even in Alpha and Beta
Galaxies and not found at all in second-line
formations. Production at Thermopolis shows
signs of steady improvement, however, so it is
likely to proliferate in due time.
The Warwolfwas in its element during the
3140 raid by the Eighty-eighth Wolf Battle Cluster
on Bolan. Two of the 'Mechs, accompanied by a
pair of Thors and a Mad Cat, broke through the
lines of the First Bolan Guards outside Quetta.
The Star crushed the Lyran command company,
with Markus Kerensky's Warwolf taking down
the regimental commander's Cyclops with a wellplaced Gauss rifle shot.
Perhaps the only embarrassment the
'Mech has suffered so far came during the battle for Tharkad City. Newly transferred to Beta
Galaxy, Markus led his Star into the fray but
pushed ahead too far. He was separated from
the rest of his command by a Lyran bombardment and stumbled into a King Crab just as it
emerged from a hidden bunker. The assault
'Mech's point-blank strike crippled Kerensky's
Warwolf in a matter of seconds, giving him no
time to retaliate.

NOTABLE UNITS
Star Captain Nikki Radick: Unusual in her Clan,

Nikki believes the Clans should protect the Inner


Sphere rather than conquer it. This idea earned
her brutal beatings from sibkin who believed
her convictions weakened her. However, she
validated her resolve by being the sole graduate
of her sibko, which has led some to believe she
sabotaged her sibkins'Trials of Position.

Type: Warwolf
Technology Base: Clan (Advanced)
Tonnage: 75
Battle Value: 2,706
Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Reactive):

Mass
4
19.5

Endo Steel
375 XL
5

8
0
10 [20]

0
4
3
14.5

231
Internal
Structure

Armor

Head
Center Torso
Center Torso (rear)

3
23

R/ L Torso
R/ L Torso (rear)
R/LArm
R/L Leg

16

9 .
35
11
24

12
16

24
32

Value

Weight and Space Allocation


Location
Head
Center Torso
RightTorso

LeftTorso
Right Arm
Left Arm
Right Leg
Left Leg

Fixed
None
None
2 XL Engine
2 Endo Steel
2 XL Engine
2 Endo Steel
Endo Steel
Reactive
4 Reactive
Endo Steel
Reactive
Endo Steel
Reactive

Spaces
Remaining
1
2

8
8
6
4
0
0

Weapons and Ammo


Primary Weapons Configuration
Gauss Rifle
Ammo (Gauss) 16
Targeting Computer
LRM 10
Ammo (LRM) 12
CASE II
Laser Anti -Missile System
TAG
LRM 10
Ammo (LRM) 12
CASE II
JumpJet
JumpJet
JumpJet
Alternate Configuration A
ER PPC
Medium Pulse Laser
2 Double Heat Sinks
Streak LRM 10
Ammo (Streak LRM) 12
CASE II
Double Heat Sink
ER Medium Laser
ER Large Laser
Medium Pulse Laser
Streak SRM 6
Ammo (Streak SRM) 15
CASE II
Double Heat Sink
Battle Value: 3,100
Alternate Configuration B
Ultra AC/10
Ammo (Ultra) 30
ER Large Pulse Laser
Double Heat Sink
Laser Anti-Missile System
2 Double Heat Sinks
2 Double Heat Sinks
Jump Jets
Jump Jet
Jump Jets
Battle Value: 2,518

Location

critical

Tonnage

RA
RA
RT
RT
RT
RT
H
CT
LT
LT
LT
RT
CT
LT

6
2
3

RA
RA
RA
RT
RT
RT
RT
H
CT
CT
LT
LT
LT
LT

2
5
1
.5

RA
RA
RT
RT

12
2

3
2.5

.5

2.5
.5

1
1
2

4
2

1
2

.5

4
3

10
3

3
2

4
4

2
2
2
1
2

H
LT
LA
RT
CT
LT

2
1

Weapons and Ammo


Alternate Configuration C
Large Pulse Laser
Targeting Computer
Double Heat Sink
ATM9
Ammo (ATM) 14
CASE II
Laser Anti-Missile System
ATM9
Ammo (ATM) 14
CASE II
2 Double Heat Sinks
Jump Jet
Jump Jet
Jump Jet
Battle Value: 2,776

Location
RA
RA
RA
RT
RT
RT
H
LT
LT
LT
LA
RT
CT
LT

Critical

Tonnage

6
2

2
.5

2
.5
2

Weapons and Ammo


Alternate Configuration H
Gauss Rifle
Ammo (Gauss) 16
Improved Heavy Large Laser
Supercharger
Double Heat Sink
CASE II
Double Heat Sink
Improved Heavy Large Laser
2 Coolant Pods

Location
RA
RA
RT
RT
RT
RT
CT
LT
LT
LT
LT

Critical

Tonnage

Mass: 80 tons
Chassis: Titan Speciai-DAA Endo-Composite
Power Plant: Light Force 320 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
Jump Capacity: None
Armor: ArcShield VII Mk.7
Armament:
32 tons of pod space available
2 Series 2f Extended Range
Medium Lasers
Manufacturer: StarCorps Industries
Primary Factory: Terra
Communications System: Telestar Model
XTD-131
Targeting & Tracking System: Starlight
Adjustable LX-8
The Doloire was intended to become one of
the Republic's flagship OmniMechs when it entered production in 3121, and an example of the
Republic's cooperation with the Clan enclaves
within its borders. Built with mixed technology
and armed the same, all of the Doloire's configurations are built to pound enemy 'Mechs into
submission. Since the Fortress was raised and
its protocols instituted, StarCorps has increased
production. Do/aires are often assigned to promising young officers, who use it to find success in
battle and ensure their future promotion.

CAPABILITIES
Though not overly fast for an eighty-ton assault 'Mech, the Doloire's Clan-built engine is less
susceptible to damage than a comparable Inner
Sphere-built engine. All of its configurations are
built to benefit from the integral actuator enhancement system built into the arms, though
the newest configuration is clearly built to wade
into heavy combat and destroy enemy 'Mechs.

DEPLOYMENT
Do/aires appear in every regiment of the

RAF, and several survive with the Republic


Remnant and a handful of mercenary groups
founded out of the tatters of the prefecture militaries. They are universally revered as powerful,
flexible machines, but that same revere makes
them fire magnets in combat.
In 3136 the Capellan Confederation moved
in to claim Azha. One of the last units on-world
was a small mercenary unit called the Past
Knights. Despite the grandiose name, none of
the mercenaries had ever been a Knight of the
Sphere, and only one-Hiram Torch-had served
in the RAF. He'd taken his Do/oire when he left,
but the Past Knights lacked the logistical wherewithal t o reconfigure it. When the Capellans
landed, the Past Knights moved to block a critical river crossing near Naples. The Knights placed
Torch's Doloire near the center of the position,
where its large pulse lasers and Gauss rifle could
cover the bridge. The first Capellan units to try
the bridge were a column of hovertanks; Torch's
lasers made quick work of them.
The second push against the bridge was
backed by a pair of Pixius; an Agrotera and a Raven
tried to force the crossing. The Pixius concentrated
their lnokumas on Torch's 'Mech, forcing him back,
but the Knights' supporting units, four Sorteks,
were able to push the assault back. The final
push, this time supported by a Cataphract and a
Tempest, came with airmobile battle armor. Torch
was killed when battlesuits swarmed his 'Mech
and breached his cockpit, but he'd claimed a warrior's guard in kills before he went down.

NOTABLE UNITS
Lieutenant Anne Archimbault: Lieutenant
Archimbault was assigned to Stone's Fury the
day after New Year's in 3144. By February first

she was already through the Fortress and pushing her Do/oire across the beaten wasteland
of the Long Fuzz on Hsien. There she and her
lance attacked a task group of the Second Liao
Guards. The initial volley destroyed three of the
Capellans' Predator Tank Destroyers. By the time
the Liao 'Mechs got turned around, Archimbault
was close enough to volley her Streak SRMs. A
minute later it was all over-and Archimbault
had claimed three 'Mech kills, all with her
TSEMP and vibroblade.
Sao-wei Sera Klimovna: Sao-wei Klimovnathe Klimovna, since her father's death in 3143pilots the only salvaged Do/oire in th~ CCAF:
Hiram Torch's 'Mech. Though the Confederation
can afford to purchase more high technology,
the Klimovna prefers the A configuration because of its plasma rifles.
Type: Doloire
Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 80
Battle Value: 2,709
Equipment
Internal Structure:
Engine:
WalkingMP:
Running MP:
Jumping MP:
Heat Sinks (C):
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/ LArm
R/L Leg

Mass
En do-Composite
320 XL (C)
4
6
0
12 [24]

6
11.5

2
4

232
Internal
Structure
25
17

13
17

14.5
Armor
Value
9
38
11
26
7
24
30

Weight and Space Allocation


Location
Fixed
Head
1 Endo-Composite
Center Torso
2 ER Medium Laser (C)
2 XL Engine (C)
RightTorso
2 Endo-Composite
2 XL Engine (C)
Left Torso
4 Endo-Composite
Right Arm
4AES
Left Arm
4AES
Right Leg
None
Left Leg
None

Spaces Remaining
0
0
8
6
4
4
2
2

Notes: Features the following Design Quirks: Multi-Trac, Command Unit.


Fixed Equipment
AES
2 ER Medium Lasers (C)
AES

Location
RA
CT
LA

Critical

2.5

Weapons and Ammo


Location
Primary Weapons Configuration
Large Pulse Laser (C)
RA
Gauss Rifle (C)
RT
Ammo (Gauss) 16
RT
Double Heat Sink (C)
RL
Double Heat Sink (C)
LL
Angel ECM Suite
LT
2 Double Heat Sinks (C)
LT
Large Pulse Laser (C)
LA

Critical

Tonnage

Alternate Configuration A
Plasma Rifle
Ammo (Plasma) 10
Double Heat Sink (C)
2 SRM 6 (C)
Ammo (SRM) 60
CASE II
Double Heat Sink (C)
Double Heat Sink (C)
ER Medium Laser (C)
Ammo (Plasma) 10
Radical Heat Sink System
Plasma Rifle
Ammo (Plasma) 10
Double Heat Sink (C)
Battle Value: 2,336

Weapons and Ammo


Alternate Configuration B
Rotary AC/5
Ammo (RAC) 80
CASE II
Double Heat Sink (C)
3 Double Heat Sinks (C)
2 ER PPC (C)
Double Heat Sink (C)
Battle Value: 3,136

4
2

Tonnage
2.5

6
12
2

1
1

2
2

RA
RA
RA
RT
RT
RT
RL
LL
LT
LT
LT
LA
LA
LA

1
1

3
4

6
1
1

Location

Critical

Tonnage

RA
RT
RT
RT
LT
LA
LA

6
4
1
2
6
4
2

10
4

3
12

Weapons and Ammo


Alternate Configuration C
LRM 20(C)
Artemis V (C)
Streak SRM 6 (C)
Ammo (Streak) 30
Ammo (LRM) 18
CASE II
Streak SRM 6 (C)
ER Small Pulse Laser (C)
C' Master Unit
Streak SRM 6 (C)
Lance
Battle Value: 2,327

Location

Critical

Tonnage

RA
RA
RT
RT
RT
RT
RL
LT
LT
LL
LA

4
2
2
2
3
1
2

5
1.5
3
2
3
1
3
1.5
5
3
4

5
2
4

Weapons and Ammo


Alternate Configuration D
4 Streak SRM 4 (C)
TSEMP
Ammo (Streak) 50
CASE II
ER Micro Laser (C)
TSEMP

Location

Crit ical

Tonnage

RA
RT
RT
RT
RL
LT
LT
LL
LA

4
5
2
1
1
5
1
1
4

8
6
2
1
.25
6
1.5
.25
7

Mass: 80 tons
Chassis: Advantage NTL
Power Plant: LTV 400 XL
Cruising Speed: 54 kph, 64 kph with TSM
Maximum Speed: 86 kph, 97 kph with TSM
Jump Jets: None
Jump Capacity: None
Armor: Durallex Super Medium Ferro-Fibrous
Armament:
2 Magna Flarestar Snub-Nose Particle
Projection Cannons with Capacitors
3 TacShot Anti-'Mech Pods
Manufacturer: Tactical Advantage, LLC
Primary Factory: Regulus
Communications System: Garret C22A with
Guardian ECM Suite
Targeting & Tracking System: Wasat
Aggressor Type 12

Taking a cue from the Lyran Commonwealth's


Berserker BattleMech, Tactical Advantage attempted to fit the 100-ton close brawler into an
eighty-ton chassis. However, rather than simply
create a smaller Berserker, the Reg ulan manufacturer sought to re-envision the concept
with traditional Regulan flair. The Neanderthal
was born from this process, and its impressive
close-combat prowess has taught the Reg ulan
Fiefs' enemies to tremble whenever the 'Mech's
distinctive, blocky silhouette appears on
the horizon.

CAPABILITIES
Much like the Berserker, the Neanderthal's
battlefield presence and reputation has
proven effective in shock tactics. However,
a Neanderthal can keep going long after
a Berserker has lagged behind after suffering frozen actuators from MASC overuse.
A Guardian ECM suite's protective curtain
makes the Neanderthal harder to hit, and

paired snub-nosed particle cannons allow the


MechWarrior to maximize offensive effectiveness before reaching the range at which the
'Mech truly shines. Once within physical combat distance, the Neanderthal's close-range
weaponry can punch through all but the
heaviest armor.

Since then, few raiders have underestimated Neanderthals in the field . An appearance of this 'Mech on the battlefield tends to
prompt slower 'Mechs and tanks to pull back
while other units concentrate fire in an effort
to cripple the 'Mech before it reaches closecombat range.

DEPLOYMENT

VARIANTS

Neanderthals remain in service with the

RSMC and various mercenary commands


operating in the Free Worjds League region.
However, the LCAF's fondness for the Berserker
spurred the Army Supply Corps to purchase a
significant quantity for deployment along the
League border.
In 3130, the Twenty-first Reg ulan Hussars
put the latest Neanderthal variant through its
paces when the Marik-Stewart Commonwealth's
Twenty-fifth Marik Militia landed on Wallis.
The Regulans intercepted the AMSC raiding
force, but the Twenty-fifth, expecting the older
Neanderthal variant, attempted to keep the
Regulans at range rather than allow them to
reach melee distance-a choice the raiding
force paid dearly for. The Twenty-first concentrated on closing the distance as quickly as
possible, taking shots of opportunity to trigger TSM. Once the Regulans engaged AMSC
'Mechs in physical combat, the Neanderthals'
anti-'Mech M-Pods took the enemy by surprise,
exploiting exposed weakness in armor.
Although most of the Twenty-fifth managed to escape the planet with a significant
amount of Ronin, lnc:s materiel stockpiles, the
damage the Twenty-first's Neanderthals inflicted upon the Twenty-fifth nearly negated the
AMSC's gains. Of the two lances of Neanderthals
the Twenty-first deployed in defense of Wallis,
only three remained combat worthy when the
Twenty-fifth fled.

The outdated UG variant swaps the paired


PPCs, capacitors, M-Pods, and a double heat
sink for a large pulse laser and a pair each of
large and small lasers. The UG model's peculiar
overreliance on ranged weaponry led to the
current AG model eventually supplanting it.

NOTABLE UNITS
Lex Corpuz: Before Tactical Advantage gifted
Corpuz a Neanderthal out of the blue in order
to drum up new sales, this Regulan expatriate
was a middle-grade Solaris competitor that
was more known for his repair and refit skills
than his combat performance. His Neanderthal,
Buford, changed all that, catapulting both him
and Tactical Advantage into the limelight. Now,
many mediocre competitors have followed his
lead and purchased Neanderthals, resulting in
the same crop of mediocrity. Rumormongers
say Corpuz brokered a deal with the manufacturer to get kickbacks from each non-military
Neanderthal sale. Others claim Corpuz's skill
at Buford's controls doesn't match his prior
combat record, leading some to believe the
Neanderthal's pilot is a highly skilled stunt
double Corpuz hired to take his place during
matches. When questioned about the beforeand-after disparity Buford has seemingly created, Corpuz often states, "Tactical Advantage
saw the Neanderthal's spirit in me, and Buford
helped make it reality:'

Type: Neanderthal
Technology Base: Inner Sphere
Tonnage: 80
Battle Value: 2,024

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
8
26.5

400XL
5 (6)
8(9)
' 0
11 [22]

4
3
232
Internal
Structure
3
25
17

13
17

13
Armor
Value
9
32
15
24
10
24
30

Weapons and Ammo Location Critical


Hatchet
RA
6
Snub-Nose PPC
RT
2
PPC Capacitor
RT
M-Pod
RT
M-Pod
H
Guardian ECM Suite
2
CT
Snub-Nose PPC
LT
2
PPC Capacitor
LT
M-Pod
LT
Triple-Strength Myomer RAILA
2/4

Tonnage
6
6

1.5
6

Notes: Features the following Design Quirks: Stable,


Distracting, Non-Standard Parts.

Mass: 80 tons
Chassis: Chariot Ill Ultralight Composite
Power Plant: Defiance 400 XXL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Dural lex Shockwave Reactive
with CASE II
Armament:
1 Corean Light Gauss Rifle
1 Defiance Model6 Extended Range
Large Laser
1 Doombud LRM 20 Launcher
1 Defiance XSM Medium X-Pulse Laser
Manufacturer: Defiance Manufacturing Annex
Primary Factory: Kwangjong-ni
Communications System:TharHes Calliope
ZE-5A2
Targeting & Tracking System: TharHes Ares-X9-B

The Zeus is the epitome of the Steiner"wall


of steel:' The homegrown pride and joy of the
LCAF was supposedly the ultimate proof that
excellence in production quality could compensate for lackluster battlefield prowess. After
three centuries of stalwart service, it was chosen for a face lift to prove Defiance's standing as
one of the Inner Sphere's leading manufacturers. The Zeus X is equal parts poster child and
innovative high-tech platform. Its upgrades elevate the venerable BattleMech to cutting edge
even by thirty-second century standards.

CAPABILITIES
Structurally, the Zeus X-series is defined
by a huge engine and a light but brittle structure covered by layers of experimental armor.
When the ZEU-X4 was readied for production
in the late 311 Os, these features were carefully
combined with sensible equipment. The thick

reactive plating is now production grade and


safely covers the complete 'Mech. A spacious
rumble seat was upgraded to a full console,
resulting in a command 'Mech for the LCAF.
Equipped with simple but effective weaponry, the ZEU-X4 once again engages enemies
that are no more than approaching blots on
the horizon.

DEPLOYMENT
Shortly after Gray Monday, elements of the
Third Lyran Guards stationed on Port Moseby
were able to test the Zeus X against ancient enemies when a company of the Second Legion
of Vega landed. Striking minor commertial targets on Java, the raiders relied on their nimble
'Mechs to circumvent fortified defenses. Only
after Steiner Zeuses moved onto the Semeru
Flats did the Kuritans attack, confident that
their superior speed would grant them the
advantage in open terrain. The improved performance of the Zeus Xs shocked the Legion.
The advanced assault 'Mech outgunned them
at long range, and their unexpected speed was
equal to that of the Legion's Dragons. Even a
few advanced Dragon /Is could not threaten
the Zeus Xs, as their reactive armor neutralized
the incoming Arrow IV fire. The Legion hastily retreated, harrowed by the pursuing assault
'Mechs. Only the general confusion of those
days and the related communication problems
prevented the incident from being used in a
massive propaganda campaign.
This opportunity was not missed during
the recent battle of Hesperus II, where the Zeus
X was again fielded by the Third Lyran Guards.
Duke Brewer made sure that Defiance's most
prestigious product was covered favorably by
the media. Be it as the hero of Cali pee Passwithout ever engaging there-or as the defender of Phobos Peak, the Zeus X was displayed

as a rally point for Lyran troops during their reclamation of its home planet. Few sources voiced
the inconvenient truth that the Zeus X isn't built
on Hesperus, and that Duke Brewer himself is
far away in safe hiding.

VARIANTS
The original ZEU-X was an experimental
engineering milestone. It was also an ungainly
hodgepodge of patchwork armor, reactive composites and counterintuitive short-range weapons
whose limited production during the Civil War
merely served propaganda. The next model was a
genuine failure, as the marriage of armored components and composite structure often resulted
in a pile of undamaged internal components as
the only remains of a defeated ZEU-X2. A 3080s
model was an inefficient jumping monster influenced by Solaris experimentation on the obscure
Sasquatch. Only the sub-variant ZEU-WD series
that melded the X-series' innovations with standard Zeus chassis, proved successful.

NOTABLE UNITS
Kommandant Mike Donnelly, Jr: Kommandant
Donnelly of the Second Donegal Guards runs
his battalion with an even hand-a difficult task
when the Falcons always seem to be breathing
down the RCT's neck. During the Falcon invasion, his battalion always kept the enemy on
the defensive, which meant Donnelly himself
often fought on the frontlines. In three separate
battlefield incidents, a section of reactive armor
on Donnelly's Zeus X blew off, further damaging
the 'Mech's internal structure and placing him
in jeopardy. As he was returning to base on 13
May, a catastrophic coolant failure caused the
'Mech to overheat and explode. The Guards
dedicated their latest base publication to their
gruff commander.

Type: Zeus X
Technology Base:' lnner Sphere (Advanced)
Tonnage: 80
Battle Value: 2,222

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor (Reactive):

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
4
17.5

Composite
400 XXL
5
8
0
11 [22]

232
Internal
Structure
3
25

4
3
14.5
Armor
Value

17
13
17

Weapons and Ammo Location Critical


LRM20
RA
5
Ammo (LRM) 12
2
RT
CASE II
RT
Cockpit Command ConsoleH
Medium X-Pulse Laser
CT
ER Large Laser
LT
2
Light Gauss Rifle
LA
5
Ammo (Light Gauss) 16
LA
1

9
37
12
26
8
23
30

Tonnage
10
2
3
2
5
12
1

Notes: Features the following Design Quirks: Command


BattleMech, Difficult to Maintain.

Mass: 85 tons
Chassis: Irian Chassis Class 38 Endo Steel
Power Plant: Strand 255
Cruising Speed : 32 kph
Maximum Speed: 43 kph
Jump Jet s: None
Jump Capacity: None
Armor: Riese-675 Hardened with CASE II
Armament:
2 Irian Weapon Works ELRM 10 Launchers
8 Magna Mk. II Medium Lasers
Manufacturer: Irian BattleMechs Unlimited
Primary Factory: Shiro Ill
Communications System: Irian E.A.R.
Targeting & Tracking System: Wasat
Aggressor with Advanced Targeting
Computer

Halfway through its sixth century of continuous production, the Stalker is one of the most
well-known and feared assault BattleMechs in
the Inner Sphere. Long known for its ability to
absorb and deliver punishment, the Stalker II
took an already deadly 'Mech and stripped it to
its pure, deadly essence.

CAP A BILITIES
Initial testing of a new Stalker began
shortly after Gray Monday, with multiple variants simulated and occasionally tested at the
proving grounds. None seemed to capture
the original's pure menace and lethality. It
wasn 't until engineers, reviewing records of
the 3030s Andurien Succession, re-discovered
a forgotten nugget of history: the most feared
Stalkers of the Succession Wars were the ones
with their original Star League-era computers.
Armed with a new outlook, the Stalker II was
stripped to a minimal but effective weapons

array, linked to a modern targeting computer,


and moved quickly from the drawing boards
to the battlefields.

DEPLOYMENT
Introduced in 3137, the Stalker II was
spread throughout Andurien units, and immediately found itself on the forefront of the 3138
invasion by the Duchy of Oriente. Needing
hard currency, Andu rien opened the Stalker II
up to sales to its allies; Stalker /Is have fo ught
in Capellan units on New fiyrtis and with the
MAC against the RAF, and the now-disbanded
Marik-Stewart Commonwealth against both the
Lyrans and Clan Wolf.
Originally considered nothing more than
another Stalker variant, it was fighting against
Clan Wolf on Rexburg that the Stalker II began
to carve out its own reputation. A company of
Thirteenth Atrean Dragoon survivors had retreated to Rexburg for refit, but was pursued by
Wolf forces. Retreating to their DropShip, the
two slowest BattleMechs were a pair of Stalker
/Is, and they volunteered to fight as a rearguard
and buy time. Cresting a hill amidst the cropland of a local distillery, they broadcast over an
open channel their intent to fight the Wolf commander to a standstill, and asked what he would
be attacking with. When Star Captain Bangalter
said he would attack with his entire force of one
Binary each of light BattleMechs and vehicles,
there was a pause before MechWarrior Prestek
cheerfully offered, "Well, we can wait if you
want to bring up more 'Mechs:'
Insulted, Bangalter immediately attacked,
initiating what became known as "The Battle of
Rum Ridge:' Initially using their ELRMs to attack
from ranges that even Clan weapons couldn't hit,
the Dragoons conducted a textbook leapfrog

retrograde. Striking from tree lines bordering


the sugarcane fields, or from behind small folds
that allowed their 'Mechs to hide, the Dragoons
quickly shattered the vehicle Binary and
threw it back, awaiting the Clan BattleMechs.
MechWarrior Prestek eventually fell, losing much
armor and one leg of her Stalker II.
MechWarrior Klein continued to fight,
making his last stand against the four remaining
Clan BattleMechs in a huge warehouse, a battle
marked by maturing rum casks exploding from
stray shots. After the final light BattleMech was
destroyed, Klein's Stalker II grew still. The surviving vehicles closed in to investigate, discovering a rarity on the modern battlefield: ctespite
getting struck by two SRMs and five LRMs in
five separate attacks, and a medium laser in the
final barrage, the hardened cockpit armor was
never breached. MechWarrior Klein had, however, been struck by spalling from the strikesalso suffering from neurohelmet feedbacks and
shock, he had bled out in his command chair,
hands still clenched around the controls.

NOTABLE UNITS
Banner Marcel Dryden: During a recent FWLM
intelligence ra id on Furud, the Second Andurien
Guards faced the Second Oriente Hussars.
Banner Dryden's lance attempted to ambush
part of an incoming company, but Lieutenant
Grable sprang the trap too early and was killed.
Dryden took command of the lance and rallied
his troops to salvage the attack. His direction resulted in the destruction of two Hussars lances.
His company commander requested the ADF
make Dryden's brevetted rank of lieutenant an
official commission, but thus far nothing has
come of it.

Type: Stalker II
Technology Base: Inner Sphere (Advanced)
Tonnage: 85
Battle Value: 2,261

Equipment
Internal Structure:
Endo Steel
Engine:
255
Walking MP:
3
4
Running MP:
Jumping MP:
0
10 [20)
Heat Sinks:
Gyro (Compact):
Cockpit (Torso-Mounted):
Armor Factor (Hardened):
216
Internal
Structure
Head
3
Center Torso
27
Center Torso (rear)
R/L Torso
18
R/L Torso (rear)
R/L Arm
14
R/L Leg
18

Mass
4.5
13

0
4.5
4
27

Armor
Value

Weapons and Ammo Location Critical


2 Medium Lasers
RA
2
Extended LRM 10
RT
4
Ammo (ELRM) 18
RT
2
1
CASE II
RT
2 Medium Lasers
H
2
Targeting Computer
H
2
2 Medium Lasers
CT
2
LT
4
Extended LRM 10
Ammo (ELRM) 18
LT
2
LT
1
CASE II
2 Medium Lasers
LA
2

9
36
11
25
7
23
25

Tonnage
2
8
2
1
2
2
2
8
2
2

Notes: Hardened Armor reduces Running MP by 1.


Quirks: Combat Computer, Protected Actuators, No/
Minimal Arms.

Mass: 95 tons
Chassis: DSAM En do 4
Power Plant: Olivetti 380 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: Grandthrust Mk 5 with Partial Wing
Jump Capacity: 120 meters
Armor: Forging ZM 15 Ferro-Fibrous
Armament:
2 Type 9 Ultra-S Autocannons
1 Type X "Long Bow" LRM 10-Rack
2 Series 2b ER Large Lasers
Manufacturer: Eagle Craft Group
Primary Factory: Erewhon
Communications System: Raptor X-TType iii
Targeting & Tracking System: Goshawk
E-Series

At first glance, one might erroneously assume the fearsome Shrike is another falconthemed BattleMech of Olivetti Weaponry
manufacture. While it was clearly inspired by
the aesthetics of Olivetti's Flamberge and Eyrie,
the Shrike's more humble origins stem from Red
Devil Industries' Onager. Following in the footsteps of the Eyrie, Eagle Craft Group took the
Onager concept and retooled it to satisfy the
Clan Council's revitalization mandates and design philosophies. The heavier Shrike, which was
unveiled shortly after Olivetti's similarly styled
Gyrfalcon, met with acclaim from the warrior
caste when it outperformed the Onager in all
areas. After witnessi~Shrikes in battle against
fast, heavy 'Mechs, many Falcon warriors issued
Trials of Possession for them.
Since its debut, the Shrike has become one
of the go-to choices for Galaxy and Cluster commanders due to its mobility, heavy armor, range,
accuracy, and intimidating battlefield presence.

CAPABILITIES
Although heavier than its spiritual 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 batcha/1 for further resources, bidding only the same two Shrikes
that had helped win the first Trial. In the first few
minutes of the Trial, Star Colonel Malthus' Shrike
killed the Blue Keshik's commander by destroying
her Orion 1/C; the remaining Wolves were granted
hegira in short order.

Another notable battle occurred in 3142


along the Coventry front of the Golden Ordun
invasion. The First Falcon Velites faced the Fifth
Lyran Regulars on Guatavita, where a Talon
Star of Shrikes steam rolled through two whole
lances of defenders without ever letting them
reach close range. The rest of the Falcons were
blindsided and had to withdraw, but after regrouping, the counterthrust's Shrike vanguard
allowed the Falcons to claim the planet.

VARIANTS
The Shrike 2 is a medium-range fighter that
exchanges the standard configuration's lasers
and autocannon with extended-range rl'ledium
lasers and Ultra AC/1 Os. This version has not
proven terribly popular in extended engagements due to its overreliance on ammunition.
The Shrike 3 exchanges the standard configuration's autocannon for paired PPCs and five additional laser heat sinks, but heat buildup remains
a problem.

NOTABLE UNITS
Khan Malvina Hazen: An early adopter of the
Mongol doctrine of warfare, Malvina Hazen
leaves few survivors in her wake. During the
Jade Falcons' desant into the Republic, her
even-tempered sibkin Aleksandr Hazen kept
her more violent impulses in check. However,
when Aleks was killed on Skye in 3134, Malvina's
gloves came off. Her successful revolt against
Khan Jan a Pryde, her espousal of total war philosophies, and her questionable grasp on sanity make her one of the most dangerous and
feared opponents in the Inner Sphere.

Type: Shrike
Technology Base: Clan
Tonnage: 95
Battle Value: 2,969

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks (Laser):
Gyro:
Cockpit:
Armor Factor (Ferro):

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/ L Torso (rear)
R/ L Arm
R/L Rear Leg

Mass
Endo Steel
380 XL
4
6
4*
12 [24]*

5
20.5

4
3
288
Internal
Structure
3
30

15
Armor
Value

20
16
20

Weapons and Ammo Location Critical


Targeting Computer
RA
5
ER Large Laser
RT
Ammo (LRM) 12
RT
LRM 10
CT
ER Large Laser
LT
2 Ultra AC/5
LA
6
Ammo (Ultra) 40
2
LA
RT/ LT
Partial Wing
3/3
Jump Jets
RT
2
Jump Jets
LT
2

44
15
29
10
32
39

Tonnage
5
4
2.5
4
14
2
5
4
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) .

-- ~

Mass: 95 tons
Chassis: Luthi en Class 1OSA
Power Plant: Hermes 285 Light
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Mitchel Argon Standard
Armament:
48 tons of pod space
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications System: Sipher Clarion
Targeting &Tracking System: Matabushi
Tenbatsu

While toeing the line of Stone's disarmament agreements, the Combine quietly pursued
new BattleMech projects that would achi~
two purposes: to manufacture Combine-centric
technologies, and to quickly rebuild its decimated 'Mech regiments from the Jihad. Older
'Mechs were decommissioned through transfers
to planetary militias, maintaining the fiction that
its regiments were low on material even as new
materiel arrived. The Tenshi-angel-was the
first Combine-centric OmniMech produced for
this new DCMS and is a common sight amongst
the Dragon's frontline 'Mech regiments.

CAPABILITIES
The Tenshi was LAW's first OmniMech
platform to incorporate several advanced technologies. The result is an assault 'Mech capable
of mounting half its weight in weaponry and
equipment, providing a wide array of tactical
options to DCMS commanders. The Tenshi is
somewhat labor-intensive to configure, due to
its inordinate number of pod linkages, so swapping configurations on the fly is not a viable option during time-sensitive operations.

DEPLOYMENT
The first Tenshis were assigned to the
Ghost Regiments. The DCMS believed that
if the Tenshi proved to be a tactical failure-much as the Daboku nearly a century
before-it would be confined to the more
"honorless" regiments. Ghost pilots embraced
the new OmniMech and quickly realized its
battlefield potential. In 3103, the First Ghost
dropped two lances of Tenshis on Grumium in
the Ghost Bear Dominion in a fast raiding action to seize a large weapons stockpile. Chu-i
Albert Olmstead led his Tenshis straight to
their target, blasting through a Striker Star before being stopped cold by a Dominion Nova
from the First Freemen Cluster. Olmstead
challenged the Bear commander to a Trial of
Possession and was refused; the Ghosts were
then surrounded by the Bears. Using their
massed firepower, the Tenshis moved from
target to target, cutting down Clan 'Mechs
in short order as they shrugged off the Bears'
return fire. Six of the eight Tenshis met their
DropShip at the facility and several hundred
tons of Clan technology was claimed for
the Dragon.
The assault company of the Sixteenth
Galedon Regulars is comprised entirely of
Tenshis, all at the request of Tai-i Michelle
Taharski. The Wall, as the company is unofficially known, was responsible for the mass destruction of the capital city of Kirstie on Rowe.
Taharski configured all of her Tenshis with as
many destructive weapons as possible. When
the Wall moved on Kirstie, they were opposed
by a regiment of planetary militia. The gaggle
of Davion infantry and vehicles was no match
for the twelve assault 'Mechs. After making
short work of the militia, the company set
about destroying more than three-fourths of
the city.

NOTABLE UNITS
Sho-ko Raizo Mikawa: Heir to a long history
of familial service to the Dragon, Mikawa never
wanted to be a MechWarrior. Despite his personal desires, he entered the DCMS in honor of
his father, a veteran of the Second DominionCombine War. Mikawa's natural aptitude for
mechanics has served him well within the First
Ghost, providing him insight into BattleMech
design that has helped the regiment's technical teams out of more than one jam. He was
given a Tenshi in honor of his three decades of
tireless service to the DCMS and he has since
mastered the delicate art of the 'Mech's ornery
pod linkages.
Type: Tenshi
Technology Base: Inner Sphere
Tonnage: 95
Battle Value: 2,542
Equipment
Mass
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (Compact):
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/ L Torso (rear)
R/L Arm
R/L Leg

EndoComposite
285 Light
3
5
0
11 [22]

293
Internal
Structure
3
30
20
16
20

7.5
12.5

1
4.5
3
18.5
Armor
Value
9
45
15
30
10
32
40

Weight and Space Allocation


Location
Fixed
Head
Endo-Composite
CenterTorso
None
RightTorso
2 Light Engine
2 Endo-Composite
LeftTorso
2 Light Engine
2 Endo-Composite
Right Arm
None
Left Arm
None
Right Leg
1 Endo-Composite
Left Leg
1 Endo-Composite

Spaces Remaining
0
4

8
8

8
8

Notes: Features the following Design Quirks: Distracting, Searchlight,


Difficult Ejection.

Weapons and Ammo


Location
Primary Weapons Configuration
5 Light PPC
RA
Targeting Computer
RT
Rocket Launcher 10
RL
Double Heat Sink
CT
Supercharger
CT
Rocket Launcher 10
LL
Guardian ECM Suite
LT
2 Double Heat Sinks
LT
Gauss Rifle
LA
Ammo (Gauss) 24
LA
Alternate Configuration A-Advanced
Large VSP Laser
RA
2 Double Heat Sinks
RA
Double Heat Sink
RT
Ammo (MRM) 16
RT
CASE II
RT
Coolant Pod
RL
Large VSP Laser
CT
Coolant Pod
LL
MRM30
LT
Apollo FCS
LT
Large VSP Laser
LA
2 Double Heat Sinks
LA
Battle Value: 1,830

Critical

Tonnage

10
8
1
3

15
8
.5

2
6
7
3

1.5
.5
1.5
2
15
3

4
6
3
2

4
1

2
1
2
1

10
1
4
6

9
2

Weapons and Ammo


Location
Alternate Configuration 8- Advanced
StreakSRM 6
RA
TSEMP
RA
Double Heat Sink
RA
Heavy PPC
RT
Ammo (Streak) 15
RT
Double Heat Sink
RT
Double Heat Sink
CT
2 Medium Pulse Lasers
LT
Ammo (Streak) 15
LT
Double Heat Sink
LT
Streak SRM 6
LA
TSEMP
LA
Double Heat Sink
LA
Jump Jet
RL
Jump Jet
CT
Jump Jet
LL
Battle Valu ~02

Critical

Tonnage

2
5
3
4
1
3
3
2
1
3
2
5
3

4.5
6
10

4.5
6
1
2

Weapons and Ammo


Location
Alternate Configuration R-Mixed
2 ER Medium Lasers (C)
RA
Ammo (ELRM) 12
RA
Extended LRM 20
RT
ER Medium Laser (C)
CT
Double Heat Sink
CT
Extended LRM 20
LT
2 ER Medium Lasers (C)
LA
Ammo (ELRM) 12
LA
Battle Value: 2,237

Critical

Ton nag~

2
3
8
1
3
8
2

2
3
18

18
2
3

Mass: 100 tons


Chassis: Foundation 12X Endo Steel
Power Plant:VIar 300
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield Special Heavy with CASE II
Armament:
1 Mydron Model RD Rotary Class 2
Autocannon
1 StarTek 20 Tube Long Range
Streak Launcher
1 Type VI Streak SRM 6 Launcher
4 Marteii-X Medium X-Pulse Lasers
Manufact urer: General Motors, Robinson
Standard BattleWorks
Primary Factory: El Dorado (GM),
Robinson (RSB)
Communications System: Rander CommMarshal with Angel ECM Suite
Targeting &Tracking System: Dalban HiRezV

The Atlas is perhaps the most recognizable BattleMech in the Inner Sphere. It appears
on more recruiting posters, more propaganda
films, and in the boxes of more children's toys
than any other 'Mech. More than a dozen variants have appeared over the centuries, and
Robinson's Atlas Ill is only the most recent to
appear. Rebuilt with cutting-edge technology,
the Atlas Ill is likely to become the AFFS' premier
assault 'Mech.

CAPABILITIES
In building the Atlas Ill Robinson went with
the most advanced technology available-specialized Clan weapons, custom shields, radical
heat sink flush systems, and top of the line ECM.
The result is a powerful assault 'Mech almost

tal commanders in the AFFS and RAF-including the personal 'Mech of Exarch Jonah Levin.

inside his cockpit, pierced by an LB-X submunition. He received the Medal Excalibur, posthumously, and his name was inscribed on the wall
of honor in the hall of the Order of Davion.

DEPLOYME N T

VAR IA N T S

When the Capellan Confederation attacked Tikonov in force, several Atlas Ills were
on-planet among the Davion defenders, and
each was targeted by the Capellans for capture,
an xious to reverse-engineer the radical heat
sink system . One of these A tlases, piloted by
Davion Leftenant Nathan Marlowe, fought its
way into legend.
Attacked outside Salat by a reinforced
lance of Capellan 'Mechs, Leftenant Marlowe
called for reinforcements and went on the defensive. He fired his rotary autocannon at long
range, trying to keep the Capellans at bay, but
they soon used their swift 'Mechs to flank him .
As they closed, he added his Streak LRM 20 to
the mix, pounding the Capellan 'Mechs with incredibly accurate LRM fire. By the time the bulk
of the lance passed 400 meters its two Anubises
had been disabled and an Agrotera was limping.
Marlowe continued to retreat, adding his lasers
to the mix when the Capellans closed. Soon he
was alternating firing his lasers and flushing
his heat sinks, until only a Vandal and a Lu Wei
Bing remained. A burst from the Lu Wei Bing's
autocannon disabled his rotary, prompting the
young warrior to drop it. Capellan battleROMs
clearly show him flexi ng the Atlas' great hands
and advancing at that point, steam issuing from
almost every seam in the Atlas' armor.
By the time relief arrived from Salat, all the
'Mechs were destroyed. The corpse of Leftenant
Marlowe's Atlas was draped across the broken
body of the Capellan Vandal, and the Lu Wei Bing
lay nearby, its head crushed. Marlowe was found

The -D2 Atlas Ill is intended as a more mainline combatant, sacrificing the radical heat sink
system and the rotary autocannon for a HAG
and targeting computer.

custom-built for unit commanders. Still rare,


Atlas Ills are assigned to battalion and regimen-

NOT AB L E UN IT S
Exarch Jonah Levin: Raised to a Paladinship
in 3132, Jonah Levin was elected Exarch tJf the
Republic of the Sphere in 3134. After t~e Senate
Alliance tried to usurp control of the Republic,
and the RAF was feeling pressure from nearly
every direction, he was forced to enact Fortress
Republic and completely seal off the borders
to Prefecture X, abandoning Republic citizens
beyond the Fortress to their fate. Levin piloted
his new Atlas Ill, Solitude, during the Fortress
Republic contractions. With the Fortress walls
closed, Levin trains with Republic troops at least
once a month at various training bases on Terra.
"One-Eyed" Jack Farrell: The highly visible
leader of Bannson's Raiders after the Blackout,
One-Eyed Jack initially piloted a Jupiter when
the Raiders regiment Wyld's Jokers first appeared. His missing eye is supposedly due to a
lover's quarrel with "Dagger Di" Jones. Farrell's
Jupiter was eventually lost during the fighting
against the Capellan Confederation, but he
soon replaced it with an Atlas Ill equipped with
specialized instruments to compensate for his
missing eye. A Knight, he now leads Cyclops
Company, an independent mercenary outfit
made up of other undercover Knights.

Notes: Features the following Design Quirks: Command


BattleMech, Distracting, Jettison-Capable Weapon
(RAC/2), Protected Actuators.

Type: Atlas Ill


Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 100
Battle Value: 2,564

Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit (Armored):
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/L Leg

Mass
5
19

Endo Steel
300

3
5
0
12 [24]

307
Internal
Structure

2
3
4
19.5

Armor
Value

31

50
12
32
10
34
42

21
17
21

Weapons and Ammo Location Critical


Rotary AC/2
RA
3
RA
Ammo (RAC) 90
2
Small Shield
RA
3
Streak LRM 20 (C)
RT
5
Ammo (Streak LRM) 12
RT
2
RT
CASE II
1
2
Angel ECM Suite
CT
LT
Streak SRM 6
2
Ammo (Streak SRM) 15
LT
LT
CASE II
2 Medium X-Pulse Lasers LT
2
Radical Heat Sink System LT
3
2 Medium X-Pulse Lasers LA
2
Small Shield
LA
3

Tonnage

~ /
10

2
1-

2
4.5

1
4
4
4

- --:;.

Mass: 100 tons


Chassis: Dynamic Endo Steel
Power Plant: LTV 400 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy
Armament:
4 Mydron Excel SSG LB 5-X Autocannons
4 Diverse Optics Sunfire Extended Range
Medium Lasers
Manufacturer: Eris Enterprises Design Group,
Dynamic Ordnance and Ammunition
Primary Factory: Capolla (Eris), Galatea
(Dynamic)
Communications System: Neil 8000
Targeting & Tracking System: Dynatec 2780

The Malice, a joint venture between


Eris Enterprises Design Group and Dynamic
Ordnance and Ammunition, entered service
just before the Blackout. A fast-so far as that
goes for a 100-ton 'Mech-assault machine, it
found instant acceptance with mercenary buyers on Galatea and RAF purchasers on Capolla.
The Fortress cut Eris off from the rest of the
Inner Sphere, but Dynamic has been selling
the Malice to mercenaries as fast as they can
be built.

CAPABILITIES
The key element of the Malice's success is
its speed for a 100-ton 'Mech. To maintain this
advantage the Malice's knees are protected
by Dynamic's "demon leg" double knee. The
Mydron Excel cannons are tried-and-true weapons, backed up by proven Diverse Optics lasers,
and the 'Mech carries a thick sheath of Durallex
Heavy armor.

DEPLOYMENT
The Malice appears in both of the Galatean
Defense Force regiments, as well as most of the
mercenary units of any quality that operate
off of Galatea. With the heavy fighting in and
around those worlds, Malices have earned quite
a reputation.
In 3144 a small mercenary company called
the Whiskey Tangos raided the Lyran world
Vindemiatrix, under contract to the Galatean
Defense League to claim a supply dump from
the LCAF. The Tangos were barely a company in
strength, two Malices supported by six Shandras
and three Behemoth II heavy tanks. Defending
the supply dump was a medium 'Mech lance
and a company of battlesuit infantry.
The Tangos used their Shandras to try and
draw the Lyrans away. The six scout vehicles
sped toward the depot and then veered off,
firing a single volley from their SRM racks to
draw attention. They succeeded in drawing the
'Mechs out of the depot, but instead of clearing the area they detected the heavy elements
of the Tangos closing. The Lyran 'Mechs barely
had time to turn around before the Malices and
Behemoths were in range. As the battlesuits ran
from the depot, the battle began.
The Malices ignored the 'Mechs after
two initial barrages, leaving the 'Mechs to the
Behemoths. Instead, they spun around and
opened fire on the approaching battlesuits at
long range. The battlesuits, lacking APCs and
charging across a cleared killing ground, suffered horrendous losses to the Malices' submunitions. By the time they reached firing range of
their own weapons, barely a platoon and a half
was combat ready, and they were easy prey for
the Malices' medium lasers. The Behemoths, too
heavily armed and armored to be easily overrun
by the Lyran 'Mechs, were just being pressed

back when the Tango Shandras returned, volleying missiles into the Lyran 'Mechs' rear. The Lyrans
broke off, leaving the depot to the mercenaries.

VARIANTS
For such a young 'Mech the Malice has a
surprising number of variants. Whether upgrading two of the autocannons to LB 10-X or
swapping them for light autocannons to take
advantage of specialty ammunition, they are
all powerful machines. The most rare, the YZ,
a specialty Clan version available from Eris, is a
mixed-technology moving massacre.

NOTABLE UNITS
Nicolas Oleance: Oleance is one of the Malice
pilots in the Whiskey Tangos. A former LCAF
MechWarrior, he was chosen to lead the
Vindemiatrix raid because of his experience
with Lyran tactics. He knew the MechWarriors
would chase the Shandras, despite the physical
impossibility of catching them, because they'd
want the glory of victory to earn promotions.
Since his return he has been courted by the
Defense League to accept a position in one of
the GDL regiments, but he is holding out for offers for the entire Whiskey Tangos.
Major Sabine Westhaven: Major Westhaven
oversees three raiding parties based with the XVI
Hastati on Zollikofen, maintaining the strict discipline these squads must maintain to protect the
Fortress' secret. She participates regularly with
them in training, often taking herYZ Malice into
the field to make certain her troopers are ready
to face the most dangerous opponents possible.
Despite repeated requests, however, she has
been denied permission to accompany any of
her raiding parties across the Fortress.

Type: Malice
Technology Base: Inner Sphere
Tonnage: 100
Battle Value: 1,852

Equipment
Internal Structu re:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Fact or:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg

Mass
5
26.5

Endo Steel
400XL
4
6
0
12 [24]

307
Internal
Structure
3
31

Armor
Value

21
17
21

Weapons and Ammo Location Critical


LB 5-X AC
RA
5
ER Medium Laser
RA
LB 5-X AC
RT
5
ER Med ium Laser
RT
1
Ammo (LB-X) 40
RT
2
LB 5-X AC
LT
5
ER Medium Laser
LT
1
Ammo (LB-X) 40
LT
2
LB 5-X AC
LA
5
ER Medium Laser
LA

9
42
20
30
12
34
42

Tonnage
8
8
2
8
1
2
8

Notes: Featu res the following Design Quirk: Protected


Actuators.

Mass: 100 tons


Chassis: DSAM En do 10-Composite
Power Plant: Starfire 300 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Advanced/3
Armament:
56 tons of pod space available
Manufacturer: Earthwerks-FWL, Inc.
Primary Factory: Keystone
Communications System: Khan Series (Type 3a)
Targeting &Tracking System: Build 4
MadCatTTS

DEPLOYMENT

Few assault 'Mechs can stand comparison to


the Tomahawk II. The superior technology of the
Clans means that legendary Inner Sphere units
like the Atlas, Devastator, or Marauder II fall short.
Even the dreaded Daishi and Turkina suffer in
comparison with it. In many ways the Tomahawk
II is the most powerful 'Mech ever built, and the
only efficient counter to one in the hands of an
elite pilot is a saturation artillery bombardment.

Full production of the Tomahawk II began


in 3088 at the W-7 facilities on Weingarten. Clan
Wolf thus had a large number available before
their relocation. The superior facilities available on Keystone also meant that, unlike with
the Wu/fen and Warwolf, the Tomahawk II could
be put back into production without having to
substitute new components for key electronics.
Clan Hell's Horses also fields the Tomahawk II
thanks to decades ofTrials with Clan Wolf.
The most infamous triumph of the Tomahawk
II came during the 3143 invasion ofTharkad. Galaxy
Commander Alaric Wolf decided that the best way
to demoralize the Lyrans was to crush their infamous "wall of steel" with his own. He gathered together a Binary of elite pilots with Tomahawk /Is to
meet and defeat the Second Royal Guards defending the Nagel ring. On 13 July the Binary smashed
apart two companies of heavy and assault Lyran
machines in two hours of furious combat while
suffering the loss of only a single Tomahawk II. The
Wolf pilots withdrew once they had exhausted
their ammunition and lighter elements from the
Guards threatened to cut off their position.

CAPABILITIES

VARIANTS

The Tomahawk II stacks even more weaponry on its chassis than the Daishi without sacrificing speed or survivability. This is possible
thanks to the endo-composite skeleton, which
lightens the 'Mech while leaving plenty of internal space available. Standard configurations
stress heavy firepower at all ranges, though the
Primary betrays a slight close-in bias with its
hyper-assault Gauss rifles and the A configuration's LB-X autocannons are particularly effective defending against aerospace fighters. Jump
Jets make the B configuration a good choice for
urban combat, while the C configuration is a
heavy support unit.

Clan Wolf experimented with a prototype


unit, the original Tomahawk, for some years
before the Jihad. It lacked the endo-composite
structure of the Tomahawk II but showed promise in testing by Omega Galaxy. The unit never
entered serial production, perhaps due to the
loss of Clan Wolf's Homeworld facilities.

NOTABLE UNITS
Star Captain Fleur Sender: Impressed by footage of the Tomahawk If's effectiveness in the
invasion of Tharkad, Star Commander Sender
challenged her Star Captain, Quinn, to a Trial of

Possession for his Tomahawk II. Quinn chose to


fight augmented, forcing Fluer to do battle with
her prize at the helm of her older Daishi. After
successfully knocking Quinn unconscious to defeat him, she punished her former commander
for his ploy by claiming his rank as isorla.

Type: Tomahawk II
Technology Base: Clan
Tonnage: 100
Battle Value: 3,334
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:

Mass
7.5
9.5

Endo-Composite
300 XL

3
5
0
12 [24]

2
3
3

Gyro:
Cockpit:
Armor Factor:

304

19

Internal

Armor

Structure

Value

R/L Torso
R/L Torso (rear)
R/ LArm

21

9
46
15
32

17

10
34

R/ L Leg

21

41

Head
Center Torso
Center Torso (rear)

31

Weight and Space Allocation


Location
Fixed
Remaining
None
Head
None
Center Torso
RightTorso
2 XL Engine
2 XL Engine
LeftTorso
None
Right Arm
None
Left Arm
2 Endo-Composite
Right Leg
2 Endo-Composite
Left Leg

Spaces

1
2
10
10

8
8
0
0

Notes: Features the following Design Quirks: Difficult Ejection,


Rumble Seat.

Weapons and Ammo


Primary Configuration
HAG30
ER Large Laser
CASE II
Medium Pulse Laser
Ammo (HAG) 16
2 Double Heat Sinks
ER Large Laser
Double Heat Sink
Medium Pulse Laser
Ammo (HAG) 16
2 Double Heat Sinks
HAG30
ER Large Laser
CASE II

Location

Critical

Tonnage

RA
RA
RA
RT
RT
RT
H
CT
LT
LT
LT
LA
LA
LA

8
1

13
4
.5
2
4
2
4
1
2
4
2
13
4
.5

Alternate Configuration A
LB 10-X AC
Ammo (LB-X) 20
2 AP Gauss Rifles
CASE II
Large Pulse Laser
Medium Pulse Laser
3 Double Heat Sinks
Ammo (AP Gauss) 40
ER Large Laser
Double Heat Sink
Large Pulse Laser
Medium Pulse Laser
3 Double Heat Sinks
Ammo (AP Gauss) 40
LB 10-X AC
Ammo (LB-X) 20
2 AP Gauss Rifles
CASE II
Battle Value: 2,697

RA
RA
RA
RA
RT
RT
RT
RT
H
CT
LT
LT
LT
LT
LA
LA
LA
LA

5
2
2
1
2
1
6

10
2
1
.5
6
2
3

2
2
1
6
1
5
2
2

4
1
6
2
3
1
10
2
1
.5

Alternate Configuration 8
ER Large Pulse Laser
Streak LRM 15
Ammo (Streak) 16
Double Heat Sink
ER Large Laser
4 Double Heat Sinks
Laser Anti-Missile System
ER Medium Laser
ER Large Laser
4 Double Heat Sinks
ER Larg e Pulse Laser
Streak LRM 15
Ammo (Streak) 16
Double Heat Sink
Jump Jet
Jump Jet
Jump Jet
Battle Value: 3,513

RA
RA
RA
RA
RT
RT
H
CT
LT
LT
LA
LA
LA
LA
RT
CT
LT

3
3
2
2

1
4
4
1
2
4
4
8

1
8
3
3
2
2

6
7
2
1
4
4
1
4
4
6
7
2
2
2
2

Alternate Con figuration C


2 LRM 15
Ammo (LRM) 40
CASE II
Large Pulse Laser
LRM 15
3 Double Heat Sinks
Large Pulse Laser
Large Pulse Laser
LRM 15
3 Double Heat Sinks
2 LRM 15
Ammo (LRM) 40
CASE II
Battle Value: 2,938

Location

Critical

Tonnage

RA
RA
RA
RT
RT
RT
CT
LT
LT
LT
LA
LA
LA

4
5
1
2
2
6
2
2
2
6
4
5

7
5
.5
6
3.5
3
6
6
3.5
3
7
5
.5

Mass: 125 tons


Chassis: Rhodes-P Endo Steel
Power Plant: PlasmaStar 375 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Maximillian 320 with CASE II
Armament:
2 Hyperion Lance Extended Range
Medium Lasers
3 Hyperion Ray Extended Range
Small Lasers
2 Hyperion Titan Bolt Extended Range
Particle Projection Cannons
2 Long Fire Light LRM 5 Launcher
1 Skobel Drotnik MRM 20 Launcher
3 Harvester 2K SRM 2 Launcher
1 Brontios Tight-Stream Electromagnetic
Pulse Cannon
6 Titan's Tread A-Pods
Manufacturer: Rhodes Foundry
Primary Factory: Devil's Rock
Communications System: Titan's Shout Mk. IVA
Targeting &Tracking System: Titan's Vantage
Mk. II with Apollo FCS

Ever since the dawn of the BattleMech, it


seems, engineers have tried to develop a walking war machine capable of breaking the socalled "1 00-ton barrier;' that point where simply
too much mass stresses a frame made of too
many moving parts. In the days ofthe original
Star League, there were many attempts made
to do this-all the way to the realm's bitter end
with "Amaris' Folly" itself, the Matar. It was not
until the waning days of the Jihad that the technology emerged to make viable super-heavy
'Mechs, but the sheer devastation that befell
Terra, and the taint of any machines made from
Word of Blake research, led to a moratorium on

the notion of building 'Mechs bigger, stronger,


and better than before. Having the sponsoring
realm champion the cause of universal peace
and minimal armies didn't help either.
But that's not to say the Republic of the
Sphere wasn't ready to leap at the chance. No
sooner had war erupted in the wake of the
Blackout, and the Fortress walls had gone up,
than the Rhodes Project went into overdriveaimed at giving the Republic nothing short of
the ultimate 'Mech.

CAPABILITIES
The PSD-V2 Poseidon is the spiritual 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 t he first of the tripod superheavies-or, as many have dubbed them,
"Colossals"-produced by the Rhodes Project,
but one wouldn't know t hat from the hype.
Unlike the heavier Ares, the Poseidon was not
built for modular technology. This made it easy
for observers to identify many of its features
once they survived the initial encounters.
Prototypes of this unit first saw action at
the Serbian proving grounds on Terra, when
rebel senatorial forces attempted to seize the

top secret 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 w ith
their weapons. The entire engagement took
place under a blackout imposed by the proving
grounds' loyalist commanders, and was subsequently classified under orders from Exarch
Levin himself, but details of the Poseidons' performance quickly led to the refinements that
appeared on the final PSD-V2s.
At present, all Poseidon- and Ares-class
superheavy tripods are being used only by the
RAF's most reliable commands, with the majority deployed only in defensive roles.

NOTABLE UNITS
Captain Jacques Wolfcastle: As a test pilot for
the Rhodes Project, then-Lieutenant Wolfcastle
gained the distinction of being one of the
Republic's first Poseidon pilots to see combat,
at the helm of a prototype X1 in Serbia. Though
he operated the machine solo-the three-man
cockpit systems were not fully established and
integrated yet-and was saddled with a faulty
targeting system, he managed to drive off the
rebel senatorial forces with a combination of
intimidation and what he called "spray and
pray" shooting.
In recogn ition 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.

Weapons and Ammo Location Critical


ER Medium Laser (C)
LT
1
ER Small Laser (C)
LT
LRM5
LT
SRM2

Type: Poseidon
Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 125
Battle Value: 3,760

Equipment
Internal Structure:
Engine:
Walking MP:
Runn ing MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/LArm
R/C/L Leg

Mass
14
19.5

Endo Steel
375 XL
3
5
0
20 [40]

384
Internal
Structure
4
38
26
21
26

10
8
5
24

Armor
Value
12
55
21
40
12
36
40

Weapons and Ammo Location Critical


MRM20
RA
2
Apollo FCS
RA
1
TSEMP
RA
3
ER Med ium Laser (C)
RT
ER Small Laser (C)
RT
LRM5
RT
SRM2
RT
Ammo (SRM) 50
RT
Ammo (MRM) 12
RT
RT
CASE II
ER Small Laser (C)
CT
SRM2
CT

Tonnage
7
1
6

.5
2

.5

Tonnage
1

.5
2

Weapons and Ammo Location Critical


Ammo (LRM) 24
LT
1
1
CASE II
LT
2 ER PPC (C)
2
LA
2 A-Pods
RL
2
CL
2
2 A-Pods
LL
2

Tonnage
1
1
12

Mass: 135 tons


Chassis: Rhodes-M Endo-Composite
Power Plant: Plasma5tar 270
Cruising Speed: 21 kph
Maximum Speed: 32 kph
Jump Jets: None
Jump Capacity: None
Armor: Maximillian 320 with CASE II
Armament:
41 tons of pod space available
2 Hyperion Lance Extended Range
Medium Lasers
3 Hyperion Ray Extended Range
Small Lasers
2 Long Fire Light LRM 5 Launcher
3 Harvester 2K SRM 2 Launcher
6 Titan's Tread A-Pods
Manufacturer: Rhodes Foundry
Primary Factory: Devil's Rock
Communications System: Titan's Shout Mk.IVA
Targeting & Tracking System: Titan's Vantage
Mk.ll

Even as the Poseidons completed their


early prototype trials, plans were drawn up
for a second, more flexible superheavy 'Mech.
Though heavier and slower, the Ares would
make up for its deficiencies with thicker armor, a
reconfigurable payload, and the ability to transport friendly battle armor. This OmniMech approach helps tech crews service these machines
faster, while bringing greater firepower to the
field, up to and including artillery support. That
all of this comes in a package so visually similar
to its sister 'Mech is a bonus, as it now means
that enemy commanders are never sure what to
expect from the Ares until it opens fire.

CAPABILITIES
Once more using the unique tripedal humanoid chassis type, the Ares was built to resemble the Poseidon almost down to the last bolt and

rivet. While this, at first, merely came about for


the convenience of the Rhodes Project engineers,
who were developing two superheavy tripods at
the same time, the incidental result also helped to
confound casual observers and spies alike.
To play up on this last point, further confusion has been added by adapting Word of Blakestyle alternate nomenclature to the configurations. Instead of the simpler, easy to remember
letter designations, it has become a common
practice among Ares pilots and commanders to
refer to their 'Mechs by their c;onfiguration names,
sometimes even dropping Ares in the process.
This has spawned many erroneous reports over
the past decade, where non-Republic observers
have identified the Zeus, Hera, and Hades all as
different tripod models, rather than merely field
configurations using the same chassis.

DEPLOYMENT
Ares tripods have been deployed to all of
the Stone's Brigade regiments, with a decidedly higher number appearing in the Lament
and the Defenders on Terra. Outside of this, a
company of these machines is also posted at
the Devil's Rock factories where they are assembled, augmenting the planetary defenses
that already include the XV Hastati Sentinels.
This, of course, is only prudent. As Devil's
Rock stands on the very edge of the Fortress,
one jump from the Wolf Empire, it will surely be
caught in the first wave of any Clan invasion of
the Republic. Because of this, frantic efforts continue to duplicate the production of both the
Ares and Poseidon. tripods on Mars in the Terran
system. It is hoped that these factories will
come online by the end of the decade. In the
meantime, the Devil's Rock factories and their
power centers have been rigged with powerful
demolition charges that the base commanders
may activate in the event of imminent capture.

Meanwhile, covert reconnaissance and


raiding continues throughout the area, mainly
to keep an eye on the activities of the Republic's
neighbors, but also to preemptively disrupt any
potential attacks against the Republic in general, and Devil's Rock in specific.

NOTABLE UNITS
Knight Collette Drummond: Collette Drummond
is a ghost. Even though she commanded one of
the first Ares-class super heavy tripods deployed,
she has made it a point to keep her enemies
guessing. It was not long after the Fortress walls
went up that reports of the "Colossal 'Meehs" hit
media sites in and around the Republic. In one
of the most infamous examples, a raid against a
militia base on a former Republic world showed
a desert-camouflaged Ares-Drummond'sstomping its way through a spaceport with an
Atlas Ill escort.
Sent out to raid worlds around the
Republic, testing her Ares against various rival
states while gathering intelligence and helping evacuate stragglers left outside of the
Fortress, Drummond took maximum advantage of the Ares' modular design, having her
crews and techs constantly alter the configuration and even the color schemes between
each encounter. These changes were far from
random, however; using an internal logic all
her own, Drummond developed a detailed
backstory for each configuration and color
scheme she used, and tracked all of them in
a digital diary to maintain continuity. In this
way, she fooled many intelligence servicesacross multiple realms-into believing that
there were dozens of these Colossals attacking worlds around the Republic, even when
the numbers were far fewer.

Cronus: The first of the Ares-class tripods ever produced,


Cronus has all of the hallmarks of a prototype. Highstress tests on its mobility systems have given the
machine a curious limp that slows it to a crawl especially
over uneven and rough terrains. Meanwhile, it's
slightly outmoded configuration software has
been repeatedly patched throughout its
trials, causing occasional sensor ghosts
and-to the outrage of its crewperiodic confusion over the 'Mech's
non-fixed payload. The engine has
a slow coolant leak its techs have
never been able to pin down, while
the right arm actuators and servos
make the most horrific shriek when elevated more
than thirty degrees above horizon. Finally, the damage
from numerous live-fire tests against the machine has
created a hull that can only support ninety percent of
the rated armor all across the torso.
To address all of these issues, the engineers
at Rhodes Foundry have estimated that Cronus
would need to be almost completely
disassembled, with its core chassis,
engine, and cockpit module replaced
entirely. To date, however, the RAF
has considered this option an
extravagance it is unwilling to
endure while the factories
work to pump
out perfected
Areses as fast
as possible.

Type: Ares
Technology Base: Mixed Inner Sphere (Advanced)
Tonnage: 135
Battle Value: 3,653

Equipment
Mass
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:

En do-Composite
270
2
3
0
10 [20]

22.5
14.5

0
6
5
28.5

456

Weight and Space Allocation


Location

Head
Center Torso

RightTorso

LeftTorso

Internal Armor
Structure Value

Head
Center Torso
Center Torso (rear)
R/ L Torso
R/L Torso (rear)
R/L Arm
R/C/L Leg

4
41
28
22
28

12
60
22
40
16
41
56

Right Arm
Left Arm
Right Leg
Center Leg
Left Leg

Fixed

Endo-Composite
ER Small Laser (C)
SRM2
Endo-Composite
ER Medium Laser (C)
ER Small Laser (C)
LRMS
SRM2
Ammo (SRM) 50
CASE 'II
ER Medium Laser (C)
ER Small Laser (C)
LRMS
SRM2
Ammo (LRM) 24
CASE II
Endo-Composite
Endo-Composite
2 A-Pod
2 A-Pod
2 A-Pod

Spaces
Remaining

0
4

Notes: Features the following Design Quirks:


Command BattleMech, Distracting, Searchlight.
Weapons
and Ammo

Location Critical Tonnage

Zeus (Primary) Weapons Configuration

7
7
0
0
0

Fixed Equipment
Location Critical Tonnage
ER Medium Laser (C)
RT
1
1
ER Small Laser (C)
RT
.5
LRMS
RT
2
RT
SRM2
Ammo (SRM) SO
RT
CASE II
RT
ER Small Laser (C)
CT
.5
SRM2
CT
ER Medium Laser (C)
LT
ER Small Laser (C)
LT
.5
LRMS
2
LT
SRM2
LT
Ammo (LRM) 24
LT
CASE II
LT
2A-Pods
RL
2
2A-Pods
CL
2
LL
2A-Pods
2

3 Streak SRM 6 (C)


Ammo (Streak) 60
CASE II
Double Heat Sink
3 Double Heat Sinks
Targeting Computer
Double Heat Sink
3 Double Heat Sinks
2 ERPPC (C)
3 Double Heat Sinks

Weapons
and Ammo

RA
RA
RA
RA
RT

CT
CT
LT
LA

LA

3
2

9
4

2
6
2
2
6
2
6

1
3
4
3
12
3

Location Critical Tonnage

Hera (Alternate A) Weapons Configuration

Improved Heavy
Gauss Rifle
CASE II
Double Heat Sink
Ammo
(iHeavy Gauss) 24
Double Heat Sink
2 Double Heat Sinks
3 Double Heat Sinks
3 ERMedium
Pulse Lasers (C)
Double Heat Sink
Battle Value: 3,320

RA
RA
RA

RT
RT
CT
LT

3
2
4
6

6
1
2
3

LA

3
2

LA

20

ZEUS CONFIGURATION

APHRODITE
CONFIGURATION

HACES
CONFIGURATION

HERA
CONFIGURATION

HEPHAESTUS
CONFIGURATION

Weapons and Ammo Location Critical


Hades (Alternate 8) Weapons Configuration
MRM20
RA
2
Apollo FCS
RA
1
TSEMP
RA
3
Ammo (MRM) 12
RT
2 Double Heat Sinks
4
CT
Ultra AC/1 0 (C)
LA
2
Ammo (Ultra) 40
LA
2
MRM20
LA
2
Apollo FCS
LA
Ammo (MRM) 12
LA
CASE II
LA
Battle Value: 3,204

Tonnage
7
6
1
2
10
4
7

Weapons and Ammo Location Critical


Aphrodite (Alternate C) Weapons Configuration
3 Streak LRM 5 (C)
RA
3
Ammo (Streak) 48
RA
CASE II
RA
Double Heat Sink
RA
2
C3 Master Unit
RT
3
Double Heat Sink
RT
2
Angel ECM Suite
CT
Double Heat Sink
CT
2
C3 Master Unit
LT
3
Double Heat Sink
LT
2
Rotary AC/5 (C)
LA
4
Ammo (RAC) 80
LA
2
CASE II
LA
Double Heat Sink
LA
2
Battle Value: 3,276

Tonnage
6
2

5
2
5
10
4

Weapons and Ammo Location Critical

Tonnage

Hephaestus (Alternate D) Weapons Configuration


2 Larg e Pulse Lasers (C)
12
RA
2
Light PPC
RA
3
3 Double Heat Sinks
RA
3
6
RT
6
3
3 Double Heat Sinks
4
2
Radical Heat Sink System CT
1
Double Heat Sink
CT
2
LT
3 Double Heat Sinks
3
6
LA
2
8
2 ER Large Lasers (C)
C3 Slave Unit
LA
1
LA
6
3
3 Double Heat Sinks
Battle Value: 3,337

Mass: 60 tons
Chassis: Shipil SC1 F
Power Plant: Krupp 300 XL
Armor: Fiber 15 Heavy Ferro-Aluminum
Armament:
30 tons of pod space
Manufacturer: Wangker Aerospace
Primary Factory: Mars
Communications System: COMSTAT 500 ATM
Targeting &Tracking System: 1MB SYS 6000

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

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.

Purity of Purpose.

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.

Led by two Schrack squadrons, the RAF


fighters weren't able to intercept Purpose
before it broke for in-system, but they pursued nonetheless, trusting the RAF units at
the jump point to arrange tenders and col liers to resupply them. Configured for dogfighting, the Schracks engaged as they could
and forced the Purpose to turn and deal with
them. The resulting battle was high-speed
and violent; by the time Purpose signaled its
surrender, only four of the original twelve
Schracks were still flying .
In the October 3136 Republic withdrawal
from Aldebaran, two Schrack squadrons were
responsible for shepherding the last DropShips
out. Staging from a pair of Leopard CVs, the
squadrons flew sortie after sortie against the
Capellan aerospace contingent, shooting
down twice their own number while losing only
three planes. The final Capellan attack, as the
DropShips left orbit, was spearheaded by a pair
of Lung Wang DropShips. The Schracks launched
a final time, targeting the Lung Wangs. Though
one of the DropShips was forced to turn back
with heavy damage, only three of the nine
Schracks made it back to their carrier-which
was destroyed the next day by Capellan fighters en route to the jump point.

NOTABLE UNITS
Captain Nadia Kelvan: Captain Kelvan commands a squadron in the air defenses of Stone's
Pride. She and her six Schracks are often tasked
as covert JumpShip security for raiding parties
outside the Fortress. In the last six deployments
Kelvan's squadron has only deployed from their
carrier once, when an RAF JumpShip had the
misfortune to emerge from hyperspace near
a pirate in the Kawich system. Kelvan's squadron launched while the pirate fighters were still
in transit and destroyed them in a single pass
before escorting marine boats to capture the
pirates' JumpShip.
Type: Schrack
Technology Base: Inner Sphere
Tonnage: 60
Battle Value: 2, 11 3
Equipment
Engine:
Safe Thrust:
Maximum Thrust:
Structurallntegrity:
Heat Sinks:
Fuel:
Cockpit:
Armor Factor (Heavy Ferro):

300 XL
7
11
7
10 [20]
400
248
Armor

Value
Nose
Wings
Aft

81

61 /61

45

Mass
9.5

0
5
3
12.5

Weapons and Ammo


Location
Primary Configuration
Improved Heavy Gauss Rifle Nose
Ammo (iHeavy Gauss) 12
Nose
3 ER Medium Lasers
RW
Streak SRM 2
Streak SRM 2
LW
Ammo (Streak) 50

Mass

Heat

20
3
3
1.5
1.5

22

22

5
2
2

5
4
4

Location

Mass

Heat

Nose

15
2
3
3

Weapons and Ammo


Configuration A
Gauss Rifle
Ammo (Gauss) 16
3 ER Medium Lasers
3 ER Medium Lasers
ER Medium Laser
6 Double Heat Sinks
Battle Value: 2,173

RW
LW
Aft

5
5
5

SRV MRV

SRV MRV
15

15

5
5
5

5
5
5

LRV

ERV

22

LRV
15

ERV

Weapons and Ammo


Configuration 8
2 Rotary AC/ 5
Ammo (RAC) 140
2 ER Medium Lasers
Double Heat Sink
Battle Value: 2,212

Location

Mass

Heat

Nose

20
7
2

20

20

Nose

SRV MRV

LRV

ERV

Notes: Features the following Design Quirk: Easy to Pilot, Non-standard Parts, Difficult to Maintain.

Mass: 70 tons
Frame: Wangker IX
Power Plant: Magna 350 XL
Armor: Wangker Solari on Reflective
Armament:

1 Poland Main Model C Gauss Rifle


1 ExoStar Extended Range Large Laser
4 Martell Extended Range Medium Lasers
Manufacturer: Wangker Aerospace
Primary Factory: Axton
Communications System: Rander 2008 with
Guardian ECM Suite
Targeting & Tracking System: Rander TA 1000
with Beagle Active Probe
The Cutlass entered service with the AFFS
just after the turn of the century and quickly
earned primacy of place in interceptor squadrons. Fast, heavily-armed and protected by laser-reflective armor designed to defeat the laser
weapons of Capellan Transgressors and Troikas,
the Cutlass was an instant hit.

CAPABILITIES
As many Combine pilots discovered at
Palmyra, the Cutlass is a hard target. Safely hidden in a cloud of electronic distortion, Cutlass
pilots use their fighter's high acceleration to
drive into range to strike with Gauss rifle and
lasers and then escape.

DEPLOYMENT
Popular in the AFFS navy, Cutlasses have
fought along both the Confederation and the
Combine borders. In both places they have
functioned largely in conventional interceptor
roles, but two actions stand out to place the
Cutlass a cut above other similar fighters such
as the Stingray or Lucifer.

In many cases the Cutlass squadrons were as


surprised as the rest of the AFFS navy at Palmyra,
but several pilots kept their heads and defended
their carriers even as those carriers abandoned
them for the relative safety of hyperspace. Their
ECM often shielded them from initial fire, which
gave them precious seconds to respond. The
most effective response came from the 116th
Interceptor Squadron, the so-called Valkyries.
The Kuritans' initial barrage crippled the
Valkyries' Leopard CV-class carrier, so Captain
Henrietta Vickers led her fighters against the
nearest Combine DropShip. In a staggering display of professionalism, the Valkyries flew as a coordinated squadron, using mass-fire to shred a
half-squad of Koroshiya fighters with their Gauss
rifles. Ignoring the remaining fighters' counterfire, the Valkyries dove at a Kuritan Okinawa.
In a matter of minutes the squadron had disabled the DropShip's drive. That accomplished,
the squadron turned toward another Kuritan
DropShip, joining a general attack on a Taihou
driving toward the Star Lord-class JumpShip FSS
Nikolai Rostov. Though Rostov was destroyed,
the Taihou did not survive-the last surviving
Valkyrie, Sergeant Angelo Dorden, crashed his
Cutlass into the DropShip's stern, destroying it.
In the defense of New Syrtis, Cutlasses flying with the New Syrtis Capellan March Militia
were the last line of defense before the Capellan
landings. Using their speed and ECM to full
effect, the squadrons dove at the Capellan
DropShips as they entered the atmosphere,
hoping the ionization interference would help
protect them, but the Capellan escorts had
anticipated the tactic. Autocannon-armed
Defiance fighters pounced on them and pounded their reflective armor to pieces, though two
troop-carrying DropShips were destroyed.

VARIANTS
The E-m ode I Cutlass replaces the Gauss rifle
and ER medium lasers with an extended-range
long-range missile battery, turning the fighter
into a splendid harasser and pursuit fighter.

NOTABLE UNITS
Subaltern Avril Feore: Successful pilots often re-

quire a daredevil streak to push the envelope and


truly excel. Subaltern Feore possesses none of
that. Cautious almost to a fault, she concentrates
more on defending her squadron and staying
alive than inflicting damage on the enemy. This
lends a mother-hen aspect to her personality,
despite her being one ofthe squadron's youngest
members. While the Seventh Sword of Light attempted to make planetfall on Robinson in 3144,
Feore engaged in three simultaneous dogfights
against DCMS fighters. Employing loops and
precision fire, she scored two kills in the swirling
melee, and her wingman scored the third.
Serial No. WKAS-D341-A523167: Any pilot
or technician who flies this particular Cutlass

claims it can see into the future. Although most


people write off these claims as superstitious
nonsense, the D341 does indeed suffer from
uncorrectable sensor ghosting. To the casual
observer predisposed to the idea, these sensor
ghosts appear to show the intended target a
few seconds into the future. Predictive targeting
systems appear in most military hardware, but
the D341 is different: the sensor ghosts show
more than just a duplication of the current sensor reading. For example, a Transgressor's sensor
ghost once showed the profile of the fighter in
the middle of a reverse Immel mann before the
Transgressor had begun the maneuver.

Type: Cutlass
Technology Base: Inner Sphere (Advanced)
Tonnage: 70
Battle Value: 2,663
Equipment
Engine:
Safe Thrust:
Maximum Thrust:
Structural Integrity:
Heat Sinks:
Fuel:
Cockpit:
Armor Factor (Reflective):

Nose
Wings
Aft

350 XL

Mass
15

Weapons and Ammo


Gauss Rifle
Ammo (Gauss) 16
ER Large Laser
Guardian ECM Suite
Beagle Active Probe
2 ER Medium Lasers
2 ER Medium Lasers

Location
Nose
Nose
Nose
Nose
RW
LW

Mass
15
2
5
1.5
1.5
2
2

Heat
1

SRV
15

MRV
15

LRV
15

12

10
10

5
5

5
5

ERV

7
11

7
12 [24]
400
256
Armor

Value
82
61 / 61
52

Notes: Features the following Design Quirks: Improved Life Support, Atmospheric Flight Instability.

2
5
3
16

Mass: 85 tons
Chassis: Boeing Firebird SM1-F
Power Plant: Strand-Martin 340 XL
Armor: Boeing Mirage Reflective
Armament:
47 tons of pod space
Manufacturer: Boeing Interstellar
Primary Factory: Terra
Communications System: Lassitor Fibrolink
Targeting &Tracking System: Flaming Sight
3-Psi

The Simurgh carries forward the lessons


learned from the Jihad-era Striga, giving the
RAF a potent heavy fighter built for naval actions and service as a carrier vessel. It is the preferred fighter for assault DropS hips with fighter
bays; its configurations are all hard-hitting, including a dual improved heavy Gauss rifle packet that turns a Simurgh squadron into a pocket
assault DropShip.

CAPABILITIES
Though not notably fast for its mass, the
Simurgh is wrapped in reflective armor and
armed to make it a hammer. A poor dogfighter,
it excels in squadron actions and naval engagements. Each of its configurations is designed to
volley fire a devastating barrage with his squadmates, whether Gauss slugs or medium-range
missiles. Its purpose as a fleet fighter is made
clear by its complete lack of rear-facing armament; Simurghs must be escorted by interceptors flying cover.

DEPLOYMENT

NOTABLE UNITS

Simurghs form the bulk of RAF fleet aero-

space forces and planetary defense squadrons


across the Republic, as well as performing the
same function in the Remnant's limited aerospace forces. Their unsuitability for dogfighting makes it difficult for Simurgh pilots to excel
individually, but as squadron fliers they are the
equal of any fliers in the Inner Sphere.
A Simurgh squadron earned honors over
Men kent soon after the world joined the Jade
Falcons. A Star Lord trans_port trying to reach
the Remnant emerged from hyperspace to discover a Falcon Broadsword and a Star of Falcon
OmniFighters at the jump point. The Falcon
commander immediately signaled a bate hal/ to
the JumpShip, leaving the Simurgh squadron no
choice but to respond.
The Falcons expected the Simurghs to
break formation and dogfight, but the squadron ignored the fighters and drove on the
DropShip. Their first volley of RAC/5 fire at full
rate of fire burned out a third of the autocannons in the squadron, but the sleet of fire tore
at the Broadsword's armor. Even as the Falcon
fighters wheeled around and fired into the
Simurghs' aft, the squadron volleyed again, this
time with their heavy Gauss rifles. A lucky strike
hit the Broadsword's bridge, putting it out of
the fight. In the confusion, the Simurghs reoriented and blew three of the Falcon fighters out
of the sky before they recovered. By then, the
difference in firepower was so great there was
no chance the Falcons could win and the senior
surviving pilot ordered a withdrawal. The transport charged its batteries and jumped out eight
days later.

Lieutenant Shaun Zachary: Lieutenant Zachary


and his wingman are assigned to the Interdictorclass DropShip lngrimm in the Oliver system.
Their Simurghs are almost always configured as
Simurgh Bs, to better assist the Pocket WarShip
in its anti-shipping duties. Zachary has been perfecting a hide-and-seek maneuver where he and
his wingman hide in lngrimm's sensor shadow
until they close with a target, then leaping clear
and volleying their improved heavy Gauss rifles.
Captain Miklos Colczak: Captain Colczak's
squadron would, in another time, be a f:lemonstration squadron. He trains his flyers to incredible heights of coordinated flying. Part of the
escort fleet for the Essex-class Abundantia, his
squadron spends six days a week flying, often
for eighteen hours a day or more. In fleet exercises, Colczak's flyers consistently win marksmanship awards and flying medals.
Type: Simurgh
Technology Base: Inner Sphere (Advanced)
Tonnage: 85
Battle Value: 2,921

Equipment
Engine:
Safe Thrust:
Maximum Thrust:
Structural Integrity:
Heat Sinks:
Fuel: 4
Cockpit:
Armor Factor (Reflective):

Nose
Wings
Aft

Mass
340 XL
6
9
8
10 [20]
00
264
Armor

Value
81
66/66
51

13.5

5
3
16.5

Weapons and Ammo


Primary Configuration
Heavy Gauss Rifle
Ammo (Heavy Gauss) 12
2 Rotary AC/ 5
Ammo (RAC) 120

Location

Mass

Heat

SRV

MRV

LRV

Nose

18

25

20

10

Configuration A
Rotary AC/5
Ammo (RAC) 60
2 MRM 40 +Apollo FCS
Ammo (MRM) 24
4 Double Heat Sinks
Battle Value: 2,622

3
Nose

20
6

20

20

Nose

10

20

20

26
4
4

12

24

24

Mass

Heat

SRV

MRV

LRV

40

22

22

22

3
Nose

Weapons and Ammo


Location
Configuration 8
2 Improved Heavy Gauss Rifles Nose
Ammo (iHeavy Gauss) 28
Battle Value: 2,864

Notes: Features the following Design Quirk: Easy to Pilot, Non-standard Parts,
Difficult to Maintain.

ERV

ERV

Mass: 95 tons
Frame: Wakazashi IX
Power Plant: GM 380 XL
Armor: Naketsu Nagareboshi Reflective
Armament:
1 Shigunga MRM 40 Launcher
2 Lord's Light 3 Heavy Particle
Projection Cannons
Manufacturer: Wakazashi Enterprises
Primary Factory: Chatham
Communications System: Duotech 250 with
Angel ECM Suite
Targeting &Tracking System: Eagle Eye 430
XX with Apollo FCS

The samurai of the Draconis Combine are


famous for their honor. More so than any other
warriors, even the genetically-bred Clansmen,
they hold to the tenets of honorable combat.
Enemies have feared, respected and derided
them across time. They hold themselves to
bushido at all times; every samurai is a man or
woman of honor-but not every soldier of the
Dragon is samurai.
And for those aerospace pilots who are not
samurai, there is Wakizashi's Koroshiya.

CAPABILITIES
The Koroshiya-killer, as the eta say it-is
a battering ram. Fast and powerfully armed, it
is built to hammer at an enemy's aerospace defenses and smash them. Thick reflective armor
protects it from the lasers common to Davion
fighters, and its speed and ECM protects it from
interceptors. It can be killed, of course-but an
attacker must be willing to pay a price.

CEPLCVMENT
Koroshiyas are prized among the Second

Amphigean, where they are used to provide


drop zones for the 'Mechs and infantry. During
the final action on Lucerne in late July 3144, the
Koroshiya squadron attached to the regiment
earned a special commendation from the kanrei.
Like many border worlds, Lucerne boasted
a larger-than-average aerospace contingent,
and the planet's defenders used it to good effect
to hold the Second at bay. During a last holding
action, they scrambled three DropShips and
two squadrons of Corsair interceptors to halt
an airborne drop by a battalion of the Second
Amphigean. As the Combine force proceeded to
the optimal drop zone, the Koroshiya squadron
led the way. Penetrating the Corsairs' cordon,
they attacked the lead Davion DropShip-a
Union-class vessel-head-on. Within a minute
repeated MRM and PPC strikes had breached
the DropShip's armor and forced it withdraw,
and the two Leopards escorting it likewise fled
when the Koroshiyas turned toward them. The
Lucerne Corsairs had little choice except to
flee-with their DropShips gone, their lasers
ineffective against the Koroshiya's reflective
armor, they had to cede the drop zone, and
within weeks the Kuritan conquest of Lucerne
was complete.
Though it is a powerful fighter, and its
pilots often fight it as the blunt instrument it
was designed to be, these tactics can backfire,
as was demonstrated at Palmyra . Though that
action was a decisive victory for the Combine,
several Koroshiya squadrons succumbed to the
Gauss fire of escorting Davion Cutlass fighters. In
one such case, a reinforced flight of Koroshiya's
attempted to protect the Okinawa-class carrier Aerie. The Cutlasses, already marooned by

the death of their Leopard CV, showed almost


samurai-like devotion and crippled the carrier.
When the Koroshiyas attempted to intervene,
the fighters concentrated their Gauss rifle fire
and destroyed the squadron leader's fighter.
Though the remainder of the flight continued to
engage, the Cutlasses' superior speed allowed
them to join the attack on the Taihou-class
Galedon Avenger, destroying it by kamikaze.

NOTABLE UNITS
Sho-i Mica "Maneater" Mandersson: A gifted fighter pilot, Mandersson is considered
a rising star among the pilots of the Second
Amphigean. Her thirteen kills during the recent fighting along the Davion front has impressed many of her commanders, especially
since her left arm is a cybernetic replacement.
While her squadmates and other Amphigeans
have overcome their revulsion to her prosthetic, her family has disowned her. The shame of
her disability has driven Mandersson into alternating bouts of depression and rage and
it is only a matter of time before it affects her
combat performance.

Sky Captain Trevor Martinez: The amoral leader of the Black Moon Pirate band acquired his
Koroshiya during a daring raid on Dover in 3141.
Sneaking in through a little-used pirate point,
the Black Moons overwhelmed a small training
base located near the system's edge. The pirates
spaced the orbital station and absconded with
two of the fighters and a modified Broadswordclass DropShip. The Sea Foxes, in particular, are
interested in the whereabouts of this pirate
band and the stolen DropShip, who have since
disappeared from Combine space.

Type: Koroshiya
Technology Base: Inner Sphere (Advanced)
Tonnage: 95
Battle Value: 2,877

Equipment
Engine:
Safe Thrust:
Maximum Thrust:
Structural Integrity:
Heat Sinks:
Fuel:
Cockpit:
Armor Factor (Reflective):

Nose
Wings

Aft

380 XL

6
9
9
21 [42]
400

296

Mass
20.5

11
5
3
18.5

Armor
Value
103

71/71
51

Weapons and Ammo


MRM 40 +Apollo FCS
Ammo (MRM) 12
2 Heavy PPC
Angel ECM Suite

Location
Nose
Nose
Aft

Mass
13
2
20
2

Heat
12

SRV
24

MRV
24

15

15

15

LRV

Notes: Features the following Design Quirks: Fast Reload, Weak Undercarriage.

ERV

In an earlier age, JumpShips-sometimes even DropShips-were virtually ignored in battle due to a solemn code of conduct. This changed with the rise of WarShips;
spacefaring vessels became legal targets.
Though fleets of WarShips are a distant memory, the taboo remains broken . Victims of
this new space age are mostly civilian companies and mercenaries. Mercenaries-and
many others-are constantly on the lookout
for cost-effective solutions to this dilemma.
According to Nimakachi's public relations
department, the Condottiere Assault Craft is
that solution.

CAPABILITIES
The Condottiere attempts to fill the gap
between aerospace fighters and DropShips.
In nearly every aspect they are cheaper and
easier to maintain, including a vastly shorter
crew instruction time due to largely automated controls and easy handling. These
small craft retain the capability to operate
independently during transfers from jump
points to planets. Filled to the brim with a
diverse weapon array, a Condottiere can easily be deployed in different roles, from flight
escort to blockade runner and, after extensive crew training, as close-air support for
ground operations.

DEPLOYMENT
The Condottiere can be found almost everywhere in the Inner Sphere. Many are fielded
by regimental-sized mercenary commands like
Wolf's Dragoons. All of these units are large
enough to justify the upkeep of their own dedicated aerospace organizations.

A substantial number of Condottieres can


also be found on the rosters of smaller mercenary outfits, sometimes even in the service of
small-time enterprises and single DropShips.
This is due to clever marketing rarely seen with
military hardware: Nimakachi offers several
leases, both long-term and short.
Obviously, not all customers are enthusiastic about such a business arrangement,
despite-or maybe because of-Nimakachi
including mutual non-aggression clauses in
their contracts. This practi(:e leads to awkward
moments, for example during a Combine raid
on Benedict in late 3139.
A Draconis Combine Admiralty Union had
just uncoupled from its JumpShip and fallen
into formation with its Condottiere escort when
another JumpShip, carrying a Federated Suns
Seeker, materialized nearby. The faster Drop Ship
immediately drove hard toward the planet, the
leased Combine Condottiere in pursuit.
Several days later, Benedict's defense coordinator launched two Condottieres, also on
lease, with orders to intercept enemy forces.
Radar records stand jury to the absurd situation
that unfolded: both Condottiere groups crossed
paths mid-flight, ignored each other, and continued to engage their respective DropShip targets. The battle ended with two heavily damaged DropShips unable to make planetfall and
three crippled Condottieres thanks to aerospace
fighters scrambled from Benedict's surface and
the Union's fighter bays.
While the Condottiere's performance never
stood in question, Nimakachi took this event as
incentive to reform their marketing.

NOTABLE UNITS
Star Captain Danielle Shu: The Star of
Condottieres attached to the Fourth Raven Wing
Cluster originally belonged to the First New
Samarkand Regulars. The First deployed their
Condottiere squadron during the Fourth's raid
on Tiflis. The Snow Ravens targeted a mining
platform orbiting Tiflis, and they secretly sent
space-adapted Elementals to the Condottieres
during the batcha/1. After the Ravens won the
aerofighter duel, they claimed the Condottieres
as isorla. The First refused, so the Elementals
seized the vessels.
Meier-Star Security Fleet: Since the Jihad,
Tharkad-based Meier-Star Tours has suffered
several disruptions in its operation of luxury
cruise liners due to piracy or military action.
The first time a JumpShip loaded with the
company's Princess-class luxury liners was brazenly threatened by a pirate vessel in Lyran
space, Meier-Star considered it a fluke. After
the second nearly duplicate incident-which
occurred all the way in the Federated Sunsthe company decided to take action. The solution was to employ a small fleet of Condottieres
to accost and destroy potential threats to a
paying customer's interstellar cruise experience. These small craft have proven more effective in fending off pirates than the few aerospace fighters Meier-Star Tours used to deploy
against threats.

Type: Military Aerodyne


Use: Assault Craft
Tech: Inner Sphere
Introduced: 3093
Mass: 150 tons
Battle Value: 2,054
Dimensions
Length: 16 meters
Width: 22 meters
Fuel: 9 tons (720 points)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 11 (22)
Structural Integrity: 5
Armor
Nose: 124
Wings:92
Aft:61
Cargo
Bay 1: Cargo (1 ton)

1 Door

Crew: 1 Officer, 2 enlisted/non-rated, 2 gunners


Notes: Equipped with 19.5 tons of Ferro-aluminum
armor. All crew quarters assigned as Steerage-class
(5 tons per crewman). Features the following Design
Quirks: Easy to Pilot, Cramped Cockpit.
Weapons and Ammo
2 Rotary AC/ 5
Ammo (RAC) 120
LRM 15 +Artemis IV
LRM 15 +Artemis IV
Ammo (LRM) 32
3 ER Medium Lasers

Location
Nose

Tonnage
20
6

Heat
12

SRV

MRV

20

20

RW
LW

8
8
4

5
5

12
12

12
12

Aft

LRV

12
12

ERV

The prolific use of anti-ship missiles during


the Jihad changed naval warfare. First, assault
craft like the Interdictor and Arondight-class
DropShips appeared with robust point-defense
systems. Then in 3094, the NL-45 became the
first small craft purpose-built for missile defense
and interdiction. The Wurger is the next logical
progression of that development. Where the
SLDF once used squadrons of fighters to screen
their capital ships, today's navies use small craft
to screen their Pocket WarShips.

CAPABILITIES
The heart of the Wurger is the Lockheed/
CBM Progeny II tactical computer. Combining all
the offensive and defensive electronics under one
umbrella, the Progeny II also integrates the cooling system and engine control. It takes hundreds
of readings per second from myriad sensors and
continually makes synergistic adjustments maximizing the capabilities of each system.

DEPLOYMENT
In an effort to keep the Jade Falcons from
reaching Tharkad in 3143, Archon Vedet Brewer
lured the Jade Falcons into lengthy campaigns
on Westerstede and Horneburg. Wurgers played
a pivotal role in the defense ofWesterstede. The
world had long enjoyed relative safety due to its
proximity to the Lyran capital, but was far from
defenseless. Two Bastion and one Batt/esat-class
system defense stations protected the world. In
preparation for a lengthy campaign against the
Falcons, Brewer augmented the defenses with
many Wurgers and three companies of zero-Gtrained battle armor.
As the Jade Falcon DropShips approached
Westerstede they met a wall of aerospace fighters,
concentrated fire from all three SDS units, and the
LCS Akfata, an /segrim-class assault DropShip. The
Clanners split their force into three groups. The

first group, comprised of aerospace fighters and


assault ships, engaged the LCAF fighter screen.
The second, mostly 'Mech transports headed
planetside. The third-battle taxis and their escorts-waited in reserve for their assault group
to clear a path to the stations. For four hours the
LCAF fighter screen battled the Jade Falcons to
a standstill, but then engine damage forced the
Akfata to withdraw. The Clanners saw their opening and executed a high G burn for the SDS.
Kept in reserve until the battle taxis were
committed, the Wurgers sprang from their bays
and engaged the Clan ships while they were in
their vulnerable deceleration burn. The Jade
Falcon assault craft outgunned the Wurgers,
but they were outnumbered more than twoto-one. After ninety minutes of heavy fighting
the surviving Jade Falcons withdrew to their
transports. Five battle taxis had successfully
breached the screen and delivered boarding
parties, but all were repelled with minimal casualties for the defenders.
The Wurgers then joined the dogfight, giving a wing of LCAF aerospace fighters breathing space to return to the stations to rearm and
refuel. When those fighters rejoined the fight
less than half an hour later, it forced the Clan
fighters to retreat. The LCAF wing, supported
by two squadrons of Wurgers, shadowed the
Jade Falcons who, upon rendezvousing with
their transports, turned tail and headed for the
zenith jump point.
Thanks to the Wurgers' successful defense
ofthe SDS, the LCAF maintained a strong orbital
presence at Westerstede. Although the bulk of
the Jade Falcon force made landfall, they fought
the entire campaign without air support, and
frequently without orbital reconnaissance.
Despite the strong showing by the LCAF, the
archon ultimately ordered them to abandon
Westerstede and fortify Tharkad.

NOTABLE UNITS
First Leutnant Lonikie Gutsch: Gutsch got
flight lessons for her fifteenth birthday. By her
eighteenth, she had logged over two thousand
hours. She graduated from MSMA in 3140 and
Westerstede was her first assignment. Despite
sustaining thruster damage to her Wurger,
Gutsch remained in the fight. Her crew scored
two kills and one assist during the battle. They
survived the entire campaign and evacuated
to Tharkad, where they were assigned Pocket
WarShip escort duty.
Peeping Tom: During the defense ofTnarkad
in 3143, Hauptmann Thomasina McKittrick's
Wiirger-nicknamed Peeping Tom by her
crew-attempted to interdict a Star of Jade
Falcon aerofighters in low orbit. The Tom took
considerable damage, but the Falcons abandoned it for more tempting targets once they
learned McKittrick's drives and weapons were
offline. Caught in Tharkad's gravity, the Tom
was expected to break apart on reentry with all
hands lost. However, it crashed near Siegfried
Glacier Reserve; miraculously, only two crew
members were killed in the descent due to a
last-ditch repair that restored enough drive
functionality to prevent complete destruction.
The Tom was too damaged to be made spaceworthy again, so its partially buried hull remains
on the Reserve as a monument to the Lyran
people's resolve.

Type: Military Spheroid


Use: Assault Craft
Tech: Inner Sphere
Introduced: 3099
Mass: 160 tons
Battle Value: 2,282
Dimensions
Length: 16 meters
Width: 15 meters
Fuel: 15 tons (1 ,200 points)
Safe Thrust: 6
Maximum Thrust: 9
Heat Sinks: 14 (28)
Structural Integrity: 9
Armor
Nose: 119
Sides: 102
Aft: 89
Cargo
Bay 1: Cargo (1 ton)

1 Door

Crew: 1 officer, 2 enlisted/non-rated, 2 gunners


Notes: Equipped with 19 tons of Heavy Ferro-aluminum
armor. All crew quarters assigned as Steerage-class
(5 tons per crewman). Features the following Design
Quirks: Combat Computer, Atmospheric Flight
Instability.
Weapons and Ammo
3 Anti-Missile Systems
Ammo (AMS) 108
Beagle Active Probe
4 ER Medium Lasers
4 ER Medium Lasers
3 Anti-Missi le Systems
3 Anti-Missile Systems
4 ER Medium Lasers
Guardian ECM Suite

Location Tonnage
Nose

1.5

Heat SRV MRV LRV ERV


3

9
Nose
FR
FL
AR
AL
Aft
Aft

1.5
4
4
1.5
1.5
4
1.5

20
20
3
3
20

5
5

Named for a fortress associated with the


legendary King Arthur, the Caerleon is regarded
as just that by the battlesuit platoon it transports.
Since its 3093 introduction, the Caerleon spread
throughout the former Free Worlds League and
into the mercenary market. It's been used for a
variety of missions, but two primary applications
stand out as the most common: boarding operations and battlefield support.

CAPABILITIES
The Caerleon has fared well in its many battles thanks to its heavy armor, often weathering
punishing fire to deliver its platoon of battlesuit
troopers. Some critics in the mercenary market
complain that the craft needs a larger engine to
improve its survivability, while others suggest
that an assault craft needs greater firepower.
Nimakachi has ignored these, because the important analysis-from the troopers-has been
unfailingly positive. Only difficult atmospheric
handling has truly plagued the Coer/eon, causing a number of combat losses.

DEPLOYMENT
A daring boarding action during the
Victoria Wa r highlighted the optimal tactics
for the Caerleon. As the Sixth Oriente Hussars
moved on Bentley from their JumpShips, aerospace CO Commander Bharata Suess spotted a
Capellan Seeker-class Dropship breaking orbit.
While he led the escort to the surface, he ordered
Interdiction Flight to prevent the DropShip from
escaping . Interdiction Flight's two Caerleons
oriented on the Seeker but had little chance of
catching the speedy DropS hip even at maximum
thrust. Instead, they concentrated fire from their

light Gauss rifles on the Capellan's engines. They


inflicted enough damage that the Seeker was
soon overtaken. The Caer/eons' armor weathered
the DropShip's aft lasers and the Hussars marines deployed. The two platoons breached the
DropShip from two points while the Caerleons
withdrew. Once the DropShip was secured, the
Hussa rs discovered the planetary governor and
his family on board. As the prize crew guided the
DropShip back to the surface, the captured politician was forced to watch his world fall into the
clutches of the enemy.
When the Red Lancers and Roman's
Mounted Fusiliers counterattacked the Eighth
Orloff Grenadiers on Pella II in February 3104,
the Eighth Orloff Ae rospace was hard-put
to hold off the Lancers' Fourth Sian Defense
Wing. As the fighters dueled in the skies above
the capital, Theodora, a savage ground battle
was being waged. The Eighth's Caerleons were
constantly shuttling through antiaircraft fire to
drop platoons of battle armor wherever they
were most needed. More so than any other
battle, this one highlighted the difficulty of piloting the craft atmospherically. Seven of the
ungainly Caerleons went down in the battle,
though three of those diverted their course
into the advancing Capellan 'Mechs. Still, it
was the durability of the craft was demonstrated as the crews bravely landed in the midst of
terrible fire to drop their troops, which prevented the wholesale slaughter of the Eighth
and allowed the DDOCFH command to retreat
in some semblance of order. Caerleons then
led the way back to the Eighth's JumpShips,
mainly because so few of the Eighth Orloff
Aerospace had survived.

NOTABLE UNITS

Annwn: Named for the Welsh Otherworld,


the Annwn serves the Third Rim Commonality
Guards. Although most naval crews tend to be
superstitious, the crew of the Annwn are far
more so than most. Captain Padraig Alexander
refuses to allow the Annwn to depart on any
mission unless she has a minimum of seven
crew members aboard, despite the vessel requiring only four. Also, many who serve aboard
the Annwn believe it is haunted by the souls
of those who died in previously disastrous
missions.
Brynhild and th e Berserkers: The main battle armor carrier of Vandelay's Valkyries, the
Brynhild is named for one of the Norse god
Odin's shield-maidens. The battlesuit platoon attached to the Brynhild calls itself the Berserkers
as a tribute to Viking-era shock troops. During
battle, the Brynhild air-drops her payload, and
the Berserkers broadcast a chorus of loud,
Norwegian battle chants meant to distract and
demoralize their enemies.

Type: Military Aerodyne


Use: Assault Craft
Tech: Inner Sphere (Advanced)
Introduced: 3093
Mass: 19S tons
Battle Value: 1,885
Dimensions
Length: 16 meters
Width: 16 meters
Fuel: 15 tons (1 ,200 points)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 8 (16)
Structural Integrity: 6
Armor
Nose: 107
Sides:99
Aft: 86
Cargo
Bay 1: Battle Armor
Compartment (20 tons)
Bay 2: Cargo (4.5 Tons)

1 Door
1 Door

Crew: 1 officer, 2 enlisted/non-rated, 1 gunner


Notes: Equipped with 20.5 tons of Ferro-aluminum
armor. Al l crew quarters assigned as Steerage-class
(5 tons per crewman).
Weapons and Ammo
2 Light Gauss Rifles
Ammo (Gauss) 32
2 LRM 15 +Artem is IV
Ammo (LRM) 32
2 ER Medium Lasers

Location Tonnage
Nose
24
2
16
Nose
4
2
Aft

Heat SRV MRV LRV ERV


2
8
8
8
8
10
10

12

12

12

Notes: Features the follow ing Design Quirks: Easy to Maintain, Fast Reload, Atmospheric Flight Instabi lity.

Defending Clan Sea Fox's ArcShips requires something more than aerospace fighters, and the Nagasawa fills this role admirably.
Nagasawas have become a common sight
around the Sea Fox's aimags and, only recently, have become far more insistent on keeping
outsiders at a respectful distance from the
traders' ships. Few dare to argue with such a
capable DropShip.

CAPABILITIES
The Sea Foxes have taken a Noruff and enlarged it by fifty percent. Fast and well armored,
the DropShip's firepower is simple yet varied,
lessening the effect of popular new armor
types. Intended for the Sea Foxes' own use, the
Nagasawa is a dream to maintain, with accessible components reducing downtime. Like its
progenitor, the Noruff, the Nagasawa cannot
enter atmosphere.

DEPLOYMENT
The Nagasawa can be found in all Clans,
either by purchase or Trial. Though both Clans
Wolf build the competing /segrim, which suggests little need for the Nagasawa, and the
Falcons have plenty of WarShips, several have
shown up in all three toumans. The other Clans
have enthusiastically snapped up Nagasawas
as they come available, keen to have screening
units for their heavy ships.
The Rasalhague Dominion's Sif Star contained two Nagasawas when it engaged
Jade Tornado and its escorting Carrier over
Symington. As the evenly matched aerospace
fighters dueled for supremacy, the Nagasawas
pushed straight through to Jade Tornado. Using
heavy fire to force the corvette to concentrate

on them, the Nagasawas escorted the other


Dominion heavy DropShips to take their
shots without fear of counter-fire. Even when
Jade Tornado successfully hit a Nagasawa, the
DropShip's heavy armor let the stricken vessel remain in the fight. After ten minutes Jade
Tornado turned tail and ran, leaving its aerospace fighters to seek safety with the Ninth
Falcon Velites on Symington. The Nagasawas
survived with moderate damage and, unlike
Jade Tornado, returned to full operational status
in less than a fortnight.
Nagasawas are affordable enough to
be used when DropShip support might not
otherwise be justified. When the Capellan
Confederation began to harass Skate Khanate
affiliates for war supplies as CELESTIAL
REWARD picked up speed, saKhan Sennet
provided the most important affiliates with
Nagasawa escorts.
When the Lung Wang P2-class Mfng
Liang approached the JumpShip Star Drifter,
the Nagasawa-class fro/ita interposed itself
and challenged the Capellan ship. fro/ita may
have been outgunned, but it had a huge
armor and thrust advantage. Staying away
from Mfng Liang's sub-capital weapons, fro/ita
proceeded to disable the Capellan DropShip's
maneuvering drive. This allowed the Capellan
fighters to inflict significant damage, but with
Mfng Liang out of action fro/ita was able to
draw them off and dispatch them. fro/ita's
captain claimed Mfng Liang as isorla, and Star
Drifter left the system before the Capellans
could respond.

NOTABLE UNITS
CSF Anemone: Attached to the Skate Khanate's
Gamma Aimag, the Anemone is known for
hunting down pirates and other potential
threats without mercy. Star Captain Prospera
Faulk always maintains a seemingly random
patrol route around the Atlantean, which keeps
would-be attackers off balance. In one notable
instance, an alleged Federated Suns vessel was
conducting a transaction with the khanate
when the vessel suddenly ran off with militarygrade equipment the crew had not yet paid for.
Returning from patrol, the Anemone demanded
the fleeing vessel halt or be destroyed. l"he pirates responded "Not even you Sea Foxes will
risk destroying your own profits:' Star Captain
Faulk's crew then fired upon and destroyed the
offending vessel. Afterward, Anemone's marines
sifted through the wreckage to recover as much
stolen goods as possible.

Type: Military Aerodyne


Use: Assault
Tech: Clan
Introduced: 311 5
Mass: 3,000 tons
Battle Value: 22,644
Dimensions
Length: 90 meters
Width: 59 meters
Height: 39 meters
Fuel: 250 tons (7,500 points)
Tons/Burn-day: 1.84
Safe Thrust: 8
Maximum Thrust: 12
Heat Sinks: 160 (320)
Structural Integrity: 20

Armor
Nose: 740
Wings: 550
Aft:400
Cargo
Bay 1: Small Craft Cubicle (1)
Bay 2: Cargo (207 tons)

1 Door
1 Door

Life Boats: 0
Escape Pods: 4
Crew: 3 officers, 5 enlisted/non-rated, 5 gunners, 5 bay
personnel
Notes: Equipped with 90 tons of Ferro-aluminum armor.
Features the following Design Quirks: Easy to
Maintain, Modu lar Weapons, Un-streamlined.

Weapons: Capital Attack Values (Standard)


Arc (Heat) Type
Short Medium Long Extreme Class
Nose (1 OS Heat)
5 ER PPC
8 (75)
8 (75)
8 (75)
PPC
5 Rotary AC/5
10 (1 00) 10 (1 00) 10 (1 00)
- Autocannon
(600 rounds)
RW/LW (123 Heat)
4 (40)
4 (40)
4(40)
4(40)
Laser
4 ER Large Lasers
5 (48)
5 (48)
5 (48)
LRM
3 LRM 20 + Artemis V
(60 rounds)
- Point Defense
5 Laser AMS
Aft (91 Heat)
3
(30)
3
(30)
(30)
3
(30)
Laser
3
3 ER Large Lasers
3 (30)
3 (30)
3 (30)
Pu lse
3 Large Pulse Lasers
Point
5 Laser AMS

Built as a modern incarnation of the SLDF


Titan-class fighter carrier, the Gorgon fills a
niche in the force-projection market where
assault DropShips and Pocket WarShips reign
supreme. Instead of augmenting these craft,
the Gorgon is often deployed in place of them
as an interdictor, a role it often struggles at
due to its acceleration profile. Although often
thought of as a "better than nothing" solution,
the Gorgon has shown time and again to be
effective when an experienced commanding
officer is at the conn.

CAPABILITIES
Of all the Gorgon's features, the most
unique was entirely unintended. The Gorgon's
cargo bay runs most of the length of the ship.
There are a number of ventral personnel doors
in the cargo bay, intended to speed loading operations. These doors readily lend themselves
to field modifications as internal bomb bays,
and the Gorgon is frequently employed in traditional ground-support bombing roles. On at
least two documented occasions (including
the defense of Helm) Gorgons have been used
as space-bombers.

DEPLOYMENT
In February 3138, a joint Lyran
Commonwealth and Clan Wolf force jumped
to the Helm system on their way to oust Anson
Marik at Stewart. Marik hoped to use Stewart
to gather his forces, but he had to hold onto
the world long enough for it to be a rallying
point. Helm was critical to this. Marik sent the
best forces he could spare to hold a battle line
at Helm and stop the ravenous Wolf advance.

Typical of the invasion, the LCAF deployed in


reserve, letting the Wolves form the vanguard
of the assault force. The Clan force included
Sharp Paw, an Overlord C-class DropShip, and
Bright Fang and Cold Hearth, both Union C-class
DropShips. The defending force consisted of elements of the Silver Hawk Irregulars, including
the FWS Wanda Marik, a Gorgon-class carrier.
Wanda was lying in wait near the zenith jump point and moved to engage the
Wolf DropShips when they were still only a
few hundred thousand kilometers from their
JumpShips. Using tactics developed during the
Jihad, Wanda's fighters made a high-speed pass
against the Wolf DropShips and deployed antiship missiles. A lucky shot severely damaged
Sharp Paw's engines, effectively putting it out
of the fight. The Wolves called on their Lyran allies to provide fighter support, but the Lyrans
refused, citing orders that required them to provide aerospace support for the assault on Helm,
not while in-transit from the jump point.
Outgunned by Wanda and her fighters,
first Bright Fang, then Cold Hearth resorted to
deploying 'Mechs for space combat. After three
hours of heavy fighting, Wanda and her fighter
complement had destroyed a full Trinary of Clan
Wolf 'Mechs and significantly damaged Sharp
Paw. With two of their three DropShips battered, the Wolves began withdrawing to their
transport JumpShips. Wanda, having accomplished her objective, initiated a three-G burn
for Helm. Although her actions delayed the
Clan Wolf invasion for several days, the Wolves
ultimately conquered Helm and massacred a
contingent of Silver Hawk Irregulars when they
were forced to surrender in late April.

NOTABLE UNITS
FWLS Stheno: Named for the eldest of the
Gorgons in Greek mythology, the Stheno was
one of the first Gorgons constructed, and it
soon came into service with the reformed First
Free Worlds Guards Aerospace Wing in 3139.
Since then, the Stheno has seen plenty of action. In addition to the vessel displaying the
First Guards' colors, the crew of the Stheno has
painted red snakes along the forward fuselage.
Each snake represents a confirmed kill or successful mission.
FWLS Medusa: The Medusa was lost defending against a Fourth Regulan Hussars raid on
Aitutaki . The Fourth's JumpShips had arrived
at a pirate point near the system's second
planet. The resulting naval battle crippled the
Medusa somewhere in the planet's ring system. Although several recovery attempts were
made, the vessel's remains were never found
due to the ship's transponder not broadcasting;
Medusa's crew has since been officially recorded
as killed in action-victims of the rocky debris
orbiting the world. Amateur astronomers on
Aitutaki occasionally report seeing a Gorgonshaped silhouette across the planet's heavy
cloud cover, but these stories have never been
confirmed as actual Medusa sightings.

Type: Mi litary 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 en listed/non-rated, 4 gunners, 36 bay
personnel

Notes: Equipped with 51 .5 tons of Ferro-aluminum armor.

Weapons: Capital Attack Values (Standard)


Arc (Heat) Type
Short Medium Long Extreme Class
Nose (48 Heat)
3 (30)
3 (30)
3 (30)
PPC
3 ER PPC
3 Gauss Rifles (48 rounds) 5 (45)
5 (45)
5 (45)
- Autocannon
RW/LW (28 Heat)
2 (24)
2 (24)
2 (24)
2 LRM 15 +Artemis IV
LRM
(32 rounds)
1 Heavy PPC
2 (15)
2 (15)
PPC
3 AM5 (72 round s)
- Point Defense
1 (9)t
Aft (33 Heat)
2 (24)
2 (24) 2 (24)
2 LRM 15 + Artemis IV
LRM
(32 rounds)
2 (18)
2 (18)
2 Large Pu lse Lasers
Pu lse Laser
3 AMS (72 rounds)
1 (9)t
- Point Defense

Notes: Features the following Design Quirks: Internal


Bomb Bay.

The intelligence failure that was the existence of the Com Guards shook the RAF to its
core, and the eradication of this rogue force was
one of the most important efforts undertaken
after the Fortress was raised. The existence of
the Kheper and Uraeus BattleMech proved that
ComStar's reach far exceeded anything RAF intelligence had guessed, but confirmation ofthe
Duat's existence and specifications nearly led to
widespread dismissals.

CAPABILITIES
The Duat is undoubtedly one of the most
advanced DropShips in the RAF's arsenal. It
was built to carry and supply a Level II each of
BattleMechs and battle armor, and modified
later with six oversize bays capable of carrying super-heavy 'Mechs. A suite of drone control stations offers built-in readiness to carry
Celeritys or Revenants, and the heretofore hidden nature of this vessel makes the few captured or received from NETC prized vessels for
cross-Fortress raiding teams.

DEPLOYMENT
The Duats with the First Division on
Epsilon Eridani exacted a deadly toll from the
RAF units sent to destroy them. They fired
salvo after salvo of cruise missiles into the advancing RAF, breaking their formation again
and again. Several strategists have suggested
it was this horrifying artillery fire that led to the
Hastati's combat drop.

Since their adoption into the RAF Duats have


carried many raiding parties across the Fortress.
Their unique nature-designed and built by
ComStar, for the base-six Com Guard-means
that no Inner Sphere power recognizes them
as Republic assets, not even the Remnant. That
they're now built to carry the fruits of the Rhodes
Project make them that much more valuable.
On Small World in early 3145 a pair of
Duats breached the Fortress and landed, carrying six Poseidons and a mix of Celeritys and
Revenants. With their landrng zone secured by
battle armor, the Poseidons moved off to attack
their target while drone operators aboard the
Duat used their Celeritys to scout the surrounding terrain . Whenever a suitable target was
unmasked, the DropS hips fired on it with their
cruise missile launchers. These tactics-but especially the tripods-threw the Combine garrison into a panic, so much so that they never
suspected that the final three cruise missile
barrages were fired not at the Combine but at
Celeritys cut off by ECM jamming.
As the DropShips lifted for the return
to their JumpShips, a squadron of Combine
Shilones tried to intercept them. Too weak to
take on two DropShips, the Shilones contented
themselves with firing LRM barrages from extreme range, no doubt hoping to damage the
Duats' drive. Instead, the Shilones grew increasingly frustrated as the Duats' rear-facing laser
anti-missile systems clawed the missiles out of
space short of their targets. When they broke
off, nearly out of ammunition, barely a score
of missiles had touched the DropS hips' armor,
and two of the Shilones had been hit with longrange Gauss rifle fire.

NOTABLE UNITS
Velociraptor: Velociraptor was one of the Duats
involved in the raid on Small World in 3145.
Commanded by Captain Josephine Young,
Velociraptor is building an enviable reputation
among the RAF navy. In six missions across the
Fortress, Ve/ociraptor has returned each time
with confirmed ground kills painted on its
cruise missile launchers. Young's drone crews
have become adept at spotting for artillery targets with their drones, so much so that the RAF
Plans and Tactics department has sent observers to identify exactly what it is those operators
do that makes them so much more effeciive.
Chariot: One of the newest Duats to arrive from
New Earth, Chariot is assigned to the personal
guard company of Devlin Stone. Though Stone
himself has never traveled aboard her, Colonel
Hopewell prefers to carry his lance aboard the
DropShip whenever he travels off of Terra. A
full complement of Ares tripods is kept aboard
at all times, and the six regular 'Mech cubicles
are filled with the six deadliest MechWarriors
in the Lament. Captained by Fiona Magnusson,
a cousin of former commanding general Tina
Magnusson-Talbot, Chariot's crew know they
may be called upon at any time to carry Devlin
Stone himself, and act accordingly.

Type: Military Spheroid


Use: Transport
Tech: Inner Sphere
Introduced: 3131
Mass: 8,500 tons
Battle Value: 17,421
Dimensions
Length: 90 meters
Width: 90 meters
Height: 102 meters
Fuel: 100 tons (3,000 points)
Tons/Burn-day: 1.84
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 150 (300)
Structural Integrity: 27
Armor
Nose:520
Sides: 505
Aft: 502
Cargo
Bay 1: BattleMech Cubicle (6)
1 Door
Bay 2: Battle Armor Bay (6 Levell) 1 Door
Bay 3: Foot Infantry Bay (1 Levell) 6 Doors
Cargo (220 tons)
Cargo (220 tons)
Cargo (220 tons)
Cargo (220 tons)
Cargo (220 tons)
Cargo (220 tons)
Bay 4: Cargo (678.5 tons)
1 Door
Life Boats: 4
Escape Pods: 4
Crew: 3 officers, 4 enlisted/non-rated, 10 gunners, 6 second class passengers, 88 bay personnel

Notes: Equipped with 97 tons of heavy ferro-aluminum armor


and Drone Carrier Control System for six drones (5 tons).
Features the following Design Quirk: Bad Reputation.
Weapons:
Arc (Heat) Type
Nose (198 Heat)
3 Cru ise Missile/ 50
(60 rounds)
3 Gauss Rifles
(48 rounds)
3 MML 9 +Artemis IV FCS
(78/66 rounds)
3 Large VSP Lasers

Capital Attack Values (Standard)


Short Medium Long Extreme Class
150

150

150

6(60)

6 (60)

6 (60)

6 (56)

3 (28)

3 (28)

4(44)

4(36)

150
-

Arti llery
Autocannon
MML
Pulse Laser

Weapons:
Capital Attack Values (Standard)
Arc (Heat) Type
Short Medium Long Extreme Class
FR/FL (85 Heat)
6 (60)
6(60)
4 Gauss Rifles
6 (60)
- Autocannon
(64 rounds)
3 (28)
3 (28)
4 MML 9 +Artemis IV FCS 6 (56)
MML
(1 04/ 88 rounds)
4(44)
4(36)
Pulse Laser
4 Large VSP Lasers
3 Laser Anti-Missile Systems-Point Defense
AR/AL (44 Heat)
6(60)
6 (60)
6 (60)
- Autocannon
4 Gauss Rifles
(64 rounds)
4(44)
4 (36)
Pulse Laser
4 Large VSP Lasers
Aft (61 Heat)
4(44)
4(36)
Pulse Laser
4 Large VSP Lasers
-Point Defense
3 Laser Anti-Missile Systems -