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BATTLETECH TECHNICAL READOUT: 2750 FASA CORPORATION 1989 TABLE OF CONTENTS ‘STAR LEAGUE TECHNOLOGY 4 Champion 34 demon 108 Woapons 5 Lanosot 3 Markeman 08 "Aniste Systom 8 Exterminator 38 Mat 10 ‘rom V Misle Syston 5 Bomberler 4 Burke 2 jaended Range Latge Laer and PPC 7 Gulotine Fury ta Gauss Fite 7 Flashman 4 Rhino 48 tea Autocannan 7 Black Knight 4 Puma 18 (8 10% Aiocannon 8 Tug 8 WARSHIPS. te ‘One Shot ase Packs 5 Crockett 50 "Naval Autocannon 122 Pause Laer 8 Highlander 52 Mastos 13 ‘Staak SAM62 3 king rab 5 Users and PPC 123 Swarm LAMS 8 AEROSPACE GHTERS a Uru Fusion Batre 12 ‘Thor LANS 3 Tident 58 Bugye 126 lecronies 10 win o> Vincent 136, ‘roms V FCS. 10 Spud 2 Esser 25 Beagle Active Probe 10 Zero ot Lote 130 Gueraan ECM Sue 10 Rogue 8 egie 132 yomer Accelerator Signal cut (MASC) 11 Tomahawe © Congress 13 Nuc Beacon 1 ltt 7 Black Lion 136 ‘construction Materials 12 Gotha 72 Sovelah Soyur 138 Gata Arment Stxage Equpmer(CASE12 ores 7% Cameron 10 Dovbla Heat Sinks Hemmerhead 75 Potemin 1 Endo Sea ora! Stuctxe fe 7% Tome re Fore Ftrous Amor 12 Ahab 5 MeKenna 16 XL Engine Teomology 13 veWeLes 3 Contederate 18 ie Gabel os Thun 150 13 Ripper 85 PERSONAL EQUIPMENT 153 18 Beagle 5 -Emergeney Jet Pack 1st Yee Rotunde % EMP Pulse Mines 158 20% Nightshade 52 itePstol Sencar 156 22 Cyrano 94 Fash Suppressor 188 249 Lighning 95 Grapple Rod 156 2 Zephyr ‘38 Mauser 860 Assault System 18 23 Kango 100 Mecnarror's Combat Sut 19 50 Choparat 102 MediPack 159 32 Thor 304 Md! 18 Gripper Gloves 160 ‘loro Lock Pik Kit 100 @ In the closing yoars ofthe Star Loague, great ‘dos were made inal areas of mary technology. Improvements in weaponry, armor, and Mech manu facturing techniques created a deadly fighting ma- chine that was fate, Deter armed, ane beter ro- tected than any of ts predecessors. Though some weapons systems using these technological break- ‘troughs wore seen on hebatteteiin heater days ‘ofthe League, the underying technology had some- times not fly matured. As a consequence, these systems were coat, bulky, and in some cases, ‘mutually exclusive “The colapse ofthe Star League and the stat of the Succession Wars cut short turtheretinements of these technologies. The Inner Spheres industial STAR LEAGUE TECHNOLOGY base was shattered by invading armies, while many ‘hileg technicians died onthe rotting tokeep the femaining machines in operaton. The complex ‘machinery that turned out these jewels oftechnology ‘was ground into the gust under the massive jugger auts had helped to create. The Successor Lords had no choice butt use alder, obsolescont technolo ges in thelr war machines. Over the years, the Constant warfare that plagued the words of he inner ‘Sphere kept the Suocessor States trom gaining the respite needed to rebuld their ndusial base to peo Wwarlevels. As ime passed, therewas less andlessto ‘ebuid ard fewer and fewer who knew now todo i ‘All that has changed. Thanks tothe Gray Death Legion's discovery ofa Star League compute brary caren Helm in3028, muchlostknowedgehas been Fegained. Alter 20 years of research and experimen: talon, aided by the Gray Death memory cor, the Federated Commonwealth, tie Draconis Combine, and the Free Worlds League areal onthe verge of felding’Mechs sing technology nt seen fr cent: “This Technical Readout is compiled fom d contained in the Gray Death memory care, providing ‘nformatononthemastadvancedmitary equpment ‘everknownto man, Wherever possible, afulrange ot technical and Mstorical data fs provided. In some ‘cases, tne complete loss o historia records oid not perma detailed iscussion ofthe equipment. There fre also oozasional tors Notes to cay, expand, ‘or explain certain detals when necessary. Star League Teeunowoey ~o WEAPONS. Unless otherwise note, these weapons can be used by vehicles of al ypes. ANTLISSILE SYSTEM ‘Tho Ant Miele System sashort-ranged, api ‘re, pint detense machine gun capable o ackng, engaging and destroying incoming mssies, Tough very efectve, the system's main arawbackisitshigh lmmuniion consumption, Many pilots of Ant Mis Sle-equipped ‘Mechs have attempted to engage Incoming fights of missles, only to find that ther ammo bins have long since run ry Game Use Whenever a Mech equipped with an Ant Misia ‘Systems attacked bya ight of missiles, the player ‘can choose to engage te systom prior to te To Hit Fol. The detending payer simply ols 1D6 to deter mine now many missiles the system has destoyed The player ols another 106 and multiplies the resu by Bto determine how much an-missie ammunivon was spent shooting downthe attacking mislles, Note that ie passibe for the second de ol to result in ‘ore ammunition Being expended than was avai ‘abe. In such a case, the results of the masies ‘etroyed 0 sil apply. "The missles then make thei atack as normal _any remain, butthe player uses the column aoprope: {ate to hor reduced number onthe Misia Hit Table itthe numberof misses fals between two cours, use the column closest to the number, rounding ‘dow. For example, an LRM 10 fight that was re ‘duced to 9 missles woud tiluse the 10 column, but ithaifightwasreduoedto 8 misiles,t would use tho {6 column. A tight recuced fo t missile uses the 2 Column. A fight cannot ht with more misses than i has after the attack, regardless ofthe result onthe Missile Hit Table ‘The Ant-Missie System can only be used against misses ANTEMISSILE SYSTEM Tonnage Critical Spaces Shots‘Ton 3 ' 12 ARROW IV MISSILE SYSTEM “The Arow IV misieis a long-range surtace to surlace missile designed to supplement slandarg conventional arity such as the Long Tom and Shiper. The main advantage ofthe Arrow IV system 's ts elatvely lightweight Gesign, compared 1 can ventional arilery. The major awbacs isthe high 981 a ts ammunition. “The Aow IV system uses two types of mises, ‘The mast common and least expansive isthe stan ard area saturation missile, Ths 'e used to attack ‘area far gets. doing general exposive damage to any “The other type of missle atively homes in ona single target, doing only asmall amount of colteral damage. Tis missle caries special targeting equ ‘mont that allows i fo home in on TAG sesgrted targets. Game Use ‘AoW IV missle ator i treated just ike any ‘other ater piece, using all the Ofboara Atilery Fules fund on pages 41-2 0! the BatlleToch Man- tual, urless otherwise noted below. Ya standard area saturation missles fre, the lecatonafthe argethexand the tun of arrival shouts benotedonpaper. The areasaturationmisies 020 points of damage tall unten the impact hex and 10 points to all unts inthe surrounding exes Homing missles donotneed have target hex ploted when fied, but the atacker must nate which TAG (Target Acqusiton Gear) equipped unit he wl use for designating during the ture of artival. During the Offooaré Ailey portion othe phaso1on the tum faxtva, te attacking player must designateatarget vith the unt prevously noted. I the unit does not designate a target, the missile wil impact harmlessly int the ground Te designate target, aTAG-equipped unt must haveavahd LOS othe tagetandbe within 1Shexes. ‘The Base To-Hit Number foundoon the abe blow. ‘Ninormal combat moder or attacks apply, nelud ing atlacker's movement, target movement, arial cover, Gunnery Skil, and s0 on. ie target is designated, the missile strikes the targeton a 206 rollot 4 or more. wil’ do20 pains of ‘damage tothe target and 5 points of normal arilery ‘damage to any ofver unt inthe hex. The damage locaton i dscovered as though the designating unt wore fring a the target. Therefore, tthe designating Untisiathe et side arcothe argat, use thee 6e Column of the Hit Location Table fo find out what Boson ofthe Mech was hi, tthe atack misset,t does only 5 points of _arilery damage to he target and to any other unitin thehen "ARROW IV MISSILE SYSTEM Heat Damage Minimum” Mex Range "a anno “nery * See Homing Arow IV Heat Damage Minimum ae ee eg Tas Shon “Medium Long Tonnage Critical Ammo on Na “fonnage Crileal Ammo hoes 1% 5 wns . OO ———_ eS EXTENDED RANGE LARGE LASER AND PPC. “These weapons improve on he basiclargelaser land PPC with he ation of superior beam focusing And targeting equipment. Though this sigicanty increases range forthe weapons, they do the same Gamage as ther less sopnistcated cousins. and ‘generate approximately 80 percent more heat when fred KWLULTRA AUTOCANNON 5 ‘The Kawabata Weapons ne Autocannon Uta resembles the standaré ACIS only in the goneral amount of damage that each round can infict. The UUvaboasisashorter smooth bore barre. amodtied breech mecnansm,avapid feedammoreioade, and specally designed ammunton. These enhance: ‘ents create an ACIS of normal tonnage and heat ‘Output that has a reduced minimum range, extended EXTENDED RANGE WEAPONS srarimum range, and can shoot tether neal ara Heat Damage ‘Minimum ‘Short Medium Long Tonnage Clea Ammo | double rates ore ERLarge Loser 12) 8 ee ay Roa te ont ae Enpre oe fees come Use Whenever the player ees the ACIS ia, be can craoae fo fre aterm ordoube rate of ree GAUSS RIFLE Sets normal rate of te, al arma combat rules “The Gauss Rie uses a seas of magnets to poy, he chooses double ao We, cee res trope te shel tough he bare tomar te lrg ghenetow rough he weapon requres agret dal ol power ‘An ACIS Uta thing at double rate generates peat, tgonerates very itt hest dean ace. twice as many Rea ports and uses two shots of tto'a prosche to mute voctes twice fat of ‘Srmuntion stad of ne, The tandara To At Rl Canveronal weapon systems ismade, to ral succesil he layer mus inthe'2-coummol he lesa Ht Tanto determine Gauss RIFLE Score oaton Each stat owe 8 Heat Damage Minimum Short Medium Long Tonnage Critical Ammo coven i 6 2 cee 7 fe a: ‘Additionally, whenever the weapon fires in its out treode athe rest ofthe Tot als 2 the amngeretty fas andthe weapon's useless {itrpaed by Tech Tomaee ths ope, r208 Gna resut of more the weapon completly fepaved in arequted be of 18 mutex. por ho apa Auesand Tabeon page 2! een Warr AUTOCANNON 5 ULTRA Heat Damage Minimum Shor” Medium Long Tonnage Clea! Ammo i as Ste tao zis asao ie fe aa ———— aw LB 10. AUTOCANNON This weapon is closely related t0 the common AGH, The design of he LB 10-Xuses several ypes ‘of ghtwaight.rape-heatdssipaton alloys. Though this makas the weapon costir, its lighter weight anc eee Yor fewer heatsinks easly makes up for the expense. Another important feature ofthe LB 10-Xis its Mereury1V fire contol equipment. Tis elctronic system gies the cannon a better Nitprebabity at all ranges, as wel as exterding ts maximum eflecive range by 20 peroent Tn aston to fing standard Ova: Purpose Ar ‘mor-Deteating Rounde, the weapon may also fre 2 Special Cust Round that acts much ie an ant ‘Mech shoigun. After being fred, the roundbreaks up into several smaser submunions. This improves the ‘hance ofstrking aera! location on the target, Dut ‘alco recicesthe overall damage done andspreads ‘utovertheentretarget area ahr than concert Ingitin one location Game Use Tho player must spect at the star ofthe game which LB 10-X ammo s cluster ype ammunition ang ‘which srormalammuriton. LB 10-x Custer Rounds ‘ca ony be designated in ful-ionots. When fing the ‘ammunon, the payer marks off the appropriate ‘ype. “Anyattacks made wth te Custer Round receive a1 mosiiar tothe ToHit Number at al ranges. Resolve its by Cluster Rounds ike amissie it, with the payer roling onthe 10 calurmn of the Missi Hit Table to determine how many af the submunitions actually stke the tagot. Mako a separate Hit Loca tion Ral foreach of the sub-muntions that sink. Each successtul hit does 1 point of damage tothe locaton struck ONE-SHOT MISSILE PACKS. Tis possible foravehicieor Mechtobe equppes with a single-shot version of the standare missle launcher Such a missie system's designated by an "OS" afer he miese romenclatre, Game Use ‘Slagle shot launchers weigh hal aton mare than standard masie-launchere, but he launcher incor porates a single shot of vole of missiles ito that ‘weight. The player does not need to purchase ary ‘other ammunition forte launcher. The launcher car be fed only ance ma game, PULSE LASER ‘The Pulse Laser uses a rapié-cyling, high-en ray pulse to generate mute acer beams, creating ‘a machiegun effec that moroves the weapons hit probabities. The weapon weighs more ané gonce ats slighty higher nea hans beam fing counter pats, and increases. ar average damage. The Pulse Laser also tends to be shorter ranged. Many LB 10-x soins think tha the ineroased it proDabiiies are Heat Damage Minimum Short Medium Long Tonnage Critical Ammo Semavousuanerecen 2 10 8 7-12 9-18 so Game Use Pulse lasers are used in the same manner as rnaimal weapons, Blan avomatc 2 applies to the Base To-Hit Number ‘Wien paying BatteTroops, the Small Puse Laser can function as an automat weapon. PULSE LASERS Heat Damage Minimum Short Medium Long Tonnage Cres ‘SmallPulse Laser 23 ~ 1 2 i ee Magum Pulse Laser 46 Sie see Lage Puselaser 108 543 47 er 7k STREAK SAM2 ‘Ths short-range missle launcher linked 10 & ‘Targa’? tr: control system. The SAN wil automat cally rit any target locked onto by the Targa system Game Use ‘Bolo the Steak can ve, musthave lock on To obtain alock-on the payer makes a standard To HitRl,justas when ring anormal SAM, dung his tum ofthe Combat Phase, I successul, the player may immediately fre his SAMS at the locked-on target, Both SAME wil automatcally hit. ane the payer rolsinthe usual way todeterminehitiocations the lock onal fais, the payer doesnot need fre ‘the SAMS orbuildupany heat Theplayer mustolor Aaloccan each urn, evenineachsevada lock onthe previous turn, ‘SWARM LMS: ‘Swarm LAM are special long-range missiles that use hundreds of eubmuntions fo saturate an area with devastating ttepower, Game Use 'A th star of pay, players should note whether ‘ornotthew LAM ammuniion is Swar-type, LAMam ‘munition canbe designated as Swarm oi inul-on ro. ‘Swarm LRMS operat ike normal LAMs except ‘hat tase missing the target wil atlack any Uns, ‘iendiyor enemy, hatareadjacentorinthe samenex as the ongnal target. Any missile that misses may Attack th closest unt adjacent to the orginal target, land hen the next losestunitacjacont fo he orginal farget. ane so on. A new mdiieg To-Ht Number ie ‘recalculated based onthe new target's ange, move ‘man. ard ater determining factor. I hore are two ‘rmore targets atthe same distance rom the criginal target. the defending player may choose the oer of attacks. Use the closest coumn on the Mesaie Ht ‘Table, rounding down, to resolve each attack Fr example, an LRW-20 equipped wih Swarms, fires ata target adjacent o wo ofr unis. The LAM 20 misses, and the deterding player chooses an ‘adjacent uritforthenevtatiack. Ths atackhas anew ‘modiiod To-Hit Number, ano 16 LAMS Mit the target. ‘The remaining 5 LAMs are then used against the ‘other adjacent target. They miss and so ae los. ‘Swarm LRM are fredandusedas normalL AMS ‘excep that they cost thee tmes as much ‘STREAK SRM-2 Heat Damage Minimum Short Medlum Long Tonnage Critical Ammo ee oe lesen eros) een ‘THUNDER LAMS Thunder LRMS are used to deliver ecatterable mine fields. Each round contains five smal ant Vehicle and ant-personnel mines. Game Use Players should note atthe start of the game whether tie LAM ammunition i Thunder type oF ‘ot. LAMammunsion canbe designatedas Thunder ‘ype only in tl-ton los “Thunder LAM attacks use all he normal LRM ‘ules except that Ike arilery, the attack e aways launched againet a ex rather than against aunt Thus, @ Thunder LAM attack s ony modes bythe _atlacker's movement andteran, never by he move ‘ent ofa unit tat happens tobe in the target hex the attack misses, t scatters, per normal Ari lory Rules. Thunder LRM attacks tat ht Weave the target hex mineawih a mineilé equalin strength to thenumber ofmisiesntheatack. Thus, anLAM 20 ‘wil lay a 20 porn mintil, and an LAM 5 wil ay a S-point minefield Unis, tiendly or enemy, inabexhit bya Thunder attack are ot afected unt they move out te hex AL that pont, the player must make a derallteseeithe steps ona mine, Aater units that lente the hex during ther movement must aso alto S89 f they stop on a mine. Use the rules found on age 45, Conventional Mine Fields, of the Bat- {leech Manual to resolve te atack remembering thatthe attacks valve varies wth the ize ofthe LAM launcher. God ELECTRONICS Except for the Myomer Accelerator Signal Ci cuiy, whichis usable ony by Mechs, his equipment (an bo used by vehicles of al types. ARTEMIS IV Fos ‘The Adem IV i a fire-contro system that im proves the accuracy of any shor of long-range missile systems that a'Mech or vehicle might cary. Mounted ina dome on the side of the missle launcher, the Artemis V locks onto any target desig ated by the pt, ilurinates the locaton wih an IR beam, and fes a spread of missiles. The system provides mi-course corection data to the misses ‘atigh beam, mexowawve communications ink, The ‘Artemis IV is ot completely foolproot and cannot compencate fr inadequate Gunnery Skil, The Ar tomis guides the misses to whatever the plot's crosshairs ae targeting when he res te mss, be it'Meeh, vehi, rock. or ee Game Use “The Artemis can be mounted wih any long-oF shortange missle pack, wih one Artis system er missile pack required. All the ‘Mechs mss Systemes must have the Ariomis none can have it “The Artomis IV i incompatbie wit the Seok ‘SAM? system, the Nare Maso Beacon, and the ‘Swarm and Thunder LRM misses. Adatonaly, he ‘Artemis IV requres a special version of tho standard ‘SAM and LFM misses. For game purposes, these Special missiles dir rom normal misses only in cost, which is doublod ‘Any missile launch trom an Artemis equipped Mech is treated exacty tke anormal attack except that if the attack hits, apply a. +2 moder when ‘consuting the Misi Hit Table. This has the effect of Increasing the numberof hits onthe target 'An Artemis IV system weighs one ton and takes up one ertical space BEAGLE ACTIVE PROBE The Beagle Actve Probe is the most advanced ‘sensor system inthe Inner Sphere. Capabie of de {ecing and idenstying even shut-down and camou- ‘taged unis at dstanees much greater than normal lectronic warfare sues, the Beagle is a valved ‘adaton to any recon unt Game Use IX Mech equinped with 2 Beagle Active Probe automaticaly gives a BatleForce lance an Active Electronic Probe cht. On the BattleTech map, a "Mech s0 equipped wil detect any hidden ‘Mech oF vehicle (not infant) it moves within four hexes of ‘he unt locaton, and would have avaié LOS tothe hex in which the unt ie hiding. BEAGLE ACTIVE PROBE Tonnage Critical Spaces “3 2 (GUARDIAN EcM SUITE The Guardian ECM Suite is a broad-epectum jamming and elecronic countermeasure device, Sesigned to reduce the eliciency of enemy fang: range scanning and surveilance equpment. The CGuaraian interes with sensor readings, preventing Identtication at ranges of more than 180 meters Closerthan that, "Mech plots usvaly ey ontheirown vision in cate thei sensors cannet verge the Guaraian's jamming, Game Use “lance with a'Mach equipped with a Guardian EOM Sule automatically recowes an ECM cht in BateForce ‘GUARDIAN ECM SUITE Tonnage Critical Spaces 15 2 MYOMER ACCELERATOR SIGNAL CIRCUTRY (masc) ‘The MASC system isa device that increases a “Mechs short-term speed. t works by boosting the eleevonie signal to the myomer musces, which ‘makes them cortract more rapialy than normal. The system i effective in increasing the ‘Mec’s overall speed, butt can stress a Mechs los tothe post ot calast‘opnie lalure of the various actuators. espe: cially i used for too longa peiod Game Use ‘Any player wih a MASC-equipped ‘Mech can announce thathe is acvating the system atthe stat ‘this Movement Phase, The player rls 206. On a fesult of 3 or more, the systert works and the Mech 'Stunnig ata speed tie is normal waking speed, ‘Ona result 2, the leg actuators reeze up and the Mech is immobile forte resto the game. Ifthe player chooses to use the system the next tum, the acivaing rol Is Increased by 2, 10 5 oF (reater. The tats turn of consecutive use increases {he activatingrolby 4, fourhtumby8,andthetth ‘in resus n automate lure ofthe lege Payers can reduce the activating numer by not bling the systom. For each tun tat he ystem 2 ot used, the number is reduced to the next lower stop-For example, faplayor used te MASC fortes Consecutive tums (giving tan activating target rum ber of 7}, one tum of non use would reduce the activating number to 5. and two turs of non-use would reduce tne target number backto he oigna 2. ‘The activating number can never fall below 3. ‘MASc SYSTEM Tonnage Ciitical Spaces Mech Tonnagei20" Mech Tonnage,20" “Round to nearest whele qumber NARC MISSILE BEACON The Narc Missile Beacon uses special misses, called pods, which are powerul homing beacons ‘mounted behind a magnetic head. When a hit ‘achieved, the pod emits a homing signal for other Narc-equpped missiles. Lkethe Artemis system, fe Nate vastly increases the number of hits from any missile barage. Unlike the Artemis IV, te lock & ever broken, because the Wansmiters attached to the target Mech Game Use Players may ire one NarcPod perauncher each tum as anormal SAM attack. Ihe atack's success: {ul thepodattaches tothe target Mach. nary folow ing Combat Phase, any successful missle atacks by a Nare-equipped unit ade a +20 the ol against ho Missile Hit Tabo, This effect staye wih the targeted ‘Mech forthe length ofthe game. ‘TheNarcsystemisincompatiie withthe Artemis, IV system, he Streak SAM-2 system, andthe Swaim and Thunder LAM mses, Additonal, the cost ot missiles fora Nare-equipped units doubled, because is operation eaqures a modiied version of the stan- dard tre fight SAM ang LFM mssies, NARC MISSILE BEACON Heat Damage Minimum Short Medium Long Tonnage 0 NA 1-3 8 THD Ccitcat Ammo 2 e Ga ‘CONSTRUCTION MATERIALS Unies otherwise noted, the fotowing materials ‘may ony be usedin he construcbon of BateMechs. CELLULAR AMMUNITION STORAGE EQUIPMENT (CASE) ‘CASE is adamage contol technology designed to mitgate the effects ofan ammunition expasion, ‘The system consists of ayered Fero-Fbrous plates alongtve ote six sides of he storage compartment. {in the event of an explosion, the stonger Fer Foros plates contin he blast, channeling the force toward theback fhe Mec, The leading doors blow ‘open releasing the force ofthe blast away fom the ‘Moc. In practi, tis will destroy the arms plating fon the back section ofthe "Mech and damage oF estoy ary components oused near the CASE system. Though it destroys the Torso secton, the system protects tne vtal engine area, alowing the pilot to continue Hing oo ext the bat Game Use "The CASE system can be bul ito either torso ‘ide of a"Mech, It does take Up one erica space in {he section where iis maunted and weighs hal aon. Treat his to the citeal space where the CASE ‘system is located as "no result and make a new die ‘ou [Any onboard ammunition that explodes in that ‘section wl do normal damage tothe eral tue ture ofthat secton. Excess damage ston appiodto the back amor ofthe secion. Ay other remaining ‘damage is not applied. Remember that all the Interna’ stuctue on ether sie of the torsos de stroyed, the corresponding arm wil not work (CASE systems can only be mounted on Machs for vohscies. In vehicles, the system can only be ‘mountedin the body locaion. Any ammuniton explo ‘Son raul nthe destruction ofthe back armor ane u's the vehicle out of acton. However, ary crew- ‘rember or passengers inthe vehicle wil survve the ‘explesion CASE SYSTEM Tonnage Criteal Spaces 5 1 DOUBLE HEAT SINKS ‘Double Heat Sinks are the ultimate in heat Jump Jets: None “Jump Capacity: None Armor: Chovtaka Armorscalo, Lid. with CASE ‘Armament '2Dalphinius-20 LAM Launchers + arromite-4 SAM Launcher 1 Buzzsaw Anti Missile System Manufacturer: Wakazashi Enterprises ‘Communications System: Nei 3000, Targeting and Tracking System: DLK Type Phase ‘Aray Sensors Overview: ‘The Bombaror'Mech was developed as pat ot atrond toward specialized Mechs. Wakazashi Enter prises proposed is sign for an “ailery Mech in 2735. ‘The idea was to produce a ‘Mech that could replace mechanized mobile unis such as wheeled or trackod anilory vehicles for rear-areaarilry sup- por. Vehicles olen fll behind a BatteMech ad ange, and other times an enemy Mech penetration Othe front ines overran aller proces because of their comparative lack of moby ‘The Bombardier was designed to cary special missile racks that coud fre averse missie tyes, all Ol them superis to simple avtilry fre tube ordnance Some of the missle types developed Included the ‘Swarm Mise and the Thunder Mssie. The Swarm Missile was designed obo ted indirect ata desig ated target ientiied bya foward observerispotor {cither in anator Mech or not) Each Swarm Missle Contains 100 submuntions, which separate when the BMB-12D BOMBARDIER missile reaches the target area. Abarrage of 20 such missles from halt of the Bombardier long-range racks ean devastate a large area. Thunder Missiles fare similar indesign to Swarm Missiles, except that ‘hey contain 5 mines that spread out inthe path of ‘36vancing BatteMechs. These mines have enough ‘xplosve fore to damage the legs of many ‘Mechs. ‘The Bombarcier can cary other missie types in