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TABLE OF CONTENTS

INTRODUCTION INNER SPHERE MECHS Fire Hawk Panther Panther (12K-I) Raven Fulcrum Centurion Champion Yeoman Caesar Warhammer Awesome Zeus Battlemaster Longbow Yu Huang Banshee Gunner Atlas Berzerker 4 5 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 CLAN MECHS Kit Fox F Black Lanner F Black Lanner G Black Lanner S Crimson Hellkite Mad Dog F Mad Dog M Falcata Hellbringer Mk II Dimacheri Nova Cat F Summoner F Summoner O Thylacine Timber Wolf F Timber Wolf S Warhawk F Warhawk M Blood Asp F Blood Asp X Ferratus Dire Wolf F Dire Wolf W 45 46 48 50 52 54 56 58 60 62 64 66 68 70 72 74 76 78 80 82 84 86 88 90

TECHNICAL READOUT 3062

INTRODUCTION
This Technical Readout is the result of two years intensive labor on the part of Our Order in general and the men and women of the Archives and Records arm in particular. It is intended to educate new Adepts of Our Order and simultaneously present a concise brief to more experienced members of the current state of battlefield technology, including (but not restricted to) the BattleMech. As such, it is classified Secret and not for dissemination outside of Comstar. The current political climate can be summed up in three words: business as usual. The Federated Commonwealth split, after 30+ years of cooperation, has begun to polarize members of the former Federated Suns and the Lyran Alliance. Rumors of an impending Civil War between factions loyal to Archon Katrina Steiner-Davion or Our Precentor Martial, Victor Steiner-Davion are rife, and with good reason. The fighting between the Capellans and the Saint Ives Compact rages on, although the outcome is not much in doubt. And so we have war With wars come machines designed to conquer; BattleMechs, tanks, VTOLs, hovercraft and various and sundry support equipment. But one of these will be enough for this, the initial release of the Technical Readout for 3062. This first volume will focus on the current state of Inner Sphere and Clan BattleMechs. Here we will take a brief look at the standouts, starting with 20 Mechs from all over the Inner Sphere and another fifteen from Clan Space. Some are updates of older machines, while a select few are brand-new concepts. The reports on all of them have been thoroughly researched and vetted from multiple sources. Note that only the more significant upgrades have been included; minor tweaks to an existing frame or a one-off destined for the Solaris stables does not qualify a Mech for inclusion. They do not, in our opinion, make the cut. A word of caution before proceeding some of the designs contained herein feature weapons systems which are still very much in the development stage. Principal among these are the Heavy Particle Projection Cannon and the Snub-nose PPC. The Houses are always hard at work inventing and perfecting such improved gunnery and it is only natural each should field-test its designs at the earliest opportunity. That said, Our Order does not expect either of the aforementioned weapons (or any similar prototype) to appear in full production numbers for at least another five years. Our best estimates project that such variants will debut with House Kurita first. But it is only a guess. Thanks be to Precentor Martial Victor Steiner-Davion, whose inspired leadership was responsible for the utter destruction of a Clan. It may be said that he is a hero without worship' in his home realm; yet We who know all, know best what this man has done for Mankind. His name is enshrined forever; he is Legend. It humbles us that he has not only given his gracious permission for the issue of this edition of the Technical Readout, but personally attended to its final edit, donating precious personal time and energy despite the heavy load he bears. Finally, I wish to express a personal debt of gratitude towards Precentor Thule Martin, who came out of retirement to offer his inexhaustible professional knowledge of the Clans weapons systems, battlefield tactics, logistics capability and way of thinking. He has proven a priceless resource time and again. This edition of the Technical Readout would not have been possible without him.

Hassan al-Tariq Adept XIV sigma Comstar Archives, Terra 20 November 3062

TECHNICAL READOUT 3062

INNER SPHERE MECHS


The recent annihilation of Clan Smoke Jaguar by the combined forces of the Inner Sphere gave some in Our Order cause to celebrate. After all, if the Houses could forget their endless fighting to accomplish such a difficult task, perhaps other goals were not as unattainable as we once thought. But even with the re-born Star League triumphant, it was readily apparent that the remaining Clans were not going to pack up and move back to Strana Mechty. Furthermore, events even now are coming to a head in the former Federated Commonwealth which herald more conflict in the near future. How much, we cannot say. Some predict minor skirmishes concluded by the assassination of either sides leader. As one of these leaders is none other than Our Orders own Precentor Martial, Victor Steiner-Davion, most conclude this is unlikely. Another outcome which has more support and is (sadly) more probable is a Civil war, one in which it is said the fighting will eclipse even the great battle between Kerensky and Amaris, though that is hard to imagine. This, along with the natural tendency of the Houses to exploit one anothers weaknesses, spells major trouble, perhaps as soon as 3063. And Our Order is not the only body to come to this conclusion. All the Houses are fortifying their borders, pouring billions of credits into research and development on the predication of impending war; indeed, even the Clans are gearing up their sibkos, training camps and production facilities for they know not what. As a result, 3062 is proving to be a watershed of sorts. The Inner Sphere in particular is busy creating upgrade packages for existing Mech frames; they consider it a quicker and ultimately more cost-effective method of increasing their available forces than the time-honored investment in new production facilities, replacement battleframes and the years of lead time these require. Of new designs, there are a few, a very few, but they use existing factory capacity and do not embody any great technological leaps. Instead, they more adequately fill gaps in battlefield doctrine left by ineffective stopgap forebears. The strategic and tactical doctrine of each House has been honed to a fine edge over the past two decades there is not much left to discuss concerning the Clan threat, which has been blunted by assimilation, or the perennial spats between the haves and the have-nots of each House. Of the appearance of new Mechs, much more may be said, and to greater profit. Many of these new Inner Sphere designs are actually depot-level refits intended to perform new tasks, execute existing duties more efficiently or serve as test beds for new types of weaponry and tactical thinking. Some (as was noted above) are entirely new designs meant to fill roles which did not exist two years ago. While there may be much classroom debate as to whether or not these machines will actually fulfill their promise, it remains a fact that Our Order is still viewed with suspicion by nearly every House and the maxim know thine enemy still applies to even the lowliest Adept. Especially now.

TECHNICAL READOUT 3062

FIRE HAWK PTC-3K


Type/Model: Fire Hawk PTC-3K Tech: Inner Sphere /3060 Config: Biped BattleMech Mass: 35 tons Chassis: TermoElectron II Endo Steel Power Plant: 245 Magna Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 [151.2] km/h Jump Jets: None
Jump Capacity: 0 meters Mech was created specifically through a special program to serve in a multi-mission role. As such, it is outfitted with a suite of detection gear once described as a recon pilots dream, the sensors encased in a pop-up array which folds snugly against the Fire Hawks back while the unit is moving at high speed. First is a Beagle Active Probe, used to sniff out hidden enemy units. Next is a TAG emitter which is used to light up enemy targets for friendly artillery and special LRM rounds. Protecting the Fire Hawk pilot and her lance mates from Advanced Tactical Missiles and Artemis-guided rounds is a Guardian Electronic Counter Measure package. The Fire Hawk also has twin Extended Range Medium Lasers for harassing lighter vehicles and infantry, as well as for selfdefense. But this is not all. If it were, the Fire Hawk would be just a good recon Mech, a modern version of the venerable Hitman and the equal of designs found all over the Inner Sphere. It is much more. The Fire Hawk features a normal top speed of nearly 120 kph, placing it firmly in the company of such veterans as the Mongoose and Hitman. Not quite as fast as the FedCom Scarabus, but carrying a more useful payload, the 3K can easily outrun all but the fastest vehicles that is, until the pilot engages her Myomer Accelerated Speed Circuitry, or MASC. That is when the true value of this Mech stands out. All the targeting gear in the world will do no good if it cannot get into effective range. The Fire Hawk has what most of its fellow recon Mechs do not overwhelming speed, nearly double that of the Raven, while carrying essentially the same loadout. It closes easily with enemy positions, sweeping past foes before they can bring their weapons to bear. And this speed is important, for the Fire Hawk includes one more thing - a C3 Network Slave Unit. Plugged into a multi-Mech fire control network, this sophisticated targeting system enables other, more heavily-armed Mechs to take full advantage of the Fire Hawks mobility and superior position by reducing their own weapons effective range. Seemingly everywhere on the battlefield at once, this Mech promises to revolutionize Draconis Combine recon tactics. Our Order will be watching the Fire Hawks deployment closely in the next year. As a more heavily-armored replacement for the aging Hitman, it is the first in a series of roll-outs from the DCMS Joint BattleMech Consolidation Program. The JBCP is an initiative ordered by the Coordinator himself to increase Mech production efficiency by reducing the number of unique Mechs needed to fulfill a set of closely-related battlefield missions.

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BATTLEMECH : LIGHT

Battle History:
The Fire Hawk has not been observed in any recent engagements, but is expected to completely replace the Hitman in recon lances within the next six months. The older Mech suffered from a lack of C3 compatibility, too little armor and strange as it may sound, too many weapons. Pilots who were supposed to rely on speed to perform recon assignments were instead tempted into fruitless battles with other Mechs, resulting more often than not in the loss of the Hitman and its valuable sensor arrays. While the Fire Hawk has more than enough firepower to fend off infantry and other light Mechs, even the bravest of House Kuritas Mechwarriors admits this machine is no brawler.

Armor Type: Aldis Heavy Ferro Fibrous Armament: 2 ER Medium Lasers 1 Beagle Active Probe 1 Guardian ECM Suite 1 TAG 1 C3-Slave Unit Manufacturer: LexaTech Industries Communications System: TO/P 3000 OSJ Targeting & Tracking System: O/P PulseTrack III

Notable 'Mechs & MechWarriors:


Cassandra Mulan Furukawa : Lieutenant Furukawa is an anomaly among House Kuritas Mechwarriors; not only is she a female in a male-dominated career path, she was nearly fifty years old before she took to the controls of a Hitman in 3059. When her only son was drafted into the DCMS, Furukawa decided instead to take his place, as he was recently married and the young newlyweds were expecting their first child. A combination of ability (her son could not use the neurohelmet), critically low Mechwarrior turnout that year and a Recruiting District Commander who owed the family a debt of honor dating back nearly twenty years resulted in her admission to a Mechwarrior Academy. Graduating with honors, Furukawas quicksilver humor and maturity endeared her to the other Mechwarriors in her regiment, who nicknamed her Mulan after an ancient Chinese woman who secretly stood in for her father when he was drafted into the Emperors Army. Lt. Furukawa is an average pilot at best in combat simulations, but has no equal when piloting small, fast, lightly armed recon Mechs. Her patience, cunning and determination are equal to that of her legendary namesake, making this Mechwarrior an ideal match for the Fire Hawk. She claims she just wants to see her grandchildren grow up. Given her ability in this new Mech, there is no doubt she will.

Overview:
Lexa Tech Industries, the manufacturer of the Cerberus MVR-V2, recently began producing a new Light BattleMech design for House Kurita in 3061. It is a type which combines all the aspects desired of such machines speed, hidden unit detection, artillery designation, electronic countermeasure, a link to a target acquisition network - and more speed. Featuring the latest advances in chassis construction with lightweight armor, the Fire Hawk PCT-3K is the new Raven, but has features which put that well-known Capellan design to shame.

Capabilities:
Built on an Endo Steel chassis, the Fire Hawk carries six tons of Ferro Fibrous armor, 90% of the amount allowed. This

TECHNICAL READOUT 3062

FIRE HAWK PTC-3K


Type/Model: Fire Hawk PTC-3K Mass: 35 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 108 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 6 8 8 3 11 245 Fusion 7 11 [14] 0 10 [20] 0 3 3 6 Armor Value 9 6 5 10/10 4/4 10/10 15/15 Mass 3.5 12 Weapons & Equipment 2 ER Medium Lasers 1 Beagle Active Probe 1 Guardian ECM 1 TAG 1 C-3 Slave Unit Loation Critical Tonnage RA RT CT H LT 2 2 2 1 1 2 1.5 1.5 1 1

TECHNICAL READOUT 3062

PANTHER PNT-12K
Type/Model: Panther PNT-12K Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 35 tons Chassis: Alshain 560-Carrier Endo Steel Power Plant: 140 Hermes Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: 4 Lexington Ltd. Lifters Standard Jump Jets Jump Capacity: 120 meters Armor Type: Maximillian 42 Ferro-Fibrous Armament: 1 Snub Nosed PPC 1 Streak SRM-4 Manufacturer: Kingsley, and Thorpe Enterprises Communications System: Sipher CommCon SCU-4 Targeting & Tracking System: Cat's Eyes 5 backup laser as well, to make room for a new weapon tailor-made for close-in work the Snub-Nose Particle Projection Cannon. The Snub-nose PPC is lighter than a standard PPC, has no minimum range and generates the same amount of heat during operation. However, there is a trade-off the Snub-nose design cannon maintain tight particle beam focus at anything other than close range. Damage from this weapon drops off significantly at longer ranges. This is apparently not a problem with the PNT-12K; moreover, it carries a C3 slave unit, ideal for reducing the effective range of more heavily-gunned lancemates. Short-ranged weapons designed to be either reload-free or extremely frugal with ammunition a tough chassis and heavy armor for a Light Mech a Command/Control/Communications link adequate mobility and a 120-meter jump all of this points to a Mech which is ideally suited for fighting in cities and in mountainous terrain. The Panther PNT-12K is an infighter meant to clean out cityscapes in short order and guide munitions from larger guns onto targets it cannot handle alone. Such a purpose-built machine is not unheard of in the DCMS, but until now Our Order has generally assumed most Kuritan MechWarriors lack the qualities which this design requires that is, personal initiative combined with a willingness to work closely with others. Perhaps the Coordinators recent shakeup of the military is finally beginning to bear fruit.

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Overview:
The Panther has been a staple of the Draconis Combine Mustered Soldiery since the Succession Wars, and shows no sign of being replaced any time soon. Indeed, the year 3062 alone will see two new additions to this venerable line of Medium BattleMechs the Panther PNT-12A and PNT-12K. The PNT-12A will be House Kuritas foray into the use of targeting computers, and we expect its increased accuracy will have a definite impact on opposing forces scouting tactics. The PNT-12K, on the other hand, is destined for quite a different mission

Battle History:
House Kurita has so far engaged only in the usual military exercises along the Combine-Lyran border. While there are rumors of militant factions within the Draconis Combine who would gladly welcome conflict with Clan Ghost Bear, attacking them is out of the question for the moment. Thus, the -12K is just now reaching active locations such as the Lyons Thumb, and will likely be held in reserve until hostilities break out. Our Order feels this wait will not be long. With constant infighting among the Clans, it is only a matter of time before some in the DCMS decide to step out on their own and reclaim territory lost during the original Invasion.

career through traditionally male-dominated ranks. Born in 3027 to a middle-ranking Army officer, she enrolled in the Dieron District Gymnasium in 3044 and graduated three years later near the top of her class. Her first assignment was to a Light Recon lance, where she was relegated to piloting a broken-down Panther PNT-9R. Hard fighting and quick thinking earned her a good reputation, as well as priority on repairs. Soon, Momoharas lance enjoyed a success rate that was the envy of her Regiment. Blessed (or cursed, depending on your viewpoint) with good looks, Chu-i (Lieutenant) Momohara successfully resisted the temptation to use her sex appeal as a tool for career advancement, opting instead to do it the hard way. A transfer from her Panther to one of the first Maulers ever deployed only enhanced her career. Although it massed nearly three times her original ride, Chu-i Momohara piloted the new Assault Mech to victory during a border skirmish with the Lyran Alliance in early 3049. Although Combine Mechs suffered several demoralizing losses in the city due to guerilla tactics employed by local militia, Momohara nevertheless was instrumental in taking nearly complete control of the planets major population centers before being abruptly recalled. Departing with the rest of the Combine forces, she soon found herself tasked with an even greater challenge that of repelling the Clan Invasion. Twelve years later, Sho-sa (Major) Momohara is back in the cockpit of her beloved Panther, a PNT-12K version just recently introduced to her Regiment. She has since married and is even now contemplating retirement from the DCMS when her twenty years are up. Disciplined and yet extremely resourceful in the cockpit, Hiromi Momohara is currently training junior MechWarriors in effective city fighting. Her experience with the Mauler gave her insights into the strengths and weaknesses of the larger Mechs, and taught her the value of close teamwork, lessons she now passes on to a new generation of thirty-first century samurai.

Capabilities:
Built on an Endo Steel chassis and featuring the same good mobility Panthers have always enjoyed, the -12K goes one better on its brother design by replacing 7.5 tons of standard armor with 6.5 tons of Ferro Fibrous armor, saving a precious ton of weight at a cost of only 3% of the original coverage. Making room for this bulkier armor cost the -12K its Double Heat Sinks, but the heat profile is such that the replacement Single Heat Sinks are more than adequate. This Mech dispenses with the traditional

Notable 'Mechs & MechWarriors:


Sho-sa (Major) Hiromi Momohara This MechWarrior is a standout in the DCMS - a woman whose ability, determination, discipline and force of will forged a

TECHNICAL READOUT 3062

PANTHER PNT-12K
Type/Model: Panther PNT-12K Mass: 35 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 116 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 6 8 8 3 11 140 Fusion 4 6 4 13 3 2 3 7.5 Armor Value 9 15 6 11/11 5/5 12/12 15/15 Mass 2 5 Weapons & Equipment 1 Snub-Nosed PPC 1 Streak SRM-4 Ammo (SRM) 25 1 C-3 Slave Unit CASE Equipment Loation Critical Tonnage RA CT RT H LT 2 2 1 1 1 6 4 1 1 0.5

TECHNICAL READOUT 3062

PANTHER PNT-12K-I
Type/Model: Panther PNT-12K Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 35 tons Chassis: Alshain 560-Carrier Endo Steel Power Plant: 140 Hermes Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: 4 Lexington Ltd. Lifters Standard Jump Jets Jump Capacity: 120 meters Armor Type: Maximillian 42 Standard Armament: 1 Heavy PPC 2 Medium Lasers 1 Small Laser Manufacturer: Alshain Weapons Communications System: Sipher CommCon SCU-4 Targeting & Tracking System: Cat's Eyes 5 its brother Mechs until you consider the weapons it carries. With a right-arm mounted Fusigon Sabretooth Heavy Particle Projection Cannon (courtesy of the Free Worlds League), this Panther wields the equivalent of a Gauss Rifle with unlimited ammunition. While the range is similar to an ER Large Laser, the damage is more than double with only a slight increase in heat. A skilled pilot at the controls of a PNT-12K-I can tear the head off an enemy Mech with a single shot. And that is precisely what Our Order believes it has been designed to do taking the fight to enemy Mechs in a city environment. Of course, if this were all it could do, the -12K-I would still be an asset to any regiment. But it also carries twin Medium Lasers, backed by a Small Laser, suggesting this Mech is meant to deal with city-based infantry as well as opposing BattleMechs. Rounding out this flexible array is a Command/Control/Communications slave unit. Plugged into a C3 network, the PNT-12K-I acts as the eyes for more heavily-armed lance mates, who use the resulting short range to deal more effectively with large threats although it is hard to imagine more effective munitions than a Heavy PPC at point-blank range.

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Battle History:
The Panther PNT-12K-I, like its brother variants, has not been observed in anything other than combat simulations and a single field exercise. Rumors that it may soon engage in retaking planets occupied by Clan Ghost Bear are patent nonsense the Ghost Bears are too well-entrenched after a decade of occupation to make such a venture practical. In any case, the threat of impending Civil war in the Federated Commonwealth is more than enough reason to beef up the garrisons House Kurita keeps on all of its borders.

Overview:
The Panther has recently experienced a renaissance of sorts, looming large in the Draconis Combines preparations for impending war. Our Order has received confirmation of at least two new variants scheduled to reach front lines before the year is out. Close on the tail of the PNT-12A and PNT-12K (described elsewhere in this Readout) appears to be yet a third new type, the PNT-12K-I. From the model number, we assumed this was a minor twist on the -12K. However, a closer look shows this Mech related to the 12K more by intended mission than a shared weapons profile; it combines features found in both its brother Mechs.

As a family the Peabodys are scattered the length and breadth of Combine space; most of them share the common traits of being physically small but fierce in battle. Once found throughout House Kuritas military forces, each generation was proud to serve. A look through old yearbooks reveals at least one Peabody graduating each decade from established military academies, back when such schools trained more than the spoiled sons of nobility. This legacy of valor ended abruptly during the Fourth Succession War, when several members of the family were lost to poorly-led Combine military ventures. The family as a whole decided to step back and wait until better leaders presented themselves. Several of the other, less well-connected Families quietly followed suit, but their withdrawal simply underlined the main point: Family Peabody would be no ones cannon fodder. MechWarrior Peabody himself demonstrates why his familys reputation lingers on decades after the last of the Peabodys retired from active service. Piloting a Panther PNT-12K-I marked with a bright red stripe, he ducked and weaved through old burned-out buildings, working his way in towards the Blue forces occupying the city center. His Red Team lance mates followed, and between their own weapons and the long-range fire delivered courtesy of their C3 links, they accounted for six Blue Team Mechs before they were forced to fall back. Despite heavy damage to his own machine due to a well-placed shot from a Hatamoto-Chi, Peabody continued to lead his men as they harried the Blue Mechs until reinforcements arrived. Red Team carried the day, thanks in no small part to this diminutive pilot with the heart of a lion. It is rumored Chu-i Peabody is being considered for the Bushido Blade. He will almost certainly be promoted to Tai-i (Captain) as a result of this action.

Notable 'Mechs & MechWarriors:


Martin Peanut Peabody The single field exercise Our Order observed was held in a burnt-out city on Kanowit, and revealed much about the expectations of the Draconis Combines High Command. One standout among the many MechWarriors who competed for the privilege of participating in this exercise was Chu-i (Lieutenant) Martin Peabody. His presence bespoke renewed interest by some of the older, non-Japanese families in re-establishing a tradition of military service in the DCMS.

Capabilities:
As with the -12A and -12K, the PNT-12K-I is based on an Endo Steel chassis. It retains the Hermes 140 Fusion engine and carries seven and a half tons of standard armor, the maximum allowed for its frame. Tough and well-protected, it enjoys the typical Panther movement profile a 120 meter jump and a top speed of nearly 65 kph. The -12K-I really does not stand out from

TECHNICAL READOUT 3062

PANTHER PNT-12K-I
Type/Model: Panther PNT-12K Mass: 35 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 119 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 6 8 8 3 11 140 Fusion 4 6 4 10 (20) 3 2 3 7.5 Armor Value 9 16 6 11/11 5/5 12/12 16/16 Mass 2 5 Weapons & Equipment 1 Heavy PPC 2 Medium Lasers 1 Small Laser 1 C-3 Slave Unit Loation Critical Tonnage RA CT LA H 4 2 1 1 10 2 0.5 1

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TECHNICAL READOUT 3062

RAVEN RVN-5L
Type/Model: Raven RVN-5L Tech: Inner Sphere /3060 Config: Biped BattleMech Mass: 35 tons Chassis: Hellespont Type R Endo Steel Power Plant: 245 Hermes XL Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Hellespont Lite w. CASE Ferro-Fibrous Armament: 1 ER Large Laser 3 ER Medium Lasers 1 SRM 6 w/ Artemis IV Manufacturer: Hellespont Industries Communications System: Ceres Metals Model 666 Targeting & Tracking System: Apple Churchill 2000 these is essentially a revised -3L, equipped with the usual Beagle Detection gear, TAG, Guardian ECM and Narc Missile Beacon. It carries more armor with a special Stealth capability, as well as Double Heat Sinks and weapons with a slightly longer reach. However, the Raven RVN-4L is not expected to arrive at the front lines for at least another year due to teething problems with the Stealth armor. Its brother, the Raven RVN-5L, is another matter.

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Capabilities:
Built on an Endo Steel chassis and powered by a Hermes 245 XL fusion engine, the -5L is capable of speeds in excess of 118 kph. This brings its mobility up to par with other Mechs in the thirty-five ton weight class. Its Ferro Fibrous armor loadout is 97% of the maximum allowed, seventeen percent greater than the -4L and nearly thirty percent more than the old -3L. However, the -5L is not intended for a traditional role as an electronicallyenhanced recon Mech. Instead, the RVN-5L packs an Extended Range Large Laser, three Extended Range Medium Lasers and an Artemis-enhanced SRM-6 Short Range Missile launcher. This array of weapons boasts a long reach and a reliable punch with good endurance. The -5L can fend off other Light Mechs with ease and force even MechWarriors in Medium-class machines to reconsider. We expect this new Raven to deploy in lances with the -4L, providing the protection its brother Mech sorely lacks.

Overview:
House Liao is the only military so far to make use of the Raven BattleMech, a design which has been kicking around since 3005. And when it first appeared, it was a strange bird indeed. A Mech with a standard fusion engine and mediocre speed (the top end was only 86 kph) would be acceptable even fifty years ago only if it delivered a large payload or carried a lot of valuable recon gear. The first Raven did neither. Not until 3050 and the addition of an uprated XL engine, Ferro Fibrous armor and a suite of detection/counter-measure/homing gear did this Mech begin to serve a useful role on the battlefield. Even then, the -3L variant was considered a deathtrap by its own pilots, as it was poorly armored and too slow to escape pursuit even by Mechs in its own weight class! The Raven was slated for replacement by an entirely new design in 3060 when fresh thinking by the Capellan High Command gave this Mech a reprieve. Several prototypes were built before the designers at Hellespont Mechworks settled on a pair of variants which would share a common chassis the Raven and complement each other on mission assignments. The first of

Battle History:
The Raven RVN-5L is headed for second-line regiments for field testing at the time of this writing. Our Order believes it will eventually serve as a bodyguard for the more lightly-armed and armored Raven RVN-4L. The -5Ls visual profile from a distance is much the same as its predecessors. It is possible that a pilot who attempts to engage this new Mech will mistake it for an older design with fatal results.

TECHNICAL READOUT 3062

RAVEN RVN-5L
Type/Model: Raven RVN-5L Mass: 35 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 116 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 6 8 8 3 11 245XL Fusion 7 11 0 11 (22) 1 3 3 6.5 Armor Value 9 15 6 11/11 5/5 12/12 15/15 Mass 2 5 Weapons & Equipment 1 ER Large Laser 2 ER Medium Lasers 1 ER Medium Laser 1 SRM-6 w/ Artemis IV Ammo (SRM) 15 CASE Equipment Loation Critical Tonnage LA RA RT RT RT RT 2 2 1 4 1 1 5 2 1 5 1 0.5

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TECHNICAL READOUT 3062

FULCRUM FLM-23TM
Type/Model: Fulcrum FLM-23TM Tech: Inner Sphere /3060 Config: Biped BattleMech Mass: 40 tons Chassis: Earthwerk GRF Endo Steel Power Plant: 240 Pitban Fusion Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h Jump Jets: 6 Rawlings 52 Standard Jump Jets Jump Capacity: 180 meters Armor Type: StarSlab CASE Ferro-Fibrous Armament: 1 ER PPC 1 LRM-5 1 ER Medium Laser Manufacturer: Taurus Territorial Industries Communications System: Maxell 500 Targeting & Tracking System: Maxell TA55

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Sentry performing militia work and the Daimyo regarded as a jack-of-all-trades. It remains to be seen whether the loadout of longer-ranged weapons will allow the slightly more expensive Fulcrum to carry out its own intended role as a first-class harrier.

Capabilities:
The Fulcrum is a 40-ton Mech which features an Endo Steel skeleton supporting a Pitban 240 Fusion engine and six homegrown Rawlings jump jets. It has a top speed of nearly 100 kph and excellent mobility in heavily-wooded or mountainous terrain. The weapons loadout is equally impressive; an Extended Range Particle Projection Cannon, a Long Range Missile -5 launcher supplied with a ton of ammunition and an Extended Range Medium Laser. Protecting all of this are six tons of Ferrofibrous armor, nearly 80% of the amount allowed for a Mech of this size. This designs long reach ensures it will do most of its damage well before an enemy can close in. When they do, the combination of CASE and a standard fusion engine give the Fulcrum very good combat endurance. It will persist long after XL Engine-equipped Mechs of similar tonnage have been reduced to scrap. With just ten Double Heat Sinks to dissipate the heat from weapons, engine and jump jets, the Fulcrum requires careful heat management to get the most from its design. Firing the ER PPC and jumping the maximum 180 meters will start the Fulcrums heat meter on an upward climb, and new pilots are warned to position themselves before they begin using their weapons. Nevertheless, heat management is not expected to be a problem. At present, skilled Andurien Mechwarriors far outnumber the Mechs available. The Fulcrum is meant for independent duty, assigned to long deployments where interdiction and garrison-keeping are the rule rather than the exception. It is quickly serviced and repaired and thus, easy on Andurien logistical support (which is not yet fully in place). Although certainly capable of effective Mechon-Mech combat, the Fulcrum is expected to be used more with raiding parties. It is ideal for missions intended to disrupt enemy supply lines in rough terrain, where the toughest customers are hovercraft, VTOLs and other light vehicles. Secondary assignments may include stamping out hot spots in a city, where the Fulcrums mobility is a definite asset.

Notable 'Mechs & MechWarriors:


Captain Sandra Winfield The first Fulcrums to reach the Andurien militia were snapped up by experienced older Mechwarriors itching to get back into a cockpit any cockpit. The most notable of these is Sandra Winfield. A quiet student of the cello when not piloting a Mech, she is reserved even among her friends. Graduating from the local training Academy with lackluster marks, it was not until Mechwarrior Winfield entered her first combat as a mercenary in the Chaos March that her talent in the cockpit became apparent. She transformed into a ruthlessly efficient killer, quickly toting up four kills in as many weeks and earning the nickname The Red Baroness. Winfield liked this handle and after her seventh kill, requested her Griffin be painted red (as opposed to the camouflage scheme then popular with her unit). The request was quickly granted. Mechwarrior Winfield returned from the Chaos March some years later to attend a family funeral and, at the request of the Andurien government, signed up for service as an officer in the militia. Her Fulcrum painted a bright red, Captain Winfield is currently training seasoned pilots to fly the new Mech. Her fearsome reputation is all this mild-eyed young woman needs to keep the grizzled veterans in line.

Overview:
In desperate need of new Mechs to fill out their rapidly expanding militia, the Duchy of Andurien decided to create their own Mechs rather than purchase machines from an open market which was heavily regulated and a Mech industry clogged with several years worth of back-orders. House Humphries negotiated several trade agreements with the Magistracy of Canopus and invited Taurus Territorial Industries to set up a satellite Mech production facility on Lopez. With a fistful of Andurian currency and priority access to both Andurien and Canopian factories, the Duchys engineers turned to the first draft on their drawing boards. Using the Star League-era Clint as an outline, the new Mech was to incorporate the latest technology available in chassis and armor construction. At the same time, it was to use off the shelf components for the power plant, guidance systems and weaponry, avoiding the shortcomings of the parent design. The result was the Fulcrum FLM-23TM.

Battle History:
There are no recorded instances of this Mech in combat. The nearest comparable Mechs currently in production, the Sentry SNT-04 and the Daimyo DMO-1K, are slower, better-armored designs. Both are intended for close-combat, however, with the

TECHNICAL READOUT 3062

FULCRUM FLM-23TM
Type/Model: Fulcrum FLM-23TM Mass: 40 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 108 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 6 10 10 3 12 240 Fusion 6 9 6 10 (20) 0 3 3 6 Armor Value 9 16 6 12/12 5/5 10/10 12/12 Mass 2 11.5 Weapons & Equipment 1 ER PPC 1 ER Medium Laser 1 LRM-5 Ammo (LRM) 24 CASE Equipment Loation Critical Tonnage RA LA H LT LT 3 1 1 1 1 7 1 2 1 0.5

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TECHNICAL READOUT 3062

CENTURION CN12-B
Type/Model: Centurion CN12-B Tech: Inner Sphere /3059 Config: Biped BattleMech Mass: 55 tons Chassis: Corean Model KL77 Endo Steel Power Plant: 275 GM XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: StarGuard III w. CASE Standard Armament: 1 AC/20 1 LRM 10 w/ Artemis IV 1 ER Medium Laser Manufacturer: Corean Enterprises Communications System: Corean TransBand-J9 Targeting & Tracking System: Corean B-Tech

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BATTLEMECH : MEDIUM Battle History:


Like many other new BattleMechs in this report, the Centurion 12-B has yet to see combat. This hasnt stopped the AFFC from producing a dozen copies, however. Of these twelve Mechs, two remain at the factory for testing. Four were sold to smaller mercenary units with pro-Davion sentiments. The remaining six were distributed along the Cappelan and Draconis borders. While outright conflict with the two states seems unlikely, raiding continues. Its hoped that spreading the CN12-B around will accelerate the chances of it seeing combat soon. At the present time, no further sub-variants of the CN12-B exist. Reportedly a tech from the Battle Magic mercenary unit did suggest stripping out the almost-useless CASE for another ER laser, but this idea was not received well by the manufacturer and is unlikely to be seen in a production version.

Capabilities:
The CN12-B is a machine of great contrasts. At first glance it appears quite imbalanced, unable to bracket its short-ranged autocannon with its long-ranged missle pack. The single ER medium laser mounted dead-center of the Mech seems to be a poor compromise to bridge the gap at moderate distances. While logical, this analysis neglects the new Centurions true role: close-in and dirty fighting, especially in urban environments. Indeed, the 10-pack of missiles is the secondary armament, not the laser. Though it lacks jump jets, the 12-B has enough speed to quickly move along streets, and its slim profile allows it to fit down alleyways that most other Mechs simply cannot pass through. Its almost the definition of a knife-fighter BattleMech, one that is adept at ambushing opponents from behind to lay them open with bursts of cannon fire before fading back into the shadows. One pilot described it as a Hunchback done right. When considered in this light, several otherwise puzzling features now make sense. One example is the machines odd armor placement. Conventional wisdom has BattleMechs weilding heavy protection on the legs, as mobility kills are one of the most common causes of battlefield losses. In a city, however, this Centurion can easily find cover to hide it from the waist down, allowing it to max out the armor on its torso and arms. Another unusual quirk is the decidedly paltry amount of ammunition devoted to the missiles over the big autocannon. In open-field combat, long-range weaponry often takes up the bulk of a designs magazine space. After all, few MechWarriors want to get their machines so close to the enemy that Mechkillers like heavy pulse lasers, massive autocannon, and even massed arrays of machine guns and flamers come into play. In urban conflicts this choice is often removed. The CN12-B does well to mount an accurate and efficient long-ranged weapon for when a rare shot presents itself, but concentrates on provided enough shells to keep the 20-class autocannon firing for a long, long time. In what could become a major problem, fitting all of this firepower into a fifty-ton chassis required that a bulky and fragile XL engine be mounted. CASE protects the pilot to some extent, but testing has concluded that once the Mechs right torso has been penetrated, destruction from an ammunition explosion is nearly 90% likely unless the pilot immediately withdraws.

Notable 'Mechs & MechWarriors:


Centurion CN12B001X This is the first example of the Mech and has been slated for extensive live-fire testing. As such it has no regular pilot and is currently being fitted with a comprehensive sensor package and special improved blow-out panels for its CASE modules. This would not be of much interest normally, but rumor has it that the techs working on the machine believe that this advanced CASE II system might allow it to continue fighting after an ammunition explosion, even given its extra-light reactor. We have our own analysts watching this program carefully; such an advance could greatly improve the survivability of Inner Sphere machines in general. Sergeant Michael Nelson SGT Nelson is a senior NCO in the third company of the Second Armored Cavalry, a staunchly pro-Davion mercenary command that claims a lineage nearly as ancient as the famed Black Watch of the SLDF. He received his CN12B as part of an upgrade plan offered to the battalion in exchange for a high-risk contract within the Chaos March. While the specifics of their mission are considered secret, it is likely that this Mech and its accomplished pilot will be the first to test the variants combat abilities in actual battle.

Overview:
The sleek and deadly Centurion has always been a favorite of House Davion. For centuries Federated Suns scientists have labored to improve the basic CN9-A chassis, often with mixed results. The decline of technology after the fall of the Star League limited design options, and every attempt to upgrade the machines firepower led to sometimes disasterous side effects. One of the most commonly-attempted modifications was to mount a heavy autocannon in place of the base models medium-heavy Luxor. One version, the CN9-AH, even saw limited production and served as the template for Justin Allards famous CN9-YLW, or Yen-lo-wang. However, the extreme amount of short-range firepower the Mech gained was more than counterbalanced by the fact that the secondary armament had to be downgraded in every case. A more recent layout of equipment, made possible by several major lostech discoveries, resulted in the prototype CN12-B.

TECHNICAL READOUT 3062

CENTURION CN12-B
Type/Model: Centurion CN12-B Mass: 55 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 176 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 9 13 13 3 18 275XL Fusion 5 8 0 10 (20) 0 3 3 11 Armor Value 9 28 7 20/20 6/6 18/18 22/22 Mass 3 8 Weapons & Equipment 1 Autocannon/20 Ammo (AC) 20 1 LRM-10 w/Artemis IV Ammo (LRM) 12 1 ER Medium Laser CASE Equipment CASE Equipment Loation Critical Tonnage LA LT RT LT CT LT RT 14 4 3 1 1 1 1 18 4 6 1 1 0.5 0.5

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TECHNICAL READOUT 3062

CHAMPION CHP-3Q3
Type/Model: Champion CHP-3Q3 Tech: Inner Sphere /3058 Config: Biped BattleMech Mass: 60 tons Chassis: Bergan XI Endo Steel Power Plant: 300 VLAR XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: 2-StarSlab Standard Armament: 1 ER Large Laser 1 LB 10-X AC 3 Medium Lasers 1 Streak SRM-6 Manufacturer: Bergan Industries Communications System: Garret T-11C Targeting & Tracking System: Mercury-IV sub-standard -2N variants held by most of the Houses and the improved -3N fielded by Our Order to good advantage at the Battle of Tukayyid.

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BATTLEMECH : HEAVY

Capabilities:
Victor Steiner-Davion decided that, instead of attempting to reproduce the original Mech, he would incorporate as much new technology as he could to better the existing -3N design. The result was the Champion CHP-3Q3. This new model is all-new construction which retains the styling cues of the original, but is much easier to service and can be produced with existing assembly line tooling. A comparison of the two types is instructive: The Tukayyid-era CHP-3N loadout consists of an LB 10-X Autocannon with two tons of ammunition, two Large Lasers, two Medium Lasers, two Small Lasers and an Artemis-equipped SRM-6 rack with a single ton of reloads. It carries 66% of the maximum available armor for a sixty-ton Mech. There are ten Double Heat Sinks to handle this Mechs heat load. The new CHP-3Q3 features an LB 10-X Autocannon with three tons of ammunition, an Extended Range Large Laser, three Medium Lasers and a Streak SRM-6 launcher well-known for making every shot count. This design carries 95% of the armor available for its weight. It features an Endo Steel chassis and Standard armor, versus the standard frame and Ferro Fibrous armor for the -3N. Combined with a VLAR 300 XL engine, this change allows the Mech to carry 50% more ammunition for the LB 10-X and 100% more for the Streak-6 launcher, all protected by CASE integral to both left and right torso locations. Finally, this Mech also has ten Double Heat Sinks which allow it to fire more weapons more often without the danger of ammunition cook-off or even shutdown. These are significant advantages. There are others. The newest Champion has only 66% of the long-range punch of the -3N, but the ER Large Laser more closely matches the fire envelope of the LB 10-X. While these weapons deliver only a modest 44% of its firepower, the -3Q3s close-combat potential is another matter. A short-range barrage totals 80% of the Champions loadout if the enemy does not pass out from feedback, his Mech may still suffer internal damage. A wounded enemy who willingly faces the prospect of fifteen individual hits every ten seconds has either a brave MechWarrior for a pilot - or a fool. Firepower is not the only asset this design has good endurance, enabling it to remain independent of supply lines for long

periods. Finally, while the Champion -3Q3 is slightly less capable than its predecessor the -3N as regards infantry and battle armor suppression, it has reach and survivability versus other BattleMechs thanks to ER laser technology, a 30% increase in armor and the addition of CASE. We believe it will be able to successfully complete a wide variety of assignments (despite the loss of a large laser and pair of small lasers) than even some of its contemporaries. It is a force to be reckoned with on the battlefield.

Battle History:
This designs teething period comes on the eve of Civil War. A few of the CHP-3Q3 have been secretly issued to trusted members of Our Order disguised as mercenary units. So far, each Engagement Report only adds to a legacy of unqualified success. We expect to begin full-scale production within three months, with discussion already underway on developing yet another variant, the 4X, which replaces the Standard Armor with Ferro Fibrous and drops all but one Medium Laser and the Streak SRM-6. It adds another Double Heat Sink, a second Streak SRM-6 and a Gauss Rifle supplied with two tons of ammo. There appears to be no way of avoiding the coming storm. But we may be able to reduce the death and destruction expected from such a wide-scale conflict.

Overview:
At the Second Star League Conference, Our Orders Precentor Martial announced his retirement from active leadership and named Victor Steiner-Davion as his replacement. The new Precentor Martials first act was to confirm Coordinator Theodore Kurita as First Lord. His second act was to order an inventory of Comstars available resources while he familiarized himself with the Comstar mission. His third act was to personally send some Star League-era Mechs back to the drawing board, in an attempt to come up with designs which Comstar might use to blunt the coming conflict between himself and his sister, Katherine SteinerDavion. One of the first re-designed machines is the Champion. The Champion was first introduced in 2602 and quickly became a staple of the Star League Defense Forces. The Exodus removed most of these Mechs from the Inner Sphere (the remaining machines were family-owned or stockpiled by Our Order). The Succession Wars quickly destroyed Champion production lines and so it was rare to see useful modifications of this Mech as the centuries passed. Finally, all that remained were

Notable 'Mechs & MechWarriors:


LT Joe Sailor Murphy Reports coming in from this MechWarrior are especially useful, as he outlines not only the performance of his Champion but the various techniques used to get the most from its design. LT Murphy is an extrovert whose colorful on-field antics conceal a careful tactician who may someday rise to command level if he can live down the reputation brought on by his Mechs paint job. While most Mechwarriors settle for traditional unit colors or camouflage scheme, Murphys Champion is painted bright pink and mottled with red hearts. The words Bringin the Love are emblazoned in black just below the cockpit, along with the image of a reclining semi-nude woman blowing a kiss. It is rumored this nose art was patterned after a young woman he met on Canopus.

TECHNICAL READOUT 3062

CHAMPION CHP-3Q3
Type/Model: Champion CHP-3Q3 Mass: 60 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 191 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 10 14 14 3 20 300XL Fusion 5 8 0 10 (20) 0 3 3 12 Armor Value 9 30 10 20/20 8/8 18/18 25/25 Mass 3 9.5 Weapons & Equipment 1 ER Large Laser 3 ER Medium Lasers 1 LB-10X Autocannon Ammo (AC) 30 1 Streak SRM-6 Ammo (SRM) 30 CASE Equipment CASE Equipment Loation Critical Tonnage LA RT RA RT LT LT LT RT 2 3 6 3 3 2 1 1 5 3 11 3 4 2 0.5 0.5

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TECHNICAL READOUT 3062

YEOMAN YMN-7Y
Type/Model: Yeoman YMN-7Y Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 60 tons Chassis: Curtiss Yeoman Endo Steel Power Plant: Curtiss Yeoman Endo Steel Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Kallon FWL Special Ferro-Fibrous Armament: 3 LRM-15s Manufacturer: Curtiss Militech Communications System: CurtissComm Mk IV Targeting & Tracking System: Dynatec MissileTrac X

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BATTLEMECH : HEAVY

Capabilities:
Featuring three LRM-15 long-range missile racks supplied with six tons of ammunition protected by Cellular Ammunition Storage Equipment (CASE), the -7Y trades a minor amount of firepower the equivalent of an LRM-5 for another ton and a half of precious armor, bringing the total up to 90% of the maximum permitted for this design. Heat is not an issue; the new Yeoman actually has more heat-shedding capacity than it can use. Still capable of speeds up to 65 kph, this Mech can move about efficiently in the backfield and adapt quickly to a changing battle environment. However, the original tactical doctrine of combining light armor with a heavy weapons loadout has proven singularly unfortunate, at least as far as fire support Mechs are concerned. The caution to avoid direct contact with the enemy is something of a joke among Yeoman pilots, as it rather naively assumes they would prefer to take their lumbering missile boats right up to the enemys doorstep. Extra armor and a CASE-protected Fusion engine are a good start, but the modern fire support Mech needs more than this to survive the inevitable return fire from enemy LRMs and the newer Advanced Tactical Missile systems. With little room left for additional Ferro Fibrous protection, the planners decided instead to install a different kind of armor Guardian Electronic Counter Measures. This ECM suite blunts or totally defeats missile enhancement systems such as Artemis IV or the ATM targeting radars, and its protection extends to non-ECM equipped units within a 360 meter radius. Thus shielded against hostile indirect fire, the Yeoman YMN-7F and its fellow Mechs are free to move about and find the best location for launching their own attacks. These are varied and lethal, ranging from minefields to homing missiles to the standard high explosive or anti-personnel rounds.

one of Our Orders military strategists pointed out, anything that can make it past your main line is one tough customer. Hes not liable to be intimidated at the sight of a couple of medium lasers. Theyre the equivalent of a security blanket, and its about time House Mariks artillery officers grew up. The Free Worlds League High Command would seem to agree.

Notable 'Mechs & MechWarriors:


Mechwarrior William Bollywood Burt Bollywood Bill is an extrovert, to say the least. Rumored to have at least two wives and a bevy of offspring scattered across five worlds, he is the quintessential cowboy Mech pilot. Dressed in a fringed leather jacket when not in the cockpit, Burt is reputedly never without his white ten-gallon hat, modeled after those worn by North American lawmen in the ancient movies of the early twentieth century. Many are surprised that such a flamboyant figure has chosen the Yeoman as his ride of choice, but as he will tell anyone (and especially anyone with a camera), his job is to clean up the town and the best way to do it is with the biggest six-shooters he can find. The truth is a little less flattering. Bollywood Bills escapades both on and off the evening news made for good copy but proved embarrassing for his commander, who more than once had to perform public relations damage control to avoid trouble over Burts unguarded comments. It was dangerous to demote such a popular figure. Furthermore, The Marik himself had inexplicably taken a liking to the man. Eventually a compromise was worked out and this capable Mechwarrior rotated to an isolated artillery unit, where he rules the roost to this day.

Overview:
The Yeoman is one of three BattleMechs produced by Curtiss Militech on the world of Paradise. The -6Y rolled off the line in 3059 and was passed by the Armaments Board in 3060. Since then it has been assigned to units all across the Free Worlds League and even now works alongside its big brother, the Longbow. However, despite an impressive array of missile racks, more mobility and better endurance (thanks to the Pitban 240 fusion engine), the Yeoman is definitely the weaker of the two designs. It is natural to expect this after all, the Yeoman is barely a Heavy Mech, while the Longbow is an Assault-class machine. Natural, but not necessarily desirable. Lack of armor seems to be at the heart of the -6Ys mediocre battlefield performance that, and its vulnerability to long-range enemy missile fire. Despite numerous advances in both energy and ballistic weapons, it is the LRM which is most commonly encountered in the course of battle as the enemy attempts to suppress House Mariks fire support. Thus it was deemed necessary to fine-tune this design, and the result is the Yeoman YMN-7Y.

Battle History:
The YMN-7Y is currently undergoing final adjustments at the various commands to which it has been assigned. This process is more a change in company-level strategy than actual tinkering with the BattleMech itself, as commanders reassign lancemates and work out new ways to take advantage of the 7Ys unique abilities. It is still at bottom a dedicated fire-support 'Mech. The lack of secondary weapons was once an issue with prospective pilots, but no more. The role of artillery support is very different from that of a main battle unit, and in recent years has begun to attract new blood and a fresh approach. And as

TECHNICAL READOUT 3062

YEOMAN YMN-7Y
Type/Model: Yeoman YMN-7Y Mass: 60 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 179 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 10 14 14 3 20 240 Fusion 4 6 0 10 (20) 0 3 3 10 Armor Value 9 24 6 22/22 6/6 20/20 22/22 Mass 3 11.5 Weapons & Equipment 1 LRM-15 Ammo (LRM) 24 1 LRM-15 Ammo (LRM) 24 1 LRM-15 Guardian ECM CASE Equipment CASE Equipment Loation Critical Tonnage RA RT LA LT LA LT LT RT 3 3 3 3 3 2 1 1 7 3 7 3 7 1.5 0.5 0.5

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TECHNICAL READOUT 3062

CAESAR CES-6S
Type/Model: Caesar CES-6S Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 70 tons Chassis: Dorwinion Endo Steel Power Plant: 280 VOX Light Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Kallon Royalstar w. CASE Standard Armament: 1 Heavy PPC 1 Gauss Rifle 2 ER Medium Lasers 2 Medium Lasers Manufacturer: Johnston Industries Communications System: Johnston Wide Band Targeting & Tracking System: Rander Pinpoint-HYRander Pinpoint-HY

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BATTLEMECH : HEAVY

Capabilities:
The Ceasar -6S carries thirteen tons of armor, 95% of the maximum allowed. Its top speed of nearly 65 kph is average for a Heavy Mech, but fourteen Double Heat Sinks ensure a pilot can maintain this acceleration while continuously firing 80% of his weapons! And the 6S loadout is impressive, both in sheer damage potential and mission flexibility. The CASE-protected Poland A Gauss Rifle is well-known for its reach and devastating impact, and is supplied with a generous two tons of ferro-nickel slugs. Backing it is another weapon whose star is on the rise the Johnston HeaviShot Heavy Particle Projection Cannon. This latest addition to the PPC family packs as big a punch as its slug-throwing partner, with nearly as long a reach and an endless supply of ammo. Rounding out the impressive main guns are two Extended Range Medium Lasers and two standard Medium lasers, paired one above the other on each arm. This allows the maximum fire arc coupled with a remarkably flexible range envelope ideal for city fighting and speedier opponents. In fact, Our Order suspects this variant will be sent to regiments involved in city assaults after the initial softening up phase has passed, the well-armored Caesar 6S will move in to clean out pockets of resistance and dispose of any tanks or transports still moving about. Speed should not be an issue, as the faster machines are far more restricted by rubble and urban terrain than the Caesar.

Overview:
The Federated Commonwealth is on track to produce two new variants of the Caesar CES-3R BattleMech in 3062. Originally based on a captured Capellan Cataphract, this Mech has proven itself over the past decade to be a most effective design. The new versions are expected to be every bit as successful. Both are improvements over the original -3R as they incorporate Endo Steel skeletons and Light Fusion engines, but the -6S features greater endurance, more armor, better heat management and a higher medium-to-long range damage profile than its sister, the Caesar -4S. The -4S, with its Heavy Gauss rifle and Pulse Lasers, is designed for slugging matches that open holes in the enemy line. But the Caesar CES-6S, working at medium ranges, is more likely to take down an enemy Mech while capable of a wider variety of assignments.

Battle History:
This model, as with its sister the CES-4S, has not reached FedCom regiments in sufficient strength to allow any meaningful battlefield assessment. However, reports of a few isolated duels with Capellan Mechwarriors riding Cataphracts suggest the Caesar may finally have shed its reputation as a knock-off of that older Mech.

TECHNICAL READOUT 3062

CAESAR CES-6S
Type/Model: Caesar CES-6S Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 208 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 11 15 15 3 22 280 Light Fusion 4 6 0 14 (28) 4 3 3 13 Armor Value 9 33 10 22/22 8/8 22/22 26/26 Mass 3.5 12 Weapons & Equipment 1 Heavy PPC 1 ER Medium Laser 1 ER Medium Laser 1 Medium Laser 1 Medium Laser 1 Gauss Rifle Ammo (Gauss) 16 CASE Equipment Loation Critical Tonnage LA RA LA RA LA RT RT RT 4 1 1 1 1 7 2 1 10 1 1 1 1 15 2 0.5

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TECHNICAL READOUT 3062

WARHAMMER WHM-12S
BATTLEMECH : HEAVY
Type/Model: Warhammer WHM-12S Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 70 tons Chassis: StarFrame Heavy Endo Steel Power Plant: 280 VOX Light Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Heavy with CASE Standard Armament: 2 Heavy PPCs 1 Streak SRM-6 2 ER Medium Lasers Manufacturer: StarCorps Industries Communications System: Garret T60 FasScan Targeting & Tracking System: Garret F22C VOX 280 Light Fusion engine. Designed to move at an adequate top speed of nearly 65 kph, the -12S carries two Heavy Particle Projection Cannons, two Extended Range Medium Lasers and a Streak SRM-6 missile launcher. The single ton of Streak ammo is stored in a torso equipped with CASE, and the design carries seventeen Double Heat Sinks, more than enough to dissipate the enormous heat generated by the primary guns. The WHM-12Ss speed is average for a Heavy Mech, but its armor is at near maximum for this weight class, and weapons range has clearly been sacrificed for increased damage. While still capable of a decent reach, the Heavy PPC does 50% more damage than the standard or Extended Range versions. In short, this new cannon packs the punch of a Gauss Rifle without the attendant weight, ammunition and potential for explosion which haunts that weapon. This makes the -12S nearly independent of ammunition supply lines, as nearly eighty percent of the weapons loadout is energybased and Streak launchers are notoriously frugal with reloads. The Light Fusion Engine is more compact than the popular Extra Light models and thus, less vulnerable to combat damage. Yet it weighs considerably less when compared to a standard Fusion Engine of similar output, freeing up valuable tonnage for more armor and firepower. This, combined with the other design features listed above, point to the obvious mission of the Warhammer -12S that of a medium-range breakthrough Mech. This machine is a slugger, meant to take on the best an opponent has to offer and then stomp him flat. As the first models work their way into House Steiners regiments, it remains to be seen if this is just another iteration of the classic Lyran big gun style of fighting, or something more unique and deadly.

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Details of the two major engagements are sketchy, but satellite transmissions from the fleeing Marik Dropships and some ground intel gathered by Our Order suggests the Warhammer 12S was instrumental in the second battle, fatally blunting a raid on the Bangor Military Depot by outflanking a slower Assault lance and destroying three of the League Mechs before being forced by enemy reinforcements to retreat to the cover of a nearby forest.

Notable 'Mechs & MechWarriors:


Sergeant Helmut Smitty Schimmelhorn This Mechwarrior is noted for strict professional behavior, both on and off the battlefield. He has never been photographed in anything other than perfectly starched and pressed uniforms, and his personal bearing was recently compared by a member of Our Order to a Tasmanian Devil with a titanium rod shoved up its arse. This reputation does him in good stead he has the most kills of any pilot stationed at the Bangor Military Depot, and can be counted upon to not only follow orders but to improvise on the spot. A very few of his seniors understand the value of this man those that do approach him in private for professional advice on battlefield tactics. This discretion is not without reason. Sergeant Schimmelhorn is a polarizing figure he brooks no quibble with the Regulations, never hesitating to bring his own chain of command to task for abuse of power, lax discipline, poor strategy or even blatant disregard for their own orders. He has been, not surprisingly, frozen at the same paygrade for the past ten years. Yet at the same time, Schimmelhorn (Smitty to his friends and, out of earshot, his subordinates) is a flexible decision-maker in the cockpit and even more astounding, immensely popular with his fellow Mechwarriors, who appear to thrive on a diet of Regs, hard work and, when the situation warrants it, a rare compliment from the man himself. Behind the rigid faade is a strong sense of right and wrong tempered with a thirst for justice, the whole ordered by constant discipline. Hard but fair is the most common printable description of this unsung leader. It is said that he and a like-minded group of fellow Mechwarrriors were selected to pilot Bangors first Warhammer WHM-12S lance not only because they were the best, but because their self-discipline allowed the Field Commanders to analyze the -12S and new Lyran field doctrine based solely on the machine and tactics - without having to factor in the pilots personal quirks.

Overview:
As the era of the Federated Commonwealth draws to a close, the threat of imminent civil war provokes strong sentiment among the Lyran High Command to redesign several old standard Mechs currently in production. One is the Battlemaster. Another is the Awesome. The last and final choice is yet another staple of House Steiners forces, one which has walked the battlefield for nearly five hundred years the Warhammer. The Warhammer is a solid choice as the basis for a new variant it has been nearly twelve years since the WHM-7S first strode off a StarCorps production line. Many advances have been made since that time in both weapons and power plant technology, and with the looming threat of civil war added to the aftermath of the Clan Invasion, Steiner commanders want a modern design which will allow them to maintain the integrity of the Lyran Alliance when this inevitable split comes.

Battle History:
As the Draconis Combine has a history of clashes along the FedCom border, it comes as a surprise to Our Order that the first combat action seen by the -12S was a recent minor engagement along House Steiners border with the Free Worlds League. House Marik evidently sought to test several of their own new designs with a light raid on the world of Poulsbo. This planet was once a vanguard of Lyran defense against the League and home to Bangor, a sprawling military base. Closed in 2632, it took the Succession Wars to justify re-opening Bangor, albeit on a muchreduced scale. This moderately-defended world bore the brunt of House Mariks poorly-disguised mercenary adventure in late 3061 and as it turned out, provided valuable information for both sides on House military strategy.

Capabilities:
The Warhammer WHM-12S is built on an Endo Steel skeleton, and showcases the very latest in power plant design with the

TECHNICAL READOUT 3062

WARHAMMER WHM-12S
Type/Model: Warhammer WHM-12S Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 216 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 11 15 15 3 22 280 Light Fusion 4 6 0 17 (34) 7 3 3 13.5 Armor Value 9 33 10 22/22 8/8 22/22 30/30 Mass 3.5 12 Weapons & Equipment 1 Heavy PPC 1 Heavy PPC 1 ER Medium Laser 1 ER Medium Laser 1 Streak SRM-6 Ammo (SRM) 15 CASE Equipment Loation Critical Tonnage LA RA LT RT LT LT RT 4 4 1 1 3 1 1 10 10 1 1 4 1 0.5

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TECHNICAL READOUT 3062

AWESOME AWS-12Q
Type/Model: Awesome AWS-12Q Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 80 tons Chassis: Technicron Type G Standard Power Plant: 240 Hermes XL Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Heavy Special Ferro-Fibrous Armament: 1 Heavy PPC 2 Gauss Rifles Manufacturer: Technicron Manufacturing Communications System: Garret T-19G Targeting & Tracking System: Dynatec 2780 With the removal of ten Double Heat Sinks, what remained on the drawing board was a stripped-down machine. Marik designers decided to narrow the mission profile; no longer would the Awesome attempt to cover all the bases. Harkening back to the intent of the original design, the -12Q would once more be a pure fire support Mech, dependant on other fighting elements of the Regiment to take care of infantry and vehicle threats. The first weapons installed were twin Gauss Rifles, one in each side torso, fed by a generous five tons of ferro-nickel slugs. Backing them was a new development of the Particle Projection Cannon the Heavy PPC. Trading range for a 50% increase in damage, the Magna Supernova Heavy PPC is essentially a Gauss Rifle with unlimited ammunition and a slightly reduced range. It has the same reach as a standard PPC 540 meters and while it generates a great amount of heat, the AWS-12Qs ten Double Heat Sinks are more than enough to compensate. In fact, a pilot flying this new Awesome can run and fire all his weapons for nearly seven full minutes and never once budge the heat meter. Of course, as an heir to the Awesome legend, the -12Q wont rely on firepower alone. Fourteen tons of Ferro Fibrous armor protect the vulnerable internals, the maximum allowed for this design With a top speed of only 54 kph, the -12Q will deploy in lance strength, punching large holes in the enemys formation before moving on to other targets. Presumably, its lighter, faster brethren will be on hand to pour through the breach and press onward to victory.

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BATTLEMECH : ASSAULT Notable 'Mechs & MechWarriors:


Paul Pokerface Collins MechWarrior Collins exemplifies the type of pilot rising quickly to the top in The Mariks new military. Outwardly deferential to his superiors, demanding (and receiving) respect from his juniors through displays of skill and daring, Collins is a born gambler whose bets pay off more often than not. As calculating in the cockpit as he is at the gaming table, this modern-day rakehell forms the back bone of the hidden command structure, one where each MechWarrior is expected to think on his feet and be as prepared to take charge of a mission as he is to follow orders. One of Our Order likens this attitude to the human equivalent of a C3I network, where anyone can step into a leadership position at a moments notice in order to preserve unit momentum. Collins is a fan of the TriVid Networks Riverboat 1890 series, going so far as to wear 19th century garb when he is seated at the gaming table. It is said he never enters the cockpit of his Awesome without his lucky antique pocket watch.

Overview:
The AWS-12Q Awesome is House Mariks most recent contribution to the late thirty-first century battlefield. Following on the heels of the fearsome -9Q (produced in early 3060), the -12Q is actually based on the twelve-year-old -9M; it avoids the shortcomings in that worthy through a major shift of weapon types, mission focus and an upgrade in armor.

Capabilities:
Marik designers began by removing the traditional (and mostly ineffectual) Pulse Lasers and Streak SRM-2s originally intended to counter Clan battle armor and infantry. They left the Extra Light Fusion engine in place, but took out the heat-intensive ER PPCs of the older design, reasoning that the range and endurance afforded by a pure energy loadout was largely cancelled by the problems encountered with heat management. Experience showed -9M pilots often lost control of their heat gage, costing them precious mobility in the confusion of close combat. To avoid this, the more experienced MechWarriors often carried several tons of unused weapons at any given time due to range or heat restrictions despite having twice the normal amount of heat sinks!

Battle History:
House Marik has already begun distributing this upgrade to posts along the Lyran border. Information filtering back to Our Order establishes this Mech as one of several which crossed the Lyran border to raid the world of Poulsbo. Driven back by the defenders of the Bangor Military Depot, at least three examples of the Awesome AWS-12Q were lost, not through poor design, but rather, bad judgment on the part of the Marik commander. Caught in a cul-de-sac between heavily-armed ground troops and fast Lyran Warhammers, the retreating lance of -12Qs were beaten down. The remaining Awesome pilot was finally relieved by reinforcements, but not before his lance had taken out two Manticore Heavy tanks and two enemy Warhammers.

TECHNICAL READOUT 3062

AWESOME AWS-12Q
Type/Model: Awesome AWS-12Q Mass: 80 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 247 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 13 17 17 3 25 240XL Fusion 3 5 0 10 (20) 0 3 3 14 Armor Value 9 32 18 24/24 10/10 26/26 34/34 Mass 8 6 Weapons & Equipment 1 Heavy PPC 1 Gauss Rifle 1 Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8 Ammo (Gauss) 8 Ammo (Gauss)16 CASE Equipment CASE Equipment Loation Critical Tonnage RA RT LT H LT RT CT RT LT 4 7 7 1 1 1 1 1 1 10 15 15 1 1 1 2 0.5 0.5

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TECHNICAL READOUT 3062

ZEUS ZEU-13S
Type/Model: Zeus ZEU-13S Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 80 tons Chassis: Chariot Type III Standard Power Plant: 320 Pitban XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Glasgow Limited Primo w. CASE Standard Armament: 1 ER PPC 1 ER Large Laser 1 Medium Pulse Laser 1 Ultra AC/20 Manufacturer: Defiance Industries Communications System: TharHes Calliope ZE-2 Targeting & Tracking System: TharHes Ares-7 proposition. Inner Sphere weapons do not pack the same punch at distance as Clan weapons of the same type. However, there is no shortage of lesser-ranged weapons which can efficiently tear through even the best Clan armor. Closing with the enemy in numbers as quickly as possible will eliminate their range advantage; in a point-blank slugfest, experienced Inner Sphere pilots can hold their own with any Clanner.

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BATTLEMECH : ASSAULT Battle History:


No opportunity has yet arisen for the Zeus ZEU-13S to flex its considerable muscle against a Clan opponent. However, there are those of Our Order who have noticed saber-rattling inside the FedCom, not directed towards the Clan borders as might be expected, but a symptom of turmoil within the Commonwealth itself. Katherine Steiner-Davions heavy-handed rule is quickly polarizing her people into two armed camps. Her brother Victor may yet take a hand in the developing civil conflict. It may be that the first trial by combat for this new version of the Zeus will not be against Clan forces, but rather its own brother regiments as the siblings struggle for power.

Capabilities:
The Zeus ZEU-13S is a good example of this new thinking. It features a Pitban 320 XL engine which saves precious tonnage by replacing the standard fusion engine with a much lighter design. While this engine is bulkier and more vulnerable to damage, it does not suffer from the teething problems of newer Light Fusion Engines. Defiance Industries has put the saved space to good use. Armor for the -13S is a hefty fifteen tons of standard Glasgow Limited Premium with integral CASE, fully 97% of the maximum permitted for an 80-ton BattleMech. Primary weapons include a Defiance 1001 Extended Range Particle Projector Cannon, a Diverse Optics Sunbeam Extended Range Large Laser and a Defiance Thunder Ultra AC 20. Rounding out this impressive array is a single Defiance P5M Medium Pulse Laser for close-in work on infantry and battle armor. The -13S is intended to close at top speed in battalion strength, firing all the way, deploying in a hedgehog formation which ensures many of this design will reach their opponents untouched. Seventeen Double Heat Sinks guarantee the pilot can sustain maximum fire without any heat issues. None of the weapons has a minimum range. Once into the Ultra AC 20s short or medium range, the pilot merely disengages his ER Large Laser, slaves the Ultra AC 20 in its place and continues firing. The Ultra AC 20 can fire two shots at once; if this combined onslaught hits any one location on an opponent, it will immediately strip away the armor from even the largest Mech and go internal. Even separate hits will produce massive damage. The only shortcoming of this weapon is the relatively small amount of ammunition allocated the Mech carries only two tons, less than a minutes worth under double-fire conditions. Mechwarriors are advised to use the Ultra multi-fire option sparingly, as a sort of can-opener they can later exploit with the energy weapons at their disposal

Notable 'Mechs & MechWarriors:


Marco Simonson This MechWarrior's only accomplishments to date are in field exercises intended to perfect the deployment of the new 13S model. His comments from the cockpit, while colorful in the extreme, serve to fine-tune the coordination of tactics as the lances move about the battlefield. It has been noted that in five such simulations, his lance composed only 15% of the total force available, yet accounted for 37% of the kills logged overall. It has also been noted by our ROM agents that he is firmly against Katherine Steiner-Davions continued rule. We can only guess at what effect this will have on the coming civil war.

Overview:
The Federated Commonwealth has been arguably as hardhit by the Clan Invasion as the Draconis Combine. It has been several years since Defiance Industries was asked to devote production line space to a new variant, but the General Staff feels it is time to respond to a perceived change in Clan battlefield strategy. The change is significant. As more and more Inner Sphere forces shift to the Regimental Combat Team style of force deployment, the Clans appear to be moving away from their highlysuccessful one-on-one tactics to a more varied bag of tricks. Chief among these is a new tendency to fight at long range and to keep the battle at long range as much as possible. No one outside Our Order seems to understand why this is so, but such knowledge is not necessary to formulate a response. The General Staff's solution is typical of Lyran doctrine: hit more, hit harder, changing emphasis according to battlefield conditions. Lately, though, the overall stress has been on harder, with faster being added to the mix. The thinking goes like this: playing the developing range game with the Clan is a losing

TECHNICAL READOUT 3062

ZEUS ZEU-13S
Type/Model: Zeus ZEU-13S Mass: 80 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 240 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 13 17 17 3 25 320XL Fusion 4 6 0 17 (34) 7 4 3 15 Armor Value 9 38 11 26/26 8/8 26/26 31/31 Mass 8 11.5 Weapons & Equipment 1 ER PPC 1 ER Large Laser 1 Medium Pulse Laser 1 Medium Laser 1 Medium Laser 1 Ultra Autocannon 20 Ammo (AC) 10 CASE Equipment Loation Critical Tonnage LA CT LA RA LA RA RT RT 3 2 1 1 1 10 2 1 7 5 2 1 1 15 2 0.5

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TECHNICAL READOUT 3062

BATTLEMASTER BLR-10K
BATTLEMECH : ASSAULT
Type/Model: Battlemaster BLR-10K Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 85 tons Chassis: Earthwerk BLR Standard Power Plant: 340 Magna Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Heavy with CASE Ferro-Fibrous Armament: 1 Heavy PPC 1 LRM-10 4 ER Medium Lasers Manufacturer: Earthwerks Incorporated Communications System: Barret Party Line-200 Targeting & Tracking System: Wasat Watchdog W100 the Battlemaster was valuable enough to warrant a serious effort at improving production quality. The result was that the -10K upgrade includes replacing the old single heat sinks with freezers. In the developing conflict with the Clans, Combine designers recognized the need for better long-range combat ability. The original -1G's weapon systems included a Particle Projector Cannon, its only effective ranged weapon. Upgrade -10K replaces this with a new design, the Fusigon Sabretooth Heavy PPC, which has the same fire envelope but delivers fifty percent more damage. Further changes include replacing the six medium lasers with four forward-facing Extended Range versions, as well as switching the Short Range Missile rack out for an LRM-10 Long Range Missile launcher and a single ton of ammunition protected by CASE. The Battlemaster -10K has more than double the long-range punch of the -1G, and its medium range has also been extended. This comes at a cost in heat, but the new Double Heat Sinks allow the -10K to fire 85% of its weapons at short to medium ranges with no heat buildup while still remaining mobile! What is more, the extensive use of Ferrofibrous Armor enabled the designers to increase this Mechs armor loadout from 88% to 95% of the maximum allowed! Finally, the fire control for the LRM launcher was moved next to that of the Heavy PPC. Reserve pilots often think in 'range groups'. This relocation ensures that inexperienced Mechwarriors will not forget their new weapon, which can make the difference in a difficult fight.

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prises her friends and foes alike with agility and grace her BattleMaster performs in battle. Jennifer's original 'Mech was old 1G version of the BattleMaster. With her 'Mech upgraded to 10K standard, Jennifer's knack for outmaneuvering her combatants has been enchanced by 10K's lethal firepower.

Overview:
When House Kurita received downgraded Star League 'Mechs from Our Order in 3038, they grumbled. They had little choice, however. With the exception of a few manufacturing plants where they were working on prototypes of new designs, House Kurita had little capacity for upgrades. In later years newer, more capable designs did roll off the assembly lines and were the pride of the Draconis Combine. Still, the old Succession War-era Mechs soldiered on - House Kurita was fighting for its life and couldn't afford a single idle unit. Then came the rebirth of the Star League, and enough breathing room to equip most second line regiments with upgrade packages purchased directly from the Free Worlds League. The BLR-10K is an example of the more successful upgrades.

Battle History:
The Battlemaster BLR-10K has been rushed to the front lines near the Lyons Thumb, an area belonging to the Lyran Alliance but garrisoned by Combine troops representing the New Star League. Preliminary reports are optimistic, although word has filtered back to our agents that refits are even now being considered which add another ton of LRM-10 ammunition at the cost of armor.

Capabilities:
As the -10K is an 'upgrade' of the venerable -1G, it keeps the frame, myomer, and engine - and little else. Even though Kuritan production of double heatsinks was plagued with problems,

Notable 'Mechs & MechWarriors:


Jennifer Mitchell This woman's small size does not match her near legendary reputation when it comes to maneuver-combat. Able to squeeze every last ounce of speed out of her BattleMaster, she often sur-

TECHNICAL READOUT 3062

BATTLEMASTER BLR-10K
Type/Model: Battlemaster BLR-10K Mass: 85 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 251 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 14 18 18 3 27 340 Fusion 4 6 0 18 (36) 8 4 3 14 Armor Value 9 44 10 28/28 8/8 28/28 30/30 Mass 8.5 27 Weapons & Equipment 1 Heavy PPC 2 ER Medium Laser 2 ER Medium Laser 1 LRM-10 Ammo (LRM) 12 CASE Equipment Loation Critical Tonnage RA LA RA LT LT LT 4 2 2 2 1 1 10 2 2 5 1 0.5

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TECHNICAL READOUT 3062

LONGBOW LGB-7W
Type/Model: Longbow LGB-7W Tech: Inner Sphere /3059 Config: Biped BattleMech Mass: 85 tons Chassis: StarCorp 100 Standard Power Plant: 255 Strand Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: StarSlab/9.5 Mk II Standard Armament: 2 Arrow IV Systems 2 ER Medium Lasers 1 TAG Manufacturer: StarCorps Industries Communications System: O/P 3000 COMSET with Irain TelStar Targeting & Tracking System: AntiAir Flak Systems-1, Octagon Tartrac System C cost of Extended Range Medium Lasers would give the Longbow a vital edge when defending against head hunter units and airstrikes. The most unexpected twist is the addition of Target Acquisition Gear, or TAG, a feature usually found only on more mobile scout units. This inclusion is a bit of a mystery, as TAG is best used for indirect fire. Our Order can only suppose that a highly skilled Longbow pilot might use the TAG designator to increase the accuracy of his own direct artillery fire a novel concept we trace back to certain ideas proposed by the Word of Blake. The main discussion during the design of this 'Mech centered around the installation of a Standard or Extra-Light fusion engine. The XL engine would allow the -7W to keep up with most heavy support units, but the Procurement Department vetoed this idea due to its expense. Capable only of a stately 54 kph, the resulting Mech is vulnerable to overrun attacks. Thus, artillery lances will be assigned one 'guardian' unit, possibly the new Gunner GR-5M, which is slightly faster and well-suited to this mission. The Mariks StarCorps factories are currently operating around the clock on three shifts to meet production orders for the -7W. All plant output is slated for the Free Worlds League military, which has no intention of permitting this variant to be sold to anyone, including mercenary units. This is contrary to StarCorp Industries policy and, indeed, places them at considerable disadvantage in a free-market society. House Marik must have exerted tremendous pressure on StarCorps corporate heads to gain this concession. Meanwhile, StarCorps factories in the Federated Commonwealth are selling conventional Longbows to all comers, including mercenary units employed by the Commonwealth government as well as those units stationed within Alliance borders.

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BATTLEMECH : ASSAULT
Unfortunately for the Capellans, several of these units were Longbow -7Ws equipped with Arrow IV. They used TAGequipped helicopters to great advantage, launching attacks with pin-point accuracy. The resulting barrage of artillery shells rained heavily on House Liao's armored vehicle regiment, destroying nearly seventy percent of it and eventually driving the Capellans off that world.

Notable 'Mechs & MechWarriors:


James Taylor After his outstanding service in the Battle for Oriente, Taylor was transferred to the Defenders of Andurien's 4th Regiment light assault lance. This transfer came in lieu of a promotion; Taylor is a skilled Mechwarrior, but like many of that breed, a heavy drinker. He of course does not see this as a reward, but his commanders know better. Taylors reputation for carousing nearly cost him his career at one point; his reputation as a fast-thinking combat pilot is all that saved it. The chain of command hopes that duty in a less-demanding environment will allow Mechwarrior Taylor time to dry out.

Overview:
Following the successful debut of the Draconis Combines O-Bakemono on Towe, the need for a dedicated artillery 'Mech became clear to the Free World League. A fresh design was deemed too time-consuming and the Combine had neither the capacity nor the desire to actually sell their new 'Mech to House Marik this, despite extensive trade agreements. League designers were put to work on the matter, and their first step was to find a suitable frame. The Longbow was the most obvious candidate for modification. Of course, the proposed variant was to be built only on Emris IV, and its specifications kept secret from the rest of StarCorps Industries.

Battle History:
The number of Longbows produced has so far been limited, due to the restricted capacity of the lone manufacturer. The fall of the New Star League places the Emris IV facilities in jeopardy, as they are near the border and vulnerable to a raid from most of the other Houses. In one of a long series of battles on the planet Oriente, House Liaos crack troops attempted to take that world from House Marik. Several Longbow lances were attached to Marik's Fusiliers of Oriente's 5th Brigade and assigned to the defense of a strategic lake.

Capabilities:
The re-invention of the Longbow comes with a few surprises. Twin Arrow-IV Artillery Launchers with ample CASE-protected ordinance were expected, as were two lasers for close-quarter backup. The design group, however, decided that the additional

TECHNICAL READOUT 3062

LONGBOW LGB-7W
Type/Model: Longbow LGB-7W Mass: 85 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 248 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 14 18 18 3 27 255 Fusion 3 5 0 12 (24) 2 3 3 15.5 Armor Value 9 41 10 26/26 10/10 26/26 32/32 Mass 8.5 13 Weapons & Equipment 1 Arrow IV System Ammo (Arrow) 15 1 Arrow IV System Ammo (Arrow) 15 2 ER Medium Laser TAG CASE Equipment CASE Equipment Loation Critical Tonnage RA RT LA LT CT H RT LT 12 3 12 3 2 1 1 1 12 3 12 3 2 1 0.5 0.5

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TECHNICAL READOUT 3062

YU HUANG Y-H11G
Type/Model: Yu Huang Y-H11G Tech: Inner Sphere /3061 Config: Biped BattleMech Mass: 90 tons Chassis: Chariot Type II Endo Steel Endo Steel Power Plant: 360 Hermes XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: 4 Rodan 90s Standard Jump Jets Jump Capacity: 120 meters Armor Type: Star Shell Standard Standard Armament: 1 ER PPC 2 ER Medium Lasers 1 LRM-10 1 Ultra AC/20 Manufacturer: Shengli Arms Communications System: Dian-bao Comms, Standard Targeting & Tracking System: O/P 911 shells to the already- packed bins, so a little over a minute of sustained fire is all the design gets. The ER PPC, LRM-10, and jump jets were all retained, giving the monster machine impressive maneuverability and decent long-range hitting ability. To better blend its range brackets, the trio of medium lasers was replaced by a pair of ER models and an extra heat sink. This, combined with the new autocannon, gives the new Yu Huang a slightly different mission profile from the original 9G, though not one so altered that pilots would have any trouble adjusting. A final note regards the armor. After reviewing combat logs and gun camera footage, Shengli Arms engineers slightly reshuffled the protection on the Mech, though only by a few centimeters per location. They claim that this will better protect several internal components - a boast that wise MechWarriors take with a grain of salt.

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BATTLEMECH : ASSAULT
Shim was exposed to nerve toxin shortly after the deadly Black May attacks, during the Thuggee purge. He is now restricted to a wheelchair due to the neurological damage he sustained, but thanks to his Warrior Houses skilled technicians, is still able to pilot his modified Yu Huang. He can no longer jump effectively, but his marksmanship is unsurpassed within the Confederation (save, perhaps, for Kai Allard-Liao), and his House Master is grateful to be able to use his experience and skill in training new additions to the Lorix Order.

Battle History:
Shengli Arms has produced several of these new models for the CCAF. Three ended up being used in the St. Ives conflict, where they proved able to work well in congested and open battlefields alike. They appear to work best when used in a similar manner to the older Victor BattleMechs long-enamored by Capellan, St. Ives, and FedSuns pilots alike. In cities they proved especially deadly, jumping from behind cover to pour fire into opposing formations until their main guns ran dry, then slowly backing away to bring their longer-ranged array of powerful weapons into play. Their thick armor was usually enough to keep the machines alive despite the riskiness of this tactic. The only factor that may limit production of this machine in the future is, ironically, the very feature that makes it unique - its Defiance Thunder-model Ultra autocannon. Archon Katrina (Katherine) Steiner-Davion has recently restricted exports of the weapon, likely in case the long- rumored civil war finally erupts. Several Capellan manufacturers have begun projects into reverse-engineering the gun, but only time will tell if their efforts bear fruit or if the 11G Yu Huang will join so many other promising Mechs that were lost due to lack of components.

Overview:
Despite being Shengli Arms current flagship, the imposing Yu Huang has met with only moderate acclaim from Confederation MechWarriors. None can deny that its a sheer brute of a BattleMech, especially in the traditionally lighter CCAF, but the choice of weapons left many pilots feeling as through they were assigned to stripped- down Atlases. The 11G variant is an evolutionary upgrade that might just change a few minds, however.

Capabilities:
While the huge LB20-X mounted in its right arm and torso was impressive at close ranges, several MechWarriors complained that they felt they were actually lacking short- range firepower despite the array of lasers in the opposite limb. Shengli listened to this criticism and took the only logical step: they replaced the autocannon with an even more powerful Ultra model capable of sending nearly two and a half tons of ammunition down-range in a minute. They did not, however, add any more

Notable 'Mechs & MechWarriors:


Senior Instructor Steven Shim Once a member of House Hiritsus elite BattleMech corps,

TECHNICAL READOUT 3062

YU HUANG Y-H11G
Type/Model: Yu Huang Y-H11G Mass: 90 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 272 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 15 19 19 3 29 360XL Fusion 4 6 4 14 (28) 4 4 3 17 Armor Value 9 45 12 28/28 9/9 30/30 36/36 Mass 4.5 16.5 Weapons & Equipment 1 ER PPC 1 Ultra Autocannon 20 Ammo (AC) 15 1 LRM-10 Ammo (LRM) 12 2 ER Medium Laser Loation Critical Tonnage LA RA RT CT LT LT 3 10 3 2 1 2 7 15 3 5 1 2

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TECHNICAL READOUT 3062

BANSHEE BNC-1DM
Type/Model: Banshee BNC-1DM Tech: Inner Sphere /3061 Config: Biped BattleMech Mass: 95 tons Chassis: Foundation 210 Endo Steel Power Plant: 380 GM XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Longanecker PlastiSteel Standard Armament: 2 ER PPC 1 LRM-10 w/Artemis IV 1 RAC/5 Manufacturer: Defiance Industries Communications System: Angst Clear Channel 3 Targeting & Tracking System: Angst Clear View 2A it was a heat beast which was often neutralized, not by enemy action, but by its own skyrocketing internal temperatures and subsequent reactor shutdown. The BNC-3Q had no such problems, yet in its own way was just as hamstrung as its brother Mech. Mounting only two weapons a relatively short-ranged Autocannon 20 and a single small laser this design was worthless until it closed with the enemy, by which time the Banshee was all but shot to pieces despite its wealth of armor. Precentor Thule Martin notes that this machine actually had less firepower than a Mech half its mass (the Hunchback comes to mind) without that designs agility and low cost. The Banshee seemed obsolete, and it was. If not for the large numbers remaining scattered throughout House Steiners military and the desperate circumstances brought on by four Succession Wars, this Mech would have been consigned to a museum long ago. But new technology seems to have a way of re-animating even the worst Mechs. So it was with the Banshee in 3059, when a Federated Commonwealth full of vigor and eager to expand its military with new designs and refurbished antiques decided to produce not one, but three new variants on the existing Banshee frame. The first two to hit the testing grounds were the -5S, an anti-support Mech intended to deal with vehicles and infantry, and the -6S, a slugger fully maximized to go toe to toe with other assault Mechs and come out on top. The third and final design, the BNC-1DM, was actually produced first, but problems with financing, as well as issues with the ammo feed and storage for the new Rotary Autocannon, kept it in the factory shed until recently.

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with accurate long-range fire, then pinpointing his weakened armor is a tried-and-true method for taking down opponents, and when combined with a large Mech, it can be devastating. Protecting this new technology is a full sixteen and a half tons of standard armor, 90% of the maximum permitted for the Banshees chassis. This is a ten percent increase over previous designs, and exceeds even that of the -1DMs brother Mechs. Finally, sixteen Double Heat Sinks ensure this Banshee need never suffer from debilitating heat buildup the pilot can fire both ER PPCs while at a dead run and remain cool in the cockpit. Standing his ground in a protected area, a Mechwarrior can even add the LRM-10 to his barrage and still keep heat under control a far cry from the days when a Banshee was more of a threat to itself than the enemy.

Battle History:
No battle action reports have yet come in concerning this new machine. However, the potential is not hard to see. The -1DM may finally fulfill the promise of the Banshees long-dead designers by becoming what this Mech should have been from the start a prime contender for the title of King of the Battlefield.

Overview:
The Banshee has been around almost as long as BattleMechs themselves. It was among the first truly heavy designs to roll out in the golden years of the Terran Hegemony, and is a blood relative of the Mackie. Its 95-ton frame was one of the most massive ever made, and for its size the Banshee was fast and heavily-armored. However, the huge fusion engines of that era left little room for weapons, which were added almost as an afterthought as if the new Mech was some giant-size backstreet brawler, beating up or intimidating opponents rather than a war machine designed to take out foes with hard-hitting, accurate firepower. Despite a lack of similarly-sized opponents and a production run that ran into the thousands, the Banshee was doomed from the beginning, because it committed the cardinal sin of going to a war armed for a duel. This was a pardonable offense in the beginning no one really understood the impact and proper application of the BattleMech when the Banshee was built. Even so, it was tragically undergunned for a heavy BattleMech of any era. Attempts were made to improve the payload or find a mission it could perform well. Apparently neither was possible, even at the height of the first Star League. The Banshee was eventually sidelined in favor of new designs, trotted out only when there was nothing better to be had. It was not until the early 31st Century that variants such as the -3M and -3Q appeared, and even these were largely considered failures. The -3M featured two PPCs and a handful of lasers;

Notable 'Mechs & MechWarriors:


The Von Wilmers The Von Wilmers are a team of brothers who enlisted in the Lyran Commonwealths Armed Forces shortly after the beginning of the Clan Invasion. Motivated by patriotism and a desire to leave their home planet (Glengarry) and see the galaxy, the three joined up while the youngest was only 16. Ten years later these rowdy lads have all earned a place in a BattleMech cockpit, each piloting in a different weight class. Elder brother Cyril works a speedy Mongoose which seems to suit his temperament always in a hurry to get somewhere, be it a favorite watering hole or the nearest fight. The middle brother, Leonardo, is more restrained. He is a deepthinking tactician and can be found tinkering with his Nightsky when he is not squiring a female companion to the local nightclubs. Finally there is Floyd. No longer a boy trying to prove himself, this Mechwarrior is a confident young man whose ability in the cockpit may yet overshadow that of his siblings. His intuitive grasp of the big picture bodes well for his career, and Floyd Von Wilmer has recently been entrusted with a Banshee BNC-1DM, replacing the battleworn Awesome which he has been piloting since 3058. The three Von Wilmers have served in the same regiment since their enlistment. While none shows much interest in settling down, the galaxy they went out to see is a big place and it is only a matter of time before one of them (most likely Floyd) finds a woman who compares favorably with his first love flying a BattleMech.

Capabilities:
Based on an Endo Steel skeleton, the BNC-1DM is powered by a 380 XL engine, giving it good speed (up to 65 kph) but trading battlefield toughness for an expanded weapons loadout. And the choice of weapons does not disappoint. The primary guns are a pair of Extended Range Particle Projection Cannons, with their signature long reach and solid damage. Backing these is a RAC-5 Rotary Autocannon, with a respectable range of its own, massive damage potential and a decent three-ton supply of ammunition. Finally, the -1DM carries an LRM-10 Long Range Missile rack supplied with a single ton of ammo. This last may be the only flaw in the design two minutes worth of missile fire is not considered good battlefield endurance. But this is acceptable in light of what has been added to the Banshee a Targeting Computer. The targeting computer has just begun reaching front-line Mechs. It is expensive and maintenance-intensive, but judicious use grants an otherwise-average weapons array the edge needed to turn the tide of battle. The Banshee BNC-1DM has this edge, and while the RAC-5 may not fully benefit from the new targeting system, the ER PPCs are another matter. Softening up the enemy

TECHNICAL READOUT 3062

BANSHEE BNC-1DM
Type/Model: Banshee BNC-1DM Mass: 95 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 264 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 16 19 20 3 30 380XL Fusion 4 6 0 16 (32) 6 4 3 16.5 Armor Value 9 45 10 30/30 10/10 30/30 30/30 Mass 5 20.5 Weapons & Equipment 2 ER PPC 1 RAC/5 Ammo (RAC) 60 1 LRM-10 w/Artemis IV Ammo (LRM) 12 Targeting Computer Loation Critical Tonnage RA LT LT RT CT RT 6 6 3 3 1 6 14 10 3 6 1 6

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TECHNICAL READOUT 3062

GUNNER GR-5M
Type/Model: Gunner GR-5M Tech: Inner Sphere /3060 Config: Biped BattleMech Mass: 95 tons Chassis: Albat-50 Endo Steel Power Plant: 380 Hermes XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: StarSlab CASE Armament: 1 Large Pulse Laser 3 ER Medium Lasers 1 Gauss Rifle 2 LRM-10s Manufacturer: Irian Battlemechs Unlimited Communications System: Irian Technologies HMR-35S Targeting & Tracking System: Omicron TrackerKeeper

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Capabilities:
The Gunner is much more than a warmed-over Albatross. An Endo Steel chassis supports a 380 XL fusion engine, which in turn gives the Gunner a top speed of nearly 65 kph, quite speedy for a Mech of this weight class. Weapons loadout is considerably different from the older Albatross as well, starting with a Gauss Rifle and twin Long Range Missile -10 launchers. Such long-range striking power opens the show for an assault, followed by closecombat punch in the form of a highly-accurate Large Pulse Laser and a triple battery of Extended Range Medium Lasers. Fourteen Double Heat Sinks are more than enough to handle the expected heat load. Careful work at the design level yields two distinct groups of weaponry long and short range which, if used properly, allow a Gunner pilot maximum mobility during continuous fire. Close-combat occurs 50% earlier due to the greater range afforded by the newest family of lasers, meaning this Mech can potentially destroy an opponent before they get close enough to engage in physical combat something to consider since the advent of large hatchet-bearing Mechs such as the Axeman and Berserker. The GR-5M carries sixteen and a half tons of standard armor, a full 90% of the amount allotted for a Mech of this tonnage, and a 20% improvement over the parent design. Backing this is CASE protection for both left and right torso ammo bins. Our Order expects this Mech to be much tougher on the battlefield, although it is a breakthrough design and not intended for extended combat missions.

Overview:
Since the Clan invasion, House Marik has enjoyed a certain amount of relief from the constant pressure on its borders. While it was true the Clans were expected to come after the Free Worlds League upon defeating Houses Steiner and Kurita, this has not happened, and may never happen. As tensions inevitably wane, the other Houses are turning their attention back towards House Marik. The Mariks response is to gear up for conflict with his traditional enemies House Liao and House Steiner by making significant changes to an existing Mech whose initial design was a hurried response to the Clan Invasion itself. Stripping the Albatross ALB-3U and refitting it would not be enough. Marik engineers chose Endo steel for the new chassis; the expected savings in tonnage was increased still further by a decision to reduce the number of ammunition-dependent weapons while extending the new Mechs overall combat reach as much as possible. And so, the Gunner GR-5M was born.

Battle History:
The GR-5M has been seen on the Capellan frontier, and is thought to be slowly replacing the older Albatross on the Lyran border as well. It has not been accompanied by much fanfare; The Marik apparently prefers that his foes discover the new design in the heat of battle, rather than on an evening news broadcast.

Notable 'Mechs & MechWarriors:


None at present. There are rumors circulating that certain Mechwarriors are even now testing this Mech against its predecessor under the guise of military training. As such practice flouts the low-key introduction policy the Free Worlds League is pursuing, we believe these reports may be just that rumors.

TECHNICAL READOUT 3062

GUNNER GR-5M
Type/Model: Gunner GR-5M Mass: 95 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 264 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 16 19 20 3 30 380XL Fusion 4 6 0 14 (28) 4 4 3 16.5 Armor Value 9 45 10 30/30 10/10 28/28 32/32 Mass 5 20.5 Weapons & Equipment 1 Large Pulse Laser 1 ER Medium Laser 2 ER Medium Laser 1 Gauss Rifle Ammo (Gauss) 16 1 LRM-10 w/Artemis IV Ammo (LRM) 12 1 LRM-10 w/Artemis IV Ammo (LRM) 12 CASE Equipment CASE Equipment Loation Critical Tonnage RA RA CT LA LA LT LT RT RT RT LT 2 1 2 7 1 3 1 3 1 1 1 7 1 2 15 1 5 1 5 1 0.5 0.5

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TECHNICAL READOUT 3062

ATLAS AS9-K
Type/Model: Atlas AS9-K Tech: Inner Sphere /3060 Config: Biped BattleMech Mass: 100 tons Chassis: Foundation Type 10X Standard Power Plant: 300 Hermes XL Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Special Heavy Standard Armament: 2 ER Large Lasers 2 Gauss Rifles 1 LRM-10 Manufacturer: Independence Weaponry Communications System: Sipher Security Plus Targeting & Tracking System: Matabushi Sentinel ranged equipment. Taking a cue from the popular Awesome, the 9-K features a pair of Gauss Rifles mounted in either side torso. Four tons of ammunition ensures a long battlefield lifetime, and a C3 Slave computer allows it to easily support close-in and scout elements. Backing up its primary armament, the Atlas has an advanced Extended-Range Large Laser in each arm. These can be used in combination with the gauss weapons or to cover the Mechs blind spots to the sides. Its only other weapon system is a standard ten-rack of Long-Range Missiles supplied with a ton of ammunition, which often fires specialized munitions depending on the specific mission. Ample heat sinks allow for sustained fire with few issues due to overheating. This brutal new layout is not without its drawbacks, however. By focusing on long-range heavy firepower, the Mech gives up all ability to effectively engage units at close range - ironic, given the Atlass original abilities.It also lacks the Martell medium lasers that once guarded its back, though this is considered inconsequential given its new role. The 9K is equipped with triplestrength myomer, but as heat sinks need to be taken off-line to activate it, its use is recommended only for emergencies. Perhaps most damning is the use of an extra-light engine. This gives the refitted Atlas plenty of tonnage to mount its devastating array of weapons, but given the explosive nature of gauss weaponry, this detail means that any penetrating shot to the torso will almost certainly result in a wrecked machine.

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BATTLEMECH : ASSAULT Notable 'Mechs & MechWarriors:


Tai-i Richard Ricky Teisan The pilot of the first AS9-K into action, then- MechWarrior Teisan, worked closely with the other Mechs in his company, integrating range data from his scout lances Jenners and coordinating his fire with that of his lancemates to destroy Mech after Mech. His actions earned him a promotion, and he now commands the company he once served in. MechWarrior Mark Cannon Though he was involved in the same battle as Tai-i Teisan, Cannon was not as lucky. His commander did not understand the special role of the new Atlas and deployed his machine in a standard line assault lance. When Cannon's company was thrown into combat with a Binary of close-combat oriented OmniMechs, Cannon shut down several of his heat sinks and attempted to engage the Clan warriors in physical combat. However, his Atlas succumbed to PPC fire and was utterly destroyed when one of its gauss rifles exploded. Mark survived and retreated with the rest of his unit. Because he showed great personal honor despire losing his Mech, his request for another AS9-K was granted and he is determined to prove the variants value. His company commander was executed for misuse of state resources and gross incompetence.

Overview:
The huge and dominating Atlas is one of the most distinctive BattleMechs in the Inner Sphere. Every Successor State fields at least a handful of these massive designs, typically as command machines thanks to its sophisticated radio electronics. Despite its popularity, the basic AS7-D model described by General Kerensky has several important flaws. It doesnt properly utilize its mass to concentrate on a role. Instead, it mounts several weapons with vastly different range brackets, becoming a prime example of a jack of all tradesMech. Later models developed after the Clan Invasion are often even more unbalanced, wasting tonnage on systems that cannot be effectively used together. The recent AS9-K version attempts to rectify these shortcomings by focusing on a single mission: long-range direct-fire support.

Battle History:
As it has only been recently fielded, the AS9-K has yet to be used in any major operations. It was originally intended to replace battlefield losses incurred during Operation Bulldog, but the relatively light casualties suffered by the DCMS in that conflict have restricted its deployment. Indeed, this variant of the Atlas has only seen combat once, during a raid on the Ghost Bear Occupation Zone. Two AS9-Ks were assigned to the Eighth Dieron Regulars. The first was properly deployed with adequate support and accounted for roughly 150 tons of defeated Clan equipment. The second was used as a standard AS7-D and was destroyed in short order when a Ghost Bear Masakari managed to penetrate its left torso with a particle cannon, leading to a catastrophic capacitor explosion that left the Mech gutted.

Capabilities:
This Kuritan variant, currently in limited production, forgoes all short-ranged weapons to mount a withering array of powerful

TECHNICAL READOUT 3062

ATLAS AS9-K
Type/Model: Atlas AS9-K Mass: 100 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 307 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 17 21 21 3 31 300XL Fusion 3 5 0 14 (28) 4 3 3 19.5 Armor Value 9 47 15 32/32 10/10 34/34 42/42 Mass 10 9.5 Weapons & Equipment 1 ER Large Laser 1 ER Large Laser 1 Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8 1 Gauss Rifle Ammo (Gauss) 16 1 LRM-10 Ammo (LRM) 12 C3 Slave Unit Loation Critical Tonnage RA LA RT RT RL LT LT CT RT H 2 2 7 1 1 7 2 2 1 1 5 5 15 1 1 15 2 5 1 1

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TECHNICAL READOUT 3062

BERSERKER BRZ-D4
Type/Model: Berserker BRZ-D4 Tech: Inner Sphere /3062 Config: Biped BattleMech Mass: 100 tons Chassis: Defiance Berserker Endo Steel Power Plant: 400 LTV XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Special Heavy Standard Armament: 1 Heavy PPC 1 Heavy Gauss Rifle 2 ER Medium Lasers Manufacturer: Defiance Industries Communications System: Neil 9000 Targeting & Tracking System: Angst Clear View 2A

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of shooting lighter 'Mechs to pieces and taking out larger, more heavily-armored opponents in hand-to-hand combat. Our Order expects this new design to be assigned to shock units, along with other heavy mechs. Its new long reach allows this machine to do what it never could before - lay down a brutal, unexpected barrage before actual physical combat. As such, it will surely teach opponents new respect for the design.

Capabilities:
The Berserker BZR-D4 retains the awesome visage of its parent design and still strikes terror into many enemy pilots. It remains powered by a Pitban 400 XL engine and continues to carry nineteen and a half tons of armor, 100% of the amount permitted. But it no longer comes equipped with Myomer Acceleration Signal Circuitry (MASC), although it can still charge an enemy at up to 65 kph. The hatchet is still formidable in close combat. However, the biggest change is in the weapons loadout. Enemies who thought themselves safe from this Mech will be shocked from their complacency when they discover the D4 has swapped out the large pulse lasers and ER PPC for an armmounted Defiance 1001 Heavy Particle Projection Cannon and a shoulder-mounted GM Whirlwind Heavy Gauss Rifle. The Heavy PPC has the range of an ER Large Laser but does nearly twice the damage of that worthy design. Matching the Heavy PPC in range and striking power, the Heavy Gauss at medium range is as lethal as the Berzerkers infamous hatchet, and even deadlier up close. Twin Sutel Precision Line Extended Range Medium Lasers round off this impressive array and provide a handy solution to smaller targets at closer ranges. While equipped with only eleven Double Heat Sinks, the low thermal signature of the Heavy Gauss Rifle combines well with the high heat output of the Heavy PPC. The result is a Berserker which can run and fire both main guns without any temperature spikes whatsoever. Once a D4s pilot passes the sweet spot at 150 meters, she can switch out the Heavy PPC for the two ER Mediums and continue to fire. It should be noted, however, that the two main weapons have a minimum targeting range 120 meters for the Heavy Gauss, 90 meters for the Heavy PPC. Once inside that range, a wise Mechwarrior will close as fast as possible with her opponent, since at that point all she can count on for accurate fire are the two ER Mediums. Once the D4 stands toe to toe with an enemy Mech, of course, the hatchet goes from deadweight to deadly bludgeon. It is assumed that at this point in the combat few Mechs will be able to withstand a hatchet strike with a hundred tons of Berserker behind it. The Berserker BZR-D4 is intended to operate as a front-line heavy-attack Mech, outclassed only by designs of similar tonnage such as the Devastator and Assault Clan Omnis. With very good field endurance courtesy of its energy-based weapons and a generous four tons of ferro-nickel slugs, the BZR-D4 is capable

Battle History:
After the fall of the new Star League, the Berserker should have no trouble finding ample employment in the incipient Federated Commonwealth civil war. This un-common yet dangerous 'Mech appears to have been granted a new lease on life, and will no doubt remain a threat to be reckoned with on future battlefields.

Notable 'Mechs & MechWarriors:


Cathleen Anderson This MechWarrior's dark blue Berserker, decorated with credit symbols, is a much-feared sight in the Tikonov Reaches. Credited with almost ten kills, Cathleen Anderson is a tenacious hunter, often surprising her opponents when they least expect her. Neither the lives of her comrades nor those of innocent civilians stand in Cathleen's way as she destroys enemy 'Mechs with methodic brutality. The credit symbols decorating her 'Mech are a reflection of her own true nature.

Overview:
The BRZ-A3 Berserker first walked off the assembly line in late 3055, a creation driven by the need to stem the advance of invading Clans. Designed from the start as a visually intimidating machine, it was intended to tackle Mechs of its own weight class, stripping their armor off with its particle projection cannon and large pulse lasers before literally beating them to death with a massive hatchet. For the most part, this concept worked. For a while. Unfortunately, within a year or two opponents caught on to the designs weakness and began using tactics which kept the Berserker at long range and unable to adequately defend itself. Although a couple of variants have appeared in the intervening years, the Berserker is no longer considered an ace in the hole for assault lances. Many commanders now choose other, less specialized Mechs to take the Berserkers place, and it looks as though, less than seven years after its introduction, this design may be obsolete. But looks can be deceiving.

TECHNICAL READOUT 3062

BERSERKER BRZ-D4
Type/Model: Berserker BRZ-D4 Mass: 100 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 307 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 17 21 21 3 31 400XL Fusion 4 6 0 11 (22) 1 4 3 19.5 Armor Value 9 47 15 32/32 10/10 34/34 42/42 Mass 10 26.5 Weapons & Equipment 1 Heavy PPC 2 ER Medium Lasers 1 Heavy Gauss Rifle Ammo (Heavy Gauss) 20 Hatchet Loation Critical Tonnage LA RT LT RT RA 4 2 11 4 7 10 2 18 4 7

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CLAN MECHS
The destruction of the Smoke Jaguars has had a great impact on the Clans as well. Clan politics between Wardens and Crusaders has always been contentious, but it was hoped the Smoke Jaguars example would serve as a warning to those Crusaders who thought defeating the Inner Sphere would be a matter of waiting until our guard was down. And it is true, the pace of internecine fighting has slowed somewhat. There are a number of reasons for this. One is that the rapid expansion of Clan-dominated worlds has strapped their military forces overall, while the defeat at Tukayyid still echoes through empty warrior mess halls and understaffed headquarters alike. The Clans have a population problem. Some respond by importing the populations of entire worlds to new homes carved out of the Inner Sphere. Others are hurriedly ramping up Trueborn gestation sites and training schools. Another is that some of the most hidebound, reactionary elements of Clan culture have been forced to retreat to their homeworlds. The firebrand iKhans of the past are no more, replaced with more politically savvy descendants who see some value in assimilation and even a relaxation of the strict caste system as they settle down to actually living on the worlds they so recently seized by force. However, the true legacy of the Smoke Jaguars may even now be finding expression, not in more peace talks and increased trade, but in accelerated military research and construction. Such development forms a continuous backdrop to all civilizations, but the Clans are a Warrior-centric culture and for them, new weapons, tactics and delivery systems are literally a way of life. Rather than focus on a few Clans for this Technical Readout, we of the Archives and Records arm decided to branch out and incorporate intelligence gathered from all corners of Clan-space. What we found was surprising. Clans as diverse in outlook as the Fire Mandrills, the Jade Falcons and the Cloud Cobras have begun fielding new configurations of older Omni-Mechs. Even the Steel Vipers, a Clan not seen in the Inner Sphere since 3052, are fielding a conventional Mech based on the old Hellbringer (Loki) Omni-Mech design. New weapons technology is appearing at an increased rate, as the Advanced Tactical Missile system shakes off its early flaws and finds its way into Clan battlefield doctrine. At the same time, older off-the-shelf weapons systems find widespread employment in new configurations as the Clans attempt to relieve the pressure on their factories and supply lines until they can catch their breath and bring new production facilities online. Most notable of the Mechs listed here are four entirely new Omni-Mech designs. Clans Fire Mandrill, Hells Horses, Steel Viper and Coyote are all throwing their hat in the ring as it were, introducing the Ferratus, Falcata, Thylacine and Dimacheri, respectively. Ranging from 65 to 95 tons, these are all efficient, carefully-considered designs which stand a good chance of replacing their seasoned predecessors as they work their way into other Clan militaries through trade and battlefield salvage. A final note: as of this writing, word has arrived that Draconis Combine forces have attacked the world of Alshain in regimental strength. It is presumed they are attempting to retake the capital of Clan Ghost Bear by force. What possible motive could be behind this surprise move? Given the Bears overwhelming presence in the area and past evidence of their strength, it is difficult to imagine House Kurita ordered the assault. Perhaps it is simply another political ploy, one of many made in recent years. Regardless, the result is sure to spell hard days to come for the Combine and its neighbors.

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KIT FOX F
Type/Model: Kit Fox F Tech: Clan /3059 Config: Biped OmniMech Mass: 30 tons Chassis: Endo Steel Power Plant: 180 XL Fusion Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 1 ER PPC 3 ER Medium Lasers 1 Medium Pulse Laser Manufacturer: Clan Ice Hellion Communications System: Unknown Targeting & Tracking System: Unknown the continuous available firepower to 84% of the total loadout. This can be sustained for relatively long periods even when the F is moving at full speed, thanks to fifteen Double Heat Sinks. Experienced Mechwarriors exercising proper heat management will maintain this high rate of fire for twenty seconds out of thirty, dropping an ER Medium and reducing movement to return to zero heat before starting the cycle over again. Finally, at close range with lesser Mechs or vehicles, the Medium Pulse laser comes into its own. The built-in accuracy easily compensates for small, high-speed targets. All of this comes at a price: the Kit Fox is no better armored than many similar Inner Sphere designs, carrying only 73% of the armor possible for its tonnage. Pilots thinking to rely on acceleration and maneuverability for protection in close combat will find themselves disappointed the F has a top speed of only 97 kph, definitely in the low range for a Clan Mech of this size. Furthermore, the F sacrifices the jump jets found in other, similar variants for additional punch.

OMNIMECH : LIGHT

Deployment:
The Kit Fox F is currently being tested as part of an overall Clan shift towards engaging opponents earlier and keeping them at range longer. There is no question that this Mech will make valuable contributions towards that strategy the F can generally destroy Mechs in its own weight class long before they can bring their weapons to bear. But it will require self-discipline and experience before the average Ice Hellions pilot is comfortable with such a passive role.

Overview:
The Uller, named for the Norse god of archery, is an exceptionally versatile light 'Mech. In its main configuration, the Uller carries a mix of weapons that gives it striking power at all ranges while avoiding the problems associated with reliance on a single weapons system. Reasonably fast and well armored for its size, this design can hold its own against many of the Inner Sphere's medium 'Mechs. The Kit Fox (Uller) F is a light, fast design, intended to give recon stars some direct-fire support with a very long reach. It appears in Clan Ice Hellion detachments, and so far seems effective despite some trade-offs in protection and speed for consistent, devastating firepower.

Capabilities:
The Kit Fox F features an Extended Range Particle Projector Cannon, packing an impressive punch at an equally impressive range for a Mech this size. At 450 meters, the suite of three Extended Range Medium Lasers comes into play, bringing

TECHNICAL READOUT 3062

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KIT FOX F
Type/Model: Kit Fox F Mass: 30 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 77 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 5 7 7 3 10 180XL Fusion 6 9 0 15 (30) 5 4 3 4 Armor Value 9 9 5 8/8 4/4 7/7 8/8 Mass 1.5 3.5 Weapons & Equipment 1 ER PPC 3 ER Medium Lasers 1 Medium Pulse Laser Loation Critical Tonnage RA LA LA 2 3 1 6 3 2

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TECHNICAL READOUT 3062

BLACK LANNER F
Type/Model: Black Lanner F Tech: Clan /3058 Config: Biped OmniMech Mass: 55 tons Chassis: Endo Steel Power Plant: 385 XL Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 [151.2] km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 1 Large Pulse Laser 2 ER Medium Lasers 1 ER Small Laser 1 LRM-10 Manufacturer: Clan Jade Falcon Communications System: Unknown Targeting & Tracking System: Unknown The main armament of Alternate Configuration F is centered on the Large Pulse Laser, supplemented by a Long-Range Missile 10 launcher in the shoulder. The LRM-10 has a respectable range, but only a single ton of dedicated ammunition. This weapon will quickly become dead weight in all but the shortest of engagements. The Large Pulse is universally known for its durability and accuracy, and will presumably take over when the LRM10s ammunition is exhausted. These two weapons deliver modest amounts of damage, suggesting the F is intended to close quickly and bring its dual ER Medium Lasers to bear. Finally, a torso-mounted ER Small Laser round up this variant's payload, an anti-personnel weapon of questionable value given the Black Lanners normal tactic of hit and run. With the speed and armor this type is known to have, the pilot is in a very good position to tear into smaller opponents. Unfortunately, while the Fs pilot can fire 65% of the weapon loadout without overheating, the least movement will require heat management techniques which will only reduce this Mechs punch at close and medium ranges.

OMNIMECH : MEDIUM

Deployment:
The Black Lanner F is currently deployed only with the Jade Falcon Clan. Precentor Martin feels this OmniMech is not another of the rookie-proof machines recently observed by Our Order. It is instead a general-purpose design, intended to take on recon patrols and disrupt supply lines on an intermittent basis. The choice of weapons suggests a need to minimize the burden on the Jade Falcon support and technical training pipelines. Unfortunately, while it is capable of many routine assignments, the F will do none of them well. It is presumed the Jade Falcons will exercise caution, fielding this Mech only when they are sure there are no massed formations of Battlemechs in the target area.

Overview:
The Black Lanner OmniMech was first sighted with the Jade Falcon Keshik during the Battle of Tukayyid. Fast for its weight class, the Black Lanner acts as a direct fire support 'Mech for light reconnaissance Stars. The majority of the various configurations sighted mount primarily long range weapons, though other configurations equipped mainly with close range weapons have also been spotted.

Capabilities:
Black Lanner F, one of the more recently unveiled 'Mechs from Clan Jade Falcon, offers few surprises for analysis. Sticking to their epitome - true and tried, the Falcons' Lanner F configuration is centered on more conventional weaponry. Whether this is intended for newly-minted warriors, or the Clan has decided to use up its existing stock of older weaponry or both - is unknown. What is known is that Black Lanner F follows in the same steps as its Prime cousin, with moderate improvements.

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BLACK LANNER F
Type/Model: Black Lanner F Mass: 55 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 154 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 9 13 13 3 18 385XL Fusion 7 11 [14] 0 11 (22) 1 4 3 8 Armor Value 9 26 7 16/16 5/5 13/13 22/22 Mass 3 22 Weapons & Equipment 1 Large Pulse Laser 2 ER Medium Lasers 1 ER Small Laser 1 LRM-10 Ammo (LRM) 12 Loation Critical Tonnage RA LA RT LT RT 2 2 1 1 1 6 2 0.5 2.5 1

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BLACK LANNER G
Type/Model: Black Lanner G Tech: Clan /3059 Config: Biped OmniMech Mass: 55 tons Chassis: Endo Steel Power Plant: 385 XL Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 [151.2] km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 1 Heavy Large Laser 4 ER Medium Lasers Manufacturer: Clan Jade Falcon Communications System: Unknown Targeting & Tracking System: Unknown

OMNIMECH : MEDIUM

Capabilities:
All of this adds up to a Mech with first-class offensive capability, designed to run rings around an opponent while pounding away with the equivalent of a Gauss rifle supplied with unlimited ammunition. All the weapons have the same range envelope, simplifying target acquisition.

Deployment:
The ability to close quickly on large, slow-moving Assault Mechs, combined with the potential to kill such foes with a single headshot, makes it abundantly clear the Black Lanner G is intended for brutal sledgehammer operations. Deployed in pure Stars, the G can quickly gain the upper hand and go on to dominate the battlefield, moving about at will. Jade Falcon Commanders who make proper use of this threat can force an opponent into defensive strategies which will ultimately lead to defeat.

Overview:
The Black Lanner OmniMech was first sighted with the Jade Falcon Keshik during the Battle of Tukayyid. Fast for its weight class, the Black Lanner acts as a direct fire support 'Mech for light reconnaissance Stars. The majority of the various configurations sighted mount primarily long range weapons, though other configurations equipped mainly with close range weapons have also been spotted. The G is powered by a 385XL fusion engine, and carries a Heavy Large Laser and four Extended Range Medium Lasers. These weapons have a good reach and pack an enormous punch for the allocated space. Armor is a respectable 8 tons of Ferrofibrous, 83% of the maximum protection allowed for this weight class. The Myomer Acceleration Signal Circuitry (MASC) enhancement adds more speed to an already-quick chassis, with a top end of 150 kph under ideal conditions. Extra Double Heat Sinks allow the pilot to fire nearly 70% of his weapons on a continuous basis all while moving at full throttle without budging the heat meter.

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BLACK LANNER G
Type/Model: Black Lanner F Mass: 55 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 154 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 9 13 13 3 18 385XL Fusion 7 11 [14] 0 15 (30) 5 4 3 8 Armor Value 9 26 7 16/16 5/5 13/13 22/22 Mass 3 22 Weapons & Equipment 1 Heavy Large Laser 4 ER Medium Lasers Loation Critical Tonnage RA LA 3 4 4 4

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BLACK LANNER S
Type/Model: Black Lanner S Tech: Clan /3059 Config: Biped OmniMech Mass: 55 tons Chassis: Endo Steel Power Plant: 385 XL Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 [151.2] km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 2 Heavy Medium Lasers 3 Medium Pulse Lasers 2 SRM-4s Manufacturer: Clan Jade Falcon Communications System: Unknown Targeting & Tracking System: Unknown Moving to the right arm, we find three Medium Pulse Lasers, extremely accurate and as lethal a loadout as the left arm and with a 50% longer range, to boot. The right torso carries dual SRM 4 Short Range Missile racks supplied with a modest ton of ammunition, a salt shaker to the arm-mounted can-openers. Protection for this offensive array is good; a solid eight tons of Ferro Fibrous armor provides 83% of the maximum allowed for a fifty-five ton OmniMech. Already capable of moving at velocities approaching 120 kph, the Lanner S pilot needs only engage his Myomer Acceleration Signal Circuitry (MASC) to top out at 150+ kph. This Mech effortlessly covers huge amounts of terrain, providing the perfect platform for the Active Probe as it sniffs out electronic emissions and exposes hidden enemy units. With its own ECM suite protecting it from early detection while it hunts, the Lanner S is also screened from the targeting systems typically employed by its intended prey enemy support Mechs equipped with Artemis-enhanced Long-Range Missile racks or Advanced Tactical Missile systems.

OMNIMECH : MEDIUM

Deployment:
Our Order subjected this new Mech to many computer simulations before concluding the S is a hunter-killer designed primarily to take out enemy support Mechs. That it can easily deal with enemy recon patrols is assumed, but this configuration is capable of much more. The Lanner S can rapidly bypass front lines and bring the fight to softer targets in the rear, closing quickly on large, slow-moving missile boats and artillery support vehicles. Seventy-two percent of the weapons systems are energy-based, giving the Lanner S respectable battlefield endurance. This, combined with impressive mobility, translates to chaos and carnage when it reaches the back field Clan Jade Falcon has already made it clear that future battles will be very different for anyone who opposes them. The Black Lanner S spells big trouble for an enemy who thinks to rely on artillery or missile barrage to carry the day meaning any Inner Sphere House which views inter-Clan conflict as an opportunity to regain lost territory.

Overview:
The Black Lanner OmniMech serves primarily with Clan Jade Falcon and is remarkable for its speed and firepower, regardless of the configuration. One of the more intriguing variants which recently appeared in Jade Falcon Recon Stars is the Black Lanner S. At first it seemed this was merely a fine-tuned Configuration C, but the addition of Electronic Countermeasures and an Active Probe signal something different a recon OmniMech designed not only to find hidden prey, but to kill it in very short order with little or no backup.

Capabilities:
Propelled by a 385XL fusion engine on an Endo Steel chassis, the Lanner S mounts twin Heavy Medium Lasers on the left arm. To an Inner Sphere observer this choice of armament might seem underwhelming, but these are not Inner Sphere medium lasers. A Clan heavy medium laser packs the punch of an Inner Sphere PPC, though without that weapons long range. Two such lasers can reduce a Light Mech to scrap in less than half a minute.

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BLACK LANNER S
Type/Model: Black Lanner F Mass: 55 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 154 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 9 13 13 3 18 385XL Fusion 7 11 [14] 0 10 (20) 0 4 3 8 Armor Value 9 26 7 16/16 5/5 13/13 22/22 Mass 3 22 Weapons & Equipment 2 Heavy Medium Lasers 3 Medium Pulse Lasers 2 SRM-4 Ammo (SRM) 25 Active Probe ECM Suite Loation Critical Tonnage RA LA RT RT LT H 4 3 2 1 1 1 2 6 2 1 1 1

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CRIMSON HELLKITE
Type/Model: Crimson HellKite Tech: Clan /3062 Config: Biped OmniMech Mass: 55 tons Chassis: Endo Steel Power Plant: 330 XL Fusion Walking Speed: 64.8 km/h Maximum Speed: 97.2 km/h Jump Jets: 6 Standard Jump Capacity: 180 meters Armor Type: Ferro Fibrous Armament: 26 tons pod space available Manufacturer: Clan Blood Spirit Communications System: Unknown Targeting & Tracking System: Unknown combine both Mechs into one in the hopes of creating a single machine which would overcome the flaws of both parent designs. Selecting a 55-ton Stormcrow frame, Clan engineers added six jump jets which provide good maneuverability over most types of terrain. Armor protection remains the same, but most of the FerroFibrous plate was moved forward the designers decided jump jets would make the Crimson Hellkite less likely to be hit from behind and felt it important to provide additional frontal protection. Crimson Hellkite serves as an intermediate machine in Blood Spirit Touman. Carrying heavier armor and firepower than the Crimson Langur, yet faster and more maneuverable than the Stooping Hawk, this new design honorably fills the role of intense medium combatant in any range bracket. The Primary Configuration of the Crimson HellKite is a medium-range, high intensity fighting machine. Armed with a total of five Extended-Range Medium Lasers, it can lay down a devastating barrage of fire. For long-range combat, Crimson Hellkite Prime mounts a very accurate Large Pulse Laser which is backed up by a Long Range Missile launcher. A Small Laser firing into the rear arc completes this Configuration's armament. The Alpha Configuration looks eerie similar to Nova A, from which the Crimson Hellkite A borrows its weapon mix. Each arm carries a single Extended-Range Particle Projection Cannon, backed up by two ER Medium lasers in the torso. This Mechs loadout makes use of a greater number of Double Heat Sinks than Nova A, but drops the Anti-Missile System of its predecessor. The Crimson Hellkite Bravo is a dedicated general purpose combat configuration. Mounting an array of lasers and a huge long-range missile launcher, Configuration Bravo can give a good account of itself on any battlefield. The only weakness of this model is lack of endurance, as the LRM-20 holds only 12 reloads. Crimson Hellkite Charlie is a short-range, high intensity fighter. The left arm supports a huge Large Heavy Laser, while the right one mounts three ER Medium lasers. A single Streak-4 short-range missile system rounds up this arsenal. The C model makes great use of its torso-mounted Targeting Computer to offset the inaccuracy of the Heavy laser. Six double heat sinks are installed in the frame to cope with the significant heat this Configuration generates. Crimson Hellkite Delta is a support machine. Each

OMNIMECH : MEDIUM

arm mounts a large Advanced Tactical Missile launcher, backed by an array of three Medium Pulse Lasers in the torso. Capable of dealing tremendous damage for its size, Crimson Hellkite Delta lacks the larger supply of ammunition critical for prolonged combat engagements, tying this configuration closely to supply lines.

Deployment:
These 'Mechs have not seen action against other Clan forces, having only been spotted in the front-line Galaxies of Clan Blood Spirit.

Overview:
The Crimson Hellkite is another of several new OmniMechs fielded by the Blood Spirit Clan that have been dubbed "Series 2". As with the Crimson Langur, it represents a new line of development in 'Mech design, each machine carrying distinctive features which make them look similar to their 3050 origins. Given the operational parameters, the most likely purpose for this new line of Mechs is for general combat.

Capabilities:
The Crimson Hellkite's appearance is strikingly similar to two much older OmniMechs still in production: the Nova and Storm Crow. Each of those Mechs have advantages and drawbacks peculiar to their design. The Nova's great advantage was its jump jets, giving the chassis unsurpassed maneuverability on any kind of terrain. Yet the Nova suffered from slow speed and mediocre armor protection. The Storm Crow appears on the surface to be a superior Mech, with greater speed, better armor and more dedicated pod space than other Mediums. Yet many complain of the Storm Crow's lack of jump jets which limit this Mech usefulness in dense terrain. With such things in mind, Blood Spirit engineers decided to

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CRIMSON HELLKITE
Type/Model: Crimson Hellkite Mass: 55 tons Equipment Internal Structure: Engine: 330 XL Fusion Walking MP: 6 Running MP: 9 Jumping MP: 6 Heat Sinks: 10 [20] Gyro: Cockpit: Armor Factor: 182 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 3 18 13 9 13 Weapons & Equipment Primary Configuration: 1 Large Pulse Laser 1 ER Small Laser 3 ER Medium Lasers 2 ER Medium Lasers 1 LRM-10 Ammo (LRM) 12 3 Double Heat Sinks 2 Double Heat Sinks Jump Jets Jump Jets Jump Jets Weapons & Equipment Alternate Configuration Alpha: 1 ER PPC 1 ER PPC 1 ER Medium Laser 1 ER Medium Laser 2 Double Heat Sinks 2 Double Heat Sinks 1 Double Heat Sink 1 Double Heat Sink Jump Jets Jump Jets Jump Jets Weapons & Equipment Alternate Configuration Bravo: 1 Large Pulse Laser 1 Medium Pulse Laser 1 Medium Pulse Laser 1 Medium Pulse Laser 1 LRM-20 Ammo (LRM) 12 1 Double Heat Sink Jump Jets Jump Jets Jump Jets Loation Critical Tonnage LA RT (R) RA LA RA RA LT RT CT LL RL 2 1 3 2 1 1 6 4 2 2 2 6 0.5 3 2 2.5 1 3 2 2 2 2 Weapons & Equipment Alternate Configuration Charlie: 1 Large Pulse Laser 3 ER Medium Lasers 1 Streak SRM-4 Ammo (SRM) 25 Targeting Computer 2 Double Heat Sinks 2 Double Heat Sinks 1 Double Heat Sink 1 Double Heat Sink Jump Jets Jump Jets Jump Jets Weapons & Equipment Alternate Configuration Delta: 2 Medium Pulse Lasers 1 Medium Pulse Laser 1 ATM-9 Ammo (ATM) 10 1 ATM-9 Ammo (ATM) 10 Jump Jets Jump Jets Jump Jets

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Loation Critical Tonnage LA RA RA LT RT LT RT RA LA CT LL RL 3 3 2 2 2 4 4 2 2 2 2 2 4 3 3 2 2 2 2 1 1 2 2 2

Mass 3.5 12.50

0 4 3 9.50 Armor Value 9 28 7 20/20 6/6 18/18 25/25

Loation Critical Tonnage RA LA RT LT RT LT RA LA CT LL RL 2 2 1 1 4 4 2 2 2 2 2 6 6 1 1 2 2 1 1 2 2 2

Loation Critical Tonnage RT LT RA RT LA LT CT LL RL 2 1 4 2 4 2 2 2 2 4 2 5 2 5 2 2 2 2

Loation Critical Tonnage RA RA LT RT RA LA RT CT LL RL 2 1 1 1 6 2 2 2 2 2 6 2 2 2 7 2 1 2 2 2

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MAD DOG F
Type/Model: Mad Dog F Tech: Clan /3060 Config: Biped OmniMech Mass: 60 tons Chassis: Standard Power Plant: 300 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Ferro-Fibrous Armament: 2 ER Large Lasers 2 Medium Pulse Lasers 2 ATM-6s Manufacturer: Clan Fire Mandrill Communications System: Unknown Targeting & Tracking System: Unknown around six weapons, it provides both long and short-range punch, strong enough to dispatch most opponents in a few short minutes. Large Pulse Lasers have been replaced by their lighter Extended Range cousins. Although lacking in accuracy and generating more heat, this switch to ER laser technology gives a longer reach. More importantly, in combination with other changes it frees up enough pod space for a 30% increase in the number of Double Heat Sinks, alleviating notorious problems with heat. This, despite the fact that the F and the Prime produce exactly the same heat load! A well-trained F pilot can fire all his long range weapons continuously while at a dead run, and never move the heat meter. Coming into shorter ranges, he merely switches over from the Advanced Tactical Missile racks to highly accurate twin Medium Pulse Lasers and again, can maintain a steady barrage of firepower at a dead run - without moving the heat meter. If a Mechwarrior in a Mad Dog Prime attempted to duplicate this performance, he would deliver only 30% more damage (mostly due to the increased accuracy of the large pulse laser) and be forced to shut down in less than a minute. But this comparison only holds when the F pilot sticks to energy weapons If, for example, he chooses to close with a damaged opponent, an F Mechwarrior can shift back to the ATM-6 racks and use short-range High Explosive missiles to finish the job. He can deliver 90% of the Primes damage potential and maintain full mobility once again, with no overheating! This new configurations layout proves what many of Our Order have long thought that it is not the weapon systems themselves but the way they are balanced on a given Mech frame that has been such a problem for the Mad Dog in the past. This balance came about almost by accident - the new state-of-the-art ATMs were added almost as an after-thought. Originally the Mad Dog F was to be equipped with Long-Range Missile launchers of slightly smaller size than the original Twentyracks. But progress in missile design and a slow, steady trade with Clan Coyote has permitted the Fire Mandrills to field these new ATM systems to great advantage. The Mad Dog F carries two ATM-6 launchers with four tons of ammunition. With a ton of ammunition devoted to each range bracket Extended Range, Long Range and High-Explosive Short Range - and an additional ton designated as the mission requires, Mad Dog F has 300% more battlefield endurance than the Prime configuration. It can engage enemy 'Mechs on its own terms.

OMNIMECH : HEAVY Deployment:


Mad Dog Alternate Configuration F has found its greatest use, not surprisingly, among warriors of Clan Fire Mandrill. This OmniMech's ability to deliver a sustained barrage of fire over long distances is highly prized by new recruits joining the Fire Mandrill ranks from sibko training camps.

Overview:
The Mad Dog (Vulture) has been a staple of most Clan armies since before the Invasion of the Inner Sphere. As new designs hit the testing grounds, this classic Omni is increasingly relegated to second-line assignments, especially in its Prime Configuration. But all of that is about to change, at least for Clan Fire Mandrill, as they present a long-awaited replacement for the aging Prime.

Capabilities:
Mad Dog F's beauty lies in the simplicity of the design itself. The Mad Dog Prime was well-armed, but considered only adequate as a direct combat vehicle. Although its accuracy was often unmatched, an excess of heat and a shortage of ammunition plagues the Prime configuration regardless of its assignment. Clan Fire Mandrills engineers decided to take a direct, slightly different approach. With straight-forward modification of armament and several system upgrades, the new variant has proven to be a truly solid 'Mech. Mad Dog'Fs armament is simple, yet lethal. Centered

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MAD DOG F
Type/Model: Mad Dog F Mass: 60 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 154 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 10 14 14 3 20 300XL Fusion 5 8 0 17 (34) 7 3 3 8 Armor Value 9 23 7 16/16 7/7 16/16 23/23 Mass 6 9.5 Weapons & Equipment 1 ER Large Laser 1 ER Large Laser 1 Medium Pulse Laser 1 Medium Pulse Laser 1 ATM-6 Ammo (ATM) 20 1 ATM-6 Ammo (ATM) 20 Loation Critical Tonnage RA LA RA LA RT RT LT LT 1 1 2 2 5 2 5 2 4 4 1 1 5.5 2 5.5 2

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MAD DOG M
Type/Model: Mad Dog M Tech: Clan /3060 Config: Biped OmniMech Mass: 60 tons Chassis: Standard Power Plant: 300 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Jump Capacity: 150 meters Armor Type: Ferro-Fibrous Armament: 2 ER PPCs 2 Heavy Medium Lasers Manufacturer: Clan Ghost Bear Communications System: Unknown Targeting & Tracking System: Unknown two-front war is one the Clan designers applied well. A rookie Mechwarrior already has his hands full with the enemy outside the cockpit. It is a mistake of the first order to force him to confront an enemy (excess heat) inside as well.

OMNIMECH : HEAVY
front and second-line units. There are strong indications that the Mad Dog M may soon become a staple of Stars comprised of nothing but fast, highly-mobile OmniMechs.

Capabilities:
Mad Dog M's primary advantage over other Configurations is its ability to jump and effectively control its heat levels in almost any situation. A total of twenty-one Double Heat Sinks have been installed to shed weapons-generated heat, an ongoing problem with most other Mad Dog variants. Testing those twentyone freezers is a small but powerful array of energy weapons. Each arm carries a huge Extended Range Particle Projection Cannon in its main housing, paired with a Heavy Medium Laser located just underneath. Five jump jets have been installed in the torso, allowing the M to outmaneuver anything it can't outrun. The Mad Dog M is most frequently seen in Fast Strike Stars. Its mobility greatly enhances a Stars fighting potential, especially one that is equipped with other jump-capable 'Mechs. But this is not the only application for this new machine. The M has also been spotted working in tandem with another Bear favorite, the Executioner (Gladiator). With proper use of MASC, the Executioner's speed matches that of the Mad Dog, and the fact that both are jump-capable has made for an effective partnership. The most surprising feature of the Ms loadout is its use of Heavy Medium Lasers. While such weapons are not unknown (the H configuration of 3060 carried three), the Ghost Bears have a reputation for conservative design, generally avoiding unproven technology. Apparently the performance of the new Heavy laser class has been quite impressive, as Ghost Bear designers did not hesitate to integrate these new weapons into the M configuration. Whether they acquired these heavy lasers from battlefield salvage with Clan Hells Horses or by direct Trial of Possession remains unknown, but the popularity of the Mad Dog M with Ghost Bear pilots suggests this Clan may have access to substantial stockpiles.

Overview:
The Mad Dog (Vulture) has been a standard front line Clan OmniMech almost from the first days of the Invasion. Favored heavily by Clan Ghost Bear in most of its configurations, this Mech represents the archetype of most Clan designs in the Heavy weight class that is, tremendous firepower coupled with acceptable mobility and good armor. Of course, this comes at a price. The traditional Clan OmniMechs potential is realized only by the most highly skilled and experienced Mechwarriors. Heat sinks are almost an afterthought on older designs, so managing ones heat meter becomes critical in extended battles, especially considering the Mad Dogs merely adequate mobility. Squeezing every bit of usefulness out of such machines was once a point of pride with the Mechwarrior elite. Now that many of them are dead from attrition, it is a point even the Ghost Bears can no longer afford. Thus the newest variant, the Mad Dog M. Following close on the heels of the H, another wellplanned configuration known for packing a massive number of heat sinks, the M is designed to increase mobility while at the same time making it easier for an inexperienced Clan pilot to accomplish his mission. The two-millennia-old adage never fight a

Deployment:
In the aftermath of its conflict with the Draconis Combine and the former Clan Nova Cat, Clan Ghost Bear launched a crash program of re-arming and re-supplying some of their depleted

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MAD DOG M
Type/Model: Mad Dog F Mass: 60 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 154 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 10 14 14 3 20 300XL Fusion 5 8 5 21 (42) 11 3 3 8 Armor Value 9 23 7 16/16 7/7 16/16 23/23 Mass 6 9.5 Weapons & Equipment 1 ER PPC 1 ER PPC 1 Heavy Medium Laser 1 Heavy Medium Laser 1 Jump Jet 2 Jump Jets 2 Jump Jets Loation Critical Tonnage RA LA RA LA CT RT LT 2 2 2 2 1 2 2 6 6 1 1 1 2 2

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FALCATA
Type/Model: Falcata Tech: Clan /3061 Config: Biped OmniMech Mass: 65 tons Chassis: Endo Steel Power Plant: 325 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: none Manufacturer: Clan Hell's Horses Communications System: Unknown Targeting & Tracking System: Unknown Perhaps one of the Primes greatest strengths is that, equipped with 46% more heat sinks than the Base model, it can move at full speed and fire all its long-range weaponry without overheating. Another strong point of this design is that it allocates three tons of ammunition for the LRM-20. This means that even after an extended barrage, the Falcata Prime can add the launchers punch to its fearsome close combat fire and finish off an opponent. The most common alternate version of the Falcata is Configuration Alpha, used primarily for fast attacks. Its flexible Advanced Tactical Missile-12 launcher enables the pilot to choose between extreme long-range salvos or high-explosive finishing shots. Rapidly closing with an opponent, the Alpha would switch to ultra-accurate Large Pulse Lasers and a trio of smaller Extended-Range Medium Lasers to conserve ammunition. Featuring dual Heavy Large Lasers in the right arm and a quad pod of Medium Pulse Lasers in the left, the Falcata Bravo can cripple an enemy with one volley at close range. With these weapons tied into a Clan Targeting computer, and sporting an extra nine Double Heat Sinks, the B Configuration is usually found in a wolf pack, hunting down enemy mechs or (occasionally) executing headhunter missions. Falcata Charlie is usually relegated to fire support, as its primary weapons are two huge ATM-12 launchers. Both are equipped with an ample supply of ammunition, the type varying according the anticipated mission. A typical loadout will fill four ammo bins with Extended Range missiles and two bins with High Explosive. Backup weapons are a single Large Pulse Laser mounted in the right arm and dual ER Medium Lasers in the other arm.

OMNIMECH : HEAVY

Overview:
The Falcata is the latest OmniMech to come off the Clan Hell's Horses production lines. Originally intended as an up-armored replacement for the Mad Dog (Vulture) OmniMech, the Falcata quickly earned itself a reputation as a solid front-line machine capable of handing out damage and taking it, too. This Mech belongs to the same weight class as the venerable Hellbringer and Cauldron-Born, and while it cannot claim to be as tough as the Cauldron-Born, it nevertheless boasts an excellent mix of weapons in all of its configurations, with enough heat sinks to use them effectively

Capabilities:
The Primary Configuration of the Falcata is an engineering marvel. Its blend of systems constitutes a sound combination of anti-'Mech weaponry, both long and short-range. Two Extended Range Particle Projection Cannons lead off in combat operations, assisted by a Long Range Missile-20 launcher. Nineteen Double Heat Sinks provide ample heat dissipation for extended barrage fire. When closing to shorter ranges, however, the wise Mechwarrior will drop an ER PPC for the three Heavy Medium Lasers, which double the damage while taking advantage of existing holes in an opponents armor.

Deployment:
Falcata is a favorite 'Mech of Clan Hell's Horses, though it does appear with other Clan forces in significantly smaller numbers. It has been seen on all types of missions, including reconnaissance, and is the equal of any Clan Heavy Mech.

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FALCATA
Type/Model: Falcata Mass: 65 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP: Heat Sinks: Gyro: Cockpit: Armor Factor: Weapons & Equipment Primary Configuration: 1 ER PPCs 3 Medium Pulse Lasers 1 LRM-20 Ammo (LRM) 6 3 Double Heat Sinks 1 Double Heat Sink 1 Double Heat Sink Weapons & Equipment Alternate Configuration Alpha: 2 Large Pulse Lasers 3 ER Medium Lasers 1 ATM-12 Ammo (ATM) 15 2 Double Heat Sinks 1 Double Heat Sink 1 Double Heat Sink Weapons & Equipment Alternate Configuration Bravo: 2 Heavy Large Lasers 4 Medium Pulse Lasers Targeting Computer 4 Double Heat Sinks 3 Double Heat Sinks 2 Double Heat Sinks Weapons & Equipment Alternate Configuration Charlie: 1 Large Pulse Laser 2 ER Medium Lasers 1 ATM-12 Ammo (ATM) 15 1 ATM-12 Ammo (ATM) 15 1 Double Heat Sink Loation Critical Tonnage RT LT RT LT LT RT LA 4 3 4 1 6 2 2 12 6 5 1 3 1 1

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325 XL Fusion 5 8 0 13 [26]

Mass 3.5 12

202 Internal Structure

3 4 3 10.50 Armor Value 9 32 9 23/23 7/7 20/20 26/26

Loation Critical Tonnage RT LA RT RT LT LA LT 4 3 5 3 4 2 2 12 3 7 3 2 1 1

Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg:

3 21 15 10 15

Loation Critical Tonnage RA LA RT LT RT LA 6 4 4 8 6 4 8 8 4 4 3 2

Loation Critical Tonnage RA LA RT RT LT LT RT 3 2 5 3 5 3 2 4 2 7 3 7 3 1

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HELLBRINGER MK II
Type/Model: Hellbringer MK2 Tech: Clan /3060 Config: Biped BattleMech Mass: 65 tons Chassis: Endo Steel Power Plant: 325 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro-Fibrous Armament: 2 ER Large Lasers 2 Heavy Medium Lasers 2 Medium Pulse Lasers 2 Adv. Tact. Msl. 6s 1 Flamer Manufacturer: Clan Snow Raven Communications System: Unknown Targeting & Tracking System: Unknown

BATTLEMECH : HEAVY

Capabilities:
The Hellbringer II begins with an Endo Steel chassis and adds an extra-light 325 Fusion Engine, giving this Mech a top speed of nearly 90 kph. The old Hellbringer was poorly armored in all it variants, carrying only 60% of the protection possible for an OmniMech of its weight class. Not so the Hellbringer II it carries ten tons of Ferro Fibrous, 90% of the maximum possible. The older model featured a bewildering variety of weapon loadouts; one of the survivors of Tukayyid referred to it as a walking Swiss Army knife. Unfortunately, while this made it a jack of all trades, the corollary master of none applied as well. The Clans were luckier than they knew when they faced Inner Sphere pilots riding antiquated designs. The Hellbringer II is more focused, carries a carefully designed array of weapons, and thus is a tougher opponent on the modern battlefield. Starting with two arm-mounted Extended Range Large Lasers, this Mech adds twin ATM- Advanced Tactical Missile launchers with three tons of variable munitions for incredible striking power at very, very long range. For close-in work, a pilot need only switch out the ER Large Lasers for two arm-mounted Heavy Medium Lasers and shift to an ATM high-explosive ammo bin to continue the carnage. Enemy Mechwarriors are also beginning to use the latest ATM and Artemis-equipped launchers, so this Mech has been fitted with an Electronic Counter Measure package which grants itself and its allies significant protection from those enhanced weapons systems. Finally, the Hellbringer II is equipped with two Medium Pulse Lasers set in the center torso and a single Flamer, the ideal answer to swift opponents and the occasional Star of pesky battle armor. Despite a generous seventeen Double Heat Sinks, pilots must still practice good heat management to get the most from this design

Overview:
When it first appeared in 3049, the Hellbringer (Loki) was the equal of any two Inner Sphere Mechs, actually taking on and defeating entire lances of lighter machines as it swept through the Draconic Combine and Lyran Alliance. How times have changed... Twelve years on, the Hellbringer is now almost a secondline Mech, taking a definite back seat to new variants and even entirely new designs as they take to the field. However, there are some who think this design still has some miles left in it. Breathing new life into an older machine is no easy feat, and the resulting changes were so deep-seated that the new Mech was less a revamped OmniMech Configuration and more of a standalone design. Thus was born the Hellbringer II.

Deployment:
The Hellbringer II is beginning to replace old Hellbringers of all configurations in Clan Snow Raven. Mechwarriors who have grown accustomed to the older designs quirks find the transition to the newest design an easy one all the idiosyncrasies have been eliminated, leaving only the finer qualities of the original chassis married to newfound endurance and firepower.

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HELLBRINGER MK II
Type/Model: Hellbringer Mk II Mass: 65 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 192 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 10 15 15 3 21 325XL Fusion 5 8 0 17 [34] 7 4 3 10 Armor Value 9 30 9 20/20 7/7 20/20 25/25 Mass 3.5 12 Weapons & Equipment 2 ER Medium Lasers 1 ER Large Laser 1 ER Large Laser 1 Heavy Medium Laser 1 Heavy Medium Laser 2 Medium Pulse Lasers 1 ATM-6 Ammo (ATM) 20 1 ATM-6 Ammo (ATM) 10 1 Flamer 1 ECM Suite Loation Critical Tonnage RA RA LA RA LA CT RT RT LT LT H RT 2 1 1 2 2 2 6 2 6 2 1 1 2 4 4 1 1 4 6.50 2 6.50 2 0.50 1

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DIMACHERI
Type/Model: Dimacheri Tech: Clan /3062 Config: Biped OmniMech Mass: 70 tons Chassis: Endo Steel Power Plant: 350 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Standard Jump Capacity: 150 meters Armor Type: Ferro Fibrous Armament: none Manufacturer: Clan Coyote Communications System: Unknown Targeting & Tracking System: Unknown addition to the fourteen already assigned. In theory, this would permit the pilot to fire all his long range weapons without pause while moving at speeds approaching 90 kph. But only in theory. Wise Mechwarriors will note the price paid for this extraordinary potential: each launcher has only one ton of ammunition, an amount which will last about a minute and a half in combat. Thus, after the initial bombardment, trigger-happy Dimacheri Prime pilots may find themselves hauling around what is essentially seven tons of dead weight. The Dimacheri A has already gained something of a reputation as an infighter. Two Extended-Range Particle Projection Cannons are mounted in the left arm and provide the standard long reach expected of a Clan Heavy. Moreover, left and right torsos each pack two much-feared Heavy Medium Lasers, along with an ER Medium (presumably for heat management). All weapons systems are tied into a sophisticated Clan Targeting Computer known for its deadly accuracy. Finally, a total of twenty-three Double Heat Sinks ensure the A has absolutely no issues with excess heat. As one of Our Order said recently, A Dimacheri A pilot can jump 150 meters, fire 60% of his weapons and sneer in the general direction of the heat meter. Only an idiot or another Clanner would tangle with something like that. Alternate Configuration Bravo carries two massive LRM-20 Long Range Missile racks, each supplied with two tons of ammunition. Additional long-range punch is provided by a single ER PPC in the left arm. A torso-mounted trio of ER Medium Lasers provides withering fire as the B closes with its opponent. As with the other Configurations, Dimacheri Bravo is capable of a full jump while firing all its heavy weapons without resorting to heat management. Alternate Configuration Charlie carries a massive Ultra-20 Autocannon, one of the most fearsome weapons known. Though it carries extra shells for this weapon, the Ultra design can suffer ammunition shortages in a prolonged engagement. Prudent Mechwarriors will use the Ultra AC-20 to open holes in an oppo-

OMNIMECH : HEAVY
nents armor, and then switch to a battery of four ER Medium Lasers to wreak havoc on the exposed internal structure. A ER Large Laser in one arm is insurance against empty ammo bins in a protracted engagement.

Deployment:
The Dimacheri is one of the new heavy OmniMechs coming into general use among Clan Coyote Stars. It appears most often among fast striker units which follow up a rapid advance, and less often as mobile support for Assault 'Mechs.

Overview:
In all of its configurations, the Dimacheri enjoys two major advantages over heavier opponents: mobility and the ability to fire most of its weapons with little concern for heat buildup. Borrowing concepts from the Hellbringer, Summoner and Canis, it improves on them, being better armed and armored than either the Summoner or Hellbringer and much more maneuverable than the Canis.

Capabilities:
The Dimacheri Prime appears most often and is a Configuration remarkable for its ability to hunt down and destroy infantry. The mix of weapons, added to the Base designs maneuverability and generous amount of armor, make it a deadly and tenacious foe. Two shoulder-mounted LRM-15 Long-Range Missile launchers combine with twin Extended-Range Large Lasers for fearsome reach and firepower. An additional two Extended Range Medium Lasers are handy for picking off enemy battle armor attempting to move in. Finally, the Primes quadruple array of torsomounted Flamers is the perfect clincher, immolating any trooper foolish enough to attempt swarming this Mech. The Prime features an additional nine Double Heat Sinks in

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DIMACHERI
Type/Model: Dimacheri Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP: Heat Sinks: Gyro: Cockpit: Armor Factor: Weapons & Equipment Primary Configuration: 2 ER Large Lasers 1 ER Medium Laser 1 ER Medium Laser 2 Flamers 2 Flamers 1 LRM-15 Ammo (LRM) 8 1 LRM-15 Ammo (LRM) 8 3 Double Heat Sinks 1 Double Heat Sink Jump Jets Jump Jets Jump Jets Weapons & Equipment Alternate Configuration Alpha: 2 ER PPCs 1 ER Medium Laser 2 Heavy Medium Lasers 2 Heavy Medium Lasers Targeting Computer 3 Double Heat Sink 1 Double Heat Sink Jump Jets Jump Jets Jump Jets Loation Critical Tonnage LA RT LT RT LT RT RT LT LT RA LA CT LL RL 2 1 1 2 2 2 1 2 1 6 2 1 2 2 8 1 1 1 1 3.5 1 3.5 1 3 1 1 2 2 Weapons & Equipment Alternate Configuration Bravo: 1 ER PPC 2 ER Medium Lasers 1 ER Medium Laser 1 LRM-20 Ammo (LRM) 12 1 LRM-20 Ammo (LRM) 12 Jump Jets Jump Jets Jump Jets Weapons & Equipment Alternate Configuration Charlie: 1 ER Large Laser 2 ER Medium Lasers 2 ER Medium Laser 1 Ultra Autocannon/20 Ammo (AC) 15 2 Double Heat Sinks 2 Double Heat Sinks Jump Jets Jump Jets Jump Jets

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Loation Critical Tonnage LA RT LT RT RT LT LT CT LL RL 2 2 1 4 2 4 2 1 2 2 6 2 1 5 2 5 2 1 2 2

350 XL Fusion 5 5 5 14 [28]

Mass 3.5 15

202 Internal Structure

4 4 3 10.50 Armor Value 9 33 10 20/20 8/8 20/20 27/27

Loation Critical Tonnage LA RT LT LA RT RA RT CT LL RL 1 2 2 8 3 4 4 1 2 2 4 2 2 12 3 2 2 1 2 2

Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg:

3 22 15 11 15

Loation Critical Tonnage LA LT RT LT RT RA LT CT LL RL 4 1 4 4 4 6 2 1 2 2 12 1 2 2 4 3 1 1 2 2

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NOVA CAT F
Type/Model: Nova Cat F Tech: Clan /3062 Config: Biped OmniMech Mass: 70 tons Chassis: Endo Steel Power Plant: 280 XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 1 Large Pulse Laser 3 ER Medium Lasers 2 Ultra AC/10s Manufacturer: Clan Nova Cat Communications System: Unknown Targeting & Tracking System: Unknown Autocannons in the right arm, rather than the standard ER PPCs or ER Large Lasers. Accompanying this deadly duo is another weapon with a nearly identical fire envelope the lethally accurate Large Pulse Laser. Mounted directly above this threat are three Extended Range Medium Lasers; the total package accounts for 44% of the Nova Cat Fs damage potential. Endurance for this variant is good, keeping in mind the assumed mission as a breakthrough Mech. Half the loadout is energybased, and the Ultra 10s are supplied with four tons of ammunition. This is enough for over a minute and a half of massive sustained ballistic fire a virtual eternity in combat, as most Mechwarriors would agree. The split between the two types yields a relatively low heat load, one that sixteen Double Heat Sinks can handle with ease. Arm-mounting all the weapons might seem at first to be counterintuitive, as most Mech arms are traditionally more lightly armored than torso locations. The loss of either limb would reduce the pilots firepower by half. But a glance at the other Configurations shows this is normal for the Nova Cat design, and further study reveals the armor covering each arm is only a hair less than that of the side torsos! Furthermore, given this Mechs relatively slow speed, the pilots ability to bring fifty percent of his guns to bear on the rear arc is a time-honored method of discouraging opponents who might attempt a back shot.

OMNIMECH : HEAVY

Overview:
Following their defeat at Tukayyid, the Nova Cats approached the Coordinator of the Draconis Combine and began talks aimed at, if not peace, at least a cessation of hostilities which would permit the battered Clan to lick its wounds and recover. As the two parties met and a parlay began, Khan Severen Leroux ordered the construction of a new Heavy OmniMech intended to protect the Clan both militarily and spiritually. This design was christened Nova Cat, an act which imbued it with the spirit of the Clan.

Deployment:
Nova Cats of all Configurations are being shipped to the front lines as fast as they can be produced, and the F is no exception. The presumed primary mission of breakthrough - that is, rushing resources to take advantage of a break in enemy lines - is one the Nova Cat F is expected to carry out with ruthless efficiency. Khan Leroux is no fool. He knows he cannot expect peace with the Inner Sphere if he deals from a position of weakness. The phrase speak softly and carry a big stick is a clich precisely because it is true - and Clan Nova Cat is preparing to field a very big stick indeed with this new design.

Capabilities:
The Nova Cats five sister Configurations concentrate on fire support and short-range combat. The newest Configuration, the Nova Cat F, explores new territory with the concept of a medium-range fighter. Rather than concentrate on hitting targets at very long ranges and then smash them with up-close brute force, the F mounts weapons which trade range for endurance and firepower. Thus, the primary loadout is a pair of Ultra AC-10

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NOVA CAT F
Type/Model: Nova Cat F Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 216 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 11 15 15 3 22 280XL Fusion 4 6 4 16 (32) 6 3 3 13.5 Armor Value 9 35 8 23/23 7/7 22/22 30/30 Mass 3.5 8 Weapons & Equipment 1 Large Pulse Laser 3 ER Medium Lasers 1 Ultra Autocannon/10 1 Ultra Autocannon/10 Ammo (AC) 40 Loation Critical Tonnage LA LA RA LA RT 2 3 4 4 4 6 3 10 10 4

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SUMMONER F
Type/Model: Summoner F Tech: Clan /3061 Config: Biped OmniMech Mass: 70 tons Chassis: Standard Power Plant: 350 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Standard Jump Capacity: 150 meters Armor Type: Ferro-Fibrous Armament: 2 Large Pulse Lasers 2 Medium Pulse Lasers 1 LRM-15 Manufacturer: Clan Steel Viper Communications System: Unknown Targeting & Tracking System: Unknown of accuracy over payload. In short, carrying the biggest gun on the battlefield does you no good if you cannot consistently hit the target. In keeping with Steel Viper tradition, the Summoner F features a conservative loadout. Working primarily with energy weapons, the F is point of proof that Clan Steel Viper is capable of learning from their mistakes (especially those surrounding the event known as Devil's Bath). The Summoner F's armament consists of twin Large Pulse Lasers, one mounted in each arm and backed up by a Medium Pulse cousin placed just below. Such an array provides the F with an accurate barrage of close-range fire, especially if a seasoned veteran is at the controls. An LRM-15 Long Range Missile launcher is perched on the left shoulder, yielding an outline reminiscent of the original Prime configuration. However, this LRM is of the latest design and appears to be much smaller in size than its 3050 predecessor. Supplied with a respectable two tons of ammunition, it gives the Summoner F decent battlefield endurance and allows the pilot to accept assignments beyond the usual slugging match.

OMNIMECH : HEAVY

Deployment:
Following a disastrous campaign again Clan Jade Falcon and recent setbacks against their traditional foe, the Snow Ravens, Clan Steel Viper have been turning out this new configuration as quickly as possible. But their factories are few, and logistical capacity is limited. Our Order expects the Steel Vipers to produce an occasional new design (such as the recently spotted Thylacine OmniMech) but spend most of their energy working on high-accuracy, high-endurance machines using existing battleframes and proven off-the-shelf hardware to stretch their meager resources. Aside from a few glitches with the LRM targeting system, the Summoner F has done well in recent skirmishing with Clans Star Adder and Cloud Cobra. It appears to be an effective front-line OmniMech.

Overview:
Since their defeat at Tukayyid and subsequent ejection from the Inner Sphere at the hands of Clan Jade Falcon, Clan Steel Viper has been biding its time back in the Clan Homeworlds. Not wishing to share the fate of the Smoke Jaguars, this Clan has used the intervening decade of relative obscurity to improve industrial production while working on improvements to existing Clan Omni-Mechs. The Steel Vipers do not have to maintain huge garrisons; they are not in the thick of political wrangling and aside from recent setbacks in an ongoing dispute with Clan Snow Raven, they are making the most of the home-field advantage. The Hellbringer II is one such result and is addressed elsewhere in this Technical Manual. Another is the addition of yet one more in a long line of configurations for the Summoner (Thor) OmniMech, the Summoner F.

Capabilities:
This new configuration is based on the time-tested doctrine

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SUMMONER F
Type/Model: Summoner F Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 182 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 11 15 15 3 22 350XL Fusion 5 8 5 15 (30) 5 4 3 9.5 Armor Value 9 27 8 22/22 7/7 17/17 23/23 Mass 7 15 Weapons & Equipment 1 Large Pulse Laser 1 Large Pulse Laser 1 Medium Pulse Laser 1 Medium Pulse Laser 1 LRM-15 Ammo (LRM) 16 Jump Jets Jump Jets Jump Jets Loation Critical Tonnage RA LA RA LA LT LT CT LL RL 2 2 1 1 2 2 1 2 2 6 6 2 2 3.5 2 1 2 2

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SUMMONER O
Type/Model: Summoner Omega Tech: Clan /3061 Config: Biped OmniMech Mass: 70 tons Chassis: Standard Power Plant: 350 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Standard Jump Capacity: 150 meters Armor Type: Ferro-Fibrous Armament: 2 ER PPC 1 LRM-20 1 ER Small Laser Manufacturer: Clan Steel Viper Communications System: Unknown Targeting & Tracking System: Unknown a Heavy Mech and shines in both close combat and mountainous terrain, where the five jump jets permit the Omega to quickly drop behind an opponent and get the upper hand. The Omega is equipped with an intimidating array of longrange firepower for a Mech of its size. First up is a pair of Extended Range Particle Projector Cannons, with the usual lethal reach and damage. Backing this up is a Long Range Missile 20 launcher with two tons of ammunition. Rounding out this lethal array is an Extended Range Small Laser, useful in combination with the LRM-20 for dealing with infantry and battle armor. Mechwarriors piloting the Omega have the benefit of seventeen Double Heat Sinks, and this is enough to allow a twenty-second barrage with 90% of their weapons before heat management techniques kick in. It does not allow them to jump or even move about which speaks volumes of the intended role this new OmniMech will play on future battlefields Our Order has given much thought to this new variant and can only presume the Ice Hellions desire a Mech which can take an opponents head off with one hit or cut through its armor as quickly as possible. The superior mobility the Summoner enjoys is to be used only to gain a good fire position. This is not necessarily a drawback. To the novice Mechwarrior, it might seem the Omega is ideal for Mech-on-Mech combat. In reality, the lack of movement options and loadout of weapons which are best used in a fire support role strongly suggest the Omega is not intended for close encounters at all. In short, we believe the Summoner Omega will work in concert with another, as-yet unconfirmed new Mech which specializes in exploiting the large holes this design is sure to make in an opponents armor. The Omega is a very efficient canopener, and we await the confirmation of a complementary variant which features a large amount of Short Range Missiles. Rumors circulate of a companion, tentatively named the Summoner Alpha, but as yet we have no definate sightings. Such an Alpha-Omega team would easily put to shame the similar Inner Sphere Hammer and Anvil pairing which, to date, has shown much battlefield potential.

OMNIMECH : HEAVY

around replacing the LRM-20 and its ammunition with ER Medium Lasers, giving the 'Mech more staying power and flexibility on the battlefield after it has closed with an opponent.

Overview:
In all of its configurations, the Thor main advantages over other heavier 'Mechs are its mobility and its ability to fire all its weapons with little worry about heat buildup. Apparently borrowing concepts from the Warhammer, Marauder and Victor, the Thor is an excellent all-around 'Mech. While the Thor maybe less powerful than some and less quick than others, it successfully blends heavy firepower and maneuverability. Weighing in at seventy tons, the Summoner (Thor) Omega OmniMech has begun appearing in Clan Ice Hellion Stars. Alternate Configuration Omega appears designed for a new application altogether, and it is not hard to understand why the Ice Hellions created it.

Capabilities:
The Summoner is an imposing machine, much feared on the battlefield regardless of the weapons it carries. It features 9.5 tons of Ferrofibrous armor, 83% of the maximum allowed. Powered by a 350 XL fusion engine, it features excellent mobility for

Deployment:
Summoner Omega appears to be a favorite among aggressive Hellion Mechwarriors. This configuration is widely accepted as a standard for Hellion blitzkrieg tactics, but few minor field modifications have been seen. Those that exist usually revolve

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SUMMONER O
Type/Model: Summoner F Mass: 70 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 182 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 11 15 15 3 22 350XL Fusion 5 8 5 15 (30) 5 4 3 9.5 Armor Value 9 27 8 22/22 7/7 17/17 23/23 Mass 7 15 Weapons & Equipment 1 ER PPC 1 ER PPC 1 ER Small Laser 1 Medium Pulse Laser 1 LRM-20 Ammo (LRM) 12 Jump Jets Jump Jets Jump Jets Loation Critical Tonnage RA LA RT LA LT LT CT LL RL 2 2 1 1 4 2 1 2 2 6 6 0.5 2 5 2 1 2 2

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THYLACINE
Type/Model: Thylacine Tech: Clan /3062 Config: Biped OmniMech Mass: 75 tons Chassis: Endo Steel Power Plant: 300 XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: none Manufacturer: Clan Steel Viper Communications System: Unknown Targeting & Tracking System: Unknown continues his advance. To cope with the extreme heat build-up caused by these weapons, Thylacine Prime carries an additional six Double Heat Sinks. Configuration Alpha reflects a singular focus on the closequarters combat found in urban environments and rough or mountainous terrain. The combination of quadruple Medium Pulse Lasers, a heavy Ultra Autocannon-20 and two Large Pulse Lasers give this variant tremendous punch, especially at shorter ranges. Mechwarriors are cautioned to use the Ultra AC-20 sparingly, relying on it only as a means of administering the coup-de-grace due to its limited amount of ammunition. The Bravo Configurations role appears to be that of a long-range sniper. It is equipped with a Gauss rifle and two ER PPCs which enables it to dispatch opponents long before they can move into effective weapons range. An armmounted Streak-6 Short-Range Missile launcher rounds off the Thylacine Bs armament, allowing its pilot to shake salt into the wounds created by his larger guns. The remaining known Configuration is an obvious attempt to copy the highly efficient Blood Asp B. Thylacine C carries a total of four LRM-15 launchers in the torso, each supplied by a ton of ammunition, while each arm features an ER PPC and Medium Pulse Laser mounted in an over-andunder arrangement. It is worth noting that, while the Blood Asp B may not pack the immediate overwhelming firepower of the Thylacine C, it is remarkably heatefficient and can maintain missile fire 50% longer. Configuration C is not popular among newer Mechwarriors due to its tendency to overheat (despite the addition of seven Double Heat Sinks) and a marked dependence on supply lines which appears fairly early in combat.

OMNIMECH : HEAVY
among Steel Viper units, and several have been spotted among Clan Cloud Cobra's Crusader cloisters. The latter is most likely due to battlefield salvage rather than trade.

Overview:
The Thylacine is a heavy OmniMech destined for extremely wide use with Clan Steel Viper. Used as a primary attack and assault 'Mech, this Mech was envisioned as a Clan Viper version of the Night Gyr, but with a heavier weapons load. In order to achieve this, Viper engineers decided to drop the Night Gyr's jump jets, leaving the Thylacine with only average ground speed and maneuverability.

Capabilities:
Thylacine is a multi-role OmniMech designed to take punishment and dish out more in return. Its unusual construction is aesthetically more appealing than that of a Night Gyr, but at bottom its the same familiar 'Mech. Unlike the older design, the Thylacine forgoes the laser heat sinks unique to the Night Gyr for traditional Double Heat Sinks which are easier to service in the field. The Primary Configuration includes a good mix of long and short range weapons; two LRM-10 Long Range Missile launchers and an Extended-Range Particle Projection Cannon give it a respectable reach. A pilot anticipating close combat merely brings the twin Large Pulse Lasers in to replace the LRM-10s and

Deployment:
This new design has been seen in increasing numbers

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THYLACINE
Type/Model: Thylacine Mass: 75 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP: Heat Sinks: Gyro: Cockpit: Armor Factor: Weapons & Equipment Primary Configuration: 1 ER PPC 2 Large Pulse Lasers 2 Medium Pulse Lasers 2 Medium Pulse Lasers 2 LRM-10s Ammo (LRM) 24 2 Double Heat Sinks 2 Double Heat Sinks 2 Double Heat Sinks 2 Double Heat Sinks Weapons & Equipment Alternate Configuration Alpha: 2 Large Pulse Lasers 2 Medium Pulse Lasers 2 Medium Pulse Lasers 1 Ultra Autocannon/20 Ammo (AC) 5 Ammo (AC) 10 2 Double Heat Sinks 2 Double Heat Sinks 2 Double Heat Sinks Weapons & Equipment Alternate Configuration Bravo: 2 ER PPCs 2 Medium Pulse Lasers 1 Gauss Rifle Ammo (Gauss) 16 1 Streak SRM-6 Ammo (SRM) 15 3 Double Heat Sinks 2 Double Heat Sinks 2 Double Heat Sinks Loation Critical Tonnage RT LT RA LA RT RT RA LA RT LT 2 4 2 2 4 2 4 4 4 4 6 12 4 4 5 2 2 2 2 2 Weapons & Equipment Alternate Configuration Charlie: 1 ER PPC 1 ER PPC 1 Medium Pulse Laser 1 Medium Pulse Laser 2 LRM-15s Ammo (LRM) 16 2 LRM-15s Ammo (LRM) 16 2 Double Heat Sinks 2 Double Heat Sinks 2 Double Heat Sinks 1 Double Heat Sinks

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Loation Critical Tonnage RA LA RA LA RT RT LT LT RA LA RT LT 2 2 1 1 4 2 4 2 4 4 4 2 6 6 2 2 7 2 7 2 2 2 2 1

300XL Fusion 4 6 0 12 [24]

Mass 4 9.5

231 Internal Structure

2 3 3 12.50 Armor Value 9 36 10 25/25 7/7 24/24 32/32

Loation Critical Tonnage LT RA LA LT LT RT LA RT LT 4 2 2 8 1 2 4 4 4 12 4 4 12 1 2 2 2 2

Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg:

3 23 16 12 16

Loation Critical Tonnage LT LA LT LT RA LT LA RT LT 4 2 6 2 2 1 6 4 4 12 4 12 2 3 1 3 2 2

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TIMBER WOLF F
Type/Model: Timber Wolf F Tech: Clan /3058 Config: Biped OmniMech Mass: 75 tons Chassis: Endo Steel Power Plant: 375 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 2 ER PPCs 3 ER Medium Lasers 1 ER Small Laser 2 LRM-10s 1 ECM Suite Manufacturer: Clan Cloud Cobra Communications System: Unknown Targeting & Tracking System: Unknown Double Heat Sinks can handle continuous fire at long range, but the wise Mechwarrior will drop an LRM-10 from the firing suite every thirty seconds in order to maintain effective mobility. Close-in combat ability is equally devastating, although the three Extended Range Medium Lasers and single Extended Range Small Laser are presumed more to be used for dealing with infantry and battle armor than opposing BattleMechs. Our Order feels these weapons will stand in when the F exhausts its LRM-10 ammo bins - which should be quick, given that each launcher carries only a single ton of ammunition. Armor is 99% of the maximum allowed for this tonnage, and the 375 XL fusion engine gives good combat acceleration, topping out at 86 kph in a run. An interesting and unusual feature of this design is the torso-mounted electronic-countermeasures system, intended to counter the latest C3 networks and Artemis Fire Control Systems upon which the Inner Sphere relies to level the playing field. Given Cloud Cobra's on-and-off hostilities with Clan Coyote, this system also finds ample use in frustrating that Clans preferred leveler weapon, the Advanced Tactical Missile launcher. ATMs rely on Artemis guidance and thus, a Timber Wolf F can deliver punishing fire from long range while remaining largely immune to ATM return fire.

OMNIMECH : HEAVY

Deployment:
Timber Wolf F is Clan Cloud Cobras' favorite OmniMech, although some designs have trickled down to Clan Steel Viper through battlefield salvage.

Overview:
The Inner Sphere's first brush with an OmniMech was with a Mad Cat on The Rock, Oberon Confederation, 13 August 3049. It was from a broadcast by a member of the Kell Hounds mercenary unit that Our Blessed Order learned of these machines and their mysterious masters. ComStar named this design the Mad Cat because its hunched-over torso is common to both the Marauder and Catapult. The Mad Cat is an exceptional combination of an XL Class engine, Endo Steel internal structure, Ferro-Fibrous armor, and double heat sinks.

Capabilities:
The Timber Wolf F has been seen largely among the ranks of Clan Cloud Cobra. This configuration concentrates on longrange punch with two extended-range particle projection cannons in the arms. Standard shoulder-mounted boxed missile launchers provide additional long-range punch. The nineteen

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TIMBER WOLF F
Type/Model: Timber Wolf F Mass: 75 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 230 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 12 16 16 3 26 350XL Fusion 5 8 0 19 (38) 9 4 3 12 Armor Value 9 36 9 25/25 7/7 24/24 32/32 Mass 4 15 Weapons & Equipment 1 ER PPC 1 ER PPC 1 ER Medium Laser 1 ER Medium Laser 1 ER Medium Laser 1 LRM-10 Ammo (LRM) 12 1 LRM-10 Ammo (LRM) 12 1 ER Small Laser ECM Suite Loation Critical Tonnage RA LA RT LT CT RT RT LT LT LT RT 2 2 1 1 1 1 1 1 1 1 1 6 6 1 1 1 2.5 1 2.5 1 0.5 1

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TIMBER WOLF S
ype/Model: Timber Wolf S Tech: Clan /3058 Config: Biped OmniMech Mass: 75 tons Chassis: Endo Steel Power Plant: 375 XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: 2 Heavy Large Lasers 2 ER Medium Lasers 1 Flamer 2 LRM-10s Manufacturer: Clan Cloud Wolf Communications System: Unknown Targeting & Tracking System: Unknown woes associated with that system, including a shortage of ferronickel slugs and the chance of a nasty Mech-crippling internal explosion. Backing up this firepower are a pair of LRM-10 Long Range Missile launchers, each supplied with a ton of reloads. Extended Range Medium Lasers provide a good measure of anti-battle armor sting, augmented by a single Flamer mounted in the center torso. This would, in and of itself, make for an effective (if only typical) design but for two important details. First is that the S-G configuration carries twenty six double heat sinks enough to permit its pilot to fire all the main weapons at a full run with no overheating whatsoever! Since Precentor Martin has already elaborated on the presumed shortage of experienced Clan Mechwarriors elsewhere in this Technical Readout, it will be sufficient to note that this is precisely what a Technician would engineer into the design, were it to be piloted by a rookie. Reinforcing this conclusion is the second detail: the Timber Wolf S-G comes equipped with a Clan Targeting Computer. Such an addition is no small thing. A targeting computer gives an inexperienced Mechwarrior the competitive edge on a battlefield, increasing his accuracy at long ranges and delivering the killing blow in close combat. It goes without saying that this design is an order of magnitude more deadly in the hands of a seasoned pilot. Fast for an Omni of its weight class, well-armored and equipped with Mech killers in each arm, it is only a matter of time before machines such as the Timber Wolf S-G propel the Crusader Wolves back into a position of prominence with the other Clans occupying the Inner Sphere.

OMNIMECH : HEAVY

Overview:
Clan Wolf has experienced its share of tribulations since the Refusal War with Clan Jade Falcon. Gradually pulling itself back together, this once-powerful Clan still retains some of the leadership and technical innovation seen in the days just after the Battle of Tukayyid. Even now they are making the most of ties with other Clans, who see the Crusader Wolves as a beacon of stability, a balance against the outright warmongering of the Jade Falcons. Recent developments in the field of OmniMech design bear this out, the first example being a new Configuration for the Timber Wolf (Mad Cat).

Deployment:
The Timber Wolf S-G has so far been seen only with Clans Wolf and Star Adder. As the Adders are the original inventors of heavy laser technology, one may conclude that the design was developed in collusion with Clan Star Adder Technicians or possibly acquired by Clan Wolf either through trade or Trials of Possession.

Capabilities:
Timber Wolf S-G, developed by Crusader Clan Wolf, takes full advantage of recent advances in laser technology by mounting two Heavy Large Lasers in each arm. These weapons have an impressive and useful range, delivering more damage per shot than a Gauss Rifle. Furthermore, they have none of the attendant

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TIMBER WOLF S
Type/Model: Timber Wolf S Mass: 75 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 230 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 12 16 16 3 26 350XL Fusion 5 8 0 19 (38) 9 4 3 12 Armor Value 9 36 9 25/25 7/7 24/24 32/32 Mass 4 15 Weapons & Equipment 1 Heavy Large Laser 1 Heavy Large Laser 1 ER Medium Laser 1 ER Medium Laser 1 Flamer 1 LRM-10 Ammo (LRM) 12 1 LRM-10 Ammo (LRM) 12 Targeting Computer Loation Critical Tonnage RA LA RT LT CT RT RT LT LT RT 3 4 1 1 1 1 1 1 1 2 4 4 1 1 0.5 2.5 1 2.5 1 2

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WARHAWK F
Type/Model: Warhawk F Tech: Clan /3062 Config: Biped OmniMech Mass: 85 tons Chassis: Standard Power Plant: 340 XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Ferro-Fibrous Armament: 4 ER PPCs 1 ER Small Laser Manufacturer: Clan Goliath Scorpion Communications System: Unknown Targeting & Tracking System: Unknown of his or her available firepower every ten seconds and still maintain good mobility without causing the heat meter to budge. Movement is standard for this type of Omni, as is over thirteen tons of advanced armor protection and, of course, the vital Targeting Computer which makes the Warhawk such a threat on the battlefield. At first glance it might seem odd to over-equip this type with an extra ER PPC, as only three can be safely fired at a time without heat problems. Some in Our Order have proposed that this is insurance, a ready spare in the event the Warhawk takes internal damage and loses one of its main guns. But Precentor Martin insists that Clans do not think this way. In any case, if the damage goes internal to a weapon system it will be a very short time before the other weapon is also destroyed. He posits that the extra ER PPC is, in fact, a very clever way of compensating for green Mechwarriors who do not have adequate training in piloting or battlefield tactics. Precentor Martin notes that inexperienced pilots often find themselves in a position where the enemy has gotten into their rear arc. This is ideal for the opponent, as rear torso armor is notoriously thin on most Battlemechs, even those of Clan design. To stave off this eventuality and the almost certain loss of a premier OmniMech, Precentor Martin suggests that the twin ER PPCs mounted on each arm are there to prevent such maneuvers. Any enemy pilot foolish enough to run or jump into the Warhawk Fs rear arc for a backshot will find themselves facing the business end of two Clan ER PPCs. This is enough to make even a Clan warrior think twice. It is a lethal lesson to Inner Sphere pilots, who will discover to their sorrow what the F variants designers already know that any Mech sufficiently mobile to get into the Warhawks rear arc simply does not have the armor to deal with that much firepower at point-blank range. What is more, the Warhawks pilot can continue to fire his third ER PPC at other targets in his front arc without pause! The F is also equipped with an Extended Range Small Laser mounted in the right torso. A laughably small weapon when compared to the main guns, Precentor Martin says this only reinforces his notion that the Warhawk F is designed with the green pilot in mind. The smaller laser is typical of a comfort weapon, which is added to reassure a new Mechwarrior that he has something to fall back on if he is severely damaged or faces enemy infantry.

OMNIMECH : ASSAULT Deployment:


Clan Goliath Scorpion is quickly replacing damaged stock machines or variants in reserve battalions with the F. It is similar to what many Clans are doing, each coming up with a unique answer to a common problem. We understand that while each Clan will vary the mix slightly, most of their forces will eventually be composed of such rookie-proof designs for at least the next five years. Our ROM agents indicate it will be at least two years before the Clans can bring new equipment and schools on line, and another two years beyond that before the first adequately trained Mechwarriors take to their cockpits. Clan Goliath Scorpion is one of the first to begin the replacement process. They will not be the last.

Overview:
TThe Warhawk F is the latest in a recent spate of new variants for this line of Omnis. The steadily expanding selection of mission-adaptive machines left Our Order scratching its collective head until we realized the Clans were designing to something other than purely battlefield conditions. The Warhawk, like other recent Clan OmniMechs, has been adjusted for a lack of trained Mechwarriors as each Clan struggles for control of present and future battlefields in the face of severe manpower and materiel shortages. Clan Goliath Scorpion has created the F variant of the Warhawk, and it is a prime example of a common trend.

Capabilities:
In keeping with the assumed new priorities, the F is equipped with four Extended Range Particle Projector Cannons, a weapon which has been in use with the Clans for nearly seventy years. It is off-the-shelf and in plentiful supply, with well-established repair and maintenance infrastructure. To offset the tremendous heat created by these huge cannons, there are an additional three Double Heat Sinks to augment the twenty already in the stock chassis. The pilot of a Warhawk F can unleash 70%

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WARHAWK F
Type/Model: Warhawk F Mass: 85 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 259 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 14 18 18 3 27 340XL Fusion 4 6 0 23 (46) 13 4 3 13.5 Armor Value 9 42 10 26/26 10/10 28/28 35/35 Mass 8.5 13.5 Weapons & Equipment 2 ER PPCs 2 ER PPCs 1 ER Small Laser Targeting Computer Loation Critical Tonnage RA LA RT RT 4 4 1 5 12 12 0.5 5

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WARHAWK M
Type/Model: Warhawk M Tech: Clan /3062 Config: Biped OmniMech Mass: 85 tons Chassis: Standard Power Plant: 340 XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Ferro-Fibrous Armament: 2 ER Large Lasers 2 Large Pulse Lasers 1 ATM-6 Manufacturer: Clan Ghost Bear Communications System: Unknown Targeting & Tracking System: Unknown Sphere opponent long before they come into effective firing range. Close combat ability is just as devastating. The laser weapons have no minimum range and the heat sinks can support continuous fire even while on the run. When a Clan pilot closes in on his wounded foe, a simple switch from one ATM ammo bin to another will give him a devastating HE punch sufficient to finish the job. The consistent damage curve of the Warhawk Ms loadout ensures that, while there will be no one-hitkill headshots, this Mech can be relied upon to produce excellent battlefield results regardless of conditions. And that is where this design becomes intriguing.

OMNIMECH : ASSAULT
(along with many other talents) to the analysis of the Warhawk M. The Precentor thinks this design is the direct result of pressures operating simultaneously in Clan space. The sudden expansion of the Clans into the Inner Sphere twelve years ago put an enormous strain on Clan resources, something they did not reckon with during the initial headlong rush. The war was supposed to be over by now, the Inner Sphere conquered. It is not. Precentor Martin compares this loosely with the Imperial Japanese attack on the United States in 1941. Take the fact that most Clan MechWarriors are grown in artificial wombs, a slow process at best. Factor in the high attrition rate of the sibko, the battlefield and even promotion through the ranks. Add to this the rapid expansion of a very tight-knit force into a near-vacuum of conquered territory. What you get is a sudden dispersion of fighting ability and supplies. The Clans dont have the population or industrial base to support it. In my opinion, the Warhawk M represents Clan Ghost Bears answer to a flood of hastily-trained MechWarriors, a situation similar to what Japan faced in 1944. The Japanese responded by sending minimally-trained pilots on suicide missions. We assume the Clans are not quite that desperate. Or not yet. The Warhawk Ms weapons are augmented by computer or design to compensate for a lack of gunnery skills. The Mech itself is assembled so that an inexperienced warrior can bring maximum firepower to bear on a constant basis - more shots at the enemy equal more hits, even for a green pilot. The typical problems with overheating which Clan pilots face are almost non-existent in this model. It suggests there may not be time to teach heat management to the next generation of Clan Mechwarriors. Finally, the weapons are ingeniously run-of-the-mill. They require no special training for the Technician Caste, no pipeline of knowledge and service equipment. They are refreshingly dull, dependable and deadly. What is more, the extreme range suggests that Clan Ghost Bear, at least, is getting back to basics and following Alexander Kerenskys original doctrine of maximum range, maximum firepower. - Precentor Thule Martin It may be that the incoming generation of Clan warriors is indeed less experienced than its forebears. It may be they are finally learning to employ more judicious tactics than simply challenging their opponents one-on-one at point-blank range. If so, we are in trouble. The Warhawk M is proof enough that whatever the shortcomings of Clan logistics, birthrate and training, they are still a force to be reckoned with on the battlefield.

Deployment:
The M is quietly beginning to appear in reserve regiments. We assume they will gradually replace existing variants which have been criticized as being too narrow-purpose for the changing Clan strategy. One wonders what capability could be added to the six existing variants to warrant an entirely new type. A closer inspection reveals several interesting choices made to create the M. First, the design comes with a Targeting Computer. This alone adds an immense value to any direct-fire weapon mounted, but is a definite advantage when firing at range with the ER Large Lasers. Second, the Large Pulse Lasers have a built-in accuracy of their own and nearly as long a reach as the ER Large Lasers. Third, the entire design from chassis to weapons is off the shelf, meaning it is not bleeding-edge technology capable of spectacular destruction or failure. The Warhawk itself has been around for at least two decades and probably longer. The weapons are easy to maintain on the field, require no special technical training to service at the Depot-level and are in relatively plentiful supply. Fourth, ER Large Lasers have an especially long reach for a warrior culture which prides itself on personal combat. The same is true for the Large Pulse Lasers, not to mention the potent ER missiles available to this model. Finally, over 80% of this Mechs firepower is available every ten seconds on a continuous basis, in addition to full combat speed. This says much about a desire to minimize heat spikes and reactor shutdowns. Precentor Thule Martin has been assigned to this project as an advisor. An amateur historian noted for his interest in the conflicts of the mid-twentieth century, he brings this knowledge

Overview:
The most recent variant to appear in Clan Ghost Bear regiments, this is the newest version of an already-impressive Mech design. Despite its lack of flavor or perhaps because of it Our Order feels the Warhawk (Masakari) M represents the coming wave in Clan Mech design philosophy. It embodies all of the Clan basics; hard-hitting weaponry, good speed and excellent armor on a proven Omni-Mech chassis. But there is more here than meets the eye.

Capabilities:
The Warhawk M employs a Targeting Computer common to this type of Mech, as well as the standard 340 XL Fusion engine and armor at near maximum levels. There are 23 double heatsinks to manage the output of two ER Large Lasers, two Large Pulse Lasers and an Advanced Tactical Missile launcher. The ATM comes supplied with two tons of ammunition which can be loaded with any of three types of munition High Explosive, Standard or Extended Range missiles. The lasers, coupled with the ER missiles, allow a Clan pilot to engage and severely damage, if not destroy, any Inner

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WARHAWK M
Type/Model: Warhawk M Mass: 85 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 259 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 14 18 18 3 27 340XL Fusion 4 6 0 23 (46) 13 4 3 13.5 Armor Value 9 42 10 26/26 10/10 28/28 35/35 Mass 8.5 13.5 Weapons & Equipment 1 ER Large Laser 1 Large Pulse Laser 1 ER Large Laser 1 Large Pulse Laser 1 ATM-6 Ammo (ATM) 20 Targeting Computer Loation Critical Tonnage RA RA LA LA LT LT RT 1 2 1 2 3 2 4 4 6 4 6 3.5 2 4

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BLOOD ASP F
Type/Model: Blood Asp F Tech: Clan /3062 Config: Biped OmniMech Mass: 90 tons Chassis: Endo Steel Power Plant: 360 XL Fusion Walking Speed: 42.2 km/h Maximum Speed: 64.8 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Standard Armament: 3 ER PPCs 2 Medium Pulse Lasers 4 ER Medium Lasers Manufacturer: Clan Star Adder Communications System: Unknown Targeting & Tracking System: Unknown of shoulder-mounted Extended Range Medium Lasers. Twentyfour Double Heat Sinks support the loadout and make it a relatively simple matter to dissipate the enormous thermal load while remaining fully mobile The inclusion of a Clan Targeting computer raises this designs potential threat to an unheard-of level. Armor, movement and chassis are otherwise similar to Configurations in the Blood Asp series. The Cape Cobra is superficially similar to Configuration A and there are some who criticize the need for yet another energy-only design. However, there are significant differences. The A is designed to inflict maximum damage in minimum time, leaving it for others to step in and take advantage of the resulting carnage. Furthermore, Configuration A has only four main guns, each generating a large amount of heat. It is a narrow-purpose Mech whose heat load demands constant attention. The integral Electronic Counter Measure package reinforces the image of a Mech designed to work closely with other, more flexible forces. With that in mind, Configuration F fairly screams lone wolf! Three ER PPCs supported by a Targeting computer are enough to seriously damage or destroy any enemy force at range, but the addition of quadruple ER Medium lasers and dual Medium Pulse lasers point to a Mech which is prepared to close the deal with an energy shotgun. Thanks to the accuracy granted by the Targeting computer and Pulse lasers, the Cape Cobra can effectively deal with less glamorous assignments as well, tearing through battle armor, fast vehicles and VTOLs in short order. Heat management is a snap, thanks to the loadouts division into long and short ranges. Finally, the F is ideal for both quick raids and long campaigns, as support logistics are minimal. The F needs no cumbersome reload supply lines and can fight for days before it must stand down for maintenance and repair.

OMNIMECH : ASSAULT

Overview:
Clan Star Adder scientists based this 'Mech on the Kingfisher. Installing an extralight engine nearly doubled the amount of available pod space, though structural constraints forced them to replace the Kingfisher's ferro-fibrous armor with standard plate. This 'Mech entered service as the Blood Asp, an insult aimed at the Star Adder's longtime rivals, Clan Blood Spirit. Alternate Configuration F is the latest custom design of the popular Blood Asp OmniMech, coming out of Sigma Galaxy's 471st Adder Sentinels. Taking full advantage of this 'Mech's massive internal space, the Warriors of the 471st created a full energy variant that is deadly at any range. They have nicknamed it Cape Cobra.

Deployment:
Blood Asp F is an effective addition to an already-impressive range of Blood Asp Configurations. It enjoys increased popularity among all front and second-line Mechwarriors, who are quick to appreciate this OmniMech's multi-mission capability.

Capabilities:
Blood Asp F's primary weapons consist of three Extended Range Particle Projection Cannons, one in each arm and one atop the central torso. Supplementing this intimidating array of firepower are two arm-mounted Medium Pulse Lasers and a quad

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BLOOD ASP F
Type/Model: Blood Asp F Mass: 90 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 256 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 15 19 19 3 29 360XL Fusion 4 6 0 24 (48) 14 4 3 16 Armor Value 9 40 13 24/24 11/11 28/28 34/34 Mass 4.5 16.5 Weapons & Equipment 1 ER PPC 1 ER PPC 1 ER PPC 1 Medium Pulse Laser 1 Medium Pulse Laser 2 ER Medium Lasers 2 ER Medium Lasers Targeting Computer Loation Critical Tonnage RA LA CT RA LA RT LT LT 2 2 2 1 1 2 2 6 6 6 6 2 2 2 2 6

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BLOOD ASP X
Type/Model: Blood Asp F Tech: Clan /3062 Config: Biped OmniMech Mass: 90 tons Chassis: Endo Steel Power Plant: 360 XL Fusion Walking Speed: 42.2 km/h Maximum Speed: 64.8 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Standard Armament: 2 Gauss Rifles 2 ER Large Lasers 4 ER Medium Lasers Manufacturer: Clan Star Adder Communications System: Unknown Targeting & Tracking System: Unknown imum damage, maximum range) it is not just the Prime which comes up short, so to speak. Other variants mount weapons which do massive damage and command large fields of fire. However, most are notorious heat beasts, to quote an anonymous Mechwarrior. This limitation in their design means many of the weapons are dead weight much of the time, something even the most skilled heat management cannot get around. The X solution consists of employing the longest-ranged, most heat-frugal weapons available. Twin Gauss rifles mounted in the torso are a threat of the first order, and generate next to no heat even when used continuously. They can maintain this constant fire 50% longer than the Prime because they have three tons of ammunition allocated, versus the standard two. Backing them up is a pair of Extended Range Large Lasers, nearly as potent as the main guns and with an even longer reach. Together, these four weapons represent an impressive 65% of the designs firepower, yet account for only 54% of its total potential heat. They do not even begin to tax this OmniMechs seventeen Double Heat Sinks, even when it is moving at its top speed of 65 kph. Heat management does become an issue at close range, where the four Extended Range Medium Lasers come into play. Even then, so long as the pilot does not become too eager for the kill, keeping the heat meter steady is a simple matter of switching out an ER Medium once every half minute or so.

OMNIMECH : ASSAULT

Overview:
This 'Mech was created by Clan Star Adder based on the Kingfisher, though it is hard to tell at first glance. The Kingfisher variants typically place their primary weapons in the arms, whereas the Blood Asps main guns are generally torso-mounted. The biggest difference is the XL engine employed in the Blood Asp, which frees up an enormous amount of pod space, though structural limitations forced the use of standard armor. The Blood Asp has been considered mainly a brawler, and so far the various configurations lend credence to that line of thought. This is about to change. .

Deployment:
Most of the Blood Asp X re-pods have been seen in Alpha Galaxy and a few second-line units. Alpha Galaxy's warriors are always on the front lines in the Clan Homeworlds, which means they get and use - a lot of ammunition, while second-line units tend to be short-changed in this regard. Requiring only a single type of ammunition simplifies logistics and eases the supply bottleneck, one of many ways the Blood Asp X repeatedly demonstrates it is the right choice, regardless of where it is assigned.

Capabilities:
Blood Asp X was born of doctrinal necessity rather than actual battlefield experience. While many Mechwarriors in the Star Adder ranks have long complained of the Primes lack of ammunition and long-reach weaponry, it is a quiet shift in overall Clan strategy which drives the X configuration. Under new requirements dictated by a return to Kerenskys original doctrine (max-

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BLOOD ASP X
Type/Model: Blood Asp X Mass: 90 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 256 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 15 19 19 3 29 360XL Fusion 4 6 0 17 (34) 14 4 3 16 Armor Value 9 40 13 24/24 11/11 28/28 34/34 Mass 4.5 16.5 Weapons & Equipment 1 ER Large Laser 1 ER Large Laser 1 ER Medium Laser 1 ER Medium Laser 1 ER Medium Laser 1 ER Medium Laser 1 Gauss Rifle 1 Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 16 Loation Critical Tonnage RA LA RA LA RT LT RT LT LT CT 1 1 1 1 1 1 6 6 1 2 4 4 1 1 1 1 12 12 1 2

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FERRATUS
Type/Model: Ferratus Tech: Clan /3062 Config: Biped OmniMech Mass: 95 tons Chassis: Endo Steel Power Plant: 380 XL Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro Fibrous Armament: none Manufacturer: Clan Fire Mandrill Communications System: Unknown Targeting & Tracking System: Unknown struction will seriously damage or disable most opponents before they reach their own effective fire envelope. However, the Prime truly comes into its own when the enemy reaches medium range. At that point, a Prime Mechwarrior simply switches the ER Large Laser out for the Ultra-class 20 Autocannon and pulls the trigger. As the LRM-20s have no minimum range, an Ferratus Prime can core most Mechs with one volley and yet build up no extra heat. Multiple lasers supplement the Ferratus's firepower, allowing it to engage vehicles and battle armor without overheating and acting as a backup when the ammunition bins run dry. The Alpha Configuration concentrates on super-accurate large pulse lasers, backed up by twin LRM-20 launchers. With plenty of ammunition for sustained long-range saturation fire and equipped with eighteen Double Heat Sinks, the Alpha variant allows generous use of its laser arrays. Ferratus A is especially popular with green pilots, as it is highly tolerant of Mechwarriors who have not quite mastered heat management techniques. Possibly Ferratus A's most unusual weapon is the imposing Advanced Tactical Missile launcher in the right torso. The new-technology ATM-12's have begun appearing in Kindraa Paynes regiments since the rumored conclusion of trade agreements with Clan Coyote. Ferratus Bravo, like Ferratus Alpha, is a cool-running machine that is usually assigned to novices when training them in assault Mech operations. Not quite as imposing as its fellow variants in raw firepower, the B can nonetheless hold its own on the battlefield, laying down lethal punishment with frightening regularity. Ferratus Charlie is a dedicated short and mediumrange wrecking machine. Mounting the huge Ultra-20 Autocannon in one arm and a trio of Large Pulse Lasers in the other, Ferratus C is usually employed as point man when a Star closes with the enemy. It is a truism of war that the most effective fighter is not the one with the biggest guns, but the one who can consistently deliver their payload on target. The C is, ton for ton, superior to nearly every other Mech in production when it comes to a brawl. The only limit is how long it will take an op-

OMNIMECH : ASSAULT
ponent to destroy the Ferratus C. Given this Configurations generous 14.5 tons of armor, an enemy Mechwarriors best hope is for an early headshot. It has been estimated by Our Order that the C would take less than forty seconds to reduce an Atlas to smoking scrap.

Deployment:
This new design is rapidly appearing in Fire Mandrill units, and several have been spotted among the Stars of Clan Coyote. This is most likely due to trade agreements rather than battlefield salvage.

Overview:
The Ferratus was designed as a heavy hitting assault OmniMech that combines speed, armor and firepower. Created by Clan Fire Mandrill's Kindraa Payne, the Ferratus represents a singular achievement, resulting in one of the most fearsome mechs to walk the battlefield of the 31st century. The Ferratus's armament concentrates largely on heavy-hitting ballistic and missile weaponry. This is further supplemented by an array of large and medium lasers which include pulse technology in every configuration. Guided by the Clan Steel Viper philosophy behind the Vapor Eagle and Black Python, Kindraa Payne's newest OmniMech favors accurate delivery over raw firepower. Simply blasting away with the biggest guns available appears to be a thing of the past.

Capabilities:
The Ferratus Prime might be seen as a fire support Mech by an unobservant outsider, but its combination of weaponry can deliver a devastating barrage at both long and short ranges. Carrying three of the biggest long-range missile launchers available and an ER Large Laser, the Prime can fire all of these and maintain full mobility without building up heat. The resulting rain of de-

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FERRATUS
Type/Model: Ferratus Mass: 95 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP: Heat Sinks: Gyro: Cockpit: Armor Factor: Weapons & Equipment Primary Configuration: 1 ER Large Laser 1 Medium Pulse Laser 1 ER Medium Laser 1 ER Medium Laser 2 LRM-20s 1 LRM-20 Ammo (LRM) 6 Ammo (LRM) 12 Ammo (LRM) 12 1 Ultra Autocannon/20 Ammo (AC) 10 1 Double Heat Sink Weapons & Equipment Alternate Configuration Alpha: 1 ER Large Laser 2 Large Pulse Lasers 2 LRM-20s Ammo (LRM) 6 Ammo (LRM) 18 1 ATM-12 Ammo (ATM) 5 Ammo (ATM) 10 2 Double Heat Sinks 1 Double Heat Sinks Weapons & Equipment Alternate Configuration Bravo: 2 ER Large Lasers 1 Large Pulse Laser 1 ER Medium Laser 2 LRM-15s Ammo (LRM) 16 1 Gauss Rifle Ammo (Gauss) 8 Ammo (Gauss) 8 3 Double Heat Sinks 2 Double Heat Sinks Loation Critical Tonnage LA H RT LT RA RT RA RT LT LT LT LT 1 1 1 1 8 4 1 2 2 8 2 2 4 2 1 1 10 5 1 2 2 12 2 1 Weapons & Equipment Alternate Configuration Charlie: 2 Large Pulse Lasers 1 Medium Pulse Laser 1 Medium Pulse Laser 1 Ultra Autocannon/20 Ammo (AC) 15 3 Double Heat Sinks 2 Double Heat Sinks

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Loation Critical Tonnage LA RT CT LA LT RT LT 6 1 1 8 3 6 4 18 2 2 12 3 3 2

380XL Fusion 4 6 0 15 [30]

Mass 5 20.50

278 Internal Structure

2 4 3 14.50 Armor Value 9 45 14 30/30 10/10 30/30 35/35

Loation Critical Tonnage LA LA RA RA LT LT LT RT LA LT 1 4 8 1 3 5 1 2 4 4 4 12 10 1 3 7 1 2 2 2

Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg:

3 30 20 16 20

Loation Critical Tonnage LA RT CT RA RA LA LA LA LT RT 2 2 1 4 2 6 1 1 6 4 8 6 1 7 2 12 1 1 3 2

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DIRE WOLF F
Type/Model: Dire Wolf F Tech: Clan /3060 Config: Biped OmniMech Mass: 100 tons Chassis: Standard Power Plant: 300 XL Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Standard Armament: 3 ER PPCs 2 Large Pulse Lasers 1 Flamer 1 Streak SRM-4 Manufacturer: Clan Diamond Shark Communications System: Unknown Targeting & Tracking System: Unknown

OMNIMECH : ASSAULT Deployment:


The Dire Wolf F is presently deploying to mostly front line regiments and a few reserves. Most other Clans are restricting their rookie-resistant designs to reserve units only. However, Clan Diamond Shark seems determined to correct their past conservative strategy by swinging wildly in the opposite direction, dropping the new design right on the front lines. Precentor Martin feels this may be because they no longer possess the resources to conduct a full field test of the Dire Wolf F before committing it to combat. Only time will tell.

Capabilities:
The Dire Wolf F comes with a massive nineteen tons of Ferrofibrous armor, standard for this design. The 300 XL fusion engine is also standard, and thus mobility is limited to a 32 kph walk and 54 kph run, with no jump capability. However, this is where the F leaves the norm and ventures into new territory. The first and most shocking change is that the Dire Wolf F is equipped with a Clan Targeting Computer. Linked to three Extended Range Particle Projector Cannons, this makes for an extremely deadly long-range fire envelope. Next up are two Large Pulse Lasers, with their own built-in accuracy and a reach almost as threatening as the main guns. Accompanying this intimidating array of weapons are a Streak SRM-4 launcher and a plasma-fueled Flamer. To compensate for the heat build-up from all this firepower, Clan Diamond Shark has added an astounding eleven Double Heat Sinks, for a total of 26! Precentor Thule Martins insight into the Clans off-field predicament sheds new light on this choice of weapons loadout. He feels it is significant that the chosen weapons are all stock designs. He goes on to state that the Targeting Computer and Large Pulse Lasers are there to compensate for inadequate Gunnery skills, a direct result of the Clans rushing undertrained Mechwarriors to frontline and reserve units. As green recruits are not given time to learn effective heat management techniques, the F comes with enough heat sinks to allow a new pilot 60% of his available weaponry at long range. The amount is slightly higher at medium ranges, all of this while moving at full speed. This is a distinct plus when taking advantage of battlefield breakthroughs. As if this werent enough, it is recognized that the new wave of pilots will not have a complete grasp of battlefield tactics. A large machine such as the Dire Wolf is vulnerable to attack from infantry and battle armor; thus the Streak SRM-4 and the Flamer. These are both reliable and highly effective means of dealing with individual troops who think to take advantage of the Dire Wolf Fs relatively slow speed.

Overview:
Clan Diamond Shark is not known for its quick reaction to changing paradigms, instead relying on time-honored strategies and the power and flexibility of their OmniMechs to adapt to battlefield conditions. But the old stock response of throwing more firepower into the fray will not work in an environment where poorly-trained Mechwarriors are at the controls of a machine which demands experience and finesse to get the most out of its design. It was unexpected to hear word filter in from our ROM agents that the Diamond Sharks were fielding a new type of Dire Wolf (Daishi), the F variant. In retrospect, this should not have surprised us, given what we know of the present shortages the Clans suffer due to their success in the initial Invasion. However, many in Our Order felt the influx of inexperienced pilots would be restricted to smaller units, limiting their impact on the outcome of any given battle. The Dire Wolf F is proof that this is not so.

TECHNICAL READOUT 3062

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DIRE WOLF F
Type/Model: Dire Wolf F Mass: 100 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 304 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 17 21 21 3 31 300XL Fusion 3 5 0 26 (52) 16 3 3 19 Armor Value 9 47 14 32/32 10/10 34/34 41/41 Mass 100 9.5 Weapons & Equipment 1 ER PPC 1 ER PPC 1 ER PPC 1 Large Pulse Laser 1 Large Pulse Laser 1 Flamer 1 Streak SRM-4 Ammo (SRM) Targeting Computer Loation Critical Tonnage RA LA CT RA LA H LT LT RT 2 2 2 2 2 1 1 1 6 6 6 6 6 6 0.5 2 1 6

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DIRE WOLF W
Type/Model: Dire Wolf F Tech: Clan /3060 Config: Biped OmniMech Mass: 100 tons Chassis: Standard Power Plant: 300 XL Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: none Jump Capacity: 0 meters Armor Type: Standard Armament: 2 ER PPCs 2 Large Pulse Lasers 2 ER Medium Lasers 1 ER Small Laser 1 Ultra AC/20 Manufacturer: Clan Wolf Communications System: Unknown Targeting & Tracking System: UnknownArmament: war, Clan Wolf decided to take a more pragmatic approach. Clan Wolf's Crusader stance has lessened the mystique of Natasha Kerensky, who was a noted Warden and something of a rebel against the Clans' traditional ways. Khan Vladimir Ward, after some consideration, realized the potential of the Widowmaker variant was too good to waste. Although still keen on tradition, Khan Ward decided to allow certain blood-named warriors to re-configure their Dire Wolf into the Widowmaker, now known as Configuration W. So far this move is intended only for the elite and not, so far as Our Order can tell, for the regular troops. Although in theory any Mechwarrior piloting a Dire Wolf can re-pod his or her 'Mech into a configuration similar to the W, they risk scorn from their fellow pilots, as it is considered a sign of disrespect to the memory of the Black Widow. The Dire Wolf Ws loadout includes a mix of heavy long and short-range weapons. The primary long-range bracket consists of two Extended Range Particle Projection Cannons nested in the arms and backed up by a Large Pulse Laser located below. A massive Ultra AC-20 Autocannon supplied with two tons of ammunition sits in the right shoulder while additional smaller caliber weapons occupy the central torso and head.

OMNIMECH : ASSAULT

Overview:
Supposedly christened Daishi (Great Death) by a member of the Draconis Combine's criminal underground, the Dire Wolf OmniMech is aptly named. Slow but lethal, it is an assault 'Mech in the purest sense, able to wade through almost any defense. The latest configuration of this massive machine is known as the Widowmaker, after the Mechwarrior who piloted the original version the infamous Black Widow, Natasha Kerensky.

Deployment:
So far Dire Wolf W has only been seen inside Crusader Clan Wolf and only in the hands of a few bloodnamed warriors. Speculation surrounds this variant and its deployment, and so far it seems the Widowmaker program has only limited support inside the Clan itself.

Capabilities:
While Dire Wolf Widowmaker was once Kerenskys personal mount, it became sacred to Clan Wolf after her death at the hands of the Jade Falcons on Twycross. The configuration itself was taken out of Clan databases, much as a sports team would retire the number of a famous player. However, times have changed. With a wave of renewed conflict sweeping the Inner Sphere and with Homeworld Clans on the verge of their own civil

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DIRE WOLF W
Type/Model: Dire Wolf F Mass: 100 tons Equipment Internal Structure: Engine: Walking MP: Running MP: Jumping MP Heat Sinks: Gyro: Cockpit: Armor Factor: 304 Internal Structure Head: Center Torso: Center Torso (Rear): L/R Side Torso: L/R Side Torso (Rear): L/R Arm: L/R Leg: 17 21 21 3 31 300XL Fusion 3 5 0 25 (50) 15 3 3 19 Armor Value 9 47 14 32/32 10/10 34/34 41/41 Mass 100 9.5 Weapons & Equipment 1 ER PPC 1 ER PPC 1 Large Pulse Laser 1 Large Pulse Laser 2 ER Medium Lasers 1 ER Small Laser 1 Ultra Autocannon/20 Ammo (AC) 10 Loation Critical Tonnage RA LA RA LA CT H RT RA 2 2 2 2 2 1 8 2 6 6 6 6 2 0.5 12 2

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TECHNICAL READOUT 3062

THE FUTURE OF WARFARE


The year is 3062 and the Inner Sphere is entering a period of time where the opportunities for peace have never been greater. With the new Star League firmly in power and the Treaty of Tukayyid still holding after the Clans Great Refusal War, the stage could be set for a new Golden Age of Mankind. Unfortunately, trouble simmers beneath the surface. The ongoing dispute between the Cappellan Confederation and the St. Ives Compact is a potential flashpoint which may spread to neighbouring realms. The new level of co-operation between House Liao, the Magistry of Canopus and the Taurian Concordat known as the Trinity Alliance may mark the creation of a new super-state. The Federated Suns are experiencing extreme levels of unrest and the Lords of the Capellan and Draconis March are itching to strike back at their ancient enemies. Growing anxiety among the worlds of the extinct Federated Commonwealth is behind increasingly violent protests, as loyalists in both House Davion and Steiner strike out at one another. This unrest may be the harbinger of a Civil War which could engulf the Inner Sphere. The Draconis Combine faces new enemies from within as it desperately defends itself against constant Clan encroachment from without. And then there are the usual disputes in the various border regions, especially the aptly-named Chaos March. Finally, the Word of Blake and ComStar are at each others throat in a struggle for power which threatens to spill over into open war. The seeds of potential doom are sown far and wide. This latest Readout highlights the new breed of BattleMechs that are being built. Newer, deadlier technologies are being pushed to the forefront, moving from the testing labs to the battlefield at an ever-increasing pace which will only fan the flames of destruction.

Creators: Art: Direct Writing Contributors: Direct Art Contributors: Indirect Art Contributors: Thank You For Support:

Vadim Antonov & Steven Satak Vadim Antonov Steven Satak, James Devlin, Roland M. Boshnack Chris Lewis, Duane Loose, Mathew J. Plogg Alexander Iglesias, Anthony Fletcher, Mike S., Joo Costa Ryan "Mechjock1987" Altstatt

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