XTRO Primitives IV

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INTRODUCTION

It should come as no shock in this, our fourth volume detailing the most important and groundbreaking combat units of the Age
of War, that we are also detailing brief slices of Humanity’s history. And, of course, in the process , we find ourselves both shedding
light on a well-known—yet poorly understood—era, as well as uncovering new details that may well debunk “facts” we all thought
to be true.
In this volume, we cover a couple of the most iconic BattleMechs ever to see the light of day—the Griffin and the Rifleman—
though these first incarnations are quite different than the models that we all know from the Succession Wars and beyond. We also
finally present hard facts on the Swordsman—a ’Mech you likely know nothing about, but which played roles in two very important
conflicts. There’s also the Toro, the Taurian Concordat’s first BattleMech, and the Xanthos, the first (failed) quad-legged BattleMech,
and likewise the first (failed) model of the famous Emperor.
Similarly, we have collected information on a wide variety of other battlefield units. The Chi-Ha, which played a key role in the
formative years of the Draconis Combine, the Cobra VTOL, which played a similar role in the early days of the Terran Hegemony,
and the Sturmblitz, which not only introduced the Human Sphere to the class-20 autocannon but also helped stabilize the Lyran
Commonwealth. We also present the Hammerhead, one of the Hegemony’s first aerospace fighters, as well as the Mustang and the
Intrepid, both key designs fielded by the Federated Suns. And finally, there’s the DroST IIb, a dedicated carrier ship and sister design
of the DroST IIa-class DropShip we presented in our history of the Reunification War.
Our work is, of course, far from complete. The Age of War remains an era rife for the plumbing, and we will continue doing so,
in the process bringing a better understanding of our history and of us. After all, this is who we are.

—Dr. Saga Brest, 29 December 3079

HOW TO USE THIS BOOK


The ’Mechs, combat vehicles, and fighters described in Experimental Technical Readout: Primitives, Volume 4 provide players with
a sampling of designs from the period of time covered by the Age of War and the rise of the First Star League. While the focus of
the designs featured in this book is historical, many of the designs have modern counterparts detailed in other Technical Readouts.
The rules for using ’Mechs, vehicles and fighters in BattleTech game play can be found in Total Warfare, while the rules for their
construction can be found in TechManual. However, the primitive nature of these designs also utilized the RetroTech construction
rules found in Jihad Secrets: The Blake Documents, supplemented by the Experimental-level rules presented in Tactical Operations.

Developer’s Addendum
Astute readers may notice that several of the designs that will appear in this and other volumes of the XTR: Primitives mini-series
have appeared in previous Record Sheets books such as Record Sheets: 3075, or in sourcebooks such as Historical: Reunification War.
This redundancy is intentional, both as a means of correcting minor errors in the original Primitive units’ stats (where conflict arises,
the Primitives XTRs supersede) and as a means of providing a clearer and more focused treatment of the primitive machines that
were contemporaries during the Age of War.

1
INTRODUCTION

CREDITS
Project Development
Herbert A. Beas II
Development Assistance
Ray Arrastia
Johannes Heidler
BattleTech Line Developer
Randall Bills
Assistant Line Developer
Ben H. Rome
Primary Writing
Christoffer “Bones” Trossen
Art Direction
Brent Evans
Assistant Art Director
Ray Arrastia
Production Staff
Cover Design and Layout
Ray Arrastia
Original Illustrations
Justin Nelson

Factchecking/Playtesting: Brent Ezell,


William Gauthier, Keith Hann, Johannes Heidler,
Luke Robertson, Chris Wheeler.
Special Thanks: …to oxygen (the
element, not the cable channel), without which
most things would be a tad more difficult.

©2014 The Topps Company, Inc. All Rights STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA
Reserved. Experimental Technical Readout:
Primitives IV, Classic BattleTech, BattleTech,
BattleMech, ’Mech and the Topps logo are
registered trademarks and/or trademarks of
The Topps Company, Inc., in the United States
Under License From and/or other countries. Catalyst Game Labs and
the Catalyst Game Labs logo are trademarks of
®
InMediaRes Productions, LLC.
SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA
CAT35XT006

2
TR-A-1 Toro
Field Testing Summation: Original Toro Primitive Chassis The first prototype Toros walked out of Taurus WarWorks’ labs
Producer/Site: Taurus WarWorks, Taurus in August of 2481, with the first generation models delivered to the
Supervising Engineer: José Arámbula TDF less than two years later. Even though the TDF fielded many
Prototype Introduction Date: 2481 more BattleMech designs over the course of the next century—
Non-Production Equipment Analysis: including several copies of common Inner Sphere designs—the
Primitive Armor Toro received numerous upgrades, remaining in front line service
Primitive Cockpit until the end of the Reunification War
Primitive Engine
Type: Toro
Overview Technology Base: Inner Sphere (Primitive)
Under the leadership of Protector Amanda Calderon and Tonnage: 35
her successors, the Taurian Concordat enjoyed a century and a
half of relative peace, beginning in 2425—during the height of Equipment Mass
the Age of War. So while seemingly every major realm was at Internal Structure: 3.5
war with each other, the Concordat pursued the duel strategies Engine: 170 Primitive 6
of non-interference and peace through superior firepower. Like Walking MP: 4
every other power of the time, the Concordat actively pursued Running MP: 6
the BattleMech, especially after the Federated Suns debuted its Jumping MP: 0
BattleAxe in 2459. Over the course of two decades, Taurian agents Heat Sinks: 10 0
procured a wide variety of key BattleMech technologies, allowing Gyro: 2
the Concordat to develop many of the supporting advancements Cockpit (Primitive): 5
needed to finally produce its own ’Mechs. The final pieces to the Armor Factor (Primitive): 112 10.5
puzzle came in 2475, when the Concordat took possession of Internal Armor
several Capellan Firebees. Structure Value
Three different teams of Taurian defense contractors Head 3 9
competed to design and build the Concordat’s first home-sourced Center Torso 11 14
BattleMech. The government-run Taurus WarWorks, with its direct Center Torso (rear) 5
access to the Concordat intelligence services (as well as many R/L Torso 8 13
former ranking Taurian Defense Force officers on its payroll), R/L Torso (rear) 3
won the competition with its Toro. Though its competitors had R/L Arm 6 11
apparently submitted heavier and more daring designs, the official R/L Leg 8 15
competition reports indicate the Toro was more stable and reliable
than the others. Weapons and Ammo Location Critical Tonnage
Of course, that was undoubtedly aided by the fact that the SRM 2 RT 1 1
Capellans had already solved many of the engineering problems SRM 2 LT 1 1
for fielding a thirty-five ton BattleMech. Using the Firebee not Ammo (SRM) 50 LT 1 1
only as a basis, but as a direct starting point, Taurus WarWorks’ Large Laser LA 2 5
engineers downgraded the Firebee’s power plant to a 170-rated
engine, freeing up mass needed to mount additional armor and Notes: Features the following Design Quirks: Cramped Cockpit,
a heavier primary weapon. The resulting bulked-up Toro carried Narrow Profile, Obsolete (2505), Poor Cooling Jacket
a large-class laser, while also retaining the Firebee’s two torso- (Large Laser)
mounted dual-SRM launchers as backup. Though not as swift as
the Firebee, the Toro was nonetheless more mobile than most other
BattleMechs in service at the time, and carried heavier armor and
more raw firepower than its predecessor. It could not stand toe-to-
toe with most other ’Mechs on the field, but neither was it meant
to; as a light Periphery ’Mech, it was designed to engage and
eliminate conventional targets, while working in force alongside
conventional TDF forces to isolate and destroy enemy BattleMechs.

3
SWD-1 Swordsman
Field Testing Summation: Original Swordsman Primitive Chassis in part as repayment for the disloyalty shown by Dmitri Rostov—
Producer/Site: Jerricho Industries, Robinson grandson of Prince Mikhail Rostov—during the war. Davion
Supervising Engineer: Andelina Shohomm completed his dismantling of the former Terran March (and Rostov)
Prototype Introduction Date: 2463 power base by transferring the bulk of its surviving regiments
Non-Production Equipment Analysis: (which also included the majority of Swordsmans still in service) to
Primitive Armor the nascent SLDF in 2571.
Primitive Cockpit Those Swordsman ’Mechs that survived the Reunification
Primitive Engine War were either mothballed or transferred to reserve and militia
formations across the Star League, a fact that ensured a handful of
Overview the Federated Suns’ third home-grown BattleMech design (behind
One of the very first military projects authorized by First Prince the Battleaxe and the Wolverine) would remain in service until the
James Davion after his rise to power, the Swordsman was intended to Amaris Civil War.
be a mid-weight, relatively inexpensive BattleMech that could be built
in large numbers and assigned into the AFFS’ swelling BattleMech Type: Swordsman
corps, leaving heavier ’Mechs like the Mackie and Battleaxe as the core Technology Base: Inner Sphere (Primitive)
of the Federated Suns’ attack and assault formations. Tonnage: 40
Given that the Swordsman was intended to be the backbone
of the Federated Suns’ BattleMech corps, it was to be produced Equipment Mass
by several different manufacturers across the nation, though Internal Structure: 4
Jerricho Industries of Robinson took charge of the design and Engine: 145 Primitive 5
initial production—due solely to the behind-the-scenes political Walking MP: 3
maneuvering of Terran March Prince and Jerricho’s principal Running MP: 5
stockholder, Mikhail Rostov. The target mass of forty tons, with Jumping MP: 0
mobility matching that of the Mackie (and the Battleaxe) and Heat Sinks: 10 0
requirement to carry a Class-5 autocannon (a budget-conscious Gyro: 2
decision), were provided by the AFFS. Based on those requirements, Cockpit (Primitive): 5
Jerricho’s team submitted three different prototypes before Armor Factor (Primitive): 107 10
receiving acceptance from the AFFS. The final design incorporated Internal Armor
a five-tube long-range missile launcher opposite the autocannon, Structure Value
both in the ’Mech’s torsos, as well as a medium-class laser in each Head 3 9
of its two fully articulated arms. Center Torso 12 15
Given the short development time—less than five years Center Torso (rear) 5
from the initial request to acceptance—the Swordsman suffered R/L Torso 10 14
from a number of different problems, some minor and some R/L Torso (rear) 5
potentially debilitating. Nonetheless, Rostov pressed hard for the R/L Arm 6 8
construction of the ’Mech, which quickly became the predominant R/L Leg 10 12
design within his Terran March, though wide acceptance within the
remainder of the AFFS was not as forthcoming. Despite the original Weapons and Ammo Location Critical Tonnage
mandate that it be built in numerous facilities across the Federated Medium Laser RA 1 1
Suns, Swordsman construction never expanded beyond Robinson. LRM 5 RT 1 2
Jerricho Industries nonetheless continued to refine and upgrade Ammo (LRM) 24 RT 1 1
the design, ultimately debuting the SWD-2 model in 2482 which AC/5 LT 4 8
fixed most of the problems experienced in the original models Ammo (AC) 20 LT 1 1
while at the same time increasing mobility and armor, and also Medium Laser LA 1 1
incorporating a four-tube short-range missile launcher.
The SWD-2 Swordsman, both newly constructed ’Mechs Notes: Features the following Design Quirks: Accurate Weapon
as well as a handful of upgraded original models, remained the (AC/5), Ammunition Feed Problem (AC/5), Bad Reputation,
primary front-line BattleMech of the AFFS’ Terran March until the Obsolete (2482), Poor Workmanship, Searchlight.
end of the Davion Civil War, when First Prince Alexander Davion
ordered the Swordsman lines shut down and at the same time
dismantled the Terran March (as well as the Suns’ Outer March),

4
RFL-1N Rifleman
Field Testing Summation: Original Rifleman Primitive Chassis Both Rifleman models served through the end of the
Producer/Site: Kallon Corporation, Nanking Reunification War, by which time the -1N was retired from common
Supervising Engineer: Gibb Nakaryin House and militia service in favor of the -2N, which continued to
Prototype Introduction Date: 2504 serve the SLDF and member-state militaries until Kallon introduced
Non-Production Equipment Analysis: the sixty-ton Rifleman RFL-3N in 2770. The -3N remained in constant
Primitive Armor production for more than three more centuries, despite Earthwerks’
Primitive Cockpit eventual takeover of Kallon, the fall of the Star League, and the
Primitive Engine Succession Wars.

Overview Type: Rifleman


In 2490, the Kallon Corporation was one of countless of Technology Base: Inner Sphere (Primitive)
Hegemony sub-contractors looking to expand its operations to Tonnage: 50
become a primary weapons suppliers. It had already begun to
produce a series of conventional armored vehicles and tanks, but Equipment Mass
CEO Singa Kallon set his sights far higher and recruited a team Internal Structure: 5
of engineers to design a BattleMech that would be accepted for Engine: 240 Primitive 11.5
production by the Hegemony Armed Forces. Walking MP: 4
Kallon’s mandate was easier said than done, however. The Running MP: 6
company had to not only develop the engineering processes Jumping MP: 0
required to construct a BattleMech, but also had to build a base Heat Sinks: 12 2
of industrial sub-contractors—many of whom were warned by Gyro: 3
the largest Hegemony military suppliers that any support of Cockpit (Primitive): 5
Kallon could mean an end to their own massive contracts with Armor Factor (Primitive): 123 11.5
the “big boys.” Internal Armor
Kallon finally submitted its first ’Mech, code-named FALCON Structure Value
BLUE, to the HAF, but that was rejected in 2501. Kallon came back Head 3 6
three years later with the FALCON GRAY, which the HAF accepted Center Torso 16 23
on a provisional basis for assignment to militia units (and approved Center Torso (rear) 4
for sale to authorized private security concerns) in 2505. Named R/L Torso 12 15
Rifleman, this was a mid-weight ’Mech mounting an arsenal of R/L Torso (rear) 2
purely energy weapons—paired Class B and C medium and R/L Arm 8 15
large lasers produced in-house by Kallon—making the Rifleman R/L Leg 12 13
perfectly suited for extended fire-support, defensive and garrison
assignments. Uniquely for the time period, the Rifleman mounted Weapons and Ammo Location Critical Tonnage
all of its weapons in its arms and dispensed with hands or lower Large Laser RA 2 5
arm actuators—in reality a cost- and time-saving measure made Medium Laser RA 1 1
by Kallon during the rush to submit the ’Mech to the HAF—giving Large Laser LA 2 5
it an unparalleled field of fire compared to any other ’Mech or tank Medium Laser LA 1 1
in Hegemony service.
The Rifleman was produced in moderate numbers through Notes: Features the following Design Quirks: Anti-Aircraft
the first half of the twenty-sixth century, enough to cement the Targeting, Obsolete (2504), Searchlight.
Kallon Corporation’s position and to see the wide proliferation
of the Rifleman. The Treaty of Geneva in 2556 ushered in a whole
new era for the Rifleman, however. The Kallon Corporation took
advantage of the treaty’s economic benefits to open up production
facilities within the Capellan Confederation and to debut the
-2N model, a modernized Rifleman for the HAF carrying the Air
Aggressor Fire Control Adjuster that transformed the ’Mech into
an ideal anti-aircraft platform.

5
GRF-1A Griffin
Field Testing Summation: Original Griffin Primitive Chassis years of its deployment, the Griffin had taken the prominent role Notes: Equipped with Prototype Jump Jets; features the following
Producer/Site: Maxwell Manufacturing, Inc., Procyon in assault battalions throughout the HAF, where it would attack in Design Quirks: Improved Cooling Jacket (Prototype PPC), Jettison-
Supervising Engineer: Helina Pendergrass the first stages of any HAF offensive. Capable Weapon (Prototype PPC), Obsolete (2595), Poor Sealing.
Prototype Introduction Date: 2465 The Griffin remained on the front lines even after the state
Non-Production Equipment Analysis: of the art had superseded it. A series of financial errors and
Primitive Armor misconduct on the part of Maxwell’s corporate officers in the
Primitive Cockpit last decade of the twenty-fifth century placed the corporation
Primitive Engine into receivership before it was dissolved and its assets sold
Prototype Jump Jets to Earthwerks, Incorporated. Soon after, the Griffin received a
Prototype PPC complete overhaul into the “modern” GRF-1N—five tons lighter but
a third faster, with better jump capacity, a bigger missile launcher
Overview and slightly better heat capacity—which remained the “standard”
The introduction of the Mackie prompted a massive arms race for centuries longer.
the likes of which Humanity had never seen before (or has yet seen
again). While the five Great Houses struggled and plotted to steal Type: Griffin
the secrets of the BattleMech, the Terran Hegemony pushed hard Technology Base: Inner Sphere (Primitive)
to ensure that it would retain the technological lead while also Tonnage: 60
remaining the strongest militarily, prompting several calls for new
BattleMechs during the twenty-fifth century. Equipment Mass
Maxwell Manufacturing, Inc., was not an original stakeholder Internal Structure: 6
in the design and production of the Mackie, but its engineering Engine: 290 Primitive 17.5
prowess and WorkMech production capacity impressed the Walking MP: 4
Hegemony government enough that it encouraged the company Running MP: 6
to compete in producing a “highly mobile BattleMech” for the HAF. Jumping MP: 3
Maxwell’s designers used a target mass of sixty tons, enough that it Heat Sinks: 11 1
could carry a powerful PPC, with enough available mass remaining Gyro: 3
to also mount a five-tube LRM launcher. With those weapons, a Cockpit (Primitive): 5
Griffin’s MechWarrior could successfully engage enemy targets at Armor Factor (Primitive): 155 14.5
the longest of ranges, while the ’Mech’s nearly 65 kph top speed Internal Armor
meant that it could remain at range with ease or rush in to deliver Structure Value
a coup de grace upon its enemies. Head 3 9
[Editor’s note: Unfortunately, the particle cannons made Center Torso 20 21
available to these early Griffins were of less-efficient, prototype-quality, Center Torso (rear) 7
because the Hegemony had yet to achieve sufficient production of the R/L Torso 14 21
weapon to meet all of its needs at that time. For this reason, Maxwell’s R/L Torso (rear) 6
engineers housed the weapon in an improvised cooling jacket system R/L Arm 10 14
that helped mitigate a fraction of its excess heat.] R/L Leg 14 18
Lacking any significant short-ranged weaponry, a Griffin’s
MechWarrior had to rely upon the mass of numbers to effectively Weapons and Ammo Location Critical Tonnage
engage point-blank targets, falling back upon physical attacks as Prototype PPC RA 3 7
a last resort. LRM 5 RT 1 2
Most importantly, the Griffin jump capability cemented Ammo (LRM) 24 RT 1 1
Maxwell’s offering as the competition’s front-runner, though like Prototype Jump Jet CT 1 1
General Mechanics (with the Wasp) before it, and soon enough Prototype Jump Jet RT 1 1
with Lang Industries (which was developing the Shadow Hawk), Prototype Jump Jet LT 1 1
Maxwell’s engineers struggled with control and stabilization
problems inherent to propelling a multi-ton machine ninety meters
through the air. Those problems were minor when compared
to those experienced by the ’Mech’s predecessors however, and
quickly overshadowed by the Griffin’s capabilities. Within just a few

6
EMP-1A Emperor
Field Testing Summation: Original Emperor Primitive Chassis run was complete. Those that weren’t upgraded in the 2580s and
Producer/Site: Quarry Arms, Terra ‘90s to the -5A standard—which carried two large-class lasers,
Supervising Engineer: Octavi Lang more heat sinks and also mounted jump jets—were soon relegated
Prototype Introduction Date: 2442 to garrison units or mothballed. Many of those found their way
Non-Production Equipment Analysis: into the militaries of the Star League Member-States during the
Primitive Armor Reunification War, which was the ’Mech’s final hurrah, at least until
Primitive Cockpit StarCorps introduced a new high-tech model in 2612.
Primitive Engine
Type: Emperor
Overview Technology Base: Inner Sphere (Primitive)
As a part of the original consortium that designed and Tonnage: 90
built the Mackie, Quarry Arms was in a prime position to win the
competition to produce the Hegemony’s next BattleMech. In fact, Equipment Mass
before production of the Mackie even began, Quarry’s Dr. Octavi Internal Structure: 9
Lang began working on a concept he sketched out while assigned Engine: 325 Primitive 23.5
to the Mackie team. Project Emperor was an aggressive concept Walking MP: 3
that married two of the largest autocannon available at the time Running MP: 5
and a bevy of lasers to a lighter but better-armored chassis than Jumping MP: 0
the Mackie. Heat Sinks: 10 0
Unfortunately, neither Dr. Lang nor the Quarry Arms Board Gyro: 4
of Directors fully realized the engineering difficulties of designing Cockpit (Primitive): 5
and developing a machine as complex as a BattleMech without Armor Factor (Primitive): 273 25.5
assistance, even with all of the engineering data generated during Internal Armor
the development of the Mackie at their disposal. The upstart Structure Value
Martinson Armaments trumped every other manufacturer by Head 3 9
winning the first design competition with their Kyudo, while former Center Torso 29 46
corporate ally Hegemony Weapons Research won the second Center Torso (rear) 10
competition with their Banshee offering. R/L Torso 19 30
Quarry’s problems with the Emperor were many. Though the R/L Torso (rear) 8
company finally debuted its first two prototypes in the final weeks R/L Arm 15 30
of 2442, both suffered numerous problems. By the time Quarry R/L Leg 19 36
resolved the ’Mech’s multitude of balance, power distribution, EM
interference, ammunition feed, under-performing myomer and Weapons and Ammo Location Critical Tonnage
cascading electronics systems issues, the two prototype Emperors AC/5 RA 4 8
were little more than battered “Franken-Mechs” that bore only Ammo (AC) 40 RT 2 2
passing resemblance to their original design. Quarry built two more Medium Laser RT 1 1
prototypes in 2452, but four years later lost the next competition Medium Laser H 1 1
to General Mechanics’ Orion, which HAF evaluators felt was a more Medium Laser LT 1 1
powerful design at fifteen tons less mass. Ammo (AC) 40 LT 2 2
Discouraged, Quarry shelved the Emperor, though Dr. Lang AC/5 LA 4 8
and a small team of associates continued to unofficially tweak the
design, which the HAF finally accepted for a limited “emergency” Notes: Features the following Design Quirks: Bad Reputation,
production run in 2464 to boost the size of its BattleMech corps Command BattleMech, Obsolete (2470).
after the Free Worlds League and Capellan Confederation both
gained BattleMech technology. The last EMP-1A production
models were delivered in 2472, serving primarily in support roles
within assault regiments and in defensive assignments where its
tremendous armor but limited overall firepower (Dr. Lang’s team
could never solve the problem of successfully mounting class-10
autocannon in place of the lower caliber class-5 weapons) were
best employed. The Emperor was obsolete before its production

7
XNT-2O Xanthos
Field Testing Summation: Original Xanthos Primitive Chassis would eventually perfect Harrison’s Xanthos in a desperate effort to Equipment Mass
Producer/Site: Hollis Industries, Corey boost their product lines years later—at which point, only the Capellan Armor Factor (Primitive): 160 15
Supervising Engineer: Dr. David Harrison Confederation would take serious interest. Harrison, meanwhile, moved Internal Armor
Prototype Introduction Date: 2564 on to the Brigadier Corporation, where he finally succeeded in realizing Structure Value
Non-Production Equipment Analysis: his dreams of stable quadruped ’Mech designs in the Scorpion and (later) Head 3 9
Primitive Armor the Goliath. Unfortunately for Harrison, while these four-legged machines Center Torso 31 31
Primitive Cockpit would enter production, these so-called “Harrison’s Follies” found little Center Torso (rear) 8
Primitive Engine appreciation among MechWarriors or generals in the years to come. R/L Torso 21 19
R/L Torso (rear) 5
Overview Type: Xanthos R/L Front Leg 21 16
Considered a “wunderkind” of his time, Dr. David Harrison was given Technology Base: Inner Sphere (Primitive) R/L Rear Leg 21 16
near-carte blanche when it came to pursuing the projects he favored when Tonnage: 100
Hollis Industries recruited him in the early-2540s—so long as he brought Weapons and Ammo Location Critical Tonnage
the company into the “big leagues” by producing a BattleMech. That came Equipment Mass Small Laser H 1 .5
in 2561 with the Catapult, which gave the company the financial boost it Internal Structure: 10 AC/10 RT 7 12
needed to produce something totally revolutionary. Thus, Hollis Industries Engine: 360 Primitive 33 Ammo (AC) 20 RT 2 2
gave birth to the four-legged BattleMech in the form of the Xanthos. Walking MP: 3 Medium Laser RT 1 1
Dr. Harrison had long believed that a four-legged BattleMech would Running MP: 5 Large Laser LT 2 5
be the most stable, all-terrain firing platform possible, capable of mounting Jumping MP: 0 SRM 4 LT 1 2
more armor than ever before. Though a quad frame suffered from far more Heat Sinks: 18 8 Ammo (SRM) 25 LT 1 1
restricted firing arcs than bipedal ’Mechs with fully articulated arms and Gyro: 4 Medium Laser LT 1 1
rotating torsos, Harrison nonetheless believed the quad ’Mech was the ideal Cockpit (Primitive): 5 Small Laser LT (R) 1 .5
approach for an assault-class BattleMech. He continuously tinkered with his
quadruped design concepts even as he built the Catapult, eventually refining Notes: Features the following Design Quirks: Bad Reputation, Obsolete
his ideas into a set of workable prototypes in 2564. (2565), Poor Performance, Protected Actuators, Prototype, Unbalanced.
For these first proof-of-concept prototypes of the Xanthos, Hollis
Industries limited Harrison to building with less expensive, proven—but
outdated—technologies. The resulting XNT-2O Xanthoses massed one
hundred tons each, and carried a wide arsenal of weaponry that could
pummel enemies at all ranges. Harrison envisioned a mass of Xanthos
advancing on a wide front, and so paid little heed to addressing the
’Mech’s relatively weak flanks; defense of the ’Mech would be provided by
its comrades and other supporting units. Only a single small laser covered
its rear quarters against fast tanks or other tailing targets.
On paper, the Xanthos was an intriguing concept to the Hegemony
Armed Forces, which directed a series of trials for the new ’Mech.
Unfortunately, the Xanthos’ supposed stability was mythical, a fact that
Harrison was acutely aware of and was attempting to remedy even as Hollis
pushed forward with its evaluation against his objections. Unfortunately,
Hollis’ experienced MechWarrior test pilots had trouble keeping the
prototype ’Mech upright through complex maneuvers over uneven ground,
especially the further into the realistic combat trials the ’Mech advanced.
The Xanthos was rejected and Dr. Harrison humiliated. With its brief
Catapult contract at an end with the HAF and no other major military
contracts in place, Hollis Industries began to sell the Catapult under the
table to the Capellan Confederation and Free Worlds League (and later, the
remaining Star League Member-States) to remain solvent. The company

8
Chi-ha Infantry Combat Vehicle
Field Testing Summation: Common Primitive Combat Vehicle Type: Chi-Ha ICV Weapons and Ammo Location Tonnage
Producer/Site: Daisho MilWorks, New Samarkand Technology Base: Inner Sphere (Primitive) 2 Machine Guns Turret 1
Supervising Engineer: Petrov Kouta Movement Type: Tracked (Medium) Machine Gun Front .5
Prototype Introduction Date: 2284 Equipment Rating: D/C-X-X Ammo (MG) 200 Body 1
Non-Production Equipment Analysis: Mass: 22 tons Advanced Fire Control System Body .5
Primitive Combat Vehicle
Equipment Mass Crew: 3 (2 enlisted/non-rated, 1 gunner)
Overview Chassis: 3.5 Cargo:
Originally designed as an armored transport for high-value cargoes, Engine/Controls: 9 Infantry (3 tons) 2 Doors (Rear)
the Chi-ha eventually transformed into a lightly armed infantry combat Type: ICE
vehicle for use by New Samarkand’s militias. Its cargo hold was redesigned Cruise MP: 4 Notes: This Chi-ha represents the more modern 2350 model. Features the
to hold a full platoon of infantry (or police) and its overall frame reinforced Flank MP: 6 following Design Quirk: Low Profile
so that it could mount a turret. In the process, the transport lost its Heat Sinks: 0 0
original four-axle/twelve-wheel suspension, in its place gaining a wide- Fuel: 1,111 km 1
footprint tracked system which, while reducing its top speed and overall Turret: .5
maneuverability, gave it better all-terrain performance. For use within Armor Factor (BAR 6): 48 2
predominantly urban areas, special coated tracks were eventually made Internal Armor
available which, though expensive and often difficult to procure, did not Structure Value
damage paved roadways. The ICV was armed with three heavy-caliber Front 3 11
machine guns—two within the turret and one more mounted to the fore— R/L Side 3/3 10/10
considered more than enough to shred most light armored vehicles while Rear 3 6
delivering and supporting its infantry load. Turret 3 11
The Chi-ha ICV saw wide use across New Samarkand, but its
popularity did not explode until Shiro Kurita’s meteoric rise to power.
The Chi-ha became one of the lynchpins in the army Shiro raised and
trained to conquer the Alliance of Galedon, with production expanded
to four more worlds as Shiro built up his forces before embarking on his
oftentimes-violent campaign to form the Draconis Combine. By default, it
was the newly formed DCMS’ primary infantry transport, serving in that role
through most of the twenty-fourth century before being relegated to more
and more supporting roles throughout the remainder of the Age of War.
Throughout its service life, the Chi-ha received continual upgrades.
Some were relatively minor, such as cosmetic adjustments or the equipping
of different electronics and machine guns. Others were significant, such
as the modernization the ICV received in the 2350s; thanks to better
technologies available, the Chi-ha received a higher top speed, improved
targeting systems, and better armor protection, though at a loss of about
half of its overall service range. This final Chi-ha model served the DCMS
and other Combine entities well into the Star League era, and was even
later resurrected for limited production during the Succession Wars.

9
Cobra VTOL Transport
Field Testing Summation: Common Primitive VTOL The Cobra’s heyday was long over by the end of the Age of War though, Weapons and Ammo Location Tonnage
Producer/Site: Pacific-Euro Consolidated Aerospace Systems, Terra with higher-tech designs taking its place within the HAF before the end of 2 Machine Guns Front 1
Supervising Engineer: Indrela Bell-Douglas the twenty-fifth century. The final Cobra models ordered by the HAF used a Machine Gun Right .5
Prototype Introduction Date: 2317 fusion power plant, which provided a twenty-five percent increase to its top Machine Gun Left .5
Non-Production Equipment Analysis: speed and even a slight increase to its cargo capacity. Though the twenty- Machine Gun Rear .5
Primitive Combat Vehicle fourth century Cobra did not survive to see the formation of the Star League, Ammo (MG) 100 Body .5
the SLDF used it as the inspiration for a new transport that debuted more Advanced Fire Control System Body .5
Overview than two and a half centuries after the original HAF Cobra’s introduction.
Designed and built under a special order from Director-General James Crew: 3 (2 enlisted/non-rated, 1 gunner)
McKenna’s office shortly after his coup, the Cobra VTOL Transport was Type: Cobra Cargo:
anything but a product of its time. Constructed in an era where there was Technology Base: Inner Sphere (Primitive) 9 tons 3 Doors (Right, Left, Rear)
little standardization of equipment within the Hegemony Armed Forces Movement Type: VTOL (Medium)
(nee Alliance Global Militia) and where military contracts had regularly Equipment Rating: D/C-X-X Notes: Features the following Design Quirks: Non-Standard Parts, Obsolete
been awarded even after the base design was rejected by the military, Mass: 30 tons (2470), VTOL Rotor Arrangement (Dual)
the Cobra was one of a new breed of designs mandated by the former
admiral. His HAF would be provided the tools they needed to accomplish Equipment Mass
their missions across the stars—mass-produced and standardized to ensure Chassis: 7.5
the commonality of training and logistics throughout the HAF—beginning Engine/Controls: 8
with pieces of equipment like the Cobra. Type: ICE
Utilizing a tilt-rotor design, the Cobra was designed as a short- Cruise MP: 8
range light military transport capable of serving in battlefield support Flank MP: 12
assignments as well as in non-combat roles. Though it only boasted a top Heat Sinks: 0 0
sustained speed of 130 kph—far slower than many other available VTOL Fuel: 625 km .5
transports at the time—after the addition of self-defense armaments it Armor Factor (BAR 6): 34 1.5
could still carry more nine tons of cargo within its spacious hold without Internal Armor
impacting its performance in the least. The Cobra could additionally carry Structure Value
a significant load slung beneath it, which made it an ideal battlefield Front 3 10
transport; in this configuration It could deliver a light vehicle (or artillery R/L Side 3/3 8/8
piece) and almost 100 troops (or tons of supplies) to a battlefield, quickly Rear 3 6
turning around and evacuating casualties to the rear lines before reloading Rotors 2 2
and accomplishing the same mission again and again.
The Cobra was the standard HAF workhorse VTOL during the
twenty-fourth century. A multitude of variants appeared through the
years, all based on the same basic frame. The stock Cobra featured a
convertible cargo hold that could be quickly configured with jump-seats
or to carry palletized cargo. Field conversion kits allowed Cobras to be
quickly transformed into medical evacuation transports or into airborne
command and communications posts, reconnaissance platforms, or VIP
transports complete with office and sleeping compartments. Unarmed
(or disarmed) variants were often valued for their additional cargo space
or were converted into airmobile field hospitals. Many Cobras found their
way into civilian service—some sold to Hegemony government agencies
and important civil concerns, while many more were demilitarized and
sold in the civilian after-market—where they likewise became workhorse
transports for nearly every conceivable purpose.

10
Sturmblitz Assault Gun
Field Testing Summation: Primitive Combat Vehicle Archon Steiner was impressed with the vehicle, which he’d personally Weapons and Ammo Location Tonnage
Producer/Site: Tamar Arms, Tamar faced several times in battle. He ordered his procurement officers to start Prototype AC/20 Front 14
Supervising Engineer: Mikael Stossel-Gruenwold purchasing the vehicle en masse even as he punished the Duke of Tamar Ammo (AC) 16 Body 4
Prototype Introduction Date: 2488 by also ordering Tamar Arms broken up, its assets sold to several other Advanced Fire Control System Body 1.5
Non-Production Equipment Analysis: corporations; ultimately produced by three different manufacturers, the
Primitive Combat Vehicle Sturmblitz remained in LCAF service until the formation of the SLDF, which Crew: 7 (1 officer, 2 enlisted/non-rated, 4 gunners)
Prototype Autocannon/20 inherited a handful. The last Sturmblitz Assault Guns were apparently finally Cargo:
retired following the Reunification War. None
Overview
The interstellar arms race that raged during the twenty-fifth and Type: Sturmblitz Notes: Features Armored Chassis Modification and the following Design
twenty-sixth centuries took on many different forms. While it focused Technology Base: Inner Sphere (Primitive) Quirks: Distracting, Easy to Maintain, Obsolete (2488), Variable
primarily upon upsmanship between competing BattleMech designs, Movement Type: Tracked (Medium) Range Targeting.
there were many other realms within which this technological war was Equipment Rating: D/D-X-X
fought. The Lyran Commonwealth’s development of the massive class-20 Mass: 75 tons
autocannon was, perhaps, that nation’s greatest defense technology
accomplishment since the reverse-engineering of the BattleMech decades Equipment Mass
earlier. And, like that advancement, it was accomplished through the efforts Chassis: Armored 17
of a number of allied civil and military contractors working in conjunction Engine/Controls: 29.5
with LCAF researchers. Type: ICE
The Lyran Commonwealth Armed Forces ultimately intended to Cruise MP: 4
mount this massive autocannon on heavy BattleMechs and tanks within Flank MP: 6
assault battalions, where their incredible firepower would overwhelm and Heat Sinks: 0 0
crush any defense. Before the LCAF could field any such designs, early Fuel: 338 km 1
versions of this ’Mech-killing weapon were mounted in a turretless vehicle Armor Factor (BAR 10): 126 8
testbed manufactured by Tamar Arms. From this stable platform, the Internal Armor
weapon was thoroughly tested and retested in a variety of environments Structure Value
and combat scenarios, providing valuable data that would lead to its Front 8 40
perfection and mass production. R/L Side 8/8 38/38
Though never intended as an actual combat vehicle, Tamar Arms’ Rear 8 10
testbed—which was based on a simple, if obsolete, vehicle frame produced
by the company during the Age of War—received generally complimentary
reviews from its crews and evaluators. The company made a few
modifications to the base vehicle in 2500, heavily armoring it, but otherwise
retaining the rest of its proven, albeit low-tech, systems, while mounting
the heavy autocannon within a simple casemate—an armored box. Tamar
Arms envisioned it as the ideal defense or heavy assault vehicle, capable of
completely destroying any opponents it met in just a few volleys. Though it
clearly lacked the functionality of a BattleMech or even a conventional tank,
and required the support of other forces to defend against enemy infantry
and cavalry units, in fixed positions and in mass it was all but unstoppable.
The LCAF rejected the design however, preferring instead to focus
upon the ’Mechs and tanks it was developing. That is, until Archon Robert
Steiner led his loyalist forces in pursuit of the mad former-Archon Margaret
Olson and her supporters, which included The Duke of Tamar. The Duke’s
forces fielded dozens of these so-called Sturmblitz Assault Guns, which
readily overwhelmed Archon Robert’s forces first on Skye and then on
Tamar, accounting for scores of ’Mech kills themselves. After this brief war,

11
Mustang Fighter
Field Testing Summation: Primitive Conventional Fighter Type: Mustang Fighter
Producer/Site: Journey Aerospace, Edwards Technology Base: Inner Sphere (Primitive)
Supervising Engineer: Perry Niilsson Movement Type: Fixed Wing (Medium)
Prototype Introduction Date: 2463 Equipment Rating: D/D-X-X
Non-Production Equipment Analysis: Mass: 80 tons
Primitive Conventional Fighter
Prototype AC/10 Equipment Mass
Chassis: 8
Overview Engine/Controls: 35
The acquisition of BattleMech technology brought the Federated Suns Type: ICE
more than just the ’Mech itself. It brought to light a wide series of research Safe Thrust: 5
projects the Terran Hegemony was working on, if only in concepts rather Maximum Thrust: 8
than detailed technical specifications. The Federated Suns had known for Structural Integrity: 5
some time that the Hegemony was working on developing a heavy-caliber Heat Sinks: 0 0
autocannon, and itself was pursuing a parallel development of the weapon; Fuel: 375 7.5
though the information gained from receiving technical specifications on the Armor Factor (BAR 6): 84 3.5
Mackie certainly did not solve the many engineering problems experienced Armor
by the Suns’ R&D teams, it did point the teams in the right direction, allowing Value
them to build a prototype class-10 autocannon shortly after the Hegemony Nose 28
debuted its own models. First Prince James Davion pushed his military to Wings 23/23
develop a number of different combat units that could mount this powerful Aft 10
weapon—a move that led directly to the development of the T-12 Tiger
Medium Tank, the Hammerhands BattleMech, and the Mustang fighter.
Though conventional atmospheric fighter craft had been long earlier
supplanted by extra-atmospheric aerospace fighters, in an effort to be the first
company to produce a combat unit armed with the heavy autocannon, Journey
Aerospace nonetheless chose to marry the weapon with a conventional
combat airframe it had been developing for some time. Replacing a smaller
caliber class-5 weapon, the heavy autocannon was mounted on the airframe’s
centerline, though its inclusion required Journey’s engineers to add what many
would later come to call a “pregnant belly” to the fighter to contain the bulky
weapon and its complex ammunition feed systems. While the addition of the
heavy autocannon forced the downgrade of the Mustang’s total of four wing-
mounted SRM launchers to smaller models, few at Journey Aerospace believed
that would adversely affect the fighter’s chances.
The Mustang certainly made an impression with the Armed Forces
of the Federated Suns. It was heavier than most conventional fighters and Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV
focused entirely upon a heavy assault paradigm. Its heavy armaments load Prototype AC/10 Nose 12 — 10 10 — —
was meant to obliterate single targets, one at a time. Moreover, its heavy Ammo (AC) 16 Body 2 — — — — —
autocannon could defeat most armor, making it an even more dangerous 2 SRM 4 RW 4 — 4 — — —
weapon. It possessed acceptable maneuverability, but it was not designed 2 SRM 4 LW 4 — 4 — — —
as a dog fighter and had to rely upon lighter, more nimble craft to defend Ammo (SRM) 50 Body 2 — — — — —
it against enemy interceptors—at least those it could not destroy in head- Advanced FCS Body 2 — — — — —
to-head engagements.
The Mustang was not the ideal fighter for the AFFS, and it possessed Crew: 9 (2 officers, 2 enlisted/non-rated, 5 gunners)
several notable flaws—including a marked instability introduced when
firing the heavy autocannon, as well as the danger of flaming out one of Notes: Features the following Design Quirks: Atmospheric Flyer, Easy to Maintain, Obsolete (2475)
its engines during heavy maneuvering if the autocannon’s fumes were
ingested by the engine. Nevertheless, the AFFS was impressed, buying
thousands over the course of some two decades.

12
HMR-HA Hammerhead
Field Testing Summation: Primitive Aerospace Fighter Boeing Interstellar, which in one form or another had been constantly Type: Hammerhead
Producer/Site: Boeing Interstellar, Terra producing combat aerospace craft for nearly five centuries already, came Technology Base: Inner Sphere (Primitive)
Supervising Engineer: S.L. Rosanske back with a design that, while heavier than most other aerospace fighters at Tonnage: 75
Prototype Introduction Date: 2402 the time, could outmaneuver nearly everything else in service. Its two nose-
Non-Production Equipment Analysis: mounted large-class lasers could outright destroy the handful of lighter, Equipment Mass
Primitive Aerospace Fighter more nimble designs fielded by the other nations, while its armor was Engine: 360 (Primitive) 33
heavy enough to shrug off what few minor hits it might receive in return. Safe Thrust: 6
Overview Similarly, a squadron of Hammerheads had both the maneuverability and Maximum Thrust: 9
The twenty-fourth century ranks among the handful of most significant firepower at their disposal to eviscerate enemy large craft in just a handful Structural Integrity: 7
in recorded history, bearing witness to the birth of the Terran Hegemony of salvoes, or to lay waste to tremendous numbers of enemy ground forces Heat Sinks: 16 6
and four of five of the other nations that would ultimately unite to form caught in their strafing runs. Fuel: 400 5
the Star League. It also saw a tremendous increase in interstellar tension as While the fighter lacked the ability to engage enemies at range, the Cockpit: 5
the wars that once were fought between minor powers transformed into Hegemony Armed Forces were duly impressed with the Hammerhead and Armor Factor (Primitive): 171 16
barely contained conflagrations that threatened to explode and consume ordered it into production, with the first fighters reaching HAF squadrons Armor
the entire Inner Sphere. The Terran Hegemony recognized the shape of in 2407. The Hammerhead went on to be one of the Hegemony’s most- Value
things to come and turned to its massive industry to build new generations produced and its longest-serving aerospace fighter; it was modernized Nose 58
of combat vehicles that would take it into the future. Among the products during the seventh and eighth decades of its life, when it gained about ten Wings 44/44
of this movement was the venerable Hammerhead aerospace fighter. percent more armor and twenty percent better acceleration, and once more Aft 25
The twenty-fourth century had seen the incarnation of the aerospace a century later when it gained a powerful AC/20 and ferro-aluminum armor.
fighter, which had quickly replaced conventional atmospheric fighter
craft in most modern militaries, though the concepts and technology
behind these machines of war were still in flux as the Hegemony looked
for a new aerospace fighter. HAF design requirements called for a highly
maneuverable dogfighter capable of defeating all current fighters while
also operating as a part of a team to destroy enemy DropShips.
[Editor’s note: for clarity, it is worth remembering that the term
“DropShips” is used here to refer to large craft that lacked K-F booms and
needed to dock with larger K-F vessels internally; DropShips that docked
externally, as we know them today, did not exist prior to the advent of the K-F
boom and modern JumpShip-docking hardpoints that prototyped in the early
2460s, and entered mainstream production in 2470.]

Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV
2 Large Lasers Nose 10 8 8 8 — —

Notes: Features the following Design Quirks: Atmospheric Flyer, Obsolete (2475), Poor Life Support, Weak
Undercarriage.

13
Intrepid Assault Craft
Field Testing Summation: Primitive Small Craft Type: Military Aerodyne
Producer/Site: Avalon Aerospace Partners, New Avalon Use: Assault Craft
Supervising Engineer: William “Tubby” Dargas Tech: Inner Sphere
Prototype Introduction Date: 2331 Introduced: 2331
Non-Production Equipment Analysis: Mass: 150 tons
Primitive Small Craft
Dimensions
Overview Length: 21 meters
The Federated Suns was seemingly the last major Inner Sphere Width: 23 meters
power to develop its own aerospace fighter, debuting the Centurion in Height: 7 meters
2430, though unlike its contemporaries it relied heavily upon a layered
dual approach to aerospace dominance. Within an atmosphere, Fuel: 5 tons (400)
economical mass-produced conventional fighters were the dominant Safe Thrust: 5
power, while large shuttlecraft and highly maneuverable space- Maximum Thrust: 8
capable “small craft” were assigned interception and defensive duties Heat Sinks: 22
in space. Aerospace fighters purchased from other sources did have Structural Integrity: 10
limited multi-function roles, but the weight of the AFFS aerospace
mission lay firmly on the shoulders of small craft like the Intrepid. Armor
Designed to replace a number of different “assault shuttles” Nose: 73
and “escort ships” operated by the AFFS, the Intrepid was at its core Sides: 65
a nimble aerodyne assault craft capable of engaging ships of all Aft: 35
kinds or providing heavy support fires to engaged friendly ground
forces. This “generalist” approach meant that the Intrepid would Cargo
neither be the fastest nor the most maneuverable ship in the sky, Bay 1: Infantry (1 foot platoon) 2 Doors
but its heavy arsenal of energy weapons and almost nineteen tons
of armor outmatched anything else it might expect to encounter Crew: 1 Officer, 2 Enlisted/Non-rated, 2 Gunners
save for an armed drop shuttle, and even those would not last long
against a dedicated squadron of Intrepid assault craft. Moreover, Ammunition: None.
it possessed above-average maneuverability for a ship of its mass,
giving it a decisive edge in most encounters. Notes: Equipped with 18.5 tons of primitive armor; all
The Intrepid was designed to be more than a heavy fighter, crew quarters assigned as Steerage-class (5 tons
however. Though the AFFS would take delivery of most of these craft, per crewman). Features the following Design
it was also destined for system patrol and escort duties. Operating Quirks: Atmospheric Flight Instability, Improved
from a mother ship or space station, Intrepids crewed by militia, Cooling Jacket (Large Lasers), Obsolete (2455).
police or customs officials would randomly inspect inbound ships,
intercept suspected enemies (or smugglers) or transport important Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV
officials on short range runs. As a result, the Intrepid boasted a small 3 Medium Lasers Nose 3 9 15 — — —
compartment that could carry up to a platoon of armed marines or Large Laser RW 5 8 8 8 — —
customs officers (albeit in extremely cramped quarters), who were Medium Laser RW 1 3 5 — — —
responsible for conducting inspections or taking charge of enemy Large Laser LW 5 8 8 8 — —
vessels. The AFFS navy similarly used the Intrepid to deliver boarding Medium Laser LW 1 3 5 — — —
parties to embattled enemy ships, where the assault craft’s relatively Medium Laser Aft 1 3 5 — — —
heavy armor and identical profile to most other engaged FedSuns
craft might keep it safe long enough to land its marine cargo.
The Intrepid served well in its intended role, even inspiring
the development of similar craft within the other major nations.
Ultimately, the Federated Suns turned to the aerospace fighter,
which was not only a cheaper alternative but also required fewer
trained crew, to fulfill its interceptor and assault requirements,
maintaining a much reduced assault craft “fleet” to accomplish
heavy escort and marine assault missions.

14
DroST IIb Carrier DropShip
Field Testing Summation: Primitive Carrier DropShip Over the decades, the DroST II-series of DropShips saw several notable Ammunition: 156 rounds LRM 20 ammunition (26 tons), 128 rounds
Producer/Site: Various upgrades, the most significant of which was the inclusion of K-F Booms and Prototype AC/10 ammunition (16 tons)
Supervising Engineer: Dax Bester better armor starting with models produced 2470. Extant carrier models
Prototype Introduction Date: 2445 still in service eventually saw those upgrades, though the HAF sold off Notes: Mounts 53.5 tons of primitive DropShip armor and Prototype
Non-Production Equipment Analysis: standard model DroST IIs rather than upgrade them, preferring instead to AC/10s. Features the following Design Quirks: Atmospheric Flight
Primitive DropShip purchase new models. The DroST IIb remained the Hegemony’s primary Instability, Docking Arms, Easy to Maintain, Obsolete (2470).
Prototype AC/10 carrier DropShip until the debut of the Leopard CV.
[Editor’s Note: Further research has shown that the DroST IIa model we Weapons Capital Attack Values (Standard)
Arc (Heat) Type Short Medium Long Extreme Class
Overview presented in our definitive history of the Reunification War, in fact, represents Nose (83 heat)
The DropShip-Tank (DroST) series DropShips were built for the Terran the “upgraded” models that appeared after 2470. Before 2470, the DroST IIa 4 LRM 20 5 (48) 5 (48) 5 (48) — LRM
Hegemony during a wild era of advancement both in military technology and IIb DropShips produced did not have K-F Booms and featured decidedly 3 Prototype AC/10 3 (30) 3 (30) — — AC
and doctrine. They were designed to be carried internally by JumpShips less armor protection.] 4 Large Lasers 6 (62) 3 (32) — — Laser
6 Medium Lasers
and WarShips (debuting before the advent of the K-F Boom and externally- RW/LW (55 heat)
docked DropShips), and deliver a heavy conventional ground force into battle. Type: Military Aerodyne 3 LRM 20 4 (36) 4 (36) 4 (36) — LRM
Though heavily armored, these DropShips were nonetheless vulnerable Use: Small Craft Carrier 3 Prototype AC/10 3 (30) 3 (30) — — AC
to enemy fighters and assault craft, with escorting WarShips and assault Tech: Inner Sphere (Primitive) 2 Large Lasers 4 (36) 2 (16) — — Laser
4 Medium Lasers
DropShips able to provide only so much cover for their invasion forces. Introduced: 2445 RW/LW Aft (28 heat)
This realization prompted something of a doctrinal shift within the Mass: 5,300 tons 2 Large Lasers 4 (36) 2 (16) — — Laser
HAF, which soon came to depend upon a large fleet of DropShips, shuttles 4 Medium Lasers
and other landing craft to overwhelm an enemy with sheer numbers to Dimensions Aft (28 heat)
2 Large Lasers 4 (36) 2 (16) — — Laser
ensure a significant portion of the invasion force would be able to land. Length: 77 meters 4 Medium Lasers
Ultimately, this led both to the retrofitting of DropShips (including the Width: 80 meters
DroST I) to carry more landing craft (at the obvious expense of cargo Height: 31 meters
capacity) as well as the inclusion of numerous assault craft and aerospace
fighters within the invasion force—craft that would provide additional anti- Fuel: 350 tons (10,500)
fighter cover during the landing phase of the operation. Tons/Burn-Day: 1.84
The DroST II was the first HAF DropShip designed from its inception Safe Thrust: 5
to be built either as a dedicated cargo/troop ship or as a carrier vessel. Maximum Thrust: 8
The DroST IIb was the carrier version of the common transport model, and Heat Sinks: 277
carried a total of six small craft bays within its belly (in addition to the two Structural Integrity: 16
small craft carried by the base model). Moreover its designers recognized
the fact that, unlike its conventional sister model, which would be regularly Armor
tasked with non-combat transport missions when not needed for the van Nose: 172
of an invasion, the carrier model was a dedicated combat platform. As a Sides: 172
result, the DroST IIb mounted a considerable arsenal of weaponry, which Aft: 121
allowed it to directly engage enemy interceptors and DropShips, or even
to provide support fire for troops on the ground. Cargo
When first introduced, the HAF intended that one out of every three Bay 1: Small Craft (2) 2 Doors
DroST IIs built would be the carrier model—in every invasion “section” of Bay 2: Small Craft (6) 2 Doors
ships, four DroSTs would be standard models and two would be carriers, Bay 3: Cargo (246 tons) 2 Doors
with one carrying shuttles loaded with troops and equipment and the
second carrying a squadron of assault ships or aerospace fighters—though Life Boats: 4
that ratio dropped precipitously as HAF doctrine changed and standard Escape Pods: 2
model losses significantly eclipsed carrier losses. Crew: 5 Officers, 9 Enlisted/Non-rated, 12 Gunners,
40 Bay Personnel

15
Game Rules

The following game rules are intended to assist players in working with units featuring the Introduction of “Modern” Tech
primitive and prototype technologies presented in this volume. Where possible, the most recently “Modern” technology—which utilizes
published sourcebooks and rulebooks featuring these rules has been referenced, though a more the standard construction rules for BattleM-
in-depth and comprehensive set of rules will be published in future BattleTech rules. echs, combat vehicles and aerospace units
as found in the Tech Manual—debuted in
Design Quirks each of the major Inner Sphere and Periph-
Every prototype and primitive unit described in this Experimental Technical Readout has one ery powers in the years listed below.
or more listed positive and/or negative Design Quirks (see SO, p. 193). These quirks are included to
give each design a unique flavor based upon its history and use in this era before and during the Year Realm
earliest years of the Star League. Use of these quirks is optional, and should be agreed upon by all 2470 Terran Hegemony
players before play begins. 2475 Federated Suns
& Lyran Commonwealth
Primitive Aerospace Unit Construction 2487 Draconis Combine
Primitive aerospace fighters, small craft and DropShips are built using the standard Aerospace 2501 Free Worlds League
Unit Construction rules (see pp. 180-199, TM), with the changes described below (based on Primitive 2503 Rim Worlds Republic
BattleMech Construction rules found in Jihad Secrets: The Blake Documents). All of these aerospace 2504 Capellan Confederation
units designed and constructed prior to the introduction of “modern” technology in each of the major 2505 Taurian Concordat
Inner Sphere and Periphery powers will adhere to these construction rules.

Primitive Aerospace Fighter Construction


Primitive aerospace fighters are constructed using the rules found on p. 146 of Jihad Secrets: The Blake Documents.

Primitive Small Craft and DropShip Construction


Step 3: Add Armor
Primitive small craft and DropShip armor is identical to the armor used by primitive BattleMechs (see p. 145, The Blake Documents), and is
mounted using the standard limits for small craft and DropShips (see pp. 190-191, TM).

Prototype AC/10 & AC/20


The Prototype AC/10 becomes available within the Terran Hegemony in 2445 and is superseded by the standard AC/10 in 2460. The Prototype
AC/20 becomes available within the Lyran Commonwealth in 2488 and is superseded by the standard AC/20 in 2500. Prototype autocannon follow
the standard rules for the standard models, with the following exceptions:
Prototype autocannons will suffer a jam on any to-hit roll result of 2. Jammed weapons cannot be cleared in battle and are considered
damaged—but not destroyed—for game play and repair purposes. Furthermore, a prototype autocannon may carry only three-quarters of the
listed ammunition capacity for its standard version (rounded up) per ton. Thus, a prototype autocannon/20 would only carry 4 rounds of ammo per
ton (0.75 x 5 = 3.75, rounded up to 4), and would be as prone to weapon jams as a modern Ultra autocannon.
Finally, prototype autocannons, despite being of inferior quality, cost five times as much as their production grade versions due to their rarity.

16
Game Rules

Prototype DropShip and JumpShip Equipment


Until the dual developments of the DropShip K-F Boom and the JumpShip Docking Hardpoint in the mid-twenty-fifth century, JumpShips
carried their DropShips within internal bays that significantly limited both the number of ships and the maximum total tonnage they could carry.
The development of the K-F Boom technologies allowed JumpShip designers to discard the inefficient internal bays and instead mount one or more
DropShips—of much greater mass than previously possible—on external docking points and carry them through a hyperspace jump. This technology
revolutionized interstellar transport, quickly becoming the standard while at the same time drastically slashing transport costs—JumpShips could be
built smaller and more economically while massive DropShips that could carry more cargo tonnage than ever before became the norm.
Note: The introduction date indicated here for the KF-Boom supersedes those listed in Tactical Operations (Second Printing and earlier).

Prototype DropShip K-F Boom


Every modern DropShip—one capable of completing a hyperspace jump while docked with a JumpShip—is built with an integral K-F Boom, a
device that extends the JumpShip’s K-F field beyond its own hull to encompass the DropShip. DropShips constructed without a K-F Boom could be later
retrofitted with the K-F Boom systems, though at a not-insignificant cost and only at a dedicated shipyard (in fact, hundreds of refit services emerged
during the latter twenty-fifth century throughout the Inner Sphere an Periphery, many legit but some not, specifically to “modernize” older DropShips).
For game purposes, the standard K-F Boom is an integral part of a DropShip’s Docking Collar (see TM, Aerospace Unit Structural Costs and
Availability table, p. 283). The Prototype K-F Boom becomes available in 2462 and is superseded by the Standard K-F Boom in 2470. The Prototype
K-F Boom has no mass (its systems, like that of the Docking Collar, are integrated into the DropShip’s structure), but has a cost of 1,000,000 C-Bills.
DropShips built before the development of the K-F Boom may be retrofitted to incorporate a K-F Boom (as well as a number of additional minor
upgrades, such as the standardization of the Docking Collar). This is a Class E Refit (SO, p. 188) that requires a total of 30 days to complete at a cost
of 12 million C-Bills.

Prototype Jump Jets


Standard production model jump jets (along with their required BattleMech gyroscope modifications and control software upgrades) debuted
in 2471 within the Terran Hegemony (later, in each of the other Inner Sphere and Periphery nations). Prototype jump jet models were introduced in
2464 with the debut of the Wasp BattleMech (prototype jump jets were later included in the BattleAxe and the Shadow Hawk).
While prototype jump jets have the same mass and take up the same critical space as standard jump jets, their use was problematic and induced
an instability within the jumping BattleMech. These problems were later cleared up within the production model jump jets.
Any BattleMech mounting prototype jump jets that jumps must make a Piloting Skill Roll with a TN of +3 (in addition to any other modifiers)
to avoid falling when it lands (see TW, Piloting/Driving Skill Rolls, p. 59).

Prototype PPC
While the Terran Hegemony did not “perfect” the design and manufacture of the particle projection cannon until 2460, the Hegemony utilized
PPCs on designs such as the Mackie and the Banshee BattleMechs for more than two decades before advances in miniaturization and manufacturing
processes allowed the debut of the “standard” model PPC.
A Prototype PPC follows the rules for the standard Inner Sphere PPC, but produces 50 percent more heat when fired, and costs five times as
much (1,000,000 C-Bills).

17
(9)

(13) (13)

Toro TR-A-1
35
4 Inner Sphere
6 (Primitive)
Era: Age of War

1 SRM 2 RT 2 2/Msl — 3 6 9
[M,C,S]
1 SRM 2 LT 2 2/Msl — 3 6 9 (11) (11)
[M,C,S] (14)
1 Large Laser LA 8 8 [DE] — 5 10 15

(15) (15)
(5)

BV: 671
(3) (3)

Life Support
(8) (8)
Shoulder Sensors Shoulder
Upper Arm Actuator Primitive Cockpit Upper Arm Actuator
Lower Arm Actuator Roll Again Lower Arm Actuator
Large Laser Sensors Hand Actuator
Large Laser Life Support Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Primitive Fusion Engine Roll Again
Roll Again Primitive Fusion Engine Roll Again (6) (6)
Primitive Fusion Engine
Roll Again Roll Again
Roll Again Gyro Roll Again
Roll Again Gyro Roll Again (11)
Gyro
Gyro
Primitive Fusion Engine
Primitive Fusion Engine (8) (8)
Heat Sink Primitive Fusion Engine Heat Sink
SRM 2 Roll Again SRM 2
Ammo (SRM 2) 50 Roll Again
Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again 10 (10)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Heat Sink Heat Sink
Roll Again Roll Again

2014
(9)

(14) (14)

Swordsman SWD-1
40
3 Inner Sphere
5 (Primitive)
Era: Age of War

1 LRM 5 RT 2 1/Msl 6 7 14 21
[M,C,S]
1 AC/5 LT 1 5 3 6 12 18 (8) (8)
[DB,S] (15)
1 Medium Laser RA 3 5 [DE] — 3 6 9
1 Medium Laser LA 3 5 [DE] — 3 6 9

(12) (12)
(5)

BV: 692
(5) (5)

Life Support
(10) (10)
Shoulder Sensors Shoulder
Upper Arm Actuator Primitive Cockpit Upper Arm Actuator
Lower Arm Actuator Roll Again Lower Arm Actuator
Hand Actuator Sensors Hand Actuator
Medium Laser Life Support Medium Laser
Roll Again Roll Again
Roll Again Roll Again
Roll Again Primitive Fusion Engine Roll Again
Roll Again Primitive Fusion Engine Roll Again (6) (6)
Roll Again Primitive Fusion Engine Roll Again
Roll Again Gyro Roll Again
Roll Again Gyro
Roll Again (12)
Gyro
Gyro
Primitive Fusion Engine
Primitive Fusion Engine (10) (10)
Heat Sink Primitive Fusion Engine Heat Sink
AC/5 Heat Sink LRM 5
AC/5 Ammo (LRM 5) 24
Roll Again
AC/5 Roll Again
AC/5 Roll Again
Ammo (AC/5) 20 Roll Again 10 (10)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Heat Sink Heat Sink
Roll Again Roll Again

2014
(9)

(14) (14)

Swordsman SWD-2
40
4 Inner Sphere
6 (Intro)
Era: Age of War

1 Small Laser HD 1 3 [DE] — 1 2 3


1 LRM 5 RT 2 1/Msl 6 7 14 21
[M,C,S] (10) (10)
1 SRM 4 RT 3 2/Msl — 3 6 9 (16)
[M,C,S]
1 AC/5 LT 1 5 3 6 12 18
[DB,S]
1 Medium Laser RA 3 5 [DE] — 3 6 9
1 Medium Laser LA 3 5 [DE] — 3 6 9

(16) (16)
(5)

BV: 803
(5) (5)

Life Support
(10) (10)
Shoulder Sensors Shoulder
Upper Arm Actuator Cockpit Upper Arm Actuator
Lower Arm Actuator Small Laser Lower Arm Actuator
Hand Actuator Sensors Hand Actuator
Medium Laser Life Support Medium Laser
Roll Again Roll Again
Roll Again Roll Again
Roll Again Fusion Engine Roll Again
Roll Again Fusion Engine Roll Again (6) (6)
Roll Again Fusion Engine Roll Again
Roll Again Gyro Roll Again
Roll Again Gyro
Roll Again (12)
Gyro
Gyro
Fusion Engine
Fusion Engine (10) (10)
Heat Sink Fusion Engine Heat Sink
AC/5 Roll Again SRM 4
AC/5 LRM 5
Roll Again
AC/5 Ammo (LRM 5) 24
AC/5 Ammo (SRM 4) 25
Ammo (AC/5) 20 Roll Again 10 (10)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Heat Sink Heat Sink
Roll Again Roll Again

2014
(6)

(15) (15)

Rifleman RFL-1N
50
4 Inner Sphere
6 (Primitive)
Era: Age of War

1 Large Laser RA 8 8 [DE] — 5 10 15


1 Medium Laser RA 3 5 [DE] — 3 6 9
1 Large Laser LA 8 8 [DE] — 5 10 15 (15) (15)
1 Medium Laser LA 3 5 [DE] — 3 6 9 (23)

(13) (13)
(4)

BV: 931
(2) (2)

Life Support
(12) (12)
Shoulder Sensors Shoulder
Upper Arm Actuator Primitive Cockpit Upper Arm Actuator
Large Laser Roll Again Large Laser
Large Laser Sensors Large Laser
Medium Laser Life Support Medium Laser
Roll Again Roll Again
Roll Again Roll Again
Roll Again Primitive Fusion Engine Roll Again
Roll Again Primitive Fusion Engine Roll Again (8) (8)
Primitive Fusion Engine
Roll Again Roll Again
Roll Again Gyro Roll Again
Gyro
Roll Again Roll Again (16)
Gyro
Gyro
Primitive Fusion Engine
Primitive Fusion Engine (12) (12)
Heat Sink Primitive Fusion Engine Heat Sink
Roll Again Heat Sink Roll Again
Roll Again Roll Again
Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again 12 (12)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Roll Again Roll Again
Roll Again Roll Again

2014
(6)

(15) (15)

Rifleman RFL-2N
50
4 Inner Sphere
6 (Intro)
Era: Age of War

1 Medium Laser RT 3 5 [DE] — 3 6 9


1 Medium Laser LT 3 5 [DE] — 3 6 9
1 Medium Laser RA 3 5 [DE] — 3 6 9 (15) (15)
1 PPC RA 10 10 [DE] 3 6 12 18 (22)
1 Medium Laser LA 3 5 [DE] — 3 6 9
1 PPC LA 10 10 [DE] 3 6 12 18

(12) (12)
(4)

BV: 1,093
(2) (2)

Life Support
(12) (12)
Shoulder Sensors Shoulder
Upper Arm Actuator Cockpit Upper Arm Actuator
PPC Roll Again PPC
PPC Sensors PPC
PPC Life Support PPC
Medium Laser Medium Laser
Roll Again Roll Again
Roll Again Fusion Engine Roll Again
Roll Again Fusion Engine Roll Again (8) (8)
Fusion Engine
Roll Again Roll Again
Roll Again Gyro Roll Again
Roll Again Gyro Roll Again (16)
Gyro
Gyro
Fusion Engine
Fusion Engine (12) (12)
Heat Sink Fusion Engine Heat Sink
Heat Sink Roll Again Heat Sink
Medium Laser Medium Laser
Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again 16 (16)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Heat Sink Heat Sink
Heat Sink Heat Sink

2014
(9)

(21) (21)

Griffin GRF-1A
60
4 Inner Sphere
6 (Primitive)
3 Era: Age of War

1 LRM 5 RT 2 1/Msl 6 7 14 21
[M,C,S]
1 PPCp RA 15 10 [DE] 3 6 12 18 (14) (14)
(21)

(18) (18)
(7)

BV: 1,024
(6) (6)

Life Support
(14) (14)
Shoulder Sensors Shoulder
Upper Arm Actuator Primitive Cockpit Upper Arm Actuator
Lower Arm Actuator Roll Again Lower Arm Actuator
Hand Actuator Sensors PPCp
Roll Again Life Support PPCp
Roll Again PPCp
Roll Again Roll Again
Roll Again Primitive Fusion Engine Roll Again
Roll Again Primitive Fusion Engine Roll Again (10) (10)
Primitive Fusion Engine
Roll Again Roll Again
Roll Again Gyro Roll Again
Gyro
Roll Again Roll Again (20)
Gyro
Gyro
Primitive Fusion Engine
Primitive Fusion Engine (14) (14)
Jump Jet Primitive Fusion Engine Jump Jet
Roll Again Jump Jet LRM 5
Roll Again Ammo (LRM 5) 24
Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again 11 (11)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Roll Again Roll Again
Roll Again Roll Again

2014
(9)

(30) (30)

Emperor EMP-1A
90
3 Inner Sphere
5 (Primitive)
Era: Age of War

1 Medium Laser HD 3 5 [DE] — 3 6 9


1 Medium Laser RT 3 5 [DE] — 3 6 9
1 Medium Laser LT 3 5 [DE] — 3 6 9 (30) (30)
1 AC/5 RA 1 5 3 6 12 18 (46)
[DB,S]
1 AC/5 LA 1 5 3 6 12 18
[DB,S]

(36) (36)
(10)

BV: 1,453
(8) (8)

Life Support
(19) (19)
Shoulder Sensors Shoulder
Upper Arm Actuator Primitive Cockpit Upper Arm Actuator
Lower Arm Actuator Medium Laser Lower Arm Actuator
AC/5 Sensors AC/5
AC/5 Life Support AC/5
AC/5 AC/5
AC/5 AC/5
Roll Again Primitive Fusion Engine Roll Again
Roll Again Primitive Fusion Engine Roll Again (15) (15)
Primitive Fusion Engine
Roll Again Roll Again
Roll Again Gyro Roll Again
Roll Again Gyro Roll Again (29)
Gyro
Gyro
Primitive Fusion Engine
Primitive Fusion Engine (19) (19)
Medium Laser Primitive Fusion Engine Medium Laser
Ammo (AC/5) 20 Roll Again Ammo (AC/5) 20
Ammo (AC/5) 20 Ammo (AC/5) 20
Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again 10 (10)
Roll Again Roll Again Single
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again
Roll Again Roll Again

Hip Hip
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Roll Again Roll Again
Roll Again Roll Again

2014
(9)

O O O O O O
O O O O
O O OOOO O O
O O O OOO O O O
O O OO O O
O O O O
O O O O O O O
O O O
Xanthos XNT-2O O O O O O O O O O
O O O
100 O O O
(19) O O O (19)
3 Inner Sphere O O O O O O O
(Primitive) O O O O O
5 O O O O O O O
Era: Age of War O O O O O
O O O
O O O
O
O O
O O O
O O O
1 Small Laser HD 1 3 [DE] — 1 2 3 O O O
O
1 AC/10 RT 3 10 — 5 10 15 O (31) O
O O O
[DB,S] O
O O
1 Medium Laser RT 3 5 [DE] — 3 6 9 O O
1 Large Laser LT 8 8 [DE] — 5 10 15 O O
O O
1 Medium Laser LT 3 5 [DE] — 3 6 9 O O O
1 Small Laser(R) LT 1 3 [DE] — 1 2 3 O O O
1 SRM 4 LT 3 2/Msl — 3 6 9 O O O
[M,C,S] O
O O
O O O O O
O O O

(16) (16)
(16) O (16)
O O O
O O O
O O O
O O O
O
O O O
BV: 1,300 (5) O (5)

(8)

Life Support
Sensors
(21) OOOO O OOOO
(21)
Primitive Cockpit
OOOO O O OOOO
Small Laser OOOO OOOO
Sensors OOOO OOOO OOOO
Hip Hip OOOO OOOO OOOO
Life Support OOOO
Upper Leg Actuator Upper Leg Actuator OOOO
Lower Leg Actuator Lower Leg Actuator OOOO
OOOO
Foot Actuator Foot Actuator OOOO
Primitive Fusion Engine O OOO O
Heat Sink Heat Sink O O O O
Primitive Fusion Engine O O O O
Roll Again Roll Again (21) O O O O (21)
Primitive Fusion Engine O O O O
O O O O
O O O O
Gyro O O O O
O O O O
Gyro O O O O
O O
(31) O O
Gyro O O O O
O O O O
O O O O
Gyro O O O O
O O O O
(21) O O O O (21)
Primitive Fusion Engine O O O O
Primitive Fusion Engine O O O O
O O O O
Large Laser AC/10 O O O O
Primitive Fusion Engine O O
Large Laser AC/10
Roll Again
SRM 4 AC/10
Roll Again
Medium Laser AC/10
Small Laser (R) AC/10
Ammo (SRM 4) 25 AC/10 18 (18)
Single
Roll Again AC/10 OO
Roll Again Medium Laser OO
Roll Again Ammo (AC/10) 10 OO
Roll Again Ammo (AC/10) 10 OO
Roll Again Roll Again OO
Roll Again Roll Again OO
OO
OO
O
Hip Hip O
Upper Leg Actuator Upper Leg Actuator
Lower Leg Actuator Lower Leg Actuator
Foot Actuator Foot Actuator
Heat Sink Heat Sink
Roll Again Roll Again

2014
BAR: 6 (11)

O O O O O
O
O
O O
Chi-ha Infantry Combat Vehicle O
O O O
22 O
4 Inner Sphere O O
O
6 Era: Age of War O O
Tracked O O
I.C.E. (10) O O
(11)
O O
1 Advanced Fire Control BD [E] — — — —
1 Machine Gun FR 2 — 1 2 3
[DB,AI] O O
2 Machine Gun TU 2 — 1 2 3 O O (10)
[DB,AI] O O
O O O O
Infantry Compartment (3 tons) O O
Chassis Modifications: Armored Chassis O O O
O O

O O
O O
O O

Ammo: (Machine Gun) 200 (6)


BV: 132

2014

2014
BAR: 5 (11)

O O O O O
O
O
O O
Chi-ha Infantry Combat Vehicle (Original) O
O O O
22 O
3 Inner Sphere O O
O
5 Era: Age of War O O
Tracked O O
I.C.E. (10) O O
(11)
O O
1 Basic Fire Control BD [E] — — — —
1 Machine Gun FR 2 — 1 2 3
[DB,AI] O O
2 Machine Gun TU 2 — 1 2 3 O O (10)
[DB,AI] O O
O O O O
Infantry Compartment (3 tons) O O
Chassis Modifications: Armored Chassis O O O
O O

O O
O O
O O

Ammo: (Machine Gun) 200 (6)


BV: 115

2014

2014
BAR: 6
10

OOOOO
SUPPORT OOOOO

O O
OO OO
Cobra VTOL Transport OOO OOO
OO OO
30
8 Inner Sphere
2
12 Era: Age of War O O
I.C.E.

8
1 Advanced Fire Control BD [E] — — — —
2 Machine Gun FR 2 — 1 2 3
[DB,AI]
1 Machine Gun RS 2 — 1 2 3
[DB,AI]
1 Machine Gun LS 2 — 1 2 3
[DB,AI]
1 Machine Gun RR 2 — 1 2 3 O
[DB,AI] O 8
O
O
Infantry Compartment(9 tons) O
O

Ammo: (Machine Gun) 100 6

BV: 149

2014
BAR: 6
10

OOOOO
SUPPORT OOOOO

O O
OO OO
Cobra VTOL Transport (Fusion) OOO OOO
OO OO
30
10 Inner Sphere
2
15 Era: Age of War O O
Fusion Engine

8
1 Advanced Fire Control BD [E] — — — —
2 Machine Gun FR 2 — 1 2 3
[DB,AI]
1 Machine Gun RS 2 — 1 2 3
[DB,AI]
1 Machine Gun LS 2 — 1 2 3
[DB,AI]
1 Machine Gun RR 2 — 1 2 3 O
[DB,AI] O 8
O
O
Infantry Compartment(9.5 tons) O
O

Ammo: (Machine Gun) 100 6

BV: 165

2014
BAR: 10 (40)

O O O O O O O
OOO O O O OOO
O O O O O O
O O O O O O O
Sturmblitz Assault Gun O O O O O O O
O O O O O O O
75 O O O O O
4 Inner Sphere O O O O O O O
O O OO O OO O O
6 Era: Age of War O O O O
Tracked O O O O O O
O O O O
I.C.E. (38) O O
O O
O O
O O O O
O O
1 Advanced Fire Control BD [E] — — — — O O
1 AC/20p FR 20 — 3 6 9 O O
[DB,S] O O
(38)
Chassis Modifications: Armored Chassis O O O O
O O O O
O O
O O O O
O O
O O O O
O O O O
O O O
O O O

Ammo: (AC/20p) 16 (10)


BV: 732

2014

2014
FIXED WING SUPPORT VEHICLE RECORD SHEET
O
Mustang Fighter O
BAR: 6 O
80 O
5
O
Inner Sphere O
8 Era: Age of War
1 (28) O
O
O
O O
1 AC/10p [DB,S] N 0 10 10 — — O O
2 SRM 4 [M,C] LW 0 4 — — — O O O
2 SRM 4 [M,C] RW 0 4 — — — O O
1 Advanced Fire Control O O O O
[E] BD 0 — — — — O O
O O
O O
5

O
O
Ammo: (SRM 4) 50, (AC/10p) 16
Fuel: 375 Points O O O
1 (23) O 1 (23)
BV: 661 O O
O O O O O
O O O
O O O O
O O O O O
O O O O O O O
O O O O
O O O O O O O
O O O O O O
O O O O O O O

1 (10)

2014
Primitive
Hammerhead HMR-HA
75
6
6 (58)
Inner Sphere
9 (Primitive)
Era: Age of War
O O O O O O O O O
O O O O O O O O
O O O O O O O O
O O O O O O O O O
O O O O O O O O
2 Large Laser [DE] N 8 8 8 — — O O O O O O O O
Primitive Cockpit O O O O O O O O

O O
5 (44) O 5 (44)
O
O O O
Fuel: 400 Points O O O O O
O O O O
BV: 899 O O O O O
O O O O O O
O O O O O O O
O O O O O O O O O O
O O O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O O
O O O O O O O O O
O O O O O O O O O O O
O O
O
O
O
O

3 (25)

16 (16)
Single
OO
OO
OO
OO
OO
OO
O
O
O
O

2014
Hammerhead HMR-HC
75
7
7 (70)
Inner Sphere
11 (Intro)
Era: Age of War
O O O O O O O O O O O O O
O O O O O O O O O O O O
O O O O O O O O O O O O O
O O O O O O O O O O O O
O O O O O O O O O O O O O
2 Large Laser [DE] N 8 8 8 — — O O O O O O O

O O
5 (50) O 5 (50)
O O
O O O O O
Fuel: 400 Points O O O O O O
O O O O O
BV: 1,050 O O O O O O O O
O O O O O O O O
O O O O O O O O O O O
O O O O O O O O O O O O O O O
O O O O O O O O O O O O O O O O
O O O O O O O O O O O O O O O
O O O O O O O O O O O O O O O O
O O O O O O O O O O O
O O
O
O O
O
O O
O

3 (30)

16 (16)
Single
OO
OO
OO
OO
OO
OO
O
O
O
O

2014
8 (73)
O O
Intrepid Assault Craft (2331) O O
O O
150 O O
O O
5 Inner Sphere O O
8 Era: Age of War O O
O O
O O O O O
O O O O O
O O O O O O
O O O O O
O O O O O
O O O O O
1 Large Laser [DE] N 8 8 8 — — O O O O O O
3 Medium Laser [DE] N 3 5 — — — O O O O O O O
1 Large Laser [DE] LW 8 8 8 — — O O O O O O O
1 Medium Laser [DE] LW 3 5 — — — O O O O O O
1 Large Laser [DE] RW 8 8 8 — —
1 Medium Laser [DE] RW 3 5 — — — O O O O
1 Medium Laser [DE] A 3 5 — — — O O O O
O O
Cargo: O O O O
Infantry Bay - 1 platoon (2 doors) O 10 O
O O O O
O O O O
O O
O O O O
O O O O
O O O O
7 (65) O O OO O
O O O 7 (65)
O O O
Fuel: 400 Points O O O O O O
O O O O
BV: 1,357
O O O O O OO
O O
O O O O O O O O O O
O O O O O O O O
O O O O O O O O
O O O O O O O
O O O O O O O O
O O O O O O
O O O O OO O
O O OO OO OO
O O O O O
O O O O O O O
O O O O O O O O
O O O O O OO OO OO
O O O O

4 (35)

22 (22)
Single
OOO
OOO
OO
OO
OO
OO
OO
OO
OO
OO

2014
9 (85)
O O O
Intrepid Assault Craft (2478) O O
O O
150 O O O
O O
5 Inner Sphere O O
8 Era: Age of War O O
O O O
O O O O O O
O O O O O O
O O O O O O
O O O O O O
O O O O O
O O O O O O
1 Large Laser [DE] N 8 8 8 — — O O O O O O O O
3 Medium Laser [DE] N 3 5 — — — O O O O O O O O
1 Large Laser [DE] LW 8 8 8 — — O O O O O O O O
1 Medium Laser [DE] LW 3 5 — — — O O O O O O O
1 Large Laser [DE] RW 8 8 8 — —
1 Medium Laser [DE] RW 3 5 — — — O O O O
1 Medium Laser [DE] A 3 5 — — — O O O O
O O
Cargo: O O O O
Infantry Bay - 1 platoon (2 doors) O 9 O
O O O O
O O O O
O O
O O O O
O O O O O OO
7 (65) O O O O 7 (65)
O O O O O O
O O
Fuel: 400 Points O O OO O
O
O O O
O O O O
BV: 1,410
O O O O O O
O O O O O
O O O O O O O OO OO O
O O O O O O
O O O O O O O O
O O O O O O O O O
O O O O O OO OO OO
O O O O O
O O O O O O O O O O
O O O O O O O O O
O O O O O O O O
O O O O O O O O
O O O O O O O O
O O O O O O O O

5 (45)

22 (22)
Single
OOO
OOO
OO
OO
OO
OO
OO
OO
OO
OO

2014
12 (115)

DroST IIa Transport (2445)


5,300
Inner Sphere
5 (Primitive)
Era: Age of war
8

Standard Scale (1-6) (7-12) (13-20) (21-25)


Bay Loc Ht SRV MRV LRV ERV
1 AC/5 N 1 1 (5) 1 (5) — — OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[20 rnds] OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
1 Large Laser N 11 1 (13) 1 (8) — —
1 Medium Laser N 16
1 AC/5 LW/RW 1 1 (5) 1 (5) — —
[20 rnds]
1 Large Laser LW/RW 11 1 (13) 1 (8) — —
1 Medium Laser LW/RW
1 Medium Laser LW(R)/RW(R)3 1 (5) — — —
1 Medium Laser A 3 1 (5) — — —
Cargo: OOO OOOOOOOOOOOOOOOOOOOOOOO OO O
OOO OOOOOOOOOOOOOOOOOOOOOOO OO O
Bay 1: Small Craft - 2 units (2 doors) OOO OOOOOOOOOOOOOOOOOOOOOOO OO O
Bay 2: Cargo Space - 1,000 tons (3 doors) 12 (114) OOO OOOOOOOOOOO
OOO
OO O
OO O
12 (114)
Infantry Bay - 5 platoons OOO
OOO
OO O
OO O
Bay 3: Cargo Space - 1,211 tons (3 doors) OOO OO O
OOO OO O
Infantry Bay - 5 platoons OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO
OO OO

BV: 1,986 Fuel: 6,000

8 (80)

10 0
10
0 0
2/1

86 (86) 12 3
Single
12 12
3 3

2014
16 (160)

DroST IIa Transport (2470)


5,300
Inner Sphere
5 Era: Age of war
8

Standard Scale (1-6) (7-12) (13-20) (21-25)


OO
Bay Loc Ht SRV MRV LRV ERV OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
1 AC/5 N 1 1 (5) 1 (5) — — OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[20 rnds] OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
1 Large Laser N 11 1 (13) 1 (8) — —
1 Medium Laser N O
O
16 O
O
1 AC/5 LW/RW 1 1 (5) 1 (5) — — O O
[20 rnds] O O
O O
1 Large Laser LW/RW 11 1 (13) 1 (8) — — O O
O O
1 Medium Laser LW/RW O O
O O
1 Medium Laser LW(R)/RW(R)3 1 (5) — — — O O
1 Medium Laser A 3 1 (5) — — — O O
O O
O O
O O
Cargo: O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
Bay 1: Small Craft - 2 units (2 doors) O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
Bay 2: Cargo Space - 1,000 tons (3 doors) 16 (160) O OOO
O OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOO
OO OO
OO OO
16 (160)
Infantry Bay - 5 platoons O OOO
O OOO
OOOOO OO OO
OO OO
Bay 3: Cargo Space - 1,211 tons (3 doors) O OOO OO OO
O OOO OO OO
Infantry Bay - 5 platoons O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O

BV: 2,429 Fuel: 6,000

12 (120)

10 0
10
0 0
2/1

86 (86) 12 3
Single
12 12
3 3

2014
18 (172)

DroST IIb Transport (2445)


5,300
Inner Sphere
5 (Primitive)
Era: Age of war
8

Standard Scale (1-6) (7-12) (13-20) (21-25)


OOOOOOOOOOOOOO
Bay Loc Ht SRV MRV LRV ERV OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
4 LRM 20 N 24 5 (48)5 (48) 5 (48) — OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[72 rnds] OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
3 AC/10p N 9 3 (30)3 (30) — —
[48 rnds] O
O
16 O
O
4 Large Laser N 50 6 (62)3 (32) — — O O
6 Medium Laser N O O
O O
3 LRM 20 LW/RW 18 4 (36)4 (36) 4 (36) — O O
O O
[42 rnds] O O
O O
3 AC/10p LW/RW 9 3 (30)3 (30) — — O O
[40 rnds] O O
O O
2 Large Laser LW/RW 28 4 (36)2 (16) — — O
O
O
O
4 Medium Laser LW/RW O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
2 Large Laser LW(R)/RW(R)28 4 (36)2 (16) — — O OOO OOOOOOOOOOOOOOOOOOOOOOO OO OO
4 Medium Laser LW(R)/RW(R) 18 (172) O OOO
O OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOO
OO OO
OO OO
18 (172)
2 Large Laser A 28 4 (36)2 (16) — — O OOO
O OOO
OOOOOO OO OO
OO OO
4 Medium Laser A O OOO OO OO
O OOO OO OO
O OOO OO OO
Cargo: O OOO OO OO
O OOO OO OO
Bay 1: Small Craft - 2 units (2 doors) O OOO OO OO
O OOO OO OO
Bay 2: Small Craft - 6 units (2 doors) O OOO OO OO
O OOO OO OO
Bay 3: Cargo Space - 246 tons (2 doors) O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
O OOO OO OO
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O
OOO OO O

BV: 8,471 Fuel: 10,500

13 (121)

26 0
10
0 0
4/2

277 (277) 83 28
Single
55 55
28 28

2014
25 (242)

DroST IIb Transport (2470)


5,300
Inner Sphere
5 Era: Age of war
8

OOOOOOOOOOOOOO
Standard Scale (1-6) (7-12) (13-20) (21-25) OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Bay Loc Ht SRV MRV LRV ERV OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
4 LRM 20 N 24 5 (48)5 (48) 5 (48) — OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
[72 rnds] OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
3 AC/10 N 9 3 (30)3 (30) — —
[60 rnds] OOO
OOO
16 OO O
OO O
4 Large Laser N 50 6 (62)3 (32) — — OOO OO O
6 Medium Laser N OOO OO O
OO OO
3 LRM 20 LW/RW 18 4 (36)4 (36) 4 (36) — OO OO
OO OO
[42 rnds] OO OO
OO OO
3 AC/10 LW/RW 9 3 (30)3 (30) — — OO OO
[50 rnds] OO OO
OO OO
2 Large Laser LW/RW 28 4 (36)2 (16) — — OO
OO
OO
OO
4 Medium Laser LW/RW OO OOO OOOOOOOOOOOOOOOOOOOOOOO OO OOO
OO OOO OOOOOOOOOOOOOOOOOOOOOOO OO OOO
2 Large Laser LW(R)/RW(R)28 4 (36)2 (16) — — OO OOO OOOOOOOOOOOOOOOOOOOOOOO OO OOO
4 Medium Laser LW(R)/RW(R) 25 (242) OO OOO
OO OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOO
OO OOO
OO OOO
25 (242)
2 Large Laser A 28 4 (36)2 (16) — — OO OOO
OO OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOO
OO OOO
OO OOO
4 Medium Laser A OO OOO OOOOOOOOOOOOOOOOOOOOOOO OO OOO
OO OOO OOOOOOOOOO OO OOO
OO OOO OO OOO
Cargo: OO OOO OO OOO
OO OOO OO OOO
Bay 1: Small Craft - 2 units (2 doors) OO OOO OO OOO
OO OOO OO OOO
Bay 2: Small Craft - 6 units (2 doors) OO OOO OO OOO
OO OOO OO OOO
Bay 3: Cargo Space - 246 tons (2 doors) OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO
OO OOO OO OOO

BV: 9,068 Fuel: 10,500

20 (194)

26 0
10
0 0
4/2

277 (277) 83 28
Single
55 55
28 28

2014

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