183961059 Battletech Technical Readout 3062 Fan Made PDF

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Transcript of 183961059 Battletech Technical Readout 3062 Fan Made PDF

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TECHNICAL READOUT 3062TECHNICAL READOUT 3062TECHNICAL READOUT 3062

INTRODUCTION 4

INNER SPHERE MECHS 5

Fire Hawk 6

Panther 8

Panther (12K-I) 10

Raven 12

Fulcrum 14

Centurion 16

Champion 18

Yeoman 20

Caesar 22

Warhammer 24

Awesome 26

Zeus 28

Battlemaster 30

Longbow 32

Yu Huang 34

Banshee 36

Gunner 38

Atlas 40

Berzerker 42

CLAN MECHS 45

Kit Fox F 46

Black Lanner F 48

Black Lanner G 50

Black Lanner S 52

Crimson Hellkite 54

Mad Dog F 56

Mad Dog M 58

Falcata 60

Hellbringer Mk II 62

Dimacheri 64

Nova Cat F 66

Summoner F 68

Summoner O 70

Thylacine 72

Timber Wolf F 74

Timber Wolf S 76

Warhawk F 78

Warhawk M 80

Blood Asp F 82

Blood Asp X 84

Ferratus 86

Dire Wolf F 88

Dire Wolf W 90

TABLE OF CONTENTS 3

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TECHNICAL READOUT 3062TECHNICAL READOUT 3062TECHNICAL READOUT 3062

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 isintended 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 polarizemembers 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 Mar-tial, 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 thestandouts, 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 forinclusion. 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 theseare 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 naturaleach 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 infull 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 wor-ship' 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 onlygiven 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 despitethe 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 Clan’sweapons systems, battlefield tactics, logistics capability and way of thinking. He has proven a priceless resource time and again. This edition of the Technical Readout wouldnot have been possible without him.

Hassan al-Tariq

Adept XIV sigma

Comstar Archives, Terra

20 November 3062

4INTRODUCTION

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5INNER SPHERE MECHS

The recent annihilation of Clan Smoke Jaguar by the combined forces of the InnerSphere gave some in Our Order cause to celebrate. After all, if the Houses couldforget their endless fighting to accomplish such a difficult task, perhaps other goalswere not as unattainable as we once thought. But even with the re-born StarLeague triumphant, it was readily apparent that the remaining Clans were not goingto pack up and move back to Strana Mechty. Furthermore, events even now arecoming to a head in the former Federated Commonwealth which herald more con-flict in the near future. How much, we cannot say.

Some predict minor skirmishes concluded by the assassination of either side’sleader. As one of these leaders is none other than Our Order’s own Precentor Mar-tial, Victor Steiner-Davion, most conclude this is unlikely. Another outcome whichhas more support and is (sadly) more probable is a Civil war, one in which it is saidthe fighting will eclipse even the great battle between Kerensky and Amaris, thoughthat is hard to imagine. This, along with the natural tendency of the Houses to ex-ploit one another’s 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 researchand development on the predication of impending war; indeed, even the Clans aregearing up their sibkos, training camps and production facilities for they know notwhat. 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 methodof increasing their available forces than the time-honored investment in new pro-duction facilities, replacement battleframes and the years of lead time these re-quire. Of new designs, there are a few, a very few, but they use existing factorycapacity and do not embody any great technological leaps. Instead, they more ad-equately fill gaps in battlefield doctrine left by ineffective ‘stopgap’ forebears.

The strategic and tactical doctrine of each House has been honed to a fine edgeover the past two decades – there is not much left to discuss concerning the Clanthreat, which has been blunted by assimilation, or the perennial spats between thehaves and the have-nots of each House. Of the appearance of new ‘Mechs, muchmore may be said, and to greater profit. Many of these new Inner Sphere designsare actually depot-level refits intended to perform new tasks, execute existing du-ties more efficiently or serve as test beds for new types of weaponry and tacticalthinking. Some (as was noted above) are entirely new designs meant to fill roleswhich did not exist two years ago.

While there may be much classroom debate as to whether or not these machineswill actually fulfill their promise, it remains a fact that Our Order is still viewed withsuspicion by nearly every House – and the maxim ‘know thine enemy’ still appliesto even the lowliest Adept. Especially now.

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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

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

Overview: Lexa Tech Industries, the manufacturer of the Cerberus

MVR-V2, recently began producing a new Light BattleMech de-sign for House Kurita in 3061. It is a type which combines all theaspects desired of such machines – speed, hidden unit detec-tion, artillery designation, electronic countermeasure, a link to atarget acquisition network - and more speed. Featuring the latestadvances in chassis construction with lightweight armor, the FireHawk PCT-3K is the new Raven, but has features which put thatwell-known Capellan design to shame.

Capabilities:

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

‘Mech was created specifically through a special program toserve in a multi-mission role. As such, it is outfitted with a suiteof detection gear once described as “a recon pilot’s dream”, thesensors encased in a ‘pop-up’ array which folds snugly againstthe Fire Hawk’s back while the unit is moving at high speed.

First is a Beagle Active Probe, used to sniff out hidden enemyunits. Next is a TAG emitter which is used to ‘light up’ enemy tar-gets for friendly artillery and special LRM rounds. Protecting the FireHawk pilot and her lance mates from Advanced Tactical Missilesand Artemis-guided rounds is a Guardian Electronic Counter Meas-ure package. The Fire Hawk also has twin Extended Range MediumLasers for harassing lighter vehicles and infantry, as well as for self-defense. But this is not all. If it were, the Fire Hawk would be just agood recon ‘Mech, a modern version of the venerable Hitman andthe equal of designs found all over the Inner Sphere.

It is much more.

The Fire Hawk features a normal top speed of nearly 120kph, placing it firmly in the company of such veterans as the Mon-goose and Hitman. Not quite as fast as the FedCom Scarabus,but carrying a more useful payload, the – 3K can easily outrun allbut the fastest vehicles – that is, until the pilot engages her My-omer Accelerated Speed Circuitry, or MASC. That is when the truevalue of this ‘Mech stands out. All the targeting gear in the worldwill do no good if it cannot get into effective range. The Fire Hawkhas what most of its fellow recon ‘Mechs do not – overwhelmingspeed, nearly double that of the Raven, while carrying essentiallythe same loadout. It closes easily with enemy positions, sweepingpast foes before they can bring their weapons to bear. And thisspeed is important, for the Fire Hawk includes one more thing - aC3 Network Slave Unit. Plugged into a multi-Mech fire control net-work, this sophisticated targeting system enables other, moreheavily-armed ‘Mechs to take full advantage of the Fire Hawk’smobility and superior position by reducing their own weapon’s ef-fective range.

Seemingly everywhere on the battlefield at once, this ‘Mechpromises to revolutionize Draconis Combine recon tactics. OurOrder will be watching the Fire Hawk’s deployment closely in thenext year. As a more heavily-armored replacement for the agingHitman, it is the first in a series of roll-outs from the DCMS JointBattleMech Consolidation Program. The JBCP is an initiative or-dered by the Coordinator himself to increase ‘Mech productionefficiency by reducing the number of unique ‘Mechs needed tofulfill a set of closely-related battlefield missions.

Battle History:

The Fire Hawk has not been observed in any recent engage-ments, but is expected to completely replace the Hitman in reconlances within the next six months. The older ‘Mech suffered froma lack of C3 compatibility, too little armor and strange as it maysound, too many weapons. Pilots who were supposed to rely onspeed to perform recon assignments were instead tempted intofruitless battles with other ‘Mechs, resulting more often than not inthe loss of the Hitman and its valuable sensor arrays. While the FireHawk has more than enough firepower to fend off infantry andother light ‘Mechs, even the bravest of House Kurita’s Mechwar-riors admits this machine is no brawler.

Notable 'Mechs & MechWarriors:

Cassandra ‘Mulan’ Furukawa :

Lieutenant Furukawa is an anomaly among House Kurita’sMechwarriors; not only is she a female in a male-dominated ca-reer path, she was nearly fifty years old before she took to thecontrols of a Hitman in 3059. When her only son was drafted intothe DCMS, Furukawa decided instead to take his place, as hewas recently married and the young newlyweds were expectingtheir first child. A combination of ability (her son could not usethe neurohelmet), critically low Mechwarrior turnout that year anda Recruiting District Commander who owed the family a debt ofhonor dating back nearly twenty years resulted in her admissionto a Mechwarrior Academy.

Graduating with honors, Furukawa’s quicksilver humor andmaturity endeared her to the other Mechwarriors in her regiment,who nicknamed her ‘Mulan’ after an ancient Chinese woman whosecretly stood in for her father when he was drafted into the Em-peror’s Army. Lt. Furukawa is an average pilot at best in combatsimulations, but has no equal when piloting small, fast, lightlyarmed recon ‘Mechs. Her patience, cunning and determinationare equal to that of her legendary namesake, making this Mech-warrior an ideal match for the Fire Hawk. She claims she ‘justwants to see her grandchildren grow up’. Given her ability in thisnew ‘Mech, there is no doubt she will.

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Type/Model: Fire Hawk PTC-3K

Mass: 35 tons

Equipment Mass

Internal Structure: 3.5

Engine: 245 Fusion 12

Walking MP: 7

Running MP: 11 [14]

Jumping MP 0

Heat Sinks: 10 [20] 0

Gyro: 3

Cockpit: 3

Armor Factor: 108 6

Internal ArmorStructure Value

Head: 3 9

Center Torso: 11 6

Center Torso (Rear): 5

L/R Side Torso: 8 10/10

L/R Side Torso (Rear): 4/4

L/R Arm: 6 10/10

L/R Leg: 8 15/15

Weapons & Equipment Loation Critical Tonnage

2 ER Medium Lasers RA 2 2

1 Beagle Active Probe RT 2 1.5

1 Guardian ECM CT 2 1.5

1 TAG H 1 1

1 C-3 Slave Unit LT 1 1

7FIRE HAWK PTC-3K

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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

Overview:

The Panther has been a staple of the Draconis CombineMustered Soldiery since the Succession Wars, and shows no signof being replaced any time soon. Indeed, the year 3062 alone willsee two new additions to this venerable line of Medium Battle-Mechs – the Panther PNT-12A and PNT-12K. The PNT-12A willbe House Kurita’s foray into the use of targeting computers, andwe expect its increased accuracy will have a definite impact onopposing forces’ scouting tactics. The PNT-12K, on the otherhand, is destined for quite a different mission…

Capabilities:

Built on an Endo Steel chassis and featuring the same goodmobility Panthers have always enjoyed, the -12K goes one bet-ter on its brother design by replacing 7.5 tons of standard armorwith 6.5 tons of Ferro Fibrous armor, saving a precious ton ofweight at a cost of only 3% of the original coverage. Making roomfor this bulkier armor cost the -12K its Double Heat Sinks, but theheat profile is such that the replacement Single Heat Sinks aremore than adequate. This ‘Mech dispenses with the traditional

backup laser as well, to make room for a new weapon tailor-madefor close-in work – the Snub-Nose Particle Projection Cannon.

The Snub-nose PPC is lighter than a standard PPC, has nominimum range and generates the same amount of heat duringoperation. However, there is a trade-off – the Snub-nose designcannon maintain tight particle beam focus at anything other thanclose range. Damage from this weapon drops off significantly atlonger ranges. This is apparently not a problem with the PNT-12K;moreover, it carries a C3 slave unit, ideal for reducing the effec-tive range of more heavily-gunned lancemates.

Short-ranged weapons designed to be either reload-free orextremely frugal with ammunition… a tough chassis and heavyarmor for a Light ‘Mech… a Command/Control/Communicationslink… adequate mobility and a 120-meter jump… all of this pointsto a ‘Mech which is ideally suited for fighting in cities and inmountainous terrain. The Panther PNT-12K is an infighter meantto clean out cityscapes in short order and guide munitions fromlarger guns onto targets it cannot handle alone.

Such a purpose-built machine is not unheard of in theDCMS, but until now Our Order has generally assumed most Ku-ritan MechWarriors lack the qualities which this design requires –that is, personal initiative combined with a willingness to workclosely with others. Perhaps the Coordinator’s recent shakeup ofthe military is finally beginning to bear fruit.

Battle History:

House Kurita has so far engaged only in the usual militaryexercises along the Combine-Lyran border. While there are ru-mors of militant factions within the Draconis Combine who wouldgladly welcome conflict with Clan Ghost Bear, attacking them isout of the question for the moment. Thus, the -12K is just nowreaching active locations such as the Lyon’s Thumb, and will likelybe held in reserve until hostilities break out. Our Order feels thiswait will not be long. With constant infighting among the Clans,it is only a matter of time before some in the DCMS decide tostep out on their own and reclaim territory lost during the originalInvasion.

Notable 'Mechs & MechWarriors:

Sho-sa (Major) Hiromi Momohara

This MechWarrior is a standout in the DCMS - a womanwhose ability, determination, discipline and force of will forged a

career through traditionally male-dominated ranks. Born in 3027to a middle-ranking Army officer, she enrolled in the Dieron Dis-trict Gymnasium in 3044 and graduated three years later near thetop of her class.

Her first assignment was to a Light Recon lance, where shewas relegated to piloting a broken-down Panther PNT-9R. Hardfighting and quick thinking earned her a good reputation, as wellas priority on repairs. Soon, Momohara’s lance enjoyed a suc-cess 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 sexappeal as a tool for career advancement, opting instead to ‘do itthe hard way’.

A transfer from her Panther to one of the first Maulers everdeployed only enhanced her career. Although it massed nearlythree times her original ‘ride’, Chu-i Momohara piloted the newAssault ‘Mech to victory during a border skirmish with the LyranAlliance in early 3049. Although Combine ‘Mechs suffered severaldemoralizing losses in the city due to guerilla tactics employed bylocal militia, Momohara nevertheless was instrumental in takingnearly complete control of the planet’s major population centersbefore being abruptly recalled. Departing with the rest of theCombine forces, she soon found herself tasked with an evengreater challenge – that of repelling the Clan Invasion.

Twelve years later, Sho-sa (Major) Momohara is back in thecockpit of her beloved Panther, a PNT-12K version just recentlyintroduced to her Regiment. She has since married and is evennow contemplating retirement from the DCMS when her twentyyears are up. Disciplined and yet extremely resourceful in thecockpit, Hiromi Momohara is currently training junior MechWar-riors in effective city fighting. Her experience with the Mauler gaveher insights into the strengths and weaknesses of the larger‘Mechs, and taught her the value of close teamwork, lessons shenow passes on to a new generation of thirty-first century samurai.

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9PANTHER PNT-12K

Type/Model: Panther PNT-12K

Mass: 35 tons

Equipment Mass

Internal Structure: 2

Engine: 140 Fusion 5

Walking MP: 4

Running MP: 6

Jumping MP 4

Heat Sinks: 13 3

Gyro: 2

Cockpit: 3

Armor Factor: 116 7.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 11 15

Center Torso (Rear): 6

L/R Side Torso: 8 11/11

L/R Side Torso (Rear): 5/5

L/R Arm: 6 12/12

L/R Leg: 8 15/15

Weapons & Equipment Loation Critical Tonnage

1 Snub-Nosed PPC RA 2 6

1 Streak SRM-4 CT 2 4

Ammo (SRM) 25 RT 1 1

1 C-3 Slave Unit H 1 1CASE Equipment LT 1 0.5

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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

Overview:

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

Capabilities:

As with the -12A and -12K, the PNT-12K-I is based on anEndo Steel chassis. It retains the Hermes 140 Fusion engine andcarries seven and a half tons of standard armor, the maximum al-lowed for its frame. Tough and well-protected, it enjoys the typi-cal Panther movement profile – a 120 meter jump and a topspeed of nearly 65 kph. The -12K-I really does not stand out from

its brother ‘Mechs until you consider the weapons it carries.

With a right-arm mounted Fusigon Sabretooth Heavy Parti-cle Projection Cannon (courtesy of the Free Worlds League), thisPanther wields the equivalent of a Gauss Rifle with unlimited am-munition. While the range is similar to an ER Large Laser, thedamage 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 offan enemy ‘Mech with a single shot. And that is precisely whatOur Order believes it has been designed to do – taking the fightto enemy ‘Mechs in a city environment.

Of course, if this were all it could do, the -12K-I would stillbe an asset to any regiment. But it also carries twin MediumLasers, backed by a Small Laser, suggesting this ‘Mech is meantto deal with city-based infantry as well as opposing BattleMechs.Rounding out this flexible array is a Command/Control/Commu-nications slave unit. Plugged into a C3 network, the PNT-12K-Iacts as the ‘eyes’ for more heavily-armed lance mates, who usethe resulting ‘short’ range to deal more effectively with largethreats – although it is hard to imagine more effective munitionsthan a Heavy PPC at point-blank range.

Battle History:

The Panther PNT-12K-I, like its brother variants, has notbeen observed in anything other than combat simulations and asingle field exercise. Rumors that it may soon engage in retakingplanets occupied by Clan Ghost Bear are patent nonsense – theGhost Bears are too well-entrenched after a decade of occupa-tion to make such a venture practical. In any case, the threat ofimpending Civil war in the Federated Commonwealth is morethan enough reason to beef up the garrisons House Kurita keepson all of its borders.

Notable 'Mechs & MechWarriors:

Martin ‘Peanut’ Peabody

The single field exercise Our Order observed was held in aburnt-out city on Kanowit, and revealed much about the expec-tations of the Draconis Combine’s High Command. One standoutamong the many MechWarriors who competed for the privilege ofparticipating in this exercise was Chu-i (Lieutenant) MartinPeabody. His presence bespoke renewed interest by some of theolder, non-Japanese families in re-establishing a tradition of mil-itary service in the DCMS.

As a family the Peabodys are scattered the length andbreadth of Combine space; most of them share the common traitsof being physically small but fierce in battle. Once found through-out House Kurita’s military forces, each generation was proud toserve. A look through old yearbooks reveals at least one Peabodygraduating each decade from established military academies,back when such schools trained more than the spoiled sons ofnobility. This legacy of valor ended abruptly during the Fourth Suc-cession War, when several members of the family were lost topoorly-led Combine military ventures. The family as a whole de-cided to step back and wait until better leaders presented them-selves. Several of the other, less well-connected Families quietlyfollowed suit, but their withdrawal simply underlined the mainpoint: Family Peabody would be no one’s cannon fodder.

MechWarrior Peabody himself demonstrates why his fam-ily’s reputation lingers on decades after the last of the Peabodysretired from active service. Piloting a Panther PNT-12K-I markedwith a bright red stripe, he ducked and weaved through oldburned-out buildings, working his way in towards the Blue forcesoccupying the city center. His Red Team lance mates followed,and between their own weapons and the long-range fire deliv-ered courtesy of their C3 links, they accounted for six Blue Team‘Mechs before they were forced to fall back. Despite heavy dam-age to his own machine due to a well-placed shot from a Hata-moto-Chi, Peabody continued to lead his men as they harried theBlue ‘Mechs until reinforcements arrived. Red Team carried theday, thanks in no small part to this diminutive pilot with the heartof a lion.

It is rumored Chu-i Peabody is being considered for theBushido Blade. He will almost certainly be promoted to Tai-i (Cap-tain) as a result of this action.

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Type/Model: Panther PNT-12K

Mass: 35 tons

Equipment Mass

Internal Structure: 2

Engine: 140 Fusion 5

Walking MP: 4

Running MP: 6

Jumping MP 4

Heat Sinks: 10 (20) 3

Gyro: 2

Cockpit: 3

Armor Factor: 119 7.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 11 16

Center Torso (Rear): 6

L/R Side Torso: 8 11/11

L/R Side Torso (Rear): 5/5

L/R Arm: 6 12/12

L/R Leg: 8 16/16

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC RA 4 10

2 Medium Lasers CT 2 2

1 Small Laser LA 1 0.5

1 C-3 Slave Unit H 1 1

11PANTHER PNT-12K-I

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RAVEN RVN-5L

these is essentially a revised -3L, equipped with the usual Bea-gle Detection gear, TAG, Guardian ECM and Narc Missile Bea-con. It carries more armor with a special Stealth capability, as wellas Double Heat Sinks and weapons with a slightly longer reach.However, the Raven RVN-4L is not expected to arrive at the frontlines for at least another year due to teething problems with theStealth armor.

Its brother, the Raven RVN-5L, is another matter.

Capabilities:

Built on an Endo Steel chassis and powered by a Hermes245 XL fusion engine, the -5L is capable of speeds in excess of118 kph. This brings its mobility up to par with other ‘Mechs in thethirty-five ton weight class. Its Ferro Fibrous armor loadout is97% of the maximum allowed, seventeen percent greater thanthe -4L and nearly thirty percent more than the old -3L. However,the -5L is not intended for a traditional role as an electronically-enhanced recon ‘Mech.

Instead, the RVN-5L packs an Extended Range Large Laser,three Extended Range Medium Lasers and an Artemis-enhancedSRM-6 Short Range Missile launcher. This array of weaponsboasts a long reach and a reliable punch with good endurance.The -5L can fend off other Light ‘Mechs with ease and force evenMechWarriors in Medium-class machines to reconsider. We ex-pect this new Raven to deploy in lances with the -4L, providingthe protection its brother ‘Mech sorely lacks.

Battle History:

The Raven RVN-5L is headed for second-line regiments forfield testing at the time of this writing. Our Order believes it willeventually serve as a ‘bodyguard’ for the more lightly-armed andarmored Raven RVN-4L. The -5L’s visual profile from a distanceis much the same as its predecessors. It is possible that a pilotwho attempts to engage this new ‘Mech will mistake it for anolder design – with fatal results.

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

Overview:

House Liao is the only military so far to make use of theRaven BattleMech, a design which has been kicking around since3005. And when it first appeared, it was a strange bird indeed. A‘Mech with a standard fusion engine and mediocre speed (thetop end was only 86 kph) would be acceptable even fifty yearsago only if it delivered a large payload or carried a lot of valuablerecon gear. The first Raven did neither. Not until 3050 and the ad-dition of an uprated XL engine, Ferro Fibrous armor and a suite ofdetection/counter-measure/homing gear did this ‘Mech begin toserve a useful role on the battlefield. Even then, the -3L variantwas considered a deathtrap by its own pilots, as it was poorly ar-mored and too slow to escape pursuit even by ‘Mechs in its ownweight class!

The Raven was slated for replacement by an entirely newdesign in 3060 when fresh thinking by the Capellan High Com-mand gave this ‘Mech a reprieve. Several prototypes were builtbefore the designers at Hellespont Mechworks settled on a pairof variants which would share a common chassis – the Raven –and complement each other on mission assignments. The first of

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Type/Model: Raven RVN-5L

Mass: 35 tons

Equipment Mass

Internal Structure: 2

Engine: 245XL Fusion 5

Walking MP: 7

Running MP: 11

Jumping MP 0

Heat Sinks: 11 (22) 1

Gyro: 3

Cockpit: 3

Armor Factor: 116 6.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 11 15

Center Torso (Rear): 6

L/R Side Torso: 8 11/11

L/R Side Torso (Rear): 5/5

L/R Arm: 6 12/12

L/R Leg: 8 15/15

RAVEN RVN-5L

Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser LA 2 5

2 ER Medium Lasers RA 2 2

1 ER Medium Laser RT 1 1

1 SRM-6 w/ Artemis IV RT 4 5

Ammo (SRM) 15 RT 1 1

CASE Equipment RT 1 0.5

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

Notable 'Mechs & MechWarriors:

Captain Sandra Winfield

The first Fulcrums to reach the Andurien militia weresnapped up by experienced older Mechwarriors itching to getback into a cockpit – any cockpit. The most notable of these isSandra Winfield. A quiet student of the cello when not piloting a‘Mech, she is reserved even among her friends. Graduating fromthe local training Academy with lackluster marks, it was not untilMechwarrior Winfield entered her first combat as a mercenary inthe Chaos March that her talent in the cockpit became apparent.She transformed into a ruthlessly efficient killer, quickly toting upfour ‘kills’ in as many weeks and earning the nickname “The RedBaroness”.

Winfield liked this ‘handle’ and after her seventh ‘kill’, re-quested her Griffin be painted red (as opposed to the camouflagescheme then popular with her unit). The request was quicklygranted. Mechwarrior Winfield returned from the Chaos Marchsome years later to attend a family funeral and, at the request ofthe Andurien government, signed up for service as an officer inthe militia. Her Fulcrum painted a bright red, Captain Winfield iscurrently training seasoned pilots to ‘fly’ the new ‘Mech. Her fear-some reputation is all this mild-eyed young woman needs to keepthe grizzled veterans in line.

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

Overview:

In desperate need of new ‘Mechs to fill out their rapidly ex-panding militia, the Duchy of Andurien decided to create their own‘Mechs rather than purchase machines from an open marketwhich was heavily regulated and a ‘Mech industry clogged withseveral year’s worth of back-orders. House Humphries negotiatedseveral trade agreements with the Magistracy of Canopus and in-vited Taurus Territorial Industries to set up a satellite ‘Mech pro-duction facility on Lopez. With a fistful of Andurian currency andpriority access to both Andurien and Canopian factories, theDuchy’s 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 chas-sis and armor construction. At the same time, it was to use ‘offthe shelf’ components for the power plant, guidance systems andweaponry, avoiding the shortcomings of the parent design. Theresult was the Fulcrum FLM-23TM.

Capabilities:

The Fulcrum is a 40-ton ‘Mech which features an Endo Steelskeleton supporting a Pitban 240 Fusion engine and six home-grown Rawlings jump jets. It has a top speed of nearly 100 kphand excellent mobility in heavily-wooded or mountainous terrain.The weapons loadout is equally impressive; an Extended RangeParticle Projection Cannon, a Long Range Missile -5 launchersupplied with a ton of ammunition and an Extended RangeMedium Laser.

Protecting all of this are six tons of Ferrofibrous armor,nearly 80% of the amount allowed for a ‘Mech of this size. Thisdesign’s long reach ensures it will do most of its damage well be-fore an enemy can close in. When they do, the combination ofCASE and a standard fusion engine give the Fulcrum very goodcombat 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 fromweapons, engine and jump jets, the Fulcrum requires careful heatmanagement to get the most from its design. Firing the ER PPCand jumping the maximum 180 meters will start the Fulcrum’sheat meter on an upward climb, and new pilots are warned to po-sition themselves before they begin using their weapons. Never-theless, heat management is not expected to be a problem. Atpresent, skilled Andurien Mechwarriors far outnumber the ‘Mechsavailable.

The Fulcrum is meant for independent duty, assigned tolong deployments where interdiction and garrison-keeping arethe rule rather than the exception. It is quickly serviced and re-paired and thus, easy on Andurien logistical support (which is notyet fully in place). Although certainly capable of effective ‘Mech-on-’Mech combat, the Fulcrum is expected to be used more withraiding parties. It is ideal for missions intended to disrupt enemysupply lines in rough terrain, where the toughest customers arehovercraft, VTOLs and other light vehicles. Secondary assign-ments may include stamping out hot spots in a city, where theFulcrum’s mobility is a definite asset.

Battle History:

There are no recorded instances of this ‘Mech in combat.The nearest comparable ‘Mechs currently in production, the Sen-try SNT-04 and the Daimyo DMO-1K, are slower, better-armoreddesigns. Both are intended for close-combat, however, with the

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Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 3 7

1 ER Medium Laser LA 1 1

1 LRM-5 H 1 2

Ammo (LRM) 24 LT 1 1

CASE Equipment LT 1 0.5

15FULCRUM FLM-23TM

Type/Model: Fulcrum FLM-23TM

Mass: 40 tons

Equipment Mass

Internal Structure: 2

Engine: 240 Fusion 11.5

Walking MP: 6

Running MP: 9

Jumping MP 6

Heat Sinks: 10 (20) 0

Gyro: 3

Cockpit: 3

Armor Factor: 108 6

Internal ArmorStructure Value

Head: 3 9

Center Torso: 12 16

Center Torso (Rear): 6

L/R Side Torso: 10 12/12

L/R Side Torso (Rear): 5/5

L/R Arm: 6 10/10

L/R Leg: 10 12/12

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Capabilities:

The CN12-B is a machine of great contrasts. At first glanceit appears quite imbalanced, unable to bracket its short-rangedautocannon with its long-ranged missle pack. The single ERmedium laser mounted dead-center of the ‘Mech seems to be apoor compromise to bridge the gap at moderate distances.

While logical, this analysis neglects the new Centurion’s truerole: close-in and dirty fighting, especially in urban environments.Indeed, the 10-pack of missiles is the secondary armament, notthe laser. Though it lacks jump jets, the 12-B has enough speedto quickly move along streets, and its slim profile allows it to fitdown alleyways that most other ‘Mechs simply cannot passthrough. It’s almost the definition of a “knife-fighter” BattleMech,one that is adept at ambushing opponents from behind to laythem open with bursts of cannon fire before fading back into theshadows. One pilot described it as a “Hunchback done right.”

When considered in this light, several otherwise puzzlingfeatures now make sense. One example is the machine’s oddarmor placement. Conventional wisdom has BattleMechs weild-ing heavy protection on the legs, as mobility kills are one of themost common causes of battlefield losses. In a city, however, thisCenturion can easily find cover to hide it from the waist down, al-lowing it to max out the armor on its torso and arms. Another un-usual quirk is the decidedly paltry amount of ammunition devotedto the missiles over the big autocannon. In open-field combat,long-range weaponry often takes up the bulk of a design’s mag-azine space. After all, few MechWarriors want to get their ma-chines so close to the enemy that ‘Mechkillers like heavy pulselasers, massive autocannon, and even massed arrays of machineguns and flamers come into play. In urban conflicts this choice isoften removed. The CN12-B does well to mount an accurate andefficient long-ranged weapon for when a rare shot presents itself,but concentrates on provided enough shells to keep the 20-classautocannon firing for a long, long time.

In what could become a major problem, fitting all of this fire-power into a fifty-ton chassis required that a bulky and fragile XLengine be mounted. CASE protects the pilot to some extent, buttesting has concluded that once the ‘Mech’s right torso has beenpenetrated, destruction from an ammunition explosion is nearly90% likely unless the pilot immediately withdraws.

Battle History:

Like many other new BattleMechs in this report, the Centu-rion 12-B has yet to see combat. This hasn’t stopped the AFFCfrom producing a dozen copies, however.

Of these twelve ‘Mechs, two remain at the factory for test-ing. Four were sold to smaller mercenary units with pro-Davionsentiments. The remaining six were distributed along the Cap-pelan and Draconis borders. While outright conflict with the twostates seems unlikely, raiding continues. It’s hoped that spread-ing the CN12-B around will accelerate the chances of it seeingcombat soon.

At the present time, no further sub-variants of the CN12-Bexist. Reportedly a tech from the Battle Magic mercenary unit didsuggest stripping out the almost-useless CASE for another ERlaser, but this idea was not received well by the manufacturer andis unlikely to be seen in a production version.

Notable 'Mechs & MechWarriors:

Centurion CN12B001X

This is the first example of the ‘Mech and has been slated forextensive live-fire testing. As such it has no regular pilot and is cur-rently being fitted with a comprehensive sensor package and spe-cial improved blow-out panels for its CASE modules. This wouldnot be of much interest normally, but rumor has it that the techsworking on the machine believe that this advanced “CASE II” sys-tem might allow it to continue fighting after an ammunition explo-sion, even given its extra-light reactor. We have our own analystswatching this program carefully; such an advance could greatly im-prove the survivability of Inner Sphere machines in general.

Sergeant Michael Nelson

SGT Nelson is a senior NCO in the third company of theSecond Armored Cavalry, a staunchly pro-Davion mercenarycommand that claims a lineage nearly as ancient as the famedBlack Watch of the SLDF. He received his CN12B as part of anupgrade plan offered to the battalion in exchange for a high-riskcontract within the Chaos March. While the specifics of their mis-sion are considered secret, it is likely that this ‘Mech and its ac-complished pilot will be the first to test the variant’s combatabilities in actual battle.

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

Overview:

The sleek and deadly Centurion has always been a favoriteof House Davion. For centuries Federated Suns scientists havelabored to improve the basic CN9-A chassis, often with mixedresults. The decline of technology after the fall of the Star Leaguelimited design options, and every attempt to upgrade the ma-chine’s firepower led to sometimes disasterous side effects.

One of the most commonly-attempted modifications wasto mount a heavy autocannon in place of the base model’smedium-heavy Luxor. One version, the CN9-AH, even saw limitedproduction and served as the template for Justin Allard’s famousCN9-YLW, or Yen-lo-wang. However, the extreme amount ofshort-range firepower the ‘Mech gained was more than counter-balanced by the fact that the secondary armament had to bedowngraded in every case.

A more recent layout of equipment, made possible by severalmajor “lostech” discoveries, resulted in the prototype CN12-B.

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Weapons & Equipment Loation Critical Tonnage

1 Autocannon/20 LA 14 18

Ammo (AC) 20 LT 4 4

1 LRM-10 w/Artemis IV RT 3 6

Ammo (LRM) 12 LT 1 1

1 ER Medium Laser CT 1 1

CASE Equipment LT 1 0.5

CASE Equipment RT 1 0.5

CENTURION CN12-B 17

Type/Model: Centurion CN12-B

Mass: 55 tons

Equipment Mass

Internal Structure: 3

Engine: 275XL Fusion 8

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 10 (20) 0

Gyro: 3

Cockpit: 3

Armor Factor: 176 11

Internal ArmorStructure Value

Head: 3 9

Center Torso: 18 28

Center Torso (Rear): 7

L/R Side Torso: 13 20/20

L/R Side Torso (Rear): 6/6

L/R Arm: 9 18/18

L/R Leg: 13 22/22

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sub-standard -2N variants held by most of the Houses and theimproved -3N fielded by Our Order to good advantage at the Bat-tle of Tukayyid.

Capabilities:

Victor Steiner-Davion decided that, instead of attempting toreproduce the original ‘Mech, he would incorporate as much newtechnology as he could to better the existing -3N design. The re-sult was the Champion CHP-3Q3. This new model is all-new con-struction which retains the styling cues of the original, but is mucheasier to service and can be produced with existing assembly linetooling. A comparison of the two types is instructive:

The Tukayyid-era CHP-3N loadout consists of an LB 10-XAutocannon with two tons of ammunition, two Large Lasers, twoMedium Lasers, two Small Lasers and an Artemis-equippedSRM-6 rack with a single ton of reloads. It carries 66% of themaximum available armor for a sixty-ton ‘Mech. There are tenDouble Heat Sinks to handle this ‘Mech’s heat load.

The new CHP-3Q3 features an LB 10-X Autocannon withthree tons of ammunition, an Extended Range Large Laser, threeMedium Lasers and a Streak SRM-6 launcher well-known formaking every shot count. This design carries 95% of the armoravailable for its weight. It features an Endo Steel chassis andStandard armor, versus the standard frame and Ferro Fibrousarmor for the -3N. Combined with a VLAR 300 XL engine, thischange allows the ‘Mech to carry 50% more ammunition for theLB 10-X and 100% more for the Streak-6 launcher, all protectedby CASE integral to both left and right torso locations. Finally, this‘Mech also has ten Double Heat Sinks which allow it to fire moreweapons more often without the danger of ammunition cook-offor even shutdown.

These are significant advantages. There are others.

The newest Champion has only 66% of the long-rangepunch of the -3N, but the ER Large Laser more closely matchesthe fire envelope of the LB 10-X. While these weapons deliver onlya modest 44% of its firepower, the -3Q3’s close-combat potentialis another matter. A short-range barrage totals 80% of the Cham-pion’s loadout – if the enemy does not pass out from feedback, his‘Mech may still suffer internal damage. A wounded enemy whowillingly faces the prospect of fifteen individual hits every ten sec-onds has either a brave MechWarrior for a pilot - or a fool.

Firepower is not the only asset – this design has good en-durance, enabling it to remain independent of supply lines for long

periods. Finally, while the Champion -3Q3 is slightly less capablethan its predecessor the -3N as regards infantry and battle armorsuppression, it has reach and survivability versus other Battle-Mechs thanks to ER laser technology, a 30% increase in armorand the addition of CASE. We believe it will be able to successfullycomplete a wide variety of assignments (despite the loss of a largelaser and pair of small lasers) than even some of its contempo-raries. It is a force to be reckoned with on the battlefield.

Battle History:

This design’s teething period comes on the eve of Civil War.A few of the CHP-3Q3 have been secretly issued to trusted mem-bers of Our Order disguised as mercenary units. So far, each En-gagement Report only adds to a legacy of unqualified success. Weexpect to begin full-scale production within three months, with dis-cussion already underway on developing yet another variant, the -4X, which replaces the Standard Armor with Ferro Fibrous anddrops all but one Medium Laser and the Streak SRM-6. It adds an-other Double Heat Sink, a second Streak SRM-6 and a Gauss Riflesupplied with two tons of ammo. There appears to be no way ofavoiding the coming storm. But we may be able to reduce thedeath and destruction expected from such a wide-scale conflict.

Notable 'Mechs & MechWarriors:

LT Joe ‘Sailor’ Murphy

Reports coming in from this MechWarrior are especially use-ful, as he outlines not only the performance of his Champion butthe various techniques used to get the most from its design. LTMurphy is an extrovert whose colorful on-field antics conceal acareful tactician who may someday rise to command level – if hecan live down the reputation brought on by his ‘Mech’s paint job.While most Mechwarriors settle for traditional unit colors or cam-ouflage scheme, Murphy’s Champion is painted bright pink andmottled with red hearts. The words “Bringin’ the Love” are embla-zoned in black just below the cockpit, along with the image of a re-clining semi-nude woman blowing a kiss. It is rumored this ‘noseart’ was patterned after a young woman he met on Canopus.

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

Overview:

At the Second Star League Conference, Our Order’s Pre-centor Martial announced his retirement from active leadershipand named Victor Steiner-Davion as his replacement. The newPrecentor Martial’s first act was to confirm Coordinator TheodoreKurita as First Lord. His second act was to order an inventory ofComstar’s available resources while he familiarized himself withthe Comstar mission. His third act was to personally send someStar League-era ‘Mechs back to the drawing board, in an attemptto come up with designs which Comstar might use to blunt thecoming conflict between himself and his sister, Katherine Steiner-Davion. One of the first re-designed machines is the Champion.

The Champion was first introduced in 2602 and quickly be-came a staple of the Star League Defense Forces. The Exodus re-moved most of these ‘Mechs from the Inner Sphere (theremaining machines were family-owned or stockpiled by OurOrder). The Succession Wars quickly destroyed Champion pro-duction lines and so it was rare to see useful modifications of this‘Mech as the centuries passed. Finally, all that remained were

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Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser LA 2 5

3 ER Medium Lasers RT 3 3

1 LB-10X Autocannon RA 6 11

Ammo (AC) 30 RT 3 3

1 Streak SRM-6 LT 3 4

Ammo (SRM) 30 LT 2 2

CASE Equipment LT 1 0.5

CASE Equipment RT 1 0.5

CHAMPION CHP-3Q3

Type/Model: Champion CHP-3Q3

Mass: 60 tons

Equipment Mass

Internal Structure: 3

Engine: 300XL Fusion 9.5

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 10 (20) 0

Gyro: 3

Cockpit: 3

Armor Factor: 191 12

Internal ArmorStructure Value

Head: 3 9

Center Torso: 20 30

Center Torso (Rear): 10

L/R Side Torso: 14 20/20

L/R Side Torso (Rear): 8/8

L/R Arm: 10 18/18

L/R Leg: 14 25/25

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Capabilities:

Featuring three LRM-15 long-range missile racks suppliedwith six tons of ammunition protected by Cellular AmmunitionStorage Equipment (CASE), the -7Y trades a minor amount offirepower – the equivalent of an LRM-5 – for another ton and ahalf of precious armor, bringing the total up to 90% of the maxi-mum permitted for this design. Heat is not an issue; the new Yeo-man actually has more heat-shedding capacity than it can use.Still capable of speeds up to 65 kph, this ‘Mech can move aboutefficiently in the backfield and adapt quickly to a changing battleenvironment. However, the original tactical doctrine of combin-ing light armor with a heavy weapons loadout has proven singu-larly unfortunate, at least as far as fire support ‘Mechs areconcerned. The caution to ‘avoid direct contact with the enemy’is something of a joke among Yeoman pilots, as it rather naivelyassumes they would prefer to take their lumbering ‘missile boats’right up to the enemy’s doorstep.

Extra armor and a CASE-protected Fusion engine are agood start, but the modern fire support ‘Mech needs more thanthis to survive the inevitable return fire from enemy LRMs and thenewer Advanced Tactical Missile systems. With little room left foradditional Ferro Fibrous protection, the planners decided insteadto install a different kind of ‘armor’ – Guardian Electronic CounterMeasures. This ECM suite blunts or totally defeats missile en-hancement systems such as Artemis IV or the ATM targetingradars, and its protection extends to non-ECM equipped unitswithin a 360 meter radius. Thus shielded against hostile indirectfire, the Yeoman YMN-7F and its fellow ‘Mechs are free to moveabout and find the best location for launching their own attacks.These are varied and lethal, ranging from minefields to homingmissiles to the standard high explosive or anti-personnel rounds.

Battle History:

The YMN-7Y is currently undergoing final adjustments atthe various commands to which it has been assigned. Thisprocess is more a change in company-level strategy than actualtinkering with the BattleMech itself, as commanders reassignlancemates and work out new ways to take advantage of the -7Y’s unique abilities. It is still at bottom a dedicated fire-support'Mech. The lack of secondary weapons was once an issue withprospective pilots, but no more. The role of artillery support isvery different from that of a main battle unit, and in recent yearshas begun to attract new blood and a fresh approach. And as

one of Our Order’s military strategists pointed out, “anything thatcan make it past your main line is one tough customer. He’s notliable to be intimidated at the sight of a couple of medium lasers.They’re the equivalent of a security blanket, and it’s about timeHouse Marik’s artillery officers grew up.” The Free Worlds LeagueHigh Command would seem to agree.

Notable 'Mechs & MechWarriors:

Mechwarrior William ‘Bollywood’ Burt

Bollywood Bill” is an extrovert, to say the least. Rumored tohave at least two wives and a bevy of offspring scattered acrossfive worlds, he is the quintessential ‘cowboy’ ‘Mech pilot.Dressed in a fringed leather jacket when not in the cockpit, Burtis reputedly never without his white ten-gallon hat, modeled afterthose worn by North American lawmen in the ancient ‘movies’ ofthe early twentieth century. Many are surprised that such a flam-boyant figure has chosen the Yeoman as his ‘ride’ of choice, butas he will tell anyone (and especially anyone with a camera), hisjob is to ‘clean up the town’ and the best way to do it is with thebiggest ‘six-shooters’ he can find.

The truth is a little less flattering. Bollywood Bill’s escapadesboth on and off the evening news made for good copy but provedembarrassing for his commander, who more than once had toperform public relations damage control to avoid trouble overBurt’s unguarded comments. It was dangerous to demote sucha popular figure. Furthermore, The Marik himself had inexplicablytaken a liking to the man. Eventually a compromise was workedout and this capable Mechwarrior rotated to an isolated artilleryunit, where he rules the roost to this day.

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

Overview:

The Yeoman is one of three BattleMechs produced by Cur-tiss Militech on the world of Paradise. The -6Y rolled off the linein 3059 and was passed by the Armaments Board in 3060. Sincethen it has been assigned to units all across the Free WorldsLeague and even now works alongside its ‘big brother’, the Long-bow. However, despite an impressive array of missile racks, moremobility and better endurance (thanks to the Pitban 240 fusionengine), 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 -6Y’smediocre battlefield performance – that, and its vulnerability tolong-range enemy missile fire. Despite numerous advances inboth energy and ballistic weapons, it is the LRM which is mostcommonly encountered in the course of battle as the enemy at-tempts to suppress House Marik’s fire support. Thus it wasdeemed necessary to fine-tune this design, and the result is theYeoman YMN-7Y.

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Type/Model: Yeoman YMN-7Y

Mass: 60 tons

Equipment Mass

Internal Structure: 3

Engine: 240 Fusion 11.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 10 (20) 0

Gyro: 3

Cockpit: 3

Armor Factor: 179 10

Internal ArmorStructure Value

Head: 3 9

Center Torso: 20 24

Center Torso (Rear): 6

L/R Side Torso: 14 22/22

L/R Side Torso (Rear): 6/6

L/R Arm: 10 20/20

L/R Leg: 14 22/22

21YEOMAN YMN-7Y

Weapons & Equipment Loation Critical Tonnage

1 LRM-15 RA 3 7

Ammo (LRM) 24 RT 3 3

1 LRM-15 LA 3 7

Ammo (LRM) 24 LT 3 3

1 LRM-15 LA 3 7

Guardian ECM LT 2 1.5

CASE Equipment LT 1 0.5

CASE Equipment RT 1 0.5

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Capabilities:

The Ceasar -6S carries thirteen tons of armor, 95% of themaximum allowed. Its top speed of nearly 65 kph is average fora Heavy ‘Mech, but fourteen Double Heat Sinks ensure a pilotcan maintain this acceleration while continuously firing 80% ofhis weapons! And the –6S loadout is impressive, both in sheerdamage potential and mission flexibility.

The CASE-protected Poland ‘A’ Gauss Rifle is well-knownfor its reach and devastating impact, and is supplied with a gen-erous two tons of ferro-nickel slugs. Backing it is another weaponwhose star is on the rise – the Johnston HeaviShot Heavy Parti-cle Projection Cannon. This latest addition to the PPC familypacks as big a punch as its slug-throwing partner, with nearly aslong a reach and an endless supply of ‘ammo’.

Rounding out the impressive main guns are two ExtendedRange Medium Lasers and two standard Medium lasers, pairedone above the other on each arm. This allows the maximum firearc coupled with a remarkably flexible range envelope – ideal forcity fighting and speedier opponents. In fact, Our Order suspectsthis variant will be sent to regiments involved in city assaults –after the initial ‘softening up’ phase has passed, the well-armoredCaesar –6S will move in to clean out pockets of resistance anddispose of any tanks or transports still moving about. Speedshould not be an issue, as the faster machines are far more re-stricted by rubble and urban terrain than the Caesar.

Battle History:

This model, as with its sister the CES-4S, has not reachedFedCom regiments in sufficient strength to allow any meaningfulbattlefield assessment. However, reports of a few isolated duelswith Capellan Mechwarriors riding Cataphracts suggest the Cae-sar may finally have shed its reputation as a knock-off of thatolder ‘Mech.

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 Pin-point-HY

Overview:

The Federated Commonwealth is on track to produce twonew variants of the Caesar CES-3R BattleMech in 3062. Origi-nally based on a captured Capellan Cataphract, this ‘Mech hasproven 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 incorporateEndo Steel skeletons and Light Fusion engines, but the -6S fea-tures greater endurance, more armor, better heat managementand a higher medium-to-long range damage profile than its sis-ter, the Caesar -4S. The -4S, with its Heavy Gauss rifle and PulseLasers, is designed for slugging matches that open holes in theenemy line. But the Caesar CES-6S, working at medium ranges,is more likely to take down an enemy ‘Mech while capable of awider variety of assignments.

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Type/Model: Caesar CES-6S

Mass: 70 tons

Equipment Mass

Internal Structure: 3.5

Engine: 280 Light Fusion 12

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 14 (28) 4

Gyro: 3

Cockpit: 3

Armor Factor: 208 13

Internal ArmorStructure Value

Head: 3 9

Center Torso: 22 33

Center Torso (Rear): 10

L/R Side Torso: 15 22/22

L/R Side Torso (Rear): 8/8

L/R Arm: 11 22/22

L/R Leg: 15 26/26

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC LA 4 10

1 ER Medium Laser RA 1 1

1 ER Medium Laser LA 1 1

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Gauss Rifle RT 7 15

Ammo (Gauss) 16 RT 2 2

CASE Equipment RT 1 0.5

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WARHAMMER WHM-12S

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

Overview:

As the era of the Federated Commonwealth draws to a close,the threat of imminent civil war provokes strong sentiment amongthe Lyran High Command to redesign several old standard ‘Mechscurrently in production. One is the Battlemaster. Another is theAwesome. The last and final choice is yet another staple of HouseSteiner’s forces, one which has walked the battlefield for nearly fivehundred years – the Warhammer. The Warhammer is a solid choiceas the basis for a new variant – it has been nearly twelve yearssince the WHM-7S first strode off a StarCorps production line.Many advances have been made since that time in both weaponsand power plant technology, and with the looming threat of civilwar added to the aftermath of the Clan Invasion, Steiner com-manders want a modern design which will allow them to maintainthe integrity of the Lyran Alliance when this inevitable split comes.

Capabilities:

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

VOX 280 Light Fusion engine. Designed to move at an adequatetop speed of nearly 65 kph, the -12S carries two Heavy ParticleProjection Cannons, two Extended Range Medium Lasers and aStreak SRM-6 missile launcher. The single ton of Streak ammo isstored in a torso equipped with CASE, and the design carries sev-enteen Double Heat Sinks, more than enough to dissipate theenormous heat generated by the primary guns.

The WHM-12S’s speed is average for a Heavy ‘Mech, but itsarmor is at near maximum for this weight class, and weapons rangehas clearly been sacrificed for increased damage. While still capa-ble of a decent reach, the Heavy PPC does 50% more damage thanthe standard or Extended Range versions. In short, this new cannonpacks the punch of a Gauss Rifle without the attendant weight, am-munition and potential for explosion which haunts that weapon.This makes the -12S nearly independent of ammunition supplylines, as nearly eighty percent of the weapons loadout is energy-based and Streak launchers are notoriously frugal with reloads.

The Light Fusion Engine is more compact than the popularExtra Light models and thus, less vulnerable to combat damage.Yet it weighs considerably less when compared to a standard Fu-sion Engine of similar output, freeing up valuable tonnage formore armor and firepower. This, combined with the other designfeatures listed above, point to the obvious mission of theWarhammer -12S – that of a medium-range ‘breakthrough’‘Mech. This machine is a slugger, meant to take on the best anopponent has to offer and then stomp him flat. As the first mod-els work their way into House Steiner’s regiments, it remains to beseen if this is just another iteration of the classic Lyran ‘big gun’style of fighting, or something more unique – and deadly.

Battle History:

As the Draconis Combine has a history of clashes along theFedCom border, it comes as a surprise to Our Order that the firstcombat action seen by the -12S was a recent minor engagementalong House Steiner’s border with the Free Worlds League.House Marik evidently sought to test several of their own new de-signs with a light raid on the world of Poulsbo. This planet wasonce a vanguard of Lyran defense against the League and hometo Bangor, a sprawling military base. Closed in 2632, it took theSuccession Wars to justify re-opening Bangor, albeit on a much-reduced scale. This moderately-defended world bore the bruntof House Marik’s poorly-disguised ‘mercenary adventure’ in late3061 – and as it turned out, provided valuable information forboth sides on House military strategy.

Details of the two major engagements are sketchy, butsatellite transmissions from the fleeing Marik Dropships and someground intel gathered by Our Order suggests the Warhammer -12S was instrumental in the second battle, fatally blunting a raidon the Bangor Military Depot by outflanking a slower Assaultlance and destroying three of the League ‘Mechs before beingforced by enemy reinforcements to retreat to the cover of anearby 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 photographedin anything other than perfectly starched and pressed uniforms,and his personal bearing was recently compared by a member ofOur Order to ‘a Tasmanian Devil with a titanium rod shoved up itsarse.” This reputation does him in good stead – he has the most‘kills’ of any pilot stationed at the Bangor Military Depot, and canbe counted upon to not only follow orders but to improvise on thespot. A very few of his seniors understand the value of this man –those that do approach him in private for professional advice onbattlefield tactics. This discretion is not without reason.

Sergeant Schimmelhorn is a polarizing figure – he brooksno quibble with the Regulations, never hesitating to bring his ownchain of command to task for abuse of power, lax discipline, poorstrategy or even blatant disregard for their own orders. He hasbeen, not surprisingly, frozen at the same paygrade for the pastten years. Yet at the same time, Schimmelhorn (‘Smitty’ to hisfriends and, out of earshot, his subordinates) is a flexible deci-sion-maker in the cockpit and even more astounding, immenselypopular with his fellow Mechwarriors, who appear to thrive on adiet of ‘Regs’, hard work and, when the situation warrants it, arare compliment from the man himself.

Behind the rigid façade is a strong sense of right and wrongtempered with a thirst for justice, the whole ordered by constantdiscipline. “Hard but fair” is the most common printable descrip-tion of this unsung leader. It is said that he and a like-mindedgroup of fellow Mechwarrriors were selected to pilot Bangor’s firstWarhammer WHM-12S lance not only because they were thebest, but because their self-discipline allowed the Field Com-manders to analyze the -12S and new Lyran field doctrine basedsolely on the machine and tactics - without having to factor in thepilot’s personal quirks.

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Type/Model: Warhammer WHM-12S

Mass: 70 tons

Equipment Mass

Internal Structure: 3.5

Engine: 280 Light Fusion 12

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 17 (34) 7

Gyro: 3

Cockpit: 3

Armor Factor: 216 13.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 22 33

Center Torso (Rear): 10

L/R Side Torso: 15 22/22

L/R Side Torso (Rear): 8/8

L/R Arm: 11 22/22

L/R Leg: 15 30/30

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC LA 4 10

1 Heavy PPC RA 4 10

1 ER Medium Laser LT 1 1

1 ER Medium Laser RT 1 1

1 Streak SRM-6 LT 3 4

Ammo (SRM) 15 LT 1 1

CASE Equipment RT 1 0.5

25WARHAMMER WHM-12S

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AWESOME AWS-12Q

With the removal of ten Double Heat Sinks, what remainedon the drawing board was a stripped-down machine. Marik de-signers decided to narrow the mission profile; no longer wouldthe Awesome attempt to ‘cover all the bases’. Harkening back tothe intent of the original design, the -12Q would once more be apure fire support ‘Mech, dependant on other fighting elements ofthe Regiment to take care of infantry and vehicle threats. The firstweapons installed were twin Gauss Rifles, one in each side torso,fed by a generous five tons of ferro-nickel slugs. Backing themwas a new development of the Particle Projection Cannon – theHeavy PPC.

Trading range for a 50% increase in damage, the MagnaSupernova Heavy PPC is essentially a Gauss Rifle with unlimitedammunition and a slightly reduced range. It has the same reachas a standard PPC – 540 meters – and while it generates a greatamount of heat, the AWS-12Qs’ ten Double Heat Sinks are morethan enough to compensate. In fact, a pilot flying this new Awe-some can run and fire all his weapons for nearly seven full min-utes – and never once budge the heat meter.

Of course, as an heir to the Awesome legend, the -12Qwon’t rely on firepower alone. Fourteen tons of Ferro Fibrousarmor protect the vulnerable internals, the maximum allowed forthis design With a top speed of ‘only’ 54 kph, the -12Q will deployin lance strength, punching large holes in the enemy’s formationbefore moving on to other targets. Presumably, its lighter, fasterbrethren will be on hand to pour through the breach and pressonward to victory.

Battle History:

House Marik has already begun distributing this upgrade toposts along the Lyran border. Information filtering back to OurOrder establishes this ‘Mech as one of several which crossed theLyran border to raid the world of Poulsbo. Driven back by the de-fenders of the Bangor Military Depot, at least three examples ofthe Awesome AWS-12Q were lost, not through poor design, butrather, bad judgment on the part of the Marik commander. Caughtin a cul-de-sac between heavily-armed ground troops and fastLyran Warhammers, the retreating lance of -12Qs were beatendown. The remaining Awesome pilot was finally relieved by rein-forcements, but not before his lance had taken out two Manti-core Heavy tanks and two enemy Warhammers.

Notable 'Mechs & MechWarriors:

Paul ‘Pokerface’ Collins

MechWarrior Collins exemplifies the type of pilot risingquickly to the top in The Marik’s ‘new’ military. Outwardly defer-ential to his superiors, demanding (and receiving) respect fromhis juniors through displays of skill and daring, Collins is a borngambler whose bets pay off more often than not. As calculatingin the cockpit as he is at the gaming table, this modern-day rake-hell forms the back bone of the ‘hidden’ command structure, onewhere each MechWarrior is expected to think on his feet and beas prepared to take charge of a mission as he is to follow orders.

One of Our Order likens this attitude to the human equiva-lent of a C3I network, where anyone can step into a leadershipposition at a moment’s notice in order to preserve unit momen-tum. Collins is a fan of the TriVid Network’s “Riverboat 1890” se-ries, going so far as to wear 19th century garb when he is seatedat the gaming table. It is said he never enters the cockpit of hisAwesome without his ‘lucky’ antique pocket watch.

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

Overview:

The AWS-12Q Awesome is House Marik’s most recent con-tribution to the late thirty-first century battlefield. Following on theheels of the fearsome -9Q (produced in early 3060), the -12Q isactually based on the twelve-year-old -9M; it avoids the short-comings 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 (andmostly ineffectual) Pulse Lasers and Streak SRM-2s originally in-tended to counter Clan battle armor and infantry. They left theExtra Light Fusion engine in place, but took out the heat-intensiveER PPCs of the older design, reasoning that the range and en-durance afforded by a pure energy loadout was largely cancelledby the problems encountered with heat management. Experienceshowed -9M pilots often lost control of their heat gage, costingthem precious mobility in the confusion of close combat. To avoidthis, the more experienced MechWarriors often carried severaltons of unused weapons at any given time due to range or heat re-strictions – despite having twice the normal amount of heat sinks!

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Type/Model: Awesome AWS-12Q

Mass: 80 tons

Equipment Mass

Internal Structure: 8

Engine: 240XL Fusion 6

Walking MP: 3

Running MP: 5

Jumping MP 0

Heat Sinks: 10 (20) 0

Gyro: 3

Cockpit: 3

Armor Factor: 247 14

Internal ArmorStructure Value

Head: 3 9

Center Torso: 25 32

Center Torso (Rear): 18

L/R Side Torso: 17 24/24

L/R Side Torso (Rear): 10/10

L/R Arm: 13 26/26

L/R Leg: 17 34/34

27AWESOME AWS-12Q

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC RA 4 10

1 Gauss Rifle RT 7 15

1 Gauss Rifle LT 7 15

Ammo (Gauss) 8 H 1 1

Ammo (Gauss) 8 LT 1 1

Ammo (Gauss) 8 RT 1 1

Ammo (Gauss)16 CT 1 2

CASE Equipment RT 1 0.5

CASE Equipment LT 1 0.5

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proposition. Inner Sphere weapons do not pack the same punchat distance as Clan weapons of the same type. However, there isno shortage of lesser-ranged weapons which can efficiently tearthrough even the best Clan armor. Closing with the enemy innumbers as quickly as possible will eliminate their range advan-tage; in a point-blank slugfest, experienced Inner Sphere pilotscan hold their own with any Clanner.

Capabilities:

The Zeus ZEU-13S is a good example of this new thinking.It features a Pitban 320 XL engine which saves precious tonnageby replacing the standard fusion engine with a much lighter de-sign. While this engine is bulkier and more vulnerable to damage,it does not suffer from the teething problems of newer Light Fu-sion Engines. Defiance Industries has put the saved space togood use.

Armor for the -13S is a hefty fifteen tons of standard Glas-gow Limited Premium with integral CASE, fully 97% of the max-imum permitted for an 80-ton BattleMech. Primary weaponsinclude a Defiance 1001 Extended Range Particle Projector Can-non, a Diverse Optics Sunbeam Extended Range Large Laser anda Defiance Thunder Ultra AC 20. Rounding out this impressivearray is a single Defiance P5M Medium Pulse Laser for close-inwork on infantry and battle armor.

The -13S is intended to close at top speed in battalionstrength, firing all the way, deploying in a ‘hedgehog’ formationwhich ensures many of this design will reach their opponents un-touched. Seventeen Double Heat Sinks guarantee the pilot cansustain maximum fire without any heat issues. None of theweapons has a minimum range. Once into the Ultra AC 20’s shortor 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 combinedonslaught hits any one location on an opponent, it will immedi-ately strip away the armor from even the largest ‘Mech and ‘go in-ternal’. Even separate hits will produce massive damage. Theonly shortcoming of this weapon is the relatively small amount ofammunition allocated – the ‘Mech carries only two tons, less thana minute’s worth under double-fire conditions. Mechwarriors areadvised to use the Ultra multi-fire option sparingly, as a sort of‘can-opener’ they can later exploit with the energy weapons attheir disposal

Battle History:

No opportunity has yet arisen for the Zeus ZEU-13S to flexits considerable muscle against a Clan opponent. However, thereare those of Our Order who have noticed saber-rattling inside theFedCom, not directed towards the Clan borders as might be ex-pected, but a symptom of turmoil within the Commonwealth it-self. Katherine Steiner-Davion’s heavy-handed rule is quicklypolarizing her people into two armed camps. Her brother Victormay yet take a hand in the developing civil conflict. It may be thatthe first trial by combat for this new version of the Zeus will notbe against Clan forces, but rather its own brother regiments asthe siblings struggle for power.

Notable 'Mechs & MechWarriors:

Marco Simonson

This MechWarrior's only accomplishments to date are infield exercises intended to perfect the deployment of the new -13S model. His comments from the cockpit, while colorful in theextreme, serve to fine-tune the coordination of tactics as thelances move about the battlefield. It has been noted that in fivesuch simulations, his lance composed only 15% of the total forceavailable, yet accounted for 37% of the ‘kills’ logged overall. Ithas also been noted by our ROM agents that he is firmly againstKatherine Steiner-Davion’s continued rule. We can only guess atwhat effect this will have on the coming civil war.

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

Overview:

The Federated Commonwealth has been arguably as hard-hit by the Clan Invasion as the Draconis Combine. It has beenseveral years since Defiance Industries was asked to devote pro-duction line space to a new variant, but the General Staff feels itis time to respond to a perceived change in Clan battlefield strat-egy. The change is significant. As more and more Inner Sphereforces shift to the Regimental Combat Team style of force de-ployment, the Clans appear to be moving away from their highly-successful one-on-one tactics to a more varied bag of tricks.Chief among these is a new tendency to fight at long range andto keep the battle at long range as much as possible. No one out-side Our Order seems to understand why this is so, but suchknowledge is not necessary to formulate a response.

The General Staff's solution is typical of Lyran doctrine: hitmore, hit harder, changing emphasis according to battlefield con-ditions. 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

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Type/Model: Zeus ZEU-13S

Mass: 80 tons

Equipment Mass

Internal Structure: 8

Engine: 320XL Fusion 11.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 17 (34) 7

Gyro: 4

Cockpit: 3

Armor Factor: 240 15

Internal ArmorStructure Value

Head: 3 9

Center Torso: 25 38

Center Torso (Rear): 11

L/R Side Torso: 17 26/26

L/R Side Torso (Rear): 8/8

L/R Arm: 13 26/26

L/R Leg: 17 31/31

Weapons & Equipment Loation Critical Tonnage

1 ER PPC LA 3 7

1 ER Large Laser CT 2 5

1 Medium Pulse Laser LA 1 2

1 Medium Laser RA 1 1

1 Medium Laser LA 1 1

1 Ultra Autocannon 20 RA 10 15

Ammo (AC) 10 RT 2 2

CASE Equipment RT 1 0.5

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the Battlemaster was valuable enough to warrant a serious effortat improving production quality. The result was that the -10K up-grade includes replacing the old single heat sinks with ‘freezers’.In the developing conflict with the Clans, Combine designers rec-ognized the need for better long-range combat ability. The origi-nal -1G's weapon systems included a Particle Projector Cannon,its only effective ranged weapon. Upgrade -10K replaces this witha new design, the Fusigon Sabretooth Heavy PPC, which has thesame fire envelope but delivers fifty percent more damage.

Further changes include replacing the six medium laserswith four forward-facing Extended Range versions, as well asswitching the Short Range Missile rack out for an LRM-10 LongRange Missile launcher and a single ton of ammunition protectedby CASE.

The Battlemaster -10K has more than double the long-rangepunch of the -1G, and its medium range has also been extended.This comes at a cost in heat, but the new Double Heat Sinks allowthe -10K to fire 85% of its weapons at short to medium rangeswith no heat buildup – while still remaining mobile! What is more,the extensive use of Ferrofibrous Armor enabled the designers toincrease this ‘Mech’s armor loadout from 88% to 95% of themaximum allowed!

Finally, the fire control for the LRM launcher was moved nextto that of the Heavy PPC. Reserve pilots often think in 'rangegroups'. This relocation ensures that inexperienced Mechwarriorswill not forget their new weapon, which can make the differencein a difficult fight.

Battle History:

The Battlemaster BLR-10K has been rushed to the frontlines near the Lyon’s Thumb, an area belonging to the Lyran Al-liance but garrisoned by Combine troops representing the NewStar League. Preliminary reports are optimistic, although wordhas filtered back to our agents that refits are even now being con-sidered which add another ton of LRM-10 ammunition at the costof armor.

Notable 'Mechs & MechWarriors:

Jennifer Mitchell

This woman's small size does not match her near legendaryreputation when it comes to maneuver-combat. Able to squeezeevery last ounce of speed out of her BattleMaster, she often sur-

prises her friends and foes alike with agility and grace her Bat-tleMaster performs in battle.

Jennifer's original 'Mech was old 1G version of the Battle-Master. With her 'Mech upgraded to 10K standard, Jennifer'sknack for outmaneuvering her combatants has been enchancedby 10K's lethal firepower.

BATTLEMASTER BLR-10K

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

Overview:

When House Kurita received downgraded Star League'Mechs from Our Order in 3038, they grumbled. They had littlechoice, however. With the exception of a few manufacturingplants 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 thepride of the Draconis Combine. Still, the old Succession War-era‘Mechs soldiered on - House Kurita was fighting for its life andcouldn't afford a single idle unit. Then came the rebirth of the StarLeague, and enough breathing room to equip most second lineregiments with upgrade packages purchased directly from theFree Worlds League. The BLR-10K is an example of the moresuccessful upgrades.

Capabilities:

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

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31BATTLEMASTER BLR-10K

Type/Model: Battlemaster BLR-10K

Mass: 85 tons

Equipment Mass

Internal Structure: 8.5

Engine: 340 Fusion 27

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 18 (36) 8

Gyro: 4

Cockpit: 3

Armor Factor: 251 14

Internal ArmorStructure Value

Head: 3 9

Center Torso: 27 44

Center Torso (Rear): 10

L/R Side Torso: 18 28/28

L/R Side Torso (Rear): 8/8

L/R Arm: 14 28/28

L/R Leg: 18 30/30

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC RA 4 10

2 ER Medium Laser LA 2 2

2 ER Medium Laser RA 2 2

1 LRM-10 LT 2 5

Ammo (LRM) 12 LT 1 1

CASE Equipment LT 1 0.5

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cost of Extended Range Medium Lasers would give the Longbowa vital edge when defending against head hunter units andairstrikes. The most unexpected twist is the addition of Target Ac-quisition Gear, or TAG, a feature usually found only on more mo-bile scout units. This inclusion is a bit of a mystery, as TAG is bestused for indirect fire. Our Order can only suppose that a highlyskilled Longbow pilot might use the TAG designator to increasethe accuracy of his own direct artillery fire – a novel concept wetrace back to certain ideas proposed by the Word of Blake.

The main discussion during the design of this 'Mech cen-tered around the installation of a Standard or Extra-Light fusionengine. The XL engine would allow the -7W to keep up with mostheavy support units, but the Procurement Department vetoed thisidea due to its expense. Capable only of a stately 54 kph, the re-sulting ‘Mech is vulnerable to overrun attacks. Thus, artillerylances will be assigned one 'guardian' unit, possibly the newGunner GR-5M, which is slightly faster and well-suited to thismission.

The Marik’s StarCorps factories are currently operatingaround the clock on three shifts to meet production orders for the-7W. All plant output is slated for the Free Worlds League mili-tary, which has no intention of permitting this variant to be sold toanyone, including mercenary units. This is contrary to StarCorpIndustries policy and, indeed, places them at considerable dis-advantage in a free-market society. House Marik must have ex-erted tremendous pressure on StarCorp’s corporate heads togain this concession. Meanwhile, StarCorps factories in the Fed-erated Commonwealth are selling conventional Longbows to allcomers, including mercenary units employed by the Common-wealth government as well as those units stationed within Al-liance borders.

Battle History:

The number of Longbows produced has so far been limited,due to the restricted capacity of the lone manufacturer. The fall ofthe New Star League places the Emris IV facilities in jeopardy, asthey are near the border and vulnerable to a raid from most of theother Houses.

In one of a long series of battles on the planet Oriente,House Liao’s crack troops attempted to take that world fromHouse Marik. Several Longbow lances were attached to Marik'sFusiliers of Oriente's 5th Brigade and assigned to the defense ofa strategic lake.

Unfortunately for the Capellans, several of these units wereLongbow -7Ws equipped with Arrow IV. They used TAG-equipped helicopters to great advantage, launching attacks withpin-point accuracy. The resulting barrage of artillery shells rainedheavily on House Liao's armored vehicle regiment, destroyingnearly seventy percent of it and eventually driving the Capellansoff that world.

Notable 'Mechs & MechWarriors:

James Taylor

After his outstanding service in the Battle for Oriente, Tay-lor was transferred to the Defenders of Andurien's 4th Regimentlight assault lance. This transfer came in lieu of a promotion; Tay-lor is a skilled Mechwarrior, but like many of that breed, a heavydrinker. He of course does not see this as a reward, but his com-manders know better. Taylor’s reputation for carousing nearly costhim his career at one point; his reputation as a fast-thinking com-bat pilot is all that saved it. The chain of command hopes thatduty in a less-demanding environment will allow MechwarriorTaylor time to dry out.

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, OctagonTartrac System C

Overview:

Following the successful debut of the Draconis Combine’sO-Bakemono on Towe, the need for a dedicated artillery 'Mechbecame clear to the Free World League. A fresh design wasdeemed too time-consuming and the Combine had neither thecapacity nor the desire to actually sell their new 'Mech to HouseMarik – this, despite extensive trade agreements. League de-signers were put to work on the matter, and their first step was tofind a suitable frame. The Longbow was the most obvious can-didate for modification. Of course, the proposed variant was to bebuilt only on Emris IV, and its specifications kept secret from therest of StarCorps Industries.

Capabilities:

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

LONGBOW LGB-7W

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Type/Model: Longbow LGB-7W

Mass: 85 tons

Equipment Mass

Internal Structure: 8.5

Engine: 255 Fusion 13

Walking MP: 3

Running MP: 5

Jumping MP 0

Heat Sinks: 12 (24) 2

Gyro: 3

Cockpit: 3

Armor Factor: 248 15.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 27 41

Center Torso (Rear): 10

L/R Side Torso: 18 26/26

L/R Side Torso (Rear): 10/10

L/R Arm: 14 26/26

L/R Leg: 18 32/32

33LONGBOW LGB-7W

Weapons & Equipment Loation Critical Tonnage

1 Arrow IV System RA 12 12

Ammo (Arrow) 15 RT 3 3

1 Arrow IV System LA 12 12

Ammo (Arrow) 15 LT 3 3

2 ER Medium Laser CT 2 2

TAG H 1 1

CASE Equipment RT 1 0.5

CASE Equipment LT 1 0.5

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shells to the already- packed bins, so a little over a minute of sus-tained fire is all the design gets.

The ER PPC, LRM-10, and jump jets were all retained, giv-ing the monster machine impressive maneuverability and decentlong-range hitting ability. To better blend its range brackets, thetrio of medium lasers was replaced by a pair of ER models and anextra heat sink. This, combined with the new autocannon, givesthe new Yu Huang a slightly different mission profile from the orig-inal 9G, though not one so altered that pilots would have anytrouble adjusting.

A final note regards the armor. After reviewing combat logsand gun camera footage, Shengli Arms engineers slightly reshuf-fled the protection on the ‘Mech, though only by a few centime-ters per location. They claim that this will better protect severalinternal components - a boast that wise MechWarriors take witha grain of salt.

Battle History:

Shengli Arms has produced several of these new modelsfor the CCAF. Three ended up being used in the St. Ives conflict,where they proved able to work well in congested and open bat-tlefields alike. They appear to work best when used in a similarmanner to the older Victor BattleMechs long-enamored by Capel-lan, St. Ives, and FedSuns pilots alike. In cities they proved es-pecially deadly, jumping from behind cover to pour fire intoopposing formations until their main guns ran dry, then slowlybacking away to bring their longer-ranged array of powerfulweapons into play. Their thick armor was usually enough to keepthe machines alive despite the riskiness of this tactic.

The only factor that may limit production of this machine inthe future is, ironically, the very feature that makes it unique - itsDefiance Thunder-model Ultra autocannon. Archon Katrina(Katherine) Steiner-Davion has recently restricted exports of theweapon, likely in case the long- rumored civil war finally erupts.Several Capellan manufacturers have begun projects into re-verse-engineering the gun, but only time will tell if their effortsbear fruit or if the 11G Yu Huang will join so many other promis-ing ‘Mechs that were lost due to lack of components.

Notable 'Mechs & MechWarriors:

Senior Instructor Steven Shim

Once a member of House Hiritsu’s elite BattleMech corps,

Shim was exposed to nerve toxin shortly after the deadly BlackMay attacks, during the Thuggee purge. He is now restricted toa wheelchair due to the neurological damage he sustained, butthanks to his Warrior House’s skilled technicians, is still able topilot 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 isgrateful to be able to use his experience and skill in training newadditions to the Lorix Order.

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

Overview:

Despite being Shengli Arms’ current flagship, the imposingYu Huang has met with only moderate acclaim from Confedera-tion MechWarriors. None can deny that it’s a sheer brute of a Bat-tleMech, especially in the traditionally lighter CCAF, but the choiceof weapons left many pilots feeling as through they were assignedto stripped- down Atlases. The 11G variant is an evolutionary up-grade that might just change a few minds, however.

Capabilities:

While the huge LB20-X mounted in its right arm and torsowas impressive at close ranges, several MechWarriors com-plained that they felt they were actually lacking short- range fire-power despite the array of lasers in the opposite limb. Shenglilistened to this criticism and took the only logical step: they re-placed the autocannon with an even more powerful Ultra modelcapable of sending nearly two and a half tons of ammunitiondown-range in a minute. They did not, however, add any more

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Type/Model: Yu Huang Y-H11G

Mass: 90 tons

Equipment Mass

Internal Structure: 4.5

Engine: 360XL Fusion 16.5

Walking MP: 4

Running MP: 6

Jumping MP 4

Heat Sinks: 14 (28) 4

Gyro: 4

Cockpit: 3

Armor Factor: 272 17

Internal ArmorStructure Value

Head: 3 9

Center Torso: 29 45

Center Torso (Rear): 12

L/R Side Torso: 19 28/28

L/R Side Torso (Rear): 9/9

L/R Arm: 15 30/30

L/R Leg: 19 36/36

35YU HUANG Y-H11G

Weapons & Equipment Loation Critical Tonnage

1 ER PPC LA 3 7

1 Ultra Autocannon 20 RA 10 15

Ammo (AC) 15 RT 3 3

1 LRM-10 CT 2 5

Ammo (LRM) 12 LT 1 1

2 ER Medium Laser LT 2 2

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it was a ‘heat beast’ which was often neutralized, not by enemyaction, but by its own skyrocketing internal temperatures andsubsequent reactor shutdown. The BNC-3Q had no such prob-lems, yet in its own way was just as hamstrung as its brother‘Mech. Mounting only two weapons – a relatively short-rangedAutocannon 20 and a single small laser – this design was worth-less until it closed with the enemy, by which time the Bansheewas all but shot to pieces despite its wealth of armor.

Precentor Thule Martin notes that this machine actually hadless firepower than a ‘Mech half its mass (the Hunchback comesto mind) without that design’s agility and low cost. The Bansheeseemed obsolete, and it was. If not for the large numbers re-maining scattered throughout House Steiner’s military and thedesperate 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-animatingeven the worst ‘Mechs. So it was with the Banshee in 3059, whena Federated Commonwealth full of vigor and eager to expand itsmilitary with new designs and refurbished antiques decided toproduce not one, but three new variants on the existing Bansheeframe. The first two to hit the testing grounds were the -5S, ananti-support ‘Mech intended to deal with vehicles and infantry,and the -6S, a slugger fully maximized to go toe to toe with otherassault ‘Mechs and come out on top. The third and final design,the BNC-1DM, was actually produced first, but problems with fi-nancing, as well as issues with the ammo feed and storage for thenew Rotary Autocannon, kept it in the factory shed until recently.

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 trad-ing battlefield toughness for an expanded weapons loadout. Andthe choice of weapons does not disappoint. The primary guns area pair of Extended Range Particle Projection Cannons, with theirsignature long reach and solid damage. Backing these is a RAC-5Rotary Autocannon, with a respectable range of its own, massivedamage potential and a decent three-ton supply of ammunition.Finally, the -1DM carries an LRM-10 Long Range Missile rack sup-plied with a single ton of ammo. This last may be the only flaw inthe design – two minutes worth of missile fire is not consideredgood battlefield endurance. But this is acceptable in light of whathas 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 judicioususe grants an otherwise-average weapons array the edge neededto turn the tide of battle. The Banshee BNC-1DM has this edge,and while the RAC-5 may not fully benefit from the new targetingsystem, the ER PPCs are another matter. Softening up the enemy

with accurate long-range fire, then pinpointing his weakenedarmor is a tried-and-true method for taking down opponents, andwhen combined with a large ‘Mech, it can be devastating.

Protecting this new technology is a full sixteen and a halftons of standard armor, 90% of the maximum permitted for theBanshee’s chassis. This is a ten percent increase over previousdesigns, and exceeds even that of the -1DM’s brother ‘Mechs.Finally, sixteen Double Heat Sinks ensure this Banshee neednever suffer from debilitating heat buildup – the pilot can fire bothER PPCs while at a dead run and remain cool in the cockpit.Standing his ground in a protected area, a Mechwarrior can evenadd 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 toitself 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 -1DMmay finally fulfill the promise of the Banshee’s long-dead design-ers by becoming what this ‘Mech should have been from the start– a prime contender for the title of ‘King of the Battlefield’.

Notable 'Mechs & MechWarriors: The Von Wilmers

The Von Wilmers are a team of brothers who enlisted in theLyran Commonwealth’s Armed Forces shortly after the beginningof the Clan Invasion. Motivated by patriotism and a desire to leavetheir home planet (Glengarry) and ‘see the galaxy’, the threejoined up while the youngest was only 16. Ten years later theserowdy lads have all earned a place in a BattleMech cockpit, eachpiloting in a different weight class.

Elder brother Cyril ‘works’ a speedy Mongoose whichseems to suit his temperament – always in a hurry to get some-where, be it a favorite watering hole or the nearest fight.

The middle brother, Leonardo, is more restrained. He is a deep-thinking tactician and can be found tinkering with his Nightsky whenhe 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 thecockpit may yet overshadow that of his siblings. His intuitive graspof the ‘big picture’ bodes well for his career, and Floyd Von Wilmerhas recently been entrusted with a Banshee BNC-1DM, replacingthe battleworn Awesome which he has been piloting since 3058.

The three Von Wilmers have served in the same regiment sincetheir 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 mat-ter of time before one of them (most likely Floyd) finds a woman whocompares favorably with his first love – ‘flying’ a BattleMech.

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 3Targeting & Tracking System: Angst Clear View 2A

Overview: The Banshee has been around almost as long as Battle-

Mechs themselves. It was among the first truly heavy designs toroll out in the golden years of the Terran Hegemony, and is a bloodrelative of the Mackie. Its 95-ton frame was one of the most mas-sive ever made, and for its size the Banshee was fast and heav-ily-armored. However, the huge fusion engines of that era left littleroom 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 machinedesigned to take out foes with hard-hitting, accurate firepower.

Despite a lack of similarly-sized opponents and a productionrun that ran into the thousands, the Banshee was doomed from thebeginning, because it committed the cardinal sin of going to a wararmed for a duel. This was a pardonable offense in the beginning –no one really understood the impact and proper application of theBattleMech when the Banshee was built. Even so, it was tragicallyundergunned for a heavy BattleMech of any era. Attempts weremade to improve the payload or find a mission it could perform well.Apparently neither was possible, even at the height of the first StarLeague. The Banshee was eventually sidelined in favor of new de-signs, trotted out only when there was nothing better to be had.

It was not until the early 31st Century that variants such asthe -3M and -3Q appeared, and even these were largely consid-ered failures. The -3M featured two PPCs and a handful of lasers;

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Type/Model: Banshee BNC-1DM

Mass: 95 tons

Equipment Mass

Internal Structure: 5

Engine: 380XL Fusion 20.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 16 (32) 6

Gyro: 4

Cockpit: 3

Armor Factor: 264 16.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 30 45

Center Torso (Rear): 10

L/R Side Torso: 20 30/30

L/R Side Torso (Rear): 10/10

L/R Arm: 16 30/30

L/R Leg: 19 30/30

Weapons & Equipment Loation Critical Tonnage

2 ER PPC RA 6 14

1 RAC/5 LT 6 10

Ammo (RAC) 60 LT 3 3

1 LRM-10 w/Artemis IV RT 3 6

Ammo (LRM) 12 CT 1 1

Targeting Computer RT 6 6

37BANSHEE BNC-1DM

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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

Overview:

Since the Clan invasion, House Marik has enjoyed a certainamount of relief from the constant pressure on its borders. Whileit was true the Clans were expected to come after the Free WorldsLeague upon defeating Houses Steiner and Kurita, this has nothappened, and may never happen. As tensions inevitably wane,the other Houses are turning their attention back towards HouseMarik. The Marik’s response is to gear up for conflict with his tra-ditional enemies – House Liao and House Steiner – by makingsignificant changes to an existing ‘Mech whose initial design wasa hurried response to the Clan Invasion itself. Stripping the Alba-tross ALB-3U and refitting it would not be enough.

Marik engineers chose Endo steel for the new chassis; theexpected savings in tonnage was increased still further by a de-cision to reduce the number of ammunition-dependent weaponswhile extending the new ‘Mech’s overall combat reach as muchas possible. And so, the Gunner GR-5M was born.

Capabilities:

The Gunner is much more than a warmed-over Albatross.An Endo Steel chassis supports a 380 XL fusion engine, which inturn gives the Gunner a top speed of nearly 65 kph, quite speedyfor a ‘Mech of this weight class. Weapons loadout is considerablydifferent from the older Albatross as well, starting with a GaussRifle and twin Long Range Missile -10 launchers. Such long-rangestriking power opens the show for an assault, followed by close-combat punch in the form of a highly-accurate Large Pulse Laserand a triple battery of Extended Range Medium Lasers.

Fourteen Double Heat Sinks are more than enough to han-dle the expected heat load. Careful work at the design level yieldstwo distinct groups of weaponry – long and short range – which,if used properly, allow a Gunner pilot maximum mobility duringcontinuous fire. Close-combat occurs 50% earlier due to thegreater range afforded by the newest family of lasers, meaningthis ‘Mech can potentially destroy an opponent before they getclose enough to engage in physical combat – something to con-sider since the advent of large hatchet-bearing ‘Mechs such asthe Axeman and Berserker.

The GR-5M carries sixteen and a half tons of standardarmor, a full 90% of the amount allotted for a ‘Mech of this ton-nage, and a 20% improvement over the parent design. Backingthis is CASE protection for both left and right torso ammo bins.Our Order expects this ‘Mech to be much tougher on the battle-field, although it is a breakthrough design and not intended forextended combat missions.

Battle History:

The GR-5M has been seen on the Capellan frontier, and isthought to be slowly replacing the older Albatross on the Lyranborder as well. It has not been accompanied by much fanfare; TheMarik apparently prefers that his foes discover the new design inthe heat of battle, rather than on an evening news broadcast.

Notable 'Mechs & MechWarriors:

None at present. There are rumors circulating that certainMechwarriors are even now testing this ‘Mech against its prede-cessor under the guise of ‘military training’. As such practiceflouts the low-key introduction policy the Free Worlds League ispursuing, we believe these reports may be just that – rumors.

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Type/Model: Gunner GR-5M

Mass: 95 tons

Equipment Mass

Internal Structure: 5

Engine: 380XL Fusion 20.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 14 (28) 4

Gyro: 4

Cockpit: 3

Armor Factor: 264 16.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 30 45

Center Torso (Rear): 10

L/R Side Torso: 20 30/30

L/R Side Torso (Rear): 10/10

L/R Arm: 16 28/28

L/R Leg: 19 32/32

39GUNNER GR-5M

Weapons & Equipment Loation Critical Tonnage

1 Large Pulse Laser RA 2 7

1 ER Medium Laser RA 1 1

2 ER Medium Laser CT 2 2

1 Gauss Rifle LA 7 15

Ammo (Gauss) 16 LA 1 1

1 LRM-10 w/Artemis IV LT 3 5

Ammo (LRM) 12 LT 1 1

1 LRM-10 w/Artemis IV RT 3 5

Ammo (LRM) 12 RT 1 1

CASE Equipment RT 1 0.5

CASE Equipment LT 1 0.5

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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

Overview:

The huge and dominating Atlas is one of the most distinctiveBattleMechs in the Inner Sphere. Every Successor State fields atleast a handful of these massive designs, typically as commandmachines thanks to its sophisticated radio electronics.

Despite its popularity, the basic AS7-D model described byGeneral Kerensky has several important flaws. It doesn’t properlyutilize its mass to concentrate on a role. Instead, it mounts severalweapons with vastly different range brackets, becoming a primeexample of a “jack of all trades”‘Mech. Later models developedafter the Clan Invasion are often even more unbalanced, wastingtonnage on systems that cannot be effectively used together.

The recent AS9-K version attempts to rectify these short-comings by focusing on a single mission: long-range direct-firesupport.

Capabilities:

This Kuritan variant, currently in limited production, forgoesall short-ranged weapons to mount a withering array of powerful

ranged equipment. Taking a cue from the popular Awesome, the9-K features a pair of Gauss Rifles mounted in either side torso.Four tons of ammunition ensures a long battlefield lifetime, and aC3 Slave computer allows it to easily support close-in and scoutelements.

Backing up its primary armament, the Atlas has an ad-vanced Extended-Range Large Laser in each arm. These can beused in combination with the gauss weapons or to cover the‘Mech’s blind spots to the sides. Its only other weapon system isa standard ten-rack of Long-Range Missiles supplied with a tonof ammunition, which often fires specialized munitions depend-ing on the specific mission. Ample heat sinks allow for sustainedfire with few issues due to overheating.

This brutal new layout is not without its drawbacks, how-ever. By focusing on long-range heavy firepower, the ‘Mech givesup all ability to effectively engage units at close range - ironic,given the Atlas’s original abilities.It also lacks the Martell mediumlasers that once guarded its back, though this is considered in-consequential given its new role. The 9K is equipped with triple-strength myomer, but as heat sinks need to be taken off-line toactivate 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 dev-astating array of weapons, but given the explosive nature ofgauss weaponry, this detail means that any penetrating shot tothe torso will almost certainly result in a wrecked machine.

Battle History:

As it has only been recently fielded, the AS9-K has yet to beused in any major operations. It was originally intended to replacebattlefield losses incurred during Operation Bulldog, but the rel-atively light casualties suffered by the DCMS in that conflict haverestricted its deployment.

Indeed, this variant of the Atlas has only seen combat once,during a raid on the Ghost Bear Occupation Zone. Two AS9-Kswere assigned to the Eighth Dieron Regulars. The first was prop-erly deployed with adequate support and accounted for roughly150 tons of defeated Clan equipment. The second was used asa standard AS7-D and was destroyed in short order when aGhost Bear Masakari managed to penetrate its left torso with aparticle cannon, leading to a catastrophic capacitor explosionthat left the ‘Mech gutted.

Notable 'Mechs & MechWarriors:

Tai-i Richard “Ricky” Teisan

The pilot of the first AS9-K into action, then- MechWarriorTeisan, worked closely with the other ‘Mechs in his company, in-tegrating range data from his scout lance’s Jenners and coordi-nating his fire with that of his lancemates to destroy ‘Mech after‘Mech. His actions earned him a promotion, and he now com-mands 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 thespecial role of the new Atlas and deployed his machine in a stan-dard line assault lance. When Cannon's company was throwninto combat with a Binary of close-combat oriented OmniMechs,Cannon shut down several of his heat sinks and attempted to en-gage the Clan warriors in physical combat. However, his Atlassuccumbed to PPC fire and was utterly destroyed when one of itsgauss rifles exploded. Mark survived and retreated with the restof his unit. Because he showed great personal honor despire los-ing his ‘Mech, his request for another AS9-K was granted and heis determined to prove the variant’s value. His company com-mander was executed for misuse of state resources and grossincompetence.

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Type/Model: Atlas AS9-K

Mass: 100 tons

Equipment Mass

Internal Structure: 10

Engine: 300XL Fusion 9.5

Walking MP: 3

Running MP: 5

Jumping MP 0

Heat Sinks: 14 (28) 4

Gyro: 3

Cockpit: 3

Armor Factor: 307 19.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 31 47

Center Torso (Rear): 15

L/R Side Torso: 21 32/32

L/R Side Torso (Rear): 10/10

L/R Arm: 17 34/34

L/R Leg: 21 42/42

41ATLAS AS9-K

Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser RA 2 5

1 ER Large Laser LA 2 5

1 Gauss Rifle RT 7 15

Ammo (Gauss) 8 RT 1 1

Ammo (Gauss) 8 RL 1 1

1 Gauss Rifle LT 7 15

Ammo (Gauss) 16 LT 2 2

1 LRM-10 CT 2 5

Ammo (LRM) 12 RT 1 1

C3 Slave Unit H 1 1

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INNER SPHERE

BATTLEMECH : ASSAULT

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BERSERKER BRZ-D4

Capabilities:

The Berserker BZR-D4 retains the awesome visage of itsparent design and still strikes terror into many enemy pilots. It re-mains powered by a Pitban 400 XL engine and continues to carrynineteen and a half tons of armor, 100% of the amount permitted.But it no longer comes equipped with Myomer Acceleration Sig-nal Circuitry (MASC), although it can still charge an enemy at upto 65 kph. The hatchet is still formidable in close combat. How-ever, the biggest change is in the weapons loadout.

Enemies who thought themselves safe from this ‘Mech willbe shocked from their complacency when they discover the –D4has swapped out the large pulse lasers and ER PPC for an arm-mounted Defiance 1001 Heavy Particle Projection Cannon and ashoulder-mounted GM Whirlwind Heavy Gauss Rifle. The HeavyPPC has the range of an ER Large Laser but does nearly twice thedamage of that worthy design. Matching the Heavy PPC in rangeand striking power, the Heavy Gauss at medium range is as lethalas the Berzerker’s infamous hatchet, and even deadlier up close.Twin Sutel Precision Line Extended Range Medium Lasers roundoff this impressive array and provide a handy solution to smallertargets at closer ranges.

While equipped with only eleven Double Heat Sinks, the lowthermal signature of the Heavy Gauss Rifle combines well withthe high heat output of the Heavy PPC. The result is a Berserkerwhich can run and fire both main guns without any temperaturespikes whatsoever. Once a –D4’s pilot passes the ‘sweet spot’ at150 meters, she can switch out the Heavy PPC for the two ERMediums and continue to fire.

It should be noted, however, that the two main weaponshave a minimum targeting range – 120 meters for the HeavyGauss, 90 meters for the Heavy PPC. Once inside that range, awise Mechwarrior will close as fast as possible with her oppo-nent, since at that point all she can count on for accurate fire arethe two ER Mediums. Once the –D4 stands toe to toe with anenemy ‘Mech, of course, the hatchet goes from deadweight todeadly bludgeon. It is assumed that at this point in the combatfew ‘Mechs will be able to withstand a hatchet strike with a hun-dred tons of Berserker behind it.

The Berserker BZR-D4 is intended to operate as a front-lineheavy-attack ‘Mech, outclassed only by designs of similar ton-nage such as the Devastator and Assault Clan Omnis. With verygood field endurance courtesy of its energy-based weapons anda generous four tons of ferro-nickel slugs, the BZR-D4 is capable

of shooting lighter 'Mechs to pieces and taking out larger, moreheavily-armored opponents in hand-to-hand combat. Our Orderexpects this new design to be assigned to shock units, along withother heavy mechs. Its new long reach allows this machine to dowhat it never could before - lay down a brutal, unexpected bar-rage before actual physical combat. As such, it will surely teachopponents new respect for the design.

Battle History:

After the fall of the new Star League, the Berserker shouldhave no trouble finding ample employment in the incipient Fed-erated Commonwealth civil war. This un-common yet dangerous'Mech appears to have been granted a new lease on life, and willno doubt remain a threat to be reckoned with on future battle-fields.

Notable 'Mechs & MechWarriors:

Cathleen Anderson

This MechWarrior's dark blue Berserker, decorated withcredit symbols, is a much-feared sight in the Tikonov Reaches.Credited with almost ten kills, Cathleen Anderson is a tenacioushunter, often surprising her opponents when they least expect her.

Neither the lives of her comrades nor those of innocent civil-ians stand in Cathleen's way as she destroys enemy 'Mechs withmethodic brutality. The credit symbols decorating her 'Mech area reflection of her own true nature.

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

Overview:

The BRZ-A3 Berserker first walked off the assembly line inlate 3055, a creation driven by the need to stem the advance ofinvading Clans. Designed from the start as a visually intimidatingmachine, it was intended to tackle ‘Mechs of its own weightclass, stripping their armor off with its particle projection cannonand large pulse lasers before literally beating them to death witha massive hatchet.

For the most part, this concept worked. For a while. Unfor-tunately, within a year or two opponents caught on to the design’sweakness and began using tactics which kept the Berserker atlong range and unable to adequately defend itself. Although a cou-ple of variants have appeared in the intervening years, theBerserker is no longer considered an ace in the hole for assaultlances. Many commanders now choose other, less specialized‘Mechs to take the Berserker’s place, and it looks as though, lessthan seven years after its introduction, this design may be obsolete.

But looks can be deceiving.

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Type/Model: Berserker BRZ-D4

Mass: 100 tons

Equipment Mass

Internal Structure: 10

Engine: 400XL Fusion 26.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 11 (22) 1

Gyro: 4

Cockpit: 3

Armor Factor: 307 19.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 31 47

Center Torso (Rear): 15

L/R Side Torso: 21 32/32

L/R Side Torso (Rear): 10/10

L/R Arm: 17 34/34

L/R Leg: 21 42/42

43BERSERKER BRZ-D4

Weapons & Equipment Loation Critical Tonnage

1 Heavy PPC LA 4 10

2 ER Medium Lasers RT 2 2

1 Heavy Gauss Rifle LT 11 18

Ammo (Heavy Gauss) 20 RT 4 4

Hatchet RA 7 7

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45CLAN MECHS

The destruction of the Smoke Jaguars has had a great impact on the Clans as well. Clan politicsbetween Wardens and Crusaders has always been contentious, but it was hoped the SmokeJaguar’s example would serve as a warning to those Crusaders who thought defeating the InnerSphere would be a matter of waiting until our guard was down. And it is true, the pace of in-ternecine 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 over-all, while the defeat at Tukayyid still echoes through empty warrior mess halls and understaffedheadquarters alike. The Clans have a population problem. Some respond by importing the popu-lations of entire worlds to new homes carved out of the Inner Sphere. Others are hurriedly ramp-ing up Trueborn gestation sites and training schools.

Another is that some of the most hidebound, reactionary elements of Clan culture have been forcedto retreat to their homeworlds. The firebrand iKhans of the past are no more, replaced with morepolitically savvy descendants who see some value in assimilation and even a relaxation of thestrict caste system as they settle down to actually living on the worlds they so recently seized byforce.

However, the true legacy of the Smoke Jaguars may even now be finding expression, not in morepeace talks and increased trade, but in accelerated military research and construction. Such de-velopment forms a continuous backdrop to all civilizations, but the Clans are a Warrior-centric cul-ture and for them, new weapons, tactics and delivery systems are literally a way of life. Ratherthan focus on a few Clans for this Technical Readout, we of the Archives and Records arm decidedto branch out and incorporate intelligence gathered from all corners of Clan-space. What we foundwas surprising.

Clans as diverse in outlook as the Fire Mandrills, the Jade Falcons and the Cloud Cobras havebegun fielding new configurations of older Omni-Mechs. Even the Steel Vipers, a Clan not seen inthe 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 AdvancedTactical Missile system shakes off its early flaws and finds its way into Clan battlefield doctrine. Atthe same time, older ‘off-the-shelf’ weapons systems find widespread employment in new con-figurations as the Clans attempt to relieve the pressure on their factories and supply lines untilthey 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 Man-drill, Hell’s Horses, Steel Viper and Coyote are all throwing their hat in the ring as it were, introduc-ing the Ferratus, Falcata, Thylacine and Dimacheri, respectively. Ranging from 65 to 95 tons, theseare all efficient, carefully-considered designs which stand a good chance of replacing their seasonedpredecessors 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 theworld of Alshain in regimental strength. It is presumed they are attempting to retake the capital of ClanGhost Bear by force. What possible motive could be behind this surprise move? Given the Bear’soverwhelming presence in the area and past evidence of their strength, it is difficult to imagine HouseKurita ordered the assault. Perhaps it is simply another political ploy, one of many made in recentyears. Regardless, the result is sure to spell hard days to come for the Combine and its neighbors.

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CLAN

OMNIMECH : LIGHT

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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

Overview:

The Uller, named for the Norse god of archery, is an excep-tionally versatile light 'Mech. In its main configuration, the Ullercarries a mix of weapons that gives it striking power at all rangeswhile avoiding the problems associated with reliance on a singleweapons system. Reasonably fast and well armored for its size,this design can hold its own against many of the Inner Sphere'smedium 'Mechs.

The Kit Fox (Uller) ‘F’ is a light, fast design, intended to giverecon stars some direct-fire support with a very long reach. It ap-pears in Clan Ice Hellion detachments, and so far seems effectivedespite some trade-offs in protection and speed for consistent,devastating firepower.

Capabilities:

The Kit Fox ‘F’ features an Extended Range Particle Pro-jector Cannon, packing an impressive punch at an equally im-pressive range for a ‘Mech this size. At 450 meters, the suite ofthree Extended Range Medium Lasers comes into play, bringing

KIT FOX F

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. Ex-perienced Mechwarriors exercising proper heat management willmaintain this high rate of fire for twenty seconds out of thirty,dropping an ER Medium and reducing movement to return tozero heat before starting the cycle over again.

Finally, at close range with lesser ‘Mechs or vehicles, theMedium Pulse laser comes into its own. The built-in accuracyeasily compensates for small, high-speed targets.

All of this comes at a price: the Kit Fox is no better armoredthan many similar Inner Sphere designs, carrying only 73% of thearmor possible for its tonnage. Pilots thinking to rely on acceler-ation and maneuverability for protection in close combat will findthemselves disappointed – the ‘F’ has a top speed of only 97 kph,definitely in the low range for a Clan ‘Mech of this size. Further-more, the ‘F’ sacrifices the jump jets found in other, similar vari-ants for additional punch.

Deployment:

The Kit Fox ‘F’ is currently being tested as part of anoverall Clan shift towards engaging opponents earlier andkeeping them at range longer. There is no question that this‘Mech will make valuable contributions towards that strat-egy – the ‘F’ can generally destroy ‘Mechs in its ownweight class long before they can bring their weaponsto bear. But it will require self-discipline and experi-ence before the average Ice Hellion’s pilot is com-fortable with such a passive role.

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47KIT FOX F

Type/Model: Kit Fox F

Mass: 30 tons

Equipment Mass

Internal Structure: 1.5

Engine: 180XL Fusion 3.5

Walking MP: 6

Running MP: 9

Jumping MP 0

Heat Sinks: 15 (30) 5

Gyro: 4

Cockpit: 3

Armor Factor: 77 4

Internal ArmorStructure Value

Head: 3 9

Center Torso: 10 9

Center Torso (Rear): 5

L/R Side Torso: 7 8/8

L/R Side Torso (Rear): 4/4

L/R Arm: 5 7/7

L/R Leg: 7 8/8

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

3 ER Medium Lasers LA 3 3

1 Medium Pulse Laser LA 1 2

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CLAN

OMNIMECH : MEDIUM

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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

Overview:

The Black Lanner OmniMech was first sighted with the JadeFalcon Keshik during the Battle of Tukayyid. Fast for its weightclass, the Black Lanner acts as a direct fire support 'Mech forlight reconnaissance Stars. The majority of the various configu-rations sighted mount primarily long range weapons, thoughother configurations equipped mainly with close range weaponshave also been spotted.

Capabilities:

Black Lanner ‘F’, one of the more recently unveiled 'Mechsfrom Clan Jade Falcon, offers few surprises for analysis. Stickingto their epitome - true and tried, the Falcons' Lanner ‘F’ configu-ration is centered on more conventional weaponry. Whether thisis intended for newly-minted warriors, or the Clan has decided touse up its existing stock of older weaponry – or both - is un-known. What is known is that Black Lanner F follows in the samesteps as its Prime cousin, with moderate improvements.

The main armament of Alternate Configuration F is centeredon the Large Pulse Laser, supplemented by a Long-Range Mis-sile 10 launcher in the shoulder. The LRM-10 has a respectablerange, but only a single ton of dedicated ammunition. Thisweapon will quickly become dead weight in all but the shortest ofengagements. The ‘Large Pulse’ is universally known for its dura-bility and accuracy, and will presumably take over when the LRM-10’s ammunition is exhausted. These two weapons delivermodest amounts of damage, suggesting the ‘F’ is intended toclose quickly and bring its dual ER Medium Lasers to bear. Fi-nally, a torso-mounted ER Small Laser round up this variant'spayload, an anti-personnel weapon of questionablevalue given the Black Lanner’s normal tactic of hit andrun.

With the speed and armor this type is known tohave, the pilot is in a very good position to tear intosmaller opponents. Unfortunately, while the ‘F’s pilot canfire 65% of the weapon loadout without overheating, theleast movement will require heat management techniqueswhich will only reduce this ‘Mech’s punch at close and mediumranges.

Deployment:

The Black Lanner ‘F’ is currently deployed only with theJade Falcon Clan. Precentor Martin feels this OmniMech is notanother of the ‘rookie-proof’ machines recently observed by OurOrder. It is instead a general-purpose design, intended to take onrecon patrols and disrupt supply lines on an intermittent basis.The choice of weapons suggests a need to minimize the burdenon the Jade Falcon support and technical training pipelines. Un-fortunately, while it is capable of many routine assignments, the‘F’ will do none of them well. It is presumed the Jade Falcons willexercise caution, fielding this ‘Mech only when they are sure thereare no massed formations of Battlemechs in the target area.

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Type/Model: Black Lanner F

Mass: 55 tons

Equipment Mass

Internal Structure: 3

Engine: 385XL Fusion 22

Walking MP: 7

Running MP: 11 [14]

Jumping MP 0

Heat Sinks: 11 (22) 1

Gyro: 4

Cockpit: 3

Armor Factor: 154 8

Internal ArmorStructure Value

Head: 3 9

Center Torso: 18 26

Center Torso (Rear): 7

L/R Side Torso: 13 16/16

L/R Side Torso (Rear): 5/5

L/R Arm: 9 13/13

L/R Leg: 13 22/22

Weapons & Equipment Loation Critical Tonnage

1 Large Pulse Laser RA 2 6

2 ER Medium Lasers LA 2 2

1 ER Small Laser RT 1 0.5

1 LRM-10 LT 1 2.5

Ammo (LRM) 12 RT 1 1

49BLACK LANNER F

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CLAN

OMNIMECH : MEDIUM

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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

Overview:

The Black Lanner OmniMech was first sighted with the JadeFalcon Keshik during the Battle of Tukayyid. Fast for its weightclass, the Black Lanner acts as a direct fire support 'Mech forlight reconnaissance Stars. The majority of the various configu-rations sighted mount primarily long range weapons, thoughother configurations equipped mainly with close range weaponshave also been spotted.

The ‘G’ is powered by a 385XL fusion engine, and carries aHeavy Large Laser and four Extended Range Medium Lasers.These weapons have a good reach and pack an enormous punchfor the allocated space. Armor is a respectable 8 tons of Ferrofi-brous, 83% of the maximum protection allowed for this weightclass. The Myomer Acceleration Signal Circuitry (MASC) en-hancement adds more speed to an already-quick chassis, with atop end of 150 kph under ideal conditions. Extra Double HeatSinks allow the pilot to fire nearly 70% of his weapons on a con-tinuous basis – all while moving at full throttle – without budgingthe heat meter.

Capabilities:

All of this adds up to a ‘Mech with first-class offen-sive capability, designed to run rings around an opponentwhile pounding away with the equivalent of a Gauss riflesupplied with unlimited ammunition. All the weaponshave the same range envelope, simplifying target ac-quisition.

Deployment:

The ability to close quickly on large, slow-mov-ing Assault ‘Mechs, combined with the potential to killsuch foes with a single headshot, makes it abundantly clearthe Black Lanner ‘G’ is intended for brutal sledgehammer oper-ations. Deployed in pure Stars, the ‘G’ can quickly gain the upperhand and go on to dominate the battlefield, moving about at will.Jade Falcon Commanders who make proper use of this threatcan force an opponent into defensive strategies which will ulti-mately lead to defeat.

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Type/Model: Black Lanner F

Mass: 55 tons

Equipment Mass

Internal Structure: 3

Engine: 385XL Fusion 22

Walking MP: 7

Running MP: 11 [14]

Jumping MP 0

Heat Sinks: 15 (30) 5

Gyro: 4

Cockpit: 3

Armor Factor: 154 8

Internal ArmorStructure Value

Head: 3 9

Center Torso: 18 26

Center Torso (Rear): 7

L/R Side Torso: 13 16/16

L/R Side Torso (Rear): 5/5

L/R Arm: 9 13/13

L/R Leg: 13 22/22

Weapons & Equipment Loation Critical Tonnage

1 Heavy Large Laser RA 3 4

4 ER Medium Lasers LA 4 4

51BLACK LANNER G

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CLAN

OMNIMECH : MEDIUM

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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

Overview:

The Black Lanner OmniMech serves primarily with ClanJade Falcon and is remarkable for its speed and firepower, re-gardless of the configuration. One of the more intriguing variantswhich recently appeared in Jade Falcon Recon Stars is the BlackLanner ‘S’. At first it seemed this was merely a fine-tuned Con-figuration ‘C’, but the addition of Electronic Countermeasures andan Active Probe signal something different – a recon OmniMechdesigned not only to find hidden prey, but to kill it in very shortorder with little or no backup.

Capabilities:

Propelled by a 385XL fusion engine on an Endo Steel chas-sis, the Lanner ‘S’ mounts twin Heavy Medium Lasers on the leftarm. To an Inner Sphere observer this choice of armament mightseem underwhelming, but these are not Inner Sphere mediumlasers. A Clan heavy medium laser packs the punch of an InnerSphere PPC, though without that weapon’s long range. Two suchlasers can reduce a Light ‘Mech to scrap in less than half a minute.

Moving to the right arm, we find three Medium Pulse Lasers,extremely accurate and as lethal a loadout as the left arm – andwith a 50% longer range, to boot. The right torso carries dualSRM 4 Short Range Missile racks supplied with a modest ton ofammunition, a ‘salt shaker’ to the arm-mounted ‘can-openers’.Protection for this offensive array is good; a solid eight tons ofFerro Fibrous armor provides 83% of the maximum allowed for afifty-five ton OmniMech.

Already capable of moving at velocities approaching 120kph, the Lanner ‘S’ pilot needs only engage his Myomer Ac-celeration 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 asit sniffs out electronic emissions and exposes hiddenenemy units. With its own ECM suite protecting it fromearly detection while it hunts, the Lanner ‘S’ is alsoscreened from the targeting systems typically employedby its intended prey – enemy support ‘Mechs equippedwith Artemis-enhanced Long-Range Missile racks orAdvanced Tactical Missile systems.

Deployment:

Our Order subjected this new ‘Mech to many computersimulations before concluding the ‘S’ is a hunter-killer designedprimarily to take out enemy support ‘Mechs. That it can easilydeal with enemy recon patrols is assumed, but this configura-tion is capable of much more. The Lanner ‘S’ can rapidly by-pass front lines and bring the fight to softer targets in the rear,closing quickly on large, slow-moving ‘missile boats’ and artillerysupport vehicles. Seventy-two percent of the weapons systemsare energy-based, giving the Lanner ‘S’ respectable battlefieldendurance. This, combined with impressive mobility, translatesto chaos and carnage when it reaches the back field

Clan Jade Falcon has already made it clear that future bat-tles will be very different for anyone who opposes them. TheBlack Lanner ‘S’ spells big trouble for an enemy who thinks torely on artillery or missile barrage to carry the day – meaning anyInner Sphere House which views inter-Clan conflict as an oppor-tunity to regain lost territory.

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Type/Model: Black Lanner F

Mass: 55 tons

Equipment Mass

Internal Structure: 3

Engine: 385XL Fusion 22

Walking MP: 7

Running MP: 11 [14]

Jumping MP 0

Heat Sinks: 10 (20) 0

Gyro: 4

Cockpit: 3

Armor Factor: 154 8

Internal ArmorStructure Value

Head: 3 9

Center Torso: 18 26

Center Torso (Rear): 7

L/R Side Torso: 13 16/16

L/R Side Torso (Rear): 5/5

L/R Arm: 9 13/13

L/R Leg: 13 22/22

Weapons & Equipment Loation Critical Tonnage

2 Heavy Medium Lasers RA 4 2

3 Medium Pulse Lasers LA 3 6

2 SRM-4 RT 2 2

Ammo (SRM) 25 RT 1 1

Active Probe LT 1 1

ECM Suite H 1 1

53BLACK LANNER S

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CLAN

OMNIMECH : MEDIUM

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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

Overview:

The Crimson Hellkite is another of several new OmniMechsfielded by the Blood Spirit Clan that have been dubbed "Series2". As with the Crimson Langur, it represents a new line of devel-opment in 'Mech design, each machine carrying distinctive fea-tures which make them look similar to their 3050 origins. Giventhe operational parameters, the most likely purpose for this newline of ‘Mechs is for general combat.

Capabilities:

The Crimson Hellkite's appearance is strikingly similar totwo much older OmniMechs still in production: the Nova andStorm Crow. Each of those ‘Mechs have advantages and draw-backs peculiar to their design. The Nova's great advantage wasits jump jets, giving the chassis unsurpassed maneuverability onany kind of terrain. Yet the Nova suffered from slow speed andmediocre armor protection. The Storm Crow appears on the sur-face to be a superior ’Mech, with greater speed, better armor andmore dedicated pod space than other Mediums. Yet many com-plain of the Storm Crow's lack of jump jets which limit this ‘Mechusefulness in dense terrain.

With such things in mind, Blood Spirit engineers decided to

combine both ‘Mechs into one in the hopes of creating a singlemachine which would overcome the flaws of both parent designs.Selecting a 55-ton Stormcrow frame, Clan engineers added sixjump jets which provide good maneuverability over most types ofterrain. Armor protection remains the same, but most of the Ferro-Fibrous plate was moved forward – the designers decided jumpjets would make the Crimson Hellkite less likely to be hit from be-hind and felt it important to provide additional frontal protection.

Crimson Hellkite serves as an intermediate machine inBlood Spirit Touman. Carrying heavier armor and firepower thanthe Crimson Langur, yet faster and more maneuverable than theStooping Hawk, this new design honorably fills the role of intensemedium combatant in any range bracket.

The Primary Configuration of the Crimson HellKite is amedium-range, high intensity fighting machine. Armed witha total of five Extended-Range Medium Lasers, it can laydown a devastating barrage of fire. For long-range combat,Crimson Hellkite Prime mounts a very accurate Large PulseLaser which is backed up by a Long Range Missile launcher.A Small Laser firing into the rear arc completes this Configura-tion's armament.

The Alpha Configuration looks eerie similar to Nova A, fromwhich the Crimson Hellkite ‘A’ borrows its weapon mix. Eacharm carries a single Extended-Range Particle ProjectionCannon, backed up by two ER Medium lasers in thetorso. This ‘Mech’s loadout makes use of a greaternumber of Double Heat Sinks than Nova A, butdrops the Anti-Missile System of its predecessor.

The Crimson Hellkite Bravo is a dedicatedgeneral purpose combat configuration. Mount-ing an array of lasers and a huge long-rangemissile launcher, Configuration Bravo can givea good account of itself on any battlefield. Theonly weakness of this model is lack of endurance,as the LRM-20 holds only 12 reloads.

Crimson Hellkite Charlie is a short-range, high intensityfighter. The left arm supports a huge Large Heavy Laser,while the right one mounts three ER Medium lasers. A sin-gle Streak-4 short-range missile system rounds up this ar-senal. The ‘C’ model makes great use of its torso-mountedTargeting Computer to offset the inaccuracy of the Heavylaser. Six double heat sinks are installed in the frame tocope with the significant heat this Configuration generates.

Crimson Hellkite Delta is a support machine. Each

arm mounts a large Advanced Tactical Missile launcher, backedby an array of three Medium Pulse Lasers in the torso. Capableof dealing tremendous damage for its size, Crimson Hellkite Deltalacks the larger supply of ammunition critical for prolonged com-bat engagements, tying this configuration closely to supply lines.

Deployment:

These 'Mechs have not seen action against other Clanforces, having only been spotted in the front-line Galaxies of ClanBlood Spirit.

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Type/Model: Crimson Hellkite Mass: 55 tons Equipment MassInternal Structure: 3.5 Engine: 330 XL Fusion 12.50

Walking MP: 6 Running MP: 9 Jumping MP: 6

Heat Sinks: 10 [20] 0Gyro: 4Cockpit: 3Armor Factor: 182 9.50

Internal ArmorStructure Value

Head: 3 9 Center Torso: 18 28 Center Torso (Rear): 7L/R Side Torso: 13 20/20L/R Side Torso (Rear): 6/6L/R Arm: 9 18/18L/R Leg: 13 25/25

Weapons & Equipment Loation Critical TonnagePrimary Configuration: 1 Large Pulse Laser LA 2 6 1 ER Small Laser RT (R) 1 0.53 ER Medium Lasers RA 3 32 ER Medium Lasers LA 2 21 LRM-10 RA 1 2.5 Ammo (LRM) 12 RA 1 13 Double Heat Sinks LT 6 3 2 Double Heat Sinks RT 4 2Jump Jets CT 2 2Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Alpha: 1 ER PPC RA 2 6 1 ER PPC LA 2 61 ER Medium Laser RT 1 11 ER Medium Laser LT 1 12 Double Heat Sinks RT 4 22 Double Heat Sinks LT 4 21 Double Heat Sink RA 2 11 Double Heat Sink LA 2 1Jump Jets CT 2 2Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Bravo:1 Large Pulse Laser RA 2 6 1 Medium Pulse Laser RA 1 21 Medium Pulse Laser LT 1 21 Medium Pulse Laser RT 1 21 LRM-20 RA 6 7Ammo (LRM) 12 LA 2 21 Double Heat Sink RT 2 1Jump Jets CT 2 2Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Charlie: 1 Large Pulse Laser LA 3 4 3 ER Medium Lasers RA 3 31 Streak SRM-4 RA 2 3Ammo (SRM) 25 LT 2 2Targeting Computer RT 2 22 Double Heat Sinks LT 4 2 2 Double Heat Sinks RT 4 21 Double Heat Sink RA 2 11 Double Heat Sink LA 2 1Jump Jets CT 2 2Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Delta: 2 Medium Pulse Lasers RT 2 41 Medium Pulse Laser LT 1 21 ATM-9 RA 4 5Ammo (ATM) 10 RT 2 21 ATM-9 LA 4 5Ammo (ATM) 10 LT 2 2Jump Jets CT 2 2Jump Jets LL 2 2Jump Jets RL 2 2

CRIMSON HELLKITE

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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

Overview:

The Mad Dog (Vulture) has been a staple of most Clan armiessince before the Invasion of the Inner Sphere. As new designs hitthe testing grounds, this classic Omni is increasingly relegated tosecond-line assignments, especially in its Prime Configuration. Butall of that is about to change, at least for Clan Fire Mandrill, as theypresent 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 ade-quate as a direct combat vehicle. Although its accuracy was oftenunmatched, an excess of heat and a shortage of ammunitionplagues the Prime configuration regardless of its assignment.Clan Fire Mandrill’s engineers decided to take a direct, slightlydifferent approach. With straight-forward modification of arma-ment and several system upgrades, the new variant has provento be a truly solid 'Mech.

Mad Dog'F’s armament is simple, yet lethal. Centered

around six weapons, it provides both long and short-rangepunch, strong enough to dispatch most opponents in a few shortminutes. Large Pulse Lasers have been replaced by their lighterExtended Range cousins. Although lacking in accuracy and gen-erating more heat, this switch to ER laser technology gives alonger reach. More importantly, in combination with otherchanges it frees up enough pod space for a 30% increase in thenumber of Double Heat Sinks, alleviating notorious problems withheat. This, despite the fact that the ‘F’ and the Prime produce ex-actly the same heat load!

A well-trained ‘F’ pilot can fire all his long range weapons con-tinuously while at a dead run, and never move the heat meter. Com-ing into shorter ranges, he merely switches over from the AdvancedTactical Missile racks to highly accurate twin Medium Pulse Lasersand again, can maintain a steady barrage of firepower – at a deadrun - without moving the heat meter. If a Mechwarrior in a Mad DogPrime attempted to duplicate this performance, hewould deliver only 30% more damage (mostlydue to the increased accuracy of the largepulse laser) and be forced to shut down inless than a minute. But this comparison onlyholds when the ‘F’ pilot sticks to energyweapons…

If, for example, he chooses to close with adamaged opponent, an ‘F’ Mechwarrior can shift back tothe ATM-6 racks and use short-range High Explosive missiles tofinish the job. He can deliver 90% of the Prime’s damage poten-tial and maintain full mobility – once again, with no overheating!This new configuration’s layout proves what many of Our Orderhave long thought – that it is not the weapon systems themselvesbut the way they are balanced on a given ‘Mech frame that hasbeen such a problem for the Mad Dog in the past.

This balance came about almost by accident - the newstate-of-the-art ATMs were added almost as an after-thought.Originally the Mad Dog ‘F’ was to be equipped with Long-RangeMissile launchers of slightly smaller size than the original Twenty-racks. But progress in missile design and a slow, steady tradewith Clan Coyote has permitted the Fire Mandrills to field thesenew ATM systems to great advantage. The Mad Dog ‘F’ carriestwo ATM-6 launchers with four tons of ammunition. With a ton ofammunition devoted to each range bracket – Extended Range,Long Range and High-Explosive Short Range - and an additionalton designated as the mission requires, Mad Dog ‘F’ has 300%more battlefield endurance than the Prime configura-tion. It can engage enemy 'Mechs on its own terms.

Deployment:

Mad Dog Alternate Configuration ‘F’ has found its greatestuse, not surprisingly, among warriors of Clan Fire Mandrill. ThisOmniMech's ability to deliver a sustained barrage of fire over longdistances is highly prized by new recruits joining the Fire Man-drill ranks from sibko training camps.

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MAD DOG F

Type/Model: Mad Dog F

Mass: 60 tons

Equipment Mass

Internal Structure: 6

Engine: 300XL Fusion 9.5

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 17 (34) 7

Gyro: 3

Cockpit: 3

Armor Factor: 154 8

Internal ArmorStructure Value

Head: 3 9

Center Torso: 20 23

Center Torso (Rear): 7

L/R Side Torso: 14 16/16

L/R Side Torso (Rear): 7/7

L/R Arm: 10 16/16

L/R Leg: 14 23/23

Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser RA 1 4

1 ER Large Laser LA 1 4

1 Medium Pulse Laser RA 2 1

1 Medium Pulse Laser LA 2 1

1 ATM-6 RT 5 5.5

Ammo (ATM) 20 RT 2 2

1 ATM-6 LT 5 5.5

Ammo (ATM) 20 LT 2 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

Overview:

The Mad Dog (Vulture) has been a standard front line ClanOmniMech almost from the first days of the Invasion. Favoredheavily by Clan Ghost Bear in most of its configurations, this ‘Mechrepresents the archetype of most Clan designs in the Heavy weightclass – that is, tremendous firepower coupled with acceptable mo-bility and good armor. Of course, this comes at a price.

The traditional Clan OmniMech’s potential is realized only bythe most highly skilled and experienced Mechwarriors. Heat sinksare almost an afterthought on older designs, so managing one’sheat meter becomes critical in extended battles, especially con-sidering the Mad Dog’s merely adequate mobility. Squeezing everybit of usefulness out of such machines was once a point of pridewith the Mechwarrior elite. Now that many of them are dead fromattrition, 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 well-planned configuration known for packing a massive number ofheat sinks, the ‘M’ is designed to increase mobility while at thesame time making it easier for an inexperienced Clan pilot to ac-complish his mission. The two-millennia-old adage ‘never fight a

front and second-line units. There are strong indications that theMad Dog ‘M’ may soon become a staple of Stars comprised ofnothing but fast, highly-mobile OmniMechs.

two-front war’ is one the Clan designers applied well. A rookieMechwarrior already has his hands full with the enemy outsidethe cockpit. It is a mistake of the first order to force him to con-front an enemy (excess heat) inside as well.

Capabilities:

Mad Dog M's primary advantage over other Configurationsis its ability to jump and effectively control its heat levels in al-most any situation. A total of twenty-one Double Heat Sinks havebeen installed to shed weapons-generated heat, an ongoingproblem with most other Mad Dog variants. Testing those twenty-one ‘freezers’ is a small but powerful array of energy weapons.Each arm carries a huge Extended Range Particle ProjectionCannon in its main housing, paired with a Heavy Medium Laserlocated just underneath. Five jump jets have been installed in thetorso, allowing the ‘M’ to outmaneuver anything it can't outrun.

The Mad Dog ‘M’ is most frequently seen in Fast StrikeStars. Its mobility greatly enhances a Star’s fighting po-tential, especially one that is equipped with otherjump-capable 'Mechs. But this is not the only appli-cation for this new machine. The ‘M’ has also beenspotted working in tandem with another Bear favorite,the Executioner (Gladiator). With proper use of MASC,the Executioner's speed matches that of the MadDog, and the fact that both are jump-capable hasmade for an effective partnership.

The most surprising feature of the ‘M’s loadout is its useof Heavy Medium Lasers. While such weapons are not unknown(the ‘H’ configuration of 3060 carried three), the Ghost Bears havea reputation for conservative design, generally avoiding unproventechnology. Apparently the performance of the new Heavy laserclass has been quite impressive, as Ghost Bear designers did nothesitate to integrate these new weapons into the ‘M’ configura-tion. Whether they acquired these heavy lasers from battlefieldsalvage with Clan Hell’s Horses or by direct Trial of Possession re-mains unknown, but the popularity of the Mad Dog ‘M’ withGhost Bear pilots suggests this Clan may have access to sub-stantial stockpiles.

Deployment:

In the aftermath of its conflict with the Draconis Combineand the former Clan Nova Cat, Clan Ghost Bear launched a crashprogram 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 Mass

Internal Structure: 6

Engine: 300XL Fusion 9.5

Walking MP: 5

Running MP: 8

Jumping MP 5

Heat Sinks: 21 (42) 11

Gyro: 3

Cockpit: 3

Armor Factor: 154 8

Internal ArmorStructure Value

Head: 3 9

Center Torso: 20 23

Center Torso (Rear): 7

L/R Side Torso: 14 16/16

L/R Side Torso (Rear): 7/7

L/R Arm: 10 16/16

L/R Leg: 14 23/23

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 Heavy Medium Laser RA 2 1

1 Heavy Medium Laser LA 2 1

1 Jump Jet CT 1 1

2 Jump Jets RT 2 2

2 Jump Jets LT 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

Overview:

The Falcata is the latest OmniMech to come off the Clan Hell'sHorses production lines. Originally intended as an up-armored re-placement for the Mad Dog (Vulture) OmniMech, the Falcata quicklyearned itself a reputation as a solid front-line machine capable ofhanding out damage – and taking it, too. This ‘Mech belongs to thesame weight class as the venerable Hellbringer and Cauldron-Born,and while it cannot claim to be as tough as the Cauldron-Born, itnevertheless boasts an excellent mix of weapons in all of its con-figurations, with enough heat sinks to use them effectively

Capabilities:

The Primary Configuration of the Falcata is an engineeringmarvel. Its blend of systems constitutes a sound combination ofanti-'Mech weaponry, both long and short-range. Two ExtendedRange Particle Projection Cannons lead off in combat operations,assisted by a Long Range Missile-20 launcher. Nineteen DoubleHeat Sinks provide ample heat dissipation for extended barragefire. When closing to shorter ranges, however, the wise Mech-warrior will drop an ER PPC for the three Heavy Medium Lasers,which double the damage while taking advantage of existingholes in an opponent’s armor.

Perhaps one of the Prime’s greatest strengths is that,equipped with 46% more heat sinks than the Base model, it canmove at full speed and fire all its long-range weaponry withoutoverheating. Another strong point of this design is that it allocatesthree tons of ammunition for the LRM-20. This means that evenafter an extended barrage, the Falcata Prime can add thelauncher’s punch to its fearsome close combat fire and finish offan opponent.

The most common alternate version of the Falcata is Con-figuration Alpha, used primarily for fast attacks. Its flexible Ad-vanced Tactical Missile-12 launcher enables the pilot to choosebetween extreme long-range salvos or high-explosivefinishing shots. Rapidly closing with an oppo-nent, the ‘Alpha’ would switch to ultra-accu-rate Large Pulse Lasers and a trio of smallerExtended-Range Medium Lasers to conserveammunition.

Featuring dual Heavy Large Lasers inthe right arm and a ‘quad pod’ of MediumPulse Lasers in the left, the Falcata ‘Bravo’can cripple an enemy with one volley at closerange. With these weapons tied into a ClanTargeting computer, and sporting an extranine Double Heat Sinks, the ‘B’ Configura-tion is usually found in a wolf pack, huntingdown enemy mechs or (occasionally) exe-cuting headhunter missions.

Falcata Charlie is usually relegated tofire support, as its primary weapons are twohuge ATM-12 launchers. Both are equippedwith an ample supply of ammunition, the typevarying according the anticipated mission. A typ-ical loadout will fill four ammo bins with ExtendedRange missiles and two bins with High Explosive.Backup weapons are a single Large Pulse Laser mountedin the right arm and dual ER Medium Lasers in the other arm.

Deployment:

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

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Type/Model: Falcata Mass: 65 tons Equipment MassInternal Structure: 3.5 Engine: 325 XL Fusion 12

Walking MP: 5 Running MP: 8 Jumping MP: 0

Heat Sinks: 13 [26] 3Gyro: 4Cockpit: 3Armor Factor: 202 10.50

Internal ArmorStructure Value

Head: 3 9 Center Torso: 21 32 Center Torso (Rear): 9L/R Side Torso: 15 23/23L/R Side Torso (Rear): 7/7L/R Arm: 10 20/20L/R Leg: 15 26/26

Weapons & Equipment Loation Critical TonnagePrimary Configuration: 1 ER PPCs RT 4 12 3 Medium Pulse Lasers LT 3 61 LRM-20 RT 4 5Ammo (LRM) 6 LT 1 13 Double Heat Sinks LT 6 31 Double Heat Sink RT 2 11 Double Heat Sink LA 2 1

Weapons & Equipment Loation Critical TonnageAlternate Configuration Alpha: 2 Large Pulse Lasers RT 4 12 3 ER Medium Lasers LA 3 31 ATM-12 RT 5 7Ammo (ATM) 15 RT 3 32 Double Heat Sinks LT 4 21 Double Heat Sink LA 2 11 Double Heat Sink LT 2 1

Weapons & Equipment Loation Critical TonnageAlternate Configuration Bravo:2 Heavy Large Lasers RA 6 84 Medium Pulse Lasers LA 4 8Targeting Computer RT 4 44 Double Heat Sinks LT 8 43 Double Heat Sinks RT 6 32 Double Heat Sinks LA 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Charlie: 1 Large Pulse Laser RA 3 4 2 ER Medium Lasers LA 2 21 ATM-12 RT 5 7Ammo (ATM) 15 RT 3 31 ATM-12 LT 5 7Ammo (ATM) 15 LT 3 31 Double Heat Sink RT 2 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

Overview:

When it first appeared in 3049, the Hellbringer (Loki) wasthe equal of any two Inner Sphere ‘Mechs, actually taking on anddefeating entire lances of lighter machines as it swept throughthe Draconic Combine and Lyran Alliance.

How times have changed...

Twelve years on, the Hellbringer is now almost a second-line ‘Mech, taking a definite back seat to new variants and evenentirely new designs as they take to the field. However, there aresome who think this design still has some miles left in it. Breath-ing new life into an older machine is no easy feat, and the result-ing changes were so deep-seated that the new ‘Mech was lessa revamped OmniMech Configuration and more of a standalonedesign. Thus was born the Hellbringer II.

Capabilities:

The Hellbringer II begins with an Endo Steel chassis andadds an extra-light 325 Fusion Engine, giving this ‘Mech a topspeed of nearly 90 kph. The old Hellbringer was poorly armoredin all it variants, carrying only 60% of the protection possible foran OmniMech of its weight class. Not so the Hellbringer II – it car-ries ten tons of Ferro Fibrous, 90% of the maximum possible.

The older model featured a bewildering variety of weaponloadouts; one of the survivors of Tukayyid referred to it as “a walk-ing Swiss Army knife”. Unfortunately, while this made it a ‘jack ofall trades’, the corollary ‘master of none’ applied as well. TheClans were luckier than they knew when they faced Inner Spherepilots riding antiquated designs. The Hellbringer II is more fo-cused, carries a carefully designed array of weapons, and thus isa tougher opponent on the modern battlefield.

Starting with two arm-mounted Extended Range LargeLasers, this ‘Mech adds twin ATM- Advanced Tactical Missilelaunchers with three tons of variable munitions for incredible strik-ing power at very, very long range. For close-in work, a pilot needonly switch out the ER Large Lasers for two arm-mounted HeavyMedium Lasers and shift to an ATM high-explosive ammo bin tocontinue the carnage. Enemy Mechwarriors are also beginningto use the latest ATM and Artemis-equipped launchers, so this‘Mech has been fitted with an Electronic Counter Measure pack-age which grants itself and its allies significant protection fromthose enhanced weapons systems.

Finally, the Hellbringer II is equipped with two Medium PulseLasers set in the center torso and a single Flamer, the ideal an-swer to swift opponents and the occasional Star of pesky battlearmor. Despite a generous seventeen Double Heat Sinks, pilotsmust still practice good heat management to get the most fromthis design

Deployment:

The Hellbringer II is beginning to replace old Hellbringers ofall configurations in Clan Snow Raven. Mechwarriors who havegrown accustomed to the older design’s quirks find the transitionto the newest design an easy one – all the idiosyncrasies havebeen eliminated, leaving only the finer qualities of the originalchassis married to newfound endurance and firepower.

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Type/Model: Hellbringer Mk II

Mass: 65 tons

Equipment Mass

Internal Structure: 3.5

Engine: 325XL Fusion 12

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 17 [34] 7

Gyro: 4

Cockpit: 3

Armor Factor: 192 10

Internal ArmorStructure Value

Head: 3 9

Center Torso: 21 30

Center Torso (Rear): 9

L/R Side Torso: 15 20/20

L/R Side Torso (Rear): 7/7

L/R Arm: 10 20/20

L/R Leg: 15 25/25

Weapons & Equipment Loation Critical Tonnage

2 ER Medium Lasers RA 2 2

1 ER Large Laser RA 1 4

1 ER Large Laser LA 1 4

1 Heavy Medium Laser RA 2 1

1 Heavy Medium Laser LA 2 1

2 Medium Pulse Lasers CT 2 4

1 ATM-6 RT 6 6.50Ammo (ATM) 20 RT 2 2

1 ATM-6 LT 6 6.50Ammo (ATM) 10 LT 2 2

1 Flamer H 1 0.50

1 ECM Suite RT 1 1

HELLBRINGER MK II

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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

Overview:

In all of its configurations, the Dimacheri enjoys two majoradvantages over heavier opponents: mobility and the ability tofire most of its weapons with little concern for heat buildup. Bor-rowing concepts from the Hellbringer, Summoner and Canis, itimproves on them, being better armed and armored than eitherthe Summoner or Hellbringer and much more maneuverable thanthe Canis.

Capabilities:

The Dimacheri Prime appears most often and is a Configu-ration remarkable for its ability to hunt down and destroy infantry.The mix of weapons, added to the Base design’s maneuverabil-ity and generous amount of armor, make it a deadly and tena-cious foe. Two shoulder-mounted LRM-15 Long-Range Missilelaunchers combine with twin Extended-Range Large Lasers forfearsome reach and firepower. An additional two Extended RangeMedium Lasers are handy for picking off enemy battle armor at-tempting to move in. Finally, the Prime’s quadruple array of torso-mounted Flamers is the perfect clincher, immolating any trooperfoolish enough to attempt swarming this ‘Mech.

The Prime features an additional nine Double Heat Sinks in

addition to the fourteen already assigned. In theory, this wouldpermit the pilot to fire all his long range weapons without pausewhile moving at speeds approaching 90 kph. But only in theory.Wise Mechwarriors will note the price paid for this extraordinarypotential: each launcher has only one ton of ammunition, anamount which will last about a minute and a half in combat. Thus,after the initial bombardment, trigger-happy Dimacheri Prime pi-lots may find themselves hauling around what is essentially seventons of dead weight.

The Dimacheri ‘A’ has already gained something of a repu-tation as an infighter. Two Extended-Range ParticleProjection Cannons are mounted in the left armand provide the standard long reach ex-pected of a Clan Heavy. Moreover, left andright torsos each pack two much-fearedHeavy Medium Lasers, along with an ERMedium (presumably for heat manage-ment). All weapons systems are tied into asophisticated Clan Targeting Computerknown for its deadly accuracy.

Finally, a total of twenty-three Double Heat Sinksensure the ‘A’ has absolutely no issues with excess heat.As one of Our Order said recently, “A Dimacheri ‘A’ pilotcan jump 150 meters, fire 60% of his weapons andsneer in the general direction of the heat meter. Only anidiot or another Clanner would tangle with somethinglike that.”

Alternate Configuration ‘Bravo’ carries twomassive LRM-20 Long Range Missile racks,each supplied with two tons of ammunition.Additional long-range punch is provided by asingle ER PPC in the left arm. A torso-mountedtrio of ER Medium Lasers provides withering fireas the ‘B’ closes with its opponent. As with theother Configurations, Dimacheri ‘Bravo’ is ca-pable of a full jump while firing all its heavyweapons without resorting to heat management.

Alternate Configuration ‘Charlie’ carries amassive Ultra-20 Autocannon, one of themost fearsome weapons known. Though itcarries extra shells for this weapon, the Ultradesign can suffer ammunition shortages in aprolonged engagement. Prudent Mechwarriorswill use the Ultra AC-20 to open holes in an oppo-

nent’s armor, and then switch to a battery of four ER MediumLasers to wreak havoc on the exposed internal structure. A ERLarge Laser in one arm is insurance against empty ammo bins ina protracted engagement.

Deployment:

The Dimacheri is one of the new heavy OmniMechs cominginto general use among Clan Coyote Stars. It appears most oftenamong fast ‘striker’ units which follow up a rapid advance, and

less often as mobile support for Assault 'Mechs.

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Type/Model: Dimacheri Mass: 70 tons Equipment MassInternal Structure: 3.5 Engine: 350 XL Fusion 15

Walking MP: 5 Running MP: 5 Jumping MP: 5

Heat Sinks: 14 [28] 4Gyro: 4Cockpit: 3Armor Factor: 202 10.50

Internal ArmorStructure Value

Head: 3 9 Center Torso: 22 33Center Torso (Rear): 10L/R Side Torso: 15 20/20L/R Side Torso (Rear): 8/8L/R Arm: 11 20/20L/R Leg: 15 27/27

Weapons & Equipment Loation Critical TonnagePrimary Configuration: 2 ER Large Lasers LA 2 81 ER Medium Laser RT 1 11 ER Medium Laser LT 1 12 Flamers RT 2 12 Flamers LT 2 11 LRM-15 RT 2 3.5 Ammo (LRM) 8 RT 1 11 LRM-15 LT 2 3.5 Ammo (LRM) 8 LT 1 13 Double Heat Sinks RA 6 3 1 Double Heat Sink LA 2 1Jump Jets CT 1 1Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Alpha: 2 ER PPCs LA 4 12 1 ER Medium Laser LT 1 12 Heavy Medium Lasers RT 4 22 Heavy Medium Lasers LT 4 2Targeting Computer RT 4 43 Double Heat Sink RA 6 31 Double Heat Sink LT 2 1Jump Jets CT 1 1Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Bravo:1 ER PPC LA 2 6 2 ER Medium Lasers RT 2 21 ER Medium Laser LT 1 11 LRM-20 RT 4 5Ammo (LRM) 12 RT 2 21 LRM-20 LT 4 5Ammo (LRM) 12 LT 2 2Jump Jets CT 1 1Jump Jets LL 2 2Jump Jets RL 2 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Charlie: 1 ER Large Laser LA 1 42 ER Medium Lasers RT 2 22 ER Medium Laser LT 2 21 Ultra Autocannon/20 LA 8 12 Ammo (AC) 15 RT 3 32 Double Heat Sinks RA 4 2 2 Double Heat Sinks RT 4 2Jump Jets CT 1 1Jump Jets LL 2 2Jump Jets RL 2 2

65DIMACHERI

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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

Overview:

Following their defeat at Tukayyid, the Nova Cats ap-proached the Coordinator of the Draconis Combine and begantalks aimed at, if not peace, at least a cessation of hostilitieswhich would permit the battered Clan to lick its wounds and re-cover. As the two parties met and a parlay began, Khan SeverenLeroux ordered the construction of a new Heavy OmniMech in-tended to protect the Clan both militarily and spiritually. This de-sign was christened Nova Cat, an act which imbued it with thespirit of the Clan.

Capabilities:

The Nova Cat’s five sister Configurations concentrate on firesupport and short-range combat. The newest Configuration, theNova Cat ‘F’, explores new territory with the concept of amedium-range fighter. Rather than concentrate on hitting targetsat very long ranges and then smash them with up-close bruteforce, the ‘F’ mounts weapons which trade range for enduranceand firepower. Thus, the primary loadout is a pair of Ultra AC-10

Autocannons in the right arm, rather than the standard ER PPCsor ER Large Lasers.

Accompanying this deadly duo is another weapon with anearly identical fire envelope – the lethally accurate Large PulseLaser. Mounted directly above this threat are three ExtendedRange Medium Lasers; the total package accounts for 44% ofthe Nova Cat ‘F’s damage potential. Endurance for thisvariant is good, keeping in mind the assumed missionas a breakthrough ‘Mech. Half the loadout is energy-based, and the Ultra 10s are supplied with four tonsof ammunition. This is enough for over a minute anda half of massive sustained ballistic fire – a virtualeternity in combat, as most Mechwarriors wouldagree. The split between the two types yields a rel-atively low heat load, one that sixteen Double HeatSinks can handle with ease.

Arm-mounting all the weapons might seem at firstto be counterintuitive, as most ‘Mech arms are tradition-ally more lightly armored than torso locations. The loss ofeither limb would reduce the pilot’s firepower by half. But aglance at the other Configurations shows this is normal forthe Nova Cat design, and further study reveals the armorcovering each arm is only a hair less than that of the sidetorsos! Furthermore, given this ‘Mech’s relatively slowspeed, the pilot’s ability to bring fifty percent of his gunsto bear on the rear arc is a time-honored method of dis-couraging opponents who might attempt a back shot.

Deployment:

Nova Cats of all Configurations are being shipped to thefront lines as fast as they can be produced, and the ‘F’ is no ex-ception. The presumed primary mission of ‘breakthrough’ - thatis, rushing resources to take advantage of a break in enemy lines- is one the Nova Cat ‘F’ is expected to carry out with ruthless ef-ficiency. Khan Leroux is no fool. He knows he cannot expectpeace with the Inner Sphere if he deals from a position of weak-ness. The phrase ‘speak softly and carry a big stick’ is a clichéprecisely because it is true - and Clan Nova Cat is preparing tofield a very big stick indeed with this new design.

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Type/Model: Nova Cat F

Mass: 70 tons

Equipment Mass

Internal Structure: 3.5

Engine: 280XL Fusion 8

Walking MP: 4

Running MP: 6

Jumping MP 4

Heat Sinks: 16 (32) 6

Gyro: 3

Cockpit: 3

Armor Factor: 216 13.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 22 35

Center Torso (Rear): 8

L/R Side Torso: 15 23/23

L/R Side Torso (Rear): 7/7

L/R Arm: 11 22/22

L/R Leg: 15 30/30

Weapons & Equipment Loation Critical Tonnage

1 Large Pulse Laser LA 2 6

3 ER Medium Lasers LA 3 3

1 Ultra Autocannon/10 RA 4 10

1 Ultra Autocannon/10 LA 4 10

Ammo (AC) 40 RT 4 4

67NOVA CAT F

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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

Overview:

Since their defeat at Tukayyid and subsequent ejection fromthe Inner Sphere at the hands of Clan Jade Falcon, Clan SteelViper has been biding its time back in the Clan Homeworlds. Notwishing to share the fate of the Smoke Jaguars, this Clan hasused the intervening decade of relative obscurity to improve in-dustrial production while working on improvements to existingClan Omni-Mechs.

The Steel Vipers do not have to maintain huge garrisons;they are not in the thick of political wrangling and aside from re-cent setbacks in an ongoing dispute with Clan Snow Raven, theyare making the most of the ‘home-field’ advantage. The Hell-bringer II is one such result and is addressed elsewhere in thisTechnical Manual. Another is the addition of yet one more in along line of configurations for the Summoner (Thor) OmniMech,the Summoner ‘F’.

Capabilities:

This new configuration is based on the time-tested doctrine

of accuracy over payload. In short, carrying the biggest gun onthe battlefield does you no good if you cannot consistently hit thetarget. In keeping with Steel Viper tradition, the Summoner ‘F’features a conservative loadout. Working primarily with energyweapons, the ‘F’ is point of proof that Clan Steel Viper is capableof learning from their mistakes (especially those surrounding theevent known as Devil's Bath).

The Summoner ‘F's armament consists of twin Large PulseLasers, one mounted in each arm and backed up by a MediumPulse cousin placed just below. Such an array provides the ‘F’with an accurate barrage of close-range fire, especially if a sea-soned veteran is at the controls. An LRM-15 Long Range Missilelauncher is perched on the left shoulder, yielding an outline rem-iniscent of the original Prime configuration. However, this LRM isof the latest design and appears to be much smaller in size thanits 3050 predecessor. Supplied with a respectable two tons ofammunition, it gives the Summoner ‘F’ decent battlefield en-durance and allows the pilot to accept assignments beyond theusual ‘slugging match’.

Deployment:

Following a disastrous campaign again Clan Jade Falconand recent setbacks against their traditional foe, the SnowRavens, Clan Steel Viper have been turning out this new config-uration as quickly as possible. But their factories are few, and lo-gistical capacity is limited. Our Order expects the Steel Vipers toproduce an occasional new design (such as the recently spottedThylacine OmniMech) but spend most of their energy working onhigh-accuracy, high-endurance machines using existing battle-frames and proven ‘off-the-shelf’ hardware to stretch their mea-ger resources. Aside from a few glitches with the LRM targetingsystem, the Summoner ‘F’ has done well in recent skirmishingwith Clans Star Adder and Cloud Cobra. It appears to be an ef-fective front-line OmniMech.

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Type/Model: Summoner F

Mass: 70 tons

Equipment Mass

Internal Structure: 7

Engine: 350XL Fusion 15

Walking MP: 5

Running MP: 8

Jumping MP 5

Heat Sinks: 15 (30) 5

Gyro: 4

Cockpit: 3

Armor Factor: 182 9.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 22 27

Center Torso (Rear): 8

L/R Side Torso: 15 22/22

L/R Side Torso (Rear): 7/7

L/R Arm: 11 17/17

L/R Leg: 15 23/23

Weapons & Equipment Loation Critical Tonnage

1 Large Pulse Laser RA 2 6

1 Large Pulse Laser LA 2 6

1 Medium Pulse Laser RA 1 2

1 Medium Pulse Laser LA 1 2

1 LRM-15 LT 2 3.5

Ammo (LRM) 16 LT 2 2

Jump Jets CT 1 1

Jump Jets LL 2 2

Jump Jets RL 2 2

69SUMMONER F

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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

Overview:

In all of its configurations, the Thor main advantages overother heavier 'Mechs are its mobility and its ability to fire all itsweapons with little worry about heat buildup. Apparently bor-rowing concepts from the Warhammer, Marauder and Victor, theThor is an excellent all-around 'Mech. While the Thor maybe lesspowerful than some and less quick than others, it successfullyblends heavy firepower and maneuverability.

Weighing in at seventy tons, the Summoner (Thor) OmegaOmniMech has begun appearing in Clan Ice Hellion Stars. Alter-nate Configuration Omega appears designed for a new applica-tion altogether, and it is not hard to understand why the IceHellions created it.

Capabilities:

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

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

a Heavy ‘Mech and shines in both close combat and mountain-ous terrain, where the five jump jets permit the ‘Omega’ to quicklydrop behind an opponent and get the upper hand.

The ‘Omega’ is equipped with an intimidating array of long-range firepower for a ‘Mech of its size. First up is a pair of Ex-tended Range Particle Projector Cannons, with the usual lethalreach and damage. Backing this up is a Long Range Missile 20launcher with two tons of ammunition. Rounding out this lethalarray is an Extended Range Small Laser, useful in combinationwith the LRM-20 for dealing with infantry and battle armor. Mech-warriors piloting the ‘Omega’ have the benefit of seventeen Dou-ble Heat Sinks, and this is enough to allow a twenty-secondbarrage with 90% of their weapons before heat manage-ment techniques kick in. It does not allow them to jump oreven move about – which speaks volumes of the intendedrole this new OmniMech will play on future battlefields

Our Order has given much thought to this new vari-ant and can only presume the Ice Hellions desire a ‘Mechwhich can take an opponent’s head off with one hit or cutthrough its armor as quickly as possible. The superior mo-bility the Summoner enjoys is to be used only to gain agood fire position. This is not necessarily a drawback. Tothe novice Mechwarrior, it might seem the ‘Omega’ isideal for ‘Mech-on-‘Mech combat. In reality, the lack ofmovement options and loadout of weapons which arebest 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 inconcert with another, as-yet unconfirmed new ‘Mech which spe-cializes in exploiting the large holes this design is sure to make inan opponent’s armor. The ‘Omega’ is a very efficient ‘can-opener’, and we await the confirmation of a complementary vari-ant which features a large amount of Short Range Missiles.Rumors circulate of a companion, tentatively named the Sum-moner ‘Alpha’, but as yet we have no definate sightings. Such an‘Alpha-Omega’ team would easily put to shame the similar InnerSphere ‘Hammer’ and ‘Anvil’ pairing which, to date, has shownmuch battlefield potential.

Deployment:

Summoner Omega appears to be a favorite among aggres-sive Hellion Mechwarriors. This configuration is widely acceptedas a standard for Hellion blitzkrieg tactics, but few minor fieldmodifications have been seen. Those that exist usually revolve

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Type/Model: Summoner F

Mass: 70 tons

Equipment Mass

Internal Structure: 7

Engine: 350XL Fusion 15

Walking MP: 5

Running MP: 8

Jumping MP 5

Heat Sinks: 15 (30) 5

Gyro: 4

Cockpit: 3

Armor Factor: 182 9.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 22 27

Center Torso (Rear): 8

L/R Side Torso: 15 22/22

L/R Side Torso (Rear): 7/7

L/R Arm: 11 17/17

L/R Leg: 15 23/23

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 ER Small Laser RT 1 0.5

1 Medium Pulse Laser LA 1 2

1 LRM-20 LT 4 5

Ammo (LRM) 12 LT 2 2

Jump Jets CT 1 1

Jump Jets LL 2 2

Jump Jets RL 2 2

71SUMMONER O

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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

Overview:

The Thylacine is a heavy OmniMech destined for extremelywide use with Clan Steel Viper. Used as a primary attack and as-sault 'Mech, this ‘Mech was envisioned as a Clan Viper version ofthe Night Gyr, but with a heavier weapons load. In order toachieve this, Viper engineers decided to drop the Night Gyr'sjump jets, leaving the Thylacine with only average ground speedand maneuverability.

Capabilities:

Thylacine is a multi-role OmniMech designed to take pun-ishment and dish out more in return. Its unusual construction isaesthetically more appealing than that of a Night Gyr, but at bot-tom it’s the same familiar 'Mech. Unlike the older design, the Thy-lacine forgoes the laser heat sinks unique to the Night Gyr fortraditional Double Heat Sinks which are easier to service in thefield.

The Primary Configuration includes a good mix of long andshort range weapons; two LRM-10 Long Range Missile launch-ers and an Extended-Range Particle Projection Cannon give it arespectable reach. A pilot anticipating close combat merelybrings the twin Large Pulse Lasers in to replace the LRM-10s and

among Steel Viper units, and several have been spotted amongClan Cloud Cobra's Crusader cloisters. The latter is most likelydue to battlefield salvage rather than trade.

continues his advance. To cope with the extreme heat build-upcaused by these weapons, Thylacine Prime carries an additionalsix Double Heat Sinks.

Configuration Alpha reflects a singular focus on the close-quarters combat found in urban environments and rough ormountainous terrain. The combination of quadruple MediumPulse Lasers, a heavy Ultra Autocannon-20 and two Large PulseLasers give this variant tremendous punch, es-pecially at shorter ranges. Mechwarriors arecautioned to use the Ultra AC-20 sparingly,relying on it only as a means of administer-ing the coup-de-grace due to its limitedamount of ammunition.

The ‘Bravo’ Configuration’s roleappears to be that of a long-rangesniper. It is equipped with a Gaussrifle and two ER PPCs which en-ables it to dispatch opponentslong before they can move intoeffective weapons range. An arm-mounted Streak-6 Short-RangeMissile launcher rounds off theThylacine ‘B’s armament, allowingits pilot to ‘shake salt’ into thewounds created by his larger guns.

The remaining known Configu-ration is an obvious attempt to copythe highly efficient Blood Asp ‘B’. Thy-lacine ‘C’ carries a total of four LRM-15launchers in the torso, each supplied by a ton ofammunition, while each arm features an ER PPCand Medium Pulse Laser mounted in an over-and-under arrangement. It is worth noting that, while theBlood Asp ‘B’ may not pack the immediate overwhelm-ing firepower of the Thylacine ‘C’, it is remarkably heat-efficient and can maintain missile fire 50% longer.Configuration ‘C’ is not popular among newer Mechwar-riors due to its tendency to overheat (despite the additionof seven Double Heat Sinks) and a marked dependence onsupply lines which appears fairly early in combat.

Deployment:

This new design has been seen in increasing numbers

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Type/Model: Thylacine Mass: 75 tons Equipment MassInternal Structure: 4 Engine: 300XL Fusion 9.5

Walking MP: 4 Running MP: 6 Jumping MP: 0

Heat Sinks: 12 [24] 2Gyro: 3Cockpit: 3Armor Factor: 231 12.50

Internal ArmorStructure Value

Head: 3 9 Center Torso: 23 36Center Torso (Rear): 10L/R Side Torso: 16 25/25L/R Side Torso (Rear): 7/7L/R Arm: 12 24/24L/R Leg: 16 32/32

Weapons & Equipment Loation Critical TonnagePrimary Configuration: 1 ER PPC RT 2 62 Large Pulse Lasers LT 4 122 Medium Pulse Lasers RA 2 42 Medium Pulse Lasers LA 2 42 LRM-10s RT 4 5Ammo (LRM) 24 RT 2 22 Double Heat Sinks RA 4 22 Double Heat Sinks LA 4 22 Double Heat Sinks RT 4 22 Double Heat Sinks LT 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Alpha: 2 Large Pulse Lasers LT 4 122 Medium Pulse Lasers RA 2 42 Medium Pulse Lasers LA 2 41 Ultra Autocannon/20 LT 8 12Ammo (AC) 5 LT 1 1Ammo (AC) 10 RT 2 22 Double Heat Sinks LA 4 22 Double Heat Sinks RT 4 22 Double Heat Sinks LT 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Bravo: 2 ER PPCs LT 4 122 Medium Pulse Lasers LA 2 41 Gauss Rifle LT 6 12Ammo (Gauss) 16 LT 2 21 Streak SRM-6 RA 2 3Ammo (SRM) 15 LT 1 13 Double Heat Sinks LA 6 32 Double Heat Sinks RT 4 22 Double Heat Sinks LT 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Charlie: 1 ER PPC RA 2 61 ER PPC LA 2 61 Medium Pulse Laser RA 1 21 Medium Pulse Laser LA 1 22 LRM-15s RT 4 7Ammo (LRM) 16 RT 2 22 LRM-15s LT 4 7Ammo (LRM) 16 LT 2 22 Double Heat Sinks RA 4 22 Double Heat Sinks LA 4 22 Double Heat Sinks RT 4 21 Double Heat Sinks LT 2 1

73THYLACINE

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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

Overview:

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

Capabilities:

The Timber Wolf ‘F’ has been seen largely among the ranksof Clan Cloud Cobra. This configuration concentrates on long-range punch with two extended-range particle projection can-nons in the arms. Standard shoulder-mounted boxed missilelaunchers provide additional long-range punch. The nineteen

Double Heat Sinks can handle continuous fire at long range, butthe wise Mechwarrior will drop an LRM-10 from the firing suiteevery thirty seconds in order to maintain effective mobility.

Close-in combat ability is equally devastating, although thethree Extended Range Medium Lasers and single ExtendedRange Small Laser are presumed more to be used for dealingwith infantry and battle armor than opposing BattleMechs. OurOrder feels these weapons will stand in when the ‘F’ exhausts itsLRM-10 ammo bins - which should be quick, given that eachlauncher carries only a single ton of ammunition.

Armor is 99% of the maximum allowed for this tonnage, andthe 375 XL fusion engine gives good combat acceleration, top-ping out at 86 kph in a run. An interesting and unusual feature ofthis design is the torso-mounted electronic-countermeasuressystem, intended to counter the latest C3 networks and ArtemisFire Control Systems upon which the Inner Sphere relies to levelthe playing field. Given Cloud Cobra's on-and-off hostilities withClan Coyote, this system also finds ample use in frustrating thatClan’s preferred ‘leveler’ weapon, the Advanced Tactical Missilelauncher. ATMs rely on Artemis guidance and thus, a Timber Wolf‘F’ can deliver punishing fire from long range while remaininglargely immune to ATM return fire.

Deployment:

Timber Wolf ‘F’ is Clan Cloud Cobras' favorite Omn-iMech, although some designs have trickled down to ClanSteel Viper through battlefield salvage.

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Type/Model: Timber Wolf F

Mass: 75 tons

Equipment Mass

Internal Structure: 4

Engine: 350XL Fusion 15

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 19 (38) 9

Gyro: 4

Cockpit: 3

Armor Factor: 230 12

Internal ArmorStructure Value

Head: 3 9

Center Torso: 26 36

Center Torso (Rear): 9

L/R Side Torso: 16 25/25

L/R Side Torso (Rear): 7/7

L/R Arm: 12 24/24

L/R Leg: 16 32/32

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 ER Medium Laser RT 1 1

1 ER Medium Laser LT 1 1

1 ER Medium Laser CT 1 1

1 LRM-10 RT 1 2.5

Ammo (LRM) 12 RT 1 1

1 LRM-10 LT 1 2.5

Ammo (LRM) 12 LT 1 1

1 ER Small Laser LT 1 0.5

ECM Suite RT 1 1

75TIMBER WOLF F

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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

Overview:

Clan Wolf has experienced its share of tribulations since theRefusal War with Clan Jade Falcon. Gradually pulling itself backtogether, this once-powerful Clan still retains some of the leader-ship and technical innovation seen in the days just after the Bat-tle of Tukayyid. Even now they are making the most of ties withother Clans, who see the Crusader Wolves as a beacon of sta-bility, a balance against the outright warmongering of the JadeFalcons. Recent developments in the field of OmniMech designbear this out, the first example being a new Configuration for theTimber Wolf (Mad Cat).

Capabilities:

Timber Wolf ‘S-G’, developed by Crusader Clan Wolf, takesfull advantage of recent advances in laser technology by mount-ing two Heavy Large Lasers in each arm. These weapons have animpressive and useful range, delivering more damage per shotthan a Gauss Rifle. Furthermore, they have none of the attendant

woes associated with that system, including a shortage of ferro-nickel slugs and the chance of a nasty ‘Mech-crippling internalexplosion.

Backing up this firepower are a pair of LRM-10 Long RangeMissile launchers, each supplied with a ton of reloads. ExtendedRange Medium Lasers provide a good measure of anti-battlearmor sting, augmented by a single Flamer mounted in the cen-ter torso. This would, in and of itself, make for an effective (if onlytypical) design but for two important details.

First is that the ‘S-G’ configuration carries twenty six doubleheat sinks – enough to permit its pilot to fire all the main weaponsat a full run with no overheating whatsoever! Since PrecentorMartin has already elaborated on the presumed shortage of ex-perienced Clan Mechwarriors elsewhere in this Technical Read-out, it will be sufficient to note that this is precisely what aTechnician would engineer into the design, were it to be pilotedby a rookie.

Reinforcing this conclusion is the second detail: the TimberWolf ‘S-G’ comes equipped with a Clan Targeting Computer.

Such an addition is no small thing. A targeting computer givesan inexperienced Mechwarrior the competitive edge on a battle-field, increasing his accuracy at long ranges and deliv-ering the killing blow in close combat. It goes withoutsaying that this design is an order of magnitudemore deadly in the hands of a seasoned pilot. Fastfor an Omni of its weight class, well-armored andequipped with ‘Mech killers in each arm, it is onlya matter of time before machines such as the TimberWolf ‘S-G’ propel the Crusader Wolves back into a positionof prominence with the other Clans occupying the Inner Sphere.

Deployment:

The Timber Wolf ‘S-G’ has so far been seen only with ClansWolf and Star Adder. As the Adders are the original inventors ofheavy laser technology, one may conclude that the design wasdeveloped in collusion with Clan Star Adder Technicians or pos-sibly acquired by Clan Wolf either through trade or Trials of Pos-session.

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Type/Model: Timber Wolf S

Mass: 75 tons

Equipment Mass

Internal Structure: 4

Engine: 350XL Fusion 15

Walking MP: 5

Running MP: 8

Jumping MP 0

Heat Sinks: 19 (38) 9

Gyro: 4

Cockpit: 3

Armor Factor: 230 12

Internal ArmorStructure Value

Head: 3 9

Center Torso: 26 36

Center Torso (Rear): 9

L/R Side Torso: 16 25/25

L/R Side Torso (Rear): 7/7

L/R Arm: 12 24/24

L/R Leg: 16 32/32

Weapons & Equipment Loation Critical Tonnage

1 Heavy Large Laser RA 3 4

1 Heavy Large Laser LA 4 4

1 ER Medium Laser RT 1 1

1 ER Medium Laser LT 1 1

1 Flamer CT 1 0 .5

1 LRM-10 RT 1 2.5

Ammo (LRM) 12 RT 1 1

1 LRM-10 LT 1 2.5

Ammo (LRM) 12 LT 1 1

Targeting Computer RT 2 2

77TIMBER WOLF S

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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

Overview:

TThe Warhawk ‘F’ is the latest in a recent spate of new vari-ants for this line of Omnis. The steadily expanding selection ofmission-adaptive machines left Our Order scratching its collectivehead until we realized the Clans were designing to somethingother than purely battlefield conditions. The Warhawk, like otherrecent Clan OmniMechs, has been adjusted for a lack of trainedMechwarriors as each Clan struggles for control of present andfuture battlefields in the face of severe manpower and materielshortages. Clan Goliath Scorpion has created the ‘F’ variant ofthe Warhawk, and it is a prime example of a common trend.

Capabilities:

In keeping with the assumed new priorities, the ‘F’ isequipped with four Extended Range Particle Projector Cannons,a weapon which has been in use with the Clans for nearly seventyyears. It is ‘off-the-shelf’ and in plentiful supply, with well-estab-lished repair and maintenance infrastructure. To offset thetremendous heat created by these huge cannons, there are anadditional three Double Heat Sinks to augment the twenty alreadyin the stock chassis. The pilot of a Warhawk ‘F’ can unleash 70%

of his or her available firepower every ten seconds and still main-tain good mobility without causing the heat meter to budge.Movement is standard for this type of Omni, as is over thirteentons of advanced armor protection and, of course, the vital Tar-geting Computer which makes the Warhawk such a threat on thebattlefield.

At first glance it might seem odd to ‘over-equip’ this typewith an extra ER PPC, as only three can be safely fired at a timewithout heat problems. Some in Our Order have proposed thatthis is ‘insurance’, a ready spare in the event the Warhawk takesinternal damage and loses one of its main guns. But PrecentorMartin insists that Clans do not think this way. In any case, if thedamage goes internal to a weapon system it will be a very shorttime before the other weapon is also destroyed. He posits thatthe ‘extra’ ER PPC is, in fact, a very clever way of compensatingfor green Mechwarriors who do not have adequate training in pi-loting or battlefield tactics.

Precentor Martin notes that inexperienced pilots often findthemselves in a position where the enemy has gotten into theirrear arc. This is ideal for the opponent, as rear torso armor is no-toriously thin on most Battlemechs, even those of Clan design. Tostave off this eventuality and the almost certain loss of a premierOmniMech, Precentor Martin suggests that the twin ER PPCsmounted on each arm are there to prevent such maneuvers.

Any enemy pilot foolish enough to run or jump into theWarhawk ‘F’s rear arc for a backshot will find themselves facingthe business end of two Clan ER PPCs. This is enough to makeeven a Clan warrior think twice. It is a lethal lesson to InnerSphere pilots, who will discover to their sorrow what the ‘F’ vari-ant’s designers already know – that any ‘Mech sufficiently mobileto get into the Warhawk’s rear arc simply does not have the armorto deal with that much firepower at point-blank range. What ismore, the Warhawk’s pilot can continue to fire his third ER PPCat other targets in his front arc without pause!

The ‘F’ is also equipped with an Extended Range SmallLaser mounted in the right torso. A laughably small weapon whencompared to the main guns, Precentor Martin says this only re-inforces his notion that the Warhawk ‘F’ is designed with thegreen pilot in mind. The smaller laser is typical of a ‘comfort’weapon, which is added to reassure a new Mechwarrior that hehas something to fall back on if he is severely damaged or facesenemy infantry.

Deployment:

Clan Goliath Scorpion is quickly replacing damaged stockmachines or variants in reserve battalions with the ‘F’. It is simi-lar to what many Clans are doing, each coming up with a uniqueanswer to a common problem. We understand that while eachClan will vary the mix slightly, most of their forces will eventuallybe composed of such ‘rookie-proof’ designs for at least the nextfive years. Our ROM agents indicate it will be at least two yearsbefore the Clans can bring new equipment and schools on line,and another two years beyond that before the first adequatelytrained Mechwarriors take to their cockpits. Clan Goliath Scor-pion is one of the first to begin the replacement process. Theywill not be the last.

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Type/Model: Warhawk F

Mass: 85 tons

Equipment Mass

Internal Structure: 8.5

Engine: 340XL Fusion 13.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 23 (46) 13

Gyro: 4

Cockpit: 3

Armor Factor: 259 13.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 27 42

Center Torso (Rear): 10

L/R Side Torso: 18 26/26

L/R Side Torso (Rear): 10/10

L/R Arm: 14 28/28

L/R Leg: 18 35/35

Weapons & Equipment Loation Critical Tonnage

2 ER PPCs RA 4 12

2 ER PPCs LA 4 12

1 ER Small Laser RT 1 0.5

Targeting Computer RT 5 5

79WARHAWK F

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(along with many other talents) to the analysis of the Warhawk‘M’. The Precentor thinks this design is the direct result of pres-sures operating simultaneously in Clan space. The sudden ex-pansion of the Clans into the Inner Sphere twelve years ago putan enormous strain on Clan resources, something they did notreckon with during the initial headlong rush. The war was sup-posed to be over by now, the Inner Sphere conquered. It is not.Precentor Martin compares this loosely with the Imperial Japan-ese attack on the United States in 1941.

“Take the fact that most Clan MechWarriors are grown in ar-tificial wombs, a slow process at best. Factor in the high attritionrate of the sibko, the battlefield and even promotion through theranks. Add to this the rapid expansion of a very tight-knit forceinto a near-vacuum of conquered territory. What you get is a sud-den dispersion of fighting ability and supplies. The Clans don’thave the population or industrial base to support it. In my opin-ion, the Warhawk ‘M’ represents Clan Ghost Bear’s answer to aflood of hastily-trained MechWarriors, a situation similar to whatJapan faced in 1944. The Japanese responded by sending min-imally-trained pilots on suicide missions. We assume the Clansare not quite that desperate. Or not yet.

The Warhawk ‘M’’s weapons are augmented by computer ordesign to compensate for a lack of gunnery skills. The ‘Mech it-self is assembled so that an inexperienced warrior can bring max-imum firepower to bear on a constant basis - more shots at theenemy equal more hits, even for a green pilot. The typical prob-lems with overheating which Clan pilots face are almost non-ex-istent in this model. It suggests there may not be time to teachheat management to the next generation of Clan Mechwarriors.

Finally, the weapons are ingeniously run-of-the-mill. Theyrequire no special training for the Technician Caste, no pipeline ofknowledge and service equipment. They are refreshingly dull, de-pendable – and deadly. What is more, the extreme range sug-gests that Clan Ghost Bear, at least, is getting back to basics andfollowing Alexander Kerensky’s original doctrine of ‘maximumrange, maximum firepower.”

- Precentor Thule Martin

It may be that the incoming generation of Clan warriors is in-deed less experienced than its forebears. It may be they are finallylearning to employ more judicious tactics than simply challengingtheir opponents one-on-one at point-blank range. If so, we are introuble. The Warhawk ‘M’ is proof enough that whatever theshortcomings of Clan logistics, birthrate and training, they are stilla force to be reckoned with on the battlefield.

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

Overview:

The most recent variant to appear in Clan Ghost Bear regi-ments, this is the newest version of an already-impressive ‘Mechdesign. Despite its lack of flavor – or perhaps because of it – OurOrder feels the Warhawk (Masakari) ‘M’ represents the coming wavein Clan ‘Mech design philosophy. It embodies all of the Clan basics;hard-hitting weaponry, good speed and excellent armor on a provenOmni-Mech chassis. But there is more here than meets the eye.

Capabilities:

The Warhawk ‘M’ employs a Targeting Computer common tothis type of ‘Mech, as well as the standard 340 XL Fusion engineand armor at near maximum levels. There are 23 double heatsinksto manage the output of two ER Large Lasers, two Large PulseLasers and an Advanced Tactical Missile launcher. The ATM comessupplied with two tons of ammunition which can be loaded with anyof three types of munition – High Explosive, Standard or ExtendedRange missiles. The lasers, coupled with the ER missiles, allow aClan pilot to engage and severely damage, if not destroy, any Inner

Sphere opponent long before they come into effective firing range.

Close combat ability is just as devastating. The laserweapons have no minimum range and the heat sinks can sup-port continuous fire even while on the run. When a Clan pilotcloses in on his wounded foe, a simple switch from one ATMammo bin to another will give him a devastating HE punch suffi-cient to finish the job. The consistent damage curve of theWarhawk ‘M’s loadout ensures that, while there will be no one-hit-kill headshots, this ‘Mech can be relied upon to produce excellentbattlefield results regardless of conditions. And that is where thisdesign becomes intriguing.

Deployment:

The “M” is quietly beginning to appear in reserve regiments.We assume they will gradually replace existing variants which havebeen criticized as being too narrow-purpose for the changing Clanstrategy. One wonders what capability could be added to the sixexisting variants to warrant an entirely new type. A closer inspec-tion reveals several interesting choices made to create the ‘M’.

First, the design comes with a Targeting Computer. This aloneadds an immense value to any direct-fire weapon mounted, but isa definite advantage when firing at range with the ER Large Lasers.

Second, the Large Pulse Lasers have a built-in accuracy oftheir own and nearly as long a reach as the ER Large Lasers.

Third, the entire design from chassis to weapons is ‘off theshelf’, meaning it is not bleeding-edge technology capable ofspectacular destruction – or failure. The Warhawk itself has beenaround for at least two decades and probably longer. Theweapons are easy to maintain on the field, require no specialtechnical training to service at the Depot-level and are in relativelyplentiful supply.

Fourth, ER Large Lasers have an especially long reach for awarrior culture which prides itself on personal combat. The sameis true for the Large Pulse Lasers, not to mention the potent ERmissiles available to this model.

Finally, over 80% of this ‘Mech’s firepower is available everyten seconds on a continuous basis, in addition to full combatspeed. This says much about a desire to minimize heat spikesand reactor shutdowns.

Precentor Thule Martin has been assigned to this project asan advisor. An amateur historian noted for his interest in the con-flicts of the mid-twentieth century, he brings this knowledge

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Type/Model: Warhawk M

Mass: 85 tons

Equipment Mass

Internal Structure: 8.5

Engine: 340XL Fusion 13.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 23 (46) 13

Gyro: 4

Cockpit: 3

Armor Factor: 259 13.5

Internal ArmorStructure Value

Head: 3 9

Center Torso: 27 42

Center Torso (Rear): 10

L/R Side Torso: 18 26/26

L/R Side Torso (Rear): 10/10

L/R Arm: 14 28/28

L/R Leg: 18 35/35

81WARHAWK M

Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser RA 1 4

1 Large Pulse Laser RA 2 6

1 ER Large Laser LA 1 4

1 Large Pulse Laser LA 2 6

1 ATM-6 LT 3 3.5

Ammo (ATM) 20 LT 2 2

Targeting Computer RT 4 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

Overview:

Clan Star Adder scientists based this 'Mech on the King-fisher. Installing an extralight engine nearly doubled the amount ofavailable pod space, though structural constraints forced themto replace the Kingfisher's ferro-fibrous armor with standardplate. This 'Mech entered service as the Blood Asp, an insultaimed at the Star Adder's longtime rivals, Clan Blood Spirit.

Alternate Configuration ‘F’ is the latest custom design of thepopular Blood Asp OmniMech, coming out of Sigma Galaxy's471st Adder Sentinels. Taking full advantage of this 'Mech's mas-sive internal space, the Warriors of the 471st created a full en-ergy variant that is deadly at any range. They have nicknamed it‘Cape Cobra’.

Capabilities:

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

of shoulder-mounted Extended Range Medium Lasers. Twenty-four Double Heat Sinks support the loadout and make it a rela-tively simple matter to dissipate the enormous thermal load whileremaining fully mobile The inclusion of a Clan Targeting computerraises this design’s potential threat to an unheard-of level. Armor,movement and chassis are otherwise similar to Configurations inthe Blood Asp series.

The ‘Cape Cobra’ is superficially similar to Configuration ‘A’and there are some who criticize the need for yet another ‘en-ergy-only’ design. However, there are significant differ-ences. The ‘A’ is designed to inflict maximum damagein minimum time, leaving it for others to step in andtake advantage of the resulting carnage. Furthermore,Configuration ‘A’ has only four main guns, each gen-erating a large amount of heat. It is a narrow-purpose‘Mech whose heat load demands constant attention.The integral Electronic Counter Measure package re-inforces the image of a ‘Mech designed to workclosely with other, more flexible forces.

With that in mind, Configuration ‘F’ fairlyscreams ‘lone wolf!’ Three ER PPCs supported by aTargeting computer are enough to seriously damage ordestroy any enemy force at range, but the addition ofquadruple ER Medium lasers and dual Medium Pulselasers point to a ‘Mech which is prepared to close thedeal with an energy ‘shotgun’. Thanks to the accuracygranted by the Targeting computer and Pulse lasers, the‘Cape Cobra’ can effectively deal with less glamorous as-signments as well, tearing through battle armor, fast ve-hicles and VTOLs in short order. Heat management is asnap, thanks to the loadout’s division into long and shortranges. Finally, the ‘F’ is ideal for both quick raids andlong campaigns, as support logistics are minimal. The ‘F’needs no cumbersome reload supply lines and can fightfor days before it must stand down for maintenance and re-pair.

Deployment:

Blood Asp ‘F’ is an effective addition to an already-impres-sive range of Blood Asp Configurations. It enjoys increased pop-ularity among all front and second-line Mechwarriors, who arequick to appreciate this OmniMech's multi-mission capability.

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Type/Model: Blood Asp F

Mass: 90 tons

Equipment Mass

Internal Structure: 4.5

Engine: 360XL Fusion 16.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 24 (48) 14

Gyro: 4

Cockpit: 3

Armor Factor: 256 16

Internal ArmorStructure Value

Head: 3 9

Center Torso: 29 40

Center Torso (Rear): 13

L/R Side Torso: 19 24/24

L/R Side Torso (Rear): 11/11

L/R Arm: 15 28/28

L/R Leg: 19 34/34

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 ER PPC CT 2 6

1 Medium Pulse Laser RA 1 2

1 Medium Pulse Laser LA 1 2

2 ER Medium Lasers RT 2 2

2 ER Medium Lasers LT 2 2

Targeting Computer LT 6 6

83BLOOD ASP F

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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

Overview:

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

Capabilities:

Blood Asp X was born of doctrinal necessity rather than ac-tual battlefield experience. While many Mechwarriors in the StarAdder ranks have long complained of the Prime’s lack of ammu-nition and long-reach weaponry, it is a quiet shift in overall Clanstrategy which drives the ‘X’ configuration. Under new require-ments dictated by a return to Kerensky’s original doctrine (“max-

imum damage, maximum range”) it is not just the Prime whichcomes up short, so to speak. Other variants mount weaponswhich do massive damage and command large fields of fire.However, most are notorious ‘heat beasts’, to quote an anony-mous Mechwarrior. This limitation in their design means many ofthe weapons are dead weight much of the time, something eventhe 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 inthe torso are a threat of the first order, and generate next to noheat even when used continuously. They can maintain this con-stant fire 50% longer than the Prime because they have threetons of ammunition allocated, versus the standard two. Backingthem up is a pair of Extended Range Large Lasers, nearly as po-tent as the main guns and with an even longer reach. Together,these four weapons represent an impressive 65% of the de-sign’s firepower, yet account for only 54% of its total potentialheat. They do not even begin to tax this OmniMech’s seven-teen Double Heat Sinks, even when it is moving at its topspeed of 65 kph.

Heat management does become an issue at close range,where the four Extended Range Medium Lasers come intoplay. Even then, so long as the pilot does not become tooeager for the kill, keeping the heat meter steady is a simplematter of switching out an ER Medium once every half minuteor so.

Deployment:

Most of the Blood Asp ‘X’ re-pods have been seen in AlphaGalaxy and a few second-line units. Alpha Galaxy's warriors arealways on the front lines in the Clan Homeworlds, which meansthey get – and use - a lot of ammunition, while second-line unitstend to be short-changed in this regard. Requiring only a singletype of ammunition simplifies logistics and eases the supply bot-tleneck, one of many ways the Blood Asp ‘X’ repeatedly demon-strates it is the right choice, regardless of where it is assigned.

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Type/Model: Blood Asp X

Mass: 90 tons

Equipment Mass

Internal Structure: 4.5

Engine: 360XL Fusion 16.5

Walking MP: 4

Running MP: 6

Jumping MP 0

Heat Sinks: 17 (34) 14

Gyro: 4

Cockpit: 3

Armor Factor: 256 16

Internal ArmorStructure Value

Head: 3 9

Center Torso: 29 40

Center Torso (Rear): 13

L/R Side Torso: 19 24/24

L/R Side Torso (Rear): 11/11

L/R Arm: 15 28/28

L/R Leg: 19 34/34

Weapons & Equipment Loation Critical Tonnage

1 ER Large Laser RA 1 4

1 ER Large Laser LA 1 4

1 ER Medium Laser RA 1 1

1 ER Medium Laser LA 1 1

1 ER Medium Laser RT 1 1

1 ER Medium Laser LT 1 1

1 Gauss Rifle RT 6 12

1 Gauss Rifle LT 6 12

Ammo (Gauss) 8 LT 1 1

Ammo (Gauss) 16 CT 2 2

85BLOOD ASP X

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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

Overview:

The Ferratus was designed as a heavy hitting assault Om-niMech that combines speed, armor and firepower. Created byClan Fire Mandrill's Kindraa Payne, the Ferratus represents a sin-gular achievement, resulting in one of the most fearsome mechsto walk the battlefield of the 31st century. The Ferratus's arma-ment concentrates largely on heavy-hitting ballistic and missileweaponry. This is further supplemented by an array of large andmedium lasers which include pulse technology in every configu-ration. Guided by the Clan Steel Viper philosophy behind theVapor Eagle and Black Python, Kindraa Payne's newest Omn-iMech favors accurate delivery over raw firepower. Simply blast-ing away with the biggest guns available appears to be a thing ofthe past.

Capabilities:

The Ferratus Prime might be seen as a fire support ‘Mechby an unobservant outsider, but its combination of weaponry candeliver a devastating barrage at both long and short ranges. Car-rying three of the biggest long-range missile launchers availableand an ER Large Laser, the Prime can fire all of these and main-tain full mobility without building up heat. The resulting rain of de-

FERRATUS

ponent to destroy the Ferratus ‘C’. Given this Configuration’sgenerous 14.5 tons of armor, an enemy Mechwarrior’s best hopeis for an early headshot. It has been estimated by Our Order thatthe ‘C’ would take less than forty seconds to reduce an Atlas tosmoking 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 battlefieldsalvage.

struction will seriously damage or disable most opponents be-fore they reach their own effective fire envelope.

However, the Prime truly comes into its own when theenemy reaches medium range. At that point, a Prime Mechwar-rior simply switches the ER Large Laser out for the Ultra-class 20Autocannon and pulls the trigger. As the LRM-20s have no mini-mum range, an Ferratus Prime can core most ‘Mechs with onevolley and yet build up no extra heat. Multiple lasers supplementthe Ferratus's firepower, allowing it to engage vehicles and bat-tle armor without overheating and acting as a backup when theammunition bins run dry.

The Alpha Configuration concentrates onsuper-accurate large pulse lasers, backed up bytwin LRM-20 launchers. With plenty of ammu-nition for sustained long-range saturation fireand equipped with eighteen Double HeatSinks, the Alpha variant allows generous useof its laser arrays. Ferratus ‘A’ is especiallypopular with green pilots, as it is highly tol-erant of Mechwarriors who have not quitemastered heat management techniques.Possibly Ferratus A's most unusualweapon is the imposing Advanced Tacti-cal Missile launcher in the right torso. Thenew-technology ATM-12's have begunappearing in Kindraa Payne’s regimentssince the rumored conclusion of tradeagreements with Clan Coyote.

Ferratus Bravo, like Ferratus Alpha,is a cool-running machine that is usually as-signed to novices when training them in as-sault ‘Mech operations. Not quite as imposingas its fellow variants in raw firepower, the ‘B’ cannonetheless hold its own on the battlefield, layingdown lethal punishment with frightening regularity.

Ferratus Charlie is a dedicated short and medium-range ‘wrecking machine’. Mounting the huge Ultra-20 Au-tocannon in one arm and a trio of Large Pulse Lasers in theother, Ferratus C is usually employed as ‘point man’ when a Starcloses with the enemy. It is a truism of war that the most effec-tive fighter is not the one with the biggest guns, but the one whocan consistently deliver their payload on target. The ‘C’ is, tonfor ton, superior to nearly every other ‘Mech in production whenit comes to a brawl. The only limit is how long it will take an op-

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Type/Model: Ferratus Mass: 95 tons Equipment MassInternal Structure: 5 Engine: 380XL Fusion 20.50

Walking MP: 4 Running MP: 6 Jumping MP: 0

Heat Sinks: 15 [30] 2Gyro: 4Cockpit: 3Armor Factor: 278 14.50

Internal ArmorStructure Value

Head: 3 9 Center Torso: 30 45Center Torso (Rear): 14L/R Side Torso: 20 30/30L/R Side Torso (Rear): 10/10L/R Arm: 16 30/30L/R Leg: 20 35/35

Weapons & Equipment Loation Critical TonnagePrimary Configuration: 1 ER Large Laser LA 1 41 Medium Pulse Laser H 1 21 ER Medium Laser RT 1 11 ER Medium Laser LT 1 12 LRM-20s RA 8 101 LRM-20 RT 4 5Ammo (LRM) 6 RA 1 1Ammo (LRM) 12 RT 2 2Ammo (LRM) 12 LT 2 21 Ultra Autocannon/20 LT 8 12Ammo (AC) 10 LT 2 21 Double Heat Sink LT 2 1

Weapons & Equipment Loation Critical TonnageAlternate Configuration Alpha: 1 ER Large Laser LA 1 42 Large Pulse Lasers LA 4 122 LRM-20s RA 8 10Ammo (LRM) 6 RA 1 1Ammo (LRM) 18 LT 3 31 ATM-12 LT 5 7Ammo (ATM) 5 LT 1 1Ammo (ATM) 10 RT 2 22 Double Heat Sinks LA 4 21 Double Heat Sinks LT 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Bravo: 2 ER Large Lasers LA 2 81 Large Pulse Laser RT 2 61 ER Medium Laser CT 1 12 LRM-15s RA 4 7Ammo (LRM) 16 RA 2 21 Gauss Rifle LA 6 12Ammo (Gauss) 8 LA 1 1Ammo (Gauss) 8 LA 1 13 Double Heat Sinks LT 6 32 Double Heat Sinks RT 4 2

Weapons & Equipment Loation Critical TonnageAlternate Configuration Charlie: 2 Large Pulse Lasers LA 6 181 Medium Pulse Laser RT 1 21 Medium Pulse Laser CT 1 21 Ultra Autocannon/20 LA 8 12Ammo (AC) 15 LT 3 33 Double Heat Sinks RT 6 32 Double Heat Sinks LT 4 2

87FERRATUS

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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

Overview:

Clan Diamond Shark is not known for its quick reaction tochanging paradigms, instead relying on time-honored strategiesand the power and flexibility of their OmniMechs to adapt to bat-tlefield conditions. But the old stock response of throwing morefirepower into the fray will not work in an environment wherepoorly-trained Mechwarriors are at the controls of a machinewhich demands experience and finesse to get the most out of itsdesign.

It was unexpected to hear word filter in from our ROMagents that the Diamond Sharks were fielding a new type of DireWolf (Daishi), the ‘F’ variant. In retrospect, this should not havesurprised us, given what we know of the present shortages theClans suffer due to their success in the initial Invasion. However,many in Our Order felt the influx of inexperienced pilots would berestricted to smaller units, limiting their impact on the outcome ofany given battle. The Dire Wolf ‘F’ is proof that this is not so.

Capabilities:

The Dire Wolf ‘F’ comes with a massive nineteen tons ofFerrofibrous armor, standard for this design. The 300 XL fusionengine is also standard, and thus mobility is limited to a 32 kphwalk and 54 kph run, with no jump capability. However, this iswhere 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 Ex-tended Range Particle Projector Cannons, this makes for an ex-tremely deadly long-range fire envelope. Next up are two LargePulse Lasers, with their own built-in accuracy and a reach almostas threatening as the main guns. Accompanying this intimidatingarray of weapons are a Streak SRM-4 launcher and a plasma-fu-eled Flamer. To compensate for the heat build-up from all this fire-power, Clan Diamond Shark has added an astounding elevenDouble Heat Sinks, for a total of 26!

Precentor Thule Martin’s insight into the Clan’s off-fieldpredicament sheds new light on this choice of weapons loadout.He feels it is significant that the chosen weapons are all stock de-signs. He goes on to state that the Targeting Computer and LargePulse Lasers are there to compensate for in-adequate Gunnery skills, a direct re-sult of the Clans rushing undertrainedMechwarriors to frontline and reserveunits.

As green recruits are not giventime to learn effective heat manage-ment techniques, the ‘F’ comes withenough heat sinks to allow a newpilot 60% of his available weaponry atlong range. The amount is slightlyhigher at medium ranges, all of thiswhile moving at full speed. This is adistinct plus when taking advantage ofbattlefield breakthroughs.

As if this weren’t enough, it is rec-ognized that the new wave of pilots will nothave a complete grasp of battlefield tactics. A large machine suchas the Dire Wolf is vulnerable to attack from infantry and battlearmor; thus the Streak SRM-4 and the Flamer. These are both re-liable and highly effective means of dealing with individual troopswho think to take advantage of the Dire Wolf ‘F’s relatively slowspeed.

Deployment:

The Dire Wolf ‘F’ is presently deploying to mostly front lineregiments and a few reserves. Most other Clans are restrictingtheir ‘rookie-resistant’ designs to reserve units only. However,Clan Diamond Shark seems determined to correct their past con-servative strategy by swinging wildly in the opposite direction,dropping the new design right on the front lines. Precentor Mar-tin feels this may be because they no longer possess the re-sources to conduct a full field test of the Dire Wolf ‘F’ beforecommitting it to combat. Only time will tell.

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TECHNICAL READOUT 3062TECHNICAL READOUT 3062TECHNICAL READOUT 3062

Type/Model: Dire Wolf F

Mass: 100 tons

Equipment Mass

Internal Structure: 100

Engine: 300XL Fusion 9.5

Walking MP: 3

Running MP: 5

Jumping MP 0

Heat Sinks: 26 (52) 16

Gyro: 3

Cockpit: 3

Armor Factor: 304 19

Internal ArmorStructure Value

Head: 3 9

Center Torso: 31 47

Center Torso (Rear): 14

L/R Side Torso: 21 32/32

L/R Side Torso (Rear): 10/10

L/R Arm: 17 34/34

L/R Leg: 21 41/41

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 ER PPC CT 2 6

1 Large Pulse Laser RA 2 6

1 Large Pulse Laser LA 2 6

1 Flamer H 1 0.5

1 Streak SRM-4 LT 1 2

Ammo (SRM) LT 1 1

Targeting Computer RT 6 6

89DIRE WOLF F

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CLAN

OMNIMECH : ASSAULT

TECHNICAL READOUT 3062TECHNICAL READOUT 3062TECHNICAL READOUT 3062

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:

Overview:

Supposedly christened ‘Daishi’ (Great Death) by a memberof the Draconis Combine's criminal underground, the Dire WolfOmniMech is aptly named. Slow but lethal, it is an assault 'Mechin 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 ver-sion – the infamous ‘Black Widow’, Natasha Kerensky.

Capabilities:

While Dire Wolf ‘Widowmaker’ was once Kerensky’s per-sonal mount, it became sacred to Clan Wolf after her death at thehands of the Jade Falcons on Twycross. The configuration itselfwas taken out of Clan databases, much as a sports team wouldretire the number of a famous player. However, times havechanged. With a wave of renewed conflict sweeping the InnerSphere and with Homeworld Clans on the verge of their own civil

war, Clan Wolf decided to take a more pragmatic approach.

Clan Wolf's Crusader stance has lessened the mystique ofNatasha Kerensky, who was a noted Warden and something of arebel against the Clans' traditional ways. Khan Vladimir Ward,after some consideration, realized the potential of the Widow-maker variant was too good to waste. Although still keenon tradition, Khan Ward decided to allow certainblood-named warriors to re-configure their Dire Wolfinto the Widowmaker, now known as Configuration‘W’. So far this move is intended only for the elite andnot, so far as Our Order can tell, for the regular troops.Although in theory any Mechwarrior piloting a DireWolf can re-pod his or her 'Mech into a configurationsimilar to the ‘W’, they risk scorn from their fellow pi-lots, as it is considered a sign of disrespect to thememory of the Black Widow.

The Dire Wolf ‘W’s loadout includes a mix ofheavy long and short-range weapons. The primarylong-range bracket consists of two Extended RangeParticle Projection Cannons nested in the arms andbacked up by a Large Pulse Laser located below. Amassive Ultra AC-20 Autocannon supplied with two tonsof ammunition sits in the right shoulder while additionalsmaller caliber weapons occupy the central torso and head.

Deployment:

So far Dire Wolf ‘W’ has only been seen inside CrusaderClan Wolf and only in the hands of a few bloodnamed warriors.Speculation surrounds this variant and its deployment, and so farit seems the Widowmaker program has only limited support in-side the Clan itself.

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TECHNICAL READOUT 3062TECHNICAL READOUT 3062TECHNICAL READOUT 3062

Type/Model: Dire Wolf F

Mass: 100 tons

Equipment Mass

Internal Structure: 100

Engine: 300XL Fusion 9.5

Walking MP: 3

Running MP: 5

Jumping MP 0

Heat Sinks: 25 (50) 15

Gyro: 3

Cockpit: 3

Armor Factor: 304 19

Internal ArmorStructure Value

Head: 3 9

Center Torso: 31 47

Center Torso (Rear): 14

L/R Side Torso: 21 32/32

L/R Side Torso (Rear): 10/10

L/R Arm: 17 34/34

L/R Leg: 21 41/41

Weapons & Equipment Loation Critical Tonnage

1 ER PPC RA 2 6

1 ER PPC LA 2 6

1 Large Pulse Laser RA 2 6

1 Large Pulse Laser LA 2 6

2 ER Medium Lasers CT 2 2

1 ER Small Laser H 1 0.5

1 Ultra Autocannon/20 RT 8 12

Ammo (AC) 10 RA 2 2

91DIRE WOLF W

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The year is 3062 and the Inner Sphere is entering a periodof time where the opportunities for peace have never beengreater. With the new Star League firmly in power and theTreaty of Tukayyid still holding after the Clan’s Great RefusalWar, 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 mayspread to neighbouring realms. The new level of co-operationbetween House Liao, the Magistry of Canopus and the Tau-rian Concordat known as the Trinity Alliance may mark thecreation of a new super-state. The Federated Suns are expe-riencing extreme levels of unrest and the Lords of the Capel-lan and Draconis March are itching to strike back at theirancient enemies.

Growing anxiety among the worlds of the extinct FederatedCommonwealth is behind increasingly violent protests, as loy-alists in both House Davion and Steiner strike out at one an-other. This unrest may be the harbinger of a Civil War whichcould engulf the Inner Sphere. The Draconis Combine facesnew enemies from within as it desperately defends itselfagainst constant Clan encroachment from without. And thenthere are the usual disputes in the various border regions, es-pecially the aptly-named Chaos March. Finally, the Word ofBlake and ComStar are at each other’s throat in a struggle forpower 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 Battle-

Mechs that are being built. Newer, deadlier technologies arebeing pushed to the forefront, moving from the testing labsto the battlefield at an ever-increasing pace which will onlyfan the flames of destruction.

THE FUTURE OF WARFARE

Creators: Vadim Antonov & Steven Satak

Art: Vadim Antonov

Direct Writing Contributors: Steven Satak, James Devlin, Roland M. Boshnack

Direct Art Contributors: Chris Lewis, Duane Loose, Mathew J. Plogg

Indirect Art Contributors: Alexander Iglesias, Anthony Fletcher,

Mike S., João Costa

Thank You For Support: Ryan "Mechjock1987" Altstatt