BattleTech IlClan Volume 07 User Manual

RECOGNITION GUIDE: ILCLAN
STAR
LEAGUE
SUCCESSION
CLAN
INVASION
CIVIL WAR
JIHAD
DARK AGE
VOLUME 07
ILCLAN
CATALYST GAME LABS

INTRODUCTION

3
RECOGNITION GUIDE: ILCLAN VOL. 07
saFactor,
Words which once seemed impossible now seem inevitable: the ilClan is nigh. The turbulence of the last two decades has brought several of our fellow Clans to Terra’s doorstep, to say nothing of the Inner Sphere powers which gaze upon humanity’s birthplace with hungry eyes. But we know our people, we know their aggression. One of them will move to take Terra rst and claim the mantle of ilClan, however briey. If they intend to hold it, however, they will need new hardware—and, as ever, we stand ready to deliver. For a price. Contained within these volumes is that hardware. It is an intriguing combination of all-new BattleMech designs and retrots of existing Inner Sphere and Clan designs with weapons and equipment suitable for modern combat. All are in our inventories or otherwise obtainable, and I have instructed all Merchant Caste personnel under my command above the rank of Point Merchant to familiarize themselves with the contents of these reports and be ready to negotiate terms for any merchandise herein. I hope you will assist me, “old friend,” with their distribution across all Khanates. The wheel of power is poised to spin once more, but we must be the axle on which it revolves. Who winds up atop that wheel, and who is crushed beneath it, matters little as long as we prot from each turn.
—Merchant Colonel Reece, aboard CSF Atlantean, Skate Khanate, 14 November 3150
Welcome to Recognition Guide: ilClan, a supplement oering players exciting new ’Mech variants rooted in the closing days of the Dark Age era and the transition to the ilClan era. Inside, you’ll discover a mix of all-new ’Mechs only recently seen on battleelds of the Inner Sphere, alongside modern rets of long-existing and much­loved units. Each volume of Recognition Guide: ilClan includes full, Technical Readout-style entries on new ’Mechs or signicant rebuilds of existing designs; a selection of brief write­ups on existing variants; notable pilots for each ’Mech, and record sheets for immediate game use. Special attention has been given to ’Mechs which were redesigned as part of the BattleTech: Clan Invasion Kickstarter, to ensure that these brand-new miniatures have a place in games set in the Dark Age. Many of these units have torn apart battleelds of the Inner Sphere for hundreds of years. With these guides, they will continue to do so for hundreds more.

CREDITS

Project Development: Johannes Heidler Development Assistance: Aaron Cahall, Chris Wheeler BattleTech Line Developer: Ray Arrastia Assistant Line Developer: Aaron Cahall Writing: Joshua Franklin, Joshua Perian, Lance Scarinci, Paul Sjardijn BattleTech Line Editor: Aaron Cahall
Production Sta Art Director: Anthony Scroggins Assistant Art Director: Ray Arrastia Cover Design and Layout: David A. Kerber Illustrations: Alan Blackwell, Harri Kallio, Matt Plog, Anthony
Scroggins
35TR107
Under License From
®
©2020 The Topps Company, Inc. All Rights Reserved. Recognition Guide: IlClan, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
Record Sheets: Dave Nawton, Carl Spain, Matt Wilsbacher
Proofers, Core Fact Checkers, and Unit Design: Ray Arrastia,
Matt Cross, Joshua Franklin, William Gauthier, Keith Hann, Mike Miller, Joshua Perian, Luke Robertson, Lance Scarinci, Matt Wilsbacher
Additional Fact Checkers: Étienne Charron-Willard, David Nawton,
Eric Salzman
Special Thanks: To Ashley Pollard nee Watkins, for creating the
Clan Classics almost 30 years ago and for sharing her original notes with me, allowing a few additional ideas to now nally see the light of day. To Lance and Dale for doing so much more on this project than what they signed up for.
FIND US ONLINE
precentor_martial@catalystgamelabs.com (e-mail address for any BattleTech questions)
http://bg.battletech.com/ (official BattleTech web pages)
http://www.CatalystGameLabs.com (Catalyst web pages)
http://www.store.catalystgamelabs.com (online ordering)
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC.
7108 S. Pheasant Ridge Dr. • Spokane, WA 99224

INCUBUS (VIXEN)

4
light ’MECH
Mass: 30 tons Chassis: LM3 Endo Steel Power Plant: Light Force 270 XL Cruising Speed: 97 kph Maximum Speed: 151 kph Jump Jets: None Jump Capacity: None Armor: Forging FF01 Ferro-Fibrous Armament:
1 Kolibri Delta Series Large Pulse Laser 2 Series 2b Extended-Range Medium Laser 4 Series XII Rotary Machine Guns
Manufacturer: Manufacturing Plant SFF-TW2 Primary Factory: CSF Titanic Mobile
Production Facility
Communications System: Comset 1 Targeting and Tracking System: Delta-Six
Sensor Suite
The Incubus might have become one of the Clans’ premier BattleMechs, if it had been conceived sooner than it was. Instead, its development came during a time of transition in the Homeworlds: the OmniMech was clearly the future, but manufacturing capabilities evolve with all the speed of an assault ’Mech. Conceived by the Steel Vipers as an attempt to compensate for their inability to keep pace with OmniMech-producing rivals, the Incubus drew on the Vipers’ existing manufacturing capability while providing a degree of modularity through its arm mount. It is this property that makes it an ideal candidate for manufacture on ArcShips, as it requires less space for testing than OmniMechs. Its ease of production also makes it an easier design to encourage our manufacturing partners to adopt.
CAPABILITIES
At its inception, the Incubus faced competition from then-new OmniMechs such as the Viper. Its extreme agility provided a niche for MechWarriors who found the more brutal nature of the Battle Cobra and Adder incompatible with their preferred method of combat. But as the Clans’ premier Clusters transitioned to OmniMechs, the Incubus was largely relegated to solahma units despite its capabilities. There, supply chain issues neutralized much of the potential of the ’Mech’s semi-modular weaponry. Despite this, the Incubus was sought after by MechWarriors who intended to claim a few last victories before finding death in a Circle of Equals.
BATTLE HISTORY
The Incubus proved a difficult problem for any Inner Sphere unit that raided Clan holdings. In the wake of Tukayyid, brief shortages of OmniMechs among the Clan toumans caused Incubuses to take up front-line duty for many of its heavier users, including the Jade Falcons and Steel Vipers. When Warrior House Ijori raided Goat Path in 3060, the Viper Fusiliers had still not recovered to full strength and a full complement of OmniMechs, but the Incubus managed to stymie the Warrior Houses’ cutting-edge Capellan ’Mechs. Renewed production by the Hell’s Horses in the 3060s prevented the extinction of the Incubus. More recently, the ’Mech has seen much use among the Hell’s Horses Mongols, where its more aggressive variants often result in high attrition rates for both sides. We have also provided a significant quantity of the ’Mech’s older configurations to interested customers, indirectly causing it to appear on Solaris VII and other gaming worlds in greater frequency. Data suggests that sufficient female MechWarriors are attracted to the ’Mech’s Inner Sphere designation to consider leaning in to this trend with some targeted marketing. While they might mock the totem animals of the Clans, many Inner Sphere MechWarriors assign an animal nickname to themselves, their fighting style, or their ’Mech, and this is an opportunity.
VARIANTS
Most known variants of the Incubus make good use of the archaic modular weaponry technology. Its oldest versions permitted commanders to choose between
the accuracy of a pulse laser and the brute force of a PPC. Other versions that equip an autocannon or even an LRM rack, if the mission calls for it, continue to be used to this day. A rarer variant improves the torso lasers to pulse models by freeing up mass with a switch to Streak missiles in the arm. This version is of considerable interest to mercenaries even today. As much of the Inner Sphere is still willing to pay the decades-old early adopter prices for XXL engines, we will develop an XXL variant, permitting the usual “deep discounts” without significantly affecting our profit margins. Upgrading the Incubus’ weaponry and armor further amplifies the profit potential, and permits multiple sales channels even without any demand­creation activities.
NOTABLE ’MECHS AND MECHWARRIORS
MechWarrior Alex Sea Fox: Captured from the Wolves in the late 3090s, Alex was quickly made abtakha and became Alex Diamond Shark. Some predicted he would become a ristar in his new Clan, but this was not to be. Alex’s rigid adherence to the tenets of honor proved a political liability in his new Clan and also kept him aloof from his Bloodhouse. Clans Sea Fox and Wolf both expect a degree of pragmatism and realism from their warriors, and Alex maintained a rectitude that seems more suited to a Jade Falcon. Now well in to his seventies, his more intelligent commanders have found great value in Alex Sea Fox’s insights, and he still is able to best most MechWarriors in his Incubus.
Star Commander Athena Fokker: While the bulk of the Nova Cat Guards utilized OmniMechs during the Revival Trials, one Star Commander retained the ’Mech that helped her earn her Bloodname. Athena Fokker proved the wisdom of this decision when she successfully helped retain her Clan’s position. Her final accomplishments on Luthien did much to improve the reputation of her unit and Bloodname, as she succeeded in frustrating an entire company of Combine ’Mechs. She was brought low by artillery fire, but members of ensuing generations of Fokker sibkos continued to heavily favor swift, powerful Light ’Mechs in honor of their ancestor.
INCUBUS (VIXEN)
Type: Incubus Inner Sphere Designation: Vixen Technology Base: Clan Tonnage: 30 Role: Striker Battle Value: 1,596
Equipment Mass
Internal Structure: Endo Steel 1.5 Engine: 270 XL 7.5 Walking MP: 9 Running MP: 14 Jumping MP: 0 Heat Sinks: 10 [20] 0 Gyro: 3 Cockpit: 3 Armor Factor (Ferro): 105 5.5
Internal Armor Structure Value
Head 3 9 Center Torso 10 15 Center Torso (rear) 5 R/L Torso 7 10 R/L Torso (rear) 4 R/L Arm 5 10 R/L Leg 7 14
5
Weapons and Ammo Location Critical Tonnage
Large Pulse Laser RA 2 6 ER Medium Laser RT 1 1 2 Machine Guns RT 2 .5 Ammo (MG) 100 CT 1 .5 2 Machine Guns LT 2 .5 ER Medium Laser LT 1 1
Notes: Features the following Design Quirks: Jettison-
Capable Weapon (Large Pulse Laser), Modular Weapons.

WAR CROW

6
heavy ’MECH
Mass: 70 tons Chassis: Raven Endo Steel WC1 Power Plant: Redline 350 XL Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None Jump Capacity: None Armor: Compound LZ-7 Ferro-Lamellor Armament:
25 tons of pod space available
Manufacturer: Snow Raven Industrial Complex Beta Primary Factory: Mitchella Communications System: TDWS-37 Mk. 2.2 Targeting & Tracking System: “Hermes” CT-44
This age of darkness knows little mercy, and though under no immediate threat, Khan Sterling McKenna believed that a Sphere-wide war must someday visit its wrath upon Clan Snow Raven and their Outworlds allies. In December 3144, two new OmniMechs were commissioned to be the backbone of the Ravens’ modernized touman, but also brought unforeseen headaches to the Clan. Many Outworlds citizens decried the funding of expensive new OmniMech designs, especially when a famine had struck the world of Loparri and resources were needed for relief. Native Outworlders expressed their anger through protests and sit-ins on factory floors. Rather than put down these demonstrations through force, Khan McKenna engaged with local political leaders to find a solution. The details of the resulting contracts are typically Machiavellian and unreadable to anyone not deeply versed in Raven
Alliance law, but one noticeable clause is that twenty percent of new OmniMech production is slated to bolster the anemic ground forces of the Alliance Military Command. This surprising show of respect mollified the loudest detractors, and the War Crow entered service only slightly behind schedule.
CAPABILITIES
The War Crow is to Clan Snow Raven what the Grand Summoner is to the Jade Falcons, a ’Mech intended to
serve as the primary line fighter of most engagements. Not outstanding or exemplary in any particular way, it is instead a solid platform on which to build an army. The next generation Ferro-Lamellor armor coating its chassis, pioneered on the White Raven, represents a new standard in Raven design philosophy—and a bone for unwary enemies to choke on. Despite its sleek appearance, the War Crow is an ungainly beast, prone to stumble on rough terrain. Its MechWarriors quickly learn to lean the ’Mech back when traversing rubble, lest they get a much closer look at the ground.
BATTLE HISTORY
In October 3146, a Star from the Fifth Raven Wing Cluster encountered an unidentified raiding party nosing around the ruins of a Draconis Combine garrison from the Reunification War. Though painted as pirates, the distinctly Combine flavor of the assorted ’Mechs, led by an AS8-K Atlas, did not fool the Ravens, who demanded that the trespassers cease all activity. Half of the raiders immediately attacked, with the Atlas singling out Star Commander Philius Howe’s War Crow A. Howe found his HAG ineffective against the Atlas’ advanced armor, while the Atlas struggled to damage his War Crow in return. The battle was finally decided by Howe’s lasers, and a series of lucky shots against the Atlas’ knee. Howe’s victory was Pyrrhic, however, as three of his Starmates died and the raiders escaped with an unknown prize from the ruins. The Atlas pilot killed himself in his cockpit, and none of the others were captured alive, leaving the Ravens with many questions. In late 3147, a War Crow was spotted on several worlds along the Davion-Liao border, far from the Raven Alliance, painted in the trademark green of the infamous Bounty Hunter; it is unknown if this was actually the Bounty Hunter, or a bold impersonator.
The target of this mystery hunter was Ban-zhang Pang Ping of Warrior House Imarra, and the two finally met during Julian Davion’s Operation Cerberus. While feinting with elements of the First Davion Guards, Pang either became lost or was deliberately separated from his Lance, and encountered the green War Crow. BattleROMs recovered from the Capellan warrior’s destroyed Lightning indicate that the hunter radioed him for positive ID before attacking. Though the Lightning’s heavy weaponry would have crippled a weaker ’Mech, the War Crow shrugged off what PPC and Gauss blows it could not avoid, returning fire with its HAG until an armor breach detonated the Lightning’s Gauss coils. As Pang lay wounded, the War Crow pilot said “For Angela, with regards from the Sixth,” before training his lasers on Pang’s cockpit and killing him. The bright green War Crow has not been seen since.
NOTABLE ’MECHS AND MECHWARRIORS
Supervisor Carlton Cume: Cume is known as the best MechWarrior in the Avellar Guards, and possibly the best in the entire Alliance Military Corps. He obtained his War Crow not as part of the AMC’s portion of production, but by challenging Star Colonel Jordan Howe, Khan McKenna’s personal aide. Cume’s Thunderbolt, long since upgraded with Clan technology, was already the envy of his unit, leading to speculation that he made the challenge simply to humiliate the Star Colonel and the Ravens as a whole. Ever the politician, Khan McKenna praised Cume’s victory as proof of the strength of the Outworlds people, and the rightness of the Ravens’ choice to ally with them.
MechWarrior “Jolly” Daniel: A Raven warrior renowned for his gregariousness, Jolly is the unofficial morale officer of the 100th Raven Battle Cluster, soothing bruised egos and ensuring that minor spats do not grow into Trials of Grievance. His deep well of patience and gift for instruction guarantee him a spot as a warder for Raven cadets once his front-line duty ends.
WAR CROW
7
Type: War Crow Technology Base: Clan (Advanced) Tonnage: 70 Role: Brawler Battle Value: 2,835
Equipment Mass
Internal Structure: Endo Steel 3.5 Engine: 350 XL 15 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 14 [28] 4 Gyro: 4 Cockpit: 3 Armor Factor (Lamellor): 217 15.5
Internal Armor Structure Value
Head 3 9 Center Torso 22 32 Center Torso (rear) 12 R/L Torso 15 22 R/L Torso (rear) 8 R/L Arm 11 22 R/L Leg 15 30
Weight and Space Allocation
Location Fixed Spaces Remaining
Head None 1 Center Torso None 2 Right Torso 2 XL Engine 4 2 Endo Steel 4 Ferro-Lamellor Left Torso 2 XL Engine 4 3 Endo Steel 3 Ferro-Lamellor Right Arm 5 Ferro-Lamellor 3 Left Arm 2 Endo Steel 6 Right Leg None 2 Left Leg None 2
Notes: Features the following Design Quirks: Improved
Targeting (Short), Unbalanced.
Weapons and Ammo Location Critical Tonnage
Primary Weapons Configuration
Ammo (LRM) 16 RA 2 2 LRM 15 RT 2 3.5 Medium Pulse Laser RT 1 2 ER Medium Laser H 1 1 ER Medium Laser CT 1 1 Medium Pulse Laser LT 1 2 LRM 15 LT 2 3.5 Ammo (LRM) 16 LA 2 2 ER PPC LA 2 6 PPC Capacitor LA 1 1 Double Heat Sink LA 2 1
Alternate Configuration A
ER Large Laser RA 1 4 ER Medium Laser RT 1 1 Supercharger RT 1 1.5 ER Small Laser H 1 .5 ER Medium Laser CT 1 1 Ammo (HAG) 16 LT 4 4 HAG 30 LA 8 13 Battle Value: 3,030 Role: Skirmisher
Alternate Configuration B
Large Pulse Laser RA 2 6 Medium Pulse Laser RT 1 2 ER Medium Laser H 1 1 Medium Pulse Laser CT 1 2 Streak LRM 15 LT 3 7 Ammo (Streak) 16 LA 2 2 Jump Jet RL 1 1 Jump Jet RT 1 1 Jump Jet CT 1 1 Jump Jet LT 1 1 Jump Jet LL 1 1 Battle Value: 2,787 Role: Skirmisher
Alternate Configuration C
ER Large Laser RA 1 4 Ammo (ATM) 14 RA 2 2 ATM 9 RT 4 5 ER Medium Laser H 1 1 ER Medium Laser CT 1 1 ATM 9 LT 4 5 Ammo (ATM) 14 LA 2 2 ER Large Laser LA 1 4 Coolant Pod LA 1 1 Battle Value: 2,572 Role: Sniper

WARHAMMER

8
heavy ’MECH
The Warhammer may be the best representation of the average citizen’s view of the BattleMech. As they would see it, once the Warhammer plants its feet, it is stable and almost impossible to move, carries enough firepower to destroy any opposing ’Mech, and is always in the thick of the fight. From the unwavering lines of the Star League Defense Force bringing down the Usurper, to the pirate in the Periphery screaming “Stand and Deliver,” the Warhammer looms large over popular images of BattleMech warfare.
CAPABILITIES
The defining characteristic of the Warhammer is its rugged, stable chassis carrying paired, arm-mounted particle projector cannons. These weapons give the Warhammer dependable firepower at range, while the ’Mech’s torso carries close combat weapons or specialized equipment. Warhammers are typically found anchoring battle lances but can also serve as a commander’s BattleMech or provide direct fire support. The Free Worlds League found a booming business in the export of Warhammer refit kits in the years before and after the Clan Invasion, but production of new units within the League was limited until early in the Jihad, when the Prince of Regulus backed a new Warhammer line on Wallis to supply him with BattleMechs for his ambitious plans to claim the Captain-Generalcy. Initial attempts to focus exclusively on long-range weaponry resulted in a heat dissipation system that was unusually weak for a Warhammer; despite some initial success, this variant eventually became very unpopular. The definitive -8R reverted back to a more typical loadout that was almost an exact copy of its original forebear,
but with each component lighter, longer-ranged, more accurate, or tougher. The Draconis Combine took a similar iterative rather than revolutionary approach, producing a variant which mounts ballistic-reinforced armor and employs Clan technology in its secondary systems.
BATTLE HISTORY
Perhaps the most famous battle of the Warhammer’s long battlefield service occurred during the Marik Civil War in 3015. After acquiring the services of Wolf’s Dragoons, Duke Anton Marik began to distrust the mercenaries’ intentions, eventually detaining and killing more than two dozen Dragoon civilians, including Joshua Wolf and Jaime Wolf’s wife and children. Wolf’s Dragoons descended on Anton’s New Delos palace in a fury, kept at bay only by a wildfire the Duke ordered lit to keep the mercenaries out until reinforcements could arrive. At the controls of her famous Warhammer, Natasha Kerensky volunteered to lead her independent company through the flames and attack the unsuspecting Ducal Guard. Pushing her Warhammer’s heat sinks deep in to the red, Kerensky smashed through the walls of Anton’s palace and gave her company the time it needed to break through and vent their rage against the Duke and his forces. Our Spirit Cat allies saw the effectiveness of the Marik Warhammers first hand when the Regulan Hussars invaded Marik in 3147. The Purifier Cluster found itself outnumbered by several regiments of the Hussars and attempted to use the longer range of their Clan weapons to reduce the invaders’ numerical advantage. But the Regulan Hussar fire lances and their Warhammers provided covering fire for the faster Trebuchet and Sarath equipped striker lances. The Purifier Cluster was driven into hiding within their fortified headquarters, where the Regulan Warhammers watched for any attempt at a breakout. The Hussars brought forward artillery to shell the fortification, and the Purifier Cluster was saved only by negotiation for a Regulan withdrawal after expected reinforcements were destroyed before reaching the system.
VARIANTS
The recovery of the Helm Core brought about a new generation of Warhammers, first in the form of refit kits and later with new production variants employing reclaimed technology. The new variants’ extended­range cannons and improved heat-dissipating technology made an effective combination, even against the Clan invaders. The Federated Commonwealth’s Warhammer production capacity suffered a hard hit with the loss of the ’Mech’s primary factory to Clan Jade Falcon early in the Clan Invasion; the Commonwealth was reduced to refitting ancient Succession Wars ’Mechs to the -7S variant until Project Phoenix brought about new Warhammers in the Federated Suns and Lyran Commonwealth more than a decade later. Clan garrisons also developed various ClanTech refit kits for use on captured FedCom Warhammers, replacing the PPCs with pulse lasers on models not yet equipped with double heat sinks. Recently, Wolf’s Dragoons contracted with us to begin production runs on a Golden Century-era Clan Warhammer variant which was popular with the original Dragoons, and we have fulfilled several Clans’ subsequent requests for the model. Free Worlds League Warhammers became ubiquitous throughout the Inner Sphere due the popularity of their refit kits and the deals other Houses made with the League during the Clan Invasion. Some of these -7M models were even fitted with a two-seat command console to serve as command-and-control units. The Draconis Combine refit its own Warhammers to -7K standard, and the resulting ’Mech was often confused with Marik refits. This would change abruptly with the introduction of a variant featuring paired heavy PPCs, a design which proved so popular that other Houses also copied it, refitting both newer Project Phoenix and more venerable Warhammers. Alshain Weapons in turn received the funding it needed to build a new Warhammer line on Tok Do, where they created the -9K as an intermediary, placing a large MML next to the heavy PPCs. With the renewed emphasis on tradition in the Draconis Combine, Alshain emphasized the classic chassis on all their Warhammers. The Taurian Concordat has constructed the Warhammer on Pinard since the ’Mech was first introduced. After the discovery of the New Dallas Memory Core during the Jihad, SLDF Royal models were introduced, with the WHM-7A currently in production.
WARHAMMER
9
WHM-8R WARHAMMER
Mass: 70 tons Chassis: Kell Reinforced 270 Endo Steel Power Plant: Magna 280 Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None Jump Capacity: None Armor: Durallex Heavy with CASE II Armament:
2 Fusigon Longtooth ER PPC 2 Magna Mk. VI Extended-Range Medium Lasers 2 Magna Mk. IV Extended-Range Small Lasers 2 LFN Linblad Machine Guns 1 Shannon SH-67 Streak SRM 6 launcher Manufacturer: Ronin Inc. Primary Factory: Wallis
Communications System: Barret Party Line-200 Targeting and Tracking System: Wasat Watchdog
W100 Technology Base: Inner Sphere
Tonnage: 70 Role: Brawler Battle Value: 1,697
WHM-10K WARHAMMER
Mass: 70 tons Chassis: Alshain Class 115-70H Endo-Composite Power Plant: GM 280 Light Cruising Speed: 43 kph Maximum Speed: 64 kph Jump Jets: None Jump Capacity: None Armor: Durallex Ballistic-Reinforced with Clan CASE II Armament:
2 Lord’s Light 2 Extended-Range PPCs 2 Martell Medium Lasers 2 Diverse Optics Extended-Range Small Lasers 2 Bulldog Mk. II (Clanspec) Machine Guns 1 Guided Technologies 3rd Gen (Clanspec) Streak SRM 6 Manufacturer: Alshain Weapons Primary Factory: Tok Do
Communications System: Sipher Security Plus Targeting and Tracking System: Matabushi Sentinel
Technology Base: Mixed Inner Sphere (Advanced) Tonnage: 70 Role: Brawler Battle Value: 2,033
Equipment Mass
Internal Structure: Endo Steel 3.5 Engine: 280 16 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 16 [32] 6 Gyro: 3 Cockpit: 3 Armor Factor: 208 13
Internal Armor Structure Value
Head 3 9 Center Torso 22 29 Center Torso (rear) 10 R/L Torso 15 21 R/L Torso (rear) 7 R/L Arm 11 22 R/L Leg 15 30
Equipment Mass
Internal Structure: Endo-Composite 5.5 Engine: 280 Light 12 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks (C): 16 [32] 6 Gyro: 3 Cockpit: 3 Armor Factor (Reinforced): 216 18
Internal Armor Structure Value
Head 3 9 Center Torso 22 30 Center Torso (rear) 13 R/L Torso 15 20 R/L Torso (rear) 10 R/L Arm 11 22 R/L Leg 15 30
Weapons and Ammo Location Critical Tonnage
ER PPC RA 3 7 Streak SRM 6 RT 2 4.5 Ammo (Streak) 15 RT 1 1 ER Medium Laser RT 1 1 ER Small Laser RT 1 .5 Machine Gun RT 1 .5 Ammo (MG) 200 RT 1 1 CASE II RT 1 1 ER Medium Laser LT 1 1 ER Small Laser LT 1 .5 Machine Gun LT 1 .5 ER PPC LA 3 7
Notes: Features the following Design Quirks: Rugged (2),
Searchlight, Stable, Ubiquitous.
Weapons and Ammo Location Critical Tonnage
ER PPC RA 3 7 Streak SRM 6 (C) RT 2 3 Ammo (Streak) 15 (C) RT 1 1 Medium Laser RT 1 1 ER Small Laser RT 1 .5 Machine Gun (C) RT 1 .25 Ammo (MG) 100 (C) RT 1 .5 CASE II (C) RT 1 .5 Medium Laser LT 1 1 ER Small Laser LT 1 .5 Machine Gun (C) LT 1 .25 ER PPC LA 3 7
Notes: Features the following Design Quirks: Rugged (2),
Searchlight, Stable, Ubiquitous.
WARHAMMER
10
NOTABLE ’MECHS AND MECHWARRIORS
The Black Widow: Natasha Kerensky led Wolf’s Dragoons‘ infamous Black Widow formation from the cockpit of her legendary Warhammer for the better part of five decades. No other MechWarrior in history captured the public’s imagination more than her carefully styled persona—part ruthless killer, part mysterious femme fatale who once even posed for pin-up pictures. Her feats proved she was the greatest warrior of her generation, ahead even of the fearsome Bounty Hunter with whom she frequently clashed, and the mythical Morgan Kell, whose son she would later mentor. Almost a century after her death as Khan of Clan Wolf, she remains the iconic MechWarrior of the Succession Wars in popular media that always clamors for more tales of the Black Widow and her Warhammer.
Tai-sa Yorinaga Kurita: A distant cousin of Coordinator Takashi Kurita, Yorinaga’s rise through the DCMS ranks was hardly surprising. In command of a battalion of the Second Sword of Light during the 3013 assault on Mallory’s World, Yorinaga in his Warhammer challenged and defeated First Prince Ian Davion and his Atlas. Yorinaga was foiled in his attempt to bring the First Prince’s body back to his Coordinator, sparking a rivalry with the Kell Hounds that would doom one of the Kell brothers as well as Yorinaga himself. In the effort to defeat the Kells, the Coordinator ordered Yorinaga to train an elite new command, the Genyosha. Yorinaga’s last battle with the Kells saw him duel with Morgan yet again, and the two were unable to destroy each other. After the duel was ended by mutual consent, Yorinaga committed seppuku before the regiments he led.
General Michael Maisel: The self-proclaimed “General or somesuch” of the mercenary band Maisel’s Militia, Michael piloted his Warhammer with all the finesse of a jackhammer. During the Battle of Pilot Mountain, Maisel’s BattleMech was felled by the loss of both legs. With the battle still in doubt, Maisel commandeered a rifle and a grappling rod from a fallen infantryman, scaled his second in command’s Catapult, and continued to “lead” his remaining mercenaries to victory.
Captain Leopold Vogel: Leopold Vogel’s first command was a lance of the First Drakøn assigned to defend the Rasalhagian capital against the invading Wolves. Vogel and his lance contested the Fourth Wolf Guards’ landing with a desperate charge to counter the Clan’s range advantage. Vogel alone made it to a close-range assault, initiating a duel with a Timber Wolf. His rabid attack nearly overwhelmed his opponent, but Vogel did not have the firepower to defeat a Clan ’Mech one on one. He served two years as a prisoner to Clan Wolf before local partisans broke him free. Disgusted by the Truce of Tukayyid’s surrender of most of Rasalhague to the enemy, Vogel left his home and joined several mercenary groups fighting the Clans before accepting a berth with Wolf’s Dragoons. He received a new Warhammer, enabling him to fight the Clans on more even terms.
MechWarrior Ryveg: Ryveg’s father, finding his military career in the Draconis Combine stagnating, resigned his commission and joined the Osaka Mercenary Legion. Shattered in battle against the Sword of Light, Ryveg’s father retired to Solaris and mentored his son to fight in the games. Employing a new stage name, “Greystar” rose to the Class Four circuit on behalf of Blackstar Stables, helping lead their resurgence. Piloting his family Warhammer,
Greystar fought his way to the title of Champion of that circuit in 3066, but the Jihad destroyed his dreams of competing for the title of Solaris Champion.
MechWarrior Eldin Tola: Born in the iron wombs of Clan Steel Viper after their retreat from the Inner Sphere, Eldin had few opportunities to achieve the renown needed to be sponsored for a coveted Bloodname. That left him the route of the Grand Melee. Stuck with an ancient Star League Warhammer, Eldin’s patience and accuracy won him not only the Grand Melee, but his Bloodname. Before he could trial for a command position, the Fourth Fang challenged Clan Wolf. Shocked by a surprise attack by the Wolves, the Vipers struggled. Eldin destroyed a Wolf Linebacker before falling to a Nova’s laser blast. He was taken as a bondsman by the Wolves, but within days found himself adopted as a warrior and assigned his battered Warhammer yet again. A week later, he faced his original Clan. Frustrated at the futility of his future with his new Clan facing Abjuration, Eldin Tola fought like a man possessed. His Warhammer was left a smoking ruin amongst the battlefield, the Steel Vipers discarding him as just another tainted Wolf.
Chu-i Edward “Joe” Brevan: Chu-i Brevan rushed through his studies at the Sun Zhang Military Academy, eager to join the ranks of the DCMS, stating “I want to fight so that others don’t have to.” He eventually graduated directly to command of a lance in the new Hikage regiment and was assigned a new Warhammer. With only a few months of training, the Hikage were deployed to end the vicious assaults by Task Force Perceval. As Brevan led his lance off the ramp of their DropShip and into battle, an unknown enemy heavy ’Mech challenged him to a duel. Aware that his
WARHAMMER
lancemates and company commander had already ques­tioned his leadership abilities, Brevan agreed to honor the duel. His Warhammer’s PPC lit up the Davion Inferno, beat­ing it down into the tarmac. With the ’Mech on the ground and seemingly defeated, Brevan waited for his opponent to surrender. He saw it miraculously rise one last time and fire its own PPC directly toward his cockpit. Brevan survived, though he sustained heavy wounds. He struggles to recover his place in the Hikage, and has vowed to never show mercy to a Davion again.
Lieutenant Nigel Kendrick: Nigel Kendrick was working his way up the circuits on Solaris VII when he accepted an unusual contract to smuggle a Capellan dancer being held by a local Triad away to join her brother, a refugee in the Lyran Commonwealth. After sneaking into the Triad­owned club, finding the dancer, and escaping, Nigel and his compatriots found themselves in a three-way ’Mech brawl with the Triad and Black Hills security. Kendrick’s Warhammer was captured on tri-vid news repeatedly kicking a downed Triad Vindicator. On the run, rumors suggest that Kendrick may be serving the Republic of the Sphere as a Ghost Paladin or with the Northwind Highlanders.
11
Subaltern Bradley Pylypiuk: Pirates are always a threat to the Calderon Protectorate, and Bradley Pylypiuk has made a career of bringing them to justice. He leads a company of the Third Taurian Pride on detached duty, assigned to their own Union DropShip and hopping from system to system hunting down reports of pirate hideouts. In his Warhammer, Pylypiuk led a combat drop directly onto a lunar lair in the Pirate’s Haven while the pirates celebrated their latest heist. Although their leader, Moses Henriques, escaped, the destruction of the pirate hideout, the capture of several dozen pirates, and the confiscation of billions of bull bills worth of stolen loot gave Pylypiuk a widespread reputation. He also came away with a French bulldog named Charlie and the nickname of “The Bulldog of Matanzas.”

MIST LYNX (KOSHI)

12
Mass: 25 tons Speed: 75 kph cruising, 118 kph max Jump Capacity: 180 meters Payload: 7.5 tons of pod space, Active Probe Manufacturer: Manufacturing Plant SFF-AL1
(Alnabog) Featured in TRO: 3050 Upgrade / Clan Invasion
Known as the Mist Lynx among the Clans and the Koshi to Inner Sphere MechWarriors, this swift OmniMech remains a popular mainstay in many toumans despite the introduction of newer designs. Now produced by our Clan, the nimble Mist Lynx can be found throughout the Occupation Zones and beyond.
CAPABILITIES
The Mist Lynx has more than a dozen different standard configurations which cover a range of mission profiles and battlefield scenarios. The popular OmniMech is typically deployed as a hard-hitting scout or harasser, using a few powerful weapons and its speed to snipe targets from afar, or to quickly engage and then disengage from the enemy.
BATTLE HISTORY
Clan Smoke Jaguar was once the most frequent deployer of the Mist Lynx, but their annihilation spread its manufacture to the Ice Hellions and Steel Vipers, who
both took advantage of the SLDF’s invasion of Huntress to trial for and then bring the light OmniMech into production before the Wars of Reaving. In 3070, during the Wars of Reaving, Viper Khan Brett Andrews dispatched Alpha Galaxy to punish the Snow Ravens by seizing the valuable world of Lum and ejecting them from Clan space. Once on the ground, the Second Viper Guards tried to draw out some of the Raven defenders by destroying civilian settlements between the invaders and the capital. As the Vipers advanced, a Binary of Mist Lynxes flanked the Snow Ravens’ attempt to intervene. Using their speed and lasers, the Vipers eviscerated the few Raven auxiliaries left. As Clan Wolf marched towards Terra, the planet Alula Australis stood in its way. As Wolf forces advanced on the Republic defenders, several Mist Lynxes of the Ninth Wolf Guard Striker Cluster provided essential recon that foiled many of the defending Eleventh Triarii’s attempts on Khan Alaric Ward’s life. On two separate occasions, Mist Lynxes outfitted in the P and K configurations destroyed Republic headhunter units before they reached the Khan. Unfortunately, the Eleventh Triarii was able to execute a surprise artillery strike, but it failed to kill Khan Ward. As Wolf Dominators clashed with Republic Axmans in the ensuing melee, a swift Star of Wolf Omnis, including a Mist Lynx J, quickly overran and made short work of the Republic artillery.
NOTABLE ’MECHS AND MECHWARRIORS
Captain Ian Schneider: Descended from former Wolfnet operatives who survived the Jihad, Ian felt he was born into intelligence work. Fiercely patriotic, he joined the Republic’s Sphere Intelligence Service as soon as he could. Gifted with superb reflexes and a keen wit, Ian’s dedication to the Republic’s survival saw him deployed outside of the Fortress Wall on numerous occasions, always in a customized Mist Lynx. Attached to the Eleventh Triarii on Alula Australis, Ian planned the failed artillery strike that almost killed Alaric Ward. Last seen before the Eleventh’s headquarters was overrun, Ian’s current whereabouts are unknown.
Weapons and Ammo Location Critical Tonnage
Weapons Configuration T
2 ER Small Lasers RA 2 1 SRM 4 RA 1 1 Ammo (SRM) 25 RA 1 1 ECM Suite RT 1 1 LRM 10 LA 1 2.5 Ammo (LRM) 12 LA 1 1 Battle Value: 971 Role: Scout
Alternate Configuration I
Narc Missile Beacon RA 1 2 Ammo (Narc) 12 RA 2 2 5 SRM 2 LA 5 2.5 Ammo (SRM) 50 LA 1 1 Battle Value: 689 Role: Striker
Alternate Configuration J
Imp. Heavy Medium Laser RA 2 1 Supercharger RT 1 .5 ER PPC LA 2 6 Battle Value: 1,704 Role: Sniper
Alternate Configuration K
2 ER Medium Lasers RA 2 2 ProtoMech AC/4 LA 3 4.5 Ammo (PAC) 20 LA 1 1 Battle Value: 976 Role: Scout
Alternate Configuration L
4 AP Gauss Rifles RA 4 2 Ammo (AP Gauss) 40 RA 1 1 Imp. Heavy Medium Laser RT 2 1 Heavy Flamer LA 1 1.5 Ammo (Heavy Flamer) 10 LA 1 1 ECM Suite LA 1 1 Battle Value: 901 Role: Scout
Alternate Configuration M
Plasma Cannon RA 1 3 Ammo (Plasma) 20 RA 2 2 SRM 2 RT 1 .5 Ammo (SRM) 50 RT 1 1 4 ER Micro Lasers LA 4 1 Battle Value: 961 Role: Striker
Alternate Configuration N
2 LRM 5 RA 2 2 Heavy Small Laser RA 1 .5 Ammo (LRM) 24 RT 1 1 TAG RT 1 1 2 LRM 5 LA 2 2 Laser Anti-Missile System LA 1 1 Battle Value: 976 Role: Missile Boat

STORMCROW (RYOKEN)

13
Mass: 55 tons Speed: 64 kph cruising, 97 kph max Jump Capacity: None Payload: 23 tons of pod space Manufacturer: Industrial Complex Alpha (Dante) Featured in TRO: 3050 Upgrade / Clan Invasion
Lessons learned from the Corvis helped Clan Snow Raven create the Stormcrow, arguably the most successful medium OmniMech ever made. Over two hundred years after its debut, the original chassis remains competitive, even dominant. New Stormcrows from the Dante plant strengthen the Raven touman, and outside sales of the ’Mech have helped fund important new OmniMech projects—though it is unlikely anything will ever supersede it.
CAPABILITIES
Built to deliver a withering barrage to any spot on the battlefield, the Stormcrow is made not for prolonged engagements, but for smashing an enemy as quickly as possible, no matter that enemy’s size. A skilled warrior in a Stormcrow is a whirlwind of doom, humbling all but the strongest of BattleMechs and humiliating many an overconfident MechWarrior. Though the Ghost Bears’ Ryoken II and Clan Wolf’s radical Skinwalker descend from the Stormcrow, neither design has become as iconic their progenitor’s combination of speed and hard-hitting firepower.
BATTLE HISTORY
Every major power fields the Stormcrow, though it is still known as the Ryoken among the Spheroids. It particularly flourishes in House Kurita’s tactically unorthodox Ryuken regiments. During the Battle of New Avalon, the Ryuken-hachi used waves of Stormcrows as shock troops against the Davion Assault Guards, where their mix of speed and firepower downed Davion Victors and BattleMasters with ease. Chu-i Sharanjeet Singh distinguished himself by blasting the head off of Major Daniel Zibler’s Atlas at extreme range, demoralizing Charlie Battalion and hastening the Kurita victory over their ancient foes. Star Commander Fernelle, a Falcon warrior on the verge of solahma status, found herself relegated to an older Stormcrow after her Clan’s defeat on Skye. Desperate for some measure of vindication, she threw herself into the fray on Rigil Kentarus like a savage, attacking every Wolf in sight. Fernelle downed two smaller ’Mechs before coming up against Star Captain Myron Kerensky’s Dominator. Kerensky tried to use his superior maneuverability to keep out of range of Fernelle’s guns, but the Wolf warrior fought too conservatively. Heedless of damage or crippling heat, Fernelle pressed her opponent until her HAG ammo ran dry, the weapon itself exploded, and her hip actuator was frozen, before finally coring the Dominator with her heavy laser. Her heroism earned her a stay of transfer, but it remains to be seen if she can repeat her victory, or if it was simply the luck of the desperate.
NOTABLE ’MECHS AND MECHWARRIORS
Nova Commander Kanas Cobb: Commanding a Nova in the Hell’s Horses’ Seventy-first Mechanized Cavalry, Kanas serves under his own genefather, Star Colonel Elliot Cobb. Though both are skilled and respected MechWarriors, a rivalry has grown between them. It seems neither can do right in the eyes of the other, and mutual accusations of embarrassing their shared Bloodright are common. Kanas has vowed to outshine his genefather, while Elliot often expresses hope that his subsequent spawn disappoint him less. Kanas has many friends in his Cluster, some of whom whisper to him to challenge Elliot for command, but he is not yet ready to take their spat to such a level.
Weapons and Ammo Location Critical Tonnage
Weapons Configuration T
Large Pulse Laser RA 2 6 ER Small Pulse Laser RA 1 1.5 Light Active Probe RT 1 .5 2 Double Heat Sinks RT 4 2 Medium Pulse Laser H 1 2 Supercharger LT 1 1.5 2 Double Heat Sinks LT 4 2 Large Pulse Laser LA 2 6 ER Small Pulse Laser LA 1 1.5 Battle Value: 2,280 Role: Striker
Alternate Configuration I
ER Large Laser RA 1 4 ER Medium Laser RA 1 1 Double Heat Sink RA 2 1 LRM 15 RT 2 3.5 Ammo (LRM) 8 RT 1 1 Double Heat Sink RT 2 1 Active Probe H 1 1 LRM 15 LT 2 3.5 Ammo (LRM) 8 LT 1 1 Double Heat Sink LT 2 1 ER Large Laser LA 1 4 ER Medium Laser LA 1 1 Battle Value: 2,319 Role: Scout
Alternate Configuration J
Imp. Heavy Large Laser RA 3 4 Targeting Computer RT 4 4 Ammo (HAG) 8 LT 2 2 HAG 30 LA 8 13 Battle Value: 2,300 Role: Striker
Alternate Configuration K
4 Imp. Heavy Medium Lasers RA 8 4 3 Double Heat Sinks RT 6 3 2 Double Heat Sinks LT 4 2 Ammo (Gauss) 16 LT 2 2 Gauss Rifle LA 6 12 Battle Value: 2,001 Role: Striker
Alternate Configuration P
ER Large Laser RA 1 4 Medium Pulse Laser RA 1 2 Streak SRM 6 RT 2 3 Double Heat Sink RT 2 1 Medium Pulse Laser H 1 2 Streak SRM 6 LT 2 3 Ammo (Streak) 15 LT 1 1 Double Heat Sink LT 2 1 ER Large Laser LA 1 4 Medium Pulse Laser LA 1 2 Battle Value: 2,213 Role: Striker
OMNIMECH RECORD SHEET
Head
Center
Tor so
Ri g ht To rsoLe ft To rso
Rig ht
Leg
Le ft Leg
Center
Tor so
Torso Rear
R i g h tL e f t
Torso Rear
Head
Center
Tor so
Righ t
Leg
Le ft
Arm
Righ t
Arm
Left Torso Right Torso
Le ft
Leg
ARMOR DIAGRAM
( 9 )
( 7 )
( 7 )
'MECH DATA
Type:

Mist Lynx (Koshi) T

Movement Points: Walking: Running: Jumping:
7
11
6
Weapons & Equipment Inventory
Qty Type Loc Ht Dmg Min Sht Med Lng
1 LRM 10 LA 4 1/Msl [M,C,S] — 7 14 21
1 SRM 4 RA 3 2/Msl [M,C,S] — 3 6 9
2 ER Small Laser RA 2 5 [DE] 2 4 6
1 ECM Suite RT — [E] 6
1 Active Probe HD — [E] 5
Ammo: (LRM 10) 12, (SRM 4) 25
BV:
971
Tonnage: Tech Base: Rules Level: Role:
25 Clan Standard Scout
(hexes)
WARRIOR DATA
Name:
Gunnery Skill:
Hits Taken
Consciousness #
1325374105116
Piloting Skill:
Dead
Le ft Arm Rig ht A rm
( 5 )
( 10 )
( 6 )
( 4 )( 4 )
( 5 )( 5 )
( 5 )
CRITICAL TABLE
INTERNAL STRUCTURE DIAGRAM
Head
Left Arm (CASE)
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
1-3
4. Hand Actuator
5. LRM 10
6. Ammo (LRM 10) 12
1. Endo Steel
2. Ferro-Fibrous
3. Roll Again
4-6
4. Roll Again
5. Roll Again
6. Roll Again
Left Torso
1. XL Fusion Engine
2. XL Fusion Engine
3. Double Heat Sink
1-3
4. Double Heat Sink
5. Double Heat Sink
6. Double Heat Sink
1. Jump Jet
2. Jump Jet
3. Jump Jet
4-6
4. Endo Steel
5. Ferro-Fibrous
6. Ferro-Fibrous
1. Life Support
2. Sensors
3. Cockpit
4. Active Probe
5. Sensors
6. Life Support
Center Torso
1. XL Fusion Engine
2. XL Fusion Engine
3. XL Fusion Engine
1-3
4. Gyro
5. Gyro
6. Gyro
1. Gyro
2. XL Fusion Engine
3. XL Fusion Engine
4-6
4. XL Fusion Engine
5. Endo Steel
6. Ferro-Fibrous
Engine Hits
Sensor Hits
Life Support
Gyro Hits
Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo Steel
6. Roll Again
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Damage Transfer
Diagram
Right Arm (CASE)
1. Shoulder
2. Upper Arm Actuator
3. Lower Arm Actuator
1-3
4. Hand Actuator
5. SRM 4
6. ER Small Laser
1. ER Small Laser
2. Ammo (SRM 4) 25
3. Endo Steel
4-6
4. Ferro-Fibrous
5. Roll Again
6. Roll Again
Right Torso
1. XL Fusion Engine
2. XL Fusion Engine
3. Double Heat Sink
1-3
4. Double Heat Sink
5. Jump Jet
6. Jump Jet
1. Jump Jet
2. ECM Suite
3. Endo Steel
4-6
4. Ferro-Fibrous
5. Ferro-Fibrous
6. Roll Again
Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Endo Steel
6. Roll Again
HEAT DATA
Heat
Level*
30 28 26 25 24 23 22 20 19 18 17 15 14 13 10
8 5
( 8 )
Effects Shutdown Ammo Exp, avoid on 8+ Shutdown, avoid on 10+
-5 Movement Points +4 Modifier to Fire Ammo Exp, avoid on 6+ Shutdown, avoid on 8+
-4 Movement Points Ammo Exp, avoid on 4+ Shutdown, avoid on 6+ +3 Modifier to Fire
-3 Movement Points Shutdown, avoid on 4+ +2 Modifier to Fire
-2 Movement Points +1 Modifier to Fire
-1 Movement Points
Double Heat Sinks:
10 (20)
( 6 )( 6 )
( 4 )( 4 )
( 6 )( 6 )
Heat
Scale
Overflow
30*
29
28*
27
26*
25*
24*
23*
22*
21
20*
19*
18*
17*
16
15*
14*
13*
12
11
10*
9
8*
7
6
5*
4
3
2
1
0
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